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  1.  
  2.  
  3.  
  4.  
  5. The barrier also reduces the magic resistance to
  6. a dash flash will be your life saver.
  7. a slow to anyone walking in or being in the area as follows: (20/28/36/
  8. a small area around him as follows: (75/100/125/150/175 +50%AP).Each auto
  9. AA.
  10. ability power.
  11. Active: Ashe shots a special arrow to scout a part of the map gaining
  12. actually but the mark choice is questionable here. In League of Legends
  13. AD carry. But here I have a purpose. I suspect that dev want players
  14. AD per second) It will also reduce the enemies' armor overtime as
  15. AD).
  16. AD). It also increases Trundle's AD for 8 seconds whereas the target
  17. AD). It also slows the enemies on its AOE as follows: (30/35/40/45/50%
  18. additional magic damages based on the enemies' maximum life as follows:
  19. Additionaly It will apply these effects over 4seconds.Then it decays over
  20. all his spells but the one he is casting.
  21. allied hero regains control upon his hero for this duration.
  22. also another build that I need to try on utility tree.
  23. also applies an armor reduction to the enemies for 4 seconds as follows:
  24. also try to tweak it with a defensive tree if your are confident with
  25. an abyssal Scepter almost every game granting 20+25 magic reduction from
  26. an enemy hero as follows :(15/20/25/35/55/65/75/85/95/110/125/140/160/
  27. an enemy hero either with skill or auto attack as follows: (30/35/40/45/
  28. and 12% of his total armor for allies. Active: Taric deald AOE magic
  29. and armor to the target ally as it is attached to him as follows: (10/15/
  30. and auto attack by 50. It will also apply more damages based on the
  31. and Culinary master will be great here with the appropriate itemization.
  32. and legendary guardian will serv the same purpose. In fact almost
  33. And that's the purpose of the utility tree here. You will trade often and
  34. and: (18.75/25/31.5/37.5/43.75% Ms reduction). Range: 850. Cooldown: 10.
  35. anyone who cross it by 15% for 5 seconds.
  36. AOE damage in later teamfights.
  37. AOE damages per second over 3 seconds as follows: (25/38/52/65/78 +60% AP
  38. AOE for 5 seconds at the end of its path Range: (2500/3250/4000/4750/
  39. AOE magic damages as follows: (80/130/180/230/280 +75% AP). Range 625
  40. AOE to the ball with a 350 range from a 400 radius. Cooldown: (120/105/
  41. AP ). On hit if the enemies are facing Cassiopeia they are stunned for 2
  42. AP helping you for on your low cleaning speed.
  43. AP helping you for on your low cleaning speed.
  44. AP tree.
  45. AP). Range: 550. Cooldown: (110/95/80). Cost: 100 mana.
  46. AP). When they fall back to the ground they will be stuned for .5
  47. apply Unseen Threat to his auto attack dealing bonus magic damage against
  48. are now outdated with the new gold items as we will see in the build
  49. armor and magic resist as follows: (20/30/40/50/60 +30% armor and mr).
  50. armor). THe next auto attack deals bonus magic damages as follows: (20/
  51. around her for her teammates empowering them for 8 seconds as follows:
  52. around him. Its cooldown is reduced by 2 seconds anytime an enemy unit
  53. around himself as follows: (35/50/65/80/95 +20% AP). Burning agony also
  54. as follows : (15/20/25%) bonus movement speed as follows: (60/70/80 bonus
  55. as follows (16/26/36/45/56/+12% AP). Neutrals take full damages at any
  56. as follows (47.5/85.5/123.5/161.5/199.5 +133/152/171/190/209% AD +95% AP)
  57. as follows: (150/210/270/330/390 +105% AP +3Max mana as max damages) It
  58. as follows: (25/30/35/40/45% bonus AS).Nunu gains effects on any case.
  59. as follows: (30/40/50/60/70 %MS). Kills and assists on heroes refresh its
  60. as follows: (70/100/130/160/190 +150% Bonus AD). If the target is
  61. as follows: (70/85/100/115/130% of your normal damage). Cooldown: (14/12/
  62. as follows: (8/9/10/11/12% bonus MS).It also applies a bonus attack speed
  63. as health, 35% of Yorick's AD as base damage; 10 armor/magic resist + 2X
  64. as the effect is stronger on some heroes.
  65. as you face another bruiser top (a pretty tanky hero).
  66. AS).It also applies a bonus movement speed as follows: (25/25/30/35/40%
  67. attack on the same target deals an additional 20% magic damage. It can
  68. attack speed for 3 seconds: (60/75/90/105/120%). Range: 225. Cooldown: 9.
  69. attack taken by Amumu reduce tantrum's cooldown by 0.5 seconds. Range:
  70. attacks as follows: (20+ 5xlevel 25%AP). Rumble can't cast spells when he
  71. attacks. It deals a percentage of your basic attack damage for every rank
  72. aura). The range of the aura is 500. Range: 200 Cooldown: 75. Cost: 100
  73. auto attack range rather than longest skill rank. As an example they if
  74. auto attacks as follows: (10/18/26/34/42/50 +15% AP). Any additional
  75. ballistic shot in target area dealing AOE magical damages as follows:
  76. because your skills won't scale with AD.
  77. before exploding. The longer the initial shot is the longer the bounces
  78. better with a bruiser having some hard CC.
  79. better. I thought for gold per second for 1 second then i realized they
  80. bit harder as we will see.
  81. bit harder as we will see.
  82. bonus AD).
  83. bonus magic damages based on the amount of hits Galio took during the
  84. bonus MS). It also applies a bonus healing and regeneration from any
  85. bounce to a target behind the first dealing damages as follows : (30/72/
  86. buffing himself for 20 seconds with several effects as follows: (30/45/
  87. bursting.
  88. but E.
  89. but E.
  90. but long ago. I will have to review this. Flat arpen runes will work too.
  91. by 4 seconds whenever he casts. This skill does an additional 50% damage
  92. can accomplish both. A ninja teleport in the brush near an engaged fight
  93. can accomplish both. Unfortunately Jayce is not the master of it as it is
  94. can't auto attack over the same duration. Range: 550 Cooldown: (150/130/
  95. carry.
  96. carry.
  97. carry. Echanted Armor is a little boost to your passive and W. Hardiness
  98. charges per spell.
  99. choice.
  100. choice.
  101. cleaver.
  102. collision and deal AOE magic damages for 3 seconds as follows:
  103. cone in front of her dealing magic damages as follows: (200/325/450 +60%
  104. controls affecting himslef. He gains bonus AD for 7 seconds as follows:
  105. Cooldown: (15/14/13/12/11). Cost: (50/70/90/110/130) mana.
  106. Cooldown: (16/13/10/7/4). Cost: 60 mana.
  107. Cooldown: (18/17/16/15/14). Cost 75 mana. Missile speed: 1400.
  108. Cooldown: 0.
  109. Cooldown: 1. Cost: 8 mana per second.
  110. Cooldown: 15. Cost: 60 mana.
  111. Cooldown: 6. Cost: generates 20 heat.
  112. Cooldown: 9 Cost: 60 mana.
  113. cooldown. Cooldown: 15. Cost: 0.
  114. Cost: (100/125/150) mana.
  115. Cost: (50/55/60/60/70mana).
  116. Cost: (50/60/70/80/90 health). Projectile speed: 2000.
  117. Cost: (50/60/70/80/90 mana).
  118. Cost: (55/60/65/70/75) mana.
  119. Cost: 100 mana.
  120. Cost: 100 mana.
  121. Cost: 25 mana.
  122. Cost: 50 mana.
  123. Cost: Generates 20 heat.
  124. Crystalline flask + pots you may tweak runic affinity with Alchemist +
  125. Culinary master it will be more efficient. As I like to be a menace from
  126. Culinary Master mostly.
  127. current Health).
  128. damage by 45% plus more damages based on missing health as follows:
  129. damage threshold as follows: (80/130/180/230/280) and a max damage cap vs
  130. damage).A signle target can be hit by both components of this skill.
  131. damage/Ability power and his allies attack damage/ability power as
  132. damages and healing himself for 40% of them as follows: (55/85/115/145/
  133. damages around himself as follows: (40/80/120/160/200 +20% armor). It
  134. damages as follows :(125/212/300 +50%AP +280 bonus AD +160% AP). It will
  135. damages as follows: (15/18/21/13/25% of target's current health).
  136. damages as follows: (2/4/6/8/10). Active: Amumu deals AOE magic damage in
  137. damages as follows: (50/85/120/155/190 +55%AP).If the target is poisoned
  138. damages as follows: (60/85/110/135/160 +40% AP +6.5 % of his max mana).
  139. damages as follows: (75/120/165/210/255 +65%AP). If the bomb doesn't
  140. damages as follows: (80/125/165/205/245 +70AP). If Disintegrate last hit
  141. damages as follows: (85/130/175/225/275 +100% AP). It also applies a
  142. damages between 12.5% 87.5% of its maximal damages. From: (78.125/
  143. damages less and his auto attacks deals 5% more damages. Ghouls last for
  144. damages on the impact with a little AOE as follows: (70/115/155/195/235
  145. damages. Range 800 .Cooldown: (9/8/7/6/5). Cost: 50 mana.
  146. damages). Active: Miss Fortune gains bonus attack speed and Grievous
  147. deal Magic damages around him as follows: (35+20% AP per second) Tibbers
  148. deal magic damages as follows: (60/105/150/195/240 +50%AP). A path will
  149. dealing AOE magic damages as follows: (150/250/350 +50% AP). Taric
  150. dealing AOE magic damages as follows: (60/90/120/150/180 +50% AP). any
  151. dealing AOE physical damages as follows: (20/65/110/155/200 +100% bonus
  152. dealing magic damage on hit as follows: (60/90/120/150/180 +35% AP). On
  153. dealing magic damages as follows: (45/70/95/120/145 +40% AP per
  154. dealing magic damages as follows: (60/90/120/150/180% +45% AP per
  155. dealing magic damages as follows: (80/130/180/230/280 +50% AP). It
  156. dealing magic damages based on their maximum health as follows: (8/11/14/
  157. dealing magic damages for the same duration as follows: (110/150/190/230/
  158. dealing magic when you cast it and true damages when it comes back at you
  159. dealing percentage of Sivir's AD as follows: (50/55/60/65/70% AD+).There
  160. Dealing physical damages per second as follows: (20/32/44/56/68 +40bonus
  161. deals 150% damages to minions and monsters. Range: 750. Bounce range: 450
  162. decreases crowd control effects as follows: (10/15/20/25/30%). Range:
  163. decreases over time. Range: 650. Cooldown: 16. Cost: 50 mana.
  164. devastating strikes and even Havoc. They want players to trade more at
  165. dies. Range: 287.5 Cooldown: 12. Cost: (40/50/60/70/80) mana.
  166. Dr.Mundo's movespeed as follows: (15/25/35%). Cooldown: 75. Cost: (20% of
  167. during this time
  168. during this time. Cooldown:(70/160/50). Cost: 0 mana.
  169. each second.
  170. early I take Flat Ad here. Still you can take more ArPen if you want.
  171. easily.
  172. effects as follows: (56.25/87.5/11875/150/181.25 +50% AP per Harpoon)
  173. effects on his skills. When he reaches 100 heat Rumble will be
  174. effects. Active : Kha'Zix makes himself invisible for 1 second gaining
  175. empowered dealing 20% of Taric's armor as bonus magic damage. It also
  176. enemies a little on the first impact. Range: 645. Cooldown: 60. Cost:
  177. enemies he damaged as well. Range: 825 Cooldown: 8. Cost: (60/70/80/90/
  178. enemies up to 4 times dealing magic damages as follows: (65/85/105/125/
  179. enemies’ heroes she hits as follows: (150/225/300 per target).
  180. enemy ad carry while you try to take him down. You can also cast it to
  181. enemy hitting everything in its path up to its maximal range as follows:
  182. enemy in its zone. Range: 650 Cooldown: (110/100/90). Cost: 100 mana.
  183. enemy, knocking him back and dealing magic damages as follows: (300/400/
  184. evasive but that's pretty much it. Block and Unyelding are good while
  185. even hybrid penetration marks. I will have to do the math for the
  186. even on mundo so don't buy.
  187. every third missile he generates a big one: (150/270/390 + 45% ap +30/45/
  188. every time he casts.
  189. everything here enhance his skills and that's why Taric is still strong.
  190. expend a bit overtime (7secs) dealing magical damage per second for 2
  191. explode on the first impact (on a target) it will bounce two more times
  192. flashes to targeted location dealing magic AOE damage for 5 sceonds as
  193. follow: (35/55/75/95/115 +50%AP +50% bonus AD per hit). She obtains bonus
  194. follow: (80/120/160/200/240 +50% AP +66% AD).It also applies a movement
  195. follows :(1 to 3.5 seconds). Enemies heroes who took the AOE damage are
  196. follows (30/45/60/75/90% bonus AS). Cooldown: 20. Cost: 50.
  197. follows (4/8/12/16/20 flat MS per stack). Active: Evelynn cancels any
  198. follows: (1/1.25/1.5/1.75/2 seconds). It also apllie a 20% magic
  199. follows: (12/15/18/21/24 MR reduction). Range: 600. Cooldown: 14. Cost:
  200. follows: (125/225/325 +45% AP per second). Range: 800 Cooldown: (150/140/
  201. follows: (150/225/300 +70% AP).It will also attack anyone caught in its
  202. follows: (2/4/6/8/10 armor reduction per .5 second). Max 4 stacks.Range:
  203. follows: (25/30/35/40/45 %). The pillar on its own blocks the path.
  204. follows: (30/50/70 bonus AD/AP for taric) and (15/25/35 bonus AP/AD as an
  205. follows: (30/50/70/90/110 +20% AP per second). Toggle off: Karthus
  206. follows: (40/70/100/130/160 +50% AP). This skill also applies a 20%
  207. follows: (400/550/700/850/1000 True damages). It heals nunu as follows:
  208. follows: (65/100/135/170/205 +80% bonus AD).
  209. follows: (80/105/130). An armor and magic resisance as follows: (30/50/
  210. for 2 seconds dealing damages every 0.5sec Range: 800. Cooldown: (26/23/
  211. for each rank as follows: (1.2/1.3/1.4/1.5/1.6 seconds). Range: 625
  212. for free.
  213. for Galio with a max cap as follows :(125/200/275/350/425 +150% AP max
  214. fortune gains bonus movement speed from 25 to 70 over 5 seconds.
  215. from fleet of Foot is good as well.
  216. front of her for 2 seconds dealing physical damages as follows: (65/95/
  217. gaining bonus armor and magic resist as follows: (5/15/25/35 bonus MR and
  218. gains a charge of Essence Theft. Upon 9 charges Ahris will heal herself
  219. gains bonus movement speed for 3 and this can stacks up to 4 times as
  220. generates an aura for the next 10 seconds empowering his own attack
  221. greater this way. Range: 1050. Cooldown: 8 Cost: (55/60/65/70/75 mana).
  222. ground at target location for 6 seconds slowing the enemies in its AOE as
  223. harpoon).It will slow the enemy as follows: (15/20/25/60/35% MS
  224. has a health bar as follows: (1200/2100/3000). An auto attack damages as
  225. he reaches 50 heat he will put himself in danger zone granting additional
  226. he regenerates some mana as follows: (6/8/10/12/14 mana per hit). Active:
  227. heal). Range: 800 Cooldown: 13. Cost: 60 mana.
  228. heals himself for half the health cost on hit. Infected cleaver has a min
  229. her auto attack as follows: (4/6/8/10/12 +5% AP). It can stack up to 5
  230. her Explosive shot on each level. She obtains +9 range per level from
  231. hero (don't talk about logic here) for 10 seconds. If the ally die within
  232. hero dealing magic damage based on their maximum health and healing
  233. heroes and creeps take 40% of this damage for any mine beyond the first
  234. him exploding on impact dealing magic damages in an AOE as follows: (100/
  235. himself for the same amount as follows: (10/12/14% +1%AP of target's max
  236. himself that channel for 2 seconds. It will deal base magic damages plus
  237. his allies and himself as follows: (10/15/20/25/30 bonus armor on taric)
  238. his death.
  239. his missing health as follows: (40/55/70/85/100 +.4/.55/.7/.85/1 per 1%
  240. hit effects. Range: 650 Cooldown: (9/8/7/6/5). Cost: (70/75/80/85/90
  241. hit the enemy is slowed by 50% and pulled to Ahri for duration as
  242. hit. Then the focus score is reseted to Ashe's critical strike chance
  243. hits them, dealing AOE magic damages within 75 range as follows: (50/75/
  244. HP). It will also steal 20% of the target armor and magic resist.
  245. If you miss your engage with your Q but it's still the good timing to do
  246. ignite per team the healing reduction is so useful
  247. ignite per team the healing reduction is so useful
  248. ignite per team the healing reduction is so useful
  249. ignite per team the healing reduction is so useful
  250. ignite per team the healing reduction is so useful
  251. ignite per team the healing reduction is so useful.
  252. ignite per team the healing reduction is so useful.
  253. in a AOE around himslef. Radius: 1000.
  254. in danger zone this gains +25% to both effects as follows: (62.5/100/
  255. in it and dealing magic damages to the enemies as follows: (70/105/140/
  256. incoming season someday.
  257. Infected cleaver also slows the target by 40% for 2 seconds. Dr.Mundo
  258. initial miss.
  259. is a benediction to refill your mana.
  260. is filled with many Dr.Mundo or Soraka type of heroes, Ignite becomes a
  261. is good for Gragas as he will have a pretty decent AA component.
  262. is no limit in the number of target it can hits but it will it every
  263. is overheated. After effect rumble's heat is reseted.
  264. isolated he deals damages as follows: (101.5/145/188.5/232/275.5 +217.5%
  265. It applies a slow of 35% to every enemy walking in. Range: 1700 Cooldown:
  266. It last for 1.5 seconds if Sivir blocks a skill with this ability she
  267. It will also slow the target(s)'s attack speed as follows: (20/25/30/35/
  268. it will probably remains the same on S4.
  269. it within it duration. Range 1000.Cooldown: (26/24/22/20/18). Cost: 65
  270. its duration, the revenant will possess the corpse for 10 seconds. The
  271. its impact with a distance of 600. Range: 1050. Cooldown:(100/90/80).
  272. Jayce casts a static field around himself dealing AOE magic damage per
  273. Juggernaut
  274. jungler is nice.
  275. Kha'zix can evole one of his skill (even this one) granting additional
  276. landing essence bolts at the end of each dash to the nearest enemy
  277. laning because you will soak as much damages as you can to protect you
  278. last target by default. Range: 500. Cooldown: 1.5. Cost (16/22/28/34/40
  279. League of Legends)
  280. Legendary guardian for later teamfights.
  281. less armor to penetrate magic resistance to penetrate as you will build
  282. level 2 to level 18 for a total bonus of +153 range at level 18 (703
  283. levels (1/6/11).
  284. life steal or MS.
  285. loses half the amount as follows: (20/25/30/35/40 bonus AD). It also
  286. lost the momentum. Or to dive in-out fast from a tower.
  287. lower than 700 from enemy heroes. She regenerates 1% of her maximum mana
  288. magic damages as follows: (250/375/400 +90% AP). The closer ones to point
  289. magic damages as follows: (40/65/90/115/140 +30% AP per mine). Enemy
  290. magic damages as follows: (40/65/90/115/140 +40% AP). Fox fire
  291. magic damages every .5 second in a cone in front of him as follows: (25/
  292. magic damages on cast as follows: (60/95/130/165/200 +100% AP). The also
  293. magic per level.
  294. magic per level.
  295. magic per level.
  296. magic per level.
  297. magic reduction). Cooldown: 6. Cost: 0 mana.
  298. magical damages on their path every second for 5 seconds as follows:
  299. mana.
  300. mana.
  301. mana.
  302. mana.
  303. mana.
  304. mana.
  305. mana.
  306. mana.
  307. mana).
  308. mana).
  309. mana). Radius area: 235.
  310. massive amount of armor reduction, armor penetration is less needed.
  311. mates then bring easy kills with the surprise factor. It's really strong.
  312. may have to invest in more flat armor as quintessences it can be even
  313. may not take the best of the S4 then.
  314. meditation as your skills' costs will only get bigger.
  315. meditation as your skills' costs will only get bigger.
  316. middle to take more risks as it is good for the show the esport etc.
  317. minimal threshold of 40% as follows: (24/36/48/60/72 +20% AP). Range:
  318. mode up to 500 range. The next auto attack will apply an armor and magic
  319. monsters and minions: (300/400/500/600/700). Range: 1000 Cooldown: 4.
  320. monsters as follows: (200/300/400/500/600 damages). Range: 240. Cooldown:
  321. more AP.
  322. more AP.
  323. more damage Dazzle deals. The target is stuned for an increasing duration
  324. more short range trades.
  325. movement speed for 1 second as follows: (10/15/20/25/30% bonus MS).While
  326. movement speed reduction for 2 seconds.
  327. movement speed reduction on the target as follows: (20/30/40/50/60% slow)
  328. movement speed reduction).
  329. movement speed reduction). Range: 600 Cooldown: (16/14/12/10/8). Cost:
  330. MS) for few seconds as follows: (5/6/7). Ryze's spells gains 50% splash
  331. next auto attacks as follows: (20/40/60/800/100 +100/105/110/115/120%
  332. Nunu deals 1% of his maximum health as bonus magical damages.
  333. of flames behind him dealing magic damages per second as follows: (60/90/
  334. of missing health). Cooldown: 7. Cost: (25/35/45/55/65 Health).
  335. on an Ad carry. In the other hand there is not that much exciting mark to
  336. on her next spell as follows: (2+lvl +9%AP per hit). There is a cap of 3
  337. on his next auto attack as follows :( 20/27/31/41/48/56/64/72/80/88/96/
  338. on its path as follows: (40/65/90/115/140 +32.5% AP has magic damage/true
  339. on mana and mana regen!
  340. or destroys a structure as follows: (1/2/3/4/5 bonus gold per instance)
  341. or MS.
  342. or MS.
  343. out in combination with it (tower diving).
  344. over 12 seconds as follows: (40/50/60% of max HP). Sadism also enhances
  345. overheating for 6 second he will do bonus magic damages on his basic
  346. passing through for 3 seconds as follows: (30/35/40/45/50% bonus movement
  347. pen, move speed, flat HP or Hp per level. As you feel the best.
  348. penetration here as you are now meant to auto attack often.
  349. penetration.
  350. penetration.
  351. per half second) to a maximum of: (90/145/200/255/310 +80%AP). It applies
  352. per second in this state. Range: 700.
  353. per second) then (75/115/155/195/235 +80% AP as total damages). On hit it
  354. per seconds for 2 seconds as follows: (22.5/36.25/50/63.75/77.5 +20% AP
  355. physical damages as follows: (25/60/90/130/165 +75% AD). This ability
  356. physical damages as follows: (40/50/60/70/80 +100% AD). It also applies a
  357. physical damages as follows: (60/115/170/225/280 +120% bonus AD) and (15/
  358. physical damages possibly twice in its path as follows: (25/45/65/85/105
  359. poison to the target. Range: 850 Cooldown: 9. Cost: (70/80/90/100/110)
  360. position yourself easier on your engages.
  361. prioritizes heroes. Any subsequent hit on the same target deal 30% the
  362. prioritizing heroes, dealing magic damages as follows: (70/110/150 +30%
  363. priority choice.
  364. quickly after casting your short range spells.
  365. radius area based on a percentage of enemies’ current health and slowing
  366. range 1050. Cooldown: 8. Cost: (55/60/65/70/75 mana).
  367. Range: 1000. Cooldown: (23/20/17/14/11). Cost: 60 mana.
  368. Range: 125 Cooldown: (13/12/11/10/9). Cost: 60 mana.
  369. Range: 285. Cooldown: 10. Cost: 40 mana.
  370. Range: 550. Cooldown: 6. Cost: (75/85/95/105/115 mana).
  371. Range: 600. Cooldown: 3.5 Cost: 60 mana.
  372. Range: 700. Cooldown: 15. Cost: 50 mana.
  373. Range: 880. Cooldown: 7. Cost: (70/75/80/85/90) mana.
  374. really good at it. She as multiple skill + her great passive to win them.
  375. reduces his abilities cooldown by 2 seconds
  376. reduction over the penetration. That means that with Amumu you will have
  377. reduction stackes. While in danger zone this skill gains 25% bonus
  378. reduction to enemy for 5 seconds as follows: (10/15/20/25% armor and
  379. reduction). If you hit twice the same target within 3 seconds the
  380. reduction). It last for 3 seconds and any consecutive auto attack
  381. refreshes its cooldown but it doesn't stack.
  382. regains mana upon killing a unit as follows: (20/27/34/41/48 mana
  383. related. I don't reach crit related masteries as you won't crit much with
  384. remain as an after effect of this skill for 5 seconds. Your mates can
  385. replace it. You can take more flat armor if you want.
  386. resistance of the target for 4 seconds as follows: (30/45/60/75/90 MR).It
  387. resistance reduction for 6 seconds. Range:975 Cooldown: 12. Cost: 85
  388. resistance reduction on his target as follows: (15/20/25 magic resistance
  389. restored). Radius: 425. Cost: (30/42/54/66/78 mana per second).
  390. reveals the location for 6 seconds after the impact. Corki gains sight on
  391. Ricochet as follows: (40/60/80% AD). Active Sivir casts an AOE buff
  392. sake of sustain most of the timme. I even tend to avoid lifesteal on my
  393. save your carry but that means that you made a mistake.
  394. second for 4 seconds as follows: (25/42.5/60/77.5/95 +25% AP per second).
  395. second). Over 100 stacks Ashe's next auto attack will score a critical
  396. second). Range: 600. Cooldown: 6 Cost: Generates 20 heat.
  397. second). There is a heal from damages ratio as follows: (60/65/70/75/
  398. seconds as follows: ( 15/20/25/30/35% MS debuff). This skill applies
  399. seconds as follows: (25/35/45/55/65 +15AP per second).Then: (225/315/405/
  400. seconds dealing magical AOE damages as follows: (85/135/185/285/ +90%AP).
  401. seconds she gains focus stacks per second as follow: (4/5/6/7/8 stack per
  402. seconds that will deal magical damages when it bursts as follows: (625/
  403. seconds to apply.
  404. seconds, empowering his attack speed as follows: (20/35/50/65/80% bonus
  405. seconds, if they turn their back to her they are slowed by 60% for 2
  406. seconds, the second instance is for free. This skill also applies Unseen
  407. seconds. Range: 182.5 Cooldown: (17/16/15/14/13). Cost: (70/80/60/100/
  408. seconds. Range:850 Cooldown:(130/120/110). Cost: 100 mana.
  409. section. 1 gold per 10 second is now laughable.
  410. sight as the arrows travels to its location. It's also provide sight in
  411. situations.
  412. size.
  413. skill, taking 50% reduced damages while in stealth. Cooldown:(100/90/80).
  414. skills will either save your life or bring a kill, a well timed teleport
  415. skills will either save your life or bring a kill, a well timed teleport
  416. slow affecting her then gains bonus MS, ignoring collision for 3 seconds
  417. slow down your enemies as follows: (20/25/30/35/40% movement speed). If
  418. slow of 35% for 2.5 seconds on whoever was hit by it. If body Slam Hits a
  419. slow on hit as follows: (current rank of Frost Shot). Range: 1200
  420. slowed by 50% for 3 seconds. Range: Gobal. Cooldown: (100/9080) Cost 100
  421. slowing the target for 2 seconds as follows : (15/20/25/30/35% movement
  422. slows the enemies on impact for 1.5 seconds as follows: (20/25/30/35/40%
  423. slows the target by 75% for 0.1 seconds. Cooldown: 4. Cost: 30 mana.
  424. so you can flash in + R.
  425. sole target. Range: 875. Cooldown: 1. Cost: (20/26/32/38/44) mana.
  426. someones is initial on its AOE but leave the are the effect is reduced to
  427. sometimes with it as Taric to cast all your “melee” skills.
  428. source as follows: (8/11/14/17/20% bonus heal/regen). Range: 900.
  429. speed for 3seconds when he kills a unit.
  430. speed reduction). Cost: 8 mana per attack.
  431. speed reduction). The wall lenght grows at every rank as follows: (800/
  432. speed). The barriers lasts for 4 seconds and the bonus movement speed
  433. spike on each side) and enhance the slow to 30%. Range: 1000 Cooldown: 8.
  434. stack AS up to 2.5 which is its cap in League of Legends.
  435. stack twice. You have to hit within 4 seconds.
  436. start I didn't tried this build much.
  437. steal Nashor or the drake.
  438. strike every enemy heroes on the map dealing magic damages as follows:
  439. stun the impacted hero based on the distance the arrow traveled as
  440. stun the target(s) for a durations as follows: (1.25/1.5/1.75 seconds) on
  441. take reduced damages as follows: (200/300/400 +72% AP). Primary radius :
  442. target beside the first one takes 10% reduced damage stacking to a
  443. target for 1 second and dealing magic damages as follows: (50/130/180/
  444. target himself he gains 40% bonus heal as follows: (84/140/196/252/308
  445. target its cooldown is halved. Range: 600. Cooldown: 12(6). Cost: 75.
  446. target location dealing magic damages on landing as follows: (200/325/450
  447. target only once. Cooldown: (9/8/7/6/5). Cost: 40 mana.
  448. target, reducing his healing and regeneration by 50% for 5 seconds and
  449. target's missing health as follows :(8% of the target's missing health)
  450. target(s) for 2.5 seconds as follows: (80/135/190/245/300 +60% AP) and
  451. targeted area that will explode when the enemies walk on them dealing
  452. Taric loses his own bonus armor from this skill. Cooldown: 10. Cost: 50
  453. taunt as follows: (220/230/440 +60% AP as base damage) and (308/462/616
  454. that help to tank/sustain.
  455. That's also why they made offensive masteries like double edged sword,
  456. that's why you add a skill like Arcane blade created some times ago.
  457. the air and dealing magic damages as follows: (60/105/150/195/240 +50%
  458. the cooldown is reduced to .5 seconds. Range: 700. Cooldown: 5. Cost:
  459. the damages to minions and monsters.
  460. the distance the bolt travels as follows: (40/70/100/130/160 +20% AP) to
  461. the enemy support mostly.
  462. the ground that will explode after 4 second knocking back anyone caught
  463. the hero as follows: (60/90/120/150/180 +30% AP). Cooldown: 1100.
  464. the Rocket Jump's cooldown. Cooldown: (22/20/18/16/14). Cost: 80 mana.
  465. the script calculation the damage mitigation always prioritizes the
  466. The shield also deals magic damages persecond around it as follows: (20/
  467. The sooner it gets interrupted the lower the damages. It also applies a
  468. the target he eats with duration as follow: (120/150/180/210/240).
  469. the target up to 650 range, dealing magical damages as follows: (50/110/
  470. the target, it refund its cost. Range: 625. Cooldown: 4. Cost: (60/65/70/
  471. the true damage on Q.
  472. their mates. Active: Kha'Zix hits with his claws dealing physical damages
  473. them as follows: (15/20/25 +1% AP of enemies’ current health) and (30/50/
  474. There is a minimal damage treshold of 40% as follows:( 10/18/26/34/42
  475. There is even more reasons to take Ignite over exhaust. If the meta game
  476. think they didnt liked a Gragas only spamming long range barrel all the
  477. Threat for each instance.
  478. through Acceleration gate dealing more damages as follows: (84/161/238/
  479. time as follows: (50/60/70% damages reduction). Cooldown: (120/100/80).
  480. time as follows: (8/12/16/20/24 magic damage per scond). It also deals
  481. time. Range: 900. Cooldown: 16. Cost: (70/80/90/100/110) mana.
  482. time. They want a Gragas that go in with all his kit and take some risk
  483. times on the same target as follows: (20/30/40/50/60 +25% AP as total
  484. to 10% of is AD. It doesn't work on critical hits nor on structures.
  485. to be rewarded even more. When you talk about trading middle Orianna is
  486. to enemey structures.
  487. to five times dealing magic damages as follows: (50/70/90/110/130 +35%AP
  488. to mention an alternate option. If you start with the super safe
  489. to physical) Hybrid penetration marks are now a serious option.
  490. to play an offensive Taric. Ignite can complete his whole bursting kit.
  491. to protect him granting a shield for 4 seconds as follows: (80/120/160/
  492. to.
  493. too won't be bad.
  494. too.
  495. too. Flat ad will synergize with your passive. As you can develop a
  496. total range).
  497. travel on, granting them bonus movement speed as follows: (20/28/36/44/
  498. travel the whole map it will deal magic damages on hit as follows: (250/
  499. trundle.
  500. trying ro reach you) potential.
  501. two seconds as follows: (50/80/110/140/170 +40% AP). He also gain bonus
  502. type of play.
  503. ulti.
  504. ulti.
  505. under its AOE, Trundle heals himself to an amount of HPs based on the
  506. unit's max HP as follows: (2/3/4/5/6% maximum health). Range 1000.
  507. utility tree.
  508. waves of bullets during her ulti dealing maximum damages as follows :
  509. while dealing bonus physical damage as follows: (30/60/90/120/150 +120%
  510. will also apply a magic resistance reduction only once per target as
  511. will also gains mana as follows: (60/75/90/105/120 bonus mana). Cooldown:
  512. will also heals Galio when the shield got hit as follows: (25/40/55/70/85
  513. will do a good job if you practice the AA harass but it's a more advanced
  514. will go. Range: 850(1400). Cooldown: (6/5.5/5/4.5/4) Cost: (50/60/70/80/
  515. will grant bonus movement speed to Cassiopeia for 3seconds as follows:
  516. will need to press Q again to make it explode, or it will explode after 5
  517. will one cost 10% less mana up to -50%. You need to cast skills within 5
  518. will reset its cooldown. Range: 600(900). Cooldown: 22/20/18/16/14. Cost:
  519. will slow the enemy crossing it as follows: (40/50/60/70/80% movement
  520. will the reverse the flow of the battle. You will save the life of you
  521. with a delay of .5 seconds dealing some mini AOE damages as follows: (40/
  522. Within this duration they will attack the enemy by themselves dealing
  523. Wounds for 6 seconds as follows: (30/35/40/45/50% bonus AS) Cooldown: 16.
  524. Yorick's level, .67 attack speed and (300/340/390/443 movespeed).
  525. You can steal tweak it with a Runic affinity/full AP oriented Ori but you
  526. you easy kills if your mates are warding well.
  527. you passive. So it will apply the penetration on a xx-45 it won't be much
  528. you sustain alongside Juggernaut.
  529. you sustain alongside Juggernaut.
  530. you will push you advantage regenerating faster than the enemy. Alchemist
  531. your mana sustain.
  532. zone around him for 2 as follows: (150/250/350 +80% AP per second).They
  533. * Acceleration Gate (E): Jayce casts a barrier speeding up any ally
  534. * Adrenaline Rush (passive): Dr.Mundo regenerates for 0.3% of his max HP
  535. * Agony’s Embrace (R) (Ultimate): Evelynn lands AOE AP damages in a 250
  536. * Arcane Mastery (Passive): Ryze lowers all his cooldowns by 1 second on
  537. * Bandage Toss (Q): On hit Amumu will reach target location stunning the
  538. * Barrel Roll (Q): Gragas rolls a barrel to targeted location which he
  539. * Barrier: everyone took barrier for AD carry as a standard pick in S3 and
  540. * Barrier: Standard on an AD carry.
  541. * Barrier: Standard on an AD carry.
  542. * Barrier: Standard on an AD carry.
  543. * Barrier: Standard on an AD carry.
  544. * Body Slam (E): Bgragas dashs forward dealing AOE magical damages as
  545. * Boomerang Blade (Q): Sivir throws her weapon then it come back dealing
  546. * Bouncing Bomb (Q): Ziggs throw a bomb to targeted Area dealing AOE magi
  547. * Bulwark (W): Galio shields himself or a teammate buffing the magic
  548. * Burning Agony (W): A toggle. Dr.Mundo deals AOE AP damages every second
  549. * Buster Shot (E): Passive: Tristana makes the enemies explode as she last
  550. * Buster Shot (R) (Ultimate): Tristana shots a cannonball to targeted
  551. * Charm (E): Ahri tries to taunt a target in a lane in front of her
  552. * Chomp (Q): Trundle bites the target and deals physical damage on his
  553. * Clockwork Windup (Passive): Orianna deals bonus magic damages on her
  554. * Command: Attack (Q): Orianna displace her ball to the targeted location,
  555. * Command: Dissonance (W): The ball deals AOE magic damages as follows:
  556. * Command: Protect (E): Passive: The ball provides bonus magic resistance
  557. * Command: Shockwave (R) (Ultimate): The ball deals AOE magic damages as
  558. * Crowstorm (R) (Ultimate): After a brief cast of 1.5 seconds Fiddlesticks
  559. * Curse of the Sad Mummy (R) (Ultimate): Amumu roots ever enemy in a large
  560. * Cursed Touch (passive): On his auto attacks Amumu applies a magic
  561. * Dark Frenzy (W): Passive: When Evelynn hits a hero with a skill she
  562. * Dark Wind (E): Fiddlesticks casts a crow that will bounces between
  563. * Dazzle (E): Taric stuns the target enemy dealing magic damages based on
  564. * Deadly Cadence (Passive): Any subsequent spell casted after the first
  565. * Death Defied (Passive): Karthus can cast spells for free 7 seconds after
  566. * Defile (E): Toggle on: Karthus deals AOE magic damages aroud himself as
  567. * Despair (W): Toggle: Amumu deals AOE magic damage around him and over
  568. * Desperate Power (R) (Ultimate): Ryze empowers himself gaining Spell vamp
  569. * Disintegrate (Q): Annie throws a firball at target enemy dealing magic
  570. * Drain (W): Fiddlesticks steals the life from a target for 5 seconds
  571. * Draw a Bead (passive): Tristana gains more range on her auto attacks and
  572. * Dread (passive): Fiddlesticks Reduces the enemies magic resistance by 10
  573. * Drunken Rage (W): Gragas drinks the beer in his barrel for 1 seconds
  574. * Electro-Harpoon (E): Rumble can shot an electrified harpoon twice
  575. * Essence Theft (Passive): Everytime Ahri hit an enemy with a spell she
  576. * Exhaust: As you will mainly face AD bruisers top, exhaust can't be a bad
  577. * Exhaust: As you will mainly face AD bruisers top, exhaust can't be a bad
  578. * Exhaust: Exhaust is less taken nowaays top.
  579. * Exhaust: It's the standard pick as a support it is meant to cripple the
  580. * Explosive Cask (R) (Ultimate): Gragas throws a bigger cask with a swift
  581. * Flamespitter (Q): Rumbles fires his flamethrower for 3 seconds dealing
  582. * Flash: As a jungler Flash provide many situation to escape easily.
  583. * Flash: As a jungler Flash provides even more opportunities to escape
  584. * Flash: As a jungler Flash provides many opportunities to escape easily.
  585. * Flash: As a jungler Flash provides many opportunities to escape easily.
  586. * Flash: Flash can help you engaging if you missed your W but you didn't
  587. * Flash: Flash is good on everyone.
  588. * flash: Flash is good on everyone.
  589. * Flash: Flash is still better than the other summoner spells in many
  590. * Flash: Flash on annie is very good as you may want to go out the battle
  591. * flash: Flash will help you to run alongside Valkyrie. Or to get in and
  592. * Flash: Is ok. You can also tweak it with ghost if you want.
  593. * Flash: Is ok. You can also tweak it with ghost if you want.
  594. * Flash: Is ok. You can also tweak it with ghost if you want.
  595. * Flash: Is ok. You can also tweak it with ghost if you want.
  596. * Flash: Is ok. You can also tweak it with ghost if you want.
  597. * Flash: Is ok. You can also tweak it with ghost if you want.
  598. * Flash: Is ok. You can also tweak it with ghost if you want.
  599. * Flash: Is the god of summoner's spells. You also have to engage
  600. * Flash: Mandatory for Galio as your engage will often consist of Flash +
  601. * Flash: On Kha'zix flash will help you runing away mostly.
  602. * flash: Sivir has no escape so flash in even more mandatory.
  603. * Flash: the god of summoner’s spells.
  604. * Flash: Will be your sole escape capability. Mandatory on her.
  605. * Flash: You need flash even more on Miss Fortune as you have no escape
  606. * flash: You need flash even more on Miss Fortune as you have no escape
  607. * Flash: Ziggs can control an area easily with Z+E but if you suffer from
  608. * Fleet of Foot (passive): Sivir gains bonus movement speed when she hits
  609. * Fox-Fire (W): Ahri cast 3 fox-fires around herself up to 5 seconds.
  610. * Frozen Domain (W): Nunu cast a large AOE at targeted location for 8
  611. * Gatling Gun (E): Corki fires in a cone in front of him for 4 seconds
  612. * Gemcraft (Passive): Any time Taric casts a skill his next auto attack is
  613. * Happy Hour (Passive): Gragas regenerates 2% of his max HP over 4 seconds
  614. * Hate Spike (Q): Evelynn lands a column of AP damages to the nearest
  615. * Headbutt (W): Alistar charges forward whith enough power to knock back
  616. * Hexplosive Minefield (E): Ziggs places 11 mines on the ground in a
  617. * Hextech Capacitor (Passive): Jayce gains 40 bonus movement speed for
  618. * Hextech Shrapnel Shells (passive): Corki deals bonus attack damage equal
  619. * Hyper Charge (W) : Jayce rapid fires at 2.5 aa/s for the next 3 auto
  620. * Idol of Durand (R) (Ultimate): Galio cast a huge AOE taunt around
  621. * Ignite:
  622. * Ignite:
  623. * Ignite: Flash will add more burst to Ziggs. You may select your target
  624. * Ignite: Ignite is still viable for rumble. It will a bit less efficient
  625. * Ignite: Standard boost/finish for AP mages.
  626. * Ignite: Standard boost/finish for AP mages. You better take at least one
  627. * Ignite: Standard boost/finish for AP mages. You better take at least one
  628. * Ignite: Standard boost/finish for AP mages. You better take at least one
  629. * Ignite: Standard boost/finish for AP mages. You better take at least one
  630. * Ignite: Standard boost/finish for AP mages. You better take at least one
  631. * Ignite: Standard boost/finish for AP mages. You better take at least one
  632. * Ignite: Standard boost/finish for AP mages. You better take at least one
  633. * Ignite: Still suitable top but not my favorite.
  634. * Ignite: Still suitable top but not my favorite.
  635. * Ignite: The standard choice is exhaust. But as you will see you may have
  636. * Imbue (Q): Taric heals targeted ally as follows: (60/100/140/180/220
  637. * Incinerate (W): Annie blast the area in a cone in front of her dealing
  638. * Infected Cleaver (Q): Dr.Mundo throws his cleaver forward dealing AP
  639. * Junkyard Titan (Passive): Rumble gains “heat” upon casting skills. When
  640. * King's Tribute (passive): Anytime an enemy (heroe/creep/monster) die
  641. * Lay Waste (Q): Karthus cast a skill at target area that will explode
  642. * Lightning Field (W): Passive: Each time Jayce hits with an auto attack
  643. * Masochism (E): Dr.Mundo buffs his own AD with a base stat depending on
  644. * Mega Inferno Bomb (R) (Ultimate): Ziggs nukes a big are far away dealing
  645. * Miasma (W): Cassiopeia throws a poisonous puddle on the ground that will
  646. * Missile Barrage (R) (Ultimate): Corking launches a missile in front of
  647. * Molten Shield (E): Annie shields herself for 5 seconds granting her
  648. * Noxious Blast (Q): Cassiopeia fires a spell at target location dealing
  649. * Omen of Death (R) (Ultimate): Yorick summons a Revenant from an allied
  650. * Omen of Famine (E): Yorick summons a ghoul from a target dealing magic
  651. * Omen of Pestilence (W): Yorick summons a Ghoul which deals a small AOE
  652. * Omen of War (Q): Yorick's next auto attack will summon a spectral ghoul
  653. * On The Hunt (R) (Ultimate): Passive: Sivir gains attack speed during
  654. * Orb of Deception (Q): Ahri fires a ball on energy then it come back
  655. * Overload (Q): Passive: Ryze gains Cooldown reduction as follows: (2/4/6/
  656. * Petrifying Gaze (R) (Ultimate): Cassiopeia “shots” her deadly gaze in a
  657. * Phosphorus Bomb (Q): Corki fires a ballistic shot in an AOE (250 radius)
  658. * Pillar of Ice (E): Trundle calls an Ice Pillar that emerge from the
  659. * Pulverize (Q): Alistar Hulk Smashes the ground Knocking the enemies in
  660. * Pyromania (Passive): Every 4 spells Annie casts, Her next spell will
  661. * Radiance (R) (Ultimate): Taric smashes the ground with his hammer
  662. * Rapid Fire (Q): It increases tristana's attack speed for 7 secondsas
  663. * Ravage (E): Evelynn hits her target twice dealing physical damages as
  664. * Requiem (R) (Ultimate): At the end of a 3 seconds channel, Karthus will
  665. * Resolute Smite (Q): Galio lands a blast dealing AOE damages that slows
  666. * Ricochet (W): The next 3 Auto attack will bounce to closest enemy
  667. * Righteous Gust (E): Galio lands some wind in a given direction. It will
  668. * Rocket Jump (W): Tristana jumps at target location slowing enemies by
  669. * Rune Prison (W): Ryze blocks an enemy for a short duration as follows:
  670. * Runic Skin (Passive): Galio generates half his total magic resistance as
  671. * Sadism (R) (Ultimate): Dr.Mundo regenerates a percentage of his max hp
  672. * Satchel Charge (W): Ziggs throw a pack of remote control explosives on
  673. * Scrap Shield (W): Rumble shields himself preventing incoming damages for
  674. * Shadow Walk (Passive): Evelynn becomes invisible as she stays more than
  675. * Shatter (W): Passive: Taric has a 500 range aura that provides armor too
  676. * Shock Blast (Q): Jayce shots a pellet to targeted location dealing AOE
  677. * Short Fuse (Passive): Every 12 seconds Ziggs apply a bonus magic damages
  678. * Smite: Mandatory for a jungler.
  679. * Smite: Mandatory for a jungler.
  680. * Smite: Mandatory for a jungler.
  681. * Smite: No comment.
  682. * Smite: Nunu likes his smite and his Q. you will clean boss really fast.
  683. * Smite: You can't jungle properly without it. Smite will also help you to
  684. * Spell Flux (E): Ryze blasts a magical ball that will bounces targets up
  685. * Spell Shield (E): Sivir shield herself negating the next incoming skill.
  686. * Spirit Rush (R) (Ultimate): Ahri dash up to 3 times within 10 seconds
  687. * Subjugate (R) (Ultimate): Trundle steal the vital force from a enemy
  688. * Summon: Tibbers (R) (Ultimate): Annie calls Tibbers to the rescue at
  689. * Tantrum (E): Passive: Amumu takes less damages from auto attacks and AD
  690. * Teleport: I really like Teleport on most of my tops. When every other
  691. * Teleport: I really like Teleport on most of my tops. When every other
  692. * Teleport: The one I use the most on Rumble (after Flash) It will ensure
  693. * Teleport: You can also pick it to ninja/tele/gank bot (mostly) with your
  694. * Terrify (Q): Fiddlesticks fears the target for some time as follows:
  695. * The Equalizer (R) (Ultimate): Rumble fires rockets that will apply AOE
  696. * Thundering Blow (E): Jayce Knocks backs the enemy with his hammer
  697. * To the Skies! (Q): Jayce jumps to an enemy then unleash his hammer
  698. * Trample (passive): Anytime Alistar cast a spell he ignores unit
  699. * Transform: Mercury Cannon (R) (Ultimate): Jayce switches into ranged
  700. * Transform: Mercury Hammer (R) (Ultimate): Jayce switches to melee form,
  701. * Triumphant Roar (E): Alistar heals himslef as follows: (60/90/120/150/
  702. * Twin Fang (E): Cassiopeia throws fangs at an enemy target dealing magic
  703. * Unbreakable Will (R) (Ultimate): Alistar Hurls, removing all crowd
  704. * Unholy Covenant (Passive): For any active summon, Yorick takes 5%
  705. * Valkyrie(W): Corki reaches a target location at 650 speed leaving a path
  706. * Wall of Pain (W): Karthus cast a long magic barrier for 5 seconds that
  707. * 3X Flat AD (Quintessences). More flat AD to fuel your skills.
  708. * 3X Flat AD (Quintessences). See above.
  709. * 3X Flat AD (Quintessences). See above.
  710. * 3X Flat AP (Quintessences).
  711. * 3X Flat AP (Quintessences).
  712. * 3X Flat AP (Quintessences). Basic on Ap.
  713. * 3X Flat AP (Quintessences). Flat Ap is pretty good on ahris because of
  714. * 3X Flat AP (Quintessences). For more burst.
  715. * 3X Flat AP (Quintessences). For more burst.
  716. * 3X Flat AP (Quintessences). More burst.
  717. * 3X Flat AP (Quintessences). Or more flat MR if you want.
  718. * 3X Flat AP (Quintessences). You can trade it with bonus movement speed
  719. * 3X Flat AP per level (Quintessences). Flat AP for a good start.
  720. * 3X Flat MS (Quintessences). Taric is slow so I take these by defaults. I
  721. * 3X mana per level (Quintessences). Or flat AP.
  722. * 9X Armor (seals). As you can see now the overall build will run very low
  723. * 9X Flat AD (marks). As you will build the Brutalizer (+armor pen) pretty
  724. * 9X Flat AD(marks). As I said Yorick benefits so much from AD.
  725. * 9X Flat AD(marks). To serve this purpose.
  726. * 9X Flat amor (seals).
  727. * 9X Flat AP (glyphs).
  728. * 9X Flat AP (glyphs). More AP. You can tweak with AP per level or resist
  729. * 9X Flat AP (glyphs). More AP. You can tweak with AP per level or resist
  730. * 9X Flat AP (glyphs). More AP. You can tweak with AP per level or resist
  731. * 9X Flat AP (glyphs). More AP. You can tweak with AP per level or resist
  732. * 9X Flat AP (glyphs). Some will take MR per lvl.
  733. * 9X Flat armor (seals).
  734. * 9X flat armor (seals). from mana regen per level. More early trad.
  735. * 9X Flat armor (seals). More initial sustain, your early game will be a
  736. * 9X Flat armor (seals). More initial sustain, your early game will be a
  737. * 9X flat armor (seals).The flat armor seals are unmatched for Taric
  738. * 9X Flat MR (glyphs). Flat MR to soak the enemy support damages early and
  739. * 9X Flat Mr (glyphs). For the same purpose. You can tweak it with flat ap
  740. * 9X hybrid penetration (marks). You can tweak with the old magic
  741. * 9X Magic Hybrid penetration (marks). It works great as you will do strong
  742. * 9X Magic penetration (marks).
  743. * 9X Magic penetration (marks).
  744. * 9X Magic penetration (marks).
  745. * 9X Magic penetration (marks).
  746. * 9X Magic penetration (marks).
  747. * 9X Magic penetration (marks).
  748. * 9X Magic penetration (marks).
  749. * 9X Magic penetration (marks). With the recent change on E (magic damages
  750. * 9X Magic penetration (marks). You can also take hybrid penetration.
  751. * 9X magic penetration penetration (marks). I have to try hybrid
  752. * 9X Magic resist per level (glyphs).
  753. * 9X Magic resist per level (glyphs). Standard.
  754. * 9X Magic resist per level (glyphs). Standard.
  755. * 9X Magic resist per level (glyphs). Standard.
  756. * 9X Magic resistance per level (glyphs). Standard.
  757. * 9X mana per level (glyphs). Some will take MR per lvl.
  758. * 9X Mana per level (seals). You can take armor too
  759. * 9X mana regen per level (seals). a non-standard tweak is flat armor for
  760. * 9X mana regen per level (seals). You can even take armor reduction of
  761. * 9X mana regen per level (seals). You can even take armor reduction of
  762. * 9X mana regen per level (seals). You can even take more AP.
  763. * 9X Mana regen per level (seals). You can take armor too.
  764. * 9X Mana regeneration per level (seals).
  765. * 9X mana resistance per level (glyphs).
  766. * 9X MP5 per lvl (seals).
  767. * A global ulti.
  768. * A poke with low cd.
  769. * A skill that reduces healing.
  770. * A sustainable burst ( :p ).
  771. * A tanky caster.
  772. * A tanky mage.
  773. * Absolute Zero (R) (Ultimate): Nunu casts a big AOE around him for 3
  774. * Ahri_Middle_guide
  775. * ahri_middle_guide.txt · Last modified: 2014/01/15 15:22 by flam
  776. * Alistar_jungle_guide
  777. * alistar_jungle_guide.txt · Last modified: 2014/01/23 16:35 by flam
  778. * Amazing passive.
  779. * Amumu_jungle_guide
  780. * amumu_jungle_guide.txt · Last modified: 2014/01/23 10:43 by flam
  781. * An AP top, useful in many situations.
  782. * An assasin: High damage to squishies.
  783. * An ulti that accomplishes many tasks.
  784. * Annie_Middle_guide
  785. * annie_middle_guide.txt · Last modified: 2014/01/23 16:44 by flam
  786. * Aoe damages.
  787. * AOE ulti based on AD.
  788. * AP jungler
  789. * Ashe_AD_Carry_guide
  790. * ashe_ad_carry_guide.txt · Last modified: 2014/01/23 16:31 by flam
  791. * Auras and debuffs.
  792. * Average cleaning speed at start
  793. * Average speed in the jungle before lvl 6
  794. * Bad early game.
  795. * Blood Boil (W): Nunu buff an ally or himself gaining bonus movement speed
  796. * Built in armor, excellent in lane.
  797. * Bullet Time (R) (Ultimate): Miss fortune fires many bullets in a cone in
  798. * Caitlyn: You can counter every single skill of her with your E. Her trap
  799. * Can actually burst.
  800. * Can be counter jungled.
  801. * Can be the main tank.
  802. * Can become hard to to kill competing on Dr.Mundo level.
  803. * Can become unkillable
  804. * Can fight effectively from many ranges.
  805. * Can keep up with a good amount of DPS while moving
  806. * Can snowball (growing an exponential strength as you kill).
  807. * Can't escape from everything anymore.
  808. * Cassiopeia_Middle_guide
  809. * cassiopeia_middle_guide.txt · Last modified: 2014/01/15 14:46 by fla
  810. * Consistent DPS while moving.
  811. * Consume (Q): Nunu “eats” a minion or a monster dealing true damages as
  812. * Corki_AD_Carry_guide
  813. * corki_ad_carry_guide.txt · Last modified: 2014/01/23 16:16 by flam
  814. * Counter jungler.
  815. * Counter most middle picks
  816. * Double Up (Q): Miss fortune fires a bullet at a targeted enemy dealing
  817. * DPS based on mana.
  818. * Dr.Mundo_jungle_guide
  819. * dr.mundo_jungle_guide.txt · Last modified: 2014/01/11 15:46 by flam
  820. * Draven
  821. * Due to his skills his gameplay can be boring.
  822. * E-sport
  823. * Efficient from melee range to sniper range.
  824. * Enchanted Crystal Arrow (R) (Ultimate): Ashe fire a giant arrow that can
  825. * Enhanced range.
  826. * Evelynn_Middle_guide
  827. * evelynn_middle_guide.txt · Last modified: 2014/01/15 08:07 by flam
  828. * every skill has an AOE component.
  829. * Evolved Active Camouflage: Kha'zix can now cast 3 instances of this
  830. * Evolved Enlarged Claws: It will increase the range of Taste Their Fear
  831. * Evolved Spike Racks: Kha'Zix now fires this ability in a cone (adding a
  832. * Evolved Wings: Kha'zix enhances Leap's Range by 300. Kills and assists
  833. * Excellent itemization
  834. * Falls off a bit late game.
  835. * Fiddlesticks_jungle_guide
  836. * fiddlesticks_jungle_guide.txt · Last modified: 2014/01/19 15:50 by flam
  837. * Focus (passive): If Ashe didn’t suffered any damage for the last 3
  838. * Frost shot (Q): Toggle : Ashe enhances her auto attacks applying ice,
  839. * Galio_Middle_guide
  840. * galio_middle_guide.txt · Last modified: 2014/01/14 17:09 by flam
  841. * Game_mechanisms
  842. * Gameplay_as_a_support
  843. * Gameplay_mid
  844. * Gameplay_mid
  845. * Gameplay_mid
  846. * Gameplay_mid
  847. * Gameplay_mid
  848. * Gameplay_mid
  849. * Gameplay_mid
  850. * Gameplay_mid
  851. * Gameplay_mid
  852. * Gameplay_mid
  853. * Gameplay_middle
  854. * Gameplay_top
  855. * Gameplay_top
  856. * Gameplay_top
  857. * General_guidelines
  858. * General_guidelines
  859. * General_guidelines
  860. * General_guidelines
  861. * General_guidelines
  862. * General_guidelines
  863. * General_guidelines
  864. * General_guidelines
  865. * General_guidelines
  866. * General_guidelines
  867. * General_guidelines
  868. * Ghost/exhaust: As Dr.Mundo these two will work well combined with your
  869. * Good at chasing.
  870. * Good Burst.
  871. * Good Burst.
  872. * Good duelist when mastered.
  873. * Good duelist.
  874. * Good duelist.
  875. * Good duelist.
  876. * Good engage.
  877. * Good escape/jump in.
  878. * Good mobility.
  879. * Good sustain after lvl 6
  880. * Good sustain in the jungle, fast cleaning speed.
  881. * Good sustain in the jungle.
  882. * Good sustain, fast clear time.
  883. * Good sustain.
  884. * Good sustain.
  885. * Gragas_Middle_guide
  886. * gragas_middle_guide.txt · Last modified: 2014/01/23 16:31 by flam
  887. * Graves
  888. * Great burst.
  889. * Has a great ganking capacity from middle lane.
  890. * Has a healing reduction.
  891. * Has the ability to roam.
  892. * Hawkshot (E): Passive: Ashe generates bonus gold anytime she kills a unit
  893. * Healing reduction → ignite, morello, skills etc…
  894. * High AOE burst!
  895. * High DPS output.
  896. * High DPS output.
  897. * High kite (capability to hit and run continually from someone who's
  898. * High risk High reward.
  899. * His kit doesn't ties everything together.
  900. * His ulti rely a lot on Flash.
  901. * History
  902. * Hybrid damages.
  903. * Ice Blast (E): Nunu throws an ice ball at targeted enemy dealing magical
  904. * Impressive duelist last game.
  905. * Impure shots (W): Passive: Miss Fortune applies bonus magic damages on
  906. * It's Superman!
  907. * Jayce_Top_guide
  908. * jayce_top_guide.txt · Last modified: 2014/01/23 16:41 by flam
  909. * Jinx
  910. * Jungle_Route
  911. * Jungle_Route
  912. * Jungle_Route
  913. * Jungle_Route
  914. * Jungle_Route
  915. * Jungle_Route
  916. * Karthus_Middle_guide
  917. * karthus_middle_guide.txt · Last modified: 2014/01/16 18:01 by flam
  918. * kha_zix_middle_guide.txt · Last modified: 2014/01/23 16:28 by flam
  919. * Kha'Zix_Middle_guide
  920. * Leap (E): Kha'zix jumps to targeted area, dealing AOE physical damage as
  921. * Lot of AOE damages.
  922. * low mana pool, high cost on skills.
  923. * Make it Rain (E): Many bullets fall from the sky dealing magical damages
  924. * Mana efficient if you don't spam without a purpose.
  925. * Many ways to build him according to the situation.
  926. * Masteries
  927. * Masteries
  928. * Masteries
  929. * Masteries
  930. * Masteries
  931. * Masteries
  932. * Masteries
  933. * Masteries
  934. * Masteries
  935. * Masteries
  936. * Masteries
  937. * Masteries
  938. * Masteries
  939. * Masteries
  940. * Masteries
  941. * Masteries
  942. * Masteries
  943. * Masteries
  944. * Masteries
  945. * Masteries
  946. * Masteries
  947. * Masteries
  948. * Masteries
  949. * Masteries
  950. * Masteries
  951. * Masteries
  952. * Matchup
  953. * May have to build some MR to override his weakness
  954. * Medium range from skills.
  955. * Melee auto attacks.
  956. * Melee auto attacks.
  957. * Melee.
  958. * Miss_Fortune_AD_Carry_guide
  959. * miss_fortune_ad_carry_guide.txt · Last modified: 2014/01/11 15:19 by flam
  960. * MOBA
  961. * MOBA_today
  962. * moba.txt · Last modified: 2014/01/13 06:03 by flam
  963. * Mobility.
  964. * Native sustain.
  965. * Need to be near close range for a maximal DPS.
  966. * No “insta” escape mechanism.
  967. * No CC.
  968. * No CC.
  969. * No CC.
  970. * No escape mechanism.
  971. * No escape mechanism.
  972. * No escape mechanism.
  973. * No escape outside her slow.
  974. * No escape.
  975. * No escape.
  976. * No escape.
  977. * No gap closer can be kited.
  978. * No gap closer, poor mobility.
  979. * No hard CC.
  980. * No hard CC.
  981. * No mana
  982. * No more infinite spam W post season 3. (not a real con as we will see)
  983. * No sustain at start.
  984. * Not really built around on purpose (He was created for the release of
  985. * Not so good against AD. (will be improved with itemization).
  986. * Not super tanky for a tank.
  987. * Not tanky.
  988. * Not the best sustain.
  989. * Nunu_jungle_guide
  990. * nunu_jungle_guide.txt · Last modified: 2014/01/11 15:15 by flam
  991. * On the defensive tree it is the same for the jungle + the flat Armor for
  992. * On the defensive tree it is the same for the jungle + the flat Armor for
  993. * On the defensive tree Unyielding is quite good. you pick it alongside
  994. * On the defensive tree you take the jungle's masteries + Hardiness and
  995. * On the defensive tress the same for the jungle plus the armor and max hp
  996. * On the defensive tress the same for the jungle plus the flat HP target
  997. * On the offensive tree you pick AD/Crit related abilities.
  998. * On the offensive tree you pick everything AP related, the spirit blade
  999. * On the offensive tree you pick everything AP related. Annie is all about
  1000. * On the offensive tree you pick everything AP related. Devastating strikes
  1001. * On the offensive tree you pick everything AP related. It is the standard
  1002. * On the offensive tree you pick eveything AP related. Devastating strike
  1003. * On the offensive tree you take jungler's masteries and flat AP.
  1004. * On the offensive tree you take jungler's masteries and whatever is AD
  1005. * On the offensive tree you take jungler's masteries and whatever the flat
  1006. * On the offensive tree you take jungler's masteries and whatever the flat
  1007. * On the utility tree you are looking for Runic affinity as usual.
  1008. * On the utility tree you are looking for Runic affinity as usual. There is
  1009. * On the utility tree you are looking for Runic affinity as usual. You can
  1010. * On the utility tree you are looking for Runic affinity because your
  1011. * On the utility tree you are looking for Runic affinity.
  1012. * On the utility tree you are looking for Runic affinity. But I also have
  1013. * On the utility tree your are looking for Runic affinity and you need
  1014. * On the utility tree your are looking for Runic affinity and you need
  1015. * On the utility tree your are looking for Runic affinity. More movespeed
  1016. * One of the best engage in the game.
  1017. * One of the best engages in the game.
  1018. * Orianna_Middle_guide
  1019. * orianna_middle_guide.txt · Last modified: 2014/01/20 07:26 by flam
  1020. * Original mechanism.
  1021. * Ornery Monster Tails: From reptiles (red but also dragon and Nashor).
  1022. * Patch 4.1 (01.14.2014).
  1023. * Patch 4.1 (01.14.2014).
  1024. * Permanent invisibility.
  1025. * Popular_MOBAs
  1026. * Pros/Cons
  1027. * PROS/CONS
  1028. * PROS/CONS
  1029. * Pros/Cons
  1030. * PROS/CONS
  1031. * Pros/Cons
  1032. * PROS/CONS
  1033. * PROS/CONS
  1034. * Pros/Cons
  1035. * PROS/CONS
  1036. * Pros/Cons
  1037. * Pros/Cons
  1038. * Pros/Cons
  1039. * Pros/Cons
  1040. * Pros/Cons
  1041. * PROS/CONS
  1042. * PROS/CONS
  1043. * Pros/Cons
  1044. * Pros/Cons
  1045. * Pros/Cons
  1046. * PROS/CONS
  1047. * Pros/Cons
  1048. * PROS/CONS
  1049. * PROS/CONS
  1050. * Pros/Cons
  1051. * Pros/Cons
  1052. * Pure caster. Every skill has a damage component.
  1053. * Q was too much nerfed.
  1054. * Quintessences: As Quints you can take flat AD, Arpen or even life steal
  1055. * Quintessences: As Quints you can take flat AD, Arpen or even life steal
  1056. * Quintessences: Flat HP are good, MS too.
  1057. * Quintessences: More flat AD.
  1058. * Reliant on blue early game.
  1059. * Rely on itemization and he needs his own runes.
  1060. * Rely on skill shot to input the maximum damage. DPS close to 0 on an
  1061. * Rough Rock Candy: From Golems. Nunu gains 10% maximum health and 10%
  1062. * Rumble_Top_guide
  1063. * rumble_top_guide.txt · Last modified: 2014/01/23 16:24 by flam
  1064. * Runes
  1065. * Runes
  1066. * Runes
  1067. * Runes
  1068. * Runes
  1069. * Runes
  1070. * Runes
  1071. * Runes
  1072. * Runes
  1073. * Runes
  1074. * Runes
  1075. * Runes
  1076. * Runes
  1077. * Runes
  1078. * Runes
  1079. * Runes
  1080. * Runes
  1081. * Runes
  1082. * Runes
  1083. * Runes
  1084. * Runes
  1085. * Runes
  1086. * Runes
  1087. * Runes
  1088. * Runes
  1089. * Runes
  1090. * Ryze_Middle_guide
  1091. * ryze_middle_guide.txt · Last modified: 2014/01/22 16:46 by flam
  1092. * Short Range on 2 spells.
  1093. * Short Range on 2 spells.
  1094. * Sivir_AD_Carry_guide
  1095. * sivir_ad_carry_guide.txt · Last modified: 2014/01/23 16:17 by flam
  1096. * Skill shots (if your are not good at it).
  1097. * Skill shots (if your are not good at it).
  1098. * Skill shots are traveling fast.
  1099. * Skills
  1100. * Skills
  1101. * Skills
  1102. * Skills
  1103. * Skills
  1104. * Skills
  1105. * Skills
  1106. * Skills
  1107. * Skills
  1108. * Skills
  1109. * Skills
  1110. * Skills
  1111. * Skills
  1112. * Skills
  1113. * Skills
  1114. * Skills
  1115. * Skills
  1116. * Skills
  1117. * Skills
  1118. * Skills
  1119. * Skills
  1120. * Skills
  1121. * Skills
  1122. * Skills
  1123. * Skills
  1124. * Skills
  1125. * Slow cleaning speed.
  1126. * So why this utility tree here. I don't like build around sustain for the
  1127. * Spooky Mystery Meat: From wraiths and wolves. Nunu gains 15% movement
  1128. * Squishy
  1129. * squishy hismelf.
  1130. * Squishy.
  1131. * Squishy.
  1132. * Squishy.
  1133. * Squishy.
  1134. * Squishy.
  1135. * Squishy.
  1136. * Squishy.
  1137. * Squishy.
  1138. * Squishy.
  1139. * Squishy.
  1140. * Squishy.
  1141. * Strut (passive): While not taking damages for more than 5 seconds, Miss
  1142. * Summoner_spells
  1143. * Summoner_spells
  1144. * Summoner_spells
  1145. * Summoner_spells
  1146. * Summoner_spells
  1147. * Summoner_spells
  1148. * Summoner_spells
  1149. * Summoner_spells
  1150. * Summoner_spells
  1151. * Summoner_spells
  1152. * Summoner_spells
  1153. * Summoner_spells
  1154. * Summoner_spells
  1155. * Summoner_spells
  1156. * Summoner_spells
  1157. * Summoner_spells
  1158. * Summoner_spells
  1159. * Summoner_spells
  1160. * Summoner_spells
  1161. * Summoner_spells
  1162. * Summoner_spells
  1163. * Summoner_spells
  1164. * Summoner_spells
  1165. * Summoner_spells
  1166. * Summoner_spells
  1167. * Summoner_spells
  1168. * Sustainable DPS from his skills.
  1169. * Tactical fight, using positional advantage.
  1170. * Tanky DPS Mage.
  1171. * Taric_support_guide
  1172. * taric_support_guide.txt · Last modified: 2014/01/20 12:04 by flam
  1173. * Taste Their Fear (Q): Passive: Kha'Zix marks opponent that are away from
  1174. * The background was remade (the skin too), he lost his originality.
  1175. * The defensive tree allows only little tweaks like swiftness instead of
  1176. * The offensive tree is pretty standard but it will also explain a bit the
  1177. * The utility is meant to provide you more sustaint through Alchemist and
  1178. * Tristana_AD_Carry_guide
  1179. * tristana_ad_carry_guide.txt · Last modified: 2014/01/22 16:31 by flam
  1180. * Trundle_jungle_guide
  1181. * trundle_jungle_guide.txt · Last modified: 2014/01/23 16:33 by flam
  1182. * Twitch: He will ambush you easily
  1183. * Unique heat system, no mana.
  1184. * Unseen Threat (Passive): When Kha'Zix is out of the enemy's sight he will
  1185. * Vayne :s
  1186. * Vayne: She can dash to you stun then DPS you to death.
  1187. * Versatile.
  1188. * Very good sustain.
  1189. * Very versatile.
  1190. * Visionary (passive): Every 5 auto attacks Nunu can cast his next spell
  1191. * Void Assault (R) (Ultimate): Passive: For each level of this skill
  1192. * Void Spike (W): Kha'Zix shots his spikes in a lane dealing physical
  1193. * Volley (W): Ashe shots 7 arrows in a cone in front of her dealing
  1194. * X3 Flat AD (quintessences): As Quints you can take flat AD, Arpen or even
  1195. * X3 Flat AD (quintessences): Super tweakable here. Any mix of AD, Armor
  1196. * X3 Flat AD (Quintessences): You can also take lifesteal as quints.
  1197. * X3 Flat AP (quintessences): More damage and sustain.
  1198. * X3 Flat AP (quintessences): You can tweak it with bonus MS too.
  1199. * X3 flat movement speed (quintessences): to clean the jungle faster and to
  1200. * X3 Flat movement speed (quintessences): You can tweak it with flat AP
  1201. * X9 armor penetration (marks): Some guys take more attack speed. You can
  1202. * X9 flat AD (marks): Here you can also take Armor penetration marks or
  1203. * X9 flat AD (marks): Here you can also take Armor penetration marks.
  1204. * X9 flat AD (marks): I prefer flat AD but you can try hybrid penetration
  1205. * X9 flat AD (marks): In general I take Ad rune for the AD i did the mat
  1206. * X9 Flat AD (marks): You can also take some armor penetration marks
  1207. * x9 flat armor (seals): Flat armor to reduce the damages from the enemy AD
  1208. * x9 flat armor (seals): Flat armor to reduce the damages from the enemy AD
  1209. * x9 Flat armor (seals): For a better early against the bot lane.
  1210. * x9 Flat armor (seals): For more sustain in the jungle from start.
  1211. * x9 Flat armor (seals): For more sustain in the jungle from start.
  1212. * x9 Flat armor (seals): For more sustain in the jungle from start.
  1213. * x9 flat armor (seals): I tried some + flat %hp but they are not worth
  1214. * x9 Flat armor (seals): More sustain in the jungle from start.
  1215. * x9 Flat armor (seals): More sustain in the jungle from start.
  1216. * x9 flat armor (seals): Nc.
  1217. * x9 flat armor (seals): Standard.
  1218. * X9 Flat magic resist (glyphs): It will help you soaking more damages from
  1219. * X9 hybrid penetration (marks): Very good on Dr.Mundo.
  1220. * X9 Hybrid penetration (marks): You can also take magic penetration.
  1221. * X9 Hybrid penetration penetration (marks): You can also take Magic
  1222. * X9 Magic penetration penetration (marks):
  1223. * X9 Magic penetration penetration (marks): It s my page as I play it
  1224. * X9 Magic resistance per level (glyphs): The usual.
  1225. * X9 Magic resistance per level (glyphs): The usual.
  1226. * X9 Magic resistance per level (glyphs): The usual.
  1227. * X9 Magic resistance per level (glyphs): The usual.
  1228. * X9 Magic resistance per level (glyphs): The usual.
  1229. * X9 MR per level (glyphs): by default.
  1230. * X9 MR per level (glyphs): I have a mix here but don't account for it.
  1231. * X9 MR per level (glyphs): I have a mix here but don't account for it.
  1232. * X9 MR per level (glyphs): The usual.
  1233. * X9 mr per level (glyphs): The usual.
  1234. * Yorick_Top_guide
  1235. * yorick_top_guide.txt · Last modified: 2014/01/16 17:57 by flam
  1236. * Your_support
  1237. * Your_support
  1238. * Your_support
  1239. * Your_support
  1240. * Your_support
  1241. * Ziggs_Middle_guide
  1242. * ziggs_middle_guide.txt · Last modified: 2014/01/23 17:17 by flam
  1243. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1244. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1245. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1246. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1247. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1248. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1249. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1250. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1251. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1252. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1253. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1254. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1255. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1256. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1257. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1258. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1259. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1260. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1261. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1262. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1263. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1264. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1265. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1266. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1267. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1268. 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
  1269. “gain” instant health. Nasus gains instant (+300/450/600) health that stack
  1270. “perma” slow any target. Beware of your mana! It applies a mana cost on your
  1271. (+5% max mana) is a must too.
  1272. (15/20/25/30/35% bonus movement speed).
  1273. (F2P). You download the game and you can play it for free but without its whole
  1274. (flash + smite to steal) The major neutral. In general gaining expended sight
  1275. (Mercury treads/Berzerker's Graves/Ionan's boots) + Trinity Force + Infinity
  1276. (Q+E). You start on ranged form with W+bonus from ulti then you switch to melee
  1277. (tweaked to physical to patch the abuse with Ryze) DPS. This item was ok on
  1278. (ulti). This skill alone allows you to poke easily. Unfortunately you will not
  1279. (usually a kill on anyone but a tank). This ulti is great. It's not a pure
  1280. [image.noelshack.com_fichiers_2013_52_1387881387-mobamap.jpg]
  1281.  
  1282. ****** Ziggs Middle guide ******
  1283. %crit from items. Devastating strike is not so good but you still need to reach
  1284. + Bilgewater Cutlass (Blade of the Ruined King) + Chain vest. Yep many
  1285. + even more pots. Your early game will be a bit more difficult without the
  1286. + teleport and revive.
  1287. 0.something seconds so you can’t get away. It can still be interrupted so you
  1288. 0/21 then 9/21/0 then 21/9/0 or 21/0/9. Yorick is effiecient at close range and
  1289. 1 arrow per target up to 7 targets. If you are at close range you will take 1
  1290. 1 hero up to a respectable amount of time and will probably slow some of his
  1291. 1.25/1.5/1.75 seconds at levels 1/6/11.
  1292. 100 heat you are muted but you hit stronger with your auto attacks. This bonus
  1293. 2 seconds everyone will be forced to hit you with auto attack so they will proc
  1294. 50%! This is great on Dr.Mundo, Swain etc… The generic term “healing reduction”
  1295. 6 you will start imposing your style. In fact as an Evelynn I don’t really care
  1296. 80 seconds).
  1297. 875 range and 1 second cooldown. It's an obvious poke. You see an animation
  1298. A basic fear (and efficient). So the enemy won't be able to do anything but
  1299. a better shot at stealing. Don't get caught out of position as you won’t
  1300. A big burst for your DPS so it’s your assassination skill. 225 range is really
  1301. A general tip regarding warding. In fact you don't have to place so many wards
  1302. A global skill shot that will only hit Heroes. You can cast it through creeps
  1303. A great sustain skill. You will clean the jungle with no downtime thanks to
  1304. a Maw of Malmortius. Then you will have to build some defense because you are
  1305. A multi target silence. It will be also useful to clean the jungle alongside W
  1306. A pretty basic setup for an AP hero.
  1307. A pretty good ulti that while require some practice. The cooldown is pretty
  1308. a problem you will have to do a Sheen pretty fast. Sheen is good on Alistar who
  1309. a Rod of Ages otherwise you will need to buy a Glacial Shroud to complete
  1310. a so great range you will build him a bit tanky. You can look for an early
  1311. A unique skill! A smite that applies buffs and provides healing. I usally level
  1312. A very good skill to chase and a pretty good one to hit and run too. Sivir is
  1313. abilities. This also applies when you build around Jayce. He doesn't need
  1314. ability on offensive tree provides you a +3% damage on not only AP as it was
  1315. able to kill him in an instant.
  1316. able to ulti every 30 seconds. Now your optimal sequence is something like
  1317. about a good W+Q. If you miss it you will knock the target back while wasting
  1318. about her kit; it his simple and efficient. Cast this one alongside W when you
  1319. about my direct opponent. I’m always looking for ganks. To gank well you have
  1320. acceleration gate as many uses.For the most of the time you will do it in
  1321. according either to your play style and/or the enemy composition.
  1322. according either to your play style and/or the enemy composition.
  1323. according to you jungler if possible. The enemy’s middle lane will always have
  1324. across the whole map. It is the perfect skill to catch low life heroes who
  1325. activate himself only on the impact. You will do the same on teamfight as it is
  1326. activate it the cost per second is pretty hi at the early stages but affordable
  1327. activate it when you are almost dead (beware of counter jungling!).
  1328. AD will benefit to everyone and some heroes will benefit from the whole effect.
  1329. AD.
  1330. AD. You buil yorick around Health/def then AD.
  1331. add up to the damage dealt to the tower thus. Later on during team fights even
  1332. advantage from your E. Some players can't play without life steal on a carry
  1333. affinity as usual.
  1334. affinity.
  1335. after alistar starts to “fly” to the enemy target with W. In fact Q will
  1336. After blue you can already gank with W+E. Q is a bit too weak now. Otherwise
  1337. After level 6 it will be easier as you will start to be tanky and strike your
  1338. after Q to deal even more damage. You can cast in on you to speed up yourself.
  1339. after red (Blue→wolves→red) or you can farm more. Amumu's has a good sustain
  1340. After red you can do the wraiths then the golems and repeat the cycle minus the
  1341. After the laning phase you will have to play as an offtank. As every tank/
  1342. after you land.
  1343. Again this one is even pure AP damages. In general it's how you spot your
  1344. against a competent middle. You go in only for the kill at this stage. After
  1345. aggressive so we take them.
  1346. ago you had to take a particular item and then just spam your enhanced W to
  1347. Agony's Embrace (R): The shield now appears instantly.
  1348. Ahri is an AP middle.
  1349. Ahri the Nine-Tailed fox.
  1350. Aiming for someone, most of the time you will do a W+Q combo but sometime you
  1351. Alistar is usually a support but can be played as a niche jungler.
  1352. Alistar the Minotaur.
  1353. allies if the go through but it will also speed up and empower the pellet from
  1354. almost a lane wining opportunity not so long ago. As it is a skill shot you
  1355. almost any early ganks with this skill. Then you max W, E and Q last.
  1356. alongside the creeps. Itemize yourself to one shot the weaker creeps in a wave
  1357. alonside if you need.
  1358. Also as it's shot starting from Ashe and expanding into a cone if you are at
  1359. also consider items such as Maw of Malmortius, The bloodthirster (I don't
  1360. also take a Blade +2 pots. Mix your pots between hp and mana weighted toward
  1361. Always cast this on an ally if he's around as you will also gain the bonuses.
  1362. Always look at your stack from the passive and save the guaranteed crit for the
  1363. always stay at the same range. As an AD you may do not want to close that gap
  1364. always think about using it right before someone dies or you will waste a cast.
  1365. amount of time. You can revive a hero for 10 seconds then it dies again.
  1366. Amumu has interresting abilities to weaken and damages even the enemy tank.
  1367. Amumu is played as a jungler mostly.
  1368. Amumu the Sad Mummy
  1369. an Abyssal scepter. If you are really gank or team fight orriented from the
  1370. an auto attack.
  1371. an early Rabadon's Deathcap, followed by an Abyssal Scepter as you will do some
  1372. an optimal CDR based on the duration of his W. So the formula 100-((duration/
  1373. An original passive. You usually wait to die to cast your ulti. As your ulti
  1374. an waling aura provider. Frozen Heart is something to consider too. A luxury
  1375. and a fast cleaning speed so you can play him as a power farmer if you want.
  1376. and even more native CDR, it's your main source of damage.
  1377. and minions, no problem. One of the best engage in the game as it will disable
  1378. and more selfish path is to start with the blue and then counterjungling
  1379. and out but you will expose yourself every time. It can be pretty tricky to
  1380. and that's expensive. You can tweak it with AP rune if you are poor!
  1381. and that’s why Corki's overall DPS is still amazing, thanks to itemization as
  1382. and walls. As it is logical the direction is the radius aligned with your
  1383. and you can be interrupted while being in mid-air. In the other hand you can
  1384. and you can start Liandris torment. As Rumble you want AP some resist depending
  1385. Annie is an AP middle and a niche Support.
  1386. Annie the Dark Child.
  1387. annoying and inefficient for the whole team. Make yourself sure you will last
  1388. another Doran's ring and chalice of harmony and boots. Your core build will be:
  1389. Another one is W…+E+AA+Q+AA+AA+R and here you try to knock him back at you and
  1390. anticipation to cast it efficiently. The AOE is super narrow here : 50 radius.
  1391. anymore. So we will have to build Jayce around something else. There is many
  1392. anyone in 5v5.
  1393. anytime you cast to 4. It's not worth it anymore.
  1394. Anyway Bloodthirster is still standard. So as a core: Berserkers' boots +
  1395. anyway. The Ad you gain will scale with E. overall it's not so great. It makes
  1396. AOE burst. You harass a bit your enemy with Q then you go on him with E+ a Q
  1397. AP a hybrid build isn't viable you will always build her as pure damage.
  1398. AP middle laner.
  1399. AP. This is Evelynn’s farming skill. Even if you are a melee you will last hit
  1400. Apart from this you can make a “perfect wall” with this skill and Anivia's wall
  1401. applies to several effects in the game. It will reduce the natural HP per 5
  1402. apply an armor boost to himself so it's also buff his armor aura. As this skill
  1403. Archangel's staff but dont do both. You will pay too much money for extra non-
  1404. are avoidable. Note the low cooldown. With this you have already a great tool
  1405. are called inhibitors and unlike the towers and nexus they can respawn
  1406. are really great with Evelynn, Arcane Blade too.
  1407. are still well positioned. If you are soloquing keep an eye on the whole map
  1408. are very active with you ulti you can tweak Rabadon's Deatcap with Zhonya's
  1409. area then it will prioritize heroes. This is what you have closer to an utility
  1410. army in a MOBA you control only one hero most of the time (with few
  1411. around health. You have no mana but you spend a portion of your own health to
  1412. around mana pool. Again don't start doing this and focus on doing the most
  1413. arrowsthen 6 arrows will fly behind you. Great range as you see. With Q and W
  1414. As a disruption this skill will interrupt channeling. He will knock back you
  1415. as a poker but it's depending on your playing style. Your core build will be:
  1416. As a starter you buy Sapphire Cristal + mana pot + HP pot. One your first trip
  1417. As a starter you generally want to farm safely. You will have to stay close to
  1418. As an ad your mid-late game scaling will come from Rapid fire so you max it
  1419. as any hero. As you can see the “second” rank when you hit the level 6, it
  1420. As core item you will have: Liandry’s Torment + Sorcerer’s shoes + Rabadon’s
  1421. As Dr.Mundo you have several options regarding jungle path. A standard and
  1422. As i said in my Kha'Zix build Manamune is worse than even nowadays. But if had
  1423. As I said in my Kha'Zix build Manamune is worse than ever nowadays. It's even
  1424. As I said on a teamfight try to engage the first enemy from the second line of
  1425. As I said you max Q first and E last. No really good reason to tweak this.
  1426. As I said you need good cooperation with your support. With a higer Elo things
  1427. as it was before like Lee-sin Hecarim Evelynn etc… Alistar doesn't fits the
  1428. As many dashes you can cast it to go through thin lanes of trees, cliffs and
  1429. As Miss Fortune channels her ulti anyone with a stun or a good CC/slow will do
  1430. as soon as possible too.
  1431. As starting items: Doran's Blade +1 Hp pot or Boots +5 Hp pots. Then you
  1432. As starting items: Doran's Blade +1 Hp pot. Then you buy a Bf blade on your
  1433. As starting items: Doran's Blade +1 Hp pot. Then you usually don't want to go
  1434. As starting items: Doran's Blade +1 Hp pot. You can usually buy another Doran's
  1435. As starting items: Doran's ring + hp pot are standard. An early Rod of Ages is
  1436. as the target is slowed.
  1437. As you can see it's interesting to switch forms often as you gain free bonus
  1438. As you can see Orianna has 2 utility/damage skills. That is why she can be a
  1439. As you can see the second impact produces more damages. The goal of this skill
  1440. As you cast your ulti always think about auto attacking before you recast hit
  1441. As you have no good escape mechanism you take Q and W first. In case of an
  1442. As you see Dr.Mundo doesn't works like most champions. He is heavily built
  1443. As you see it's more or less your utility skill so I max it last but I evolve
  1444. As you see there is a mana component for ryze's skill. That makes him an unique
  1445. As you shot faster than 1 arrow every two seconds from start you can already
  1446. as you want here.
  1447. AS. I tried to build related to this skill long ago and it was almost viable.
  1448. Ashe is a pure AD carry.
  1449. Ashe is already a kite machine.
  1450. Ashe the frost archer.
  1451. at level 2 as you level up W and E first. You can put a point in Q at lvl 3
  1452. at level 2 or 3. The shield component is ok but no so great.
  1453. at level 3 if you did well. Your cleaning speed will be super slow from start.
  1454. At level 3 you take red right away then you look out for gank again. If you
  1455. at lvls 17/18 too. The “second” rank of R at lvl 6 is mandatory but for the
  1456. At some point you have to do a Rabadon's Deathcap depending on how the game
  1457. attack move / stutter stepping or simply the hit and run. Basically anytime
  1458. attack. In this case save your skill to prevent this by hiting them first right
  1459. attention to not save the enemy's life with this skill. It's even truer during
  1460. aura) It's almost the last big AOE steroid in the game. Granting bonus AP and
  1461. auto attacks.
  1462. automatically generated on a regular basis during the game. The other and most
  1463. away from everything safe. Now you have to hit something to meet the previous
  1464. away with a W-Q combo most of the time. If you are facing some counters just
  1465. away. You can also use it in combination with yout ulti when you come back to
  1466. Awww the nerf. It was awesome in team fights as it provided bonus AS for the
  1467. B.F Sword at least. Jayce almost only benefit from bonus AD so you will need
  1468. back (700 or 1025 gold) you buy Madred's Razors and boots. You won(t upgrade
  1469. back before you can afford a B.F blade (1550 gold). That's why bot is all about
  1470. Back in the days (2003) the very first MOBA ever created was a custom map (mod)
  1471. Back in the days Gragas was viable as a tank. His passive and W are the relics
  1472. back on lane from the fountain with Tear of the Goddess you can begin to last
  1473. Back to Kha'Zix now, with the nerf on manamune plus the little nerf on W you
  1474. back you take Tear of the Goddess. Then you complete your boots. The standard
  1475. back you usually complete Spirit of the ancient golem and ninja tabi. The core
  1476. back. After level 6 it will be even easier. You take down or force to back most
  1477. back. This is not an auto lock it's a skill shot. The range is huge and you
  1478. background too which is not cool. He was previously the cursed troll. As his
  1479. ball will stay at the targeted location. That's important as this mechanism
  1480. ball you will also pick it up. Q is your main skill; low cost, low cooldown,
  1481. based on the allied champion's stats as follows: (50/75/100% of the ally's
  1482. basic defensive item and then you are set up.
  1483. Basicaly you can just regroup the enemy team around your ball at the same
  1484. basics, Warmog's Armor too. A luxury item will be another “big gun” such as The
  1485. be interrupted as any channel.
  1486. be more efficient. The AD carry is the one you want to focus the most while
  1487. be something like 4 to 1 (4Q 1W for 5 casts). You won't empty your low mana
  1488. be still able to auto attack or cast spells on you.
  1489. because of this. It's winning games, plus the feeling you have when you know
  1490. because of your AOEs. Deathfire Grasp if you like to go at close range often.
  1491. because of your burst. Hi Athene's Unholy Grail ! You can start with Doran's
  1492. Before E was tweaked a 40% CDR Gragas was very temptative. You had major
  1493. before the last hit. Your Q will slow them and you will win the trade anyway.
  1494. before this timing you can pick another doran blade or an Avarice blade. Then
  1495. before. So it's an up for Ryze . Once you reach +750 mana from your Tear of
  1496. best use is obviously when there is creeps around.
  1497. between +MS and +MRP as you will heavily regenerate MPs in stealth mode.
  1498. between any cast it will not be worth sometime so adjust yourself on this.
  1499. between each auto attack. As next item a Black Cleaver will enforce the
  1500. between you and them, they will fail to pull you to them. Same thing if
  1501. birds. Some AP mid will try to zoom you out if you try to last hit with an auto
  1502. Blade + boots or save money to buy the B.F Sword in one go. Then you have to
  1503. Bloodthirster (still doesn't like this one), Maw of Malmortius even wit's end
  1504. Bloodthirster.
  1505. bloodthirster. It's the safe build. You complete your Berzerker's Greaves. Your
  1506. bloodthirster/Infinity Edge or The Black Cleaver. You can consider The Blade of
  1507. blow. W yourself first then the combo is R+E+AA+Q+AA+AA he is usually dead.
  1508. Blue. You have a really good chance to score the skill if the enemies are
  1509. boots (still the normal path). On your next trip back I complete Spirit of the
  1510. boots + pots. An oldschool cloth armor + 5 pots still work. You also have
  1511. boots + Trinity force + Frozen heart + Spirit visage. With this you already
  1512. boots either in Ninja tabi or Mercury's Tread. Your core build will be: tanky
  1513. boots of lucidity (15% CDR) + Ravenous Hydra + Trinity force/Last Whisper. At
  1514. BORK is for AD carries with a burst, Ashe is like the first hero that fits the
  1515. both range. In the ranged form the range can be close to 1500 if you cast it
  1516. both sides. It really helps you to win your lane. You can zoom out you opponent
  1517. bruiser or a tank you will keep it as he will slow you because you won't be
  1518. bruiser will often understimate your ulti. Harass him a bit then ulti and
  1519. bruiser with no gap closer you will need to soak damage to be at the right
  1520. Brutalizer: 1337 gold if you started with boots or shield. Then you will build
  1521. buil then a Rod of Ages a bit of mana and health will help when the laning
  1522. build a Spirit visage or an Abyssal scepter.You can consider Tinw Shadows too.
  1523. build depending on the enemy team as every one building in defense. Available
  1524. build Rabadon's Deathcap right away. You don't have to focus on CDR on Annie.
  1525. Build that Void staff too it's really good. Some luxury items are: Zhonya's
  1526. build you will reach your targets easy (+ a combination of E+W) Your pillar is
  1527. Bulwark is great too. When you apply it to yourself you will gain even more AP
  1528. bushes you can use to pop your ulti to a lane.
  1529. but also you allies with no damage. You can use it to jump over; tress cliffs
  1530. but I don’t think it's mandatory on Corki. You can buy a Bloodthirster instead
  1531. but you always want it as a melee hero. So practicing with Tristana will
  1532. But you have many more option too : Rylai's crystal scepter, Sunfire Cape,
  1533. Buying wards is always good. You free ward won't be enough most of the time.
  1534. called the “win button”.
  1535. Calling right after Infinity Edge. It will provide you a healing reduction. A
  1536. camp-second buff then gank or more farm. Same at level 3 with your second buff.
  1537. can also consider Zhonya's Hourglass as you will be able to DPS for 2.5 seconds
  1538. can farm relentless from start so it will be easy to gather 1050 gold to
  1539. can gain time if your laners respond fast enough. Otherwise just run away as
  1540. can go and try to steal enemy red. You can gank for the first blood from your
  1541. can pass through the pillar not even you. But you can turn it in an advantage.
  1542. can put it on you to do even more damage.In a massive gank something like
  1543. can see now you will have to cast everything at melee range to extract the most
  1544. cancelling the stat advantage of your own creeps when they do (only for the
  1545. capability to slow, you will use it to engage or to put distance from him. In
  1546. Cassiopeia has hit'n'run abilities but short range on E. So you have to get in
  1547. Cassiopeia is a pure mid hero.
  1548. Cassiopeia is pretty hard to play if you miss your initial skill shot you will
  1549. Cassiopeia the Serpent's Embrace.
  1550. Cassiopeia's E you can't click on the target then fire. It's too slow. Also you
  1551. cast other skills while being in mid-air. W+E+Q+W's impact is well known.
  1552. cast skills. The more %HP Dr.Mundo is missing the stronger he becomes. So you
  1553. casting skills.
  1554. casting. As it channel for 1 seconds you can be interrupted, not gaining the
  1555. caught in it is unable to move but also to auto attack. A root is just about an
  1556. caught off guard. Otherwise you can go on wolves following the farming route.
  1557. cautious. Try to switch as much as you can to benefit from your bonuses/passive
  1558. CDR that Ryze need to be capped : Frozen hearth and spirit visage. You can take
  1559. channels for you have to cast it within 4 seconds. If you managed to die at the
  1560. chaotic factor in the enemy lines during team fights. It needs some time to
  1561. charge W+AA+R+AA+R+AA+Q usually the guys is dead or he won a trip back to his
  1562. charge your Tear anymore. Sapming is wasting for a bruiser with a manapool. The
  1563. chose to not pick you first point in E at lvl3 if you see no opportunity to
  1564. clean a bit faster whereas W will help your team more.
  1565. clean the wave fast then roam more. Also turn the fast cast on! Fast cast
  1566. clean. Trundle also has good counter jungling capability, all up to you. Try to
  1567. cleaver. I like Statikk Shiv, with Miss Fortune passive it will proc often. But
  1568. cleaver. Once you engaged do not try to inflict damages with your cleaver; use
  1569. close range and you take the 7 arrows you won’t take the damages X7. It's only
  1570. close to melee range so you will be seen before doing it. Cast it in
  1571. combination with Q to do more damages / reach more range. As for the rest you
  1572. combination with W before or after depending on the enemy’s CC mostly.
  1573. combine all your skills. With your mobility and all the slows you have he won't
  1574. combo is R (repelling the enemy to you) + E + Q for an astonishing burst
  1575. competent opponents. Ward the river right away with your free trinket. Don’t
  1576. competitive level. Miss fortune is a Pure AD carry but still she has an AP
  1577. complete the Infinity Edge. You can build Phantom dancer to complete your kit
  1578. complete your early razor + boots. Then It will only be faster and faster to
  1579. component for the most of her skills (3 out of 4). Even with all this potentiel
  1580. component is not really significant unless you use it in very specific
  1581. component isn't interesting, the slow is. You can use it as a life saver and
  1582. component of the skill. The healing reduction component from the active is a
  1583. cone is great too. In a team fight you can really cast it from a safe position
  1584. confident you are playing alistar the more AP you can stack.
  1585. consider Zephyr as it will grant you Tenacity. As a very defensive option a
  1586. content. You can unlock it by playing or purchasing it with real money. MOBAs
  1587. control and finish with a Lich Bane as a luxury item. Athene's Unholy Grail
  1588. control of most mids easily. Punish them with auto attacks anytime they miss a
  1589. control with a basic attack and health. If the allied hero dies before the end
  1590. controlled by AI spawns from bases and then meet on the center of the map. The
  1591. cooldown by hitting something. No more super mobile Gragas. So I advocate for
  1592. cooldown on the trigger the optimal way to DPS with Corki is to do a skill
  1593. Cooldown: (9/8/7/6/5) Cost: 40 mana.
  1594. cooldown. The dash has an AD component; not commmon for an AP. Luckily Gragas
  1595. cooldown)*100) 100-((20/25)*100)= 20. You pick 20% cdr then you focus on AP
  1596. cooldwon there is the temptation to spam it endlessly. Then you will build
  1597. core build will be: Berzerker's Graves + Infinity Edge + bloodthirster/ Statikk
  1598. core will be : Berzerker's Greaves + Bloodthirster + Infinity edge. Then you
  1599. Corki is an AD carry specialized in poke and AOE damages.
  1600. Corky can poke well to with his ulti when you are facing the enemy team. Always
  1601. course. Hybrid penetration is good on Miss Fortune as you have two skills that
  1602. cover the gameplay on bot lane.
  1603. cover the middle lane gameplay.
  1604. creeps it encounters so work your aim! I have to mention the second shot is for
  1605. creeps. Look at the enemy creeps as you can zoom out most of mids. Try to deny
  1606. damage component and its utility component to play your W well.
  1607. damage reduction and +20% attack damage. your summons have stats based on your
  1608. Damage reduction is not that bad but you are not meant to take much damage
  1609. damage! So you will have to interrupt yourself by right clicking to move often.
  1610. damages over a short period of time.
  1611. damages right around him and an AOE slow to deal even more damages overtime.
  1612. damages when I'm ganking so I don' t rely too much on defense. Still you will
  1613. damages/debuffs. The first rank is available at lvl 1 then it will be the same
  1614. dancer so much as I think that ashe has enough natural abilities to kite. You
  1615. dash and it's hilarious.
  1616. dead or you have Flash on cooldown.
  1617. deal pure AP damages.
  1618. dealing something like a third of the total DPS. Don't get caught by a CC!
  1619. deals initial damage when he appears then he will irridiate overt time dealing
  1620. Deathcap + Deathfire Grasp. DFG is always mandatory as it helps you bursting
  1621. Deathcap + Liandry' Torment. Then you may build according to the enemy team.
  1622. Deathcap right away. You also can opt for an early Rod of Ages. It depends on
  1623. Decaying Ghoul : This ghoul has a slowing aura as follows: (10/12.5/15/17.5/20%
  1624. decent damages.
  1625. decent support too. The first thing you have to do with E is to bind a button
  1626. decent wheras you lose in tanking capability. You will still be a decent tank
  1627. decent you can throw it behind someone to knock him back to you! A standard
  1628. decent.
  1629. decide if you can engage or not. Don't forget to ward with the free trinket.
  1630. decided to make you use his whole kit. Maybe they had to think about reworking
  1631. default) You don't need CDR. You calculate the optimal CDR for Dr.Mundo from
  1632. defend the final objective. A total of eleven towers per camp or five towers
  1633. defense you will be able to land a perfect ulti catching everyone. On your
  1634. Deny the farm as much as you can. To do so you have to monitor your creeps's
  1635. destroying structures.
  1636. difficult as many mids have ways to escape fast (dashs).
  1637. difficulties to escape from a decent gank so. You're not even a proper off tank
  1638. difficulties to last hit every creeps. You can regulate this by hitting creeps
  1639. difficulties with CC, Zhonya's hourglass is your best friend. In a standard
  1640. directly from her. When you cast Q you move the ball to the target location and
  1641. distribution: 1 player to the upper lane, 1 player at the middle, 1 in the
  1642. do nothing for 5 seconds. On the other hand if you complete your sequence
  1643. doesn't work on strucures.
  1644. doing this you will win most middles. Orianna is not the best hero to roam with
  1645. don't give up his position you may finish him. Most of the time you counter
  1646. don't have the kit to do so.
  1647. don't need to stack more AS on Tristana. This skill is useful while pushing a
  1648. don't start ganking with mundo before lvl 6. Your engage isn't super strong so
  1649. don't use it before the end of the channel (Morgana's ulti for example or
  1650. don’t let your tower being destroyed easily.
  1651. Doran's shield + 1 pots. You can also buy boots + 3 pots or a crystalline flask
  1652. Doran's shield/sword + pot as a standard start. It already depends on your
  1653. DOTA 2: A standalone available on Steam.
  1654. double ward here. As a general type you must buy more wards to win more mids.
  1655. down anyone decent. Of course sustain on a lane is a component of the game to
  1656. DPS as we will see.
  1657. DPS even more. The AOE slow is also great to catch an enemy who's running away.
  1658. Dr.Mundo can fill either Jungle, top and can be a niche support. This guide
  1659. Dr.Mundo's skillshot. As you can see it's more a rail-gun shot (like Ezreal's
  1660. duel begin vs a hero with high regen/healing potential.
  1661. duel you launch it right before your E.
  1662. E x x x x x
  1663. E x x x x x
  1664. E x x x x x
  1665. E x x x x x
  1666. E x x x x x
  1667. E x x x x x
  1668. E x x x x x
  1669. E x x x x x
  1670. E x x x x x
  1671. E x x x x x
  1672. E x x x x x
  1673. E x x x x x
  1674. E x x x x x
  1675. E x x x x x
  1676. E x x x x x
  1677. E x x x x
  1678. E x x x x x
  1679. E x x x x x
  1680. E x x x x x
  1681. E x x x x x
  1682. E x x x x x
  1683. E x x x x x
  1684. E and W are your main skills for the jungle. Then you max Q last.
  1685. E on them then Q-W and Q again with the isolated bonus as they are trying to
  1686. E so it is less problematic to farm right under your tower. As you take more
  1687. E will consume too much mana from start so you level Q first then W to finish
  1688. E x x x x x
  1689. E x x x x x
  1690. E x x x x x
  1691. E x x x x x
  1692. E you don't control it. It will prioritize the hero your are fighting if there
  1693. Each Ghoul will have a special special purpose with special stats. This one is
  1694. early gank you may reach the tower back successfully with these two skills.
  1695. early ganks if you are not confident on your aim you may run aside an enemy,
  1696. early. If you see an opportunity charge you stun, burst then back. Don't forget
  1697. easily affect several target whith the slow.
  1698. easily in team fights.The slow and damages are ok it's a very solid Q.
  1699. easily with a good timing/coordination.
  1700. easy 30% CDR only from items. So you will “perma” E.
  1701. Edge/The Bloodthirster. If you face an AP top you can tweak your big sword with
  1702. EDIT: nerfed on patch 4.1 01/14/2014 from 1.75 seconds for every levels to
  1703. effective, safe and you won't lose so much xp. Always think about warding even
  1704. effects but you will almost never be. Then you gain AD and damage reduction.
  1705. efficient.
  1706. else.
  1707. empower your strenght even more, Locket of the iron Solari to fill you role as
  1708. enable you to cast lock skills by pointing on target like any skill shot. With
  1709. Enchanted Armor will be efficient late game with a Guardian angel.
  1710. enemies are running away from it before the end of the cast they won't take any
  1711. enemies' jungler his doing his camp. You don' t want to spend much time dueling
  1712. enemy AD carry. Your ulti will require some skill but it's pretty easy to hit
  1713. enemy carry biting him with Q.
  1714. enemy harder. You will already force them to back on trades for the most.
  1715. enemy hero at the same time. On the next trip back you usually buy
  1716. enemy hero under their range of effect. Then they will switch, hitting you.
  1717. enemy will the magic damages and the true damages.
  1718. enemy! The worst thing actually is its firing speed. I think it's the sole
  1719. enemy's life. As you can see Tristana has AP component in her whole skill set.
  1720. enemy's red. Beware in pre S4 ward system was remade and the mid player will
  1721. engage but you can use it as it was if noone else fits the requirement. Beware!
  1722. engage is a skill shot you really need to engage enemies from their back. They
  1723. engage.
  1724. enhance your penetration. RIP Banshee’s Veil as there is no more mana component
  1725. enhanced W is a niche move that isn't worth the point in it.
  1726. enhanced W is just about hitting multiple creeps (safely) and you really don't
  1727. ennemies run away easily.
  1728. ennemy is the more damage you will do. Perfect example: Garen's ultimate is an
  1729. equals the distance between the fountain and your inhibitor’s tower.
  1730. escape if the wall is up cast it right on your side the enemy will face the
  1731. escape too (to forbid a path).
  1732. escape.
  1733. escape. If someone reach you at melee range cast it on you too you will be able
  1734. Evelynn can be played both middle and jungle. This guide will cover the middle
  1735. Evelynn has a particular gameplay on the middle lane and it will shine even
  1736. Evelynn unique gameplay comes mostly from her passive. When you are stealth you
  1737. Even for amumu (AP jungler) the standard start will be a machete + hp pots. On
  1738. even have virtually 0 mana problems for the whole game. You start with a
  1739. even if there is nothing around to hit.
  1740. Even if this passive synergizes with the whole kit, it's an average passive.
  1741. even more damages on Nunu. You start with machete + 5 HP pots. It's your
  1742. even more. Luxury items are Void staff, Lich Bane and Rylai’s Crystal Scepter.
  1743. every instance to a minimal threshold of 40% the initial damage. As you can see
  1744. Every single guide had Manamune as its core; great item to spam Q you know… I
  1745. everyone was building Manamune on him… To make manamune you have to build tear
  1746. everyone. But in the other side it had a 6 seconds cooldown anytime. They
  1747. everything built around a B.F sword will do. Here you have Yorick without the
  1748. everything in taric's kit it's amazing. Armor, CDR, AP and a little aoe damage/
  1749. Everything is in the timing.
  1750. everything together. As starting items you can take boots + 5 pots. You can
  1751. Everything with some cc or hard CC to complete Corki's kit will work: Alistar,
  1752. exceptions). The game is originally meant to be played 5v5 with this standard
  1753. execute. I say this because here you don't use it as an execute (keeping it for
  1754. farm with Karthus. As you only have W to escape buy more wards to gain sight on
  1755. farming and last hitting. Luckily for you Miss Fortune is great at it. She has
  1756. farming is easy with Miss Fortune and she can stay safe most of the time
  1757. farming side than ganking side. You will shine during team fights later on.
  1758. farming their lanes. These junglers like Vi or shyvana will farm their jungle
  1759. fast with E.
  1760. feel like counter jungling (and Nunu is great at it) buy wards and time the
  1761. felt it like a paradox on Urgot. Urgot was a super early hero (RIP Urgot
  1762. Few players thought about it in lower ELO. You can also boost an ally putting
  1763. few support do this but think about it it's important. At this place right
  1764. Fiddlesticks is usually played as a jungler an AP middle or as a niche support.
  1765. Fiddlesticks the Harbringer of doom
  1766. fights you will have to get closer to seal the maximum DPS. From level 1 with a
  1767. fights you will soak the most damages. Try to protect your carry with your
  1768. fights. It will be long to learn and you will rely heavily on you tank and
  1769. first category but he is really good at ganking.
  1770. first enemy it encounters. It's a long distance taunt with a debuff. If I
  1771. first then 1 instance of R tight into him. Then same land a unavoidable E
  1772. first trip back. I don't really like Bloodthirster on Sivir as she's is super
  1773. Fizz) always keep your W for the moment they reach you. You will be able to run
  1774. flask + 3 pots as I said. Then you will buy shoes and you can build Rabadon's
  1775. flaw in his mechanism; Q had a slow animation, so slow that at some point using
  1776. for a Hero (nb devs !).
  1777. for Warcraft 3 called DOTA (Defense of the Ancients).
  1778. Force. You buy your B.F sword early but always finish your Trinity Force first!
  1779. fountain. Later during team fights you will have the possibility to stay at
  1780. free so you will generate heat only once here (20).
  1781. Freljord (some random area in the north of lol's world) with a badass attitude.
  1782. from a gank soaking fewer damages with thanks to E+W. Then You buy Athene's
  1783. from an item…
  1784. from enemies but the range isn't that huge to do this well.
  1785. From level 13 you will have the longest range in the game already. You will
  1786. From s3 Manamune enhanced itself automatically into Muramana once you reached
  1787. From start play safe with Q. Farm with it. Always build Gragas with the goal to
  1788. from Taric abilities. 500 range/radius for the aura is pretty decent and you
  1789. from the cast to explosion so the enemy has time to avoid it. You will need
  1790. from the hot spot.
  1791. from this past. Devs tweaked Gragas as an exclusive AP middle but kept his old
  1792. from your passive! That's why even in a sequence where you are not focused you
  1793. Frozen Heart even Locket of the Iron solari. Try things before season starts!
  1794. Frozen hearth as soon as possible. there is two objects that will provide 20%
  1795. Frozen mallet (but you need to AA him at least) or even a Blade of the Ruined
  1796. frozen mallet your auto attack will apply a movement speed reduction on the
  1797. full stacks. You gained an active that dealt 3% of your actual mana as magical
  1798. Galio can be played either middle, top or be a niche support. This guide will
  1799. Galio is pecialized in countering mages.
  1800. Galio is set as a tanky mage. You can tweak between twose two sides depending
  1801. Galio the Sentinel's Sorrow
  1802. Galio will taunt enemies for 2 seconds. I don't know what the recast rate but
  1803. game mechanism called Grievous Wounds. As most heroes with this ability apply
  1804. game you can almost let it on forever.
  1805. game you do Rabadon's Death Cap after core.
  1806. gameplay around it. Unseen Threat stays as long as you don't use it and it has
  1807. gameplay.
  1808. gank after your second buff. Whereas you can take it at level 2 if you are
  1809. ganks often. In fact in S4 i guess there will be 2 types of junglers. A pretty
  1810. Gauntlet effect and you repeat. As you need some magic resistance you will
  1811. Gauntlet. IG is hilarious on Nunu. You shot you E then you catch the enemy up
  1812. general you can rush in with it against another AP or an AD carry. Against a
  1813. generate heat and it doesn't have additional effect from the danger zone.
  1814. get the most of it. If you are casting from maximal range enemies will just
  1815. go away.
  1816. goddess you can complete archangel staff. A luxury will be a void staff to
  1817. goes on you will have to build according to the opponents. The Enemies are hard
  1818. goes. With this build you will have a chunk of AP MR armor and even more slows.
  1819. golem. Then you will have 30% CDR close to your optimal CDR. More CDR will
  1820. good at healing, you can kite but you will take some skills still.
  1821. good with you kit as you are an AP tank. It's even better when you are in a AP
  1822. Gragas an AP middle with a good sustain and a high burst. As not so long ago
  1823. Gragas is (almost) a pure middle hero specialized in AOE burst.
  1824. Gragas the Rabble Rouser
  1825. great overall. Always think to cast Bulwark first. We will see we can do some
  1826. great with Tresh; combining both ultis is awesome. Nami does the same as Lulu.
  1827. Grievous Wounds is really interesting. It's a healing reduction applied on
  1828. guardian angel and Warmog's armor but it's more on a defensive build. With this
  1829. Guardian Angel is fine on most AD carry.
  1830. guild is meant to take advantage from lvl so will have to be very active. Don't
  1831. harass and also to push towers faster.
  1832. harass quite a bit while engaging with E and then if he still try to reach you,
  1833. Harass with Q but not so much. try to keep your W to escape from early ganks.
  1834. Hardiness for laning sustain.
  1835. has a 0.656 (.656 attack per second) default AS and she gains +4% per level.
  1836. has a great AD steroid but again it's a part of his ancient tanking kit. So
  1837. has a high base damage. Then you will complete Spirit of the Ancient golem and
  1838. Has you can see there is an AD component in this skill but the damage output is
  1839. Hate Spike (Q): Missile speed reduced from 2000 to 1250.
  1840. have a decent mana pool some AD and HP. If there is many AOE in the enemy team
  1841. have a free ward from the start. As bot is always warded, a competent mid will
  1842. have have a skill shot component. The thing is to punish them if they miss. You
  1843. have many opportunities to engage with your stun. Try to hit at close range to
  1844. have their own mods. You can usually play on a 3v3 map, a capture the flag map
  1845. have to cast it straight mostly. If you try to auto attack to use your passive
  1846. have to put these ward in the top section of the river as the laners won't
  1847. have to use it at your advantage. During a team fight you are aiming for the
  1848. have way to escape withe Q and W you won't win against most of junglers but you
  1849. Havoc.
  1850. he is anoying poking with is E (samages + slow). Harass your enemy and if he
  1851. he is kitable too. So as heroes like Udyr you have to be tanky enough to close
  1852. He just lost all his coolness in the coldness (Like Nunu too !).
  1853. head in game telling you how far from the ball you are. If you walk near the
  1854. Healers with a bit of CC will be good for Tristana such as: Nami, Soraka, Sona.
  1855. healing from his disease forever. Now Trundle is just the king of Trolls from
  1856. health to attack the enemy at rights time alongside how you farm usually. By
  1857. health you gain while evolving this skill is called an execute. The lower the
  1858. health) and (45/60/75% of the ally's AD)
  1859. heart of the battle dealing free damages for 7 seconds is pretty impressive.
  1860. heat as you will gain bonus effects on all your skills (but R). When you reach
  1861. heavily on mobilty a Rylai's crystal Scepter will synergize well with your kit.
  1862. heavy team.
  1863. helps you with sustain. I like to make myself Statikk Shiv. I don' do Phantom
  1864. her by default. Every skills she cast will emanate from the ball and not
  1865. Here both side of the skill are interesting. In melee form you will have to pay
  1866. Here comes the downside :) : You will have to buy +mana per level only for him
  1867. Here comes the mighty combo! Your engages either in ganks or team fight are all
  1868. Here I start with the escaping skill to be super safe. As you usually don't
  1869. Here you want to max you Q first but then you can tweak between W and E. If you
  1870. here. An early countered blue will be a disaster for your farm. Amumu is pretty
  1871. here. An early countered blue will be a disaster for your farm. Work your AP
  1872. hero to practice this skill well. This + boomerang
  1873. hero with different abilities. Q is your main skill, it deals many damages at
  1874. hero. You will have build him according to this. The blast is ok, shorst cdr
  1875. heroes
  1876. Heroes of Newerth (HON): A standalone free 2 play (was a retail game before).
  1877. high. It will sometimes turn fights but only with perfect timing (or if you
  1878. highs, It's like the new chalice: The Iceborn Gauntlet. It just synergizes with
  1879. him a bit otherwise he will die before reaching his target (melee fighter).
  1880. his E: 100-((duration/cooldown)x100) 100-((5/7)x100)=28.57 You will reach an
  1881. his whole kit. So the tweaks tend to make him A short range AP caster with high
  1882. hit him with the red and then land an easier Q as it will be slowed. If you try
  1883. hit Nashor from behind the wall from level 13.
  1884. hit or you will knock back the enemies onto your mates.
  1885. hit with Q. Don't do this to much and mix it with normal last hits. always keep
  1886. hits. That's the first component of your engage combo with R. You can also use
  1887. hitting the enemy each time to reset it as you go out.
  1888. hitting with Ziggs is already easy so don't waste too much Short Fuse on
  1889. hourglass and Seraph's Embrace.
  1890. Hourglass. It will provide you 2.5 second out 5 as safe damages (stasis). You
  1891. How do you do middle without spaming enchanced W ? You are a melee Hero so it
  1892. HP. A Doran's Shield is even an option. On first trip back you do an early
  1893. I advocate for pure damage as an AP:
  1894. I evolve this skill last (yep no evolve on W). This one allows Kha'Zix to put a
  1895. I gave most of my tips in previous sections this time :).
  1896. I have to say you need to stay in the AOE to benefit from its effects. The zone
  1897. I remember well. Also there is now some weird momentum with E (the dash). You
  1898. I skipped Manamune to an early brutalizer/Black Cleaver + frozen heart then
  1899. I think it's meh but it works. I don't really like having sustain on my APs.
  1900. If Blitz or Tresh caught you whith their grap you just insta cast the pillar
  1901. If I remember well I killed someone with the AOE damage someday… The damage
  1902. if someone is coming into your jungle. that's way better !
  1903. If the enemy expose himself too much just burst him with Q-E-AA-W-Q. When are
  1904. if you are trying to run away after a chase by using enemy creeps on your way
  1905. if you can be really safe casting your ulti you may need to take some risks to
  1906. If you cast it in a bush and if enemies are within its AOE but without sight on
  1907. if your mobility is ok. As Rumble you will naturally push your lane with your
  1908. immediate vision when someone is in it. In fact that's bad. By warding the next
  1909. immobilization. Whereas a stun won't allow you to do anything. So Curse od the
  1910. impact to a total range of 1400. The initial shot travels fast but the bounces
  1911. implicated now and more agressive. Taric fits this category. From his kit his
  1912. Important note: No more Manamune! I will explain it now, you won't build
  1913. impressive. With this skill you try to reach you target at max range so the
  1914. improve your overall game. If you are a beginner with this game mechanism you
  1915. in a well timed gank you will have difficulties to escape.
  1916. In general everyone with a gap closer or an entrapment will counter Sivir
  1917. In general everyone with some skill shots will be countered easy by Sivir.
  1918. in it. You can still pick it as a defensive item and because there is no more
  1919. in its area you can almost clean a wave with it. So you can throw it then roam
  1920. in the base. Once you destroyed it your own creeps will spawn as super creeps
  1921. in the enemy's jungle as other lanes will back him up pretty fast in a decent
  1922. in the whole width of a lane. It implies many strategies. Another tip; no one
  1923. in this case I think you have to avoid Manamune at all cost now. Cliff note:
  1924. In this war each player incarnates a hero to help the creeps pushing their (and
  1925. infinite mana you just spam your main skill again and again. That's was very
  1926. Infinity Edge is a must on Miss Fortune. Warlord and havoc are must have of
  1927. initial damage of 100% then 90% of this. The damage will be minored by 10% for
  1928. inside the base to defend the first respawning point and finally 2 towers to
  1929. instead of Fury.
  1930. instead of reworking a big part of Gragas they decided now that he needs to use
  1931. interesting thing to do is to always stay in the danger zone between 50 and 100
  1932. is a knock back on it so you can cancel any channels with it. As the range is
  1933. is always good.
  1934. is an alternative build when you can pick both (and I think it's great) but I
  1935. is applied every 0.5 seconds from the aura. You can cast the ghoul on targeted
  1936. is built in armor it provides Taric some decent damages with no offensive
  1937. is creeps around. It also can hit creeps anyway.
  1938. is great. Anyway improved mobility is always good in League of Legends.
  1939. is ok too. Usual stunner like Taric(again), Alistar, Leona. Soraka is always
  1940. is ok. Then you are looking for a B.F sword then you begin your Triforce with
  1941. is on their way.
  1942. is only side steps. Then you can do this by hitting some heroes with Trist as
  1943. is pretty large it will take the width of a lane as diameter. More sustain in
  1944. is Sorcerer's shoes as you don't have that much magic penetration outside your
  1945. is the same for an elixir of fortitude.
  1946. is to cast it right after a hard CC.
  1947. is to fire at a primary target to deal more damages on the secondary target.
  1948. isolated and effects will apply on your Q. Creeps can be isolated if there is
  1949. It can also be bad if you knock enemies off your teammates (like Alistar W) Use
  1950. It comes from his ulti as you will see scrolling down. On the map you will see
  1951. it decay for 4 seconds. At your peek you will have 40% of the enemy MR + armor.
  1952. it is a few skill in the game that allow you to easily DPS while running away.
  1953. It is your finisher against any non squishy hero. You can also cast it as a
  1954. it reduced your overall DPS! So Trundle was remade but they remade his
  1955. it second! It can really shine in team fights when everything goes as planned.
  1956. It seems yo bee a bit weak but you have your ulti; Transform at lvl 1.
  1957. It serves the purpose of the hero well but it is a bit low.
  1958. it to chase or escape, thanks to the improved movespeed. In the Jungle you can
  1959. It was remade too. It doesn't last for long but it has no cost now. So you
  1960. It will be a 21/0/9 build. There is some room for this build because the last
  1961. it will be a big part of your overall DPS. As you won't buy Manamune here you
  1962. it will be safe. Finally you apply this concept on every hero at any time.
  1963. it will often hit a lesser minion. So you better position yourself well before
  1964. It will provide you more sustain. You usually don't buy around mana and mana
  1965. it will scale really well with your Q (more burst). A Guardian angel is your
  1966. it wisely as a slow to protect your carry from anyone trying to bother him.
  1967. it wisely with a proper timing so. Also if someone is channeling on an enemy
  1968. it with mercury's threads) + Haunting guise + Rylai's Crystal scepter +
  1969. it you will have more first blood opportunities. Then as i said it's really up
  1970. It's a bit like Corki's E. You fire in front of you then it moves as you move.
  1971. It's a good stun. As you see even with this one it's temptative to go at melee
  1972. It's a map with two bases cornered on the upper right and lower left. Three
  1973. It's a reverse grab. Amumu throws bandage then he get pulled to the enemy if he
  1974. It's a vectorial shot. You will have to get used to. You have the traditional
  1975. It's also a basic for your farm in the jungle.
  1976. It's also the same as any AP hero except that you cut everything related to
  1977. It's also the same as any AP hero except that you cut everything related to
  1978. It's also your escaping skill. Note that this skill takes effects upon impact
  1979. It's more advance and the opponent won't allow you to do this so much. You can
  1980. it's not a mainstream choice. If there is many CC in the enemy team you can
  1981. It's not as bad as Udyr but you have to think about it. I'm doing well with
  1982. it's now pretty high. Back in the days everyone with mercury's threads walked
  1983. It's obviously you main skill in the jungle and your source of sustain. It can
  1984. It's pretty easy to harass the enemy while last hitting with Q from the start.
  1985. It's pretty strong. The range for the damages is 200 it's pretty narrow. As you
  1986. It's your primary skill and main source of DPS (from skills).
  1987. item combining mana + MR. The biggest nerf that Ryze experienced recently come
  1988. item is the 2nd evolution of your gold item: Face of the mountain.
  1989. item you only pick to enhance it later to a semi-decent late game item. So it
  1990. item.
  1991. itemization around it too. Try to engage with flash as much as you can its a
  1992. itemization.
  1993. items are: Spirit visage + Warmog's Armor + Ninja tabi + Spirit of the Ancient
  1994. items viable on Gragas. Early Rod of Ages for more spam. Abyssal scepter
  1995. items. The next target is Rabadon's death Cap and Thornmail! I was (I think)
  1996. its champions not so long ago. They typically put many AP components on ADC. I
  1997. its evolution to Muramana).
  1998. Jayce doesn't have ant Hard CC; only a Slow and knock back. You will have some
  1999. Jayce is a pure top hero
  2000. Jayce needs to be built around AD because most of his skills benefit from bonus
  2001. Jayce the Defender of Tomorrow
  2002. jungle and 2 guys on the bot lane. Different roles fill each lane. Jungle is
  2003. jungle taking buffs and then you run away You can really do it when the
  2004. jungle.
  2005. jungle. In a team fight the more you are focus the more damage you will deal.
  2006. Karthus is an AP middle.
  2007. Karthus the Deathsinger
  2008. keep an eye on the minimap, your support won't see very incoming ganks.
  2009. Keep an eye on Trample's duration to refresh it every 3 seconds. It's helping
  2010. keep at least 5 charge of your R as you will need them after the engage.
  2011. Kha'zix is specialized in countering most mids.
  2012. kill it you can use your E to grant your jungler a good chance to 'ninja'
  2013. kind. Trundle has a superior life force regenerating continually. So he was
  2014. king.
  2015. know you can be more aggressive with an early Q or E.
  2016. know your support you will have no surprise. If you play duo with someone you
  2017. lack DPS: Atma's Impaler etc… A luxury item is Sunfire cap.
  2018. lane and during teamfights but is not your top priority.
  2019. lane gameplay.
  2020. lane to guide your arrow. Triangular shots are more difficult. Is the target is
  2021. lane. As you can see the heal is based on you own AD it's almost a lifesteal.
  2022. Last hit is easy from start with auto attacks and Q. It's is pretty easy to
  2023. Last hit with your auto attacks on Q. It's super easy to farm middle with Annie
  2024. last ones you can max them last if you want
  2025. late game item is Last whisper an alternate item is Blade of the ruined king.
  2026. late game. This skill has a lesser radius than your Auto attack. So during team
  2027. late level as you wish.
  2028. Later during teamfights you will shine as you deal massive AOE damage. Use R
  2029. later on you will have to support your allies alongside your basic AP carry
  2030. later on. From now (at least in this guide) you won't have a big mana pool; no
  2031. launch it from the brush).
  2032. League of Legends (lol): A standalone free 2 play.
  2033. least) the damage. If you can try to reach the lane and luacnh R right before
  2034. Leona, Taric, Nunu, Thresh, Nami.
  2035. less efficient. The boost damage/AS while in ranged form is interesting to
  2036. level 18. It's pretty impressive to see the Troll King in action then.
  2037. level 6 you can for opportunity to land your Ulti mostly bot for twice (at
  2038. levels you be able to poke easily. On this point there is a general concept
  2039. like a skill shot stoping the kite from your opponent. If your enemy still kite
  2040. like you will be focus, save the last instance of your ultimate to run away
  2041. limited on this part because of her natural range being low
  2042. little bush in the middle of the river you will know when the enemy comes to
  2043. little delay when I cast it. So you will have to be close to the target(s).
  2044. location up to 90° from the primary target. It will never bounce back still.
  2045. Low cost and can be spamable more or less. This is your primary ability in the
  2046. low crit rate with a high attack speed. Devastating strikes is pretty efficient
  2047. lvl 1 Q, Q will cost virtually 0 last hitting with and will even provide more
  2048. lvl 6 you will often have a kill opportunity. You can burst to death any AP
  2049. lvl alongside boss lvl. You want to kill a major wolf or wraith in one W+E.
  2050. machete + 5 HP pots. It's your standard start as a jungler On your first trip
  2051. magic damages. Notice that the range is even shorter than W. You want to kill
  2052. magic/armor reduction and you run away just like that most of the time (you
  2053. main lanes and a jungle cover the map between them. The map is almost
  2054. mainly.
  2055. major camps.
  2056. make these AD carries your meat of choice.
  2057. Malzahar if you are on ARAM map).
  2058. mana if you kill two creeps with on cast. That's why Karthus is mana efficient.
  2059. Mana or mana regen related.
  2060. mana regen.
  2061. mana regen.
  2062. Manamune (so you won't buy Tear of the Goddess either) in Season 4 (if there is
  2063. Manamune has another downside: it makes you a lazy player. As you have near
  2064. Manamune provides comfort when you look for efficiency. You have to build
  2065. Manamune.
  2066. manapool with no counterpart on their DPS and hero with no mana. Otherwise you
  2067. mandatory on Yorick it will solve almost all your problems. You can evolve
  2068. many of them have a gap closer. As fiddles sticks there is many “tactical”
  2069. master as you will have to cast, hit, cast etc…
  2070. masteries and his itemization you can build a well-rounded Taric to serve this
  2071. match.
  2072. mates. The AOE has not a big radius (maybe 200/300) but in a team fight u will
  2073. Max E first. Then it will depend on your playing style. Q is more selfish to
  2074. Max Q first then W for maximum damages/cleaning speed. You can W and E at some
  2075. Max Q first then W for maximum damages/cleaning speed. You max E last. You may
  2076. Max W first then E for maximum damages/cleaning speed.
  2077. Max W first then Q. On rare occasions you will put 1 point in Q earlier.
  2078. maximum damages you need to apply poison with your Q and/or W first. That’s why
  2079. may also consider an Abyssal scepter to up your passive and it synergizes well
  2080. may buy some wards. There is 4 access points to the jungler from the river.
  2081. maybe you will need to do it earlier). So the itemization is pretty much the
  2082. meant to DPS your enemy.
  2083. Mehanamune. If you have difficulties to catch up with an enemy you may build a
  2084. menace to an aggressive/aggressive play style. Buy wards to prevent ganks as
  2085. Mercury's Tread+ Wriggle's lantern + Trinity Force + Blade of the ruined King +
  2086. Mercury's Treads too.
  2087. Mercury's Treads/Berserker's Greaves + Infinity Edge + Phantom Dancer + Last
  2088. mid-game so make sure that your allies are not too far from you when you
  2089. middle range right behind the tank while inflicting the most dps. If you think
  2090. mids if they miss one skill shot. You have to switch from passive with some
  2091. Miss fortune is a pure AD carry.
  2092. miss with some practice. The AOE is not so big but you can caught tree guys
  2093. mistake). Some raw AP will be good and some armor too as we will see.
  2094. MOBA is the acronym for: “Multiplayer Online Battle Arena”. It's a subcategory
  2095. MOBAs are now stand alone games developed and marketed by professional teams.
  2096. MOBAs, especially lol and DOTA2 are now played on a professional level. The
  2097. MOBAs.
  2098. mobility allows you (guess what ?) to have super mobility. I like it to ganks
  2099. mobility on the map with your 3.6 seconds dash that travels through minor
  2100. more AP depending on your composition. You can consider Twin Shadows sometimes.
  2101. more efficient. You can't control its direction it's only firing in front of
  2102. more mobility/AS and Blade of the Ruined King which will work well on trundle.
  2103. more on auto attack. Focus on farm early you really need that B.F sword fast.
  2104. more radical build is to skip Bloodthirster for a Statikk shiv or a Black
  2105. more spam. You want to use this skill right so you will shot it at close range
  2106. more specific as it's not a lane, neutral monsters spawn in it with a static
  2107. more than 50% of your mana to prevent bad situations. Use you ulti to regen
  2108. more with E safely under stasis. Every item on the build has a high cost so you
  2109. more with the upcoming Season 4. At the early stage of the game you want to
  2110. most of the time to shine in mid/late game. There will aslo be mobile jungler
  2111. Most of your damage will come from your E. Nunu isn't the perfect duelist but
  2112. most played.
  2113. move. By doing this you will able to close the gap if you have a better
  2114. movement speed reduction).
  2115. movement speed than your enemy. If you simply lock on your right click you will
  2116. moving it's a great shot to succes being far away the target. If you know that
  2117. much you are too slow. If you base the build on AP side the cleaning speed is
  2118. much. Your core build will be: Sorcerer's Shoe's + Athen's Unholy Grail +
  2119. multi targets short range damages. With the same idea a Deathfire Grasp is good
  2120. narrow. Ricochet also synergize with R as we will see.
  2121. nautilus is trying to reach you. In general you can stop someone from using his
  2122. necromancer he chose on day to soak the whole malediction on himself saving his
  2123. need it to farm well. Hitting multiple opponents during a team fight with
  2124. need more burst put more points in E early.
  2125. need to try it first. Eventually i will ad this alternate build to this guide.
  2126. need your passive up.
  2127. needed mana. Your core build will be: Sorcerer's Shoes + Rabadon Death Cap +
  2128. nerfed this part because gragas with 40% cdr had a 3.6 seconds dash running
  2129. new style the power farmer or “jungle carry” who can almost override the guys
  2130. next spawning waves not for the creeps that are already crawling the map).
  2131. nexus on a specific lane. There is a minor spawn point after the third tower,
  2132. nexus on the whole map but you at least need to destroy every towers to the
  2133. no creeps or hero around, same thing for heroes. The damage from the missing
  2134. no internal cooldown. As an example you can “pull” an enemy near a brush then
  2135. no major changes from now). Manamune was already meh back in the days (without
  2136. Not a big heal but as you see you can cast it pretty often. More reliable as a
  2137. not being this efficient even with ori. Then you can buy a Liandry's torment it
  2138. Note that any bonus attack speed scales on the base AS of the hero. Tristana
  2139. now directly spawned from the nexus with the same stats. The first spawn points
  2140. now exceed the number of watchers for StarCraft2; the most popular RTS.
  2141. Now it's not.
  2142. nowadays and they will back their mate fast if you initiate a duel in the enemy
  2143. nowadays) He had to deal massive damages early to ensure his advantage but
  2144. number of watchers on live streams for the big events (usually season final)
  2145. Nunu is specialized in counter jungling (denying enemy's jungle).
  2146. object). So you will have a 20% natural CDR with your Q maxed. Expanded mind
  2147. objective of creeps is to destroy the enemy's nexus, fighting whatever hostile
  2148. obstacles (“thin” trees, cliffs, base's walls). You also were virtually
  2149. occupy this bush and fight for it. Otherwise the enemy team will easily push
  2150. Of course it won't stack numerous times. It's also debuff the target's AD so
  2151. of damages but you will have to get really close to the enemies. Position
  2152. of Infinity Edge still.
  2153. of strategic games, especially RTS (Real Time strategy).
  2154. of tankyness. Nunu doesn't burst but he will perform a great sustainable DPS.
  2155. of the Ancient Golem + Sunfire Cape/Frozen heart. They you almost always build
  2156. of the base.
  2157. of the goddess first. This item doesn't provide you any damage and this is an
  2158. of the revenant's duration the revenant will revive the hero for 10 seconds.
  2159. of the time. Your crit rate will stay low but Rapid fire will compensate the
  2160. of Warcraft.
  2161. of your magic penetration will come from itemization. Complete Sorcerer’s shoes
  2162. off this ulti before its end. That was so bad. Now Galio seems to taunt every
  2163. often and efficently. You can tweak it with Ninja Tabi. Then you start Spirit
  2164. ok it provides you what you need: more ap and mana and health. As you rely
  2165. On cast you will damage the enemy and heal yourself, then the ghoul will heal
  2166. on good positioning. You can also push the lane fast then looking for ganks but
  2167. on HP regen like Dr.Mundo, Swain or even Ryze you can buy an Executioner’s
  2168. on some skills and smart cast for all your skill you will be way faster at
  2169. On the defensive tree Unyielding is quite good. It close with Juggernaut so do
  2170. On the defensive tree you can tweak between Recovery and Enchanted Armor as
  2171. On the defensive tree you pick everything related to MR as it will synergize
  2172. On the defensive tree you reach the usual flat HP boost, Perserverence and
  2173. On the defensive tree you reach the usual flat HP boost.
  2174. On the defensive tree you take boost MR/ armor and health, you can tweak with
  2175. On the defensive tree you take boost MR/ armor and health. That's a pretty
  2176. On the defensive tree you take Juggernaut + Unyielding. You can tweak some
  2177. On the defensive tree you take Veteran's scars and juggernaut for more hp. You
  2178. on the map. The thing is to ward well you don't have to actually see the enemy
  2179. On The offensive tree to almost everything related to AP. Devastating strikes
  2180. On The offensive tree you are looking for everything AP related. It's a
  2181. On The offensive tree you are looking for some CDR and the flat AP bonus.
  2182. On the offensive tree you go for Frenzy as you will build an Infinity Edge most
  2183. On the offensive tree you go for Frenzy as you will have a decent amount of
  2184. On the offensive tree you only need the jungle's masteries and some AS (by
  2185. On the offensive tree you pick AD related abilities. You can pick Frenzy as
  2186. On The offensive tree you take CDR but it's tweakable. With the recent nerf On
  2187. On The offensive tree you take everything AP related and you avoid everything
  2188. On The offensive tree you take the basic AD/Bruiser Kit.
  2189. On The offensive tree you take the CDR and the flat AP as it is welcome.
  2190. On the offensive tree you take whatever is related to AD. Hybrid penetration is
  2191. On the utility tree +ms will do but you can tweak it with runes if you want.
  2192. On the utility tree are looking for Intelligence (+5% CDR +10% cdr from
  2193. On the utility tree you put points to reach Runic affinity. You may tweak
  2194. On the utility tree you reach runic affinity. Fleet of Foot is good to you too.
  2195. On the utility tree you reach the life steal / spell vamp.
  2196. On you first trip back you start building Haunting Guise right away. The most
  2197. On your first trip back (725 gold) you buy stone + boots. As your mana pool is
  2198. On your first trip back (725 golds) you buy stone + boots. On your next trip
  2199. on your team and the enemy team.
  2200. On-hit effect is an effect that come from object mostly. Example: if you own a
  2201. on.
  2202. one of the first players to put a Thornmail on Galio and I was often laughed at
  2203. One of the most efficient thing you can do mid is to take the enemy with your Q
  2204. one shot a wave of creeps with Q. You will be able to do this around lvl 5-7.
  2205. one the best engages in the game.
  2206. Only after this you can buy another luxury AD item. There is many options:
  2207. only be matched or exceeded by Kog'maw and Twitch under certain circumstances
  2208. only few ones still buy a Manamune on Corki even with all his spamming
  2209. opponent being slowed by Q) !
  2210. opponent. On Jayce I try to reach the Trinity Force which is a must have + a
  2211. option to build him as an AP off-tank or an AP off-caster. I like to put
  2212. options are: Spirit Visage if there is several AP heavy guys. Randuin's Omen to
  2213. or a simplified map with only one lane etc… The original 5v5 map is still the
  2214. Orianna has a special game mechanism. She has a metallic ball floating around
  2215. Orianna has great utility powers even as an AP carry. Get used to never lose
  2216. Orianna is an AP Middle and can be a support. This guide will cover the middle
  2217. Otherwise enemies will have time to avoid. While teamfighting the better timing
  2218. Otherwise tibbers will follow you and attack the target you fight. Tibbers
  2219. outrange towers as it was the case for the Dwarven sniper in dota. But You can
  2220. Outside team fights when you are facing the enemy team poke relentless with it.
  2221. outside your tower range you will need vision on the nearest bush. That's why
  2222. own stats. They can't be controlled and will attack your target or prioritize
  2223. part of every lane. The towers hit the creeps by default unless you attack an
  2224. part of your DPS as a Tristana AD as well. You can choose to play a safe long
  2225. part on karthus is while team fighting. Your E can deal an astonishing amount
  2226. pass through the obstacles and end the chasing. Amumu will not be super tanky
  2227. passive is really good you never build you hero completely around it (a common
  2228. passive. When you engage a fight bot always focus the enemy AD. Your Q will
  2229. penetration as marks.
  2230. people as possible with you Q it's winning battles. You won't counter jungling
  2231. per lane. The final two towers protecting the nexus can be counted as being a
  2232. perfectly you will out-Dps almost anyone. The range is close to your attack
  2233. Permanent Bonus MS as long as you don't take damages. If you can hit'n'run this
  2234. phage or sheen. Core items are berserker’s boots+ Infinity Edge + Trinity
  2235. phase is over. Then a Rylai's Crystal scepter. Your core is : Sorceres Shoes +
  2236. pick a kill/assist moving off your farm has to be worth. To play a decent ori
  2237. pick the boots up. Sunfire Cape was nerfed on the patch 4.1 to scale less with
  2238. pick the jungle's skills and flat armor too. Perseverance and second wind are
  2239. place during the teamfights. So build yourself according to that. You may have
  2240. place. There is endless combination of skills then. It can turn teamfights
  2241. placed Q you are able to catch the whole enemy team with your ulti during a
  2242. Plan to hit 3 targets when it is active.
  2243. play her optimally. You can pair Rylai's Crystal scepter with a Liandry's
  2244. play it near-optimal. You won't do this anymore in Season 4 as we will see
  2245. play. As it is not obvious Tristana AD still melts faces late game.
  2246. playstyle in the current meta. But it's not the best way to draw a direction
  2247. points between Enchanted Armor and Recovery.
  2248. poison state. It's the same for evert heroes ! So if your mates have poisoning
  2249. pool doing this. Try not to last hit from a distance with W as much as you can,
  2250. position (neutral camps). To win you don't have to destroy every towers to the
  2251. position but you only have to know where he is. The perfect example is about
  2252. position himself in certain ways. It can be used in combination with W to
  2253. Position yourself to last hit with the ball then try to reach the hero behind.
  2254. position.
  2255. possibility to strike it twice as the boomerang return to you. You will do an
  2256. pot. Chalice is of course mandatory for Galio. So it will lead to Athen's
  2257. powerful.
  2258. Pretty cool! As you can see now the role for trundle during team fights is
  2259. pretty mandatory too. Unlike tenacious… Once you put 20 points in this tree you
  2260. pretty simple. You cast your ulti on the tank/bruiser then you rush for the
  2261. pretty slow but it will hit any creeps for any given camp. If you recast a
  2262. pretty sure to pick the first blood!
  2263. preventing any damage on your own carry. It needs some experience!
  2264. primary target. Like any knockback, always cast it carefully as it can save the
  2265. Prizes are as high as 1 million $ for the winning team on the major events. The
  2266. profitable way to obtain gold is to kill some creeps, heroes, neutrals and by
  2267. provides Orianna some unique tactical/zooming abilities. If you go too far from
  2268. PS: if Culinary master seems too much for you, you can tweak it with runic
  2269. purpose. So you will start with a relic shield 1 mana pot 2HP pots and the
  2270. push to much you don't want to nullify you work over a sucessful gank on you.
  2271. put it on mates you benefit of a decent heal.
  2272. Pyromania (passive): From 1.75 seconds stun at any level to : (1.25/1.5/1.75
  2273. Q x x x x x
  2274. Q x x x x x
  2275. Q x x x x x
  2276. Q x x x x x
  2277. Q x x x x x
  2278. Q x x x x x
  2279. Q x x x x x
  2280. Q x x x x x
  2281. Q x x x x x
  2282. Q x x x x x
  2283. Q x x x x x
  2284. Q x x x x x
  2285. Q x x x x x
  2286. Q x x x x x
  2287. Q x x x x x
  2288. Q x x x x x
  2289. Q x x x x x
  2290. Q x x x x x
  2291. Q x x x x x
  2292. Q x x x x x
  2293. Q x x x x x
  2294. Q x x x x x
  2295. Q x x x x x
  2296. Q x x x x x
  2297. Q x x x x x
  2298. Q x x x x x
  2299. Q. A thing to do is to use Q to nothing and still last hit with an auto attack.
  2300. Q) than a ballistic one. It's your engage for the ganks. With some practice you
  2301. Q→E→Q→W→Q→R→Q→E→Q→W→Q. You will need 40% CDR to perform this.
  2302. Q→flash→W→R→E→Q. With some CDR you will land the last Q under bulwark. When you
  2303. Q+W+Self E to recall the ball damage the units+Q again. It will obviously be
  2304. R Q E R
  2305. R x x x
  2306. R x x x
  2307. R x x x
  2308. R x x x
  2309. R x x x
  2310. R x x x
  2311. R x x x
  2312. R x x x
  2313. R x x x
  2314. R x x x
  2315. R x x x
  2316. R x x x
  2317. R x x x
  2318. R x x x
  2319. R x x x
  2320. R x x x
  2321. R x x x
  2322. R x x x
  2323. R x x x
  2324. R x x x
  2325. R x x x
  2326. R x x x
  2327. R x x x
  2328. R x x x
  2329. R x x x
  2330. Rabadon's cap. Then you will have to build according to then enemy. Just to let
  2331. Rabadon's death cap. Then you can buy a Rtlai's Crystal scepter for even more
  2332. Rabadon's DeathCap + Rod of Ages/Rylai's Crystal Scepter. Luxury items are :
  2333. Randuin's omen + another defensive item like Spirit visage. There is more
  2334. randuin's omen or a Rylai's Crystal Scepter. As a tank you always have to build
  2335. randuin's omen you first defensive item. Then i start trinity force for even
  2336. range (850) then it will bounce again two times if you hit the ground on first
  2337. Range 1000 .Cooldown: 18. Cost: 100 mana.
  2338. range and then you draw the direction of the rocket's path. So we will be able
  2339. range equals its radius. .5 seconds stun is enough to move behind the target
  2340. range is decent. The barrel move speed is ok but avoidable from its max range.
  2341. range to so you will need good positioning and mobility.
  2342. Range: 550. Cooldown: (10/9/8/7/6). Cost: Generates (55/60/65/70/75 mana).
  2343. Range: 600. Cooldown: 12. Cost: (55/60/65/70/75 mana).
  2344. Range: 900 Cooldown:(120/105/90). Cost: 100 mana .
  2345. range. It will be a part of Taric's burst. As you see the component is AP here.
  2346. ranged Tistana or you can choose to expose yourself with the right timing to
  2347. Ravage (E): Damages changed from magic to physical.
  2348. Ravenous Ghoul: This ghoul will heal Yorick with each attack based on 35% of
  2349. reactive with your tank (engage) throwing Your R right after his move. In a
  2350. really don't know why. You will never develop Miss Fortune's AP on a
  2351. really like this item but whatever) and you can tweak your boots with the
  2352. really need to keep up with the enemy at early stage. A good top will try to
  2353. refresh their wards really often. If you still get caught in your own jungle yo
  2354. regen so much.
  2355. remember well the true damage of your Q is also empowered within the 6 seconds
  2356. requires a channel it can be interrupted.
  2357. resistance from the enemy.
  2358. respawn. If you memorized the timers you can try without ward but it's risky.
  2359. Revenant: The initial revnant is controlled by Yorick it has health and damage
  2360. rewards. The new design for taric push him to go on melee range most of the
  2361. righ in the middle of the teamfight with your passive on it to stun everyone.
  2362. right away.
  2363. ring +2 hp pots or boots + 5 mixed pots. On you first trip back you can buy
  2364. Ring*2). With this you be pretty tanky from the other AP's view. There is more
  2365. Rod of Ages/Archangel's Staff + Rylai's Cristal scepter/Abyssal Scepter. You
  2366. role. Never forget to E+W someone chasing an enemy or escaping from him.
  2367. Rumble is a pure top hero.
  2368. Rumble the Mechanized Menace.
  2369. Rumble's special mechanism at his core. Every time you cast you will gain heat
  2370. runes. Mercury's thread can do the job too. If you can rely often on blue take
  2371. Ryze is specialized at mid-range fights.
  2372. Ryze the Rogue Mage.
  2373. Sad Mummy is an enhanced root applying a 100% attack speed debuff over 2
  2374. safe; you can last hit occasionaly with W but most of the time You perfrom this
  2375. safely under your tower. You can clean a wave really fast with the passive from
  2376. safely with your Q. It’s also a great skill to chase and even more to escape as
  2377. same as it was in S2/S3 but you replace manamune by Ravenous Hydra. You can
  2378. Scepter. You won't tank much but you will do powerfull engages then you will
  2379. Scepter/ Rylai's Crystal Scepter. A late game item is a void staff, while
  2380. second lane of the enemy formation to pass through the first lane (bruiser +
  2381. second.You max E first then Q and W. If your support is unknown you can even
  2382. seconds (they can still cast). The radius is pretty big. As I said with a well-
  2383. seconds regen everyone has, it will reduce incoming healing from any source
  2384. seconds to burst. If you enemy is competent enough to avoid W just land a Q
  2385. seconds. It's not channeling! You have your peek 4 seconds after the cast then
  2386. seconds) at levels (1/6/11).
  2387. see it’s a bit designed like an engage (current health +slow) but as Evelynn
  2388. Seeker's armguard. You core item will be often: Sorcerer's boots (You can tweak
  2389. sequence of skills thanks to his passive.
  2390. Shatter synergizes with itself. When it is off cooldown (ready to cast) Taric
  2391. she always been considered as a tier 1 AP. That's why I havn't much to say
  2392. She can really counters heroes like Dr.Mundo, Swain or any healer.
  2393. she will do damages every quarter second. The range is huge and the AOE of the
  2394. she's not the best heroe at it. If your are caught in the river solo you are
  2395. shiv. If in the other team there is many heals or some heroes who account a lot
  2396. should start this practice on towers. Attack move when you push towers even it
  2397. Simple Aoe damage. The range isn't so great and I always feel like there is a
  2398. Simply one of the best passives in the game. You always want this one up when
  2399. Singed are your friends here. For the heroes that have a gap closer (Diana,
  2400. situations. As an escaping or chasing skill it does its job.
  2401. Sivir is an AD carry specialized in pushing and chasing.
  2402. Sivir the battle Mistress.
  2403. Sivir will rely on her Q and her E. At least early in the game. Then more and
  2404. skill shot in the game that can’t catch up with an enemy running away at normal
  2405. skill shot on you then they will have to back after 2-3 trades. This whole
  2406. skill. It is your sole escape mechanism too.
  2407. skills you will benefit from it landing twin fangs right away! Teemo Twitch and
  2408. slow on your attack that will enhance your burst even more. You are Taric the
  2409. So any time Jayce casts his ulti he will switch from a melee hero to a ranged
  2410. So I'll give him a bit of everything he needs.
  2411. So it's a vectorial shot (a skill shot adding a direction component) that grant
  2412. So it's channeling and it can be interrupted as any skill that channels. If
  2413. So Kha'Zix has the ability to elvove his skills gaining more effects/damages.
  2414. So miss fortune will channels for 2 seconds casting 8 instances of damage so
  2415. So overall this skill is ok but it make me think about how RIOT used to create
  2416. So this one was also remade recently. Previously the damages were split among
  2417. So to explain myself better: against an unique target you will have the
  2418. so you have to focus on lane domination. Go on side if you are pretty sure to
  2419. So you will steal some stats and HP on cast then the same amount over 4
  2420. sole heroes who can spam are the AP middle because they can develop a big
  2421. some heroes/builds. But now it's nerfed in a core aspect: The time it requires
  2422. some other guide) the devs want players to take higher risks to get higher
  2423. some point you finish The Black Cleaver. A luxury item is Guardian Angel (or
  2424. some. It will be pretty much your core as the item cost is high: Boots 2
  2425. Someone who enhance your stats or auto attacks like: Lulu, Nami, Taric. Tresh
  2426. something like 200-250 radius. If they have no ally within this range they are
  2427. Soraka is ok too as she has great heals and she will reduce the magic
  2428. Sorcerer's shoes + Spirit of the Spectral Wraith + Rabadon's Deathcap. If you
  2429. Sorceres's Shoes + Athene's Unholy Grail + Rabadon's Deathcap (+ Doran's
  2430. source of DPS from skills (Unlike S2 and most of the S3) as we will see later
  2431. Specral Ghoul: It has stats as follows: (8/16/24/32/40 +35% Yorick's AD) and
  2432. Spectral Whraith and sorcerer's shoes. Here will start to have branches on the
  2433. speed… Devs have to up it a bit.
  2434. spell within 3 seconds Trample's duration is reseted.
  2435. Spirit of the Spectral Wraith + Iceborn Gauntlet + Spirit Visage + Abysaal
  2436. Spirit visage if then enemy team is AP heavy but prioritize Frozen heart. There
  2437. spirit Visage you will be able to build a 34% CDR build which is interesting on
  2438. squishy. As a standard I prefer to enforce my advantage than compensate my
  2439. stake HP as much as you can. However +100 armor and MR are welcome. During team
  2440. standard AP build.
  2441. standard setup.
  2442. standard start as a jungler On your first trip back (725 golds) you buy stone +
  2443. start Athene's Unholy Grail. Pick the part you want it doesn't matter that
  2444. Start on the Blue camp. Make it clear that you have your mates keeping you safe
  2445. Start on the Blue camp. Make it clear that you have your mates keeping you safe
  2446. Start on the Blue camp. Then you have already the option to gank at level 2
  2447. start putting your first point in W. You can even up Q and W alongside.
  2448. start you can build an early Locket of the Iron Solari. A luxury item can be a
  2449. start. It doesn't stacks so wait 3 seconds between every casts. The AOE is
  2450. starting a camp. This skill can become very annoying when you master it.
  2451. starts available with Jayce. You can start with a crystalline flask +3 pots if
  2452. stay at your current health while fighting multiple opponents. You can also use
  2453. stay safe as much as possible. You will lose most of your trades against
  2454. steal and run away most of the time. Lanners are aware of counterjungling
  2455. steroids in the game.
  2456. still a part time melee hero. Randuin's Omen and Guardian Angel are some
  2457. still a support) + Iceborn Gauntlet + Targon's Brace. Then you will have to
  2458. still benefit to all your skills but E so it will be suboptimal. As the game
  2459. still hitting the whole enemy team. Great ulti overall. As every skill that
  2460. strong base damages and Q can even help you to last hit and deal damage at the
  2461. strong opener is to start with the red camp then the wraiths, the wolves and
  2462. summon in League of legends. To control it you press ALT (you don't release).
  2463. Summon Tibbers (R): Cooldown reduced from 120 seconds at any rank to (120/100/
  2464. super sustain start: Crystaline flasks + 3 pots. Then you can actually rush for
  2465. support than in the jungle thus. Imba in Aram as an anecdot.
  2466. support to put the maximum damage. In a good team fight you will melt face
  2467. support who can burst with almost no damage items.
  2468. Supports with “long” CC such as Tresh, Lulu Nami will feed your burst.
  2469. Supports with some CC and buff will work best with Sivir. Such as: Nami Lulu
  2470. surch as Soraka's W for example. It will even reduce the healing received
  2471. survavibilty isn't wrong. Anyway you may choose between a Rod of Ages and an
  2472. survive with your ulti as your mates finish the enemies. This one also solve
  2473. sustain you lost from Manamune through its lifesteal. The core will be Ionan
  2474. switch to melee you can combo your opponent without taking too much risks
  2475. symmetrical, divided by a river (you can step in). On each lane creeps
  2476. synergize with your ulti as we will see but you also have to build your
  2477. Tabi + boots + Spirit stone + Chain vest. Then your core: Ninja tabi + Spirit
  2478. take care of but maybe you have to adapt yourself first.
  2479. Take this into consideration. It will also knock back enemies as you hit your
  2480. tank), to land right in the middle to finally cast your ulti.
  2481. tanking tools. Now you put this passive under the sustain part but it's not
  2482. target. A skill that apply on-hit effect will produce the same effect as it was
  2483. target. As you active impure shots you will reduce the healing on the target by
  2484. Taric is usually played as a support and can be (was) a niche top.
  2485. Taric the Gem Knight.
  2486. Taric, Leona Alistar are good to stun so you will do more DPS with your ulti.
  2487. team fight.
  2488. team fights start to be funny. As The cooldown of E reset on kills or assists
  2489. team is AP heavy. once in the fight you have to cast your W+R+E combo. You will
  2490. teamfight especially if you fight in a narrow area (jungle). This skill doesn't
  2491. teamfights. Any skill that displaces an enemy can be poorly executed. The
  2492. Tears of goddess only to be rewarded later! On you next trip you buy boots if
  2493. Technically this ulti is better than a simple root. For 2 seconds any enemy
  2494. Thanks to your passive dying whit karthus in a teamfight isn't that bad if you
  2495. thanks to your ultimate. It's pretty charge W taunt with E then you have 6
  2496. that great for an AP middle.
  2497. That skill allows Ziggs to practice tactical fights, forcing the enemy to
  2498. that you can start applying on Tistana as it's an easy hero to do so: It's the
  2499. that you can't miss as he is slowed and you just have to land it on your feet.
  2500. That's a bit strange and that's why Tristana AP is viable (almost) and fun to
  2501. that's the ball who will deal the damages. If you don't recast anything the
  2502. That's what that make Ryze a Skill's minigun. You will be able to input a long
  2503. That's why Alistar can fill the role as maintank even without many tanking
  2504. That's why bot is all about farming and last hitting. If you have to back
  2505. That's your hard CC. Note that you only block the target (root), the enemy will
  2506. The “all in one” button that is no more. I always liked Kha'Zix but not so long
  2507. The ad boost is not that good or usefull but the damage reduction is so huge!
  2508. The ball applies an AOE damage/slow/boost around itself. You usally cast it
  2509. the ball it will come back at you at some point. You have an icon above your
  2510. the ball on him with E then you cast W. It will help him either to chase or
  2511. The bonus attack speed is calculated from this stat only. Because of that you
  2512. The build here will also serve the purpose of This Orianna so you will starts
  2513. The build is pretty standard as a jungler: You start with machete + 5 HP pots.
  2514. The build will be a bit more balanced with some defensive items. AS i said you
  2515. the bullet will bounce behind the first target but “behind” can be at a
  2516. the cask will explode at the end of its range. It wasn't the case previously if
  2517. the closer you are from enemies. So it’s very easy to use.
  2518. the closest bush(even if you don't see him in that bush) but you also will know
  2519. The defensive tree is standard but if you have some issues with Jayce's sustain
  2520. the early game. So it's not mandatory anymore. Your pre-core will be : Ninja
  2521. the enemy team is doing Nash you can scout it with E so your jungler will have
  2522. the finish). You just spam it the cooldwon being so low. Q is your new main
  2523. The first time I asked myself about it was when I was building around Urgot.
  2524. the gap with no real gap closer. When you match this threshold you can focus on
  2525. The ghoul applies an initial damage and slow upon casting. After that The slow
  2526. The goal of each side is to destroy the final objective; the nexus, the heart
  2527. the healing reduction for 3 seconds, Tristana does it better over 5 seconds.
  2528. the hero behind it. The overall range is pretty huge (650+500). It is said that
  2529. The Hero you control gains experience to become stronger and also wield objects
  2530. the Iceborn Gauntlet. This + Boots of mobility will be your core. Boots of
  2531. The initial Revenant is controlled by you it only provide a summon that you can
  2532. the job. Miss fortune works good with Lulu (critter) + boost damages. She works
  2533. the jungle, more cleaning speed to. In a team fight avoid fighting out of it or
  2534. The Lady of Clockwork .
  2535. The lanning phase is pretty easy as Galio unless you face Zed or Kha or any non
  2536. The lower elo you are the less you can rely on your support. You will have to
  2537. The lower HP you are the more DPS you will do with E. Sadism will help you to
  2538. the machete here. So we are still on the aggressive side for the moment. Then
  2539. the main reason why it was nerfed in my opinion.
  2540. the middle (the one who cover the whole width of the river) you will just gain
  2541. The most common example is that you fire at the last creep of its wave to get
  2542. the most DPS.
  2543. the movement speed reduction.
  2544. The new gold items redefine the support role. Supports will have to be more
  2545. the new item that works well on Kha'Zix : Ravenous Hydra. It will provide the
  2546. The offensive tree is tweakable. If you plan to play a Bloodthirster on Jayce
  2547. the old play style you can evolve W instead of R still. But think about it:
  2548. the opponents.
  2549. The original controller regain the control of his hero for this time.
  2550. The other relic from his old times tanking kit. So you regenerate mana upon
  2551. the overall purpose of Evelynn mid is to look for kills on sides while you
  2552. The range is huge on this one. You will poke easily. The static cooldown is low
  2553. the range is pretty high. Boomerang Blade was a bit nerfed as a good Q was
  2554. The range of this skill is less than your natural range from level 13 to 18.
  2555. The range on this is good the projectile speed too so you will barely never
  2556. the river that covers your side and the backdoor for enemies’ jungler. On level
  2557. the Ruined King too.
  2558. The rune page is a bit more tweakable.
  2559. The rune page is set as follows:
  2560. The rune page is set as follows:
  2561. The rune page is set as follows:
  2562. The rune page is set as follows:
  2563. The rune page is set as follows:
  2564. The rune page is set as follows:
  2565. The rune page is set as follows:
  2566. The rune page is set as follows:
  2567. The rune page is set as follows:
  2568. The rune page is set as follows:
  2569. The rune page is set as follows:
  2570. The runes will serve the same purpose here.
  2571. the sight on your ball during battles it will require some times.
  2572. The skill locks on target. It's your main source of DPS. As you see to deal
  2573. The skill shot that you can't afford to miss. It's essential to your overall
  2574. The skill that makes Dr.Mundo more than a HP sac. This is one of the best
  2575. The splash is funny in team fights and you will be able to regenerate almost
  2576. The standard is Doran's build + 1 HP pot. On your first trip back you buy boots
  2577. The structure of the overall map in League of Legends remains the same for most
  2578. The true global ulti! Karthus will strike each enemy hero with this skill,
  2579. The usual pick as an AP it will help you finish guys without chasing them as
  2580. the whole targets it hit. It wasn't that great. Now you deal full damages to
  2581. their farm while keeping your. Your Q must be annoying here. If someone is able
  2582. them all. Ok it's not Nunu who eats things but Willump; the yeti he is riding.
  2583. then buy a Chain vest for more sustain and you will complete it to an Iceborn
  2584. then knock it back to your mates if you used Q first.
  2585. Then you max E and Q!
  2586. Then you may also R to finish him off. Luckily there is some room for this
  2587. Then you will be able to punish almost anyone middle missing a skill shot. On
  2588. Then you will start the Spirit of the Spectral Wraith. Your core build will be:
  2589. There are many starts able: Doran's Ring + pot, boots + 5 mixed pot's. And
  2590. There are two advanced towers for each lane to defend each of them then 1 tower
  2591. There is even a version of Karthus called “Zombi Karthus” based on the passive
  2592. There is many options to build Yorick from his masteries. The most common is 9/
  2593. There is many ways to buid Nunu. I usually build him around sustain and a bit
  2594. There is the special thing about her kit. Tibbers is among the few pets you can
  2595. There will be some items who will fit well.
  2596. They can be sold as retail but the dominant economic model is Free to play
  2597. they will escape easily. After lvl 6 you will be more successful. As your
  2598. Things are getting interesting again. It's a pretty unique skill. It allows you
  2599. things just went alright. You also saw this on Corki not so long ago. Today
  2600. This build is on the aggressive side. I may add some defensive masteries later.
  2601. This build will work all around but you can really weight toward tanking or
  2602. This is a guide for a character in League of Legends.
  2603. This is a guide for a character in League of Legends.
  2604. This is a guide for a character in League of Legends.
  2605. This is a guide for a character in League of Legends.
  2606. This is a guide for a character in League of Legends.
  2607. This is a guide for a character in League of Legends.
  2608. This is a guide for a character in League of Legends.
  2609. This is a guide for a character in League of Legends.
  2610. This is a guide for a character in League of Legends.
  2611. This is a guide for a character in League of Legends.
  2612. This is a guide for a character in League of Legends.
  2613. This is a guide for a character in League of Legends.
  2614. This is a guide for a character in League of Legends.
  2615. This is a guide for a character in League of Legends.
  2616. This is a guide for a character in League of Legends.
  2617. This is a guide for a character in League of Legends.
  2618. This is a guide for a character in League of Legends.
  2619. This is a guide for a character in League of Legends.
  2620. This is a guide for a character in League of Legends.
  2621. This is a guide for a character in League of Legends.
  2622. This is a guide for a character in League of Legends.
  2623. This is a guide for a character in League of Legends.
  2624. This is a guide for a character in League of Legends.
  2625. This is a guide for a character in League of Legends.
  2626. This is a guide for a character in League of Legends.
  2627. This is a guide for a character in League of Legends.
  2628. This is a very particular passive and a really fun one to play. It will
  2629. This is an excellent bonus for an AD carry. Plain AD bonus; simple and
  2630. This is an interesting passive and the overall guide is build around it a bit.
  2631. This is really good. Since Sivir ultimate was nerfed (no more bonus AS from the
  2632. This is your CC. It's a skill shot. It will take effect on the first enemy or
  2633. This is your farming skill in the Jungle. It's quite efficient. In a team fight
  2634. This is your main skill to farm but also to engage in combination with W. The
  2635. This is your main skill, a great poke. You will throw it at its maximal initial
  2636. This is your main skill. As additional informations; if you double cast rapidly
  2637. This is your main skill. It works like Sivir Q. The true damage component is
  2638. This is your main skill. The AP ratio is great the slow too.
  2639. This is your main skill. The range scales with your passive even for the active
  2640. This one grants you a very good mobility. Always put at least one point in it
  2641. This one is pretty fearsome. Your main skill. It has damages + steroid that
  2642. this one to keep it close to smite's damages but you can evolve it last if you
  2643. This one was nerfed to the ground the reworked and now it's almost decent. You
  2644. This one was remade and I don't feel it has a nerf. The target number is
  2645. This one was reworked recently and it's pretty good. Once again (as i said in
  2646. This one will be you main skill and the one who grants you much sustain in
  2647. This one will help you to the jungle but you will still have a hard time from
  2648. this one.
  2649. this one.
  2650. This passive is amazing. It counters most mid AP on itself. You can build
  2651. This passive is ok and further more you really need it as you will spam to do
  2652. this point he won't try to chase you anymore. Another genera tip is about the
  2653. this point you will also have the survivability if they focus you back.
  2654. This skill can really shines under Tristana AP's arms but it will be a great
  2655. This skill is what you have closer to an utility skill due to its slow but also
  2656. This skill provides you sustain when you don't use it pretty nice! When you
  2657. This skill was so much nerfed at the point it's actually a non-sense. Once, it
  2658. This skill will require perfect timing to extract the most of it. As you can
  2659. This skill will serve the same purpose as Zilean's ulti but for a limited
  2660. This skill will synergize a bit with your passive but nunu Has a bad initial
  2661. This ultimate is also unique. Anyone ally with an AOE loves this ultimate.
  2662. Thormail taking even more damage during Idol of Durand. Abyssal scepter is good
  2663. thought they escaped safely. There is many hate on this skill and he is often
  2664. threshold.
  2665. through Acceleration gate. Accelleration gate is a barrier that will speed your
  2666. through auto attacks and Q. Q is spammable it doesn't cost much. Try to take
  2667. through spell vamp and lifesteal. The sole case it doesn't apply is when you
  2668. time.
  2669. timing to avoid backfire from creeps early. The good thing is even when you
  2670. to “leap” away though the jungle, using neutral to escape. You can do the same
  2671. to 1000 will be safe so get closer.
  2672. to adapt to your strategy and it’s difficult if you don’t have decent ELO. So
  2673. to apply Unseen threat on target.
  2674. to benefit from its heal. Kha'Zix is meant to be played with his whole kit.
  2675. to buy a Spirit Visage as Taric is vulnerable to magic damage and if the enemy
  2676. to charge the Tear of goddess to 750 mana. It's now from 3 seconds cooldown
  2677. to chase: Frozen mallet. The enemy team is AD heavy: Randuin's omen. Your team
  2678. to choose only one Hero to make him wield manamune it will be Yorick. But even
  2679. to dash you W+E will do it. You can really farm mid safely with Ziggs. After
  2680. to enhance his stats. You obtain the objects through gold which is
  2681. to fire in front of you while you auto attack. As it apply a debuff it’s even
  2682. to harass the enemy.
  2683. to pretty high cost and high cooldown. As this skill will do damages over time
  2684. to prevent you casting skills with no limit as you have no mana. The
  2685. to push creeps the mcloser to the enemy’s tower. Then you go to bot or top
  2686. to put some distance between him and you again. You have to consider both its
  2687. to put the Q+E combi within 5 seconds. Then you will benefit fully from the
  2688. to run away from someone in the jungle don't forget to use Q on neutrals to
  2689. to selfcast it. you will be use the selfcast on many skil sequence sucs as :
  2690. to shot far above the initial range. The range of the path is around 1000. It
  2691. to ward you are still super squishy and vulnerable to ganks. If you are caught
  2692. to what your opponent do from start. You can try a gank at level if you guess
  2693. too on you. You can pick a guardian angel on very late game or you can go for
  2694. too. Easy mode.
  2695. too. Your core build will be : Sorcerer's shoe + Rabadon Deathcap + Abyssal
  2696. Torment (And your W) Then you will do even more damages over time. If you have
  2697. Trample affects structures so think about casting when you push a tower. The
  2698. Transform also brings bonus upon casting so overall it's decent.
  2699. treads or even Spirit of the ancient Golem + Ninja Tabi. Overall you have to
  2700. tree to an utility tree to gain more sustain.It's the same for a start with
  2701. tree. I'm a bit on the aggressive side where many players will build mercury's
  2702. Tresh.
  2703. Trinity Force will trigger its capacity while you fire barrage. As there is no
  2704. Trinity Force, Trinity Force with some Trinity Force. Doran' blade as a start
  2705. triple the effects. then it's up for improvement at lvl 11 and 16 as usual.
  2706. Tristana can be played as an AD carry and as an AP middle. This guide will
  2707. Tristana the Megling Gunner.
  2708. Tristana will shine mostly in late game. Your early will be about farming
  2709. troll living in dirt. It was called pillar of filth then. Trundle has major
  2710. true on Kha'Zix (spam enhanced W) or on Jayce (Glass canon mod only). That's
  2711. Trundle has great damage capability but he is kitable. The point is to balance
  2712. Trundle the Troll King
  2713. Try to build to take annie squishy down with a R+A+W combo that's all. You can
  2714. Try to harass as most as you can with you passive watch its cooldown. Last
  2715. try to run away but it's not a hard CC. Another useful move is to combine it
  2716. two creeps at once when you are last hitting (AA+Q). the ratio of Q to W must
  2717. ulti so you have to tell to your carry when to act if he doesn't know. The
  2718. uncatchable if someone tried to run after you. Now you only can match the old
  2719. unfinished items you can tweak it if you want. Your final build will be
  2720. Unholy Grail. I have to tru some other build as I suspect Athene's Unholy Grail
  2721. Unholy grail. Then you finish Mercury's thread and this will be your core
  2722. unlimited but the range between them to apply the ricochet must be pretty
  2723. until the next one is a big one. You will do more damages back to the field.
  2724. Unyielding too.
  2725. use it to heal yourself (you need to be at close range to heal). Most of APs
  2726. Use your passive on Q or E. After level 6 you will have many kill opportunities
  2727. usual sequence is: Q→E→Q→W→Q. You can also use Ryze's body for the bounce but
  2728. usually do a Last whisper to get rid of all these armor stackers and tanks. A
  2729. usually don't want to go back before you can afford a B.F blade (1550 gold).
  2730. usually take it but it's not a must have on Mundo.
  2731. usually the 2 ways bot are covered by mid and support really often. So you will
  2732. utility skill as an AD carry. That's what you will max last. The damage
  2733. utility too. As usual bonus MS is good to chase or run away.
  2734. very good on Corki.
  2735. Very intrerresting passive, it will provide a little extra damage.
  2736. very useful in critical situations. In general you have to play with selfcast
  2737. viable items on Trundle: Frozen mallet, Sunfire cap, The Black cleaver,
  2738. Visage and you will be almot set up. A luxury item is Randuin's omen.
  2739. Void Staff anf Zhonya's Hourglass. An alternative item is Deathfire Grasp as
  2740. vs AP heavy. As always you want to build according the opposition. I forgot
  2741. W x x x x x
  2742. W x x x x x
  2743. W x x x x x
  2744. W x x x x x
  2745. W x x x x x
  2746. W x x x x x
  2747. W x x x x x
  2748. W x x x x x
  2749. W x x x x x
  2750. W x x x x x
  2751. W x x x x x
  2752. W x x x x x
  2753. W x x x x x
  2754. W x x x x x
  2755. W x x x x x
  2756. W x x x x x
  2757. W x x x x x
  2758. W x x x x x
  2759. W x x x x x
  2760. W x x x x x
  2761. W x x x x x
  2762. W x x x x x
  2763. W if he try to chase you when you run back. If he get caught in it more E. At
  2764. W until he does it. Otherwise you don't use W that much many time it won't help
  2765. W x x x x x
  2766. W x x x x x
  2767. W x x x x x
  2768. W x x x x x
  2769. walk off you ulti in .5 second. with a max range of 1400 everything from 1400
  2770. walking randomly for its duration. Was nerfed pretty hard recently, still
  2771. wall on its whole lenght.
  2772. walls. on each dash Ahri will fire an autoguided bolt. It's a bit like Ezreal's
  2773. want to soak the damages when you are not at melee range. You start with
  2774. want. Individual buffs stack too. Watch the buffs duration, always try to have
  2775. ward the closest brush everyone do this and it’s wrong. Ward the small brush in
  2776. ward the other way to prevent counterjungling. Watch out for this. I usually
  2777. warding the middle as an AP. You don't have to ward the bush on each side on
  2778. warding totem. You will then upgrade the Relic Shield to Taron's Brace, you
  2779. wards mid I say it every time, it's wining the lane. With ori you can escape
  2780. was an instant shot reveling everything and even applying a 30% miss on the
  2781. was just bad building. Spamming a skill forever don't really allow you to take
  2782. we will see. As a tip, when you trip back to the fountain unload your missiles
  2783. weak early and can suffer a lot from counter jungling. You usually don't gank
  2784. weakness against AD in a force as it will synergize so well with your ulti. For
  2785. weakness. I usually go with a super agressive Infinity Edge + Statikk Shiv.
  2786. well to knock back the enemy onto your mates. Alistar is strong early you ganks
  2787. what is outdated in it first.
  2788. When I say far away you can also land it on your feet. It's a big Nuke. Work
  2789. When there is so much heroes who struggle for mana this skill does all in one.
  2790. When you are facing the enemy middle the usual sequence will be : Q-E-E-E. Then
  2791. when you are on the same lane than the target, you will look the sides of the
  2792. where the champion excels. Corki needs perfectly timed positioning during team
  2793. which target is isolated as you will see an area around it. It seems to be
  2794. Whisper/ The bloodthirster. You can also consider a Blade of the Ruined King as
  2795. whit the AP component all around your kit.
  2796. who you are facing, some Hp and some spell vamp too. As your main skill has not
  2797. whole crew. Now it's only a bonus movement speed. It's still good but less
  2798. whole kind was dying to a form of leprosy casted long ago onto them by a
  2799. will be able to Q+W. you stun first then you have time to position yourself
  2800. will be likely to buff anyone while teamfighting.
  2801. will be pretty succesful. When you engage in team fight try to catch as much
  2802. will buy boots and maybe a cloth armor. You next item will bring Taric to new
  2803. will chain Q your enemy once you hit. In the jungle it's not super-efficient as
  2804. will cover the jungle.
  2805. will do it more frequently on lvl 11 when you obtain enhanced E. This is when
  2806. will do less damages in this case like Nunu's ulti for example. This ulti is
  2807. will have no option but to come back at you so you will throw easy cleaves. At
  2808. will have to make some choices.
  2809. will have to play with his whole kit. The good news is that his kit ties
  2810. will leave a trail dealing AOE damages over time. It's pretty efficient in
  2811. will max this one last still. Nowdays Taric has several options to be
  2812. will need fastcast on a competitive level for every heroes you play.
  2813. will need practice.
  2814. will need to cast it at the end of your E or it won't go where you planed. The
  2815. will provide you more spam more regen so more activation of your passive.
  2816. will see you maximum range for your invisibility around you. You will be warned
  2817. will stack on the next use because the duration is higher than the cooldown !
  2818. will use it to boost the movement speed of your allies either to chase or run
  2819. will work fine with E.
  2820. will work with W. Your core build will be : Sorcerer's Shoed + Rabadon's
  2821. will works naturally as everyone know how every hero works. On a lower level
  2822. winning condition in team fight. Otherwise slow with your Q first and get in
  2823. wisely as I said you don't want to cripple the dps of your mates as it's very
  2824. with a Crystalline flask + 2 biscuits (Hp pots) + 1 mana pot + trinket pot.
  2825. with any build for 6 seconds so you will need a better timing. The more
  2826. with better stats. Once this spawn point is destroyed creeps from this base are
  2827. with fiddle it is better to farm more. You don not want to fail on your gank
  2828. with his max health when he activates his ulti. This can't be reduced. Also it
  2829. with less than 70% health. You can press R either as an engage or as the final
  2830. with Q too. He may get frustrated if you do this correctly. The interesting
  2831. with Q. place E to slow the enemies then poke. If someone can channel keep your
  2832. with you improved speed hitting him with an auto attack that will proc the
  2833. with your kit. Liandry's Torment will work with Q too. Rylai's Crystal Scepter
  2834. with your passive. The bonus armor/mr per enemy around you will be great with
  2835. with your Q. It will be the most of you farm as your auto attacks are melee. So
  2836. with your right click when you chase for example. You attack then you click to
  2837. with your ulti: E to slow then R. You can also try to use it to cut-off retreat
  2838. with.
  2839. withe your W+Q combo. Otherwise a minor camp + red. You can skip E to another Q
  2840. without it. With a balanced build (as this one is) you can reach 2/2.2 AS at
  2841. won't be as easy as it was but not that hard either. Before lvl 6 You play
  2842. won't play as a “Glass Canon” (Great DPS + long range combo + squishy) anymore.
  2843. won't serve a winning purpose. So be cautious hzre with the use of your skills.
  2844. won't waste your precious mana if you miss a skillshot. You have to know every
  2845. worse with Jayce because your ulti won't trigger the Tear of the Goddess
  2846. Yorick around a mix of tankiness and AD as I said. With this build you will
  2847. Yorick can be played as a top laner and as a niche support.
  2848. Yorick the Gravedigger.
  2849. Yorick. Spirit
  2850. Yorick's AD.
  2851. you a lot in early stage. As alistar is not a farm machine you may look for
  2852. you aim on it as you see there is 2 amounts of damages on it. 5300 radius
  2853. You also can use it to last hit as it cost close to nothing. With 1 second
  2854. you and your carry under your tower. You want to avoid this. As taric you will
  2855. You are a decent duelist but do not push your luck too far. Put the most work
  2856. you are afraid of you sustain. With this start you can switch you defensive
  2857. you are more than an off Ad carry in fact. So you will have to be super
  2858. you are right and the rest still try to make fun of you. It turns Galio's
  2859. you are still weak on this part. you can start roaming from level 6 but you
  2860. you build an earlier Warmog's armor to give more survivability to your Ghouls.
  2861. you burn him with Q. From level 6 you may pick some easy kill. The enemy
  2862. You can also cast other skills and auto attack while you use Flamespitter. It's
  2863. You can also go with a more aggressive build consisting in : Sorceres's boots +
  2864. You can cast up to tree Ghouls + a Revenant (ulti) granting you a total of 20%
  2865. you can even be easily killed here. Fiddlesticks will be a little more on the
  2866. You can even replace MP5 with more AP as you will regenerate quite a lot from
  2867. You can even tweak Defensive tree with the Utility tree, looking for Runic
  2868. you can even tweak it to an utility tree with Alchemist and Culinary Master.
  2869. You can occasionally last hit with an auto attack but you will be punished
  2870. you can remove Frenzy. You can put some points in Sorcery too if you want
  2871. You can start either by red or blue. I often start on the side of my botlane as
  2872. You can start either with a Doran's ring or a Null-Magic Mantle +a mana/health
  2873. You can start with a Doran's ring + 1pot (mana/hp) or a Doran's ring +2 pots.
  2874. you can toggle it on and off when you can see a hard CC coming. On super late
  2875. You can zoom a lot of mids with your skills. Cassiopeia rely more than everyone
  2876. you complete Wriggle's lantern and you buy a Chain vest the premise to
  2877. you don't have and Phage, Hp + ad, it's perfect for you. Trinity Force is
  2878. you efficiently don't chase don't ever get pulled like a random mob from World
  2879. you engage.
  2880. you enter yourself in the battle. In team fight you will be able to DPS safely
  2881. you give the blue to your middle's mate for an early game domination. Another
  2882. you go the wolves then red right away. You can look for ganks at level 3 but
  2883. You goal will be to help your carry to pick up the kills while you protect him.
  2884. You have no escape till level 6 so be cautious about you are doing. I always
  2885. You have the first rank at lvl 1 then 6 and 12. It's only mono target but it is
  2886. You just have to finish the creep to refill its mana cost. The cooldown is low
  2887. you know Void staff and Abyssal scepter are winning more game than anything
  2888. You max Q first then E and W. You can tweak it by taking the last two rank in R
  2889. You max Q first then E for a complete burst.
  2890. You max Q first then E. W is your utility skill.
  2891. You max Q first then W for the burst. E in last.
  2892. You max Q first then W for the burst. E is last. You can also level W and E
  2893. You max Q first then W for the burst. W is last.
  2894. you may have to sets things through chat first. You don't want to waste your
  2895. You may see this tree more often in S4 not only on Jayce.
  2896. you may start the sequence again. Nowadays the second option is a bit more
  2897. you on every auto attacks.
  2898. you own skill).
  2899. You pick E at lvl 1 as it is the safest option. You will be able to nullify
  2900. You pick E if you can pick a kill other wise another Q and more farm. Trundle
  2901. you pick the warding trinket first. when your ward vanish you will have to
  2902. you priotirize creeps and then you try to catch the enemy in. On rock two
  2903. you really can’t engage as you are too squishy. So you will really need to be
  2904. You really need to max E first then Q. You can take on point in W earlier if
  2905. You really need to max Q first but then you will tweak between W and E
  2906. You really need to max Q first but then you will tweak between W and E
  2907. you so beware of your positioning.
  2908. You standard combo is : Q…+E+AA+Q+AA(+AA). You will hit at least once after Q
  2909. You start with a Doran's ring + 2 pots. Or a conservative one with Cystalline
  2910. You start with a Doran's ring + 2 pots. Then you will buy shoes and you can
  2911. You start with a Doran's ring + 2 pots. Then you will buy shoes and you will
  2912. You start with the blue camp and then you already have multiple choices: You
  2913. You start with the machete + 5 HP pots. It's your standard start as a jungler
  2914. You still max Q then W but you don't evolve W. If you are transitioning from
  2915. you they will see no animation showing you're channeling. They will only feel
  2916. you tower but not under its firing range. Otherwise your carry may have
  2917. You usually want to cast this skill second because of the MR reduction. Your
  2918. you were able to play a decent Gragas that only throw long distance Q Dev
  2919. you will apply Unseen Threat on yourself any time you go in and out that brush
  2920. You will be a bit weak before lvl 6 so play safe. Tkae you first trhree skills.
  2921. you will be pretty often at close range.
  2922. You will be rather squishy for the whole game. To prevent counter jungling you
  2923. You will cast the wall with a 90° angle in front of you. So when you try to
  2924. You will have to activate his ultimate with a perfect timing in team fights.
  2925. you will have to be at super close range (of course you don't take damage from
  2926. You will have to cast it from an unseen spot such as a bush most of the time.
  2927. you will have to change the way you play Yorick. You don't spam Ghouls to
  2928. You will have to harass your opponent as much as you can. Do it on a precise
  2929. You will have to run a bit closer still.
  2930. you will ocus on Infinity Edge which is a great item for Ashe. Bloodthirster
  2931. You will start with a Doran’s ring a HP pot and a mana pot.
  2932. You will use this one either to get in or out. Depending of your opponent
  2933. You will usually max this one last. The AOE damage is based on your AP so it's
  2934. you're not dealing damages, you're moving. The thing is to not lock the target
  2935. Your auto attack is great to last hit while you zoom out with Q. You can take
  2936. your core DPS skill. Also use it to keep yourself in or near the danger zone
  2937. Your core will be : Mercury's treads + Wriggles lantern + Phage(trinity force)
  2938. Your core will be: Ninja Tabi/Mercury Treads + Ruby Sightstone (because you are
  2939. Your early game is bad to begin with. It will be your main challenge as you
  2940. Your early game will be harder without Tear of the Goddess. By harder I mean
  2941. your first trip back (725 gold) you upgrade the machete to the stone and you
  2942. your first trip back you buy boots + chalice or some AP +(wards) play with
  2943. your Hp's and clean creeps under your tower, the safest spot.
  2944. your mana problem. A luxury item here is Rabadon's Deathcap.
  2945. your mates won't always call you for a killing blow with R.
  2946. your passive. It depends on your playing style. You can also take hybrid
  2947. your play style. Karthus have to take some risks for better rewards. So more
  2948. your Q on the ground. To be succesful anytime it's easy, you just press Q right
  2949. your Q. You will be able to damage cast from very long distance safe.
  2950. your stuff depending on the enemy team composition.
  2951. your success rate well. Q+E. Otherwise it's the same path as usual: buff→minor
  2952. Your support has to protect your last hits. Always tell him if he is too
  2953. your tower or to travel anywhere if you don't care too much about your mana.
  2954. Your ulti is a skill shot that what will split good gragas from bad ones. There
  2955. your ulti too.
  2956. Your utility Skill is cool. Not as cool as it was before when Trundle was a
  2957. Your utility skill. Ahri blows a kiss in a lane in front of her hiting the
  2958. Your utility skill. Annie is here since the begining of League of Legends and
  2959. Your utility skill. As any decent team usually unward Drake and Nashor as they
  2960. Your utility skill. the whole Karthus skill is well designed: Many damages/AOE
  2961. your whole HP pool. The cooldown is low and thanks to your passive you will be
  2962. your) way to victory. So unlike strategic games like RTS where you control an
  2963. yourself (not last hitting) to maintain the waves at the perfect place. Very
  2964. yourself as a decent AP caster that tank other AP mages. Beware! Even if this
  2965. yourself well and adjust to your mates (if they take care of you or not).
  2966. Zhonya vs AD heavy or CC heavy. In fact you will have to build him according to
  2967. Zhonya's Hourglass is a luxury one.
  2968. Ziggs a pure middle hero specialized in poke and tactical fights.
  2969. Ziggs the Hexplosives Expert.
  2970. zoom you out. Then you will have to last hit with E. It can be pretty
  2971. zooming out intruders. She takes down tower at decent speed too. Your W won't
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