Join Date: Jun 2008
Location: The Magic Library
renekton the butcher of the sands
1.Cull the Meek
2. Slice and Dice
3. Cull the Meek
4. Ruthless Predator
5. Cull the Meek
7. Cull the Meek
8. Slice and Dice
9. Cull the Meek
10. Slice and Dice
12. Slice and Dice
13. Slice and Dice
14. Ruthless Predator
15. Ruthless Predator
17. Ruthless Predator
18. Ruthless Predator
Stun duration on Ruthless Predator not does increase per level so it is better to level up Cull and Slice to lower the cooldowns and increase the damage. Get Dominus whenever possible because it makes you one possible mofo.
Boots + Health Pots/Cloth Armor + 5 Health Pots >> Heart of Gold
Renekton is a really aggressive laner and should remember to buy lots of health pots.
(Wriggle's Lantern >>) Ionian Boots of Lucidity or Mercury Treads >> Spirit Visage >> Brutalizer
If you start with Cloth Armor and do not want to build a Randuin's Omen early, you may complete a Wriggles for bonus lanestaying. CDR boots will let Renekton use his physical damage spells more often otherwise mercs can be picked up. Visage is actually a good item to get because Cull the Meek regens health and with some CDR Renekton can spam it.
Sunfire Cape >> Force of Nature >> Randuin's Omen >> Frozen Mallet >> Youmuu's Ghostblade >> Last Whisper >> Bloodthirster >> Guardian Angel
Build Renekton super tanky. His main strength is his ability to stay in fights for a very long time while doing lots of damage. Afterwards you may starting building more DPS with a Frozen Mallet and Ghostblade. Last Whisper and Bloodthirster can be used if the enemies are extremely tanky as well.
Roles: Mid-game Carry, Initiator
Lanes: Any (strong solo against certain squishies)
Difficulty: 2/5 (sometimes you have to count Fury to get maximum damage otherwise it's all about spamming your no cost spells)
Early Game/Laning - 3/5 (Cull the Meek does not heal enough for him to stay in lane indefinitely, it is not too hard to harass him as long as your are out of range for double dash)
Mid Game/Ganking - 4/5 (does not have the highest damage or durability but has a good combination of both, scary once core is done)
Late Game/Teamfights - 3/5 (scaling is poor so he cannot keep up with others in terms of damage, still fairly tanky due to ult but is not a big threat unless fed)
Tips & Tricks:
-Use Slice and Dice to double dash and slap the enemy with a Ruthless Predator and Cull the Meek
-Manage your Fury, you want to get the extended stun duration on Ruthless Predator or increased damage on Cull the Meek whenever possible
-Pop your Dominus when the enemy team commits to a fight, your AOE damage will slowly melt everyone down
-If possible, save your second dash to escape after harassing an enemy
-Dash through thin walls with your Slice and Dice
-Dominus has a fairly long cooldown, if you bait Renekton into popping you can you initiate a fight later
-Renekton is extremely sensitive to silences, if he cannot use his skills he is practically useless
-Renekton needs to get farm in order to become a threat, champions that are strong against melee solos such as Urgot or Rumble or Caitlyn can easily dominate him
-Renekton can stick onto a squishy very easily, do your best to keep him off them because he does not fair very well against tanky champions
rumble the mechanized menace
2. Scrap Shield
6. The Equalizer
11. The Equalizer
14. Scrap Shield
15. Scrap Shield
16. The Equalizer
17. Scrap Shield
18. Scrap Shield
Flamespitter is your bread and butter skill, you can keep it on almost indefinitely for the farming and harassment. You can take one level of the Scrap Shield for the small haste but otherwise Electro-Harpoon is better because it slows and damages enemies rather than buff yourself.
Boots + Health Pots/Doran's Shield >> (Hextech Revolver)
Because Rumble can use his skills with no consequence you can spam Flamespitter on waves and heal very fast with a Revolver. Starting with Boots let's you kite enemies with Flamespitter and zone them out of the creep line.
Rylai's Scepter >> Mercury Treads or Sorcerer's Shoes
Rylai's is a must have on Rumble. With Flamespitter you practically perma-slow enemies and melt them down while being hard to kill.
(Will of the Ancients >>) Zhonya's Hourglass >> Force of Nature >> Sunfire Cape >. Abyssal Scepter >> Rabadon's Deathcap >> Void Staff
Rumble is fairly unique from other AP champions because he is very tanky while doing lots of sustained damage. It is better to build him very durable and then build the Deathcap Void combo after you are confident you won't die.
Roles: Mid-game Carry, Ganker, Initiator
Lanes: Any (strong solo against champions that cannot kite him)
Difficulty: 2/5 (positioning of ult takes some learning otherwise run at enemy while using all your skills)
Early Game/Laning - 4/5 (loses to some champions with high range and harassment otherwise will dominate others)
Mid Game/Ganking - 5/5 (hard to kill and can kite you forever, a well-placed ult can win dragons fights or ganks easily)
Late Game/Teamfights - 4/5 (damage drops off but still very good sustained damage and survivability, ultimate can easily destroy teams during a push or a baron fight)
Tips & Tricks:
-Do not be afraid to enter the Danger Zone, do as much damage as possible and pop your skills once you're back to normal
-Learn to position your Equalizer, it can stop ganks, initiate ganks, block chokepoints, win teamfights, snipe squishies, etc
-Be annoying, dodge in and out of combat with your Scrap Shield and poke enemies down with Flamespitter and Electro-Harpoon until you can kill them
-Rumble has a lot of sustained damage but it begins to drop down once you get more magic resist, if you can build lifesteal and magic resist you will be able to outlast him
-Do not walk through chokepoints without sight, your team may have an Equalizer dropped on them
-Keep your squishies alive! If Rumble or his team manages to kill them you will probably not have enough damage to take down Rumble unless you have a warwick or something
-Rumble needs lane dominance, characters like Caitlyn, Urgot or Garen are powerful counters to Rumble's laning
ryze the rogue mage
2. Rune Prison
4. Spell Flux
6. Desperate Power
8. Rune Prison
10. Rune Prison
11. Desperate Power
12. Rune Prison
13. Rune Prison
14. Spell Flux
15. Spell Flux
16. Desperate Power
17. Spell Flux
18. Spell Flux
Overload is a super nuke, last-hitting skill, harassment skill and auto-attack all mixed into one. Max Overload immediately. Get Rune Prison next for the extra damage and crowd control. Desperate Power and Spell Flux have minimal utility, some people prefer to skip them all-together for more levels of their nukes though the bonus heal from Desperate Power is fairly useful at level 6.
Sapphire Crystal + 2 Health Pots >> Catalyst the Protector >> Tear of Goddess
Ryze has very low cooldowns that are reliant on Mana for damage. It is important to get the tear and the catalyst for more damage AND more regeneration to sustain your spamming.
Rod of Ages >> (Banshee's Veil >>) Mercury Treads or Sorcerer's Shoes >> Glacial Shroud
Tear does not need to be upgraded because Manamune and Archangel's Staff are both lackluster items for Ryze. Choose either Rod of Ages or Banshee's depending on whether you want more damage or more tank, though many people will go both. Get the Glacial Shroud for more CDR, armor and mana.
Frozen Heart >> Void Staff >> Will of the Ancients >> Archangel's Staff >> Manamune
FH can be upgraded from the glacial shroud. Void Staff should be taken when enemies get more magic resist, even though the AP is useless the magic pen is still incredibly powerful on Ryze. WotA is a decent pick because of Ryze's constant single-target damage and ultimate will give him lots of health return. Choose between more nukes or more auto-attacks for your Tear upgrade.
Roles: Mid-game Carry, Late-game carry
Difficulty: 1/5 (roll face over keyboard, get penta)
Early Game/Laning - 3/5 (extremely squishy but very good range and damage, has mana issues until Tear and Catalyst)
Mid Game/Ganking - 3/5 (ultimate does not make him any strong than he was pre-6, still squishy but good snare and damage)
Late Game/Teamfights - 4/5 (lacks AOE to be a huge threat, but sustained damage is very high and he's pretty tanky for a mage type)
Tips & Tricks:
-Your Overload is basically an auto-attack, use it to last-hit if you're having trouble in the lane, otherwise harass with it
-Remember your passive! If you can lead with an Overload and then snare, you will refresh the cooldown enough for a second Overload. Add in usage of Spell Flux and your Ultimate and you can chain 4-5 Overloads in a very short time
-Pop Desperate Power when you're ...well... desperate. The Spell Vamp may keep you alive enough to get a kill or escape
-Even though Spell Flux does no damage, toss it to lower Magic Resist
-If you need more help in last-hitting, Rune Prison has no animation if it last-hits a target
-Ryze is super squishy pre-RoA, any 4/5 or 5/5 laner will be able to beat him easily
-Ryze needs farm, if you can gank him constantly and force then he will unable to become the tanky nuker late-game
shaco the demon jester
1. Jack in the Box
2. Two-Shiv Poison
3. Jack In the Box
5. Two-Shiv Poison
7. Two-Shiv Poison
8. Two-Shiv Poison
9. Two-Shiv Poison
10. Jack In the Box
12. Jack In the Box
13. Jack In the Box
You need two levels of Jack In the Box to sustain your jungling early game and leave it at that so you can max Two-Shiv Poison for the slow and damage. Deceive is a great skill but leveling it up really does very little so you should just leave it at level 1.
Cloth Armor + 5 Health Pots >> Wriggle's Lantern
Shaco's early jungling is fairly weak as far as sustaining himself goes, you really need a Wriggles in order to jungle properly.
Boots of Mobility >> Brutalizer >> (Hexdrinker >>) (Wit's End >>) Black Cleaver
Shaco can only aim for squishy targets so he will try to reduce their armor to 0 and end them quickly. He is very vulnerable to burst damage so either a Wit's End or Hexdrinker should be taken. Note that Shaco only really needs a Wriggles and mobility boots until the mid-game ends.
(Banshee's Veil >>) (Guardian Angel >>) Madred's Bloodrazor >> Infinity Edge >> Phantom Dancer >> Trinity Force
Shaco's late-game is pretty terrible so he should build tanky with a banshees and GA. You can get a bloodrazor so you can ninja barons and dragons throughout the late-game otherwise take the IE for some lulzy deceive crits.
Roles: Ganker, Early-game Carry
Difficulty: 5/5 (jungling is very tricky, has many different paths based on match-ups and team comps, super squishy but very rewarding ganks and counter-jungling)
Early Game/Laning - 4/5 (squishy and boxes can be popped, but will gank you and your mother throughout the first 10 minutes)
Mid Game/Ganking - 3/5 (ganks are still strong but still squishy, if he did not make a mark in early-game then his presence drops off mid, ninja dragons are good but easy to stop)
Late Game/Teamfights - 1/5 (cannot approach anyone without being killed by Oracles unless for clean-up, no reliable AOE or hard CC, only good for split pushes)
Tips & Tricks:
-Learn spots you can blink from, Shaco can bypass many wards by blinking from odd locations during ganks
-Use Hallucinate to scout or help you take dragon/baron when you are not confident
-Bait people into bushes filled with boxes whenever possible, for example many people will come at level 1 to pop your boxes and if your team is helping you could draw first blood
-Always throw your shivs when you are ganking, the passive slow is rarely enough
-Learn to jungle and counter-jungle, Shaco is very hard to balance between ganks, farming and counter-jungling but is very skilled at them
-Pop his boxes at level 1
-Don't feed him early game and he becomes useless late-game
-When he blinks you see a orange cloud, watch for it and back up when it happens
-If he's low health and is hiding in a bush, chances are there are 500 jitbs in it and you'll die, better be safe than sorry
-His clone does not have buffs nor items, check for the real one!
-Get early oracles or vision wards so he cannot approach or run from you
-He will gank you in many creative ways, do not assume you're safe just because you warded river
shen the eye of twilight
1. Shadow Dash
2. Vorpal Blade
3. Vorpal Blade
5. Vorpal Blade
6. Stand United
7. Vorpal Blade
8. Shadow Dash
9. Vorpal Blade
10. Shadow Dash
11. Stand United
12. Shadow Dash
13. Shadow Dash
16. Stand United
Vorpal Blade gives you lane dominance, many people cannot keep up with the harassment you dish out because you use energy and can regenerate fairly fast. Max Shadow Dash next for the increased taunt duration and less energy cost. You obviously want Stand United whenever possible because it is a global teleport.
Doran's Shield/Regrowth Pendant + Health Pot/Boots + Health Pots >> Heart of Gold
Shen is fairly strong in lane because of his natural tankiness, regeneration and energy. Doran's Shield is the standard start because of Shen's laning strength.
(Aegis of Legion >>) Mercury Treads or Ninja Tabi >> Sunfire Cape >> Force of Nature
If you feel like you'll need Aegis for an early fight, pick it up. Otherwise decide between Merc Treads or Tabis and pick up a sunfire so you can AFK farm when your ult is up. Because you have no mana pick a FoN for the magic resist.
(Warmog's Armor >>) Randuin's Omen >> Quicksilver Sash >> Thornmail >> Rylai's Crystal Scepter or Frozen Mallet >> Abyssal Scepter
Warmog's gives a ton of HP which boosts Shen's passive, but Shen rarely farms it up to maximum stacks so it is usually a waste. Thornmail is good on Shen because of his taunt. Either Rylai's or Frozen Mallet will give Shen a slow for extra cc.
Roles: Ganker, Initiator, Support
Difficulty: 3/5 (very reliant on landing the taunt and needs good judgement for proper ults)
Early Game/Laning - 5/5 (beastly, hard to kill and deals high damage, no mana for a resource)
Mid Game/Ganking - 5/5 (cannot contribute to the damage but gives good crowd control and a global presence, globals OP)
Late Game/Teamfights - 2/5 (no damage, only a walking taunt and ult, energy begins to constrain him so he can only use taunt)
Tips & Tricks:
-Manage your energy, do not spam Vorpal Blades or else you cannot use your taunt and ultimate
-Anticipate burst damage or harassment and pop a Feint
-Smack people with your passive + vorpal for some good damage, you can also use them to last-hit
-Use your Ultimate pre-emptively if possible so the person you are saving does not die and waste your ultimate
-Baiting a Shen ult means he is useless for the next few minutes
-The dash is fairly easy to predict, juke it so Shen is useless for the next few seconds
-Do not line up, getting the entire team taunted by Shen will decide the teamfight easily
-Also expect a Shen ult when you are ganking, if you cannot kill the target quickly then do not overcommit
-Shen often split pushes before a teamfight so he can ultimate in, keep your lanes pushed whenever possible and make sure you can win a teamfight even if Shen ports in
singed the mad chemist
2. Poison Trail
3. Poison Trail
4. Mega Adhesive
5. Poison Trail
6. Insanity Potion
7. Poison Trail
8. Mega Adhesive
9. Poison Trail
10. Mega Adhesive
11. Insanity Potion
12. Mega Adhesive
13. Mega Adhesive
16. Insanity Potion
While Fling does very high damage when maxed, increased slow amount on the Mega Adhesive is very strong because it is AOE. Poison Trail let's you farm all the time and does amazing damage while Insanity Potion makes you impossible to kill, run from or chase.
Doran's Shield/Sapphire Crystal + 2 Health Pots/Boots + Health Pots >> Catalyst the Protector
Singed has very high base damage he just needs some regeneration and tankiness for his laning so he can farm and become godlike.
Rylai's Scepter >> Mercury Treads or Ninja Tabi >> Rod of Ages or Banshee's VeilRylai's is amazing on Singed because Poison Trail becomes an AOE slow. While Tenacity is important, Singed players will often get the Nimbleness mastery in the Defense tree and having extra dodge from Ninja Tabi might let them be fast enough for a chase/escape.
(Banshee's Veil >>) (Quicksilver Sash >>) Force of Nature >> Randuin's Omen >> Sunfire Cape >> Frozen Heart
If you chose to upgrade your Catalyst into a Rod of Ages, now is the time to get a banshees. Otherwise get standard tank items like the FoN for increased movespeed or the Omen for more slows.
Roles: Initiator, Ganker
Lanes: Any (decent solo against certain melee)
Difficulty: 2/5 (farm farm farm farm then run around flinging people with poison and ult on)
Early Game/Laning - 3/5 (easy to kite, harassment costs lots of mana, decent damage and survivability however)
Mid Game/Ganking - 4/5 (ganks on other lanes are not very strong because of the fling angles, however contributes good damage and cc to ganks on his own lane)
Late Game/Teamfights - 4/5 (impossible to lock-down and kill without 5 people on him, will probably kill your carry and run off scott-free but will not be able to kill everyone and being the only person alive on his team is not very helpful)
Tips & Tricks:
-If you can fling enemies without the help of Mega Adhesive, you can drop it where they land so they will be forced to take more poison damage
-Try to fling enemies into your tower for some free damage
-Don't be afraid to pop insanity potion, even if there is no one around it is free HP regen
-Use Mega Adhesive at chokepoints for a positional advantage during teamfights
-You can fling people away from your carries if you need to
-Singed is more of an annoyance instead of a threat unless he is heavily farmed, shut him down early and try to end the game while he is catching up
-If you have a Banshee's Veil active then Singed cannot fling you
-Singed is poor against high sustainability, with some Lifesteal or Spell Vamp you can simply whittle him down because he has no way to burst you
-Singed is exceptionally weak against slows and cannot initiate against teams with good kiting
sion the undead champion
1. Cryptic Gaze
2. Death's Caress
3. Death's Caress
5. Death's Caress
6. Cryptic Gaze
7. Death's Caress
8. Cryptic Gaze
9. Death's Caress
10. Cryptic Gaze
11. Cryptic Gaze
AP Sion is still the strongest Sion, you should max your Cryptic Gaze + Death's Caress combo ASAP for the burst and farming. You can pick up one level of Enrage so you can start farming up HP, otherwise skip it and keep maxing Cryptic Gaze. Your ultimate is useless for AP Sion so just leave it for later.
Doran's Ring/Sapphire Crystal + 2 Health Pots >> (Doran's Ring >>) Sheen
Sheen looks like a strange pick, but Sion has fairly easy time slapping people with the procs because of his stun and the bonus mana and AP helps his early game.
Rabadon's Deathcap >> Sorcerer's Shoes >> Lichbane
Lichbane reasoning is the same as Sheen. Deathcap is the standard item for casters and Sion can farm it up pretty fast.
(Banshee's Veil >>) Void Staff >> Zhonya's Hourglass >> (Deathfire Grasp >>) Abyssal Scepter
Again, standard caster item progression. Deathfire is a pretty good pick-up because Sion will be in range to use the active and kill people with it, same with Abyssal Scepter's aura.
Roles: Ganker, Mid-game Carry
Lanes: Any (strong top solo)
Difficulty: 1/5 (shield > stun > boom)
Early Game/Laning - 4/5 (if he gets outharassed then his shield will pop early, mana costs are very hard on his small pool)
Mid Game/Ganking - 5/5 (pretty slow but his burst and cc are very strong, he is good at farming)
Late Game/Teamfights - 2/5 (his shield gets broken in 2 seconds, stunning 1 person out of 5 is not good enough to win a teamfight but has decent scaling)
Tips & Tricks:
-Your bread and butter is to charge up your shield in a bush, stun an enemy going for a last-hit and explode the shield over him and the minions
-Once your shield can one-shot minions, farm it as much as possible
-Remember to use the Sheen/Lichbane procs for some bonus damage, your Cannibailsm will heal off them
-If you can break his shield then he cannot do damage with it
-Banshee's Veil will block the stun so he cannot explode the shield on you
-Sion is easy to gank, bait his stun and he will not be able to get away
-Harass him early, Sion does not have the mana to harass back until he gets a few Doran's Rings and a Sheen
sivir the battle mistress
1. Boomerang Blade
4. Spell Shield
6. On the Hunt
8. Boomerang Blade
10. Boomerang Blade
11. On the Hunt
12. Boomerang Blade
13. Boomerang Blade
14. Spell Shield
15. Spell Shield
16. On the Hunt
17. Spell Shield
18. Spell Shield
Boomerang Blade is terrible in lane against competent players so you should prioritize Ricochet so you can farm waves quickly. One level of Spell Shield is all you need to take a bit of harassment in lane and escape ganks.
Boots + 3 Health Pots/Doran's Blade >> Doran's Blade
Standard AD ranged carry laning builds, stack doran's blades until you can buy some big items.
The Bloodthirster >> Berserker's Greaves or Mercury Treads>> Phantom Dancer
Sivir does not rely on crits from an Infinity Edge, she relies on dealing sustained damage from Ricochets and wearing the enemy team down. The Phantom Dancer really helps in chasing down enemies with On the Hunt.
(Banshee's Veil >>) (Warmog's Armor >>) Last Whisper >> (Atma's Impaler >>) Stark's Fervor >> (Guardian Angel >>) Trinity Force
Sivir does a lot of damage with only a BT and PD, she should focus on building up tanky towards the late-game in order to make-up for her poor range in teamfights. The Atmog's combo is easy to farm up on Sivir and LW is strong because it penetrates on all her Ricochet bounces. Starks is a pretty good choice for Sivir because of her strength with lifesteal and the armor reduction aura.
Roles: Pusher, Late-game Carry
Lanes: Any (good counter-pick to certain harassment champs)
Difficulty: 3/5 (positioning and timing is key)
Early Game/Laning - 2/5 (range is extremely short, skills cost a lot of mana and push lane for little damage, spell shield will occasionally make her a 3/5 or 4/5 laner against certain champions like Malphite or Kassadin)
Mid Game/Ganking - 2/5 (no crowd control, very hard to stop from farming though)
Late Game/Teamfights - 4/5 (range is short but does a lot of AOE damage and team auras, cannot lock down once she gets Banshee's unless you have 3 CCs)
Tips & Tricks:
-Do not leave Ricochet on until the late-game, you will push the lanes
-Only chuck a Boomerang Blade when the enemy is standing away from minions or else the damage lowers drastically
-Try to time your Spell Shield to block stuns or knock-ups so you can auto-attack as much as possible
-In the lane, use Spell Shield to absorb enemy harassment
-Time on the Hunt for maximum duration, if you team has not started fighting or chasing the enemy you should save it
-If you are by yourself, On the Hunt is a good way to escape or push towers
-Sivir relies on farm and pushing, if you can stop her from running around and pushing lanes then she will not be able to reach late-game
-If you are ganking her, bait her Spell Shield and use crowd control after the short 2 second duration wears off
-Do not lane against Sivir if you rely on high cost, high cooldown harassment, you will just feed her free mana all laning phase if you are predictable
sona the maven of the strings
Variable. Aside from getting Crescendo whenever possible, Sona can add skills depending on preference. Many people suggest maxing Aria of Perseverance first for maximum lane sustainability but Hymn of Valor and Song of Celerity both have their strengths.
Doran's Ring/Faerie Charm + (Ward) Health Pots >> Philosopher's Stone >> (Heart of Gold)
As a support, Sona is going to be in a gold-starved bottom lane and will need some good regeneration and gold/time.
(Catalyst the Protector >>) Ionian Boots of Lucidity or Mercury Treads >> Wards >> Oracles >> Aegis of Legion
Be a support! Get auras and wards and oracles and all that stuff to keep your team alive.
(Eleisa's Miracle >>) Banshee's Veil >> Shurelya's Reverie >> Soul Shroud >> Randuin's Omen >> Will of the Ancients >> Rylai's Scepter
It is doubtful you will have more gold after you finish a reverie and banshees, because you should have oracles and wards on hand at all times towards the late-game baron fights. Anything is fine, AP, CDR or survivability all work on Sona.
Difficulty: 1/5 (press keys, aim ultimate in general direction of enemy)
Early Game/Laning - 3/5 (good heal and harassment but lacks direct crowd control and mana sustainability)
Mid Game/Ganking - 4/5 (gives mobility and auras to everyone on the team, ultimate is pretty good for early skirmishes)
Late Game/Teamfights - 2/5 (Crescendo can really turn a teamfight around, but poor scalings means that the heal and auras are fairly useless, movement speed buff still good)
Tips & Tricks:
-Learn to use your Power Chord passive, always try to slow enemies when chasing and do extra damage when harassing in lane, only save your damage reduction to stop fed champions during a teamfight
-Ward ward ward, learn warding spots so you can ward and also counterward
-Clairvoyance is a must
-You should time you ultimate so people hit it while running into your team, it has a fairly slow projectile speed so you will have a hard time hitting people running away at the edge
-Don't just spam your skills, you'll run out of mana for when you really need them
-Silence Sona, get free kill, any crowd control could kill her probably
-Do not bunch up or she will make the teamfight a dance party, stay away from chokepoints especially
-Sona is good at sustaining pushes and poke-fests but not so good at teamfights, if you initiate before your team gets worn down you could probably win
soraka the starchild
swain the master tactician
6. Ravenous Flock
11. Ravenous Flock
16. Ravenous Flock
Torment is your main skill in lane because it offers loads of free harassment from buffed up skills and auto-attacks. You should pick Nevermove or Decrepify are both strong skills afterwards but Nevermove is an AOE snare and is good utility-wise, though it does less single-target damage than Decrepify. Obviously get Ravenous Flock whenever possible for the healing.
Sapphire Crystal + 2 Health Pots/Boots + Health Pots/Doran's Ring/Doran's Shield >> Catalyst the Protector
Standard caster laning, It would be good to note that Swain's passive restores mana on last-hit so you can go some more aggressive items like a Doran's Shield or Regrowth Pendant because you need less mana regeneration.
Rod of Ages >> Rabadon's Deathcap >> Sorcerer's Shoes or Mercury Treads >> (Spirit Visage)
Swain is more of a beefy sustained caster than burst, so he benefits well from a Rod of Ages. Deathcap is still a standard pickup though.
(Banshee's Veil >>) (Quicksilver Sash >>) Void Staff >> Zhonya's Hourglass >> Rylai's Scepter >> Will of the Ancients >> Abyssal Scepter >> Sunfire Cape >> Guardian Angel
Objective: Stay alive as long as humanly possible so you can heal everything back up. Hourglass is interesting because you can still do damage in Raven form and heal from it.
Roles: Ganker, Mid-game Carry
Difficulty: 3/5 (you need very good management and usage of your spells or you'll miss them all and be useless)
Early Game/Laning - 4/5 (very strong harassment and sustain, but fairly easy to harass back and cannot regen health until 6)
Mid Game/Ganking - 4/5 (ganks will be able to kill 1 target easy but damage during a gank is not as high as it could be)
Late Game/Teamfights - 3/5 (unless you focus him he will be able to heal and live, but is very hard to properly secure a kill and have enough mana left over)
Tips & Tricks:
-Slow enemies with Decrepify so you can land a well-placed Nevermove
-Try to put Torment on a target before using other spells for maximum damage
-Don't be afraid to pop Ravenous Flock to heal or farm, but remember to watch your mana!
-Don't always try to initiate, wait for someone else to start a fight so you can run in with Nevermove and Ravenous Flock without having to worry about getting focused or ignites
-Ignite + Torment makes for some hilarious DoT kills
-Ignite will shut down Swain's healing and soften him up quite nicely
-Don't flash away after he Ignites + Torments you at low health, chances are the DoT's are going to kill you anyway and you'll waste a summoner spell
-Swain has no escape mechanism, it is easy to gank him as long as you have enough damage to stop him from running away with Raven form
taric the gem knight
3 ~ 5. Imbue or Shatter
7 ~ 10. Imbue or Shatter
12 ~ 13. Imbue or Shatter
Dazzle's stun does not increase per level so you can just get it first and max your other skills. Imbue has a very good base and you should max it if you are getting harassed very often. Shatter also has good base if you are trying to burst enemies down in ganks or harassment.
Doran's Ring/Faerie Charm + (Ward) Health Pots/Boots + (Ward) Health Pot >> Philosopher's Stone >> Heart of Gold
Standard support starting build. Try and get early regeneration and gold/time while getting wards. Boots is a good start if you want to roam around a bit early on.
Aegis of Legion >> Mercury Treads or Boots of Mobility >> Wards >> Oracle's Elixir >> (Spirit Visage)
Be a support! The aegis works well with your passive auras but otherwise you will not need anything other than boots. SV is pretty good because of how much you heal.
Banshee's Veil >> Randuin's Omen >> Shurelya's Reverie >> Frozen Heart >> Soul Shroud >> Abyssal Scepter >> Stark's Fervor >> Will of the Ancients
As Taric you should build super tanky and get more auras for your team. You have plenty of utility so it does not really matter if you don't scale properly.
Roles: Ganker, Support, Roamer
Lanes: Bottom (can roam)
Difficulty: 1/5 (nothing much than a stun and heal bot, auras aren't exactly hard to use)
Early Game/Laning - 4/5 (most reliable initiating stun at level 1, great sustainability and harassment as well, roaming ganks are strong pre-6)
Mid Game/Ganking - 3/5 (the Radiance pushes are very good, heals and stuns are great for ganks and pushes and the auras make the entire team very strong)
Late Game/Teamfights - 3/5 (high survivability and auras make him a better choice than other supports)
Tips & Tricks:
-Keep your distance to maximize stun duration during ganks when your team has enough damage to kill them, otherwise get closer so you can Shatter
-Use Radiance to push towers
-Healing an ally is ALWAYS the best choice, you get 200% health healed rather than just 140% on yourself
-Save Shatter until you feel like the armor aura will not outweigh the armor reduction
-Taric is extremely easy to burst down, he has high base armor growth but no magic resistance growth
-Ignite stop Taric from healing
-Be careful of focusing Taric, even if he is a support he's very tanky late-game
teemo the swift scout
1. Toxic Shot
2. Move Quick
3. Toxic Shot
4. Blinding Dart
5. Toxic Shot
6. Noxious Trap
7. Toxic Shot
8. Move Quick
9. Toxic Shot
10. Move Quick
11. Noxious Trap
12. Move Quick
13. Move Quick
14. Blinding Dart
15. Blinding Dart
16. Noxious Trap
17. Blinding Dart
18. Blinding Dart
Since mushrooms have had their damage nerfed and cooldowns increased, AP Teemo is now a thing of the past. The current Teemo build is the on-hit effect build that focuses on maxing Toxic Shot and being super annoying in lane with constant harassment.
Doran's Blade/Boots + 3 Health Pots/Cloth Armor + 5 Health Pots >> Madred's Razor >> (Doran's Blades)
Teemo is unique in that he plays like a ranged carry but goes into a solo lane, like Ezreal. Teemo is very powerful 1v1 because of his constant damage from Toxic Shot and near ungankability because of his passive invis, haste and mushroom traps.
(Wriggle's Lantern >>) Mercury Treads >> Malady >> (Wit's End)
Berserker's Greaves are actually not recommended, Teemo does not have the luxury of sitting down and shooting down targets from over 600 range so he will need some way to prevent getting stunned or slowed. This is not to say you cannot get zerks, but most of the time you will need the mercs.
(Banshee's Veil >>) Madred's Bloodrazor >> Frozen Mallet >> Guardian Angel >> Black Cleaver
On-hit effects FTW! If you did not change your razors into Wriggle's because you were raping the lane, get some bloodrazors now for the extra deeps. The Frozen Mallet is actually very good on Teemo because he will need to kite people more often than other ranged characters because he doesn't do enough damage to actually crit people to death on the spot. Teemo is more of a tanky ranged character than a straight-up carry.
Roles: Early-game Carry, Pusher, Mushroom Planter(?)
Lanes: Top or Mid (can duo with a good support/tanky character)
Difficulty: 2/5 (hardest part is simply managing split pushes)
Early Game/Laning - 4/5 (surprisingly hard harassment with the poison, slippery too)
Mid Game/Ganking - 4/5 (mushrooms will secure and foil many gank attempts, they are the bane of any LoL player that isn't on Teemo's team)
Late Game/Teamfights - 2/5 (blind is ok, cannot really do the dps of a carry)
Tips & Tricks:
-Remember to abuse that passive! Go invis and then use the bonus attack speed to do some damage
-If you are going to get ganked and they have no oracles, go invis! If they try to flush you out they will waste a lot of time
-Try not to place mushrooms in the middle of the path unless they are for sight only, most of the time pathing will make people run along the edges of a walls and such
-Blind is not completely useless! It'll cripple a ranged dps for a good time, especially when you want to 1v1 them
-Save move quick for escaping ganks, the passive boost is usually good enough for normal moving around and laning
-Oracles hardcounters Teemo, he has no ultimate until someone gets the oracles off
-Teemo's damage is mostly magic since he relies on mushrooms and on-hit effects
-Teemo is very hard to gank, it is much easier to put a very strong laner against him 1v1 that he cannot win against rather than try to gank him
-Teemo will often run around towards the mid-lategame putting down mushrooms, he will be very easy to catch around this time
-If he is not planting down mushrooms he will be split-pushing a lane. Try to anticipate his pushes and counter with map objectives (baron, dragon) or gank him before he can push and then take the objectives
tristana the megling gunner
1.Explosive Shot or Rocket Jump
2. Explosive Shot or Rocket Jump
3. Rocket Jump
4. Explosive Shot
5. Rocket Jump
6. Buster Shot
7. Rocket Jump
8. Rapid Fire
9. Rocket Jump
10. Rapid Fire
11. Buster Shot
12. Rapid Fire
13. Rapid Fire
14. Rapid Fire
15. Explosive Shot
16. Buster Shot
17. Explosive Shot
18. Explosive Shot
Get the 2 levels of Explosive Shot early for laning power, at level 6 your Rocket Jump + Explosive Shot + Buster Shot (Ignite if you have it) combo will do about 600 burst, which is very strong. Afterwards you want to start maxing out the Rapid Fire so you can transition into a more DPS role.
Doran's Blade/Boots + 3 Health Pot/Cloth Armor + 5 Health Pot >> Doran's Blades
Only consider the boots or cloth armor start if you decide to go a solo lane and need the regen.
Infinity Edge >> Berserker's Greaves or Mercury Treads >> Phantom Dancer
Tristana is one of the strongest ranged carries in the game and pretty much sets the standard for Infinity Edge ranged carries.
(Banshee's Veil >>) (Quicksilver Sash >>) Last Whisper >> Bloodthirster >> Phantom Dancer >> Guardian Angel >> Phantom Dancer
Standard ranged carry again. Get some defence against crowd controls or focus fire and just max out that DPS.
Roles: Ganker, Late-game Carry
Difficulty: 3/5 (you need to be good at bursting and also farming, managing Rocket Jump refreshes takes a bit of prediction and timing)
Early Game/Laning - 3/5 (pretty good, has range, harassment and an escape mechanism though low auto-attacks and super squishy)
Mid Game/Ganking - 1/5 (probably one of the worst mid-games in the world, would be a 0/5 if not for her decent combo)
Late Game/Teamfights - 4/5 (no AOE whatsoever but her auto-attacks hurt like a ***** and they have the best range and steroid behind them too)
Tips & Tricks:
-Rocket Jump + Explosive Shot + (Ignite +) Explosive Shot + Rocket Jump away after killing = Profit
-Late-game farm minion waves by blowing them all up with Explosive Shot's passive
-KS people with Buster Shot, you are the carry and really need the kills, just don't blow them away
-If someone is really aggressive you can Buster Shot them away or into your team/tower
-Rocket Jump refreshes on Kill or Assist so you can perform some really surprising dives and maneuvers with good judgement
-Her mid-game is absolutely terrible, she gets shit on by almost every champion in the game
-She can dish out harassment but can't take it at all, will lose to lanes with decent harassment of their own, very aggressive lanes can make her use rocket jump defensively so she'll have even less damage
-Can only focus one person at a time, try and keep her occupied with the bulkiest person on your team and decimate the carry-less team
-If she is poorly-positioned, punish her. Rocket Jump has a very awkward and slow animation so she will be easily capitalized on
-If she wants to snipe you from behind a wall or cliff, relocate the fight to force her to walk a long way or waste Rocket Jump
trundle the cursed troll
1. Rabid Bite
3. Rabid Bite
4. Pillar of Filth
5. Rabid Bite
7. Rabid Bite
9. Rabid Bite
14. Pillar of Filth
15. Pillar of Filth
17. Pillar of Filth
18. Pillar of Filth
Rabid Bite is very important to Trundle. It let's him jungle, do damage, apply red buff, take dragon, hurt carries, eat fiber, everything. Max Contaminate after Rabid Bite so you can run around without cc and bite people. You really only need 1 point of the Pillar so you can block chokepoints, scout or slow people.
Cloth Armor + 5 Health Pots/Vampiric Scepter >> Wriggle's Lantern
Trundle is a jungler, and even if he laned he'd probably get the wriggle's.
Heart of Gold >> Mercury Treads >> Trinity Force
Wriggle's Trinity Trundle can carry games if he gets the two items fast enough. A proc'd Rabid Bite will take off nearly 25% of a person's health, which is a lot considering how often he does it.
Randuin's Omen >> Banshee's Veil >> Spirit Visage >> Thornmail >> Force of Nature >> Guardian Angel >> Last Whisper >> Atma's Impaler
Trundle does loads of damage with just Wriggle's and Trin Force, turning him into a super tank makes him really hard to deal with considering his Contaminate field and Agony steroid. The Spirit Visage works with his passive in an odd way which let's him recover a lot of HP after taking down a Baron, Dragon or a bulky character.
Roles: Ganker, Mid-game Carry
Lanes: Jungle (can solo top decently)
Difficulty: 4/5 (has a very delicate balance between tanky and damage, easy to mess up and die or to miss a pillar)
Early Game/Laning - 3/5 (has a strong gank but somewhat squishy and vulnerable in his early jungle)
Mid Game/Ganking - 4/5 (will be doing a lot of damage while absorbing a lot himself, good utility with his field and pillar
Late Game/Teamfights - 3/5 (does not have AOE but still fairly tanky and damaging, at the very least he will be hard to lock down with cc)
Tips & Tricks:
-Use Rabid Bite right after an auto-attack for maximum damage
-Don't use Contaminate too much while jungling, it gives your position away and the attack speed boost is minimal
-Use Pillar of Filth to block off jungle chokepoints or scouting over walls
-Try to make people walk around the entire pillar during a gank for maximum cc
-Agony the priority target during a gank or the tankiest person during a teamfight
-Do not commit to a fight unless you are certain to win, Trundle likes to poke around with Contaminate and Rabid Bite until he is ready to go in for the kill
-Trundle's jungle is fairly weak in terms of clearing camps quickly, but he is very good at ganking and fighting people within the jungle, don't try to counterjungle him without team support
-Trundle is reliant on his good early-midgame ganks, if he does not get any successful ganks he will probably not be tanky enough nor do enough damage
-Quicksilver Sash is actually good if you are against Trundle in order to remove his Agony
tryndamere the barbarian king
2. Spinning Slash
4. Mocking Shout
6. Undying Rage
8. Mocking Shout
10. Mocking Shout
11. Undying Rage
12. Mocking Shout
13. Mocking Shout
14. Spinning Slash
15. Spinning Slash
16. Undying Rage
17. Spinning Slash
18. Spinning Slash
Tryndamere needs the bloodlust stacks in order to sustain himself in lane or else he'd be impossible to use. The spin is good for escaping but otherwise the extra levels of his Shout are more important. Take Undying Rage whenever possible.
Boots + 3 Health Pots/Brawler's Gloves + 2 Health Pots/Cloth Armor + 5 Health Pots >> Avarice Blade
Crits are actually essential to Tryndamere's laning since they actually translate into health for him.
(Youmuu's Ghostblade >>) Mercury Treads >> Infinity Edge
After he gets the IE, Trynd really starts to get rolling. Like Master Yi, Tryndamere needs to make the most out of a very short period of time so the Ghostblade comes into play, though Trynd does not rely on the Ghostblade as much as Yi does.
Phantom Dancer >> Bloodthirster >> Last Whisper >> Frozen Mallet (Quicksilver Sash >>) (Guardian Angel >>) Warmog's Armor >> Atma's Impaler >> Force of Nature
Trynd is the king of late-game. Anything on him will make him hit like 5 bullet trains. Get as much DPS as possible before you start having to build some defense so he will crit people for all of their health.
Roles: Late-game Carry
Lanes: Any (decent solo but best off babysat)
Difficulty: 2/5 (you have to farm forever but once you get your items it's basically right click nukes until you ace them)
Early Game/Laning - 2/5 (thank god that Trynd has no mana and can self-heal, or else he'd be terrible)
Mid Game/Ganking - 2/5 (he might have undying rage but most of the time he'll just run with it after getting ganked, one of the easiest champs to feed with mid-game)
Late Game/Teamfights - 5/5 (arguably the hardest or second hardest carry in the game, he competes with Master Yi regularly)
Tips & Tricks:
-Don't be afraid to take a bit of harass (read: a bit, not a full nuke combo) in order to get last-hits, Bloodlust will help to heal you up
-Save Spinning Slash to run away, preferably over a wall
-Mocking Shout is a good ganking tool, even if they stay to fight the AD decrease will severely hurt them
-Undying Rage is good for a towerdive, but don't be too cocky with it because you will still die 50% of the time, use it to escape if possible
-Use Quicksilver Sash to remove Ignite and Exhaust
-Ignite after Undying Rage is over = trollfaec
-Try to kill him as many times as possible before level 6 while he is still easy to gank
-Try to bait his Mocking Shout and turn around at the right time to stop the slow
-Anticipate the tower dive and bait him into a trap card of crowd control stacking
-Exhaust is his mortal enemy
-NEVER EVER GET TO 40 MINUTES IN A GAME WITH TRYND, his team is playing a 4v5 until he gets IE so end it asap while you have the advantage, there are very few people that can take a fully farmed trynd late-game
twisted fate the cardmaster
1. Pick A Card
2. Wild Cards
3. Wild Cards
4. Stacked Deck
5. Wild Cards
7. Wild Cards
8. Pick A Card
9. Wild Cards
10. Pick A Card
12. Pick A Card
13. Pick A Card
14. Stacked Deck
15. Stacked Deck
17. Stacked Deck
18. Stacked Deck
Wild Cards is your main source of farming and harassment in the lane, but Pick A Card is also good for the stuns and Blue Card mana return. You can take a level of Stacked Deck for extra damage if you go for harassment with blue or gold cards. Obviously take Destiny asap for the global ganks.
Doran's Ring/Boots + 3 Health Pots >> Doran's Rings
TF is a good laner with his Blue Cards sustaining his mana and the huge range Wild Cards for farming minions and poking people. You really only need to stack dorans and can skip the catalyst, unlike most AP characters.
Sheen >> Sorcerer's Shoes >> Rabadon's Deathcap
Sheen is super strong on TF because the damage from Pick A Card + Stacked Deck + Sheen proc does loads of magic damage with some AP behind him. Obviously get a Deathcap for the AP so you can burst people down with PAC stun + Wild Cards.
Lichbane >> (Banshee's Veil >>) Void Staff >> Zhonya's Hourglass >> Guardian Angel >> Deathfire Grasp
The Lichbane is taken for the same reason as Sheen, with some AP you do loads of damage by chucking cards with a Lichbane proc behind them. Deathfire Grasp is a situational item if you are looking to win the mid-game by assassinating people quickly. After a void staff, consider building something tanky because TF scales poorly towards the late-game and should just seek to buff his survivability.
Roles: Pusher, Ganker
Lanes: Top or Mid
Difficulty: 4/5 (extremely easy to misplay by locking wrong cards or missing skillshots or failing ganks)
Early Game/Laning - 3/5 (very strong harassment and mana sustain but poor base range and survivability)
Mid Game/Ganking - 5/5 (teleport ganks op, especially on a AP burst character with a stun)
Late Game/Teamfights - 1/5 (scales poorly and cannot do a lot of damage in a big fight because he'll die)
Tips & Tricks:
-Use Blue Cards whenever needed because you end up getting more mana than you use
-Learn to aim Wild Cards to it can hit an entire minion wave or poke enemies
-Lock in a Gold Card before teleporting in for an easy gank
-Always look to split push before a team fight or push, you can get some free damage on towers and make the teamfight in time with Destiny
-If they can't disable you then you can try and Destiny away from a gank
-A Destiny port can win 2v2 or 3v3 fights for your team, try to set up skirmishes often and have TF teleport in
-Counter his laning phase, TF is very reliant on getting good ganks and if he is underfarmed or underleveled then he is only a free stun every few minutes
-Twisted Fate loves to push lanes, try to bait him into pushing an empty lane and gank him, remember to cancel his teleport or he'll get away
-Don't let TF poke before a fight, his damage is minimal in a teamfight but he's great and poking people down and catching poorly positioned allies beforehand
twitch the plague rat
2. Debilitating Poison
6. Spray & Pray
11. Spray & Pray
14. Debilitating Poison
15. Debilitating Poison
16. Spray & Pray
17. Debilitating Poison
18. Debilitating Poison
Expunge is the strongest nuke you can get on Twitch, doing well over 500 damage at max level with maximum stacks and extra true damage from poison. Due to the limitations of the slow, Debilitating Poison should be prioritized last.
Doran's Blade/Doran's Shield/Boots of Speed + 3 Health Pots >> (Philosopher's Stone >>) Doran's Blade >> (Avarice Blade)
Sometimes Twitch even needs the shield in order to survive in the lane, he should focus on farming and only take a kill with Expunge if the opportunity arises. Some people suggest roaming but it is a terrible idea for mid-game and late-game.
Infinity Edge >> Berserker's Greaves >> (Quicksilver Sash >>) Banshee's Veil
That's right, the BV is CORE on this guy, he's so easy to attack and squish up that he needs to be building defensive ASAP. His natural damage steroids do enough damage that he only needs the IE for the aoe crits.
Youmuu's Ghostblade >> Stark's Fervor >> (Black Cleaver >>) Phantom Dancer >> Bloodthirster >> Frozen Mallet >> Guardian Angel
Obviously the avarice can be upgraded to Ghostblade, which is very powerful since Twitch is more of a hit-or-miss end the teamfight in 4 seconds of the active or else you have to fight at base attack range. Stark's seems bad because of the aura debuff but the attack speed and lifesteal on 1 item is worth it, your never in range to tip enemies off anyway.
Roles: Late-game Carry
Difficulty: 4/5 (make 1 mistake and die, mispositioning will completely waste ultimate)
Early Game/Laning - 2/5 (invis and a strong harass/nuke is his only saving grace)
Mid Game/Ganking - 1/5 (pitiful damage, survivability and crowd control)
Late Game/Teamfights - 5/5 (fully farmed twitch can insta-gib entire teams with Spray and Pray crits + red buff + fully stacked expunge)
Tips & Tricks:
-There is a small delay when going into invis, if you feel lazy you can press recall and b while invis
-Try to keep poison on enemies whenever they get in range, if they hit 5-6 stacks expunge immediately for heavy damage
-You can use your slow without applying poison if you are helping someone catch an enemy
-Use Expunge for ksing! Your allies will thank you later when you three-shot the enemy team
-ALWAYS WAIT FOR EVERY CC AND ULTIMATE TO BE ON THE PLAYING FIELD, even if you team is getting destroyed 4v5, you will not make a difference unless you can get off your ultimate shots at the perfect time without dying
-be patient and try to position yourself so your shots will hit enemies in a line or in a chokepoint
-Oracles will stop his ganks permanently, heck you could probably burst him down before you died yourself
-Any form of gap closing mechanic will shut him down completely, try to save a dash so you can jump on him and acquire gold
-Twitch has a super weak laning phase, it'll be close to 25 minutes of straight farm before he can even begin to complete his core, end the game real quick because he has one of the weakest mid-games in existence
Last edited by Noperative; 08-10-2011 at 10:02 PM.