Scarlet Raven
Updated Apr 18, 2026
Julian is the hero you pick when your draft already has the crowd control and you want a jungler who turns a two-second window into three dead enemies. He is not a normal assassin. He is a combo-order puzzle wearing the jungle role tag, and he punishes every team that does not know which skill he still has ready.
Win Rate
50.34%
Pick Rate
1.42%
Ban Rate
4.62%
Recommended Build
Battle Spell
Flicker
Weak Against
Strong Against
In teamfights, Julian can slow the enemy with his 1st Skill before dashing into the enemy battle formation with his 2nd Skill. Then use his enhanced 3rd Skill for area CC.
Julian is the right jungle pick when your team has at least one hard engage tank (Tigreal, Atlas, Khufra, Grock) and your mid lane is a poke or control mage (Valentina, Yve, Pharsa). He exists to convert the 1.2-second Chain immobilize into a burst window, and that window only opens after someone else commits a displacement first. On a draft that already forces enemies to stand still, Julian deletes the backline twice per fight. On a draft that does not, he fishes all game for a pick that never lands.
He is wrong in every draft that has two or more of the following: a global dive comp (Jawhead, Yi Sun-shin, Khufra combo) that invades him before level 4, a mid laner without wave clear so the enemy jungler gets uncontested river control, or a team comp missing a real frontline so Julian has to engage himself. Lock him into drafts with Franco, Lolita, or Belerick on the enemy side only if you are prepared to play around 7-second cooldown windows for 20 minutes, because every Chain they eat is a Chain you are not throwing.
The disqualifying test is simpler than it looks: if you cannot point at a teammate and say "that hero lands CC before I press Chain", Julian is the wrong pick. Drop him for a self-starting jungler (Fredrinn, Baxia, Barats) and move on.
Julian does not have three skills. He has three setup buttons and three payoff buttons, and the enhancement always sits on whichever one he presses last.
That is the whole hero. Every fight decision reduces to choosing which payoff you want: an AOE zone that lingers (Enhanced Scythe after Sword plus Chain), an untargetable invisible dash (Enhanced Sword after Scythe plus Chain), or a delayed knock-airborne with a slow field (Enhanced Chain after Scythe plus Sword). Smith's Legacy then dumps every skill onto a 7-second cooldown and buffs his basic attacks to pull targets for the next five seconds. The pull is the detail most Julian players never notice. It stacks on multiple targets in range, which is why a post-combo auto into a grouped-up backline yanks two or three heroes into your tank's follow-up.
He is classified as an Assassin but every skill scales on Total Magic Power. This is the single most misread thing about the hero: Rupture on Assassin Emblem resolves as magic penetration on him because his magic scaling overtakes his physical attack by level four. Read him as a burst mage with a jungle role tag, not a hybrid.
The payoff you pick before a fight is never the same as the payoff you pick inside one. Outside fights, Enhanced Scythe is the correct default because it gives you a ranged zone that also scales the 7-second global reset's value. Inside fights, the correct enhancement is whichever one the enemy team cannot respect, and that changes depending on who committed first.
Mana is the hidden bottleneck for the first ten minutes. Enchanted Talisman as your first-completed item (before boots-upgrade, before Clock of Destiny) solves the problem and is worth more than the raw power spike of rushing Genius Wand. Skip it only if you are already ahead and the enemy team is visibly collapsing.
The fight turns at minute 9 to 11, after Arcane Boots, Genius Wand, and Clock of Destiny are all completed and Enchanted Talisman's CDR stat is already online. Before this point Julian is a skirmisher who kills when the enemy overextends; after it, he is a pick threat who can force the overextension himself.
Genius Wand is the load-bearing item and nobody building Julian for the first time respects it enough. Its passive stacks a magic defense reduction debuff every time any of Julian's damage lands, and every tick of Enhanced Scythe or Enhanced Chain counts as a hit. By the third tick the target has 9 plus 0.9 times hero level magic defense removed before your basic attack pull even lands. That is why Genius Wand builds before Holy Crystal on this hero: raw magic power adds a fixed number, penetration compounds against what remains.
Clock of Destiny's role here is the one that guides do not explain: it gives you the mana pool to actually chain two enhanced casts back to back. Julian's passive puts every skill on 7s, which means if your mana does not cover two full six-skill rotations you are mana-capped before the enemy is defense-capped. The hybrid defense stacking on Destiny's passive also buys you the extra half-second of uptime in the basic attack pull window that gets you out alive if the rotation goes wrong.
At this spike, a full rotation (three setup skills, one enhanced payoff, five seconds of buffed basics with pull, then a second three-skill cycle as the 7-second cooldowns come back) deletes any squishy who does not have a dash or an active cleanse ready. Before this spike, the same rotation only gets one target at a time.
The reflex when you see five enemies grouped is to Enhanced Sword into the middle because it is invisible and untargetable. That reflex is wrong on Julian.
Enhanced Sword is your escape tool, not your engage. It is invisible for the duration and drops you at the far end of the dash. The hero that engages with his invisibility dash has nothing left when the fight turns. Enhanced Chain or Enhanced Scythe opens the fight; Enhanced Sword leaves it.
If your support is Tigreal, Atlas, or Khufra, you get to commit Chain earlier because they stack the enemy team for you. If your support is Estes, Rafaela, or Angela, open with Enhanced Scythe and let the zone do the shaping. Diggie and Mathilda land in the middle: commit Chain only after their initial kit has peeled off of a squishy, otherwise the 1.2-second immobilize is wasted on a dodge target.
Arcane Boots, Enchanted Talisman, and Genius Wand are locked. Clock of Destiny is the near-fourth lock on any game that reaches minute 10 with you alive. The two real conversations are the fifth and sixth slots.
Fifth-slot flex is Divine Glaive or Holy Crystal. Divine Glaive wins when the enemy has two or more magic-defense items already built (Athena's Shield, Radiant Armor) because its passive scales with the resistance it shreds. Holy Crystal wins when the enemy team is all squishy, because the 21% to 35% magic power boost compounds with Genius Wand's existing penetration. If you cannot tell which condition applies by minute 18, the answer is Divine Glaive; pen scales better into the late game once enemy supports pick up Athena's Shield.
Sixth-slot flex is Ice Queen Wand or Starlium Scythe. Ice Queen Wand is the pick when the enemy comp has more than one disengage tool (Guinevere flick, Ruby pull, Chou spin): the 10% slow per skill hit stacks to 3 times and locks down runners. Starlium Scythe is correct against enemy comps with high-armor backlines, because the true-damage proc on your basic attack pull after an enhanced cast ignores their stat. Do not build both; the item slots are better spent on Holy Crystal plus a defensive.
The weakest default you see in pub builds is Blood Wings. It looks fine on paper because it is 90 flat magic power plus a shield, but Julian's survival comes from the 7-second-cooldown reset window, not from a 20-second-regen shield. Every game Julian builds Blood Wings instead of Ice Queen Wand or Starlium Scythe is a game where his sixth slot does not convert the spike into kills.
Pressing Enhanced Sword to engage when the right opener was Enhanced Chain. Sword is invisible and untargetable, which means the enemy team gets a full setup window while you fly through them. By the time you land at the far end, they are grouped up and your follow-up Chain is a 1.2-second delay on a teammate of theirs who is already peeled off. Open with Chain after a tank engage, open with Scythe if there is no tank engage, and reserve Sword for leaving.
Not tracking your enhancement order before the fight starts. The enhanced skill is whichever one you pressed last, and it is different depending on your jungle rotation. If you cleared the last camp with Sword plus Scythe, your Chain is enhanced and you have one opener. If you cleared with Sword plus Chain, your Scythe is enhanced and you have a completely different opener. Look at the glowing slot before you commit, not after.
Fighting without setup after an enhanced cast. The passive puts every skill on a 7-second cooldown after the enhanced cast lands. Those seven seconds are survivable only if you spent the five-second basic attack buff window doing damage and repositioning. Walking forward into a second target with nothing up is how Julian dies standing still.
Invading the enemy jungler at level 2. Julian's early damage looks scary because his skill scaling numbers are high, but his mana pool at level 2 covers one full skill rotation with nothing left over. If the invade does not end the fight, he loses the second engagement. Power-farm to level 4 and gank instead.
Building Holy Crystal before Genius Wand. Raw magic power is a fixed number added to your damage. Magic defense reduction stacks multiplicatively with everything else in your kit, which is why Genius Wand on a hero that hits multiple times per cast (Enhanced Scythe ticks 9 times, Enhanced Chain ticks many times) does more than a flat power stat. Penetration first, power second.
Tip
Enhanced Chain's knock-airborne only triggers on enemies still inside the area when the skill ends. Land it on a dash hero and the second half is a worse Scythe. Chain-to-zone-them-in first when you can, not chain-to-finish-them-off.
Note
The basic attack pull after an enhanced cast stacks on multiple targets in range. If you hit three grouped enemies, all three get dragged toward you. This is a drake-pit wall and tight-jungle setup tool that most players only use on one target at a time.
Tip
Rupture on Assassin Emblem reads as adaptive penetration but resolves as magic penetration on Julian because his Total Magic Power scaling overtakes his Total Physical Attack by level four. Do not substitute Mage Emblem; Assassin Emblem's Master Assassin plus Killing Spree out-values Mage's Inspire plus Bargain Hunter for jungle Julian.
Warning
Franco, Khufra, and Lolita are not "counter picks" for Julian, they are draft-level deletions. A suction, cocoon, or shield lockout during your 7-second post-enhanced cooldown window means you die without agency. If two of these are on the enemy side, bench Julian and pick a jungler who can fight while CC'd.
After casting two different skills, Julian enhances his third skill. Casting the enhanced skill makes all his skills go on a 9-6s Cooldown (decreases with his level). After casting any skill, his Basic Attacks for the next 2s will deal 100 (+100% Total Physical Attack) (+100% Total Magic Power) Magic Damage and pull the target toward him (deals 85% damage to Creeps). Casting another skill extends the duration. Julian gains 15% extra Hybrid Lifesteal for 5s each time he hits an enemy hero with his skills (up to 3 stacks).
Julian hurls a flying scythe in the target direction, dealing 420 (+140% Total Magic Power) Magic Damage to enemies along the way and slowing them by 30% for 1s. The scythe disappears upon hitting a non-minion enemy.
Julian summons a flying sword and dashes in the target direction, dealing 400 (+80% Total Magic Power) Magic Damage to enemies along the way.
Julian casts chains at the target location, dealing 300 (+100% Total Magic Power) Magic Damage to enemies hit after a short delay and immobilizing them for 1.2s.
In teamfights, Julian can slow the enemy with his 1st Skill before dashing into the enemy battle formation with his 2nd Skill. Then use his enhanced 3rd Skill for area CC.
In the laning phase, Julian can use his 2nd Skill to close in on the enemy, and his 3rd Skill to immobilize them. Then he can use his enhanced 1st Skill to deal damage. Follow up with his enhanced Basic Attacks to prevent the enemy from escaping.
These heroes have the highest win rates against Julian in ranked matches. Pick any of them for a statistical advantage in draft.
Julian performs well against these heroes. Consider picking Julian when you see them on the enemy team.

Julian outscales Sun as the match progresses, gaining a significant advantage in late game fights.
53.4%
Julian is most vulnerable in the early game, where counters average a 57.9% win rate. As the match progresses, Julian becomes harder to shut down (52.8% mid, 50.9% late). Prioritize early aggression and ganks to build an advantage before Julian can scale.
Julian is vulnerable here
Julian is vulnerable here
Even matchup phase
Flicker
Heroes that synergize well with Julian in team compositions.




Julian is a weapon-smith prodigy who can transform his weapon between scythe, sword, and chain at will. Orphaned during the Moniyan-Abyss wars, he was raised in a blacksmith's forge where he discovered his innate ability to channel magic through forged metal. His Smith's Legacy passive allows him to enhance his weapons mid-combat, creating devastating combinations. Julian fights to forge a world where no child has to grow up amidst the flames of war.
No voice lines available for Julian yet.