·
Meta verdict
Duration
Synergy
Counters
Gusion is strong against squishy heroes who lack movement abilities, so that Gusion can easily chase them down. Like Layla and Hanabi.
Deep dive
Source: In-client Hero Info (Attribute + Skill tabs), screenshotted 2026-04-22 by user (ADB pull). Client build: 2.1.61.1173.1 Specialty: Burst / Magic Damage Accuracy: Primary-source verified. Do not flag as
*[verify]*.
| Stat | Value |
|---|---|
| HP | 2419 |
| HP Regen | 7.8 |
| Physical Attack | 119 |
| Physical Defense | 18 |
| Magic Power | 0 |
| Magic Defense | 15 |
| Attack Speed | 1.11 |
| Attack Speed Ratio | 100% |
| Movement Speed | 260 |
| Mana | 500 |
| Mana Regen | 4 |
Each skill cast adds a rune to Gusion's dagger (stacks up to 4 times). Each stack enhances Gusion's next Basic Attack to deal additional damage equal to 3% of the target's Max HP and restore 50 (+25% Total Magic Power) HP to himself.
Cooldown: 9.0s base · Mana Cost: 50
Gusion throws a dagger in the target direction, dealing 200 (+50% Total Magic Power) Magic Damage to the first enemy hit and marking them.
Use Again: Gusion moves behind the marked enemy, dealing 200 (+100% Total Magic Power) Magic Damage to them. This skill cannot be interrupted while Gusion is moving behind the marked enemy.
| Level | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Cooldown | 9.0 | 8.4 | 7.8 | 7.2 | 6.6 | 6.0 |
| Skill Cost | 50 | 55 | 60 | 65 | 70 | 75 |
| Base Damage | 200 | 220 | 240 | 260 | 280 | 300 |
| Extra Damage | 200 | 220 | 240 | 260 | 280 | 300 |
Cooldown: 9.0s base · Mana Cost: 60 · Spell Vamp Ratio: 50%
Gusion throws a volley of daggers in the target direction, each dealing 100 (+40% Total Magic Power) Magic Damage to enemies hit and slowing them by 6% for 2s (when hit by multiple daggers, the slow effect can stack up to 30%).
Use Again: Gusion recalls the daggers, each dealing 65 (+40% Total Magic Power) Magic Damage to enemies in its path.
| Level | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Skill Cost | 60 | 65 | 70 | 75 | 80 | 85 |
| Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |
| Extra Damage | 65 | 75 | 85 | 95 | 105 | 115 |
Cooldown: 24.0s base · Mana Cost: 100
Gusion dashes to the target location, resetting the cooldowns of Sword Spike and Shadowblade Slaughter. If Shadowblade Slaughter was cast once before the reset, Gusion can throw another five daggers on his next Shadowblade Slaughter cast, and recall a total of ten daggers afterward.
Use Again: Gusion dashes a short distance in the target direction.
| Level | 1 | 2 | 3 |
|---|---|---|---|
| Cooldown | 24.0 | 20.0 | 16.0 |
| Skill Cost | 100 | 50 | 0 |
C-tier jungle per heroes.md (Season 40). Resolved 2026-05-02 — pre-rework Gusion is hard-countered by current jungle meta (Julian / Hayabusa / Nolan / Yi Sun-shin all outclass him at burst + escape). The combo still scales but the resource floor (mana + skill chain) doesn't justify the pick over modern assassins.
See heroes.md → Full Tier List + lore/gusion.md for in-client backstory (House Paxley, Valentina ancestor, expulsion-by-Aamon arc).
Source: YouTube
HZjZDBgFryw(Hajun, "Gusion Dagger Timing Guide"), ingested 2026-04-29.
The single mechanic that separates "smooth Gusion" from "clunky Gusion" is whether your daggers are closer to you OR closer to the target:
This is THE timing tip. Internalize it before learning any combo.
Max-damage combo (early game / single high-HP target): S2 → recall S2 → ult onto target → S1 → S1 again.
Fast combo (mid-late, kill a squishy now): S2 → ult → S2 → S1 → S2 → S1.
Nuclear combo (open-bush surprise burst): Throw S2 (daggers in flight, hidden) → recall S2 just as ult lands target → instantly second S2 from new position → S1 + S1.
Multi-kill positioning rule: with the fast combo, you commit all skills into one target. With the nuclear combo, you can aim each skill at a different target — pre-plan in your head: "S2 throw at target A, ult onto target B, S2 recall direction sweeps both, S1 confirm A".
Don't dive on top of them with the fast combo. Stay at S2-throw range, only enter melee on the S2 recall window — when daggers come back to you, you're moving forward, but you can dash out before they finish their CC channel.
"Without your ult you are SO vulnerable. Don't force fights without ult."
Without ult, Gusion's damage halves and his escape disappears. If teammates are pinging engage and your ult is on cooldown:
Always start blue buff. Reasons:
If you've taken green before red, your red spawns later — meaning when turtle is contested, the enemy can't trade their red for it because yours isn't up either. Use this to manipulate tempo.
When two enemies are fed, the higher-gold one is your priority, not the more visible one. Open scoreboard at every recall. Hajun's example: Sora was 400g ahead → Sora was tagged as the "shutdown target" mentally for the rest of the game; Selena (also fed but less) was secondary.
Auto-aim works at point-blank range vs a single target, but in cluster fights it picks the wrong enemy. Manually aim S1 onto your priority target — there's a transcript clip where Hajun auto-aimed S1, it locked onto the wrong (already-low) target, and the kill on Selena slipped.
Don't push waves into the inhibitor when ahead. Freeze them — enemies have nothing to farm, you have your jungle + scaling. Only start clearing 10–20s before Lord respawns. Forced engages near the inhibitor when you're already winning are how leads collapse.