Join Date: Jun 2008
Location: The Magic Library
This is a collection of mini-guides for all 76 champions in LoL. The guides are aimed towards 5v5 Summoners Rift, but may apply to other game modes. Items listed in parentheses ( ) are considered optional, but may be used in situations that call for it. Items in blue
are intended for early game/laning phase. Red
items are considered core on the champion and should be gotten by mid game/ganking phase at the latest. Green
items are luxury items for end game or when you are extremely fed.
akali the fist of shadow
1. Mark of the Assassin
2. Twilight Shroud
3. Mark of the Assassin
4. Crescent Slash
5. Mark of the Assassin
6. Shadow Dance
7. Mark of the Assassin
8. Crescent Slash
9. Mark of the Assassin
10. Crescent Slash
11. Shadow Dance
12. Crescent Slash
13. Crescent Slash
14. Twilight Shroud
15. Twilight Shroud
16. Shadow Dance
17. Twilight Shroud
18. Twilight Shroud
Mark of the Assassin is Akali's main nuke and laning skill, so it is maxed first. One level of Twilight Shroud is taken at level 2 for the invisibility and slow. Crescent Slash is maxed next to maximize burst and farming. Shadow Dance is taken whenever possible.
Dorans Blade/Shield /Boots + 3 Health Pots /Amplifying Tome + 1 Health Pot >> (Hextech Revolver)
Doran's Blade and Amplifying Tome are typically starting items used to activate Akali's passive if no runes and masteries have been prepared prior. Boots and 3 Health Pots or Doran's Shield may be used if the passive has already been activated for a stronger laning phase. Hextech Revolver offers spellvamp and extra damage should you have a hard laning phase.
Rylai's Scepter >> Mercury Treads OR Sorcerer's Shoes >>Lichbane
Rylai's Scepter is one of the best items for Akali, offering survivability, damage and crucial chasing power. Lichbane contributes a large amount of damage to Akali's burst. Boots are up to preference depending on whether you need more magic penetration to kill people or the defence and tenacity to avoid getting killed yourself.
(Zhonya's Hourglass>>) Rabadon's Deathcap >> (Hextech Gunblade>>) Void Staff
Deathcap can be taken for the sheer amount of damage offers, but Hourglass is also a valid choice against heavy focus fire and physical damage. Hextech Gunblade is a strong item all-around for Akali, when you can afford it. Void Staff is also an option when the enemy starts to stack Magic Resistance against you.
Roles: Ganker, Mid-Game Carry
Difficulty: 3/5 (Shroud jukes, energy management, burst combos)
Early Game/Laning - 3/5 - (Mark of the Assassin offers last hitting and harassment, Twilight Shroud offers zoning, Energy means she will not run out of resource when laning, being a squishy melee champ is her only downfall)
Mid Game/Ganking - 5/5 - (strong chasing esp with Rylai's, huge burst, can snowball very hard, also hard to gank because of her shroud)
Late Game/Teamfights - 3/5 - (can do very high damage if ignored but is mostly limited to targeting squishies, requires guaranteed deaths to refresh her ultimate, shroud offers limited survivability when detection is up)
Tips & Tricks:
-Try to use runes and masteries to activate her passives at level 1 so you can start with Boots. It will help to activate Marks during the laning phase
-Use your Shroud near other bushes and run in unpredictable ways to juke enemies
-Your dash can also be used on distant enemies to get away
-Waiting for the cooldown on your Mark after using it can allow your to activate one, throw another, then activate it again for huge burst
-Save your R for chasing, not for damage
-Akali is very squishy early on, deny her farm and exp so she will be less of a threat mid-game
-Try to keep your distance, getting a mark activated will take a large chunk of your health
-Harass in between her Shroud cooldown to avoid getting jumped
-Try to put someone tanky against her since her damage output early on is very limited
-Always have Vision Wards or Oracles ready when she puts down her Shroud or you may end up losing a possible kill
alistar the minotaur
3. Triumphant Roar
6. Unbreakable Will
11. Unbreakable Will
14. Triumphant Roar
15. Triumphant Roar
16. Unbreakable Will
17. Triumphant Roar
18. Triumphant Roar
Pulverize and Headbutt are maxed first because of the damage increase and cooldown reduction. One level of Triumphant Roar is taken early for the mana efficient sustainment. Unbreakable Will is taken whenever possible for cooldown reduction and duration increase.
Boots + 3 Health Pots (Ward)/ Doran's Ring/Shield/ Sapphire Crystal + 2 Health Pots >> (Sheen >>) Philosopher's Stone >> Heart of Gold
Boots start will allow you to roam early and get ganks. Sometimes the health pots may be substituted for a ward or mana potions for more ganking potential. Sheen may be bought for the early burst it adds to laning and ganking. P-Stones and HoG can be taken depending on how much regeneration and survivability you want early game.
Boots of Mobility >> (Aegis of the Legion) >> Wards >> Oracles >> (Eleisa's Miracle >>) Shurelya's Reverie
You honestly do not need much to play Alistar. Unbreakable Will offers him survivability and his skills have strong base damage and crowd control. Miracle can be considered if you need tenacity and you have a p-stone lying around. Reverie and Aegis are both good support items on Alistar.
(Deathcap >>) Spirit Visage >> Glacial Shroud >> (Frozen Heart >>) (Soul Shroud >>) Banshee's Veil >> Randuin's Omen >> Trinity Force
You can build a number of items on Alistar towards end-game. Frozen Heart and Soul Shroud will increase his defenses and offer crucial CDR. Randuin's can be made out of HoGs and Trinity Force can be built out of Sheen.
Roles: Ganker, Roamer, Initiator
Difficulty: 4/5 (need good timing, headbutt + pulverize combos, angles from headbutt are iffy)
Early Game/Laning - 5/5 - (one of the best stuns early game, high base damage and health, being out of position will often times lead to an easy gank + kill)
Mid Game/Ganking - 4/5 - (still amazing ganks, pulverize and headbutt are still the strongest crowd controls in the game, one of the only champions that can tower dive for ganks and survive with more than 50% HP)
Late Game/Teamfights - 3/5 (damage potential drops, does not particularly scale very well unless you stack major AP, mainly a CC bot, still very hard to kill)
Tips & Tricks:
- Use Headbutt to close distance for a Pulverize
- If you can land a point-blank Pulverize, use Headbutt to bump someone to your team
- Learn common warding locations, as Alistar you will have lots of time for warding and counter-warding
- Your ultimate gives a flat 75% damage reduction, this will let you towerdive as early as level 6
-Alistar is very vulnerable when his spells are on cooldown, try to target him then
-Early on, play passively to discourage early roaming ganks
-Put pressure on lanes when Alistar is not around, Alistar cannot be everywhere at once and running around without successful ganks will cost him a lot of his early game power
-Alistar's damage is very low, if he uses his spells prematurely then you can simply ignore him and kill his team
amumu the sad mummy
4. Bandage Toss
6. Curse of the Sad Mummy
11. Curse of the Sad Mummy
14. Bandage Toss
15. Bandage Toss
16. Curse of the Sad Mummy
17. Bandage Toss
18. Bandage Toss
Tantrum and Despair are maxed first for the damage and damage reduction, which will allow Amumu to farm early game. One level of Bandage Toss at level 4 for when Amumu wants to initiate. You can get away with only 1 level of his ultimate, but the cooldown reduction is very important because Amumu is very weak without his ultimate.
Cloth Armor + 5 Health Pots >> Boots >> (Heart of Gold)
Amumu should typically start in the jungle and even when he lanes the cloth + 5 will giving him the sustainability he requires. Boots should be taken early for ganking, Hearts of Gold when you need to buff your early game.
(Aegis of Legion >>) Randuin's Omen >> Mercury Treads >> Banshee's Veil
Aegis is always a strong item for when you start early ganks and team fights, but sometimes battles come later and you will need stronger items to tank. Randuin's Omen builds out of HoG and offers powerful initiation after your ultimate. Banshee's Veil and Mercury Treads are important so you can get a clean initiation off without getting stunlocked.
(Quicksilver Sash >>) Sunfire Cape >> (Rylai's Scepter >>) Force of Nature >> (Abyssal Scepter >>) Guardian Angel
QSS may be taken if the enemy still stunlocks you and stops initiations. Sunfire Cap has good synergy with his Despair, contributing a lot of AOE damage to a teamfight. Force of Nature is a good defensive item, especially with the slow offered by a Rylai's Scepter. Abyssal Scepter adds more damage output and stacks with his passive for lots of Magic Reduction.
Lanes: Jungle, Bottom
Difficulty: 2/5 (Early jungling is dangerous but simple. Landing a skillshot is required for initiation, but there is little variation in how to initiate)
Early Game/Laning - 1/5 (essentially deadweight until he finishes jungling and can gank, weak level 1 fighting and easily counter-jungled)
Mid Game/Ganking - 3/5 (does not contribute a lot of damage, but has good crowd control once he gets his ultimate. Requires ultimate and blue buff to do anything)
Late Game/Teamfights - 5/5 (strong initiation, AOE damage becomes very high once despair is maxed, hard to kill if farmed)
Tips & Tricks:
-You can start at the Ancient Golem with Despair for quick ganking, or start at Wraiths with tantrum for more sustained jungling until level 6
-Tantrum is your primary farming skill, you can take smaller camps with it very quickly.
-Lead with your bandage toss, it is essentially a 1 second stun when you land it
-Remember that if the enemy has a better level 1, you can always take tantrum and start at wraiths
-do not waste your ultimate, it has a very high cooldown and should always lead to a kill/save that can not be secured otherwise when you use it
-His jungling is very weak. Force early fights and ganks and weaken his jungling. Counter-junglers like Eve, Shaco and Nunu will shut him down hard.
-Dodge his bandage, it is his main ganking tool and he will probably not get a successful gank if he misses
-Try to spread out so he cannot get everyone in his ultimate
-He can still be focused despite being a tank, if you can stop him from initiating via heavy stuns and silences he is essentially useless.
anivia the cryophoenix
1. Flash Frost
4. Crystallize or Flash Frost
6. Glacial Storm
8. Flash Frost or Crystallize
10. Flash Frost
11. Glacial Storm
12. Flash Frost
13. Flash Frost
16. Glacial Storm
Frostbite is maxed first because it is your most reliable nuke. Flash Frost is taken early for the stun and added burst. A level of Crystallize can be taken at either 4 or 8 depending on how involved you are in ganks. Glacial Storm is taken whenever possible for maximum farming and AOE damage.
Doran's Ring/Sapphire Crystal + 2 Health Pots >> Catalyst the Protector >> (Tear of Goddess)
Anivia's early game is pretty weak and requires a lot of sustainability to reach her true potential. Lots of mana regeneration is advised to keep up with farming.
Rabadon's Deathcap >> (Archangel's Staff >>) Sorcerer's Shoes >> (Moonflair Spellblade >>) Banshee's Veil OR Rod of Ages
Anivia has very powerful farming once she gets her Catalyst and Tear. Grab blue buff from your jungler early and rush a Deathcap for maximum damage output. Change Catalyst to either RoA or Banshees depending on the situation and consider a Moonflair Spellblade for the Tenacity.
Void Staff >> Zhonya's Hourglass >> (Abyssal Scepter >>) (Rylai's Scepter >>) (Will of the Ancients >>) Mainly Void Staff and Hourglass to maximize damage, Anivia's survivability is very hard to improve no matter what you get on her.
Roles: Pusher, Mid-game carry, Late-game carry
Lanes: Solo Mid or Top (can sidelane, but very weak and takes up farm)
Difficulty: 4/5 (hard to land stun, good wall placement makes or breaks teamfights, very squishy and easily killed)
Early Game/Laning - 2/5 (skill shot is easy to miss, very easily harassed, low base damage, only thing keeping her from giving first blood is her passive)
Mid Game/Ganking - 4/5 (one of the best farmers mid-game and will get the deathcap very quickly if left to free farm, high burst and crowd control if placed well, still squishy and very mana dependent)
Late Game/Teamfights - 5/5 (some of the highest magical damage in the game, wall was many uses, passive offers good survivability so you can build straight damage and still live, can still farm and push lanes forever)
Tips & Tricks:
-Use the wall to force enemies to walk into a Flash Frost.
-Play passive until level 6. At level 6 you can do easy Frostbite + Glacial Storm combos for heavy harassment
-Try to use your passive in a safe spot, or else you will still die
-Crystallize is strongest when it is placed near other walls, use it to block off enemies from reinforcing a tower or cutting off paths in the jungle
-Place Crystallize at angles that will force champions to walk around the entire wall, maximizing it's power
-Anivia is extremely weak early game, dodge her skillshot and she will have no way to harass you well
-Anivia is extremely item dependent, keep her from getting an early Tear or Catalyst and she will be very underfarmed for most of the game
-Try to keep blue buff off her, without it she will be unable to farm effectively
-Remember that you will have to kill her twice in a teamfight, sometimes it is more effective to kill her, then focus her team while she is reviving and then finishing her off
annie the dark child
1 ~ 4: Disintegrate or Incinerate
5. Molten Shield
6. Summon: Tibbers
7 ~ 10: Disintegrate or Incinerate
11: Summon: Tibbers
12 ~ 13: Disintegrate or Incinerate
14. Molten Shield
15. Molten Shield
16. Summon: Tibbers
17. Molten Shield
18. Molten Shield
Both Disintegrate and Incinerate a great spells to max, choose either. 1 point of Molten Shield can be taken early to charge stuns.
Doran's Ring/ Sapphire Crystal + 2 Health Pots/ Boots + 3 Health Potions >> Catalyst the Protector
Annie is pretty strong early game, all she needs is a bit of sustainability.
Rod of Ages >> (Haunting Guise >>) Sorcerer's Shoes
Annie's core is very small, her burst is pretty high and you simply get some survivability and magic penetration to boost it.
(Banshee's Veil >>) Void Staff >> Rabadon's Deathcap >> (Zhonya's Hourglass)
Annie is one of the few caster champions that prioritize Void Staff over Deathcap, namely because her scaling are not very good so she is more concerned about dealing consistent damage.
Roles: Ganker, Mid-game carry
Lanes: Solo Mid or Top, can side-lane
Difficulty: 1/5 (counting to 4, aiming in direction of enemies)
Early Game/Laning - 3/5 (heavy nukes and stuns, but squishy, usually cannot outright win a lane unless enemy makes mistakes)
Mid Game/Ganking - 4/5 (squishy, but very strong damage and crowd control, can easily melt a team should a fight arise)
Late Game/Teamfights - 3/5 (farming becomes difficult, bad scalings, still very strong damage and crowd control)
Tips & Tricks:
-Flash and Ignite make for an easy kill at level 6
-Time your stuns to maximize damage output with Tibbers
-Use your long attack range to harass when your skills are on cooldown
-Do not spam Incinerate on creep waves, you will run out of mana really quickly
-Incinerate + Disintegrate lets you farm wraith camps very quickly
-Try to gank often, Annie is very good at it
-You should always activate the stun on Tibbers, AOE stuns are always devastating
-Annie's late-game is pretty lack luster, don't feed her early and she'll drop in threat level quickly
-Stay away from her when her Tibbers stun is up, you might die painfully
-Remember that Tibbers has a passive sunfire cape, if you take him down early then Annie loses out on a bunch of AOE damage
-Annie is very squishy, she is an easy first target in a teamfight or gank
ashe the frost archer
4. Frost Shot
6. Enchanted Crystal Arrow
8. Frost Shot
10. Frost Shot
11. Enchanted Crystal Arrow
12. Frost Shot
13. Frost Shot
16. Enchanted Crystal Arrow
Volley is prioritized for it's cooldowns and damage, it becomes a very powerful skill for farming and poking once maxed. 1 level of Hawkshot is taken early for scouting. Frost Shot and Enchanted Crystal Arrow are both taken whenever possible for maximum crowd control.
Boots + 3 Health Potions >> (Doran's Blade)
Ashe will usually not win her lane, so you prioritize mobility to prevent harassment and farm hard. Doran's blades will offer survivability and laning presence as needed.
Infinity Edge >> Boots of Swiftness OR Berserker's Greaves >> (Brutalizer >>) Phantom Dancer
Infinity Edge is the main damage source for Ashe, but may be replaced by a Bloodthirster or Black Cleaver is desired. However Infinity Edge gives critical strike damage, which Ashe really needs if she plans to kill anything quickly. Brutalizer may be taken if you feel you want to get more volleys out. Phantom Dancer is typically used to increase kiting and attack speed, which are important on Ashe.
(Banshee's Veil >>) (Quicksilver Sash >>) Last Whisper >> Bloodthirster >> Black Cleaver >> Phantom Dancer >> (Guardian Angel)
Either Banshee's Veil or QSS should be taken to allow Ashe to cancel crowd control on her so she doesn't melt in a teamfight. Last Whisper is the item of choice, offering her armor penetration and attack damage for both attacks and Volley. Bloodthirster gives lots of attack damage and lifesteal to let her stay in fights longer. Sometimes a second Phantom Dancer is not a bad idea.
Roles: Ganker, Initiator, Late-game carry
Difficulty: 2/5 (kiting, landing her skillshot is crucial)
Early Game/Laning - 2/5 (has high range and decent harassment, but extremely squishy and easily harassed back)
Mid Game/Ganking - 3/5 (does not bring a lot of damage to ganks until she gets her items, but very strong crowd control)
Late Game/Teamfights - 5/5 (one of the best initiators with her arrow, strong kiting and poking, high DPS and range)
Tips & Tricks:
-Use your early crit + volley to harass the other laner(s) at the start of the game
-Use Hawkshot to scout the enemy jungler
-You will not be able to win most lane match-ups, focus on farming
-Try to use Enchanted Crystal Arrow to gank lanes while still farming
-If you can use Enchanted Crystal Arrow to gank your own lane, try to call in a jungler or other laner to help
-Do not underestimate your burst damage with your volley and ultimate
-Shut Ashe down early, she is easy to beat out of lane early and easier to gank
-Watch out for arrows coming into your lane, always have the person laning against Ashe call out arrows
-Focus Ashe, her survivability late-game is still extremely low
-Avoid chokepoints, if Ashe has her arrow up then she can easily aim at chokepoints for initiation
-Ashe has low DPS compared to other carries, if you can keep her focusing a tank during the teamfight she will do considerably less damage
blitzcrank the steam golem
1. Rocket Grab
2. Power Fist
4. Power Fist
5. Power Fist
6. Static Field
7. Power Fist
9. Power Fist
11. Static Field
14. Rocket Grab
15. Rocket Grab
16. Static Field
17. Rocket Grab
18. Rocket Grab
Rocket Grab taken first for it's powerful initiation, but left at level 1 because you will not usually be able to get 2 grabs off in the same gank/ teamfight. Powerfist is maxed for reliable damage and crowd control. Overdrive is taken next for the free ghost and attack speed. Static Field is taken whenever possible for it's powerful burst damage and farming.
Doran's Shield/Boots + (Ward) Health Pots/Sapphire Crystal + 2 Health Pots >> Sheen >> (Manamune) Sheen is rushed for it's synergy with Blitzcrank's skills. Manamune can be considered for more DPS and mana for Blitzcrank's Mana Barrier.
(Heart of Gold >>) (Philosopher's Stone >>) Mercury Treads >> Banshee's Veil >> Randuin's Omen
If you are roaming around, you may want to get some HoGs or P-Stones for the gold/5 stats and survivability. Banshee's and Randuin's are standard tank items.
Frozen Heart >> Trinity Force >> Force of Nature
Frozen Heart offers lots of survivability and cooldown reduction and synergizes very well with Blitzcrank. Trinity Force is the best choice to boost Blitzcrank's DPS and mobility.
Roles: Ganker, Roamer, Initiator
Difficulty: 4/5 (Pro grabs, timing ultimate, knowing who to CC)
Early Game/Laning - 4/5 (early grabs may lead to first blood, but missing them is very bad, Overdrive + Powerfist is easy roaming)
Mid Game/Ganking - 5/5 (mana barrier makes him deceptively tanky, Powerfist and Overdrive let him pin down enemies easily while also being hard to catch, Static Field lets him farm easily, Rocket Grabs are powerful initiation)
Late Game/Teamfights - 3/5 (DPS gets weaker so he is mostly a stun bot, Banshee's Veil really hurts initiation late-game, Static Field is no longer able to farm creep waves quickly)
Tips & Tricks:
-Lead with Overdrive and Power Fist to set-up an easy grab
-Do not push your lane, this way you can grab to your power and possible get first blood
-Use Static Field to farm lanes whenever possible
-You do not always need to use your spells offensively, you can use Rocket Grab and Power Fist to keep enemies away from your carries and Static Field to cancel channeling spells
-Banshee's Veil blocks grabs
-Blitzcrank is actually pretty squishy for an initiator, kill him early so he cannot spam knock-ups and do damage
-Do not stand near walls, Blitzcrank can grab you through them
brand the burning vengeance
1. Pillar of Flame
3. Pillar of Flame
5. Pillar of Flame
7. Pillar of Flame
9. Pillar of Flame
Pillar of Flame is maxed asap because of it's powerful damage and farming capabilities. Only 1 level of Sear is taken early for the stun and for spreading Conflagration. Conflagration is taken next for it's farming capabilities and Pyroclasm is taken whenever possible for it's huge aoe damage.
Doran's Ring/ Sapphire Crystal + 2 Health Pots >> Catalyst the Protector
Catalyst is Brand's main source of regeneration through his laning phase. Self-explanatory.
(Rod of Ages >>) (Banshee's Veil >>) Rabadon's Deathcap >> Sorcerer's Shoe's >> Rylai's Scepter
Catalyst can be changed into either an RoA or Banshees. Deathcap is taken asap because it boosts his farming quickly and let's him get other items. Rylai's helps Brand kite and contribute a bit of crowd control to fights.
Zhonya's Hourglass >> (Will of the Ancients >>) Void Staff >> (Moonflair Spellblade)
Hourglass will help get focus fire off Brand, because he is very squishy. Void Staff has good synergy with his damage, allowing his Blaze to melt off as much HP as possible. Consider a Spellblade for Tenacity, because you really cannot afford to be stunned.
Roles: Mid/late-game carry, pusher
Difficulty: 3/5 (squishy, stun is unreliable, damage is easy to dodge)
Early Game/Laning - 4/5 (huge damage if it lands, can melt people as soon as level 3)
Mid Game/Ganking - 3/5 (stun is unreliable, Pillar of Flame is easy to dodge, also Brand is easy to gank, however he has a lot of AOE damage and good farming once he gets his items going)
Late Game/Teamfights - 4/5 (arguably the best AOE damage in the game, will melt teams without having to be in the middle like Kennen or Fiddlesticks)
Tips & Tricks:
-Use Sear to set a target on fire, then use Conflagration to spread it to all surrounding targets
-Once you get Deathcap, you can farm caster minions without Conflagration
-Try to set targets ablaze before using Pillar of Flame, the damage will increase drastically
-Pyroclasm is strongest when there are no minions around
-Ignite + Blaze outputs some surprising DoT damage
-Brand is all about AOE damage, don't get caught together and he won't be able to output his maximum damage
-He has a very weak escape mechanism and is very farm-reliant, early ganks will shut him down easily
-Try to spread out so Pyroclasm doesn't bounce between your team
caitlyn the sheriff of piltover
1. Piltover Peacemaker
2. Yordle Snap Trap or 90 Caliber Net
3. Piltover Peacemaker
4. Yordle Snap Trap
5. Piltover Peacemaker
6. Ace in the Hole
7. Piltover Peacemaker
8. Yordle Snap Trap or 90 Caliber Net
9. Piltover Peacemaker
10. Yordle Snap Trap or 90 Caliber Net
11. Ace in the Hole
12 ~ 15. Yordle Snap Trap or 90 Caliber Net
16. Ace in the Hole
17 ~ 18. Yordle Snap Trap or 90 Caliber Net
Piltover Peacemaker is your main harassment and farming skill, so it is maxed first. You can choose between prioritizing traps so you can farm safely and assert lane dominance, or net so you can kite and escape ganks. Both are fine depending on the situation.
Doran's Blade/ Boots + 3 Health Pot
Due to Caitlyn's long range, she can afford to start with no health pots and just farm farm farm with her huge range advantage.
Infinity Edge OR Bloodthirster >> Berserker's Greaves >> Phantom Dancer >> Last Whisper
Probably her best item progression, IE or BT will provide her with huge damage output and Phantom Dancer will make up for her weakness at kiting and attack speed. Last Whisper makes her attacks and skills hit like trucks.
Black Cleaver >> (Madred's Bloodrazor >>) Frozen Mallet >> (Phantom Dancer >>) (Bloodthirster)
If Last Whisper isn't eating enough armor, a Black Cleaver can reduce it from a safe range. Bloodrazor may be considered if targets are lacking a lot of magic resist. Frozen Mallet grants survivability and kiting. More Phantoms and BTs are always welcome given how well Caitlyn can farm.
Roles: Pusher, Mid-game carry
Lanes: Any, dominant side-laner
Difficulty: 2/5 (easy farming, long range, skillshot is a bit hard to land)
Early Game/Laning - 5/5 (easily the strongest ranged carry in a lane, traps and 650 range attacks make her impossible to zone without taking huge damage)
Mid Game/Ganking - 5/5 (one of the best mid-game pushers, can easily poke at towers with her range and Piltover Peacemaker is dominant harass and minion farming)
Late Game/Teamfights - 3/5 (is still strong with farm, but drops off compared to many ranged carries)
Tips & Tricks:
-Placing traps in the lane will limit enemy movement and zone them. If they step on one, you can get a lot of free damage, maybe even a kill
-Use traps in bushes to enemies cannot zone you
-Piltover Peacemaker can one-shot caster minions once you get enough AD
-90 Caliber Net does not always need to be used defensively, you can use it to close distance to an enemy or slow them for your team
-Do not use your ultimate in a teamfight, the channel is long and you could be doing more damage otherwise
-Hiding behind your minons will reduce her Piltover Peacemaker damage if you cannot dodge it otherwise
-Do not let her control the bush, she can easily charge her passive inside it and harass you
-When ganking her, keep in mind that she will have traps, so try gank routes that are unconventional
-Intercept her ultimate!
cassiopeia the serpent's embrace
1. Noxious Blast
2. Twin Fang
3. Noxious Blast
5. Noxious Blast
6. Petrifying Gaze
7. Noxious Blast
8. Twin Fang
9. Noxious Blast
10. Twin Fang
11. Petrifying Gaze
12. Twin Fang
13. Twin Fang
16. Petrifying Gaze
Noxious Blast is a good source of harassment and farming, the movement speed boost will allow you to use Twin Fangs more often. Twin Fang is maxed second for it's powerful damage output. 1 level of Miasma is all you need for zoning and kiting until other skills are maxed.
Doran's Ring/ Boots + 3 Health Pot >> (Catalyst the Protector >>) (Hextech Revolver) (Tear of Goddess)
Cassiopeia is actually a good candidate for spellvamp because of her sustained damage output. Boots is a standrad start because it allows her to kite effectively with her Noxious Blast and Twin Fangs. She can also fill up a Tear rather quickly if you need mana regeneration.
Rylai's Scepter >> Sorcerer's Shoes >> (Archangel's Staff >>) Rabadon's Deathcap
Rylai's is core. It contributes a huge amount of kiting to Cassiopeia's skills, able to increase her own movespeed while continuously slowing down enemies with Miasma and Twin Fangs. If you want change your Tear into an Archangel's, now is also the time. Deathcap is taken because she is good at farming and has good AP scalings (considering her low cooldowns).
Void Staff >> (Banshee's Veil >>) Zhonya's Hourglass >> (Will of the Ancients >>) Moonflair Spellblade
Void Staff for much needed magic penetration. Banshee's and Zhonya's are recommended because Cassiopeia is fairly sustained DPS and needs a lot of defense against crowd control and focus fire. Will of the Ancients is fairly powerful on her because her damage is very sustained and she can top herself off easily. Tenacity is the same reasoning as Banshee's.
Roles: Mid/late-game carry
Lanes: Mid or Top
Difficulty: 5/5 (arguably one of the hardest mages to play)
Early Game/Laning - 4/5 (very powerful harassment, hard to take 1v1 if you get poisoned because she can spam Twing Fangs, passive covers mana costs)
Mid Game/Ganking - 3/5 (good damage and moderate CC, but really needs to farm Rylai's to take off, can kite enemies forever with good aim)
Late Game/Teamfights - 4/5 (best sustained magical damage output, if there is no CC to stop her she will just rape your team, ultimate can completely change teamfights)
Tips & Tricks:
-Try to use Twin Fang's after you hit an enemy with Noxious Blast
-Use Miasma to zone the enemy and block off chokepoints
-Repeated Noxious Blasts will farm creep waves quickly
-Time your ultimate so that it stuns as many people as possible
-Avoiding her Noxious Blast will stop a lot of her damage output
-Do not get kited by her, you won't win
-Remember that she is very powerful 1v1, even as Master Yi you might lose
-Bait her ultimate so that it is not up when you engage teamfights
cho'gath the terror of the void
2. Feral Scream
3. Feral Scream
4. Vorpal Spikes
5. Feral Scream
7. Feral Scream
8. Vorpal Spikes
9. Feral Scream
10. Vorpal Spikes
12. Vorpal Spikes
13. Vorpal Spikes
Rupture is taken first, but since only damage increases per level it can be left at level 1. Feral Scream is maxed for the increase in silence duration and damage. Vorpal Spikes is good for farming and contributing some DPS, but may be substituted with Rupture so you can start two-shotting minion waves early. Feast is taken whenever possible because of it's damage and HP stacking.
Doran's Ring/ Doran's Shield >> Catalyst the Protector
Because of Cho' Gath's passive, he can easily start with a Doran's item for early power and sustain himself through minion kills. Catalyst makes him a laning monster, it's nearly impossible to push him out once he gets it.
(Rod of Ages or Banshee's Veil >>) Mercury Treads >> Glacial Shroud >> Force of Nature
Catalyst can change into RoA or Banshees depending on enemy team comp and your own lane advantage. Mercury Treads are the boots of choice for Cho' Gath because he will eat cc often (lolpuns). Glacial Shroud provides cooldown, which helps Cho' Gath a lot and FoN gives him movespeed and magic resist.
Frozen Heart >> (Abyssal Scepter >>) Randuin's Omen >> (Sunfire Cape >>) Guardian Angel
Bonus HP is not really need on Cho' Gath, but FH and FoN both make Cho' Gath incredibly hard to take down by either source of damage. Abyssal is pretty good on Cho because he will be able to debuff many enemies and it will increase his damage and tankiness. GA may be considered because it will help you keep your stacks.
Roles: Tanky Initiator, Pusher
Lanes: Any (weak in 1v2)
Difficulty: 3/5 (miss skillshot, lose half your CC)
Early Game/Laning - 4/5 (2/5 against certain lanes, very sustainable and heavy pressure on lane)
Mid Game/Ganking - 3/5 (hard to secure ganks because it is easy to avoid his skills after level 2 boots, mostly concerned with farming and building stacks)
Late Game/Teamfights - 4/5 (sustained damage is lacking, but knock-ups and 4 second silence is devastating in a teamfight, Feast will eat up anyone without loads of HP)
Tips & Tricks:
-Enemy laners will have a very hard time dodging ruptures and screams without boots
-Try force early fights, your level 1 and 2 crowd controls are among the strongest in the game
-Be aggressive, killing creeps in lane will give you a lot of regeneration against harassment
-Don't just use Feast for finishing off enemies, using it early on champions will help burst them down quickly
-Don't be afraid to use Feast on minions if no gank opportunity comes by, the cooldown is very short
-Long-range champions such as Tristana and Caitlyn can easily outlane Cho' Gath
-Sustained harassment is much more effective than burst harassment against Cho' Gath
-Gank him often, his crowd control is unreliable for escapes and losing stacks will severely affect him for the next few minutes while he tries to build them back up
corki the daring bombardier
1. Phosphorus Bomb
3. Phosphorus Bomb
4. Gatling Gun
5. Phosphorus Bomb
6. Missile Barrage
7. Phosphorus Bomb
8. Gatling Gun
9. Phosphorus Bomb
10. Gatling Gun
11. Missile Barrage
12. Gatling Gun
13. Gatling Gun
16. Missile Barrage
Phosphorus Bomb + Missile Barrage let you free farm lanes whenever you want and are also powerful early and mid-game nukes. Only one level is needed in Valkyrie as it's mainly an escape mechanism. Gatling Gun is taken after Phosphorus Bomb for the DPS increase.
Doran's Shield/ Boots + 3 Health Pots/ Sapphire Crystal + 2 Health Pots >> Tear of Goddess
Corki's early game damage is mostly magical, so Doran's Blade/ Boots are not as important to him as other ranged carries. Tear of Goddess is very important because of how often he uses spells, it provides mana regeneration and mana pool.
Manamune >> Sheen >> Mercury Treads or Berserker's Greaves >> Trinity Force >> Black Cleaver
Order of Trinity Force and Black Cleaver may be switched around depending on situation. Manamune builds out of Tear and gives him a lot of early damage. Sheen is a good item due to how often he can proc it, and Manamune increases base damage. Cleaver stacks with Gatling Gun's armor reduction and Tri Force is a naturally strong item that builds out of the Sheen. Boots are up to preference since Corki is not a straight auto-attack carry.
Banshee's Veil >> Last Whisper >> Bloodthirster or Infinity Edge
Standard late-game items on a carry, not much to say here.
Roles: Mid-game Carry, Ganker, Pusher
Lanes: Mid or Top (can sidelane with babysitter)
Difficulty: 2/5 (bursting, landing missiles but otherwise not very complicated)
Early Game/Laning - 4/5 (can easily dominate lane with early burst and sustained, but hard to sustain until Tear and a good supply of health pots)
Mid Game/Ganking - 5/5 (one of the best farmers mid-game, phosphorus bomb and missiles are scary burst on an AD carry)
Late Game/Teamfights - 3/5 (burst damage drops off, but sustained damage is still quite high, needs farm to stay on the same level with other carries)
Tips & Tricks:
-Phosphorus Bomb + 1 Missile will farm caster minions, 2 missiles will take melee minions and a Big One will farm wraiths
-Try to save the Big One for enemy champions for some surprising burst with Sheen and Phosphorus Bombs
-Your early game is very powerful, use it to push champions out of lane and secure an early farming advantage
-Queuing up Valkyrie early will still let you dash even when stunned, use this to your advantage
-His late-game is surprisingly weak, deny him farm and wait until his nukes start hurting less
-He is very good at poking and pushing, initiate as fast as possible before he creates a pushing advantage for his team
dr mundo the madman of zaun
1. Infected Cleaver
2. Burning Agony
3. Infected Cleaver
5. Infected Cleaver
7. Infected Cleaver
9. Infected Cleaver
14. Burning Agony
15. Burning Agony
17. Burning Agony
18. Burning Agony
Burning Agony and Masochism may be switched up depending on preference. Cleaver is your strongest skill, dealing large amounts of damage on a short cooldown. Sadism combined with Cleavers make you very hard to get away from and Burning Agony makes you very hard to lock down. Masochism is a very powerful AD steroid.
Doran's Shield/ Regrowth Pendant + 1 Health Pot >> Spirit Visage
Get Spirit Visage, hit level 6 > infinite laning power.
Ionian Boots of Lucidity or Mercury Treads >> Warmog's Armor > Force of Nature
Standard HP tank mundo. Warmog's gives him a huge health pool to regenerate from, and Force of Nature prevents him from getting bursted. Armour is not necessary because his regeneration will nullify a lot of sustained damage. CDR boots does wonders for Mundo, who does not always need Mercs because of his innate tenacity.
(Quicksilver Sash >>) Sunfire Cape >> (Thornmail >>) Youmuu's Ghostblade
QSS can be used to get rid of pesky ignites and suppressions. Sunfire Cape and Burning Agony deal a surprising amount of AOE damage. Ghostblade provides Mundo with a good amount of damage and the active makes him one of the fastest champions on the map.
Roles: Tanky Carry, Ganker
Lanes: Any, decent solo top or mid
Difficulty:2/5 (press buttons whenever up, easy to land skillshot, remember not to leave burning agony up)
Early Game/Laning - 3/5 (using own health as a resource not exactly good idea, cleavers hurt a lot)
Mid Game/Ganking - 4/5 (hard to lock down, but very farm-reliant. Can do some surprising chases with ult + cleavers)
Late Game/Teamfights - 4/5 (impossible to kill once farmed unless he gets constantly focused by 5 people, cleavers and agony suffer from no magic penetration but otherwise good damage output)
Tips & Tricks:
-Use your ultimate whenever it's up and you need HP, the cooldown is short and it will probably be up when you need it
-You can use your ultimate to bait fights, but be careful of healing reduction skills
-You can zone very effectively with cleavers, push your enemy out of the creep line and line up cleaver shots when they are in the open
-Mundo is surprisingly vulnerable early game, dodge cleavers and harass back as hard as possible
-Mundo will lose a large chunk of his health when he activates his ultimate, try to time your burst so it will hit him during his small window
-Healing reductions such as Executioner's Calling and Ignite are very effective, also Mundo cannot stop you lifestealing off his huge health pool
-He is very powerful late-game, deny him farm before he can reach this stage
*Note: There are several DPS builds for Mundo involving maxing Masochism and building more DPS items, this makes him more of a mid-game carry than a late-game carry, but it is still fine*
evelynn the widowmaker
1. Shadow Walk
4. Shadow Walk
5. Hate Spike
6. Malice and Spite
10. Shadow Walk
11. Malice and Spite
12. Shadow Walk
13. Shadow Walk
14. Hate Spike
15. Hate Spike
16. Malice and Spite
17. Hate Spike
18. Hate Spike
Take Shadow Walk early for some roaming ganks, but prioritize Ravage for the burst damage and armor reduction. Take at least 1 point in Hate Spike at some point for Sheen procs. Usually you only need 2 levels of Shadow Walk, but feel free to take more for longer invis and stun duration.
Cloth Armor + 5 Health Pots/ Boots + (Ward) Health Pots >> Boots of Mobility >> (Wriggle's Lantern)
The boots are typically taken because they give Eve a lot of roaming power. Wriggles is sometimes taken because it grants Eve some laning sustainability and jungling power. Wards are good too because she roams a lot.
Sheen >> Trinity Force >> (Wit's End >>) (Hexdrinker >>) Youmuu's Ghostblade
Only needs the Trinity Force to be effective. Evelynn is very weak against burst damage so either a Wit's End or Hexdrinker will solve those problems. Ghostblade has deadly synergy with her ult.
Banshee's Veil >> (Sunfire Cape >>) Bloodthirster >> (Madred's Bloodrazor >>) Guardian Angel
As stated, she is very vulnerable to burst so Banshee's is a good pick-up. Sunfire may be considered for the lolz. Pick up some DPS or lifesteal so you can rape harder in teamfights. GA is a good pick-up because her ult will allow her more chances to snowball.
Roles: Ganker, Roamer, Late-game carry
Difficulty: 2/5 (very squishy, need to know when to go in and kill)
Early Game/Laning - 3/5 (squishy and no sustainability, but roaming invis ganks are scary, luckily invisbility and stun duration is very low early)
Mid Game/Ganking - 5/5 (hello, 2 second invis stun and HP recovery on every skill, also runs super fast)
Late Game/Teamfights - 4/5 (does a lot of damage if not focused, if you do not kill her early then she will snowball out of control until you can't kill her anymore, still squishy)
Tips & Tricks:
-Get a jungler that is very good at early ganks and just dominate the lanes
-Ward often, you may catch an unsuspecting jungler under half HP
-Getting an oracles is a good idea, you can counterward very often
-Do not be afraid to dive or take damage during a fight, you will oftentimes kill enemies fast enough and recover that HP from her ultimate
-Kill her early before she can regenerate from her ultimate
-Wards are very effective against her early when her invisibility is still low duration, especially Vision Wards
-She will usually buy an Oracles and hunt wards, try to bait her when she does this
ezreal the prodigal explorer
1. Mystic Shot
2. Arcane Shift
3. Mystic Shot
4. Arcane Shift
5. Mystic Shot
6. Trueshot Barrage
7. Mystic Shot
8. Arcane Shift
9. Mystic Shot
10. Arcane Shift
11. Trueshot Barrage
12. Arcane Shift
13. Essence Flux
14. Essence Flux
15. Essence Flux
16. Trueshot Barrage
17. Essence Flux
18. Essence Flux
Essence Flux is not a very good skill on Ezreal and can be delayed until the very end. Mystic Shot and Arcane Shift have a lot of utility and damage so they must be maxed first. Trueshot Barrage adds a lot of burst damage and indirectly increases your sustained damage by adding stacks.
Boots + 3 Health Pots/ Cloth Armor + 5 Health Pots. Doran's Blade >> The Brutalizer >> (Sheen)
Ezreal needs to be aggressive in his lane, and getting lots of health potions or offense is advised. The Brutalizer gives Ezreal a lot of early game damage and all the stats he benefits from. Sheen is very good because it procs on his Mystic Shot, but otherwise should be avoided until later.
Ionian Boots of Lucidity or Berserker Greaves >> Bloodthirster >> (Last Whisper >>) Trinity Force
Ezreal's damage output relies on both attack speed and cooldown, so either set of boots if a good choice on him. Bloodthirster is very good on him because he can heal from shooting Mystic Shots and the AD gives him a lot of damage output.Take Last Whisper if you're expecting high armor targets, but otherwise go for Trinity Force afterwards.
Banshee's Veil >> (Bloodthirster >>) Madred's Bloodrazor >> Youmuu's Ghostblade >> Guardian Angel
Ezreal is a very slippery character and if you can keep him from getting stunned or bursted, he has a very high chance of blinking away and kiting you. This also makes him a good candidate for 2 BTs because he can keep the stacks on very often and can farm quickly too. Bloodrazor is a good proc on his Q and helps him kill tanky characters late-game. Brutalizer can be upgraded to Ghostblade later on if you really want, but it's not very good on ranged carries so you can always just sell it.
Roles: Early-game carry, Mid-game carry, Ganker
Lanes:Solo Top or Mid (can duo)
Difficulty: 4/5 (skillshots, very kiting and positioning dependent, reliant on getting farmed/fed early on)
Early Game/Laning - 5/5 (very powerful, only loses to a few champs, can kill enemy solos easily)
Mid Game/Ganking - 4/5 (very strong mid-game, brings high burst damage and mobility but no CC)
Late Game/Teamfights - 3/5 (good kiting and damage, but otherwise scales poorly compared to other carries)
Tips & Tricks:
-Use Arcane Shift to jump behind the creep line and line up a Mystic Shot
-You are very powerful early on, use your advantage to beat many other squishy champions in lane. You can only lose to other early game champions like Urgot or Leblanc
-Use Trueshot Barrage on a group of enemies and fill up your passive instantly, it will help you ramp up in teamfights quickly
-Your blink is very powerful, it can hop over walls and even whiff skills like Fling or Rocket Grab
-Double buffs are very potent on Ezreal, if you are doing well ask your jungler for it
-Ezreal is very weak late-game, if you can keep him from snowballing he loses presence quickly
-He is very vulnerable to silence, more so than normal ranged carries
-Ezreal is very aggressive early on and is very easily baited, use this to your advantage to set him up for ganks and shut him down
fiddlesticks the harbringer of doom
2. Dark Wind
14. Dark Wind
15. Dark Wind
17. Dark Wind
18. Dark Wind
Only Dark Wind's damage increases every level, so one point should be taken early for the utility and left until later. Drain and Terrify can be exchanged on preference, but I think that more levels of terrify will improve both the effectiveness of Drain and Crowstorm.
Doran's Ring/ Amplifying Tome + 1 Health Pot/ Cloth Armor + 5 Health Pot
Unlike other casters, Fiddle can sustain himself very easily and only really needs a bit of mana to keep him in lane.
Sorcerer's Shoes >> (Rod of Ages >>) Zhonya's Hourglass >> Abyssal Scepter
Boots should be rushed on Fiddle early because he needs to gank a lot. Some people like to get the RoA for early laning, but it does impact his ganks early on. Hourglass is probably his most important item because you can pop it while Crowstorm is on and you won't die instantly in teamfights. Abyssal synergizes well with his passive Dread, massively reducing magic resist of enemies.
Rylai's Scepter >> (Banshee's Veil >>) Rabadon's Deathcap >> (Spirit Visage>>) Void Staff >> (Sunfire Cape)
Fiddle is a fairly frail champion and requires some defense to survive fights. Rylai's offers a good slow with his spells and Deathcap will give him the damage output to outheal with Drain. Other items are simply good with his skillset to maximize damage and survivability.
Roles: Ganker, Semi-Initiator (with Hourglass)
Lanes: Any, can Jungle
Difficulty: 3/5 (good timing and positioning is required to not purposefully feed)
Early Game/Laning - 2/5 (4/5 if enemy does not have any interrupts)
Mid Game/Ganking - 5/5 (deadly damage with Crowstorm and Drain, also brings a ton of disables)
Late Game/Teamfights - 3/5 (with good timing will destroy teams and tank damage with Drain, needs strong team support and coordination to be useful, super frail and has to be in middle of teamfights, can take dragon and Baron safely very early on)
Tips & Tricks:
-Fiddlesticks is reliant on the blue buff is he wants to jungle, steal it from him and he'll be very behind
-Make sure to save your interrupts for his Drain, or else he might be able to turn a fight around
-His passive shows through walls and bushes, use the magic resist debuff to anticipate Crowstorms or ganks
-Do not group up when Fiddlesticks is MIA, he might be getting a penta
-Healing reductions or interrupts will cancel his drain and compromise his survivability
-If he does not have Hourglass, focus him immediately when he ults in to prevent too much damage
-Fiddlesticks will typically try to get in a safe spot before a teamfight to Crowstorm in, try to ward around the area and catch him preemptively
galio the sentinel's sorrow
1. Resolute Smite
2. Righteous Gust
3. Resolute Smite
5. Resolute Smite
6. Idol of Durand
7. Resolute Smite
9. Resolute Smite
11. Idol of Durand
14. Righteous Gust
15. Righteous Gust
16. Idol of Durand
17. Righteous Gust
18. Righteous Gust
Galio's skilling order is mostly up to preference. Because Resolute Smite has higher base damage and is overall more useful because of the slow, it is maxed first. Bulwark is a good supportive spell and gives Galio lane sustainability as well, but sometimes if you are in a solo lane you can take Gust for easy 1-2 combo farming on waves. Idol of Durand is maxed for the high increase of damage every level.
Meki Pendant + 2 Health Pots/ Doran's Ring/Shield >> Chalice of Harmony
Chalice is a good start for Galio because he gets bonus AP from the magic resist and also mana to use his spells.
(Aegis of Legion >>) Banshee's Veil >> Mercury Treads >> Abyssal Scepter >> (Thornmail >>) Randuin's Omen
Aegis is very good since Galio is all about teamfights and buffing his allies. Banshee's prevents his ultimate from getting interrupted early and also gives him some AP. Abyssal Scepter gives him a bit of AP as well as an aura that he can use to buff his ultimate. Thornmail can be taken because of his taunt, but Randuin's is a powerful follow-up to an Idol of Durand.
(Spirit Visage >>) Frozen Heart >> Guardian Angel
Spirit Visage is sometimes taken because of it's interaction with Bulwark, but otherwise Frozen Heart and Guardian Angel will give Galio enough survivability in fights. Frozen Heart is very powerful on Galio because he forces champions to attack him and apply the debuff.
Roles: Support, Initiator
Lanes: Any, decent solo
Difficulty: 4/5 (ultimate can easily get cancelled, 2 skillshots that are easy to dodge, dependent on good teamwork)
Early Game/Laning - 3/5 (mana costs are very limiting)
Mid Game/Ganking - 4/5 (ultimate is very devastating is used well, has decent buffs, crowd control and damage)
Late Game/Teamfights - 3/5 (cannot contribute a lot of damage in late-game teamfights, mostly used for crowd control, buffs lose strength due to no scaling)
Tips & Tricks:
-Flash + Ultimate is a quick and easy initiation for teamfights and ganks
-Use Bulwark before you ultimate for bonus resistances and ability power
-Bulwark is very effective against damage over time, use it to heal when you get poisoned or tank creeps
-Put Bulwark on other people! 90 Armor and Magic Resist is nothing to laugh at
-You do not always need to use Righteous Gust offensively, put it in front of your path for a movespeed boost when running
-Don't take all the farm if you are laning with someone that scales better than you, such as a carry
-Cancel Galio's ultimate early and he will become useless in the teamfight
-On-hit stuns such as Gold Card or Bear Stance can cancel Idol of Durand through the taunt
-Galio is extremely weak without his ultimate, use the window of time when his ultimate is on cooldown to take map objectives
-Galio is also very dependent on Flash to initiate, if it is down he can be kited easily
gangplank the saltwater scourge
2. Remove Scurvy
4. Raise Morale
6. Cannon Barrage
8. Raise Morale
10. Raise Morale
11. Cannon Barrage
12. Raise Morale
13. Raise Morale
14. Remove Scurvy
15. Remove Scury
16. Cannon Barrage
17. Remove Scurvy
18. Remove Scurvy
Remove Scurvy is mostly used for the free cleanse rather than the heal so it can stay at level 1. Parrrley is Gangplank's bread and butter, it allows him to farm, harass and kill enemies. Raise Morale is a decent buff and passive. Cannon Barrage is interesting because it allows Gangplank to farm while still contributing a global presence to lanes.
Meki Pendent + 2 Health Pots/ Regrowth Pendent + 1 Health Pot >> (Chalice of Harmony >>) Philosopher's Stone >> Avarice Blade
Gangplank needs the mana regeneration to farm creeps with Parrrley and the gold/5 will let him boost his farm quickly. Tear of Goddess is not effective on him, Manamune does not contribute enough stats for Gangplank to warrant a slot. Stack Philosopher's Stones until you are comfortable with your sustainability.
Infinity Edge >> Ionian Boots of Lucidity or Mercury Treads >> Youmuu's Ghostblade >> (Cloak and Dagger)
Gangplank's parley crits are ridiculous with just an IE, if you did not take Mercury Treads than consider a Cloak and Dagger for tenacity. I'd recommend getting mercs eventually.
Bloodthirster >> Phantom Dancer >> (Warmog's Armor >>) (Atma's Impaler >>) Last Whisper >> Guardian Angel
Gangplank is a very late-game carry, so these high tier items should be farmed for as fast as possible for him to contribute any damage. Atmogs is a decent combo on Gangplank considering how tanky he already is and his farming ability.
Roles: Late-game Carry
Lanes: Any, decent solo
Difficulty: 2/5 (farm farm farm, press Q)
Early Game/Laning - 1/5 (mana dependent, melee, easily zoned, harassment costs him farm)
Mid Game/Ganking - 3/5 (movespeed boost, global slow)
Late Game/Teamfights - 5/5 (get poked for half your HP, crits of doom will wipe out anyone, hard to lock down or run away from due to movespeed and slow)
Tips & Tricks:
-Harassing with Parrrley is typically not worth missing farm, however if there are no minions that will die soon and parrley is up, feel free to use it
-Farm hard, aside from your global you're useless until at least infinity edge
-Save your Remove Scurvy for disables because the long cooldown is not worth the small heal
-Gangplank is terrible early on, push his lane and he will not be able to pick up all the creeps at the tower
-Bait his citrus fruit so you can lock him down with a good disable
-Thornmail will often cause him to crit himself to death
-If you have at least 2 disables, Gangplank is very easily ganked and killed unless he blows both summoner spells
-Watch out for his passive! It is a strong DoT that cancels healing, be wary of it when fighting or harassing him
Last edited by Noperative; 06-26-2011 at 08:27 PM.