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Lucian Build Guide by ComanderFlownder

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author ComanderFlownder

An ARAM Guide: Lucian

ComanderFlownder Last updated on July 27, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction

Hey, I'm ComanderFlownder. I am a ARAM player and not too big into "normals." In this guid I will be talking about playing Lucian in ARAM. This is my first guide so feedback is appreciated.


Guide Top

Runes

For marks I like to go 8 armor pen and 1 crit chance. The armor pen is more useful in ARAM than the AD marks for two reason. First, the AD marks are usually stronger early game and the armor pen stronger late game. In ARAM the game starts at a later stage and progresses rapidly to mid and late game build, which inhibits the usefulness of AD marks. Second, the AD marks are usually better for farming. In ARAM you don't spend time farming minions, which also make armor pen more useful. The one crit mark is used to allow you to land critical strikes before you make your first crit item.

For seals I like to use scaling health. This increases the amount of damage it takes to kill you. Another seal option is flat armor seals. Since their nerf this season they have not been as strong, but I would not say you have to replace them if you already have them. The reason for using scaling health over flat health is that the scaling health becomes better than flat at level 7. Since you start ARAM at level three you only need to level up four times for the scaling health seals to become better than flat health seals.

For glyphs I use scaling magic resist. This is better than flat magic resist for the same reason scaling health seals are better than flat health seals.

For quints I used flat AD. The reason for this is that the hire AD helps increase the damage your spells do and improve the health you get back from your life steal items before your first purchase.


Guide Top

Items

The build for Lucian, and most other marksmen, are basically the same in ARAM as in "normals." The main differences are the start and the lack of access to Guardian Angel. The difference with the start is the ability to get both Boots and your second Doran's right away without having to farm up to get gold. If you fell like your team has a more aggressive comp you can star Boots, Pickax, and five Health Pots instead on the two Doran's and four Health Pots.

Due to the lack of GA in ARAM you will need a different defensive item when going against more balanced team comps. I find Frozen Mallet to be excellent for this due to its large amount of bonus health. It also slows opponents on hit, making it more difficult for them to retreat behind turret.


Guide Top

Spells

Flash and Heal are buy far the best two spells for ARAM. The other spells just don't do enough in this mode to make them worth it. Barrier used to be good, but since the changes to Heal it has not been that great.


Guide Top

Play in ARAM

Before level 6 try to hang back and poke the enemy champs whenever you get the chance. If possible, try to basic attack the enemy after using one of your spells (your passive causes you to hit twice after each spell cast. After level six wait for either the enemies to slip up or for your team to initiate a team fight. If you team has no initiation then watch for opportunities to deal lots of damage to a single, preferably non-tanky, target. If at any point you find yourself being focused by an enemy champ use your flash or dash to escape and poke them from afar.