Team Guide by Coyoteofwid

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League of Legends Build Guide Author Coyoteofwid


Coyoteofwid Last updated on October 15, 2012
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Team 1


Team 2

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 24

Honor Guard

Defense: 0

Strength of Spirit

Utility: 6

Guide Top

Champion Introductions

Sona has no memories of her true parents. As an infant, she was found abandoned on the doorstep of an Ionian adoption house, nestled atop an ancient instrument in an exquisite case of unknown origins. She was an unusually well-behaved child, always quiet and content. Her caretakers were sure she would find a home quickly, but it soon became apparent that what they mistook for uncommon geniality was actually an inability to speak or to produce any sound whatsoever. Sona remained at the adoption house until her teens, watching in hopeless silence as prospective adopters passed her by. During this time, the caretakers sold her unusual instrument to anxious collectors, hoping to build her a trust. For a myriad of bizarre and unexpected reasons, however, it would be returned, or simply appear again outside the house.

When a wealthy Demacian woman named Lestara Buvelle learned of the instrument, she immediately embarked to Ionia. When the caretakers showcased the instrument for her, she rose wordlessly and explored the house, stopping outside Sona's room. Without hesitation, Lestara adopted her and left a generous donation for the instrument. With Lestara's guidance, Sona discovered a deep connection with the instrument which Lestara called an 'etwahl'. In her hands, it played tones which stilled or quivered the hearts of those around her. Within months, she was headlining with the mysterious etwahl for sold-out audiences. She played as though plucking heartstrings, effortlessly manipulating the emotions of her listeners - all without a single written note. In secret, she discovered a potent and deadly use for her etwahl, using its vibrations to slice objects from a distance. She honed this discipline in private, mastering her gift. When she felt prepared, she went to the only place which could offer her a fitting recital: the League of Legends.

''Her melody moves the soul, her silence sunders the body.''
-- Jericho Swain, after attending her concert
Malcolm Graves was born in the back of a Bilgewater tavern and left there with a bottle of spiked milk. He survived a childhood in the pirate-run slums using every dirty trick in the book. Intent on building a new life for himself, he stowed away on the first ship to the mainland he could sneak aboard. However, the grim realities of the world forced him to eke out an unsavory living in the underground of various city-states, jumping the border whenever things got too hot. At a particularly high-stakes game of cards, he found himself seated opposite Twisted Fate. They both flipped four aces on the final hand. It was the first time either conman had met his equal. The two formed an alliance, swindling marks at the tables and scrapping back-to-back in the alleys afterward. Together, they ran the streets – stacking chips, decks, and rap sheets.

Unfortunately Graves made the mistake of hustling a hefty sum from Dr. Aregor Priggs, a high-ranking Zaunite official and businessman. When Priggs discovered how he’d been played, he became obsessed with revenge. He learned about Twisted Fate’s all-consuming desire to control magic and he promptly offered him a trade: serve Graves up in exchange for enrollment in a procedure which would grant his wish. Twisted Fate took the deal – both he and Graves knew the stakes of their arrangement, but the offer was too good. Once acquired, Priggs had Graves taken to a special location built to hold men whose crimes – or more precisely their punishments – were meant to stay off the books. Graves endured years of captivity at the hands of Zaun’s most unscrupulous wardens before he managed to escape. One of his fellow detainees introduced him to an eccentric gunsmith who modified a shotgun exactly to his specifications. He named it “Destiny.” After he paid a visit to Priggs, Graves joined the League of Legends with two targets in his sights: Twisted Fate and payback.

“They got a saying in the locker: ain’t got nothin’ but time to plan.” – Graves, the Outlaw
It is said that the man now known as Dr. Mundo was born without any sort of conscience. Instead, he had an unquenchable desire to inflict pain through experimentation. By the time he was five, most of the pets in the Zaun neighborhood where Mundo grew up had gone missing. By his teenage years, his parents were nowhere to be found. By the time he had legally acquired his license to practice medicine, he had been acquitted of thirty-eight separate charges of murder by the Zaun authorities; the lack of evidence made prosecution impossible.

Dr. Mundo has become equal parts serial killer and mad scientist, though no one is entirely sure how his butchery qualifies as science. However, he has made tremendous strides in mapping the pain response in the human brain and body, going so far as being able to suppress it, even in the most excruciating of circumstances. He has also tapped into the primal parts of the brain through chemistry, learning how to enhance aggression and adrenaline, as well as dulling conscience and the survival instinct. In short, Dr. Mundo's life's work has been how to create the perfect science-enhanced killer. Unfortunately, the city-state of Noxus regards such behavior as a sign of initiative and ambition, rather than inhumanity. Originally fighting for Zaun, Dr. Mundo was recruited to also fight for Noxus in the League of Legends; the Madman dual faction status represents the fruits of a blossoming relationship between Zaun and Noxus. He continues his experiments to this day, even using himself as an experimental subject, as evidenced by his disfigured appearance and his... unique manner of speaking. There are rumors that the High Command in Noxus has given him free reign to pursue his life's work in his spare time.

Beware the Madman of Zaun. In his eyes, you are already dead.
The Megling Commandos are something of a legend in Bandle City. They have a history that spans centuries, and they remain the oldest yordle military unit still in service. They are renowned for their courage, deadliness, and ruthlessness, making them the most respected and feared of all warriors in Bandle City. Legends of Megling, the valiant founder of the commandos, are still heard throughout Valoran's taverns. It was these legends that most fascinated a young Tristana. Since she was a wee child, Tristana wanted nothing more than to become the crack shot that her idol had been all those years ago. She trained her entire life, until finally she was old enough to join the military and able to earn her place among the Megling Commandos. The senior officers were impressed by her abilities, claiming that Tristana was a natural, and her dream was realized the day she donned her Megling fatigues.

Though her heart lies with her unit, the call to the League of Legends was irresistible and now Tristana protects Bandle City as a champion. While intense and focused as a Megling Gunner, Tristana is remarkably different in her personal life. Outside the Fields of Justice, she is friendly and cheerful - the sort of yordle who always has a kind word for everyone. Tristana recently struck up a close friendship with Teemo, the Swift Scout. They are both members of Bandle City's Special Forces, so not only do they bond as yordles, but also as fellow warriors and champions... though she outright ignores any questions pertaining to a blossoming romance.

''If there's one person I'd trust to take on a difficult mission, it's Tristana - all day long!''
-- Teemo
In a world far away where an ancient war still rages, Kayle was a great hero - the strongest of an immortal race committed to destroying evil wherever it could be found. For ten thousand years, Kayle fought tirelessly for her people, wielding her flaming sword forged before time itself. She shielded her delicate features beneath her enchanted armor, the sole remaining masterpiece of an extinct race of craftsmen. Though a beautiful, striking creature, Kayle, now as then, avoids showing her face; war has taken a terrible toll upon her spirit. In her quest for victory, she sometimes would try to lift the wicked up from their morass of evil, but more than often she instead purged those she herself deemed beyond redemption. To Kayle, justice can so often be an ugly thing.

Ten years ago, Kayle's war against evil was nearly won... until her rebellious sister Morgana, a pariah amongst their people, suddenly gained powerful new allies: magicians of a hitherto unknown world called Runeterra. Morgana traded servitude to a number of the summoners in Runeterra's League of Legends for powerful new abilities that, if mastered, threatened to bring Kayle and her people to their knees. To save her world, Kayle had no choice but to make a pact with the League herself. She approached the leader of the League, High Counselor Reginald Ashram, with a deal of her own. In exchange for a thousand years of Kayle's service, Ashram halted all League interference on Kayle's world. With Ashram's disappearance five years ago, Kayle has new causes on Valoran: find out who or what caused Ashram to disappear, defeat her sister Morgana upon the Fields of Justice, and bring her own brand of justice to the League of Legends.
''In the League of Legends, Justice comes on swift wings.''
There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. Kennen is one of these shadow warriors, entrusted with the sacred duty of Coursing the Sun - tirelessly conveying the justice of the Kinkou.

Kennen was born in Bandle City and it was said that in his first living moments he bolted first from the womb and second from the midwife who delivered him. His parents had thought that he would outgrow his boundless energy, but as he matured his energy found no limits and was matched only by his unnerving speed. Despite his astonishing gifts, he remained unnoticed (or at least uncaught, as he was quite the prankster) until, on a dare, he ran straight up the great outer wall of the Placidium. When word of this feat reached Kinkou ears, Kennen was quickly and quietly brought in for an audience. He found that the role of the Heart of the Tempest suited him, frenetically delivering both the word and the punishments of the Kinkou across the realm. He now works with his fellows Akali and Shen to enforce the balance of Valoran. This hallowed pursuit has unsurprisingly led the triumvirate to the Fields of Justice.

''The Heart of the Tempest beats eternal...and those beaten remember eternally.''
Born to the prestigious Crownguards, the paragon family of Demacian service, Luxanna was destined for greatness. She grew up as the family's only daughter, and she immediately took to the advanced education and lavish parties required of families as high profile as the Crownguards. As Lux matured, it became clear that she was extraordinarily gifted. She could play tricks that made people believe they had seen things that did not actually exist. She could also hide in plain sight. Somehow, she was able to reverse engineer arcane magical spells after seeing them cast only once. She was hailed as a prodigy, drawing the affections of the Demacian government, military, and citizens alike.

As one of the youngest women to be tested by the College of Magic, she was discovered to possess a unique command over the powers of light. The young Lux viewed this as a great gift, something for her to embrace and use in the name of good. Realizing her unique skills, the Demacian military recruited and trained her in covert operations. She quickly became renowned for her daring achievements; the most dangerous of which found her deep in the chambers of the Noxian High Command. She extracted valuable inside information about the Noxus-Ionian conflict, earning her great favor with Demacians and Ionians alike. However, reconnaissance and surveillance was not for her. A light of her people, Lux's true calling was the League of Legends, where she could follow in her brother's footsteps and unleash her gifts as an inspiration for all of Demacia.

''Her guiding light makes enemies wary, but they should worry most when the light fades.''
-- Garen, The Might of Demacia
Most would say that death isn't funny. It isn't, unless you're Shaco - then it's hysterical. He is Valoran's first fully functioning homicidal comic; he jests until someone dies, and then he laughs. The figure that has come to be known as the Demon Jester is an enigma. No one fully agrees from whence he came, and Shaco never offers any details on his own. A popular belief is that Shaco is not of Runeterra - that he is a thing summoned from a dark and twisted world. Still others believe that he is the demonic manifestation of humanity's dark urges and therefore cannot be reasoned with. The most plausible belief is that Shaco is an assassin for hire, left to his own lunatic devices until his services are needed. Shaco certainly has proven himself to be a cunning individual, evading authorities at every turn who might seek him for questioning for some horrendous, law-breaking atrocity. While such scuttlebutt might reassure the native inhabitants of Valoran, it seems unimaginable that such a malfeasant figure is allowed to remain at large.

Whatever the truth of his history might be, Shaco has joined the League of Legends for reasons only he knows. He is a terrifying figure, typically shunned by both his fellow champions and the media at large. Only the summoners in the Institute of War know why such a creature was allowed into the League, but most Runeterrans suspect it to be a means that allows the power that be to keep an eye on the ever-elusive Shaco. Unsurprisingly, this champion is popular in places where madness can openly reign, such as among the power-hungry summoners of Zaun and Noxus.

Whatever you do, don't tell him you missed the punch line.

Guide Top

Champion Release dates

Sona Maven of the Strings - September 20, 2010
Graves The Outlaw - October 19, 2011
Dr. Mundo The Madman of Zaun - September 2, 2009 (Beta)
Tristana The Megling Gunner - February 21, 2009 (Alpha)
Kayle The Judicator - February 21, 2009 (Alpha)
Kennen The Heart of The Tempest - April 8, 2010
Lux The Lady of Luminosity - October 19, 2010
Shaco The Demon Jester - October 10, 2009

Guide Top


Sona - Maven of The Strings, Ranged,Reccomended,Support
Graves - The Outlaw, Ranged,Carry
Dr. Mundo - The Madman of Zaun, Melee,Fighter
Tristana - The Megling Gunner, Carry,Ranged,Reccomended
Kayle - The Judicator, Fighter,Support
Kennen - The Heart of The Tempest, Ranged,Mage
Lux - The Lady of Luminosity, Mage,Ranged,Support
Shaco - The Demon Jester, Assassin,Melee,Stealth

Guide Top

Sona's Abilities


Sona uses the stance mechanic. Her basic abilities all have a persistent aura effect which remains for as long as she doesn't activate another ability. Additionally, her auras remain for 1 additional second after changing stances. Each ability also has an activation effect upon being cast. Sona's basic abilities also set off a 0.5 second cooldown to the other two basic abilities.

Power Chord
(Innate): After casting 3 spells, Sona's next attack deals extra 8 + (10 × level) magic damage. This enhanced attack has an additional effect depending on which spell was cast last.

Hymn of Valor

(Stance) – Persistent Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power until she changes stances. ■Diameter:

Attack Damage & Ability Power: 4 / 8 / 12 / 16 / 20

Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or minions. ■Cooldown: 7 seconds
■Diameter: 700

Cost: 45 / 50 / 55 / 60 / 65 mana

Magic Damage: 50 / 100 / 150 / 200 / 250 (+0.7 per ability power)

(Power Chord) - Staccato: If this spell was last cast when Sona's Power Chord is ready, her next attack will double the damage of her Power Chord

Aria of Perseverance

(Stance) – Persistent Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance until she changes stances. ■Diameter:

Armor & Magic Resist: 3 / 6 / 9 / 12 / 15

Activation: Sona sends out healing melodies, healing herself and the most-wounded nearby ally champion. Additionally, both Sona and the healed champion will receive additional armor and magic resist for 3 seconds. ■Cooldown: 7 seconds
■Diameter: 1000

Cost: 60 / 65 / 70 / 75 / 80 mana

Heal: 40 / 60 / 80 / 100 / 120 (+0.25 per ability power)

Bonus Armor and Magic Resist: 8 / 11 / 14 / 17 / 20

(Power Chord) - Diminuendo: If this spell was last cast when Sona's Power Chord is ready, her next attack will debuff the target to deal 20% less damage for 4 seconds

Song of Celerity

Stance) – Persistent Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus flat movement speed until she changes stances. ■Diameter:

Movement Speed: 4 / 8 / 12 / 16 / 20

Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds. ■Cost: 65 mana
■Cooldown: 7 seconds
■Diameter: 1000

Movement Speed: 6 / 8 / 10 / 12 / 14 %

( Power Chord) - Tempo: If this spell was last cast when Sona's Power Chord is ready, her next attack will slow the target by 40% for 2 seconds.


Active): Sona plays her ultimate chord in a broad line in front of her, forcing enemy champions caught to dance stunned for 1.5 seconds and take magic damage upon impact. ■Range: 1000

Cost: 100 / 150 / 200 mana

Cooldown: 140 / 120 / 100 seconds

Magic Damage: 150 / 250 / 350 (+0.8 per ability power)

Guide Top

Graves Abilities


True Grit
(Innate): Graves gains 1 / 2 / 3 bonus armor and magic resistance every second he remains in combat. This bonus stacks up to 10 times. Graves is considered in combat if he has dealt or received damage in the last 3 seconds.

(Active): Graves fires three bullets in a cone, dealing physical damage to all enemies in their path. Enemies at close range can be hit by multiple projectiles, but each bullet beyond the first will deal only 35% damage. ■Range: 750

Cost: 60 / 70 / 80 / 90 / 100 mana

Cooldown: 12 / 11 / 10 / 9 / 8 seconds

Physical Damage: 60 / 95 / 130 / 165 / 200 (+0.8 per bonus attack damage)

Max Physical Damage: 102 / 161.5 / 221 / 280.5 / 340 (+1.36 per bonus attack damage)

Active): Graves fires a smoke canister at the target area, dealing magic damage upon landing and creating a cloud of smoke for 4 seconds. Enemies inside the smoke cloud will be slowed and will have their vision reduced by about 625 range; everything else will look like it is in the Fog of War. ■Range: 700
■Area of effect radius: 250-300 (estimate)

Cost: 70 / 75 / 80 / 85 / 90 mana

Cooldown: 20 / 19 / 18 / 17 / 16 seconds

Magic Damage: 60 / 110 / 160 / 210 / 260 (+0.6 per ability power)

Slow: 15 / 20 / 25 / 30 / 35 %

(Active): Graves dashes forward, gaining an attack speed boost for 4 seconds. Using autoattacks on enemy units, but not structures, lowers the cooldown of Quickdraw by 1 second each autoattack. ■Cost: 50 mana
■Range: 425

Cooldown: 22 / 20 / 18 / 16 / 14 seconds

Attack Speed: 40 / 50 / 60 / 70 / 80 %

Collateral Damage
Active): Graves fires an explosive shell in a straight line, dealing heavy physical damage to the first champion it hits (also damages non-champion enemies whilst in flight). After hitting a champion or reaching the end of its range, the shell explodes dealing physical damage in a cone behind the target. ■Cost: 100 mana
■Range: 1000
■Cone Range: 800 (estimate)
■Cone Width:

Cooldown: 100 / 90 / 80 seconds

Initial Physical Damage: 250 / 350 / 450 (+1.4 per bonus attack damage)

Explosion Physical Damage: 140 / 250 / 360 (+1.2 per bonus attack damage)

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Dr. Mundo's Abilities

Dr. Mundo --- Adrenaline Rush (Innate): Dr. Mundo regains 0.3% of his maximum health each second.

Infected Cleaver --- (Active): Dr. Mundo hurls his cleaver in a line. The first target it hits receives magic damage equal to a percentage of the enemy's current health and is slowed by 40% for 2 seconds. In addition, Dr. Mundo is healed for an amount equal to half the health cost. It has a minimum damage threshold, and a maximum damage cap versus monsters and minions. ■Cooldown: 4 seconds
■Range: 1000

Cost: 50 / 60 / 70 / 80 / 90 health

Magic Damage: 15 / 18 / 21 / 23 / 25 % of target's current health

Minimum Damage: 80 / 130 / 180 / 230 / 280

Maximum damage versus monsters: 300 / 400 / 500 / 600 / 700

Burning Agony --- (Toggle): While active, Dr. Mundo deals continuous magic damage per second to nearby enemies and reduces the duration of crowd control effects on himself. ■Cooldown: 4 seconds
■Diameter of AoE: 325

Cost: 10 / 15 / 20 / 25 / 30 health per second

Magic Damage: 35 / 50 / 65 / 80 / 95 (+0.2 per ability power)

Duration Reduction: 10 / 15 / 20 / 25 / 30 %

Masochism --- Active): Increases Dr. Mundo's physical damage by a flat amount for about 5 seconds. In addition, Dr. Mundo gains additional damage for each percent of missing health. ■Cooldown: 7 seconds

Cost: 25 / 35 / 45 / 55 / 65 health

Flat Attack Damage Bonus: 40 / 55 / 70 / 85 / 100

Extra Attack Damage Bonus: 0.4 / 0.55 / 0.7 / 0.85 / 1 per 1% of health missing

Sadism --- Active): Dr. Mundo gains increased movement speed and regenerates a percentage of his maximum health over a period of 12 seconds. ■Cost: 20% of current health
■Cooldown: 75 seconds

Heal: 40 / 50 / 60 % of max health

Movement Speed: 15 / 25 / 35 %

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Tristana's Abilities

Tristana --- Draw a Bead (Innate): Tristana increases her autoattack range by 9 every time she levels up (does not include level one). At level 18, the bonus is 153 (703 total range).

Rapid Fire --- (Active): Increases Tristana's attack speed for 7 seconds. ■Cost: 80 mana
■Cooldown: 20 seconds

Attack Speed Boost: 30 / 45 / 60 / 75 / 90 %

Rocket Jump --- (Active): Tristana fires at the ground to propel herself to a target location, dealing magic damage and slowing surrounding units by 60% for 2.5 seconds when she lands. On kills or assists, Rocket Jump's cooldown resets. ■Cost: 80 mana
■Range to Center of AoE: 900
■Diameter of AoE:

Cooldown: 22 / 20 / 18 / 16 / 14 seconds

Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.8 per ability power)

Explosive Shot ---
Passive): Enemies explode when slain by Tristana's basic attacks, dealing magic damage to nearby enemies. ■Diameter: 150

Magic Damage: 50 / 75 / 100 / 125 / 150 (+0.25 per ability power)

(Active): Explosive Shot rends the target enemy, reducing healing and health regeneration by 50% and dealing magic damage over 5 seconds. ■Cooldown: 16 seconds
■Range: 625

Cost: 50 / 60 / 70 / 80 / 90 mana

Total Magic Damage: 110 / 140 / 170 / 200 / 230 (+1.0 per ability power)

Buster Shot --- Active): Tristana fires a massive cannonball at an enemy unit, dealing magic damage and knocking them and surrounding units back. ■Cost: 140 mana
■Cooldown: 60 seconds
■Range: 700
■Knockback Force Width: 200

Magic Damage: 300 / 400 / 500 (+1.5 per ability power)

Knockback Distance: 600 / 800 / 1,000

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Kayle's Abilities

Kayle --- Holy Fervor (Innate): Kayle's autoattacks against enemy champions reduces their armor and magic resistance by 3% for 5 seconds. This debuff stacks up to 5 times



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