His airborne ultimate is zoning the whole fight
Cast Knockdown while he is channeling in the air.
The stun can interrupt the channel and the anti-air bonus makes airborne targets easier to punish.
Knockdown gives your team a delayed stun to punish airborne targets and interrupt vulnerable channels. The delay is the key detail: cast while there is still time for the stun to land, and have damage ready when the target is controlled.
Players who need to ground an aerial target or interrupt a vulnerable commitment with team follow-up.
Account for the delay and cast while the target can still be affected. Against a channel, track whether protective immunity has already changed the interrupt opportunity.
Against Bebop: Cast Knockdown while he is channeling in the air. The stun can interrupt the channel and the anti-air bonus makes airborne targets easier to punish.
The delayed stun is not an instant response. Protected channels and movement interactions need matchup-specific timing.
Buy it when a flying enemy or interruptible channel is repeatedly taking over fights. Confirm your team can follow up and that immunity will not protect the target when the delayed stun arrives.
Average purchase: 21.1 minutes
Game-stage ranges are approximate, and average purchase times are a guide rather than a deadline. Buy sooner when this item would change your next fight.
| Stage | Average purchase |
|---|---|
| Early game · 0–10 min | Not available |
| Mid game · 10–20 min | 17.8 min |
| Late game · 20+ min | 24 min |
Aerial targets and vulnerable channels that your team can punish after the stun.
Cast Knockdown while he is channeling in the air.
The stun can interrupt the channel and the anti-air bonus makes airborne targets easier to punish.
Use Knockdown while she is elevated.
Forcing Celeste back to the floor removes the safe angle that lets her keep dealing damage while your team cannot reach her.
Use Knockdown as soon as the vulnerable channel begins.
The stun interrupts channeled abilities, so forcing Dynamo to buy or pre-use Unstoppable is valuable even when Knockdown is not a permanent answer.
Use Knockdown while he is airborne.
The extended anti-air stun drops him into a position where your team can actually finish him.
Knockdown the flight.
Grounding Ivy cancels the safe escape angle and forces her to spend the cooldown without getting the rotation she wanted.
Use Knockdown while Kelvin is airborne.
The anti-air control can force him through the path to the floor and remove the protected casting angle.
These hero guides recommend Knockdown. Check the individual matchup for the build, situation, and timing.
Phantom Strike lets you commit directly to an enemy, ground them, and create a slowed, disarmed window. It can help punish an aerial carry, but the arrival point matters: your hero must survive where the target is standing.
Compare this option →Slowing Hex is a targeted answer to movement-dependent escapes. Use the slow and movement-skill silence before the relevant escape begins, with allies already in range to punish; a catch has little value if no one can finish the target.
Compare this option →Cursed Relic creates a powerful team focus-fire window by interrupting, silencing, disarming, locking items, and removing non-ultimate buffs. Its outgoing-damage penalty makes allied follow-up central to the purchase: choose the target together and be ready to punish.
Compare this option →