Laning and early game
Fill Rage through the wave and passive regeneration, then pressure with an enhanced Spectre Step when the opponent cannot punish its stopping point. Weave basic attacks to trigger Circle Strike healing and cooldown reduction.


An early-game burst fighter who shreds enemy defenses, dominates close trades, and executes weakened targets with his ultimate.
Difficulty
Easy
1/ 5
Easy
Very easy to pick up, with a straightforward and forgiving kit.
Medium
Easy to learn, but needs some practice with timing or positioning.
Hard
Needs consistent mechanics, decision-making, and matchup knowledge.
Very Hard
Mechanically demanding and takes considerable practice to play well.
Extreme
Exceptionally difficult to control and requires extensive dedicated practice.
Official Skills tab

When Dyrroth's Rage reaches 50%, he enhances Burst Strike and Spectre Step .
After every 2 Basic Attacks, Dyrroth releases a Circle Strike, dealing (+150% Total Physical Attack) - (+180% Total Physical Attack) (scales with level) Physical Damage to enemies in the circle and recovering 7% - 10% Max HP (scales with level, halved against minions). This strike does not trigger Attack Effect.
Each time he damages an enemy, the cooldown of Burst Strike and Spectre Step is reduced by 1s.
Dyrroth recovers 2% - 5% Rage per second (scales with level).
Gameplay guide
Dyrroth is an EXP-lane or jungle burst fighter who spends Rage to enhance his first two skills, shreds up to 60% Physical Defense, and finishes damaged targets with a suppression-only-interruptible strike that adds 25% of their lost HP.
Fill Rage through the wave and passive regeneration, then pressure with an enhanced Spectre Step when the opponent cannot punish its stopping point. Weave basic attacks to trigger Circle Strike healing and cooldown reduction.
Use early strength to influence Turtle and invade with teammates. Apply the enhanced Fatal Strike first so Dyrroth and physical allies benefit from the 60% defense reduction, then slow with Burst Strike before committing Abysm Strike.
Wait for enemy control and approach from a flank. A tankier build can apply defense reduction for allies; a damage build should target a carry and exit quickly rather than remain in the center after the ultimate.
Use the enhanced Spectre Step before Abysm Strike; casting the finisher first wastes the defense reduction that makes it threatening.
Use Circle Strike between skill casts when it is ready; the hit restores HP and reduces the cooldowns of Burst Strike and Spectre Step.
Aim Abysm Strike where a slowed or displaced target will move and cancel the attempt when a dash remains available.
Enhanced Fatal Strike recast

Defense reduction must land before the remaining physical damage. Burst Strike and basic pressure lower HP so the ultimate's 25%-lost-HP component becomes a reliable finish.


The two basics prepare the healing area strike, which also removes cooldown time from both basic skills before Dyrroth decides whether to continue.

Abysm Strike keeps Aldous under pressure after Contract: Chase Fate is spent, denying a clean reset.

Because Spectre Step provides defense reduction before the follow-up, Balmond cannot rely on defensive stats alone to win the extended trade.

Implosion locks Dyrroth under suppression, bypassing ordinary cleanses and stopping an immediate escape.

Electromagnetic Waves offsets enough of Abysm Strike that Dyrroth cannot rely on one rotation to decide the matchup.