Guide to Playing Jade in Battlerite

Updated for patch 1.3.

As the one and only free champion in Battlerite, you might suspect Jade to be weak and not worth playing. After all, isn’t it in Stunlock’s best interest to give you the “worst” champion so you’re incentivized to buy “stronger” champions? Sure, but not true at all here.

Jade is effective in the right hands. She can put out a lot of damage at respectable range, but more importantly, it’s burst damage. At the same time, she can have good control and survivability depending on how you build her. She’s generally one of the safer champions to play.

Basic Abilities

Revolver Shot (M1)

Revolver Shot fires a volley of four shots in quick succession, then requires a short reload time before you can fire again. It’s one of the more pressuring ranged M1s, but only if you can consistently hit the entire volley — and that’s a lot harder to do than it seems. Predicting movement and leading your shots is crucial on Jade for this reason.


Revolver Shot hits reduce the cooldown of Stealth by 0.35s. Cooldown cannot be reduced during Stealth.

Gunslinger is a useful but situational battlerite. Hitting an entire M1 volley means your next Stealth or Smoke Veil is 1.4 seconds closer to being ready. You don’t get the reduction while stealthed (because the cooldown doesn’t start ticking until stealth ends), but you’re firing M1s so often that it’s impossible to not get value here. Constant readiness on Stealth means better survivability as Jade.

When to pick it? Against aggressive comps, especially melee ones, when you think you’ll need Smoke Veil’s shield often. In a matchup where you’re likely to play from range, you probably won’t need it.

Snipe (M2)

Snipe is what makes Jade so threatening. Due to the way healing works in Battlerite, burst damage is more likely to be permanent, making it more valuable than sustained damage. Even if the Snipe damage itself isn’t permanent, it chunks so much health that whatever hits next will be.

But the most important thing about Snipe is knowing when to use it. Too many Jades panic and start casting Snipe at the worst of times, like when a melee is beating down on you. Other Jades default to Sniping when they don’t know what else to do. Snipes should be intentional: when you aren’t being attacked, when a target is CC’d or has no outs, and when you’re positive it won’t get turned back on you (e.g. Bulwark, Chronoflux, Gust).

Don’t underestimate the value of cancelcasting Snipe to bait defensives. It’s so powerful and threatening that enemies will nearly always blow an out just to avoid it. If they don’t blow an out, they’ll at least be wary of coming close to you. Keep cancelling Snipe and it’ll keep your enemies on their toes (assuming they have enough awareness to be afraid of Snipes in the first place).

Snipe is key to Jade’s orb control. More on that at the end of this guide.


Deadly Focus
Snipe deals 6 bonus damage.

I slot this battlerite into every single build I play. Sure, 6 damage may not seem like a lot, especially when you consider that you may only be hitting about 5 to 10 Snipes per round, which adds up to 30-60 extra damage. But Deadly Focus is good because that 6 damage is burst damage. By pushing Snipe’s damage up from 38 to 44, every non-shielded shot is guaranteed to deal permanent damage, and permanent damage wins rounds.

This battlerite is also good for orb control. It lets you 3 M1s > M2 instead of the usual 4 M1s > M2. But the fact that it deals a whopping 44 damage makes it easier to snipe (no pun intended) orbs that the other team is trying to take.

Note that Deadly Focus also increases the damage of Snipe’s EX version, Snap Shot. Learn more about why this is important down in the Snap Shot section.

Shadow Shot
Snipe hits heal you for 8 health.

Shadow Shot’s healing doesn’t decrease if you strike multiple targets. Hit two targets? That’s 16 healing. Enemies usually don’t line up often enough for consistent double hits, but don’t forget that this battlerite also works against Blossom’s Tree, Pestilus’s Queen, and the middle orb. Plus, it works with both Snipe and Snap Shot.

That said, Shadow Shot isn’t very good. If you have a support on your team, pump up your offensive pressure and rely on the support for heals. If you don’t have a support on your team, you get much better self-sustain with the Delight battlerite instead.

Surprise Shot
Snipe fired during Stealth stuns the enemy for an extra 0.5s.

Highly situational. An extra 0.5s doesn’t let you do anything “extra” on top of what you can already do during Snipe’s normal stun, but it can be effective at arresting an enemy team’s momentum if you get a double hit. However, not all of your Snipes will be from stealth, and even when they are, you only get value on shots that you actually land.

The worst bit, at least in my eyes, is that it forces you into a predictable playstyle: you have to Snipe out of Stealth to get value out of this battlerite. Any time you Stealth and don’t Snipe, this battlerite may as well not exist in your loadout.

Blast Vault (Space)

Blast Vault is Jade’s only iframe and should always be saved for defensive use. Due to Jade’s kit design, there is never a reason to perform an aggressive Blast Vault (i.e. jumping at an enemy, or worse, multiple enemies). If you absolutely need to catch up, mount up or use Smoke Veil. Otherwise, just walk. Blast Vault is too precious to waste.

One nifty tip to keep in mind: when an enemy is nearby and about to use an ability with a long cast time or they’re channeling something powerful, walk toward them and interrupt with the stun. It’s not always possible, but when it is, it’s better than just Blast Vaulting away.


Blasting Pistols
Your next 4 Revolver shots deal 2 bonus damage and grant 2 bonus energy after using Blast Vault.

With Blasting Pistols, a full M1 volley after Blast Vaulting inflicts 32 damage and grants 20 energy. And since Blast Vault usually keeps you within M1 range, it’s pretty easy to get those shots off right after you escape. Combine it with Desperado for some serious burst damage and energy generation: Blast Vault > 4 M1s > Disabling Shot > 6 M1s ends up putting out 80 damage and gaining 40 energy. That’s a pretty big swing for very little effort.

Concussion Bomb
Blast Vault stun duration increases by 0.75s.

Concussion Bomb is good, but particularly good against sticky melees. Blast Vault’s normal stun duration is so short that enemies can resume moving while you’re still in the air. With this battlerite, they can’t move until after you’ve landed. This small difference grants you way more breathing room when you need to escape and reposition.

But it’s also good for setting up burst opportunities. Turning Blast Vault into a full 1-second stun means your teammates can follow up on your escape with big damage or more disables, which usually isn’t possible with the too-short stun on normal Blast Vault.

Against an all-ranged comp, skip it. You’ll likely never be in range to make use of it.

Explosive Jump
Blast Vault max-range increases by 20% and cooldown is reduced by 1s.

Not a bad battlerite against double or triple melee if you pair it with Concussion Bomb, mainly for the cooldown reduction (although the extra range obviously helps too). That’s really the only situation I’d pick it. Jade’s base kit is pretty slippery as is between Smoke Veil, Disabling Shot, and Junk Shot, so the difference between a 7-second cooldown or 8-second cooldown rarely comes into play except under extreme melee pressure.

Stealth (Q)

The key to good Stealth usage is being unpredictable. As soon as you go stealthed, switch directions and go somewhere else. Note that you can pass through characters while stealthed, and it’s often not a bad idea to walk through your attacker. They won’t expect it.

You can attack while stealthed and it won’t dispel, but your projectiles will give away your position. And if you Snipe while stealthed, the cast sound may give away your position too. For example, if you Stealth and immediately start Sniping, enemies will know exactly where you are.

I like to dip out of sight (e.g. behind a wall), Stealth, and then approach enemies. Sniping while stealthed should be a key tactic, but sometimes it may be more useful to Disabling Shot and then follow up with M1s. They won’t see it coming and it can give you an instant lead in trades.


Stealth resets the cooldown of Snipe and Stealth duration increases by 0.3s.

Ambush is extremely powerful in lower leagues where players eat Snipes left and right, but loses a bit of its edge once you hit Platinum. Don’t get me wrong: it’s not a bad battlerite. I still pick it against ranged-heavy comps where zoning is crucial, but never against strong reflects like Oldur and Bakko.

One useful mindgame tactic is to Stealth and stand on top of the enemy while Sniping. They won’t expect it, it’ll confuse the crap out of them, and hitting the shot is a lot easier when you’re that close.

Another nifty Ambush trick is to Stealth > Snap Shot instead of Stealth > Snipe. Most players won’t expect a root right after you stealth, and that gives you free reign to blast away. For example, Snipe > Stealth > Snap Shot > M1s can hurt quite a bit. Follow up with Disabling Shot for even more pressure.

Farewell Present
Drop a bomb that explodes after 1s dealing 8 damage and inflicting a 1s Fading Snare when activating Stealth.

Jade’s worst battlerite. It feels like an escape battlerite with potential for setting up reverse pressure, but it doesn’t do enough of either to make it worthwhile. The long delay makes it inconsistent to land, and even when it does, the damage is negligible and the Fading Snare is hard to capitalize on. It might be worth it if it was a root (to actually aid with escaping) or a short stun (to interrupt abilities), but in its current state I never pick it.

Through the Shadows
Stealth haste bonus increases by 40%.

A lot of people say this is a never-pick battlerite because it doesn’t affect Smoke Veil and you should be using Smoke Veil more often than Stealth. I tend to agree, and for that reason I personally never pick this one.

Keep in mind that Smoke Veil has a 100% fading haste, which is fast enough to get you out of trouble when necessary. But also keep in mind that Stealth’s fading haste lasts 1.5s whereas Smoke Veil’s fading haste only lasts 0.9s, so Stealth with Through the Shadows actually lets you cover a similar amount of ground. It could be worth considering if you have a niche playstyle within a specific comp, but it’s highly situational.

Disabling Shot (E)

Disabling Shot is obviously useful as an interrupt, and is the main reason why Jade is so annoying to play against. If the enemy team has any long-cast abilities (e.g. Shadowbolt, Steady Shot) or channeling abilities (e.g. Fire Storm, Astral Beam), then you can immediately cut them short. If triggered, the silence basically allows a free volley of M1s.

Same holds true for aggressive enemies. If a Shifu or Croak is coming at you, a Disabling Shot right before they start pummeling you with M1s will lock them down and allow you to start the trade with momentum in your favor. Knowing the right timing for this is tough though, and it differs depending on which champion you’re up against.

When trading M1s with another ranged champ, it should be easy to learn their M1 rhythm and fire a Disabling Shot right before their next attack. It’s pretty much a guaranteed interrupt, which lets you fit in a free M1 volley and pull ahead.


Disabling Shot hits heal you for 8 health and successful interrupts heal you for 8 additional health.

A strong pick in any build because the self-sustain relieves some pressure off of your team’s support player. However, this does mean sacrificing a battlerite slot that could otherwise boost your offensive capabilities even further. It’s up to you whether that sacrifice is worthwhile.

Not only is Disabling Shot easy to hit, but getting the interrupt isn’t hard either as long as you make sure to hit enemies who are mid-cast or mid-channel, so it isn’t hard to get value out of Delight. If you’re trading M1s with someone, timing the shot to their M1 rhythm gives you a huge swing: 24 damage from M1 volley and 16 self-healing.

Landing Disabling Shot instantly reloads Revolver Shot with 6 ammo.

Desperado is a bit of a polarizing choice. Some hate it, others love it. I think it’s okay, especially against melee tunnelers. A full M1 volley followed by Disabling Shot and another full M1 volley deals 60 damage, and against melee you’re likely to hit every single bullet. Cap it off with a Blast Vault and that becomes 72 damage.

But it really only gives you an extra 2 shots, which amounts to 12 extra damage, and another battlerite could give you as much value, if not more. The main reason to pick Desperado is that Disabling Shots are so easy to hit, whereas another battlerite might be more beneficial but also riskier.

Magic Bullet
Disabling Shot pierces enemies.

Highly situational but surprisingly useful. Magic Bullet works well in 3v3 on maps with tight chokepoints and angles (e.g. Sky Ring Day) because often you’ll want to silence a particular champion but can’t due to body blockage. Each piercing hit also grants energy, so Magic Bullet contributes to energy generation quite a bit.

It’s extremely useful against Blossom and Pestilus because you can silence them even if they throw down Trees and Queens. It’s also useful to silence enemies through the orb, allowing you to steal last hits from right under their noses.

Magic Bullet synergizes well with Delight since you get healing for every pierced target. Magic Bullet also synergizes well with Surprise Shot: if you get a double Snipe hit from stealth, you can follow up with a piercing Disabling Shot, and essentially lock down two enemies for up to 3 seconds.

Energy Abilities

Snap Shot (EX-M2)

Snap Shot is good for three things: relieving melee pressure, rooting escapees, and quick damage (in that order).

If a champion like Freya or Rook is on you, a quick Snap Shot can root them in place and give you some breathing room. Obviously they can chase you with outs, but you can also capitalize on that if you’re careful.

You can also use Snap Shot when an enemy has burned all their outs and looks like they’re about to get away. Snap Shot’s long range lets you tag them with root and allows you or a teammate to catch up and hurt them a bit more. Also useful when you’re already tearing into a target, at which point the root can secure their death.

While the base damage isn’t much, with the Deadly Focus battlerite it can deal a respectable amount of pain. And since the cast time and projectile speed are fast, it’s a nifty way to deal extra permanent damage between M1 volleys on targets without recovery health.

Smoke Veil (EX-Q)

Smoke Veil is Jade’s most important ability. There are times when you’ll still use Stealth (to preserve energy or when you don’t have energy), but Smoke Veil is better in every way.

First, it comes with a huge Fading Haste. This lets you reposition yourself a lot better than Stealth does, and lets you run farther away before you reappear. For setting up stealthed Snipes, enemies are less likely to know where you’re Sniping from.

Second, it comes with one of the most roburst shields in the game. If a big projectile or AOE is about to smack you, Smoke Veil lets you tank it and keep up offensive pressure instead of using Blast Vault and taking yourself out of the fight. It also lets you save Blast Vault for truly dangerous situations, like dodging huge stuns.

Third, the shield affects nearby teammates. You can use it to save teammates who are being pressured or block big-shot projectiles from inflicting full damage. The inclusion radius is pretty big, but not that big. Try to stay near your support at all times, at least close enough to run over and shield them if they get in trouble.

Junk Shot (R)

Junk Shot is Jade’s most situational ability, pretty much only useful against melee tunnelers. It fires three bullets in a cone shape, each one dealing 6 damage. The cast time is reasonably fast and the knockback is hefty, and the damage is good if you hit all three (which shouldn’t be hard when a melee is on top of you). Firing it between M1 volleys should put you ahead in trading, assuming you actually land the Junk Shot.


Black Powder
Junk Shot knockback force increases by 25% and knocking an enemy into a wall inflicts a 0.5s Stun.

I never find myself picking Black Powder. The knockback increase is barely noticeable (try it in Playground to see just how insignificant it is), and even though wall stuns are generally useful to have, it isn’t really long enough to warrant an entire battlerite slot. I only recommend it on tight maps like Orman Temple and Sky Ring Day where every single Junk Shot is guaranteed to hit a wall, and even then I’d say it’s an iffy pick.

Explosive Shells (F)

A situational but powerful ultimate that can turn around lost rounds in the blink of an eye. The problem with Explosive Shells is that it can be negated in so many ways: counters, d-barriers, reflects, obstacles like Trees and Queens, bubbles, walls, etc. Unless the target is completely vulnerable, you’re burning 100 energy for the same damage as a Snipe. Plus, you can be interrupted at any time. That’s why I rarely ever use Explosive Shells and prefer to expend energy on Smoke Veils, Snap Shots, and Junk Shots (in that order).


Explosive Shell projectiles inflict a 50% Snare for 1.5s.

Hitting a target with this battlerite guarantees that you’ll hit all subsequent Explosive Shells. And if you can hit the last Explosive Shell, you have a good window for follow-up damage. But while Shrapnel sounds good on paper, you probably won’t be using Explosive Shells often enough to justify it. In fact, if you’re using Explosive Shells at the right time, you should be able to hit most of your shots even without the battlerite.



Increases movement speed by 10%.

Jade has enough mobility through Blast Vault, Stealth, and Smoke Veil that Agility never really proves useful. If you need to dodge something big, the haste on Smoke Veil is usually enough to get you out of trouble, and if you need breathing room against melee, Junk Shot does that for you. Overall, good positioning isn’t that hard with Jade, so I recommend opting for battlerites that expand your kit instead.

Overall Playstyle


Even though Snipe and Stealth are Jade’s signature abilities, don’t let that get to your head — most of her damage and her zoning comes from Revolver Shots. The only time Revolver Shot shouldn’t be your top source of damage is when you have a hot round and land every single Snipe, and regularly on two or more targets.

One of the worst habits you can develop is to Stealth and immediately Snipe. It works against Bronze and Silver players because they don’t have enough game awareness yet, but you have to realize that the sound cue gives you away. If you Snipe immediately, there’s literally nowhere else you can be except where you vanished. You aren’t fooling anyone, and good players will punish you for it every time.

Instead, try this: Stealth, cast Snipe, cancelcast right away, and reposition. Enemies will likely waste a big spell trying to catch you mid-Snipe, which gives you a bit more room to return punish with Disabling Shot and M1s before stealth runs out. This tactic is particularly useful against Bakko, Blossom, and Oldur for baiting reflects.

All in all, Jade’s offense is pretty straightforward: zone and poke with M1s, and throw in a few Snipes on targets who aren’t paying attention to you. Always try to attack from the edge of your range.


Jade can actually be quite slippery because she has four ways to relieve pressure. You should generally try to use them in this order: Disabling Shot, Stealth/Smoke Veil, Blast Vault, Junk Shot.

Disabling Shot comes first because it has a short cooldown, is relatively easy to land, and allows you to relieve pressure without wasting your hard outs right away. A successful silence, especially on a melee attacker, gives you a full M1 volley and some time for your other cooldowns to reset. Combined with Delight, the swing is even better.

Stealth is best used to get out of a questionable position whereas Smoke Veil is crucial for when you’re already in danger and about to take damage. Use it for the shield, not for the stealth. And since both abilities let you pass through objects, it’s a great way to escape when you’re bodyblocked in a corner.

Blast Vault is essentially your last resort. If a melee attacker reaches you, first do the dance with Disabling Shot and Smoke Veil while firing M1s to get ahead. If you miss and/or screw that up and you’re about to lose permanent health, then Blast Vault towards your team. You can also use Blast Vault to dodge big attacks (e.g. Pearl ultimate) and interrupt big casts or channels if necessary (e.g. Sirius ultimate).

Junk Shot is last because it only gives you a moment of breathing room, even with Black Powder. Because of its energy cost, use it sparingly — like when you’re taking permanent damage and need two more seconds for another ability cooldown to reset.

To be clear, this order is only a rule of thumb. Depending on the matchup, you may want (or need) to change it up in case you absolutely need a certain ability for a certain situation. At the very least, don’t be predictable.

Orb Control

Orb control on Jade pretty much comes down to Snipe. Without any battlerites, you can break it with 4 M1s > M2. With Deadly Focus, you can break it with 3 M1s > M2. It’s up to you whether you want to M1 first and then M2 or M2 first and then M1.

If you start the round off with a quick Snipe, then your cooldown should be ready around the time the orb spawns. Always hold your Snipe for that first orb because it can really set the momentum for the rest of the round. Stealth > reposition > M2 > 3 M1s is all it takes.

Very rarely, you may want to Junk Shot the orb away from the enemy team.

Build Ideas

Standard Jade

  • Gunslinger (M1)
  • Deadly Focus (M2)
  • Blasting Pistols (Space)
  • Delight (E)
  • Desperado (E) / Magic Bullet (E)

Good against most ranged and support champions and a few melee ones too. These battlerites simply enhance Jade’s core gameplay, with extra survivability coming from Gunslinger and Delight plus bigger burst damage with Deadly Focus, Blasting Pistols, and Desperado. Nothing more to say about it.

Anti-Melee Jade

  • Gunslinger (M1)
  • Deadly Focus (M2)
  • Concussion Bomb (Space)
  • Explosive Jump (Space)
  • Delight (E)

Same as the Standard build except Blasting Pistols and Desperado are swapped out for Concussion Bomb and Explosive Jump, which are both very helpful against melee pressure. The extra stun length gives you more distance, the jump range gives you more distance, and the shorter cooldown on Blast Vault is self-explanatory.

Sniper Jade

  • Deadly Focus (M2)
  • Shadow Shot (M2)
  • Ambush (Q)
  • Through the Shadows (Q)
  • Delight (E) / Magic Bullet (E)

With this build, you won’t be Smoke Veiling much. Instead, use Snap Shot to root targets, Stealth to reposition with the help of haste from Through the Shadows, and Snipe while stealthed. Or you can Snipe in the open, Stealth, then Snipe again. Starting a round with 88 damage feels great and can give your team some huge initial momentum.


Jade is an excellent ranged champion for newbies, but only with the proper battlerites. She packs a lot of M1 damage, a satisfying burst ability, a wombo ultimate, and enough ways to escape danger that you can make egregious mistakes and still survive. Don’t underestimate her just because she’s the “free” champion.


He is the lead writer at Battlecrank. You can find him on the Battlecrank Discord.

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