Wisp — Patch 1.63 Verdict
[Liquipedia RPL: A | Web: B | Web: B | Web: C] Pro play (RPL 2026): 65 picks, 56.9% WR, 26.8% pick/ban rate. Note: pro meta may differ from ranked. Ranked B on zathong.com. Ranked B on metatierlist.com. Ranked C on commonsensegamer.com.
Wisp — Marksman Guide
Key Insights
- Ignite detonates when HP hits zero, punishing divers in explosion range; second bomb and beyond deal 50% damage.
- Barrel Bomb hitting a hero resets W's cooldown by 3s, enabling near-continuous poke in extended fights.
- Aim W at the wall behind a target, not at them directly, to guarantee the stun before the barrel hits max range.
- Q is a short dash AND a 5-second empowered-attack window; AoE splash on basics hits tank and carry simultaneously.
- Shock and Awe channels up to 3s with a 0.6s grace window; any movement after that cancels all six strikes entirely.
Strengths
Barrel Bomb wall stun is built-in peel most marksmen lack.- W cooldown resets on hero hits keep poke near-continuous.
Loose Cannon AoE splash damages carry and frontline at once.
Ignite passive makes divers respect explosion range on kill.
Weaknesses
Shock and Awe channels; any CC after 0.6 s cancels it fully.- No real escape beyond Flicker and Q's short dash.
- Laning before Claves Sancti is weak; low base damage.
- W travels in a straight line at fixed speed, easy to dodge.
Matchups
Abilities
PIgnite
When HP reaches 0, detonate all bombs dealing physical damage. Targets hit by multiple detonations take only 50% damage from the 2nd hit onwards.
1Loose Cannon
Wisp dashes in the target direction and enters cannon mode. Each auto attack deals physical damage in an area and increases attack speed by 10% for 5s.
2Barrel Bomb
Fire a bomb in the target direction dealing physical damage and slowing movement speed by 30% for 1s. Detonates at max range or when hitting a wall, dealing physical damage and stunning for 1s (60% damage to structures). If the detonation hits a hero, reduce this ability's cooldown by 3s.
RShock and Awe
Fire bombs that strike the target area 6 times, each dealing physical damage. This ability can crit but only deals 50% additional damage on crits. (Can channel for up to 3s; moving after 0.6s cancels the ability.)
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard All-In
Open with W to land the slow first and confirm the stun before dashing in with Q, then auto-attack through the empowered window and channel R only once the enemy is stunned and can't interrupt it.
Wall-Stun Burst
Aim W directly at a wall behind the target to guarantee the detonation stun, then dash in with Q and immediately channel R during the stun window for the maximum overlap of CC and burst damage.
Flicker Escape Combo
When caught out of position, fire W behind you to slow any pursuer, Flicker over the nearest wall, and use Q to extend the distance; the slow buys the half-second Flicker needs to activate cleanly.
Passive Punish
When you're near-death and surrounded, fire W into the cluster to apply the slow, channel as much of R as possible, and let Ignite finish the job; enemies who tunnel on your dying body eat the full detonation.
Expert Video Guide
Rov Wisp(SS10) สอนแบกทีม วิธีเดินเกมโคตรแรงยิงคริทุกดอก — Jayop
Gameplan
Wisp's first real power spike is Claves Sancti: the crit chance and passive give her W and R bursts the teeth they lack early. She hits her stride at two items (Claves plus Slikk's Sting), where Q-empowered AoE autos plus frequent W resets start erasing squishy targets. Her absolute peak is the four-item window of Claves, Slikk's, Bow of Slaughter, and Muramasa, when Shock and Awe's armor-shredded hits delete anyone caught in the open. Before first item she is weak, so play for safe farm and W poke, not all-ins.
Early Game
Levels 1–6- →Farm safely under turret if the enemy jungler is a known early invader; Wisp's base stats don't win straight-up brawls before level 4, and losing dragon tower early is unrecoverable.
- →Use W for last-hitting ranged minions or safely poking the enemy laner by aiming the barrel to roll through the minion wave and detonate against the wall behind them.
- →Call your support or roaming jungler to set up a level-2 or level-3 kill using W's stun; Wisp's W cooldown reset makes a two-hit kill chain surprisingly achievable with any hard-CC partner.
Mid Game
Post Broken Spear- →Group for Dragon and Dark Slayer buff contests; your Q's AoE splash is disproportionately effective in the narrow corridors of objective fights, and W's stun can interrupt contest channels.
- →Rotate to a sidelane only if you have vision of both enemy junglers; Wisp's escape tools are limited, and a pinch from two sides with no wall nearby is almost always fatal.
- →Start looking for W-cooldown-reset chains: in a 3v3 skirmish, every time the barrel detonation hits a hero you effectively have a fresh W, so prioritize heroes over minions for targeting.
Late Game
Teamfight phase- →Never initiate; let your tank or engage support go first, then walk in behind the frontline and immediately chain W into a full Q-empowered auto sequence while R is reserved for when enemies are CC'd.
- →Position so a wall is within quick W range at all times; Wisp's late-game teamfight value collapses the moment a flanking assassin gets a free dive on her with no stun available.
- →Prioritize the enemy carry with your R, not the tank; Muramasa armor-shred notwithstanding, six hits on a squishy carry will end the fight faster than grinding through a frontliner.
Pro Tips
- →Aim W at the wall directly behind a target who is running away rather than leading them with the barrel; the detonation radius is wide enough to catch them even with lateral movement, and the wall guarantees the stun fires before max range.
- →During Q's empowered window, step-attack through a tank to hit the carry behind them; the AoE splash damages both, effectively letting you DPS two targets simultaneously without changing your attack target.
- →After activating Blade of Eternity's revive, your HP resets to a threshold above zero, which means Ignite does NOT re-trigger on that same life; don't waste the revive by walking back into a cluster expecting a second explosion.
- →In the 0.6-second grace window of Shock and Awe, you can micro-step once to dodge a narrow skillshot without canceling the channel; practice this in custom games so it becomes a reflex rather than a panic cancel.
Wisp is a marksman for players who want carry agency without abandoning utility; her W stun and Q reposition give her more tools than most dragon-lane peers, and her A-tier standing reflects a hero that rewards game knowledge over raw mechanics. She belongs with players who draft deliberately, value CC-support pairings, and can spot walls to weaponize in under a second. The thing to master is W placement: aim the barrel at terrain rather than at the enemy directly and your effective stun rate nearly doubles. Get that right and the rest of her kit slots into place naturally.
Wisp — Frequently Asked Questions
Is Wisp good in the current ROV patch?+
Yes. Wisp is firmly A tier this patch on a 56.9% win rate and a 22.8% pick rate across Thai-server Diamond-and-above ranked, so she is both widely played and consistently winning. Not S-tier broken, but she overperforms paired with hard-CC supports and rewards players who understand her W cooldown-reset mechanic. If you want a reliable dragon-lane carry that doesn't live or die on pure mechanical execution, she is one of the better investments right now.
What is the best build for Wisp?+
Current consensus core is War Boots into Claves Sancti into Slikk's Sting into Bow of Slaughter into Muramasa into Blade of Eternity. Claves Sancti is your first major power spike and should be rushed; Muramasa is critical because Shock and Awe's six repeated physical hits benefit enormously from armor penetration. Blade of Eternity is non-negotiable in the current dive-heavy meta, doubling as a survival tool and a setup for the Ignite passive detonation.
How do you counter Wisp?+
The most effective counters are mobile assassins who can reach her before W detonates; Nakroth, Murad, and Quillen all fit. As a team, the goal is to force R cancellation: any knockup, displacement, or fear applied after her 0.6-second grace window kills the channel entirely and wastes her highest-damage tool. Avoid standing near walls when she has W up, since the wall-bounce stun is her main setup tool and denying it cuts her kill threat significantly.
Is Wisp hard to play / good for beginners?+
Medium, so approachable but not forgiving. Beginners get value from Q and the passive without mastering the W wall-trick, but reaching her ceiling, the cooldown-reset chaining and R timing around CC windows, needs deliberate practice. Not the best marksman for absolute newcomers (Tel'Annas is more forgiving), but for a Diamond player learning a carry with a higher ceiling than her win rate implies, she is an excellent choice.



