Roaming and map pressure with [R].
Empowered abilities and resource manipulation
Hitting a champion with spells hurls a comet that deals adaptive damage at them. Landing more spells reduces Arcane Comet's cooldown.
Shortly after using your Ultimate, gain a decaying Movement Speed increase that lasts for 3s and allows you to pass through units.
Gain 3% extra MS. Gain extra AP or AD, based on your bonus MS, Adaptive.
Your first ability hit every 20s burns champions.
+20 Ability Power or +12 Attack Damage, Adaptive
Unique takedowns grant permanent cooldown on your Ultimate.
Deals bonus true damage to enemies with impaired movement or actions.
Locking a gold or red card with [W] effectively guarantees a hit with Comet making it one of the most reliable uses of the rune of any champion.
Nimbus Cloak is a decent option for chasing down escaping enemy target after a roam with [R].
In difficult AP matchups (Syndra/LeBlanc), you can alternatively take Nullifying Orb to help survive.
Celereity grants you the movement speed needed to roam and land gold cards and while also giving you a little bit of extra AP from Ghost/Lich Bane.
Scorch is the go-to rune for lane harassment and early game pressure. A few procs of scorch in lane and you'll be primed to set up a kill with your jungler.
Ultimate Hunter allows you to snowball your successful [R] roam with additional [R] CDR that can result in more roams and kills.
Twisted Fate is able to make use of Cheap Shot relatively easily thanks to the Stun/Slow of [W]. After landing a Gold or Red card, immediately throw out your [W] for an extra bit of true damage.