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Spells:
Heal
Flash
Items
Ability Order
Lightslinger (PASSIVE)
Lucian Passive Ability
Threats & Synergies
Introduction

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TROLLing1999 over here with another guide on Mobafire. This time I will be featuring another marksman: ![]() ![]() ![]() On the downside, his AA range is rather low making him vulnerable to long range and poke oriented marksman+support combinations like ![]() ![]() ![]() All in all, ![]() |


For my mastery choices I like to run the typical ADC 21/9/0 setup focusing on physical attacks and damage output increase.
I am running pretty much the standard mastery setup for caster marksmen such as Lucian focusing on









In the defense tree, I put my points in masteries that can boost my lane sustain and durability in trades. The path listed is the one and only optimal one, as the other masteries do not provide much for a champion who shouldn't be built tanky.

For






The only possible variation is to use 6



Runes






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The bread and butter start for every marksman. It outclasses the ![]() ![]() ![]() |
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The aforementioned items are the ideal purchases after your boots to back up Infinity Edge. On the contrary with Trinity Force or Blade of the Ruined King, these two items are not ridiculously expensive and provide a considerable amount of Critical Chance to synergize with IE.![]() ![]() On the other hand, ![]() ![]() Overall, these two items are kind of equalvient in my eyes. I feel though that ![]() ![]() ![]() |
The life steal item choice is both preferential but it also depends a lot on the circumstances of the game.![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() In some cases, you should replace ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() If the game goes deep into the late game, consider replacing your boots with ![]() ![]() |





This is a very strong passive. When it is used to its full potential, ![]() ![]() |
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This ability's primary use is not the damage. On the contrary, it should be used for its mobility. The MS boost allows you to kite, chase or run away with great efficiency. The MS boost also procs with your ultimate, which means that combining these to spells makes kiting and chasing down targets much easier. Other more situational uses of ![]() |
This is a typical dash ability and should be used pretty much in the same way as every other of its kind: engaging, chasing, repositioning yourself in a fight, dodging skillshots, kiting and escaping are just some of its uses. While ![]() ![]() |
This a very powerful ability in the right hands. This ability should not be used for fighting from close range in the first place as your basic abilities+AA combos deal more damage. ![]() ![]() ![]() ![]() ![]() If you have trouble hitting your ultimate aim ![]() |

My preferred skill sequence is different compared to what some other

Maxing

In most of my game I max






As with almost every champion, put a point in


![]() | Your standard mini-trade tool. It deals quite a lot of damage and can instanly win you most trades. In most cases you want to abuse the max range of the ability and Q through a minion. |
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As mentioned earlier, your ultimate procs the bonus MS. As a consequence you can use it to kite or chase down an opponent and in some cases to start a fight. Fill in ![]() |
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This is actually a more complicated version of 2. It's a combo for all-out fights and duels. You start off by dashing in/to the side with your E and follow up with the rest of your spells, always remember to auto attack in between to proc ![]() |
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This is another all-in combo for fights and duels. This time you start off by finding a good angle to initiate the fight from very long range with ![]() ![]() ![]() ![]() |

Once the game starts and you make your first purchases you should help your jungler by guarding his buff for possible invasions. Then you should leash for him. How big a leash you're going to depends on what route you're going to take to reach your lane. The first melee minion dies at 2:13-2:17, which means that you should be in lane at most at 2:05 so that you don't get pushed. For the purple side the safe route takes around 14s to complete while the unsafe route takes around 11s. For the blue side the safe route takes around 16s while the unsafe route takes 12s, so this is what you should base your leash time on. |
The winner of the lane is often decided already from the start. Whoever reaches level 2 first has a huge advantage over the enemy. Both the adc and the support have 1 more ability than their enemies. Forcing a trade at this point will give you a huge advantage in terms of zoning out the enemy in the future. Anyway, the way to manage this is to start pushing a bit once you arrive in lane. The exact amount of minion necessary to earn level 2 is the first wave and the 3 melee minions from the 2nd wave. Once you reach level 2 either ask your support to initiate or simply use ![]() ![]() |
If you managed to land your combo or your support made a good initiation, you have a great opportunity to zone out your enemy and deny him farm and experience. Keeping your enemy zoned for some time will give a huge advantage gold- and XPwise. This is how to zone: 1. Be able to win trades: You can't really attempt zoning your enemy if you are behind. As ![]() ![]() ![]() ![]() ![]() 2. Control the Brush: Your support should ward/get in the brush that is closer to enemy turret and keep control of it or you can use your trinket. It's really crucial to control the brush area against supports with strong initiatons such as ![]() ![]() ![]() ![]() 3. Freeze the Lane: 'Lane freezing' refers to keeping the minion wave at the point you wish. This is accomplished simply by tanking(ideally your support) the minion wave and then keep last hitting at the very last moment. This might be a risky move if your enemies are close and have the opportunity to harass you. 4. Limit your enemies' actions: Easily achieved by placing yourself between your opponent and the minion wave. Only attempt this if way ahead. |
If you didn't manage to get level 2 first or did not manage to land your combo on your enemy, then you should follow a more passive strategy focused on farming and equalizing the disadvantage for the time being. The most effective and safest way to farm is to last hit minions. This means that you wait until the enemy minions fall low on hp and then you make only the killing blow. This way you won't push the lane much and still earn the gold and experience. Last hitting is clearly a matter of practice and after some time you should be able to have ~100 cs in min 10-11. Between last hits, it's advisable to harass the enemies. The most reliable way to do this is to by using ![]() When you are last hitting under turret, keep in mind that Caster Minions need 2 turret hits to die, while Melee minions need 3 turret hits to die. Balance your attacks before and after the turret hits to make the last hit. Below I show you hot to last hit during the early levels before ![]() Caster creeps: AA - Turret hit - AA Melee creep: Turret hit - Turret hit - AA |
Pre 6, I generally wait for my support to initiate the fight. Once they do this I just throw in every spell I have followed up by AAs to proc ![]() ![]() At level 6, your damage skyrockets. I strongly suggest you attempt to make an all-in together with your support unless you're way behind. You can choose between initiating with ![]() ![]() Another thing you should be trying to accomplish as ![]() ![]() |
If you won the trade, you can either attempt ![]() |
Another important thing to remember when playing at the bottom lane is that you should inform your jungler whenever you see your lane recalling as this often creates an opportunity to take dragon while the enemy team is undermanned in the bottom half of the map. Top lane also play as important role in dragon fights/attempt as an initiaton with ![]() |
When will you want to break the freeze? How should you do it? The enemy marksman might attempt to freeze the land and zone you. You shouldn't allow this and you should try to break the freeze. If you are stronger than your enemy you can force a trade but this won't be the case in various situations. When you want to break a freeze you should push the minion wave as much as possible to the enemy turret. The next wave will be in the middle of the lane. Keep in mind though that there will be situations where you'll want to keep the freeze, as freezing the lane has many defensive uses. Lane freezing is not just a way to zone out your enemies. It is also a sure method to avoid being zoned. Freeze the lane just out of the range of your turret as illustrated in this image. It will be very hard for the enemy jungler to make a successful gank, whereas your jungler has enough room to operate really well. It also prevents your turret from possibly stealing creeps from you. |


Lucian's transition to late game is quite strong. He can bring a lot of damage to the table just with the core items, while being incredibly mobile. If your team is doing considerably well and you have established a lead during the laning phase, it's important to contest objectives and try to close out the game as fast as possible. ![]() ![]() ![]() |
Keep an eye on side lanes for large minion waves or for the enemy marksman splitpushing. As ![]() ![]() ![]() ![]() ![]() ![]() ![]() When dueling, just dash in with ![]() ![]() ![]() ![]() ![]() ![]() ![]() Warding during this stage of the game is also crucial, especially if you decide to stay on bot lane and farm up/push. You really do not want to be shut down because of 3 man ganks. Ward the tribush and possibly some bushes in the enemy jungle. Your team should make sure that drake and the river are warded as well. ![]() |
In case you did not have a lead early game, the best way to catch up is to farm the sidelanes. The safest method to do this is to freeze the lane by tanking the damage from the next enemy minions waves near your turret. The lane will eventually push but you can freeze it once again later on. It's really important to know how to trade objectives. For instance if you notice 5 members of the enemy team on mid/top you can enough room and time to push the lane as fast as possible to and destroy a turret at the bottom side of the map. |
Teamfights start to erupt around mid-game, once the first turrets fall down and teams begin group up. Teamfighting as ![]() ![]() The most important aspect of teamfighting as a marksman is positioning. You need to stay in your team's backline, avoid taking damage but still be able to deal damage. Kiting well is also crucial and you should always be moving between your attacks in order to become less vulnerable. The longer you stay alive the more DPS you can deal. If you have the opportunity to use ![]() ![]() The general rule is that you should be fighting people that are within your AA/Spell range. If the target is a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Once the fight is over and some/all of your enemies are dead the first thing you should do is to look for what objectives you can get. Whether it be turrets, Dragon or Baron go for it. However, you should prioritise and judge correctly. For instance, if you have the opportunity to push the base and finish the game, there really is no point in attempting baron. |

In general,

The team comp laid-out above provides a lot of CC to make up for



As far as supports are concerned, my favourite partners are:
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The ![]() ![]() |
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That's all folks! I hope you learned something from my

Before signing out I'd like to credit jamespongbob and Emikadon for coding the entire guide and doing the guide graphics(welcome banner, chapter headers) respectively! I couldn't have done this without you.
Should any of the reader have any questions, remarks or any other form of constructive criticism, feel free to post in the discussion box!
This is TROLLing1999 signing out...
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