Join Date: Jun 2008
Location: The Magic Library
garen the might of demacia
1. Decisive Strike
6. Demacian Justice
11. Demacian Justice
14. Decisive Strike
15. Decisive Strike
16. Demacian Justice
17. Decisive Strike
18. Decisive Strike
Judgement is Garen's most important skill, it is the only way he'll be killing anyone early-game and let's him farm a bit too. Decisive Strike only needs one point for the long duration silence, Courage is more important for the survivability. Demacian Justice allows you to get a quick kill at level 6 if played right.
Doran's Blade/ Boots + 3 Health Pots
Garen is extremely aggressive early game and has the power to back it up, build offensively or risk becoming useless mid-late game.
The Brutalizer >> Mercury Treads or Ionian Boots of Lucidity >> (Last Whisper >>) Sunfire Cape
Brutalizer is a very powerful item, Garen's scaling is very bad so armor penetration is very beneficial and the cooldown let's him use skills more. Last Whisper is taken for the same reason, armor penetration is more beneficial on Garen than just straight AD. Hexdrinker and Sunfire Cape are surprisingly good on Garen, they give him a strong defense while allowing him improve damage output.
(Youmuu's Ghostblade >>) Infinity Edge >> Frozen Mallet >> Atma's Impaler >> (Thornmail or Force of Nature)
Sometimes you can upgrade Brutalizer, but you can also sell the Brutalizer for items with a better late-game. Infinity Edge gives Garen AD and Crit which will give a lot of damage. Frozen Mallet + Atma's will give defense and offense and a bit of utility. Decide between FoN or Thornmail depending on what's the biggest threat level from the enemy team.
Roles: Early-game Carry
Lanes: Bottom (can go top against other melee champions)
Difficulty: 1/5 (little variation in how to do anything)
Early Game/Laning - 5/5 (getting silenced then spun on does huge damage to anyone)
Mid Game/Ganking - 3/5 (terrible ganks, but contributes decent damage, ultimate is good for finishing)
Late Game/Teamfights - 2/5 (% damage reduction is powerful, but damage is lackluster at best, can take out squishies if they are poorly positioned)
Tips & Tricks:
-You can activate Decisive Strike while in Judgement for a speedboost
-Account for magic resistance when using Demacian Justice, it will lower the damage a lot
-The bush is your friend, lane with someone with a stun and zone everyone
-Never push your lane, farming minions in front of your tower will make it very dangerous for enemies to approach the creep line because they don't have a tower to run back to when you use Judgement
-Garen is very easily kited, fast champions will get away from him easily in the lane
-Consider warding the bushes, it'll make it much harder for him to get a clean combo on you
-Get some armor and watch Garen's damage drop considerably
gragas the rabble rouser
1. Barrel Roll
2. Drunken Rage
3. Barrel Roll
4. Body Slam
5. Barrel Roll
6. Explosive Cask
7. Barrel Roll
8. Drunken Rage
9. Barrel Roll
10. Drunken Rage
11. Explosive Cask
12. Drunken Rage
13. Drunken Rage
14. Body Slam
16. Explosive Cask
17. Body Slam
18. Body Slam
Gragas has many builds, but I believe that prioritizing his poking power with his Barrel Roll and using Body Slam for it's blink properties is the best way to use him.
Doran's Ring/ Sapphire Crystal + 2 Health Pots >> (Catalyst the Protector)
Gragas is suprisingly sustainable because Drunken Rage and Happy Hour give him good regeneration without having to itemize for it. If you feel like you're against a strong laner, you may get a catalyst. Otherwise a few Doran's Rings should suffice for the laning phase.
Sorcerer's Shoes or Ionian boots of Lucidity >> (Rod of Ages >>) Rabadon's Deathcap >> Void Staff
Gragas has powerful farming ability, his Barrel Roll has a very large AOE and can take out creep waves instantly with just a deathcap. This allows him to farm an expensive core build quickly, hence the several expensive items.
Banshee's Veil >> Zhonya's Hourglass >> Morello's Evil Tome >> Lichbane
Gragas is mostly an early to mid-game champion and no amount of luxury items will really improve his late-game aside from the rushed Deathcap + Void. Banshee's will prevent Gragas from getting caught before he can use Body Slame + Explosive Cask to disengage. Morello's gives Gragas more cooldown reduction for escapeing and poking, while Lichbane can proc often from his barrels and body slams.
Roles: Initiator, Mid-game Carry, Ganker
Lanes: Any (loses to certain match-ups but otherwise strong laner)
Difficulty: 5/5 (all his damage comes from skillshots with high travel time, well-placed ultimates make or break his utility)
Early Game/Laning - 3/5 (sustainable, but heavy mana costs and being melee hurt him)
Mid Game/Ganking - 4/5 (his poke is simply amazing, a barrel will take out half of a squishy's health if deathcap is taken, extremely mobile and Explosive Cask can force or disengage teamfights at will)
Late Game/Teamfights - 3/5 (has good scaling and AOE, but cooldowns and generally unreliable damage output means he's better off pushing and poking)
Tips & Tricks:
-You can leave the Barrel Roll in the creepline to zone enemies
-Time to barrels for when the enemies go in for a last hit, if they are juking around you have a much lower chance of landing one
-Drunken Rage whenever it comes up, it is extremely vital to your defense and sustainability
-Do not be overzealous with Body Slam, using it will compromise your escape mechanism
-Remember than Explosive Cask and Barrel Roll have rather long travel times, if you toss them improperly you will probably not hit people the way you intended
-Gragas is unreliable in teamfights, initiate on his team before he can start his poking game
-Try to place a farm-reliant champion against Gragas because he'll be mostly safe in the lane farming against Gragas
heimerdinger the revered inventor
1. Hextech Micro-Rockets
2. H-28G Evolution Turret
3. Hextech Micro-Rockets
4. CH-1 Concussion Grenade
5. Hextech Micro-Rockets
7. Hextech Micro-Rockets
8. H-28G Evolution Turret
9. Hextech Micro-Rockets
10. H-28G Evolution Turret
12. H-28G Evolution Turret
13. H-28G Evolution Turret
14. CH-1 Concussion Grenade
15. CH-1 Concussion Grenade
17. CH-1 Concussion Grenade
18. CH-1 Concussion Grenade
Some people prefer to get Grenade and Turrets first, but I believe that Rockets are Heimerdinger's main laning power so they should be taken first. They have a very long-range and can harass/farm safely, while turrets and grenades are both unreliable in this regard. Only 1 level in grenades should be taken for the stun and scouting.
Doran's Ring/Meki Pendant + 2 Health Pot >> (Tear of Goddess)
Heimer is actually one of the few casters that do not need to start with health regeneration, his passive allows him to itemize for mana.
Sorceror's Shoes OR Boots of Swiftness >> Rabadon's Deathcap >> (Archangel's Staff >>) Zhonya's Hourglass
Some people would recommend cooldown boots, but Heimer's ultimate gives him cooldown anyway so it's not that great to buy more cooldown. Heimerdinger's farming capability should be capitalized on so he can get some strong AP items to help with his low ratios. Hourglass has some odd synergy because his turrets can still attack while he is in stasis, making for some surprising turn-arounds.
Rylai's Crystal Scepter >> (Warmog's Armor >>) Banshee's Veil >> Void Staff >> (Thornmail >>) (Force of Nature)
Heimerdinger's scaling is not very strong so late-game he should seek to build tankier in order to use his high base damages more often. Warmog's is surprisingly strong on Heimerdinger since he can farm it up so quickly.
Roles: Pusher, Mid-game Carry
Lanes: Top or Mid
Difficulty: 2/5 (hard to land his grenade but otherwise his skills are all auto-pilot)
Early Game/Laning - 5/5 (incredibly hard to push out of lane, rockets are some of the strongest harassment tools)
Mid Game/Ganking - 3/5 (poking and pushing power are strong, turrets let him take buffs and dragon early, but otherwise very easily ganked and cannot gank)
Late Game/Teamfights - 2/5 (if your turrets stay up you get considerable damage boost otherwise you are just 2 volleys of rockets before you die)
Tips & Tricks:
-Do not rely on your turrets, conserve mana and harass with rockets and last-hit creeps instead
-Your grenade is not very strong offensively, it is stronger when enemies are running to you instead of away because of the lower travel time and higher accuracy
-Bait enemies with turret nests, popping your ultimate will give you a good slow
-Place turrets in areas that enemies travel often, they have decent damage and are quite annoying so they will deter invasions or ganks
-Remember that turrets have good sustained damage, if you get ganked by another person there is a chance you can turn-around a 2v1 with clever jukes and both your turrets up
-Heimer is weak against gap-closers, quickly get to him before his turrets start stacking damage on you
-Turrets have a very high mana cost and cooldown, take them down whenever possible
-Heimer's pushes are very strong but he cannot run away very well, gank him quickly while he is pushing
irelia the will of the blades
janna the storm's fury
1. Howling Gale
2. Eye of the Storm
3. Eye of the Storm
5. Eye of the Storm
7. Eye of the Storm
9. Eye of the Storm
14. Howling Gale
15. Howling Gale
17. Howling Gale
18. Howling Gale
Eye of the Storm is a powerful shield and buff, getting that free BF sword on your carry ASAP is one of the strongest points of Janna. Only one point in Howling Gale is needed for the knock-up. Monsoon and Zephyr are strong spells for teamfights and ganks, so they are prioritized after Eye of the Storm.
Doran's Ring/Boots + (Ward) Health Pots/Faerie Charm x 2 + (Ward) Health Pots >> (Doran's Ring >>)(Philosopher's Stone)
All Janna really needs is some regeneration and cheap stats, either in the form of stacked Doran's Rings or philo stones.
Ionian Boots of Lucidity or Mercury Treads >> Wards >> (Oracles Elixir >>) Aegis of the Legion >> (Soul Shroud)
Janna is not a character known for scaling well, all you need is a bit of auras and cooldown to make the most of her supportive skills. Her main purchase should wards and oracles for her team.
Shurelya's Reverie >> Banshee's Veil >> Randuin's Omen or Frozen Heart
Not much to say, some supportive items or some survivability and debuff items, if you have this much gold on Janna you're either taking too much creeps or the game is taking really long. Janna is one of the characters that should leave her item slots empty for wards, so don't try and get a full build.
Roles: Support, Ganker
Difficulty: 4/5 (timing of ultimate, maximizing tornado knock-up and being a super squishy support)
Early Game/Laning - 3/5 (squishy but has good CC and shield is strong on a carry)
Mid Game/Ganking - 5/5 (3 forms of cc, AOE heal, free BF sword and HP to carries, super fast)
Late Game/Teamfights - 3/5 (ultimate will still win games but scaling drops off quickly, dies to a stiff breeze)
Tips & Tricks:
-Always double-tap Howling Gale, the damage increase is minimum but the knock-up is much more reliable
-Do not mindlessly use Monsoon, if your team is winning a fight there is almost no reason to use it, rely on your good judgement
-Always keep Eye of the Storm on your ranged carry unless it could potentially save a teammate
-Remember that Zephyr removes your movespeed buff if you activate it, only use it if you won't need it afterwards
-Janna is incredibly squishy and is very game-changing, she is a good champion to kill first
-Harass in-between shield cooldowns, Janna's main laning weaknesses is that she cannot regenerate mana or health
-Do not commit to a fight without locking down Janna, Monsoon will be able reset teamfights in the enemy's favour
-Destroy the wards that Janna sets up and try to get rid of her oracles, she will end up wasting a lot of gold
jarvan the exemplar of demacia
1. Dragon Strike
2. Demacian Standard
3. Golden Aegis
4. Dragon Strike
5. Dragon Strike
7. Dragon Strike
8. Demacian Standard
9. Dragon Strike
10. Demacian Standard
12. Demacian Standard
13. Demacian Standard
14. Golden Aegis
15. Golden Aegis
17. Golden Aegis
18. Golden Aegis
There is an alternative build that maxes Demacian Standard instead of Dragon Strike first, both of them work fine. Jarvan has a potent combo at level 3 involving the knock-up with Q+E and then using W to slow the enemy to get more auto-attacks in.
Doran's Shield/Regrowth Pendant + Health Pot/Cloth Armor + 5 Health Pot >> Philosopher's Stone >> Heart of Gold >> (Wriggle's Lantern)
Jarvan's main strength is his powerful base damage and late-game, stacking regeneration and gold/5 is his main power.
Mercury Treads >> (The Brutalizer >>) Randuin's Omen >> Force of Nature
Jarvan is a fairly powerful champion due to his high damage and survivability. Improve the power of Golden Aegis by building resistances.
Trinity Force >> (Last Whisper >>) Warmog's Armor >> Atma's Impaler >> Guardian Angel
Jarvan scales amazingly late-game, he becomes extremely hard to kill and he deals plenty of damage with just a trinity force due to his base damage and passive. Do not think these are his only possible items, buy whatever comes with damage or survivability.
Roles: Initiator, Ganker, Late-game carry
Difficulty: 2/5 (just aim your skillshots in the direction of the enemy and smash people with your ultimate)
Early Game/Laning - 4/5 (if he wasn't melee and mana-dependent, high survivability + CC + super hard pokes and burst would make him god)
Mid Game/Ganking - 4/5 (easily countered by flash and rather slow, but comes with good burst and strong CC)
Late Game/Teamfights - 5/5 (unkillable with free shield and slow every few seconds, can dash, CC, do good damage, reduce armor, he's superman)
Tips & Tricks:
-Abuse your shield, it has a low cooldown and mana cost
-You don't always need to chain your Demacian Standard and Dragon Strike, they are good pokes and farming spells on their own
-You can cancel your Cataclysm early if you accidentally trap an ally inside
-You can teleport to the standard for some surprise ganks
-It is easy to dash or ghost out of Jarvan's Cataclysm, save them for that when possible
-Stay away from his flag + spear combo, if you can dodge it he loses a lot of utility and damage
-Jarvan is very strong in a teamfight, do not initiate unless you have a clear advantage
jax the grandmaster at arms
1. Leap Strike
3. Leap Strike
4. Counter Strike
5. Leap Strike
6. Relentless Assault
7. Leap Strike
9. Leap Strike
11. Relentless Assault
14. Counter Strike
15. Counter Strike
16. Relentless Assault
17. Counter Strike
18. Counter Strike
Currently dodge is extremely unreliable so you should only get one point of Counter Strike. Leap Strike is Jax's bread and butter, it's his harassment, gap closer and escape mechanism all rolled into one skill. Max it first or waste a lot of potential.
Doran's Blade/Cloth Armor + 5 Health Pots/Boots + 3 Health Pots >> (Wriggles Lantern >>) Bilgewater Cutlass or Hextech Revolver
Jax is fairly aggressive early game because he needs to be able to zone the enemy to farm properly, build towards vamp items and early damage so Jax can shine in his 1v1 role asap.
Hextech Gunblade >> Ninja Tabi or Mercury Treads >> Guinsoo's Rageblade
Standard hybrid item set. Jax is interesting is that he can take advantage of any boots 2, so feel free to get CDR or magic penetration or mobility or whatever.
Trinity Force >> (Banshee's Veil >>) Atma's Impaler >> Guardian Angel >> Rabadon's Deathcap >> Bloodthirster
Jax is king of late-game, put some survivability on him and watch him solo teams. Deathcap + BT give him huge damage AND health, with both lifesteal and spellvamp Jax becomes a machine.
Roles: Late-game carry
Difficulty: 3/5 (you need to farm fairly hard, but once you get your items rolling it's just a matter of jumping in at the right time and rolling the keyboard while right-clicking)
Early Game/Laning - 3/5 (surprisingly powerful for a melee hard-carry, harass is very mana-dependent but very heavy, can actually take several conventional solos 1v1 because they cannot fight back without dying)
Mid Game/Ganking - 2/5 (cc is unreliable but has a great gap closer and burst, very easy to kill since most champs have burst combos up at this time)
Late Game/Teamfights - 5/5 (without 5 man focus he will lifesteal/spellvamp all your damage and solo teams
Tips & Tricks:
-Leap Strike + Empower for some of the best early game harassment
-Remember if you get a dodge from a minion you can use your stun, don't be afraid to take champs 1v1 in the middle of the lane because you can always get dodges
-Time Empower + your 3rd Relentless Assault Proc for some big damage
-You can leap to allies or creeps/wards for some clever escapes
-Remember that Jax can take most people 1v1, even if it looks like you might lose don't lose hope because your ultimate will start ramping up attack speed and you could get some dodge stuns
-Jax is incredibly susceptible to crowd control and kiting, stop him from stacking his ultimate and healing and he will be a complete pushover
-Gank Jax early, he is typically very aggressive and will not have Leap Strike to get away
-If Sword of the Divine is an option, might as well get it
-Don't underestimate late-game Jax, you need to face him with at least 3 people or he will be able to turn around ganks or kill people you send to counter-push
karma the enlightened one
karthus the deathsinger
1. Lay Waste
3. Lay Waste
4. Wall of Pain
5. Lay Waste
7. Lay Waste
9. Lay Waste
14. Wall of Pain
15. Wall of Pain
17. Wall of Pain
18. Wall of Pain
Lay Waste is amazing for harassing and farming. It's basically an auto-attack for Karthus. Defile is also taken later because it farms and does good damage as well. You only really need 1 level of your wall for the utility as the slow is fairly strong early on. Requiem must be taken to make Karthus the snowball beast.
Boots + 3 Health Pots/Sapphire Crystal + 2 Health Pots >> Catalyst the Protector >> (Tear of Goddess)
Karthus is very similar to anivia because they both require huge amounts of mana regeneration to farm properly, but with enough of it they can farm waves with very little risk.
(Mejai's Soulstealer >>) Rabadon's Deathcap >> Sorceror's Shoes >> (Rod of Ages >>) Void Staff
After deathcap, Karthus becomes a farming beast, requiem with deathcap and a void staff can take meaty chunks off an entire team. Soulstealer is fairly safe on Karthus cause he can get global kills and assists.
(Banshee's Veil >>) Zhonya's Hourglass >> Rylai's Scepter >> Will of the Ancients >> (Guardian Angel >>)
Karthus is very free with his item build because his passive allows him to forgo defensive items for more damage. Spellvamp and Hourglass allows him to last in fights much longer and prevent him from popping his passive too early.
Roles: Mid-game carry, Late-game carry, Pusher
Lanes: Top or Mid
Difficulty: 3/5 (you can just suicide and still contribute to the team, but you need to aim lay wastes well)
Early Game/Laning - 2/5 (high range but super squishy and mana heavy)
Mid Game/Ganking - 4/5 (global nukes and massive farming)
Late Game/Teamfights - 5/5 (no matter what happens he rapes the team)
Tips & Tricks:
-Remember that Lay Wastes have low mana cost and cooldown, use them to constantly keep enemies laners running around
-Time Lay Wastes so they get a full hit when someone goes in for a last hit
-Both Lay Waste and Wall of Pain can scout, don't enter a bush without checking first!
-Remember that your passive can snag you kills even if your dead, if you get 5 man ganked and there's no escape try to take at least one with you
-Karthus likes to suicide, if he runs the revive and teleport build snowballing is actually a good idea because he'll constantly feed your team stacks
-Karthus is extremely reliant on blue buff, steal it constantly
-Get an early banshees to prevent requiem snipes
-Remember how much damage Requiem can do, you HP bar is actually much smaller than it seems when Karthus is above level 6
kassadin the void walker
1. Null Sphere
2 ~ 5: Null Sphere or Force Pulse
6. Rift Walk
7 ~ 10: Null Sphere or Force Pulse
11. Rift Walk
12. Null Sphere or Force Pulse
13 ~ 15. Nether Blade
16. Rift Walk
17. Nether Blade
18. Nether Blade
Nether Blade is a useless skill unless you are building AD kassadin, so don't even get one point of it. Null Sphere sometimes even better than a stun, it silences all spells so it could prevent a flash or ghost that costs your team first blood. Choose Null Sphere for more reliable harass or Force Pulse for some heavy burst for ganks. Get your ultimate whenever possible, blinking on a carry is incredibly strong.
Doran's Ring/Sapphire Crystal + 2 Health Pots/Boots + 3 Health Pots >> Catalyst the Protector >> (Tear of the Goddess)
Kassadin is extremely weak early on, get as much mana regeneration and health potions as possible.
(Mejai's Soulstealer >>) Rabadon's Deathcap >> Sorcerer's Shoes or Mercury Treads >> (Archangel's Staff >>) Banshee's Veil
Kassadin is very good at surviving because of his innate damage reduction and rift walks, focus on getting mana, AP and anti-CC stats. He is a good candidate for soulstealer because he is fairly strong in ganking and surviving ganks.
Void Staff >> Zhonya's Hourglass >> (Lichbane >>) Abyssal Scepter
Kassadin can take advantage of Lichbane and the Abyssal Scepter debuff because he is usually in melee range of his targets during his burst combo. However it is best to not stay around for too long because Kassadin is still a very frail champion. Standard caster items are always recommended.
Roles: Ganker, Late-game carry
Lanes: Any (decent solo)
Difficulty: 2/5 (free flash every few seconds and a simple nuke combo, only difficulty is managing mana)
Early Game/Laning - 1/5 (super weak, harassment is ok but extremely mana heavy, needs catalyst to have any presence)
Mid Game/Ganking - 3/5 (better off farming but has very powerful cc and damage in ganks, extremely mobile with ultimate)
Late Game/Teamfights - 5/5 (impossible to catch without a full team's focus and can easily burst people down)
Tips & Tricks:
-Force Pulse has an almost instant cast time, you do not have to worry about champions running out of the cone
-Null Sphere is a very good harass skill once you have the mana to back it up
-Rift Walk can go through walls that are larger than it's range, use it for clever jukes/escapes
-Because Kassadin has to much survivability, he typically has much lower damage than most caster champions, teams with high survivability make him extremely weak
-He relies on flash, any form of silence or stun will make him extremely vulnerable
-Abuse his terrible early-game, deny him as much experience and gold as possible before he hits level 6.
katarina the sinister blade
2. Bouncing Blades
3. Bouncing Blades or Shunpo
4. Killer Instincts
5. Bouncing Blades or Shunpo
6. Death Lotus
7 ~ 10. Bouncing Blades or Shunpo
11. Death Lotus
12 ~ 13. Bouncing Blades or Shunpo
14. Killer Instincts
15. Killer Instincts
16. Death Lotus
17. Killer Instincts
18. Killer Instincts
Shunpo and Bouncing Blades are both perfectly fine skills to level, one gives utility and damage while the other gives more farm and harassment.
Amplyifying Tome + Health Pot/Boots + 3 Health Pots/Doran's Shield >> Hextech Revolver
Katarina can be a bit more offensive early on because she has high damage and also no mana costs.
(Mejai's Soulstealer >>) (Sword of the Occult >>) (Haunting Guise >>) Hextech Gunblade >> Sorceror's Shoes >> Rylai's Scepter
Rylai's and Hextech both give Kat strong slows so she can get off her ultimate correctly. Some recommend cooldown boots but due to her passive she rarely needs that much cooldown. Double snowballing is actually relatively good on Kat because of her extremely high scaling and risky playstyle.
(Banshee's Veil >>) Rabadon's Deathcap >> Bloodthirster >> Void Staff >> (Randuin's Omen)
Banshee's is a good choice despite her not having mana, getting a fully channel ultimate will melt any team and allow her to refresh her skills again. Deathcap + BT = super huge damage. Randuin's can be taken for physical defense because the active will help you get your ultimate off.
Roles: Late-game Carry, Ganker
Lanes: Any (good solo)
Difficulty: 3/5 (you really need to know what you can do because you'll fall flat on your face otherwise)
Early Game/Laning - 3/5 (good harassment, but squishy and melee)
Mid Game/Ganking - 4/5 (has zero crowd control but with team coordination a fully channeled ultimate will lead to a double kill)
Late Game/Teamfights - 4/5 (no crowd control but does extremely high damage and can snowball with her passive)
Tips & Tricks:
-Shunpo can blink to allied units, even wards. Use it for clever jukes
-Remember that your passive refreshes cooldowns, you can turn battles around by repeatedly killing people and sending off barrages of Bouncing Blades, Shunpos and Death Lotus's.
-Use Killer Instincts depending on the situation, usually it works better with Shunpo but if you are harassing in lane using it with Bouncing Blades is also strong
-Interrupt her ultimate and she's almost useless until she gets kills/assists
-She is extremely squishy, if you get shunpo'd during the laning phase, harass back!
-All her damage is magic, magic resist will counter her a lot
kayle the judicator
2. Divine Blessing or Righteous Fury
4. Divine Blessing or Righteous Fury
8. Divine Blessing
10. Divine Blessing
12. Divine Blessing
13. Divine Blessing
14. Righteous Fury
15. Righteous Fury
17. Righteous Fury
18. Righteous Fury
Kayle is more of an support/nuker early game so getting her heal and nuke is more important than trying to sustain Righteous Fury for farming.
Doran's Ring/Boots + 3 Health Pots >> (Doran's Ring)
Kayle is very sustainable in lane because she has a low cost heal, simply get some AP (also boosts her AD) and some mana regeneration and you're set.
Guinsoo's Rageblade >> Boots 2 >> Nashor's Tooth
Kayle is a hybrid, building any combination of AD, AP and Attackspeed and her damage becomes very formidable. Nashor's Tooth is particularly strong because the cooldown reduction allows her to use her potent spells more often (especially Righteous Fury). Any type of boots works well on Kayle, get whichever one fits your playstyle.
(Banshee's Veil >>) Hextech Gunblade >> Rabadon's Deathcap >> Trinity Force >> Bloodthirster
Kayle's damage is extremely high once she gets core items rolling, any of the items listed above give her huge amounts of damage because of her passive allowing her to double dip from either AP or AD stats.
Roles: Support, Late-game carry
Lanes: Any (surprisingly good solo)
Difficulty: 4/5 (shield requires good judgement, very risky choice for a carry due to small range and damage output until late, late-game)
Early Game/Laning - 4/5 (actually quite strong, has heals, pokes and even ranged farming)
Mid Game/Ganking - 2/5 (terrible, only has a bit of support and a small slow)
Late Game/Teamfights - 4/5 (does not have enough damage to finish opponents, but deals considerable damage and can also change games with a well-placed Intervention)
Tips & Tricks:
-Try to farm in your melee form so you can use your Reckoning to harass
-Time your Intervention so it absorbs as much damage as possible, such as before nukes are landed
-You are deadweight until you have at least a rageblade, farm until you're an unstoppable beast
-Kayle is hard to harass, but she does not have any meaningful lane presence outside of Reckoning. You can put her up against another carry and exchange free farm.
-She cannot use her shield if she is disabled
-Many times the shield will not save people, if she pops it on someone about to die, simply wait for it to expire and kill them again
-Try to push and fight early when she does not do enough damage to make a difference
kennen the heart of the tempest
1. Thundering Shuriken
2. Electrical Surge
3. Lightning Rush
4. Thundering Shuriken
5. Thundering Shuriken
6. Slicing Maelstrom
7. Thundering Shuriken
8. Electrical Surge
9. Thundering Shuriken
10. Electrical Surge
11. Slicing Maelstrom
12. Electrical Surge
13. Electrical Surge
14. Lightning Rush
15. Lightning Rush
16. Slicing Maelstrom
17. Lightning Rush
18. Lightning Rush
Shurikens are very important to Kennen's harassment and applying of stuns. Kenne has a strong early-game combo at level 3 that can almost guarantee a stun. Electric Surge is only needed for Kennen's early combo and the movement speed buff so it should not be taken until all other skills are maxed.
Doran's Shield/ Boots + 3
Kenne's early-game is extremely strong, he can stay in lane for a very long time and farm without having to worry about mana problems at all.
Rylai's Scepter >> Mercury Treads or Sorceror's Shoes >> Rabadon's Deathcap
Rylai's gives Kennen a much needed slow on his spells so he can apply the stuns easier, and so survivability.
Void Staff >> Zhonya's Hourglass >> Abyssal Scepter >> (Quicksilver Sash)
Hourglass has a deadly synergy with Kenne's ultimate because he can pop it and still do damage/stun while in stasis. Kennen has fairly poor AP ratios so he should focus more on magic penetration or resists after he gets some basic AP items.
Roles: Early-game carry, Mid-game carry, Ganker
Lanes: Top or Mid
Difficulty: 3/5 (need good positioning and judgement calls not to jump in with ultimate and die, skillshot is medium difficulty to land)
Early Game/Laning - 5/5 (no mana, stuns, nukes, mobile, beastly solo)
Mid Game/Ganking - 5/5 (nukes, high mobility, mass stuns, what more could you want)
Late Game/Teamfights - 3/5 (has strong AOE but easily focused and has poor scalings)
Tips & Tricks:
-Ready up a proc from Electric Surge before going to harass the enemy, the extra mark could lead to a stun
-Remember that Electric Surge also increases your defenses, you can be deceptively tanky with a Rylai's and Hourglass
-Do not be afraid early game, if the enemy makes a mistake, jump on them immediately with stuns + ignite
-Remember to manage your energy as kennen, a full spell rotation will take almost all of it and you won't have any left for escape
-Kennen is fairly weak late-game due to both scaling and energy limitations, try to draw it out and not feed him
-If you are ganking Kennen, try to wait for electric surge to be used before initiating as he won't have the energy to run away
-Always keep an eye on Kennen during teamfights, don't let him sneak up on your team and melt it
kog' maw the mouth of the abyss
leblanc the deciever
1. Sigil of Silence
3. Sigil of Silence
4. Ethereal Chains
5. Sigil of Silence
7. Sigil of Silence
9. Sigil of Silence
14. Ethereal Chains
15. Ethereal Chains
17. Ethereal Chains
18. Ethereal Chains
Sigil of Silence is too good not to max, it has huge burst, a silence and also a good cooldown. Distortion should be maxed after for lower cooldowns as well as the high burst combo with Sigil of Silence. Mimic makes for some deadly combos such as the double sigil or double blink. Ethereal Chains is a somewhat gimmicky skill because Leblanc usually does not stay around long enough for the chains to actually proc, some people actually skip it completely and straight up max Distortion and Sigil.
Doran's Ring/Boots + 3 Health Pots >> (Catalyst the Protector)Leblanc is fairly aggressive early game, her sigil + distortion combo does huge damage and also silences enemies. However she is fairly poor at taking harassment so you may want to consider a catalyst.
(Haunting Guise >>) (Mejai's Soulstealer >>) Rabadon's Deathcap >> Sorceror's Shoes
Leblanc has a strong early-game burst, so early game items just as Haunting Guise and Soulstealer work well with her. But she still works well as a conventional caster so always get a deathcap.
Void Staff >> (Banshee's Veil >>) (Deathfire Grasp >>) Zhonya's Hourglass >> (Guardian Angel >>) Rylai's Scepter
Leblanc is fairly weak late-game but the DFG will allow her to consistently nuke down targets. Consider getting more defensive items late-game rather than building more AP, your main strength is being able to dart in and out of fights.
Roles: Early-game carry, Mid-game carry, Ganker
Lanes: Top or Mid
Difficulty: 2/5 (need some quick fingers)
Early Game/Laning - 4/5 (high burst and little opportunity for a retaliation but squishy)
Mid Game/Ganking - 5/5 (again, high burst and mobility + silence and snare)
Late Game/Teamfights - 2/5 (kill one target then get the hell out of there)
Tips & Tricks:
-Sigil of Silence > Mimic > Sigil of Silence will kill almost anyone at level 6
-Remember you can double-tap your Distortion to blink back to your initial spot
-Take advantage of your passive! Sometimes you can throw off pursuers by moving your clone
-Time your Ethereal Chains so they can set off Sigils of Silence
-Leblanc cannot do very well late-game, try to extend the game to that point
-Leblanc is a good character to disable, she is very squishy and typically relies on snowballing
-Leblanc's clone has no items, use this to find the right one
lee sin the blind monk
lux the lady of luminosity
Last edited by Noperative; 06-20-2011 at 01:26 PM.