I started this on another website but it suddenly shut down for some reason so I'll be continuing it here.
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 akali the fist of shadow
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: Roles: Ganker, Mid-Game Carry Lanes: Any Difficulty: 3/5 (Shroud jukes, energy management, burst combos) Power Level:
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
Counters:
-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 alistar the minotaur
Spoiler!
Skill Build:
1. Pulverize
2. Headbutt
3. Triumphant Roar
4. Pulverize
5. Pulverize
6. Unbreakable Will
7. Pulverize
8. Headbutt
9. Pulverize
10. Headbutt
11. Unbreakable Will
12. Headbutt
13. Headbutt
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.
Item Build:
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.
Basics: Roles: Ganker, Roamer, Initiator Lanes: Any Difficulty: 4/5 (need good timing, headbutt + pulverize combos, angles from headbutt are iffy) Power Level:
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
Counters:
-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 amumu the sad mummy
Spoiler!
Skill Build:
1. Despair
2. Tantrum
3. Tantrum
4. Bandage Toss
5. Tantrum
6. Curse of the Sad Mummy
7. Tantrum
8. Despair
9. Tantrum
10. Despair
11. Curse of the Sad Mummy
12. Despair
13. Despair
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.
Item Build:
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.
Basics: Roles: Initiator 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) Power Level:
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
Counters:
-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 anivia the cryophoenix
Spoiler!
Skill Build:
1. Flash Frost
2. Frostbite
3. Frostbite
4. Crystallize or Flash Frost
5. Frostbite
6. Glacial Storm
7. Frostbite
8. Flash Frost or Crystallize
9. Frostbite
10. Flash Frost
11. Glacial Storm
12. Flash Frost
13. Flash Frost
14. Crystallize
15. Crystallize
16. Glacial Storm
17. Crystallize
18. Crystallize
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 annie the dark child
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: Roles: Ganker, Mid-game carry Lanes: Solo Mid or Top, can side-lane Difficulty: 1/5 (counting to 4, aiming in direction of enemies) Power Level:
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
Counters:
-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 ashe the frost archer
Spoiler!
Skill Build:
1. Volley
2. Hawkshot
3. Volley
4. Frost Shot
5. Volley
6. Enchanted Crystal Arrow
7. Volley
8. Frost Shot
9. Volley
10. Frost Shot
11. Enchanted Crystal Arrow
12. Frost Shot
13. Frost Shot
14. Hawkshot
15. Hawkshot
16. Enchanted Crystal Arrow
17. Hawkshot
18. Hawkshot
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.
Item Build:
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.
Basics: Roles: Ganker, Initiator, Late-game carry Lanes: Any Difficulty: 2/5 (kiting, landing her skillshot is crucial) Power Level:
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
Counters:
-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 blitzcrank the steam golem
Spoiler!
Skill Build:
1. Rocket Grab
2. Power Fist
3. Overdrive
4. Power Fist
5. Power Fist
6. Static Field
7. Power Fist
8. Overdrive
9. Power Fist
10. Overdrive
11. Static Field
12. Overdrive
13. Overdrive
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.
Item Build:
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.
Basics: Roles: Ganker, Roamer, Initiator Lanes: Bottom Difficulty: 4/5 (Pro grabs, timing ultimate, knowing who to CC) Power Level:
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
Counters:
-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 brand the burning vengeance
Spoiler!
Skill Build:
1. Pillar of Flame
2. Sear
3. Pillar of Flame
4. Conflagration
5. Pillar of Flame
6. Pyroclasm
7. Pillar of Flame
8. Conflagration
9. Pillar of Flame
10. Conflagration
11. Pycroclasm
12. Conflagration
13. Conflagration
14. Sear
15. Sear
16. Pyroclasm
17. Sear
18. Sear
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.
Item Build:
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.
Basics: Roles: Mid/late-game carry, pusher Lanes: Any Difficulty: 3/5 (squishy, stun is unreliable, damage is easy to dodge) Power Level:
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
Counters:
-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 caitlyn the sheriff of piltover
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: Roles: Pusher, Mid-game carry Lanes: Any, dominant side-laner Difficulty: 2/5 (easy farming, long range, skillshot is a bit hard to land) Power Level:
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
Counters:
-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 cassiopeia the serpent's embrace
Spoiler!
Skill Build:
1. Noxious Blast
2. Twin Fang
3. Noxious Blast
4. Miasma
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
14. Miasma
15. Miasma
16. Petrifying Gaze
17. Miasma
18. Miasma
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.
Item Build:
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.
Basics: Roles: Mid/late-game carry Lanes: Mid or Top Difficulty: 5/5 (arguably one of the hardest mages to play) Power Level:
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
Counters:
-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 cho'gath the terror of the void
Spoiler!
Skill Build:
1. Rupture
2. Feral Scream
3. Feral Scream
4. Vorpal Spikes
5. Feral Scream
6. Feast
7. Feral Scream
8. Vorpal Spikes
9. Feral Scream
10. Vorpal Spikes
11. Feast
12. Vorpal Spikes
13. Vorpal Spikes
14. Rupture
15. Rupture
16. Feast
17. Rupture
18. Rupture
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.
Item Build:
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.
Basics: Roles: Tanky Initiator, Pusher Lanes: Any (weak in 1v2) Difficulty: 3/5 (miss skillshot, lose half your CC) Power Level:
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
Counters:
-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 corki the daring bombardier
Spoiler!
Skill Build:
1. Phosphorus Bomb
2. Valkyrie
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
14. Valkyrie
15. Valkyrie
16. Missile Barrage
17. Valkyrie
18. Valkyrie
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 dr mundo the madman of zaun
Spoiler!
Skill Build:
1. Infected Cleaver
2. Burning Agony
3. Infected Cleaver
4. Masochism
5. Infected Cleaver
6. Sadism
7. Infected Cleaver
8. Masochism
9. Infected Cleaver
10. Masochism
11. Sadism
12. Masochism
13. Masochism
14. Burning Agony
15. Burning Agony
16. Sadism
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 evelynn the widowmaker
Spoiler!
Skill Build:
1. Shadow Walk
2. Ravage
3. Ravage
4. Shadow Walk
5. Hate Spike
6. Malice and Spite
7. Ravage
8. Ravage
9. Ravage
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.
Item Build:
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.
Basics: Roles: Ganker, Roamer, Late-game carry Lanes: Bottom Difficulty: 2/5 (very squishy, need to know when to go in and kill) Power Level:
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
Counters:
-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 ezreal the prodigal explorer
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 fiddlesticks the harbringer of doom
Spoiler!
Skill Build:
1. Drain
2. Dark Wind
3. Drain
4. Terrify
5. Terrify
6. Crowstorm
7. Terrify
8. Terrify
9. Terrify
10. Drain
11. Crowstorm
12. Drain
13. Drain
14. Dark Wind
15. Dark Wind
16. Crowstorm
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.
Item Build:
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.
Basics: Roles: Ganker, Semi-Initiator (with Hourglass) Lanes: Any, can Jungle Difficulty: 3/5 (good timing and positioning is required to not purposefully feed) Power Level:
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
Counters:
-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 galio the sentinel's sorrow
Spoiler!
Skill Build:
1. Resolute Smite
2. Righteous Gust
3. Resolute Smite
4. Bulwark
5. Resolute Smite
6. Idol of Durand
7. Resolute Smite
8. Bulwark
9. Resolute Smite
10. Bulwark
11. Idol of Durand
12. Bulwark
13. Bulwark
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 gangplank the saltwater scourge
Spoiler!
Skill Build:
1. Parrrley
2. Remove Scurvy
3. Parrrley
4. Raise Morale
5. Parrrley
6. Cannon Barrage
7. Parrrley
8. Raise Morale
9. Parrrley
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.
Item Build:
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.
Basics: Roles: Late-game Carry Lanes: Any, decent solo Difficulty: 2/5 (farm farm farm, press Q) Power Level:
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
Counters:
-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.
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Skill Build:
1. Decisive Strike
2. Judgement
3. Judgement
4. Courage
5. Judgement
6. Demacian Justice
7. Judgement
8. Courage
9. Judgement
10. Courage
11. Demacian Justice
12. Courage
13. Courage
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.
Item Build:
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.
Basics: Roles: Early-game Carry Lanes: Bottom (can go top against other melee champions) Difficulty: 1/5 (little variation in how to do anything) Power Level:
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
Counters:
-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 gragas the rabble rouser
Spoiler!
Skill Build:
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
15.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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 heimerdinger the revered inventor
Spoiler!
Skill Build:
1. Hextech Micro-Rockets
2. H-28G Evolution Turret
3. Hextech Micro-Rockets
4. CH-1 Concussion Grenade
5. Hextech Micro-Rockets
6. UPGRADE!!!
7. Hextech Micro-Rockets
8. H-28G Evolution Turret
9. Hextech Micro-Rockets
10. H-28G Evolution Turret
11. UPGRADE!!!
12. H-28G Evolution Turret
13. H-28G Evolution Turret
14. CH-1 Concussion Grenade
15. CH-1 Concussion Grenade
16. UPGRADE!!!
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 irelia the will of the blades
Spoiler!
Skill Build:
1.Equilibrium Strike or Bladesurge
2.Bladesurge or Equilibrium Strike
3.Equilibrium Strike
4.Hiten Style
5.Equilibrium Strike
6.Transcendent Blades
7.Equilibrium Strike
8.Bladesurge
9.Equilibrium Strike
10.Bladesurge
11.Transcendent Blades
12.Bladesurge
13.Bladesurge
14.Hiten Style
15.Hiten Style
16.Transcendent Blades
17.Hiten Style
18.HIten Style
Starting with Equilibrium Strike is a must if your team is ganking an enemy jungler because it gives your team a stun that could be a potiential first blood.Grab your Transcendent Blades everytime you can get it, since it helps with laning and grabbing some more kills.
Item Build:
Cloth Armor + 5 Health Pots/ Dorans Shield/ Regrowth Pendant + 1 Health Pot >> (Philosopher's Stone >>)(Wriggle's Lantern) >> Sheen
Cloth armor allows you to harass well in lane and usually draw a quick first blood if it is someone squishy. Doran's Shield is if you feel like you're too squishy and think you're going to lane against someone who can kite really well. Getting a sheen will allow you snag some more kills due to its high amount of burst damage. If you started out with the cloth armor, remember to finish your Wriggle's Lantern since it basically gives you a free ward, some armor, lifesteal and attack damage.
Mercury Treads or Boots of Swiftness >> Trinity Force >> Banshee's Veil
Merc Treads are very helpful since it offers you mobility and tenacity and lets you avoid getting killed or snag a kill. Boots of Swiftness is if the other team barely has any crowd control. This item is helpful because it grabs you many kills because of the high mobility it offers you. Tri force gives you most of the damage you need.
(Wit's End >>) Randuin's Omen >> Guardian's Angel >> Force of Nature >> Atma's Impaler
Irelia has strong base damage so she seeks to build survivability instead of damage. Wit's End is useful on her because of it's synergy with Hiten Style and it prevents getting bursted down.
Basics: Roles: Mid/Late-game carry, Ganker Lanes: Any (Pref. Solo lane) Difficulty: 2/5 (One combo can lead to many kills) Power Level:
Early Game/Laning - 3/5 (High early burst but if matched with a good kiter that keeps distance you might lose)
Mid Game/Ganking -5/5 (Really good at ganking, has mad lifesteal and burst to keep herself alive)
Late Game/Teamfights - 5/5 (Does extremely well in fights due to her ulti doing damage and keeping her alive)
Tips & Tricks:
-Charge in with Bladesurge and then Equilibrium Strike to do massive damage, it will lead to many kills early-mid-game
-Use your ultimate to heal when you're low
-Use your ultimate on big waves to farm them
-Be aggressive, if you cannot create an advantage early on, chances are you won't be able to take on the enemy laner until 6
Counters:
-Keep your distance from her during laning phase.
-Don't let her get fed nor farmed or else she will snowball very quickly
-Harass her really hard when her Bladesurge is on cooldown.
Janna janna the storm's fury
Spoiler!
Skill Build:
1. Howling Gale
2. Eye of the Storm
3. Eye of the Storm
4. Zephyr
5. Eye of the Storm
6. Monsoon
7. Eye of the Storm
8. Zephyr
9. Eye of the Storm
10. Zephyr
11. Monsoon
12. Zephyr
13. Zephyr
14. Howling Gale
15. Howling Gale
16. Monsoon
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.
Item Build:
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.
Basics: Roles: Support, Ganker Lanes: Bottom Difficulty: 4/5 (timing of ultimate, maximizing tornado knock-up and being a super squishy support) Power Level:
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
-Clairvoyance!!
Counters:
-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 IV jarvan the exemplar of demacia
Spoiler!
Skill Build:
1. Dragon Strike
2. Demacian Standard
3. Golden Aegis
4. Dragon Strike
5. Dragon Strike
6. Cataclysm
7. Dragon Strike
8. Demacian Standard
9. Dragon Strike
10. Demacian Standard
11. Cataclysm
12. Demacian Standard
13. Demacian Standard
14. Golden Aegis
15. Golden Aegis
16. Cataclysm
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.
Item Build:
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.
Basics: Roles: Initiator, Ganker, Late-game carry Lanes: Any Difficulty: 2/5 (just aim your skillshots in the direction of the enemy and smash people with your ultimate) Power Level:
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
Counters:
-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 jax the grandmaster at arms
Spoiler!
Skill Build:
1. Leap Strike
2. Empower
3. Leap Strike
4. Counter Strike
5. Leap Strike
6. Relentless Assault
7. Leap Strike
8. Empower
9. Leap Strike
10. Empower
11. Relentless Assault
12. Empower
13. Empower
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.
Item Build:
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.
Basics: Roles: Late-game carry Lanes: Any 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) Power Level:
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
Counters:
-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 karma the enlightened one
Spoiler!
Skill Build:
Item Build:
Basics: Roles: Support Lanes: Bottom (can solo decently) Difficulty: 4/5 (very positioning and timing reliant) Power Level:
Early Game/Laning - 4/5 (has ultimate available pre-6 and very powerful nukes and support)
Mid Game/Ganking - 2/5 (loses power because other champions begin to get their full skillset and ultimates)
Late Game/Teamfights - 2/5 (has ok scaling, but no reliable cc or ultimate to speak of whatsoever)
Tips & Tricks:
-Put your mantra+shield on allies and explode all over enemies from a safe distance
-Don't forget the tether! Remember that passing through it will haste/slow allies/enemies.
Counters:
Karthus karthus the deathsinger
Spoiler!
Skill Build:
1. Lay Waste
2. Defile
3. Lay Waste
4. Wall of Pain
5. Lay Waste
6. Requiem
7. Lay Waste
8. Defile
9. Lay Waste
10. Defile
11. Requiem
12. Defile
13. Defile
14. Wall of Pain
15. Wall of Pain
16. Requiem
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 kassadin the void walker
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 katarina the sinister blade
Spoiler!
Skill Build:
1. Shunpo
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 kayle the judicator
Spoiler!
Skill Build:
1. Reckoning
2. Divine Blessing or Righteous Fury
3. Reckoning
4. Divine Blessing or Righteous Fury
5. Reckoning
6. Intervention
7. Reckoning
8. Divine Blessing
9. Reckoning
10. Divine Blessing
11. Intervention
12. Divine Blessing
13. Divine Blessing
14. Righteous Fury
15. Righteous Fury
16. Intervention
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 kennen the heart of the tempest
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 kog' maw the mouth of the abyss
Spoiler!
Currently Unknown how to best use Kog'Maw effectively
Skill Build:
Item Build:
Basics: Roles: Lanes: Difficulty: Power Level:
Early Game/Laning -
Mid Game/Ganking -
Late Game/Teamfights -
Tips & Tricks:
Counters:
LeBlanc leblanc the deciever
Spoiler!
Skill Build:
1. Sigil of Silence
2. Distortion
3. Sigil of Silence
4. Ethereal Chains
5. Sigil of Silence
6. Mimic
7. Sigil of Silence
8. Distortion
9. Sigil of Silence
10. Distortion
11. Mimic
12. Distortion
13. Distortion
14. Ethereal Chains
15. Ethereal Chains
16. Mimic
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.
Item Build:
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.
Basics: Roles: Early-game carry, Mid-game carry, Ganker Lanes: Top or Mid Difficulty: 2/5 (need some quick fingers) Power Level:
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
Counters:
-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 lee sin the blind monk
Spoiler!
Skill Build:
Item Build:
Basics: Roles: Lanes: Difficulty: Power Level:
Early Game/Laning -
Mid Game/Ganking -
Late Game/Teamfights -
Tips & Tricks:
Counters:
Lux lux the lady of luminosity
Spoiler!
Skill Build:
1. Light Binding
2. Lucent Singularity
3. Light Binding or Lucent Singularity
4. Prismatic Barrier
5. Light Binding or Lucent Singularity
6. Finales Funkeln
7 ~ 10. Light Binding or Lucent Singularity
11. Finales Funkeln
12 ~ 13. Light Binding or Lucent Singularity
14. Prismatic Barrier
15. Prismatic Barrier
16. Finales Funkeln
17. Prismatic Barrier
18. Prismatic Barrier
Light Binding and Prismatic Barrier can be prioritized over Lucent Singularity if you are playing more of a support Lux and do not plan on farming waves with Singularity. Otherwise prioritize Light Binding and Lucent Singularity for more of a farming/bursty Lux.
Item Build:
Doran's Ring/Sapphire Crystal + 2 Health Pots >> (Philosopher's Stone) >> Catalyst the Protector
Lux is a very safe champion because she has 2 forms of strong CC early on as well as super long range, but she has poor regeneration stats so you may want to consider a pstone or 2 in a sidelane.
(Mejai's Soulstealer >>) Ionian Boots of Lucidity >> Rabadon's Deathcap
Lux really needs the deathcap to farm properly and keep her weak spells relevant to mid/late-game. Soulstealer is ok on Lux because she can get stacks easily and keep them because she is always in the back.
Banshee's Veil >> Void Staff >> (Eleisa's Miracle >>) Zhonya's Hourglass >> Lichbane
If you are extremely safe, then you may consider RoA over Banshees. Void Staff helps Lux do damage effectively because her base ratios are fairly low. Hourglass and Lichbane are moderately good choices but if Lux is in range to consider using either item then she is probably stomping or about to die.
Basics: Roles: Support, Ganker Lanes: Any Difficulty: 4/5 (all skillshots, need good mana management and positioning) Power Level:
Early Game/Laning - 4/5 (she is extremely frail and early game burst melts her, but she has good range and damage)
Mid Game/Ganking - 4/5 (not very mobile but comes with burst and crowd control at a good range)
Late Game/Teamfights - 3/5 (getting a well-placed lazor and barrier is quite useful but bad base and scaling puts her back a lot)
Tips & Tricks:
-Your standard combo is to snare > set singularity > auto-attack > explode singularity > auto-attack
-You can use Lucent Singularity to scout
-Remember that Light Binding can hit 2 people! If you cannot make a shot then try and get the binding to bounce from something in front of your target
-Remember that your lazor also sets off your passive, you can get a lot of bonus damage by illuminating your enemies with a Lucent Singularity first.
-2 Lucent Singularities can farm a minion wave, making Lux fairly powerful as a solo champion
Counters:
-Lux is very reliant on skillshots, juke her constantly!
-Lux has fairly high cooldowns so she is very easy to kill in a teamfight after she uses her spells
__________________
Last edited by Noperative; 06-20-2011 at 12:26 PM.
Skill Build:
1. Seismic Shard
2. Ground Slam
3. Seismic Shard
4. Ground Slam
5. Seismic Shard
6. Unstoppable Force
7. Seismic Shard
8. Ground Slam
9. Seismic Shard
10. Ground Slam
11. Unstoppable Force
12. Ground Slam
13. Brutal Strikes
14. Brutal Strikes
15. Brutal Strikes
16. Unstoppable Force
17. Brutal Strikes
18. Brutal Strikes
I would not recommend even 1 point in Brutal Strikes early-game, it pushes the lane and the defense/AD increase is very small because it is percentage rather than flat. Seismic Shard gives you a bit of laning presence as well as burst damage in your combo. Malphite is famous for his Seismic Shard > Unstoppable Force > Ground Slam combo taking off up to 70% of a squishy's HP.
Item Build:
Doran's Ring/Doran's Shield/Regrowth Pendant + 1 Health Pot/Cloth Armor + 5 Health Pots >> (Philosopher's Stone >>) Heart of Gold
Malphite actually scales offensively from more defensive stats, he has high base damage and also good regeneration with pstones/HoGs.
Sunfire Cape >> Mercury Treads or Ninja Tabi>> Force of Nature or Randuin's Omen
Sunfire is almost always recommended on Malphite, he scales from both of the stats and also benefits from the AOE damage. Ninja Tabi may be considered occasionally if the enemy team has high physical DPS. Choose either FoN or Omen depending on the main damage output of the enemy team.
(Warmog's Armor >>) Force of Nature or Randuin's Omen >> Frozen Heart >> Abyssal Scepter >> Thornmail >> Guardian Angel
Malphite is extremely tanky, any of the items listed above can be taken on him and increase his tankiness. However if you are deciding to choose Warmog's Armor is it recommended you build it early so you can properly farm it up.
Basics: Roles: Initiator, Ganker Lanes: Any (decent solo) Difficulty: 1/5 (well if you miss an AOE stun...) Power Level:
Early Game/Laning - 3/5 (very hard to kill but has high mana costs)
Mid Game/Ganking - 5/5 (brb instagibbing squishies under their tower from almost 1000 range)
Late Game/Teamfights - 3/5 (fairly weak sustained damage but burst is still very scary despite weak scaling)
Tips & Tricks:
-Remember that Seismic Shard STEALS speed, use it to boost yourself if you are running
-Always aim for the enemy carries, you skills are all disables that can make them very ineffective
-Do not get a tiamat! Brutal Strikes gives you one already
-Lead with your Seismic Shard so they are slowed, this way it is easier to land your ultimate
-Do not feel you have to stack armor, sometimes you just have to get magic resist and sacrifice damage
Counters:
-Malphite is very bad against sustained DPS, he cannot regenerate his shield nor put out damage back after his combo
-If you disable Malphite before he initiates you could win the teamfight
-Try and keep Malphite away from squishies, he is very threatening to frail champions
-Malphite requires armor to increase them damage of his ground slam, if your force him to buy magic resist he will have to hurt his own damage output to survive
-Malphite usually cannot afford magic penetration or AP, some magic resist greatly reduces his damage
Malzahar malzahar the prophet of the void
Spoiler!
Skill Build:
1. Call of the Void
2. Malefic Visions
3. Malefic Visions
4. Null Zone
5. Malefic Visions
6. Nether Grasp
7. Malefic Visions
8. Null Zone
9. Malefic Visions
10. Null Zone
11. Nether Grasp
12. Null Zone
13. Null Zone
14. Call of the Void
15. Call of the Void
16. Nether Grasp
17. Call of the Void
18. Call of the Void
Call of the void is taken for the early silence, but because it is unreliable damage and has good scaling it can be left at level 1. Malzahar is incredibly powerful because of his Malefic Visions + Null Zone + Nether Grasp combo so it should be maximized as much as possible.
Item Build:
Doran's Ring/Boots + 3 Health Pots/Sapphire Crystal + 2 Health Pots >> (Catalyst the Protector)
Malzahar is super safe in his lane, having insane base range, a pet and a ranged farming skill that restores mana.
Rabadon's Deathcap >> Sorceror's Shoes >> Void Staff
Malzahar is known for his extremely powerful scaling and %HP damage. A deathcap + void combo allows him to melt down almost any character.
Banshee's Veil >> Zhonya's Hourglass >> (Will of the Ancients >>) >> Rylai's Scepter >> Deathfire Grasp >> Guardian Angel
Malzahar has super strong scalings and also base damage. Banshee's will help him get off a full channel on his ultimate while Guardian Angel and Hourglass will help him survive a teamfight when he is focused. WoA and DFG are both powerful items, spellvamp is often hilarious on Malzahar because of his damage output and DFG often guarantee's a kill with his combo.
Basics: Roles: Ganker, Pusher, Late-game Carry Lanes: Top or Mid Difficulty: 2/5 (be good with landing a bread and butter combo) Power Level:
Early Game/Laning - 4/5 (very strong actually, easy to farm and high range)
Mid Game/Ganking - 4/5 (not very mobile but can melt a person that walks into range with a 2.5 second disable to boot)
Late Game/Teamfights - 5/5 (AOE %hp damage, suppression, super high scaling, you're kidding right)
Tips & Tricks:
-Try and time your voidling so it hits your target while it is disabled by your ultimate
-Always try and Nether Grasp an enemy over a Null Zone
-Remember to angle Call of the Void so you can get maximum damage and silence output
Counters:
-Quicksilver Sash cancels his ultimate snare and therefore the entire combo
-Malzahar is stunned for 2.5 seconds while using his ultimate, either interrupt it or focus him
Maokai maokai the twisted treant
Spoiler!
Skill Build:
1. Sapling Toss or Twisted Advance
2. Sapling Toss or Twisted Advance
3. Sapling Toss
4. Arcane Smash
5. Sapling Toss
6. Vengeful Maelstrom
7. Sapling Toss
8. Arcane Smash
9. Sapling Toss
10. Arcane Smash
11. Vengeful Maelstrom
12. Arcane Smash
13. Arcane Smash
14. Twisted Advance
15. Twisted Advance
16. Vengeful Maelstrom
17. Twisted Advance
18. Twisted Advance
Maokai actually has a high damage burst combo before level 6. For this reason Sapling Toss and Arcane Smash are maxed first and one level of Twisted Advance is used for the gap closing and snare. Some people actually recommend skipping Vengeful Maelstrom entirely because having more burst early-game will help you get more gold.
Item Build:
Regrowth Pendant + 1 Health Pot/Sapphire Crystal + 2 Health Pots/Doran's Ring >> (Philosopher's Stone >>) Catalyst the Protector
Saplings are extremely powerful early-game, but they have a high mana cost. Maokai does not need as much health regeneration because his passive restores hp as long as spells are being cast.
Rod of Ages >> Sorcerer's Shoes or Mercury Treads >> Trinity Force or Lichbane
chu8's recommended build. RoA gives Maokai plenty of damage and lane-staying power while either Trinity Force or Lichbane will add a lot to Maokai's utility, the proc is also very powerful on Maokai.
Deathcap >> (Banshee's Veil >>) (Eleisa's Miracle >>) Abyssal Scepter >> Rylai's Scepter
Maokai actually has fairly good scalings, buying a deathcap quickly will give you a small window of time where you can insta-gib squishy champions easily. After deathcap you should probably get more defensive items.
Basics: Roles: Ganker, Pusher Lanes: Any (surprisingly strong solo) Difficulty: 2/5 (the combo and placement of his ultimate are actually kind of difficult) Power Level:
Early Game/Laning - 4/5 (saplings are strong, he's tanky with natural regen too, only difficulty is mana)
Mid Game/Ganking - 5/5 (super strong burst combo with cc and a gap closer, can also farm like a monster)
Late Game/Teamfights - 2/5 (scales very poorly except for saplings which are not that good in a teamfight, ultimate is pretty good if placed well)
Tips & Tricks:
-Toss a sapling and root them in place so they get the explosion! Fit in an arcane smash and a sheen proc and you get some good damage
-Don't forget your passive, it can help you turn some fights around if champions are using skills a lot
-Your ultimate can be used to farm if you want to get rid of a big wave
-Your ultimate is good for zoning too, many people are unwilling to stand in it and it also doesn't draw aggro during tower pushes
Counters:
-Maokai is a strong laner that is usually hard to push out with only one person, but he scales poorly. As long as your send a farm dependent champion against him you can probably win the game, if not the lane.
-Do not fight in his ultimate, even if it doesn't seem like it is doing anything it makes his team quite strong and does decent damage when cancelled
-Tier 1 boots will usually let you outrun saplings
Master Yi master yi the wuji bladesman
Spoiler!
Skill Build:
1. Alpha Strike
2. Wuju Style
3. Alpha Strike
4. Meditate
5. Alpha Strike
6. Highlander
7. Alpha Strike
8. Wuju Style
9. Alpha Strike
10. Wuju Style
11. Highlander
12. Wuju Style
13. Wuju Style
14. Meditate
15. Meditate
16. Highlander
17. Meditate
18. Meditate
Master Yi's levelling order is not set in stone. Alpha Strike is maxed because it gives maximum farm and front-loaded damage early game, but it can also be left at level 1 for gap closing only. Wuju Style is taken to maximize damage output, but it can also be forgone over more levels of Meditate and Alpha Strike because you will rarely have the time to be attacking people constantly early-mid game. Meditate can be good as a disengagement and recovery tool but because it is not always reliable many people decide to skip it all-together. I would recommend maxing Highlander though.
Item Build:
Cloth Armor + 5 Health Pots/Vampiric Scepter >> Wriggle's Lantern
Master Yi is a jungler. Period.
Youmuu's Ghostblade >> Mercury Treads >> Banshee's Veil
Yes Ghostblade is probably the only DPS item you really need on Yi to kill anything. The active is amazing on him and all of the stats are amazing on him as well. Highlander + Ghostblade Active + Right-click Squishy = pentakill. Merc Treads and Banshee's are nearly mandatory because of how frail he is an how easily he is to lock down.
Bloodthirster >> (Quicksilver Sash >>) Trinity Force >> Infinity Edge >> Guardian Angel >> Warmog's Armor
Master Yi does not need the Infinity Edge, Bloodthirster gives him more sustainability in a late-game teamfight and huge crits can come after that. As always getting some defensive items on Yi are always a good idea because his base damage is so high already. Some may question the Tri Force but Master Yi is a late-game carry and Tri Force has as much gold as you can shove into one item slot.
Basics: Roles: Late-game carry Lanes: Jungle Difficulty: 2/5 (entering fights at the right time is hard, many times there are no right times) Power Level:
Early Game/Laning - 2/5 (alpha and meditate are pretty good early on but Yi is very vulnerable to aggressive tactics because he is a squishy melee jungler)
Mid Game/Ganking - 2/5 (highlander + alpha + wuju + lizard = HE'S ALMOST DEAD ... *dies to tower*)
Late Game/Teamfights - 5/5 (arguably the hardest or second hardest carry in LoL, this guy will kill your team over and over and be almost impossible to lock down without 5 man focus)
Tips & Tricks:
-Always try and ready up a Double Strike before a gank, the free crit and Alpha strike are very good sources of burst
-Farm waves whenever possible, if someone left their lane just go into it and alpha all the creeps
-If you cannot secure a gank, then you shouldn't go for it. Master Yi isn't that good at ganking to begin with and he can't afford to waste time not farming
-If it's going to be a long game, stack some gold/5 items, chances are you scale better than everyone on the team
-Use Meditate when you are 100% sure they cannot interrupt you, getting your meditate interrupted will probably get you killed
-Lifesteal can help you win many fights
Counters:
-Ignite stops his meditate, but it is still unwise to focus him without an interrupt
-Always keep an eye on Master Yi, if you commit to a fight without confirming his position you will probably get a tower or your squishies backdoored
-Master Yi is extremely easy to focus fire and disable, his only forms of defense are lifesteal and meditation
-Master Yi's jungling path is quite weak early on, interruptions will cause him to suffer greatly
Miss Fortune miss fortune the bounty hunter
Spoiler!
Skill Build:
1. Double Up
2. Impure Shot or Make it Rain
3. Double Up
4. Impure Shots or Make it Rain
5. Double Up
6. Bullet Time
7. Double Up
8. Impure Shots
9. Double Up
10. Impure Shots
11. Bullet Time
12. Impure Shots
13. Impure Shots
14. Make it Rain
15. Make it Rain
16. Bullet Time
17. Make it Rain
18. Make it Rain
Many people like Make it Rain because it can farm easily, but it is very mana heavy and does very low damage outside of minions. It is best to keep one level of Make it Rain for the slow effect and max Impure Shots and Double Up for the best harassment and sustained damage.
Item Build:
Doran's Blade/Boots + 3 Health Pots >> (Doran's Blade)
Standard AD carry set-up, boots for a solo lane otherwise just stack Doran's Blades until you are comfortable in your bottom lane.
Bloodthirster >> Berserker's Greaves >> Phantom Dancer
Again a standard AD carry set-up, MF benefits from both BT and PD because she requires a lot of sustainability and mobility in fights.
(Quicksilver Sash >>) (Banshee's Veil >>) Last Whisper >> Infinity Edge >> Guardian Angel
There is usually very little variation with AD carries, get a banshees and GA for defence, LW and IE for more offense.
Basics: Roles: Mid-game carry, Late-game carry Lanes: Any Difficulty: 1/5 (there is nothing that hard about her, only positioning) Power Level:
Early Game/Laning - 4/5 (very good damage but somewhat vulnerable with low health and range)
Mid Game/Ganking - 3/5 (needs a lot of farm, will usually use ultimate just to farm waves)
Late Game/Teamfights - 4/5 (ultimate is practically worthless because it is magic damage, but sustained damage is fairly strong)
Tips & Tricks:
-Auto-attack + Double Up + Auto-attack will hurt a lot early-game
-Do not spam Make it Rain, it has very high mana costs for very little damage
-Overlay Make it Rain and Bullet Time for maximum damage
-Late-game you should not use Bullet Time for damage unless it is the only option, it is strictly magic damage and you do not have any magic penetration
-Pop Impure Shots to stop potions in the lane
Counters:
-MF actually does mostly magic damage from early-midgame
-Exhaust her and jump on her, she is very easy to kill and her range is quite short
-MF will counter early game pushes by using her ultimate on the waves, always expect this
-Treat MF like any other ranged carry, kill her if possible otherwise try and find a better position to initiate from
Mordekaiser mordekaiser the master of metal
Spoiler!
Skill Build:
1. Siphon of Destruction
2. Creeping Death
3. Siphon of Destruction
4. Mace of Spades
5. Siphon of Destruction
6. Children of the Grave
7. Siphon of Destruction
8. Creeping Death
9. Siphon of Destruction
10. Creeping Death
11. Children of the Grave
12. Creeping Death
13. Creeping Death
14. Mace of Spades
15. Mace of Spades
16. Children of the Grave
17. Mace of Spades
18. Mace of Spades
Siphon + Creeping Death will maximize farming and survivability. At least 1 level of Mace of Spades can be taken to proc a trinity force/lichbane.
Item Build:
Doran's Shield/Regrowth Pendant + 1 Health Pot/Amplifying Tome + 1 Health Pot >> Hextech Revolver
Mordekaiser spams his skills a lot so spellvamp will help soften the health cost for using them.
Hextech Gunblade >> Sorcerer's Shoes or Mercury Treads >> Force of Nature >> Randuin's Omen
Mordekaiser seeks to build fairly tanky over straight up damage. Hextech Gunblade gives him the vamp he needs to sustain in a fight while FoN and Omen will give him enough resists to make him very difficult to kill.
Trinity Force or Lichbane >> (Rylai's Scepter >>) Sunfire Cape >> Abyssal Scepter >> (Rabadon's Deathcap >>) Zhonya's Hourglass
Many people think that getting the Triforce/lichbane is a waste, but it's has been confirmed by many players that the activation proc with Mace of Spades does an extreme amount of damage and shield generation. Usually it is best to build AP items with resistances too, but a deathcap may be considered if you have enough survivability.
Basics: Roles: Pusher, Late-game carry Lanes: Top or Mid Difficulty: 1/5 (spam spells, get ghosts) Power Level:
Early Game/Laning - 3/5 (very strong but being a melee champ that automatically pushes his lane is a bad idea)
Mid Game/Ganking - 2/5 (ignite + ulti will be able to melt low hp champs but otherwise has no cc or a good source of frontloaded damage)
Late Game/Teamfights - 4/5 (reliant on getting a ghost to really do anything but otherwise very hard to kill and does good damage)
Tips & Tricks:
-If you are in range of Ignite then you are in range of your ultimate, start with ignite
-Don't forget the active of Gunblade, it does some decent damage and also slows
-If you can win a lane, then try to stand in-between the enemy's minions to maximize shield generation and zoning
-Always try to hit champions alone with Mace of Spades, it will do a lot of damage and generate lots of shield
Counters:
-Mordekaiser has no escape mechanisms and he pushes his lane constantly, just gank him for easy kills
-Quicksilver sash will remove both his ultimate and ignite
-Don't let Mordekaiser get farmed, he requires 5 man focus and doesn't die quickly
Morgana morgana the fallen angel
Spoiler!
Skill Build:
1. Dark Binding
2. Tormented Soil
3. Tormented Soil
4. Black Shield
5. Tormented Soil
6. Soul Shackles
7. Tormented Soil
8. Dark Binding
9. Tormented Soil
10. Dark Binding
11. Soul Shackles
12. Dark Binding
13. Dark Binding
14. Black Shield
15. Black Shield
16. Soul Shackles
17. Black Shield
18. Black Shield
Tormented Soil really allows Morgana to farm up her items, which is crucial to her gameplay. However if a duo lane you may want to prioritize her binding and shield over her farming.
Item Build:
Doran's Ring/Sapphire Crystal + 2 Health Pots >> Catalyst the Protector
Morgana's got good health return from her passive spellvamp, but her skills cost a lot of mana and often push her lane. Steady regeneration is very important.
Rod of Ages >> Mercury Treads or Sorcerer's Shoes >> Zhonya's Hourglass
RoA is a very strong choice, it gives Morgana survivability, mana and ability power which she needs. Hourglass is almost a no-brainer, it has deadly synergy with her ultimate and forces the enemies to either run away or get stunned.
(Banshee's Veil >>) Rabadon's Deathcap >> Void Staff >> Abyssal Scepter >> Frozen Heart >> Will of the Ancients
Aside from standard AP items, Abyssal and Frozen Heart are fairly good items on Morgana because she is in the middle of the enemy team and will be able to apply the debuff aura consistently. Stack spellvamp for some interesting results.
Basics: Roles: Pusher, Ganker, Support Lanes: Any (can duo lane ok) Difficulty: 3/5 (landing the binding is fairly hard, ultimate is hard to get off properly) Power Level:
Early Game/Laning - 3/5 (super low attack range and super low, but has good farming and sustain)
Mid Game/Ganking - 3/5 (super slow and damage is not bursty, but has strong cc and damage, shield is broken mid-game)
Late Game/Teamfights - 4/5 (aoe slow and then stun, cannot focus her if she has hourglass)
Tips & Tricks:
-Use pool on binded opponents, otherwise they can just run out of it
-Flash in >> Soul Shackles >> Pop Hourglass when about to get focused >> win teamfight
-You do not always need to use black shield on your carry, you can put it on yourself when you are using your ultimate
-Putting Black Shield on your carry is still a good idea, especially against high CC teams
Counters:
-Her skillshot is slow and has a small hitbox, it is very easy to juke
-Do not stand in the pool if you are not snared in it, the pool does good damage and also lowers magic resist
-Morgana is almost useless without farm and levels, if you can force early fights and push towers she cannot do much
Nasus nasus the curator of the sands
Spoiler!
Skill Build:
1. Wither or Siphoning Strike
2. Spirit Fire
3. Siphoning Strike
4. Wither or Siphoning Strike
5. Siphoning Strike
6. Fury of the Sands
7. Siphoning Strike
8. Spirit Fire
9. Siphoning Strike
10. Spirit Fire
11. Fury of the Sands
12. Spirit Fire
13. Spirit Fire
14. Wither
15. Wither
16. Fury of the Sands
17. Wither
18. Wither
You need siphoning strike, the increased damage and lowered cooldowns are extremely important in farming up the damage. Some people prioritize Wither over Spirit Fire, both are good choices but Spirit Fire does help in farming.
Item Build:
Cloth Armor + 5 Health Pots/Doran's Shield/Regrowth Pendant + 3 Health Pots >> Philosopher's Stone >> (Heart of Gold)
Farm farm farm farm farm.
Sheen >> Mercury Treads >> (Aegis of Legion >>) Sunfire Cape >> Force of Nature
Nasus only needs the Sheen to do damage, combined with sheen he does a huge amount of damage in 1 Siphoning Strike. After Sheen, the Sunfire cape gives good survivability and farming. FoN helps Nasus chase down enemies better.
Trinity Force >> (Warmog's Armor >>) Randuin's Omen >> Banshee's Veil >> Atma's Impaler
Trinity Force is basically end-game Nasus. Get this on him and watch him turn into a monster carry (literally). However it is still best to keep Nasus tanky so he can do his huge base damage.
Basics: Roles: Pusher, Late-game carry Lanes: Any Difficulty: 2/5 (you really need to farm, like really need to farm) Power Level:
Early Game/Laning - 2/5 (super weak because he consumes mana and skills on minions and is melee, but fairly tanky and sustainable)
Mid Game/Ganking - 2/5 (again super weak, has decent tankiness and the slow is good but not farming during this time really hurts)
Late Game/Teamfights - 5/5 (invincible, does more damage the more people around him, farmed siphoning strikes kill everyone, free barons at level 16)
Tips & Tricks:
-Farm Siphoning Strike, that is all
-Try not to use Spirit Fire or Wither unless you absolutely need it because they are very mana heavy
-Pop your ultimate after an initiation and solo teams
Counters:
-Nasus has nearly zero early and mid game, end it during this time and he is hardly a problem
-Do not exchange farm with Nasus, but a strong laner against him and keep him zoned out
-Tenacity has an odd interaction with Wither and ends it before it reaches maximum slow
-Stopping Nasus requires a team to gank him constantly and shut him down in fights early
Nidalee nidalee the bestial huntress
Spoiler!
Skill Build:
1. Primal Surge/Swipe or Bushwhack/Pounce
2. Primal Surge/Swipe or Bushwhack/Pounce
3. Primal Surge/Swipe
4. Javelin Toss/Takedown
5. Primal Surge/Swipe
6. Aspect of the Cougar
7. Primal Surge/Swipe
8. Javelin Toss/Takedown
9. Primal Surge/Swipe
10. Javelin Toss/Takedown
11. Aspect of the Cougar
12. Javelin Toss/Takedown
13. Javelin Toss/Takedown
14. Bushwhack/Pounce
15. Bushwhack/Pounce
16. Aspect of the Cougar
17. Bushwhack/Pounce
18. Bushwhack/Pounce
Primal Surge is probably one of the best skills early-game, it has low cooldown and cost as well has a great ratio and base heal. Javelin Toss can be taken after for the great poke mid-game. One level of Bushwhack is REQUIRED because you can access Pounce at level 6 and it gives some map awareness. Item Build:
Doran's Ring
As Nidalee you probably have the most sustainable laning against any champion. If you need more than a doran's ring for the laning phase you are probably not laning properly or the enemy is really good and you would have lost anyway.
Guinsoo's Rageblade >> Mercury Treads >> Lichbane
Nidalee can keep maximum stacks on rageblade almost permanently because she can just spam spells in cougar form with no cost. Mercury Treads are important because she needs to spam Pounce to chase and run and Pounce cooldown cannot be lowered. Lichbane is also a good pick because cougar form can activate it often and do a lot of damage with it.
Rabadon's Deathcap >> Banshee's Veil >> Guardian Angel >> Void Staff >> Zhonya's Hourglass
Nidalee's scaling is flatout amazing. Heals will fill up a carry from nearly 0 while a maximum distance spear will take off half of another carry's health. However Nidalee is not really strong late-game and should just be as annoying as possible by building stalling items and pushing.
Basics: Roles: Pusher, Mid-game carry, Ganker Lanes: Top or Mid (is decent in bottom) Difficulty: 4/5 (utilizing her 6 skills properly is very difficult as well as positioning her properly) Power Level:
Early Game/Laning - 5/5 (impossible to push out of lane unless you have amazing burst damage + ignite, even then she'll probably live unless you have loads of crowd control)
Mid Game/Ganking - 5/5 (suffers from lack of crowd-control but has everything else is so amazing it doesn't matter)
Late Game/Teamfights - 2/5 (heal, spear, cannot cougar form because she'll die right away)
Tips & Tricks:
-Be very aggressive in lane because you have a strong heal and will win every exchange
-Control the bushes with Bushwhacks and your own passive
-Don't use the spears until mid-game pushes come around, any other time they are probably a waste of many
-Once you get cougar form you become exceptionally dominant in your lane, start hunting people down as soon as you hit 6 because you are nearly unstoppable against 1 person
-Do not be afraid to overextend if you have both summoner spells, it takes at least 3 people to kill Nidalee mid-game
-Chaining your skills properly in cougar form allow you to push a wave almost instantly
-Try and control the jungle, Nidalee can use both buffs effectively and can pounce through many thin walls, make the enemy jungler's life that much more difficult with constant invasions and steals
Counters:
-Ignite/Executioner's Calling will cut her heal in half, and her healing is really big so you're saving yourself a lot of time
-Nidalee is terrible against teams that are build to fight 5v5 teamfights, usually they are too tanky for her to kill or do too much damage for her to use cougar form
-Do not put a weak laner against Nidalee, Nidalee will take your offering and eat your tower as well as leaving the enemy laner underfarmed, not to mention stealing your buffs too
-Gank her A LOT, she is extremely slippery after 6 and very few people can take her 1v1. You need to stop Nidalee ASAP or else she'll control the entire game
Nocturne nocturne the eternal nightmare
Spoiler!
Skill Build:
1. Duskbringer
2. Shroud of Darkness
3. Duskbringer
4. Unspeakable Horror
5. Duskbringer
6. Paranoia
7. Duskbringer
8. Unspeakable Horror
9. Duskbringer
10. Unspeakable Horror
11. Paranoia
12. Unspeakable Horror
13. Unspeakable Horror
14. Shroud of Darkness
15. Shroud of Darkness
16. Paranoia
17. Shroud of Darkness
18. Shroud of Darkness
Duskbringer has the most upfront damage and is also great for Nocturne's jungling and ganking. Take Unspeakable Horror next because the increased fear duration is very good mid-game when you need more time to kill targets. You only need 1 level of your shroud in order to block spells. Paranoia whenever possible, of course.
Item Build:
Vampiric Scepter/Cloth Armor + 5 Health Pots >> Wriggle's Lantern
Nocturne is best as a jungler because of his great ganks and fast camp clearing.
Youmuu's Ghostblade >> Mercury Treads
Nocturne only really needs the ghostblade and mercury treads to do this job. Using ghostblade while on a Duskbringer trail makes you insanely hard to get away from or fight 1v1, especially with your Shroud of Darkness blocking a spell.
Banshee's Veil >> (Randuin's Omen >>) Bloodthirster >> (Quicksilver Sash >>) Last Whisper >> Guardian Angel >> Infinity Edge
Nocturne is similar to Master Yi in terms of being a carry, he has very high steroids and base damage and should build defensively in order to do more damage. Randuin's Omen is a surprisingly strong pick-up because of Nocturne will be able to consistently apply it on carries and kill them off.
Basics: Roles: Ganker, Mid-game carry, Late-game carry Lanes: Jungle Difficulty: 2/5 (timing the shield and ganks takes a bit of getting used to) Power Level:
Early Game/Laning - 3/5 (decent 1v1 and escape but frail early on, cannot take buffs without a strong leash and path is easy to invade)
Mid Game/Ganking - 4/5 (can you say DARKNESSSSSSSSS, still squishy)
Late Game/Teamfights - 4/5 (unfortunately the number of champions he can kill dwindles because some scale much harder and their team is usually protecting them, DARKNESSSSSSS is still great for teamfights and damage though)
Tips & Tricks:
-Aim Duskbringer so it can hit as many creeps as possible
-With enough AD, Duskbringer + Umbra Blades (your passive tiamat) will be able to kill an entire wave
-Never waste your Paranoia gank, make sure summoner spells on your targets are used before you use your all-powerful DARKNESSSSSSS
-Always try and follow your Duskbringer path for the bonus movespeed, you can use it during a chase or when you're trying to escape
-Anticipate stuns and use your shield, the less crowd control disabling you the more dangerous you become
Counters:
-Paranoia range is not actually that long at level 1 and 2, conventional warding will still allow you to avoid ganks
-Nocturne's fear tether has a small range, if you can keep away from him until his shadow trail wears off you are mostly safe
-ALWAYS anticipate the DARKNESSSSS, do not get split up from your team or overextend without extensive ward coverage, you could get picked off by a very deadly shadow
Nunu nunu the yeti rider
Spoiler!
Skill Build:
1. Consume
2. Blood Boil or Ice Blast
3. Blood Boil or Ice Blast
4. Consume
5. Ice Blast
6. Absolute Zero
7. Ice Blast
8. Ice Blast
9. Ice Blast
10. Blood Boil
11. Absolute Zero
12. Blood Boil
13. Blood Boil
14. Blood Boil
15. Consume
16. Absolute Zero
17. Consume
18. Consume
2 level of Consume are needed early for jungling, but after that prioritize Ice Blast for ganks and Blood Boil for support. Blood Boiling your carry is exceptionally powerful because it's loads of free attack- and movement-speed.
Item Build:
Boots + (Ward) Health Pots/Regrowth Pendant + 1 Health Pot >> Philosopher's Stone
Nunu has very strong jungling, he does not need a conventional jungle start and can start building support early. Rushing a Catalyst is a valid start as well but you sacrifice early game support.
Ionian Boots of Lucidity or Mercury Treads >> Wards + Oracles Elixir >> Banshee's Veil
Banshee's Veil can be rushed because Nunu's ultimate is very devastating early-midgame when it cannot be interrupted. Otherwise buy wards and oracles and give your team map control as the support jungler.
Shurelya's Reverie or Eleisa's Miracle >> Frozen Heart >> Spirit Visage >> Abyssal Scepter or Void Staff >> Rabadon's Deathcap
Tank Nunu is fairly useless late-game, if it's gotten to that point try to get some AP in order to make your ultimate a threat. Frozen Heart + Ice Blast can really reduce attack speeds while Consume + Spirit Visage make for some lulzy escapes.
Basics: Roles: Ganker, Support Lanes: Jungle, Any Difficulty: 2/5 (Just chuck ice blasts at people and eat stuff) Power Level:
Early Game/Laning - 5/5 (some of the best jungling and ganking in the game pre-6)
Mid Game/Ganking - 4/5 (ganking is still great with his ultimate and ice blast, hard to kill because of Blood Boil and Consume, can give buffs to carries and then counter ward all day)
Late Game/Teamfights - 2/5 (Absolute Zero + Blood Boiled carry are very scary but Nunu himself is nothing to be scared about)
Tips & Tricks:
-Do not waste your time in the jungle, get your 3 skills and gank lanes whenever possible, many times you do not need a complete jungle clear
-Try and save minions to Consume when things get bad, you'll be surprised how much it heals when you're towerdiving
-Keep yourself permanently Blood Boiled if you have blue buff, the cooldown is shorter than the duration
-Spam Ice Blasts on enemies to re-apply the slow, you will catch up to them eventually and kill them
-Channel Absolute Zero from inside a bush or on the other side of a thing wall, if enemies cannot see you then they cannot see the Absolute Zero either
-Don't just use Absolute Zero for the damage, sometimes an AOE slow is good too
-Ask for Clairvoyance, as the jungler you have the most control over where to use it
Counters:
-If you can resist Nunu's ganks and counterjungling than you're almost in the clear, his late-game is terrible
-Anticipate counter-jungling, if you know where Nunu is going to strike, go somewhere else, every other jungler is stronger than Nunu late-game
-Nunu is a strong ganker, but he is also an easy kill during a counter gank, set some wards and kill him when he invades or goes in for a gank
-Interrupt his channel when he uses his ultimate
Olaf olaf the berserker
Spoiler!
Skill Build:
1. Undertow or Vicious Strikes
2. Undertow or Vicious Strikes
3. Undertow
4. Reckless Swing
5. Undertow
6. Ragnarok
7. Undertow
8. Reckless Swing
9. Undertow
10. Reckless Swing
11. Ragnarok
12. Reckless Swing
13. Reckless Swing
14. Vicious Strikes
15. Vicious Strikes
16. Ragnarok
17. Vicious Strikes
18. Vicious Strikes
Either Vicious Strikes or Undertow will suffice for jungling, using Undertow is more difficult but has a faster speed. Prioritize Reckless Swing after for the great damage.
Item Build:
Cloth Armor + 5 Health Pots/Vampiric Scepter >> Wriggle's Lantern
Jungler. And a fairly strong one at that.
Mercury Treads >> Randuin's Omen >> Banshee's Veil
Olaf's base damage is extremely high, it is advisable to build tank on him and bumrush enemies because most of the time you'll actually win.
(Spirit Visage >>) Frozen Mallet >> Warmog's Armor >> Atma's Impaler >> Frozen Heart >> Force of Nature >> Sunfire Cape
Anything that adds survivability to Olaf makes him more beastly, especially the Atmog's combo because of his innate health scaling. Spirit Visage and Frozen Heart are both viable item choices because Reckless Swing only scales with cooldown and changes to lifesteal mean that Spirit Visage will help Olaf heal more.
Basics: Roles: Ganker, Late-game Carry Lanes: Jungle Difficulty: 3/5 (early jungling is fairly difficult and using Undertow properly takes some practice) Power Level:
Early Game/Laning - 2/5 (super weak in the early jungle, only the high clear times make him useful)
Mid Game/Ganking - 4/5 (hard to kill because he'll kill you faster, reliant on landing his axe for cc)
Late Game/Teamfights - 5/5 (BROMACIAAAAAAAAAA!)
Tips & Tricks:
-Position yourself so Undertow will hit as many creeps as possible and also be picked back up immediately
-Always throw Undertow in a way that you can pick it back up and reapply the slow
-Do not be afraid to BROMACIAAAAA, activate it and murder as many squishies as possible when the teamfight starts
-Vicious Strikes gives both lifesteal AND spellvamp, using Undertows/Smites will actually heal you up if you cannot get close
-Always Reckless Swing, the damage is worth more than the cost
-If you cannot escape, fight. Olaf is very good at turning around fights because of his tankiness and lifesteal
Counters:
-Counterjungling will ruin Olaf's day, he is very low when he jungles and is easily killed
-if you can dodge his first axe then Olaf has a low chance of succeeding in his ganks
-Despite being a carry, Olaf is a very poor choice to use crowd controls on, you should disable his team and try to 5v1 him from there
-Try to bait his ultimate out of him, if he cannot BROMACIAAAAA in an important teamfight he won't be able to make much of an impact
-PROTECT THE SQUISHIES, have the entire team back-up and deal with the Olaf menace or risk losing the teamfight
Orianna orianna the lady of clockwork
Spoiler!
Again, this character is too new and there has not been enough information on her builds Skill Build:
Item Build:
Basics: Roles: Lanes: Difficulty: Power Level:
Early Game/Laning -
Mid Game/Ganking -
Late Game/Teamfights -
Tips & Tricks:
Counters:
Pantheon pantheon the artisan of war
Spoiler!
Skill Build:
1. Spear Shot or Aegis of Zeonia
2. Spear Shot or Aegis of Zeonia
3. Heartseeker Strike
4. Heartseeker Strike
5. Heartseeker Strike
6. Grand Skyfall
7. Heartseeker Strike
8. Spear Shot
9. Heartseeker Strike
10. Spear Shot
11. Grand Skyfall
12. Spear Shot
13. Spear Shot
14. Aegis of Zeonia
15. Aegis of Zeonia
16. Grand Skyfall
17. Aegis of Zeonia
18. Aegis of Zeonia
Heartseeker Strike is amazing for early game damage and should be maxed right away. However many builds opt to replace Heartseeker with Spear Shot for more harassment and zoning, which is also viable. Aegis of Zeonia is a decent stun but should not be prioritized.
Item Build:
Doran's Blade/Boots + 3 Health Pot >> Doran's Blade
Stack Doran's until your lane dominance is established.
Brutalizer >> Mercury Treads >> (Phage >>) (Hexdrinker >>) Last Whisper
Pantheon has poor scaling so it is better to get a lot of penetration and rely on his good base damage. Also get some survivability such as a Phage or Hexdrinker.
Frozen Mallet >> (Banshee's Veil >>) Bloodthirster >> Youmuu's Ghostblade >> Atma's Impaler >> Infinity Edge
Upgrade Phage and Brutalizer later on because Pantheon can take advantage of both to a degree (weak autoattacks hold him back). A Bloodthirster goes well with his skillset and he can afford to farm it up because he can jump in on fights with his ultimate. Because you build fairly tanky on Pantheon an Atma's Impaler is a decent choice, thought the Warmog's Armor is not recommended. IE for a lolcrit at late-game.
Basics: Roles: Early-game Carry, Ganker Lanes: Any Difficulty: 2/5 (the only problems are aiming his cone and timing a Grand Skyfall) Power Level:
Early Game/Laning - 5/5 (low mana costs and high damage, plus he has high movement speed and defence)
Mid Game/Ganking - 4/5 (global mandrops + a stun to the face + heartseeker strike = very scary, begins to drop off in terms of damage though)
Late Game/Teamfights - 2/5 (global presence is still good but is easily killed and scales poorly)
Tips & Tricks:
-Follow up with a Heartseeker Strike after Aegis of Zeonia
-Count your Aegis Protection charges, getting a double block while towerdiving is very good
-Do not always use Heartseeker Strike after Aegis of Zeonia, always try and save your stun and land your skills without it
-Use Spear Shots for harassment and keep your enemy low so you can kill them
-Grand Skyfall on overextended enemies for an easy kill
-You can cast your skills while still in Grand Skyfall for an instant shield stun + HSS
Counters:
-Pantheon has poor scaling, get some armor and watch him tickle
-Remember that his combo will always cost exactly 140 mana + 45 per spear shot
-Fight back! After he uses Heartseeker Strike Pantheon does not have many ways to fight against enemies for the next 20 seconds or so
-Heartseeker strike is a cone shape, you can dodge it by moving to the side rather than back
-Anticipate the Grand Skyfall, Pantheon has a very long delay on the drop and there is lots of time to get out of range before he finishes the channel, if the enemy begins to act differently then Pantheon is probably jumping and you should back up
Poppy poppy the iron ambassador
Spoiler!
Skill Build:
1. Heroic Charge
2. Devastating Blow
3. Devastating Blow
4. Paragon of Demacia
5. Devastating Blow
6. Diplomatic Immunity
7. Devastating Blow
8. Heroic Charge or Paragon of Demacia
9. Devastating Blow
10. Heroic Charge or Paragon of Demacia
11. Diplomatic Immunity
12 ~ 15. Heroic Charge or Paragon of Demacia
16. Diplomatic Immunity
17 ~ 18. Heroic Charge or Paragon of Demacia
Devastating Blow is Poppy's strongest skill, but 1 level of Heroic Charge early on may lead to a wall stun and an early kill. Some people prefer maxing Heroic Charge over Paragon for the burst damage but others like increased mobility and damage from Paragon. Both are valid choices.
Item Build:
Regrowth Pendant + 1 Health Pot/Boots + 3 Health Pots/Cloth Armor + 5 health Pots >> Philosopher's Stone >> (Heart of Gold >>) Sheen
Poppy really likes the philosopher's stone because gold/5 and increased regen helps both of her early game problems. Sheen is a must-have because of the interactions with Devastating Blow.
Trinity Force >> Sorcerer's Shoes or Mercury Treads
All Poppy needs to function is the Trinity Force, she'll be hard to kill and kill lots of people. Because of Poppy's ability to negate crowd control and her damage being mostly magic, Sorcerer's Shoes are a very good choice for more damage.
(Force of Nature >>) (Thornmail >>) Hextech Gunblade >> Phantom Dancer >> Infinity Edge >> Madred's Bloodrazor >> Void Staff
There is actually more you can get on Poppy, she is an absolute monster late-game and nearly every late-game item is good on her. Thornmail or FoN depending on which target you are ulting: Thornmail reflection damage is boosted by your ultimate and FoN gives movement speed. Gunblade is a very good item because the active will slow enemies as well as do more damage because of your ultimate. You benefit from both Spellvamp and Lifesteal.
Basics: Roles: Ganker, Late-game Carry Lanes: Bottom Difficulty: 3/5 (farming up properly and positioning for wall-stun, know who to ult and when) Power Level:
Early Game/Laning - 2/5 (has surprisingly good damage and mobility but otherwise will be feed against a proper lane)
Mid Game/Ganking - 3/5 (wall-stun is still gimmicky and easy to stop, but ultimate and devastating blow are super dangerous, should be farming though)
Late Game/Teamfights - 5/5 (there are few champions that can 1v1 poppy and even less that can take a Devastating Blow to the face if she's super fed she can just ult a support and solo your team)
Tips & Tricks:
-Always try and get a wall-stun, it will lead to many kills
-Be flexible on who to ultimate, if you cannot 1v1 your target then you should consider ulting a weaker person and kill the carry because they cannot fight back
-Try to surprise your enemy, a Devastating Blow to the face endgame will melt many people if they get into range. Hide in bushes or jump them when they are focused on other things
Counters:
-Quicksilver Sash will negate the damage increase component of Poppy's ultimate
-Banshee's Veil will block her ultimate altogether
-Do not stand between Poppy and a wall
-Most of Poppy's damage is magical, build magic resist
-Ward the map and try to catch Poppy out of position, she tends to roam around a lot
-Poppy's early laning is extremely weak, if you push very hard early on or harass constantly she cannot do anything
-Poppy has no ranged skills or pushing skills, having early-game 5 man tower pushes is a good strategy because they will probably be 4v5 unless you get initiated on
Rammus rammus the armordillo
Spoiler!
Skill Build:
1. Defensive Ball Curl
2. Powerball
3. Defensive Ball Curl
4. Puncturing Taunt
5. Puncturing Taunt
6. Tremors
7. Puncturing Taunt
8. Puncturing Taunt
9. Puncturing Taunt
10. Defensive Ball Curl
11. Tremors
12. Defensive Ball Curl
13. Defensive Ball Curl
14. Powerball
15. Powerball
16. Tremors
17. Powerball
18. Powerball
Powerball is a good ganking tool and gap closer from level 1 so you can spend the rest of your points in maxing Puncturing Taunt. Some people prioritize Powerball because the burst damage is good for ganks a long with the slow.
Item Build:
Cloth Armor + 5 Health Pots >> Heart of Gold
Standard jungling build for tanks.
(Aegis of Legion >>) Mercury Treads >> Randuin's Omen >> Banshee's Veil
Again standard initiator build. Banshees so the enemy cannot stop your initiation and Omen for a follow-up slow after your powerball + taunt. Cloth Armor can be used in either Aegis or Omen.
Sunfire Cape >> Force of Nature >> Thornmail >> Abyssal Scepter >> Warmog's Armor
Tremors and Sunfires will melt enemies around you while Thornmail + DBC will melt a carry that you taunt. Abyssal is a decent choice because it will lower magic resist around you and you lower armor with your taunt. If you ever feel like you need more health then you might as well pick-up a warmogs even though it's probably too late to farm it up.
Basics: Roles:Ganker, Initiator Lanes: Jungle Difficulty: 1/5 (jungle has little variations as does ganking or initiating) Power Level:
Early Game/Laning - 3/5 (jungle is 100% predictable because rammus will always start at blue but otherwise the ganks are very good)
Mid Game/Ganking - 5/5 (dem powerball ganks, dem taunts)
Late Game/Teamfights - 3/5 (the taunt is still strong but DBC is only a flat resistance increase so you begin to die quickly, damage drops off)
Tips & Tricks:
-Learn to charge up Powerball so you are at your fastest when you gank
-Taunt important targets such as AD carries
-Pop your defensive ball curl as so as you get focused so you don't get exploded
-Remember that Tremors can damage towers, you can push towers fairly well with it
-Try to flank enemies with Powerball so there is less chance of them avoiding an initiation
Counters:
-Rammus is very easy to disable while he is Powerballing towards you, throw on some slows and he'll probably not be able to gank
-Rammus will always go Blue Golem > Wolves > Wraiths > Golems > Red Lizard unless he wants to gank in between, learn to counter jungle him
-If Rammus is going to gank, he will not have Powerball to escape, you can bait many counterganks when this happens
-KEEP RAMMUS OFF YOUR CARRIES, THEY ARE FOCUSING HIM BECAUSE HE TAUNTED THEM AND IS MELTING THEM WITH TREMORS
__________________
Last edited by Noperative; 07-04-2011 at 03:44 PM.
Skill Build:
1.Cull the Meek
2. Slice and Dice
3. Cull the Meek
4. Ruthless Predator
5. Cull the Meek
6. Dominus
7. Cull the Meek
8. Slice and Dice
9. Cull the Meek
10. Slice and Dice
11. Dominus
12. Slice and Dice
13. Slice and Dice
14. Ruthless Predator
15. Ruthless Predator
16. Dominus
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 rumble the mechanized menace
Spoiler!
Skill Build:
1. Flamespitter
2. Scrap Shield
3. Flamespitter
4. Electro-Harpoon
5. Flamespitter
6. The Equalizer
7. Flamespitter
8. Electro-Harpoon
9. Flamespitter
10. Electro-Harpoon
11. The Equalizer
12. Electro-Harpoon
13. Electro-Harpoon
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 ryze the rogue mage
Spoiler!
Skill Build:
1. Overload
2. Rune Prison
3. Overload
4. Spell Flux
5. Overload
6. Desperate Power
7. Overload
8. Rune Prison
9. Overload
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.
Item Build:
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.
Basics: Roles: Mid-game Carry, Late-game carry Lanes: Any Difficulty: 1/5 (roll face over keyboard, get penta) Power Level:
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
Counters:
-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 shaco the demon jester
Spoiler!
Skill Build:
1. Jack in the Box
2. Two-Shiv Poison
3. Jack In the Box
4. Deceive
5. Two-Shiv Poison
6. Hallucinate
7. Two-Shiv Poison
8. Two-Shiv Poison
9. Two-Shiv Poison
10. Jack In the Box
11. Hallucinate
12. Jack In the Box
13. Jack In the Box
14. Deceive
15. Deceive
16. Hallucinate
17. Deceive
18. Deceive
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.
Item Build:
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.
Basics: Roles: Ganker, Early-game Carry Lanes: Jungle 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) Power Level:
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
Counters:
-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 shen the eye of twilight
Spoiler!
Skill Build:
1. Shadow Dash
2. Vorpal Blade
3. Vorpal Blade
4. Feint
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
14. Feint
15. Feint
16. Stand United
17. Feint
18. Feint
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.
Item Build:
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.
Basics: Roles: Ganker, Initiator, Support Lanes: Any Difficulty: 3/5 (very reliant on landing the taunt and needs good judgement for proper ults) Power Level:
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
Counters:
-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 singed the mad chemist
Spoiler!
Skill Build:
1. Fling
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
14. Fling
15. Fling
16. Insanity Potion
17. Fling
18. Fling
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 sion the undead champion
Spoiler!
Skill Build:
1. Cryptic Gaze
2. Death's Caress
3. Death's Caress
4. Enrage
5. Death's Caress
6. Cryptic Gaze
7. Death's Caress
8. Cryptic Gaze
9. Death's Caress
10. Cryptic Gaze
11. Cryptic Gaze
12. Cannibalism
13. Cannibalism
14. Enrage
15. Enrage
16. Cannibalism
17. Enrage
18. Enrage
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.
Item Build:
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.
Basics: Roles: Ganker, Mid-game Carry Lanes: Any (strong top solo) Difficulty: 1/5 (shield > stun > boom) Power Level:
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
Counters:
-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 sivir the battle mistress
Spoiler!
Skill Build:
1. Boomerang Blade
2. Ricochet
3. Ricochet
4. Spell Shield
5. Ricochet
6. On the Hunt
7. Ricochet
8. Boomerang Blade
9. Ricochet
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.
Item Build:
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.
Basics: Roles: Pusher, Late-game Carry Lanes: Any (good counter-pick to certain harassment champs) Difficulty: 3/5 (positioning and timing is key) Power Level:
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
Counters:
-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 sona the maven of the strings
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: Roles: Support Lanes: Bottom Difficulty: 1/5 (press keys, aim ultimate in general direction of enemy) Power Level:
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
Counters:
-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 soraka the starchild
Spoiler!
Skill Build:
1. Astral Blessing
2. Infuse
3. Astral Blessing
4. Infuse
5. Astral Blessing
6. Wish
7. Astral Blessing
8. Infuse
9. Astral Blessing
10. Infuse
11. Wish
12. Infuse
13. Starcall
14. Starcall
15. Starcall
16. Wish
17. Starcall
18. Starcall
Starcall is a completely useless skill, it requires many casts for the magic resist debuff to be effective and often puts Soraka in harm due to it's short range and lane-pushing. Max Astral Blessing and Infuse because Soraka is a primarily a healer and needs to heal people.
Item Build:
Doran's Ring/Faerie Charm + (Ward) Health Pots/Boots + (Ward) Health Pots >> Philosopher's Stone >> Kage's Lucky Pick >> (Heart of Gold)
Standard support starting items, try to fit in wards and regeneration and build gold/time items early on.
Mercury Treads or Ionian Boots of Lucidity >> Wards >> Oracles >> Aegis of Legion >> (Soul Shroud)
As a support you should always be foregoing items for wards and oracles, but it helps to have an Aegis or Soul Shroud for survivability.
(Eleisa's Miracle >>) Banshee's Veil >> Shurelya's Reverie >> (Morello's Evil Tome >>) (Randuin's Omen >>) Rabadon's Deathcap
As always, supports should seek to upgrade their early-game laning items into some more useful ones and get some survivability as well. The Deathcap is decent once you've saved up enough money because you'll have great burst heals.
Basics: Roles: Support Lanes: Bottom Difficulty: 1/5 (heal people, don't heal minions!) Power Level:
Early Game/Laning - 5/5 (Infinite sustain, even the weakest laners can get farmed with her babysitting)
Mid Game/Ganking - 3/5 (no damage but the heals and global heals and the mana heals...)
Late Game/Teamfights - 2/5 (absolutely useless except against burst damage on her allies)
Tips & Tricks:
-Remember that Infuse has a silence portion as well! Sometimes instead of giving people mana you might want to get the silence off and help your team get a kill or escape maybe
-Watch out for people you can save with Wish
-Beware of healing reductions! If possible wait for them to run out before healing for maximum effectiveness
Counters:
-Hard countered by Ignite and healing reductions
-She cannot escape from ganks easily except by healing herself constantly and running
-You can often bait her into healing herself and then killing her carries
-She cannot heal if she is disabled, if you can stun or silence her for a few seconds you can easily win the teamfight because she will not be able to heal anyone at all
Swain swain the master tactician
Spoiler!
Skill Build:
1. Nevermove
2. Torment
3. Torment
4. Decrepify
5. Torment
6. Ravenous Flock
7. Torment
8. Nevermove
9. Torment
10. Nevermove
11. Ravenous Flock
12. Nevermove
13. Nevermove
14. Decrepify
15. Decrepify
16. Ravenous Flock
17. Decrepify
18. Decrepify
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.
Item Build:
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.
Basics: Roles: Ganker, Mid-game Carry Lanes: Any Difficulty: 3/5 (you need very good management and usage of your spells or you'll miss them all and be useless) Power Level:
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
Counters:
-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 taric the gem knight
Spoiler!
Skill Build:
1. Dazzle
2. Imbue
3 ~ 5. Imbue or Shatter
6. Radiance
7 ~ 10. Imbue or Shatter
11. Radiance
12 ~ 13. Imbue or Shatter
14. Dazzle
15. Dazzle
16. Radiance
17. Dazzle
18. Dazzle
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 teemo the swift scout
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 tristana the megling gunner
Spoiler!
Skill Build:
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.
Item Build:
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.
Basics: Roles: Ganker, Late-game Carry Lanes: Any Difficulty: 3/5 (you need to be good at bursting and also farming, managing Rocket Jump refreshes takes a bit of prediction and timing) Power Level:
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
Counters:
-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 trundle the cursed troll
Spoiler!
Skill Build:
1. Rabid Bite
2. Contaminate
3. Rabid Bite
4. Pillar of Filth
5. Rabid Bite
6. Agony
7. Rabid Bite
8. Contaminate
9. Rabid Bite
10. Contaminate
11. Agony
12. Contaminate
13. Contaminate
14. Pillar of Filth
15. Pillar of Filth
16. Agony
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 tryndamere the barbarian king
Spoiler!
Skill Build:
1. Bloodlust
2. Spinning Slash
3. Bloodlust
4. Mocking Shout
5. Bloodlust
6. Undying Rage
7. Bloodlust
8. Mocking Shout
9. Bloodlust
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.
Item Build:
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.
Basics: 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) Power Level:
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
Counters:
-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 twisted fate the cardmaster
Spoiler!
Skill Build:
1. Pick A Card
2. Wild Cards
3. Wild Cards
4. Stacked Deck
5. Wild Cards
6. Destiny
7. Wild Cards
8. Pick A Card
9. Wild Cards
10. Pick A Card
11. Destiny
12. Pick A Card
13. Pick A Card
14. Stacked Deck
15. Stacked Deck
16. Destiny
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.
Item Build:
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.
Basics: Roles: Pusher, Ganker Lanes: Top or Mid Difficulty: 4/5 (extremely easy to misplay by locking wrong cards or missing skillshots or failing ganks) Power Level:
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
Counters:
-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 twitch the plague rat
Spoiler!
Skill Build:
1. Ambush
2. Debilitating Poison
3. Expunge
4. Expunge
5. Expunge
6. Spray & Pray
7. Expunge
8. Ambush
9. Expunge
10. Ambush
11. Spray & Pray
12. Ambush
13. Ambush
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.
Item Build:
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.
Basics: Roles: Late-game Carry Lanes: Bottom Difficulty: 4/5 (make 1 mistake and die, mispositioning will completely waste ultimate) Power Level:
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
Counters:
-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.
Udyr's skill build is extremely variable. Anything but Bear Stance can be used for early jungling. Phoenix and Turtle Stances are typically preferred in the jungle for camp clearing and sustainability. Tiger is usually used in a solo lane for the burst damage against enemies. Levels of Bear Stance can be put in whenever needed for the speed buff and stun.
Item Build:
Cloth Armor + 5 Health Pots/Regrowth Pendant + Health Pot/Vampiric Scepter >> (Philosopher's Stone >>) (Heart of Gold >>) Wriggle's Lantern
The lantern is almost mandatory on Udyr, increasing his farm dramatically as well as making him near invulnerable with Turtle Stance when he can attack something.
Mercury Treads >> Randuin's Omen >> Banshee's Veil
Again, extremely variable. Udyr can switch between various tank and DPS builds depending on his team and the enemy team. The Omen+Veil combo is very effective on any Udyr though.
Force of Nature >> Sunfire Cape >> Atma's Impaler >> Frozen Mallet >> Warmog's Armor >> Trinity Force >> Guardian Angel
The strongest Udyr is currently the super tank udyr with a smidgen of DPS, these are the items that he would build. there are many ways to play him so experiment a bit!
Basics: Roles: Tanky Carry, Ganker Lanes: Jungle, Top or Mid Difficulty: 5/5 (2/5 if laning) Power Level:
Early Game/Laning - 4/5 (suffers from lack of harassment but is impossible to harass)
Mid Game/Ganking - 3/5 (alright burst and cc, but is mediocre in all aspects unless extremely farmed)
Late Game/Teamfights - 4/5 (if not focused he can carry teams, but does not have any teamfight winning abilities or crowd controls)
Tips & Tricks:
-Tiger Stance > Bear Stance > hit. The proc from Tiger Stance transfers to Bear Stance, applying the stun AND the DoT damage when you connect a hit
-Don't underestimate your Turtle Stance heals, if you can attack you can turn on Turtle Stance and whack people for heavy life-steals that will give a surprising advantage in 1v1 (or 1v5s) fights/lanes
-Learn every part of his jungle if you are planning to use it, he can do many things because of his skill order
-You have to sacrifice 2 points in a skill for Udyr, usually people leave Bear Stance or the other DPS skill they didn't use at level 3
Counters:
-Udyr needs to auto-attack in order to cast stances and heal from Turtle Stance, a good stun or hard CC will let him get melted quickly
-Udyr is pretty strong in lane but he cannot harass effectively. Put a weak late-game carry against him with Boots of Speed on and free-farm
-If Udyr has a good mid-game, he will get too many items and dominate late-game, make sure that you do not feed him kills/towers/dragons and focus him if possible
-Udyr lategame needs a lot of damage to down him, using 5 ultimates on a squishy is not always the best idea because you might not have enough damage to take him down afterwards
Urgot urgot the headsman's pride
Spoiler!
Skill Build:
1. Acid Hunter
2. Noxian Corrosive Charge
3. Acid Hunter
4. Terror Capacitor
5. Acid Hunter
6. Hyper-Kinetic Position Reverser
7. Acid Hunter
8. Terror Capacitor
9. Acid Hunter
10. Terror Capacitor
11. Hyper-Kinetic Position Reverser
12. Terror Capacitor
13. Terror Capacitor
14. Noxian Corrosive Charge
15. Noxian Corrosive Charge
16. Hyper-Kinetic Position Reverser
17. Noxian Corrosive Charge
18. Noxian Corrosive Charge
Maxing Acid Hunter is your main priority in order to dominate your lane, farm and do damage in fights. Some people suggest getting your grenade rather than your shield, but maxing shield grants you a lot of free hp and slow which will let you win almost every 1v1 in the early-midgame.
Item Build:
Meki Pendant + 2 Health Pots/Null-Magic Mantle + 2 Health Pots/Doran's Blade >> Tear of Goddess >> (Doran's Blade)
Urgot only needs a quick Tear to begin destroying people in the lane with his constant harassment.
Manamune >> Mercury treads or Ionian Boots of Lucidity >> The Brutalizer
Urgot pretty much scales solely off Attack Damage, Cooldown and Armor Penetration, just try to get as much of these items as possible
Last Whisper >> Frozen Heart >> Banshee's Veil >> Youmuu's Ghostblade >> Guardian Angel >> Trinity Force
Urgot's late-game is fairly mediocre, it is better to build him tanky after his damage caps out and do your best to shoot down the squishies.
Basics: Roles: Early-game Carry, Mid-game Carry, Ganker Lanes: Top or Mid Difficulty: 4/5 (need good judgement on ultimate and landing his skillshots are hard without E) Power Level:
Early Game/Laning - 5/5 (absolutely beast, goes positive in almost every match-up and has zero negative match-ups)
Mid Game/Ganking - 4/5 (needs to be farmed to maintain his damage but his ultimate is a very powerful gank/anti-gank tool)
Late Game/Teamfights - 3/5 (swap can make him tanky and wreck a squishy but does not do as much damage as a real carry)
Tips & Tricks:
-You can use Acid Hunters on locked targets in the Fog of War and also if they are invisible, try to anticipate how characters move so you can get Acid Hunters off
-You can pop W to absorb harassment while dealing your own
-If they are trying to juke your Corrosive Charge you can use your W and basic attack to slow them first
-You scale very poorly, it is usually better to stop enemies from farming while you farm rather than waste too much mana on a kill
-Try and wait until level 3 or level 5 as level 1 acid hunters are fairly weak
-Use Swaps to switch enemies into tower range for some extra damage
-If you are ganked from behind you can swap that person for a free flash
-Never use your swap to initiate, use them for a positional advantage after a teamfight starts or to trap an enemy when you are cleaning up, otherwise stay in the back and lob Acid Hunters at squishies
Counters:
-Quicksilver Sash will stop his swap
-Cloth Armor + 5 Health Pots will be able to keep you alive against Urgot
-Try to farm up and get to late-game where Urgot is much weaker
-Urgot is usually not doing the most damage on his team unless he has 10+ kills, try to focus other people
Vayne vayne the night hunter
Spoiler!
Skill Build:
1. Tumble
2. Silver Bolts
3. Condemn
4. Condemn
5. Condemn
6. Final Hour
7. Condemn
8. Tumble
9. Condemn
10. Tumble
11. Final Hour
12. Tumble
13. Tumble
14. Silver Bolts
15. Silver Bolts
16. Final Hour
17. Silver Bolts
18. Silver Bolts
Condemn is usually maxed first if going bottom lane, because you will have many walls to slam enemies into for some heavy burst damage. Otherwise max Tumble for the extra mobility and damage. Silver Bolts is maxed towards the end when HP pools get high enough for the damage to become relevant.
Item Build:
Doran's Blade/Boots + 3 Health Pots >> Doran's Blades
Berserker's Greaves >> Bloodthirster or Infinity Edge >> Phantom Dancer
Last Whisper >> (Banshee's Veil >>) Trinity Force >> Bloodthirster or Infinity Edge >> Guardian Angel
Vayne follows the standard item build of most AD ranged carries. One variation to note is the Trinity Force, which stacks with Tumble to add some pretty heavy burst damage towards end-game.
Basics: Roles: Early-Game Carry, Mid-Game Carry, Late-Game Carry Lanes: Any (dominating bottom) Difficulty: Power Level:
Early Game/Laning - 4/5 (squishy but huge damage and cc)
Mid Game/Ganking - 4/5 (squishy but huge damage and cc, high mobility)
Late Game/Teamfights - 5/5 (squishy but huge damage and cc, high mobility and %hp damage to melt everything)
Tips & Tricks:
-Try to count your shots so you can get a Tumble shot on your 3rd Silver Bolts proc for some high burst damage
-You can also land a Condemn on your 3rd shot for heavy burst damage as well if you can also stun
-You can knock people into towers for stuns as well, it may lead to kills
-Use Tumble to chase, but remember you need enough mana to get out with a Condemn + Tumble
-Use your invisibility from Final Hour to juke enemies or gank them
Counters:
-Vayne is exceptionally weak against the Frozen Heart given her lack of natural attack speed
-If Vayne Tumbles towards you, you will have a window of opportunity when she is only 550 range away from you
-Try to predict where Vayne will run when she goes invisible, often it is towards the nearest bush or the direction she was already walking.
Veigar veigar the tiny master of evil
Spoiler!
Skill Build:
1.Baleful Strike
2. Event Horizon
3. Baleful Strike
4. Dark Matter
5. Baleful Strike
6. Primordial Burst
7. Baleful Strike
8. Dark Matter
9. Baleful Strike
10. Dark Matter
11. Primordial Burst
12. Dark Matter
13. Dark Matter
14. Event Horizon
15. Event Horizon
16. Primordial Burst
17. Event Horizon
18. Event Horizon
Event Horizon is an amazing skill, but it's fine at level 1. Max out Baleful Strike so you can farm as much AP as possible then Dark Matter so you can destroy people trapped by your Event Horizon. Get Primordial Burst ASAP so you can instagib people at level 6.
Item Build:
Meki Pendant + 2 Health Pots/Doran's Ring/Boots + 3 Health Pots >> Fiendish Codex >> (Chalice of Harmony >>) (Philosopher's Stone >>) (Tear of Goddess >>) Catalyst the Protector
Veigar's laning is extremely weak, to the point that he'd lose to Poppy in a solo lane. You can get Tear of Goddess, but he really doesn't need that much mana regeneration.
Deathfire Grasp >> Sorcerer Shoe's >> Rabadon's Deathcap
Hello, tiny lord of instagib. Veigar's bread and butter stun > w > deathfire > q > r combo is known to kill anyone without 200+ MR or 3k HP with this core. Heck, he'd probably kill them even if they did if he farmed well.
Void Staff >> Banshee's Veil >> Zhonya's Hourglass >> Will of the Ancients >> Lichbane >> Archangel's Staff
Veigar is all about doing all he can to oneshot someone, defensive items are almost a waste on him because he really does nothing important after he kills someone. Stun and QW are still alright after his burst combo for some backup damage and cc.
Basics: Roles: Ganker, Initiator, Semi-carry Lanes: Any Difficulty: 5/5 (relies on combo and positioning and good farming 100%) Power Level:
Early Game/Laning - 1/5 (using high mana cost skills on minions, pffft)
Mid Game/Ganking - 3/5 (with some early AP or against an AP will oneshot people with combo)
Late Game/Teamfights - 3/5 (best AOE stun in the game and will instant-kill someone, but low aoe and sustained damage, dies quick)
Tips & Tricks:
-E > W > Deathfire > Q > R > profit. Your bread and butter instagib combo, it will kill anything late-game unless it has extremely high MR and health
-In order to maximize time to land your combo, you can choose to lead the opponent slightly with your Event Horizon and drop Dark Matter where you think they'll walk into the stun, this means that even with Mercury treads you can get off your combo
-Farm with your Q, not your W, you push less and also get more AP in the long run
Counters:
-Banshee's Veil. Avoid stun, avoid burst combo of death.
-Quicksilver Sash. Cleanse stun, avoid burst combo of death.
-Having large amounts of MR or HP help.
-Veigar is incredibly vulnerable to crowd control and damage, if he cannot burst someone before he dies he's completely useless
Vladimir vladimir the crimson reaper
Spoiler!
Skill Build:
1. Transfusion
2. Sanguine Pool
3. Transfusion
4. Tides of Blood
5. Transfusion
6. Hemoplague
7. Transfusion
8. Tides of Blood
9. Transfusion
10. Tides of Blood
11. Hemoplague
12. Tides of Blood
13. Tides of Blood
14. Sanguine Pool
15. Sanguine Pool
16. Hemoplague
17. Sanguine Pool
18. Sanguine Pool
Transfusion has recieved some heavy nerfs, but it is still Vlad's main skill in terms of laning and teamfighting. Sanguine Pool is fine at level 1 so get Tides of Blood in order to maximize your farming in the lane.
Item Build:
Doran's Shield/Boots + 3 Health Pot/Amplifying Tome + Health Pot >> Hextech Revolver
Spellvamp for a spell vampire, gives Vlad loads of lane sustainability when he uses Transfusion with it. Also allows him to spam Tides of Blood to farm without killing himself.
(Haunting Guise >>) Sorcerer's Shoes or Ionian Boots of Lucidity >> Spirit Visage >> Rabadon's Deathcap
Vlad simply needs to get lots of HP and AP and double dip off the stats. SV is actually very strong because it will amplify Vlad's spellvamp and his transfusion heal, making him extremely hard to kill. Deathcap is mandatory on anyone that can use it, especially since it gives lots of HP to Vlad too.
(Quicksilver Sash >>) Rylai's Scepter >> Void Staff >> Will of the Ancients >> Zhonya's Hourglass >> Force of Nature >> Guardian Angel
As one of the game's natural healers, QSS is always useful in taking off Ignites so you can stay alive. Rylai's is a naturally good item on Vlad for the kiting potential and double dip stats. Vlad doesn't really need too many DPS items, his main strength is the ability to not be killed due to his high health and healing.
Basics: Roles: Late-game Carry, Pusher Lanes: Top or Mid Difficulty: 1/5 (one of the simplest characters in the game, just afk and spam E until you're at full items) Power Level:
Early Game/Laning - 2/5 (one of the weakest laners, only saved by his range, little bit of sustain and lack of mana)
Mid Game/Ganking - 3/5 (does not have enough AP or HP to do much, but becomes very annoying in lane and can farm easily with E stacks)
Late Game/Teamfights - 4/5 (has useless auto-attacks but becomes very tanky and hits hard with all his skills, Hemoplague wins all AOE fights for his team)
Tips & Tricks:
-Sanguine Pool is amazing for towerdiving, you can use it gank or finish off people who ran to their tower
-Learn2heal, sometimes you can win fights by stalling time with Sanguine Pool and slowly poke people down with Transfusion while healing up
-Save Sanguine Pool, never use it to farm or pop it early. Only use it when it'll dodge a big stun or ultimate (Ashe Arrow) to make sure that 20% health went to good use
Counters:
-Ignite, trololol
-Loses to almost every AP laner because his cooldowns and early-game suck so much
-Many AD laners will also beat him
-If you can stop his team from building an AOE comp, Vlad is invalidated because he needs other champions to provide the AOE stuns and damage to synergize with his ultimate
Warwick warwick the blood hunter
Spoiler!
Skill Build:
1. Hunter's Call
2. Hungering Strike
3. Hungering Strike
4. Blood Scent
5. Hungering Strike
6. Infinite Duress
7. Hungering Strike
8. Blood Scent
9. Hungering Strike
10. Blood Scent
11. Infinite Duress
12. Blood Scent
13. Blood Scent
14. Hunter's Call
15. Hunter's Call
16. Infinite Duress
17. Hunter's Call
18. Hunter's Call
Hunter's Call is not incredibly important, it is only taken so Warwick can have some more flexibility in his jungle starting level 1. It is more important to get the heal nuke from Hungering Strike and the speed boost from Blood Scent. Infinite Duress is one of the best level 6 ganking ultimates in the game.
Item Build:
Longsword + Health Pot/ Cloth Armor + (Ward) Health Pots >> Madred's Razor
Warwick is most commonly used as a jungler, however there are certain variations that can lane effectively when needed. If you plan to lane, it is recommended to start with Doran's Ring.
Wriggle's Lantern >> Mercury Treads >> Spirit Visage >> Malady or Wit's EndWarwick's scaling actually makes him very effective late-game regardless of what you build, allowing for a relatively small and cheap core build.
Sunfire Cape >> (Frozen Heart >>) Banshee's Veil >> Guardian Angel >> Madred's Bloodrazor >> Void Staff
Warwick naturally progresses into a tanky carry role where he will be impossible to kill and chase off other carries. Because of this, he is more concerned about armor and will rely on his natural healing to shake off burst damage. If you decide to get some more DPS from bloodrazor, it can be a good idea to pick up a void staff so you can take full advantage of your on-hits effects.
Basics: Roles: Ganker, Late-game Carry Lanes: Jungle, Top Difficulty: 1/5 (fairly easy to grasp, requires lots of fundamental knowledge though) Power Level:
Early Game/Laning - 1/5 (Does not have any form of crowd control or escape, fairly slow so he is easy to invade while not being good at it himself, no ganks, 2/5 if laning)
Mid Game/Ganking - 3/5 (will often have red-buff to make his ult gank very strong, 2/5 if he loses red buff)
Late Game/Teamfights - 4/5 (low damage but extremely high survivability, few carries can trade him blow for blow thanks to his lifesteal and tankiness, nor can they run from him)
Tips & Tricks:
-Don't use Hungering Strike to chase if it will not kill them, the animation is fairly long so you will lose valuable running time
-Switch off Blood Scent if you are going to gank a champion under 50% HP
-Take dragon whenever you have a chance, you have the ability to tank it and kill it too. Attempt it if you manage to gain a small farm or number advantage
-Infinite Duress range is fairly high, if a target is very overextended just attack them with Lizard Buff and try to bait their flash, you can following up immediately with your Infinite Duress to secure the kill
-Don't chase to far, you want to keep enemy carries from hitting any of your squishies then go back to killing the other enemies
Counters:
-Ignite will mess up a lot of Warwick's lifestealing
-Pick a strong jungler to mess up his jungle so he'll never be able to do anything
-Warwick is pretty effective at sticking to ranged carries, but good kiters such as Vayne or Ashe ruin his day, melee carries such as Trynd or GP just laugh at his pitiful damage and beat him down
Wukong wukong the monkey king
Spoiler!
Skill Build:
Item Build:
Basics: Roles: Lanes: Difficulty: Power Level:
Early Game/Laning -
Mid Game/Ganking -
Late Game/Teamfights -
Tips & Tricks:
Counters:
Xin Zhao xin zhao the seneschal of Demacia
Spoiler!
Skill Build:
1. Three Talon Strike
2 ~ 5. Battle Cry or Audacious Charge
6. Crescent Sweep
7 ~ 10. Battle Cry or Audacious Charge
11. Crescent Sweep
12 ~ 13. Battle Cry or Audacious Charge
14. Three Talon Strike
15. Three Talon Strike
16. Crescent Sweep
17. Three Talon Strike
18. Three Talon Strike
You only gain a small damage increase per level of Three Talon Strike, it is better to go for CDR and ASPD on his Battle Cry or more burst/slow on his Audacious Charge. It is up to you which one you get first, one will improve jungling and fighting while the other is better for ganking.
Item Build:
Cloth Armor + 5 Health Pot/Boots + 3 Health Pot >> (Heart of Gold)
Xin Zhao has highly variable starts, he can choose to jungle with cloth 5 or lane with cloth 5 or boots.
Wriggle's Lantern >> Mercury Treads >> Youmuu's Ghostblade
Xin Zhao is at his strongest if he can finish this build before a dragon fight. He will be a serious presence with his innate tankiness and DPS.
(Randuin's Omen >>) Frozen Mallet >> Atma's Impaler >> Sword of the Divine >> Warmog's Armor >> Trinity Force >> Force of Nature >> Guardian Angel
Xin Zhao scales off almost anything, though he does have the problem of not really having any extremely powerful items on him. If you built an early HoG, now's a good time to upgrade it to Omen to really screw those carries.
Basics: Roles: Ganker, Tanky Carry Lanes: Any (can jungle) Difficulty: 2/5 (roll face on keyboard, penta-kill) Power Level:
Early Game/Laning - 4/5 (great ganks and early damage)
Mid Game/Ganking - 3/5 (does not really get much more tanky or more damaging unless fed)
Late Game/Teamfights - 3/5 (scales well, but will often lose out to most carries in terms of tankiness or damage)
Tips & Tricks:
-HOO HA UH A HARGH - just use all your skill during a teamfight and right click something relatively squishy
-You have a really strong early-game, try to get as many successful ganks on the lanes or enemy jungler as possible
-DO NOT INITIATE, your job is to jump on carries when they least expect it and drive that spear up their ass
-You do not always need to use charge to start a gank, sometimes the enemy is overextended enough to just hit them with TTS and charge once they put some distance between you
-Always pop Battle Cry, you will lower the cooldown of all your skills, including you ultimate
Counters:
-Xin Zhao is one of those characters that are kind of threatening at all times but really need to snowball to shine, if you can keep him down then he'll stay down permanently
-FROZEN HEART, RANDUIN'S OMEN, keep him off squishies and he's useless cause he deals nearly no damage to something tanky.
-Bait his face, Xin Zhao's tend to charge as soon as you get in range, they will often not notice that Nocturne or Lee Sin on the way
Yorick
Spoiler!
Skill Build:
Item Build:
Basics: Roles: Lanes: Difficulty: Power Level:
Early Game/Laning -
Mid Game/Ganking -
Late Game/Teamfights -
Tips & Tricks:
Counters:
Zilean zilean the chronokeeper
Spoiler!
Skill Build:
1. Time Bomb
2. Rewind
3. Time Bomb
4. Time Warp
5. Time Bomb
6. Chronoshift
7. Time Bomb
8. Rewind
9. Time Bomb
10. Rewind
11. Chronoshift
12. Rewind
13. Rewind
14. Time Warp
15. Time Warp
16. Chronoshift
17. Time Warp
18. Time Warp
AKA rape people in mid-lane level 3 timebomb combo Zilean. Zilean is probably one of the defining early-game carries in this game due to having insane mobility, burst damage and utility from his skills. Just rape everyone with timebombs until the 30 minute mark, then be one of the best ass-savers in the game.
Item Build:
Sapphire Crystal + 2 Health Pot/ Doran's Ring/ Boots + 3 Health Pot >> (Doran's Ring >>) Catalyst the Protector
Boots is kind of unnecessary on Zilean because he has access to the best speed-up in the game. The Catalyst makes him win lanes pretty hard since infinite double bombs will scare anyone off the creep line.
Rod of Ages >> Ionian Boots of Lucidity or Sorcerer's Shoes >> Rabadon's Deathcap
This is the standard bombs of death Zilean build, make your bombs hit as hard as possible and dominate your enemies early-mid game. The RoA will also make you quite tanky and have enough mana to spam your skills.
Banshee's Veil >> Void Staff >> Moonflair Spellblade or Eleisa's Miracle >> Morello's Evil Tome >> Frozen Heart >> Zhonya's Hourglass >> Guardian Angel
Zilean really falls off late-game in terms of damage. You will begin to desire some CDR or supportive items to help your team, though there will always be AP in order to keep your ultimate scaling. There is always GA for some troll double revives.
Basics: Roles: Ganker, Early-game Carry, Support Lanes: Any (powerful mid) Difficulty: 3/5 (timing ultimate and having the fingers to double bomb quickly) Power Level:
Early Game/Laning - 3/5 (super range bombs kill everything, he doesn't even need sustain and survivability cause he'll just bomb and run)
Mid Game/Ganking - 5/5 (BRB saving asses and blowing up everything, he can basically do everything with enough mana, especially a blue buff zilean)
Late Game/Teamfights - 3/5 (begins to lack damage due to cooldown of the double bombs, but will still win fights by reviving allies and constant speeding/slowing)
Tips & Tricks:
-QWQ bread and butter skill, level 1 bombs are not very good so wait until level 2 bombs before using them
-Slowing down is always better than speeding up, unless you need to save someone from 2-3 people
-Always press Rewind, you can lower the cooldown of your ult so it will be up all the time
-Try to time your ult so that it will revive allies immediately, if you use it too early the enemy will switch focus or your buffed ally will do stupid things because he has it on or he will run because he was not expecting it on him. Clutch saves are the name of the game. Counters:
__________________
Last edited by Noperative; 09-25-2011 at 07:19 PM.
tbh, some of these short guides have really...disagreeable info ._.
like... REALLY disagreeable.
eg.
On Cho
why...vorpal > rupture? You can argue maxing feral scream over rupture but u can definitely not argue vorpal over rupture.
Item build wise, rabadon's cap should be either a core or a luxury depending on what your role in a team is. Also, Cho should not be listed as a tanky initiator since his rupture is not very reliable and there should be someone on the team to either complement it or initiate first.
On annie
Annie lvl 6 is freaking boss. Annie is a strong laner if you play her right and has one of the most reliable and best ganking skill set lvl 6. Saying that she can only beat someone by taking advantage of mistakes is seriously degrading and false to such a cute loli. You don't always need to last hit only with Q. You can charge your stun while harassing and annie's spell range is pretty decent as well.
The most disgusting thing that I see most annie players do is rush RoA. YOU DO NOT NEED RoA MOST OF THE TIME. Not only is RoA excessive for hp and mana, it is also very bad cost wise for the bonuses it gives.
Catalyst is enough for hp and mana. Your priority as annie is usually to rush that Rabadon's cap to ensure decent dmg late game.
On Garen
you do not only put one point in decisive strike. You want MORE speed bonus and you usually want spin first in more cases since it is more efficient in zoning from lvl 1.
Also, this may be the reason why you think garen is easy to kite. He is kitable but not "easy" to kite.
Garen should NEVER take dorans blade first. If any doran's item, it should be doran's shield.
Garen's role in a team fight should be a soak and to force one of the team's squishies out of the fight. You may want to consider spirit visage as it goes well with his passive + cooldown + mr.
On Amumu
Amumu usually jungles and he should not be maxing tantrum to do it. Maybe in lane but not jungle. You should really clarify your skill order for that. Even then, sometimes you may want to max bandage and tantrum when laning for burst depending on how you want to gank/gain lane dominance
Amumu should be starting at blue unless harassed out of it. Wolves and twin golems will only slow him down since he needs that despair on for every camp.
Amumu SHOULD NOT blindly rush aegis. Amumu has much lower hp than many other tanks and requires a solid core item to deal with the other team (usually sunfires/banshee/2 HoGs) rather than aegis.
Amumu is NOT a weak jungler at all. Sure he needs that blue but he jungles pretty fast, effectively, and does not stay low hp all the time. He is also a great ganker if you actually hold ur bandage to when ur target is out of ur range. Only lead with your bandage if it's a team fight or a gank where you can stun or cc lock.
I'm not trying to bash or discredit you or anything but I think you either need to research or play some of the heroes some more to actually give this kind of advice. I've played around 2.3k games probably and I still don't have the confidence to give advice for alot of the heroes since I don't play them hardcore.
__________________
Playing:
League of Legends...... Ign:General Cao Cao
Tera- Serpentis Isle..... Ign:Stocking -retired-
my noobie art :> http://carrotlegs.deviantart.com/
eg.
On Cho
why...vorpal > rupture? You can argue maxing feral scream over rupture but u can definitely not argue vorpal over rupture.
Item build wise, rabadon's cap should be either a core or a luxury depending on what your role in a team is. Also, Cho should not be listed as a tanky initiator since his rupture is not very reliable and there should be someone on the team to either complement it or initiate first.
Because rupture is not reliable like you said, and is only good for knockups. Scream is more reliable damage and Vorpal gives more auto attack power which helps in his last hitting which heals him. Rupture, otherwise, is also a waste of mana if you use it to farm.
And I'm pretty sure the assumption is that, if he lands his rupture, he'll be the initiator, especially with his silence to shut down carries. Rupture didn't land? Don't initiate unless someone else does.
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On annie
Annie lvl 6 is freaking boss. Annie is a strong laner if you play her right and has one of the most reliable and best ganking skill set lvl 6. Saying that she can only beat someone by taking advantage of mistakes is seriously degrading and false to such a cute loli. You don't always need to last hit only with Q. You can charge your stun while harassing and annie's spell range is pretty decent as well.
The most disgusting thing that I see most annie players do is rush RoA. YOU DO NOT NEED RoA MOST OF THE TIME. Not only is RoA excessive for hp and mana, it is also very bad cost wise for the bonuses it gives.
Catalyst is enough for hp and mana. Your priority as annie is usually to rush that Rabadon's cap to ensure decent dmg late game.
I will want to say that more armor/MR teams will make flat armor/magic pen fall off in usefulness. Endgame, when most people tend to build defensive items, % armor/magic penetration is a lot more effective. Just FYI.
Because rupture is not reliable like you said, and is only good for knockups. Scream is more reliable damage and Vorpal gives more auto attack power which helps in his last hitting which heals him. Rupture, otherwise, is also a waste of mana if you use it to farm.
And I'm pretty sure the assumption is that, if he lands his rupture, he'll be the initiator, especially with his silence to shut down carries. Rupture didn't land? Don't initiate unless someone else does.
I will want to say that more armor/MR teams will make flat armor/magic pen fall off in usefulness. Endgame, when most people tend to build defensive items, % armor/magic penetration is a lot more effective. Just FYI.
If you dont land the rupture, what are the chances of u even hitting with vorpal spikes. I cannot think of many instances of a cho getting a successful kill/gank without landing that rupture. For a team fight, rupture is most definitely more useful than vorpal anyway. If you cant land it in a team fight.... it's probably time to choose another hero.
The thing is that he is not reliable enough to be listed as an initiator.
RoA is cost efficient...... if you need tons of mana like ryze or singed. Annie does not. If you play well, you will find catalyst all you need. AP and health wise, RoA is not that great.
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I have to agree with Seim, I really dislike RoA on Annie or most casters in general. I prefer to rush Rabadon's as it makes the rest of your game just as strong as your early. Also, I've never had trouble farming with her past the 30+ minute mark and her ratios got updated so she no longer flops off past 30 minutes, you might want that updated.
Molten shield at level 5 is debtable. If I'm in a solo lane I'll skip it till 1x, in a duo I'll get it at four/five.
You can also put DFG in there for luxury, it can be quite amusing melting tanks along with squishies.
I'm not sure about your choice of maxing Cassiopeia's Noxious Blast first, I might do so if I was in a solo lane, but the potential dps from maxed Twing Fangs outways the increased damage and farmability of Noxious Blast. I also want to try an item build that is something along the lines of:
Regrowth/Faerie Charm > Philosopher Stone > Boots > Catalyst > Rylai's > Rabadon's > RoA/Banshee > Hextech > Moonflair or some such.
Boots of swiftness are also very potent on her as the increased movement speed from them and her Q procs and eventually Rylai's allow for amazing mobility.
I wish you the best of luck in your endeavour; it's an impressive and great idea.
Actually many of these champions I do not play personally and the guides are results of research done through several of the guides from Solomid.net and Leaguecraft.com.
For example the option of maxing Judgement first on Garen and getting the Rod of Ages on Annie are examples of research from the many guides on both characters.
For amumu the aegis is put in (brackets) because it is an item for the situation. Aegis is good when it is rushed for an early fight or push, otherwise you can leave it out.
Most of the champions from the A - C section are rather old because they were drafted out a few patches ago.
Cho'gath can farm waves with Vorpal + Scream, but he uses less mana this way so he is more sustainable. If he spammed Rupture + Scream on every wave he would be easier to harass and have to go back more too.
On Cassiopeia, I actually play her and it's important to get the levels of Noxious Blast because without the movement speed increase you won't be able to get enough Twin Fangs off to make it worthwhile.
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Last edited by Noperative; 06-18-2011 at 04:33 PM.
I never actually noticed that her Noxious's blast movement speed buff increased per level. I'm still leaning towards making it interchangeable, but as you play Cassiopeia and I don't, (something I would very much like to change, just that I'll have to fail miserably with her first to be any good.) I can understand that.
You also might want to mention she is excellent at soloing blue buff post-six and benefits from it greatly if you didn't get a Tear, which I never get.
I didnt read all yet, ill edit this as i go on, but i have to heavenly disagree to amumu.
I personally skill him W E W Q (lvl 4 after doing all camps, starting at blue, not recalling)
and maxing Q afterwards, just by the reason that the lowered cooldowns helps a lot during gangs and its damage is strong.
I'd consider maxing E over Q when you have 0 bandage toss aim so.
unless im mistaken, aren't you able to get 4 potions if you wait a couple seconds with boots?
also, about lichbane, i usually end up getting sheen and then leaving it until after i get rylia, boots, and a gunblade. this generally helps me stay alive longer but i wont end up getting it until later on in mid-game
For Irelia, you don't really want to level your Bladesurge until your last few levels. Although it gives reduced cooldowns per level, the burst damage is negligible when compared to her Equilibrium Strike. And if you also use Bladesurge to help you last hit, it's horrible to go on a frenzy doing 150+ damage on creeps everytime you want a last hit. It will just make you push your lane and more susceptible to ganks.
You also want to get Hiten Style by the time you are level three (most of the time at level two) as the healing component will greatly improve your sustainability in lane.
For skill ordering, I find that you can interchange between maxing Hiten Style of Equilibrium Strike first. You would want to level Hiten Style if you are able to constantly auto-attack (about three or four hits) everytime you activate Hiten Style. If you can't then I would level Equilibrium Strike for the great early game burst.
unless im mistaken, aren't you able to get 4 potions if you wait a couple seconds with boots?
also, about lichbane, i usually end up getting sheen and then leaving it until after i get rylia, boots, and a gunblade. this generally helps me stay alive longer but i wont end up getting it until later on in mid-game
Ehh,, you can do that, but you don't have to. Most people who go boots + 3 pots Akali go mid. And... 3 pots is all you need really. Which I have to say, I would recommend them doing. Akali mid = gg, as long as you're not against morde, but then again. If you're good at harrassing, mord can't do anything.
A thing I would like to add in Akali though, Hourglass... I find unnecessary. I can see the potential however, but still. I find it unnecessary. If they target you, late game, just go warmog for the gg hp. With the additional hp, and with twilight shroud, I fail to see how you can get owned, especially if you're well farmed.
Why I go Warmog? For the fun of it. When do I go Warmog? When I'm sick of all the stuns which cause my death. I generally get Warmog as my last item (I know, bad habit, to even get Warmog at the end), but it works for me since I usually start owning since I'm lvl 3~6, I'd get all my main items before I hit lvl 11, and I'd have extra gold to fool around with Akali. with Rylai, has around 2.2k+ hp end game. Imagine with a boost of 1350 HP, making your hp well over the 3.5k mark. Not only do you have a... sorta... decent HP Regen, you are able to somewhat tank the hits without being ggwtfpwndz by a nuke, and twilight shroud which makes you invis allows you to have more survivability. Of course, Hourglass can be extremely useful, thanks to its +100 AP, and being invincible, but. Generally having HP is more stressless.
*Note: Going Warmog, is extremely dependant on the situation (Whether you can farm enough gold or not). I note. And I specifically note, only those who love having hp, should go Warmog. If not, then simply don't. It's just my preference, although, I only go Warmog around... 1/5~1/10 games*.
Oh, on a note on the 3/5 Early game ranking you have given Akali. I totally disagree tbh. When I do mid akali (the only akali I play anyways =/), I win*** about 9.5/10 times against other mid heroes. If the opponent at mid is a squishy hero, then its pretty much gg for them. If its a melee, same thing. GG for them, they won't be able to go near creeps. The only one who I find the most annoying while playing mid Akali, would be someone like a full crit Tryndamere (most people think that this is such a stupid decision, but I dare you to try it. It pwns, especially with full crits. Against a squishy character, 1 crit = 1/3 damage done.), apen Jarvan, or Mord. Mord is just annoying whatever build he goes ==" lol. Shroud + Q Skill with combo hit pretty much denies the opposition team from gaining any experience, especially if they are a squishy char. Once Akali turns lvl 6 = GG provided the other guy is squishy and half hp. W -> Q -> R -> Hit -> Q -> Hit -> E -> Ignite = GG.
seeing as how there's many ways to play each char, i don't see the practicality of having a "general" guide for each char
only guides on specific ways to build and play a char
ap eve plays differently than ad eve, etc.
For akali, the reason why she's 3/5 is because she gets massive kited and harassed against some champs 1-5. Sure she's going to get 6, but the opponent wouldnt be that dumb to always let you take the mark and to let you have an easy time getting that lvl 6.
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