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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Prowl (PASSIVE)
Nidalee Passive Ability
Intro - Who am I, and who is Nidalee?

Welcome! I'm known as multiple aliases, been playing MobA games from casual gameplay to the competitive scene but nevertheless, I've always been someone who analysed everything and gave my fair worth of information on it. I play at a high level and always give it my best, and this guide is no exception to my motto. On Mobafire, I'm known as KoreanSP, and I have been playing League for a good amount of time. This is my comprehensive guide to

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![]() She has great lane sustain, constant harass, and one of the strongest bursts that can be repeated every 6~ or less seconds. She can carry a team, as well as provide all the roles an AD-Top Bruiser can do. Protect the carry, focus their carry, take down targets, be a damage-soaker, force the enemy to waste CC on you, anything. She can win the lane phase with ease, constantly force the enemy to miss experience and creep kills, while being able to spot ganks and escape them. If anything, you should be able to turn the tables onto the enemy and perhaps win a 2v1. |
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I would appreciate any criticism to improve this guide's shape. Thanks! I love comments that rip apart my build and guide, pointing out flaws, and so on.

Positive
- Strong Farmer
- One of the strongest Lane bullies
- Insane mobility
- Her Q, W, and E have 2 skills
- High burst damage
- Sustain/AS Steroid
- Dominating Early-Mid game presence
- Very powerful in a 1v1, low CD cougar form skills
- Can overextend and farm, and be able to escape with ease
- One of the few Meta Solo-top champs
- Multiple ways to build, lots of variation
Negative
- Can lose out in trades during the lane
- Traps can be avoided
- Spears are weak and essentially useless (AD)
- Skills in regular form costs quite a bit of mana
- Extremely vulnerable to hard CC and silences/supressions
- Burst requires melee range
- Reliant on lane dominance, or falls off mid-game
Ugly
- Falls off Late game compared to many other bruisers, weaker late game then early-mid game

Preferred Mastery Tree
The 21/9/0 Offense-Hybrid Tree emphasizes both Magic and Armor Penetration as an AD

Other Viable Mastery Trees
The 9/12/9 Balanced Tree, you want to take advantage of the speed, the higher armor/reduction from minion damage, as well as

The 14/16/0 Hybrid Tree is also viable as a way to get a strong defense and offense. Similar to the previous tree above, it just sacrifices some speed and

The common 9/21/0 Defence Tree - it is decent for many bruisers up top, and provides a more sustainable/tankier laning phase. For many, it is strong, but for

Note:
In the defense tree, there are two masteries that I'd like to point out.


Current Rune Page
Runes




M A R K S |
SPA |
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SPA |
M A R K S |
S E A L S |
SPA |
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SPA |
S E A L S |
G L Y P H S |
SPA |
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SPA |
G L Y P H S |
Q U I N T S |
SPA |
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SPA |
Q U I N T S |

Your passive helps you be the lane bully that an AD

Later on in the game, you'll use the bushes to escape or to have the speed advantage in catching up to someone.


Human Form: Essentially, this skill is what defines AP Nids. But in this guide, AD Nid is the focus. Therefore, this skill does much less damage than what most expect it to do. It can be used to force the enemy to constantly move as well as a small-poke since it still will do a good amount of damage early on if you hit it at the max range. It is a harder skill shot to hit due to its simple predictability and slow move speed. I personally use it to annoy the enemy and prevent them from recalling. It's best not to spam otherwise you will run out of mana fast. Another thing is that it can be used to check bushes. Listen to that specific sound where the spear hits, or watch if the spear keeps going or stops.
Cougar Form: This is your execution skill. It does a lot of damage, and similar to how




This is why

Human Form: You drop a trap at a desired spot that is hardly visible (although they made it so you could see it on the minimap much easier), and when walked over by an enemy unit, it will lower their magic resist and armor, and mark vision on them for 12 seconds. This is one of the reasons why ganking

Cougar Form: It is your main mobility skill that helps you run or chase. It does decent damage, and is great for farming. You can use it jump over walls efficiently. Once you hit level 6, you can start using this skill to escape or to cut the distance dramatically. TIP: You can

Note:
This skill jumps the way you are facing, and requires a bit of practice. A good


Human Form: This skill is your sustain and your attack speed steroid. Simply put, you'll be doing a lot of trades in the lane with mainly your auto attack, and this skill helps heal afterwards, help get attack to take down towers, or deal faster damage. You can use it on your AD carry as well to increase their attack speed greatly. This skill is your first skill you max due to the heal and steroid, you just are able to dominate top without much consequences.
Cougar Form: In AP Nid, this skill does a lot of damage, but for AD Nid, it is just used to farm, and the weaker part of your burst. Nevertheless, it is spammable and still does hefty damage. I'd use it to farm the minions when they are stacked, low, or if you are clearing lanes.
Your ultimate changes forms from Human to Cougar. What are the advantages of both?
Human Form:
+ Heal and Traps (more utility)
Cougar Form:
+ 3 of your skills are attacks
+ More mobility
+ Heavy burst
Essentially, you'll want to wither down your opponent in ranged form, and then burst them down. You could also wither your opponent down, then slowly use your burst to burn their health, while going back to human form to heal.
At 6, the name of the game changes as you become a powerful ranged harasser and a devastating burst-executioner with the press of a key.
When you get back to lane, use Cougar Form. Above 6, you'll mostly use Cougar Form apart from when occasionally you want to use the heal/trap/spear.
Skill Sequence Reference

Recommended Spells

- Running away
- Flashing to snipe with
Javelin Toss
- Ambushing targets at objectives
- In conjunction with your
Bushwhack (Cougar Form) to cut the distance
- Creative uses such as jukes









A large portion of its usefulness comes from the dual resist debuff which makes trading painful for the enemy, and makes your burst hit HARD. The current meta revolves around the AD Carry, so using this on their AD carry, or any fed carry such as their AP carry, lowers their damage output for a few seconds, long enough for your team to get the advantage.
Other Viable Spells












Starting Items


OR


OR


OR













To Dominate in the Lane


OR

Don't Forget!

If you are doing good in the lane, you want to get 1-3


However, if you are doing bad in the lane, such as getting zoned or you got ganked early, you want to get

The



The Philosopher's Stone isn't a common idea on


The Right Boots




They are commonly picked on top as well, and usually most champs pick them against another AD-bruiser. Since top is a farm lane, often they are bought to also reduce minion damage. They are REALLY cheap too and build from


These boots are rarely seen, and I don't use them. I've seen others use them, and CDR is a great stat. It makes your short CD's all shorter. However, I don't think 1> second off your skills are worth it. Other boots do more. Get them if you want, and it fits your playstyle, but I never choose them.
TIP: You don't need boots as fast since

Core Items




You want your



The



The



Damage Items



Optional



Your


The



The


Defensive Items


Optional




The thing about



The



Special Mention





















Zeke's Herald It is better for your supports, as it is truly a waste of space if you have it since there are many other better choices. I suppose if you want it... Replace














Both are really powerful items on

Let's compare the benefits of both.
+ Highest AD boost item in the game
+ Highest Life Steal item in the game
+ Decently cheap (3k)
+ Amplifies your Q so your 300% damage makes the bonus AD from BT become much greater.
+ Able to farm off minions and neutral creeps to heal after a battle.
- B.F Sword is really expensive for a single part. It can be hard to get if you aren't ahead, or saving money constantly.
- Stacks. If you die, you lost a large portion of what makes BT effective. You have to farm to get the stacks, might get you away from team fights/get you isolated.
- Life Steal isn't AS good as

+ Cheaper! By around 800~ gold.
+ The parts are quite cheap and you can get them early/change into other items/sell without much setback.
+ Everyone has armor, this item only gets better as the enemy's armor grows.
+ Tears through those with low armor, so it amplifies damage.
- Less AD and no lifesteal.
- If the enemy has no armor/little, it won't be as effective as a

- Usually squishies don't have armor, and you'll target them in many cases. Hence, a BT beats a LW in this case.
Conclusion

The

All in all, you want a



Both are ridiculously good GP10 items, yet both got nerfed due to their cost efficiency.
So why get them still?
This item gives :
+ Great Sustain
+ Cheap
+ Easy build up
+ Easily replaceable
+ GP10
It is a great item so I'd suggest trying it out. It helps with skill spamming, health regen, as well as ward money. If planning to upgrade it to a

This item gives:
+ Cheap, only 1 component
+ Builds into

+ Extra health, tankier
+ Essentially sustain due to health.
+ GP10
This item is in my opinion, slightly overrated, but nevertheless great. However, I tend to skip it due to how I find it's flat HP benefit not worth the slot nor time. However, a


This item is fantastic for the reason that your burst can do so much damage without much damage items. You can still be useful with plenty of utility without damage. The dual-resists in combination with your Cougar form makes you extremely tanky, and the passive of the item makes you a target worth second-guessing. In the current meta-game, the team who can initiate on their favor can usually come out ahead, and this helps out. For



- She can last hit smoothly, and with an advantage due to her range. You can use the
Javelin Toss to last hit as well while you use your AA to hit another. Her
Primal Surge increase her AS, making it even easier.
- She can prevent the enemy from last hitting properly by hitting them with an AA or two everytime they try to last hit. Eventually this will start to zone them out.
Bushwhack can prevent ganks and weaken the jungler.
- Heal by
Primal Surge One of the few top champs with a heal-sustain.
- Multiple ways to check the bush with spear and traps.
- At 6, she becomes a totally new champ with much higher damage.
- One of the best mobility for top champs.
- Dominates early-mid game.
- Cougar Form - Q hits hard, due to 300% amplification, hard to calculate if heal would save the enemy.
- Easy to last hit/push/clear waves at 6 with skills.
- Low CD Cougar form, no mana cost.
- You can jump over walls with your pounce, abuse it.
Exhaust works wonders.
During level 1-2, you just want to farm up by last hitting without pushing/randomly hitting minions. You should establish your dominance here by poking the enemy harshly, forcing a few pots. Abuse your traps on the top 2 bushes and the river. Watch for a level 2 gank, especially if they have a



If they hit you back/want to trade, use your heal at this point to beat them out. Drop a trap on their spot too, as it deals pretty good damage early on, and lowers their resists. You must prove that you are the lane bully at this point, and avoid their skill shots.
Abuse your

Keep higher CS than enemy
Watch for ganks
Abuse bushes and passive
Conserve mana if you can
Place traps in the bushes
During level 3-5, you should constantly use your auto attacks, traps, and spears to poke and harass. Don't expect on a kill at this point, you don't do enough burst. But if they are stupid enough to get low, use your summoner spells and wreck them. Watch for baits though if it is obvious that he is endangering his life.
Use Mana carefully, you can go OOM fast. Use it only for traps, the rare spears (usually when they are in the bush hiding, or trying to recall), and heal after a trade/big damage blow.
If you find a passage to recall back to base, do it. Especially if the lane is pushed and they are tower-hugging, go back, get your boots/wards/pots, then return. However, if the lane is at the middle/their favor, yet they are too scared to lasthit due to your fearful damage, then continue to farm and last hit ONLY.
If your jungler comes, help him out as much as possible. You don't provide much instant damage nor CC. With an

Note:
Abuse traps. You should really trap the river, the tips of bushes, and even your own jungle. Gets kills, saves your team, spots the enemy.Keep higher CS than enemy
Ward key points, watch for ganks
Stay on top of trades
Get your items
Continue trapping key points
Call MIA
At level 6-9, you'll start to build a bit of damage and bulkiness, the enemy should be worried, and at the worst, you should be equal in creep score. Hopefully you haven't died yet, but in the case you have,


Abuse your skills and advantage (in most cases) of being able to trade hits and come out on top. Keep poking them while avoiding their damage. Use your mobility and utility to help out your jungler, team, and to prevent yourself from dying. You can start diving if the enemy is low if you have a teammate nearby. You can just

Abuse bushes again! At 6, you should use bushes to gain the speed necessary to pounce far, then throw your burst. Change back to human if they run and keep harassing them. Use your


You should have wards at this point. Make sure to buy wards. Some wards are great. Did I say wards? Repeat it. It is your responsbility, not your jungler nor mid lane to watch out for ganks on top. Top is a HUGE gank-spot. You will get the midlane to come up, the jungler to come up, and if you are doing so well, the entire team perhaps. Play smart, ward. I usually buy 3~ or so wards if possible per return. That is enough for a good amount of time. If the enemy wards a key spot/wards a lot, get vision wards. It will make up for it. Don't be a scumbag and blame your team if you get ganked and die.
Depending on what side you are on, either clear or steal the mini Golems, or clear or steal the wolves (a bit farther then the Golems). If you have a

Dragon and teamfights will start to occur, as well as roaming (especially if the laning phase ended early, you lost a tower/they lost a tower) so be careful. Sometimes missing a wave or two to help a team fight or run down for dragon is better then losing dragon and 2 of your members because you weren't there to ace. General rule is that dragon>tower because you can always kill the enemy tower later (and it will almost always fall), but that individual dragon is gone when it dies.
Note:
Use your pounce to jump over small walls, although this takes timing, this is a large portion of your juking mid and late game. Abuse it to the best of your ability. It is something that experience is necessary for, rather pictures of paragraphs of explanations.-
Keep higher CS than enemy
Watch for teamfights
Abuse bushes and passive to run and chase
Watch for counter-jungling
Trap key points
Watch for early teamfights and dragon
Call MIA
When you are level 10+, a lot of teamfights and battle over objectives will occur. If you haven't started to roam, you might want to keep your eye on the minimap. Likely, you, your enemy, or both will of started to roam more. Don't throw your lane completely as many do, keep an eye on it and try to not lose it. Although dragon>tower, sometimes you lose too much vision with a tower-loss which can be greater than the dragon gold. If your team has CC, you can easily pull off your burst for heavy damage during fights and ganks.
Clear the jungle if your AD carry/mid/jungler isn't nearby. You want as much exp and CS as possible to get your items. Ward if possible, especially if you have inventory space and 75+ gold. It is detrimental to ward the map.
WARDS WIN GAMES
Don't yell at your support for not warding, instead ask your team to ward as well.You will come in after your tank/initiator during team fights OR stay in the back and protect your carry, then leap out when their carry gets into execution range. Your goal is to attack their weakest targets and carries, OR protect your team's carries. You should have GA, so don't be afraid of shredding their AD carry and dying, your team should secure your revive.
Remember to ward baron as people are starting to become level 14+. It is possible to baron before 14+, but generally that is a good baseline to keep and a good habit to form.
You should either stick to your carries and protect them, go in as a damage soaker, or stick to their carries and destroy them. Half the time, the enemy will have to focus you to keep their carry alive, or to kill your carry. Use your ultimate and W to keep yourself alive as long as possible. Don't forget to use your actives such as

-
Stick with team
Work together to push towers
Ward Baron and Dragon
Decide priority targets
Place traps at key points
Clear the Jungle and Counter-jungle
Focus Inhibitors, Focus Nexus/Nexus Turrets
DON'T facecheck, use spear or traps.

Finished Build #2






What is it? - This is an example build, and is extremely likely to change. It is there to show other options on building

Compared to the other builds, this doesn't show


Starting Build #2





What is it? - This build isn't complete, rather it shows the transition into mid-game. Why is it here? Because I used it when I lose the lane or it is just a pure farm lane.


This start is in mind for late game, and a LOT, I repeat a LOT of versatility. It is commonly done, and I like to do it a lot too. Makes farming easy and generally risk-free. If I lose the lane, predict a long game, or am unsure which path to build, this build is decent.

Finished Build #2






What is it? - This build is when you are dominating and you can't really be killed already. You do so much damage and you are really fed, while having tanks on your team. Similar to a AD carry

Completely dominating build, it does tons of damage, both crit and in your burst. Your




Red Dots: Wards to prevent ganks, ideal ward places. They double as a ward to prevent counter jungling.
Teal Dots: These are wards that you can put to see where junglers are at a certain time, counter jungle, or show vision to so you can go and clear the jungle safely. These aren't too important but to a solo top hero, they will be of some use.
The reason I put a map like this is so you know where to put wards as a Solo top hero. To learn about wards later on in the game, check out Panglot's Guide on Wards and Warding. Not to mention a majority of the warding is done by the support/jungler. This doesn't mean you shouldn't ward at all, but not worry about warding as much as say, a


- Neaten up and continue fixing grammar mistakes
- Organize better, make better Mastery Trees format.
- PICTURES.
- 1v1 match ups with solo top heroes
- Whatever else that seems essential or considerable.
- Section on

- Combo Section
- Constant theorycrafting and game-testing.
Give me some ideas if you have good ones!

If you've read this guide, please do give me your criticism and comments, as well as don't forget to vote!
Build Variation is key to being a better player. Don't be a metasheep or afraid to try out new items, new runes, new masteries, new gamestyles. Please try out my build before you negatively comment or downvote, you might be surprised!
If you're new to the game, don't be afraid to ask questions or leave a comment. Either myself, or perhaps other viewers will answer your questions, and if you hate my build, want it to burn in hell, or you think _____ is stupid, and so on, by all means comment and give me a reasonable answer. I take pride in my guide, and I'm always susceptible to change and updates.
I hope this encourages you to kick some major arse as top lane

Happy Executing!
-KoreanSP
Check out my Competitive Olaf Guide. Would really appreciate it!
Also thanks to JhoiJhoi's Guide on How to Make a Guide and TGN for his video

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