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Elise Build Guide by Envinae

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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 Envinae

Elaborate Elise

Envinae Last updated on December 19, 2012

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/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

I. ~Introduction~



Hello readers, my name is Ashley and this is going to be my very first guide on MobaFire. I decided to make a guide on Elise since she is one of my favourite champions, also since she just came out I figured I could be a little helpful to people who are just trying Elise and have little to no idea on how to build, or play her. Elise is amazing in team fights, her kit works perfectly. You can harass from afar, or get right in there. She's very good at finding the target she wants and killing them without many disruptions (if played correctly and fast). As a note, I am in no way a professional player nor can I guarantee this build will work for you every single time. I will show different ways to build her depending on the opposing team.
I hope you enjoy this guide. Now let's begin!


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II. ~Legend~



CDR=Cool down reduction (reduces the cooldowns on your abilites)
AD=Attack Damage
AP=Ability power
CC=Crowd control (stuns, slows, snares et cetera)
Tenacity=Means lowering the time you are stunned, slowed, snared et cetera. (Tenacity does NOT stack)
HP=Health, or hit points
AoE=Area of effect (in this guide I referred to it as the spell dealing more damage to more than one enemy)
ADC=Attack damage carry
MR=Magic resist
Magic pen=Magic penetration (penetrates through magic resist)
Squishy=Very low maximum health
UNIQUE=When something is listed as "UNIQUE:" (For example a UNIQUE Aura:, or a UNIQUE: Active, et cetera) it means in will NOT stack. Basically, you cannot buy two Rylai's Crystal Scepters and expect to slow your target's movement speed by 70% for 3 seconds. That is just ridiculous)
MIA=Missing In Action. MIA is called when the opposing enemy(ies) is/are missing from your lane.

Feel free to ask what something means or if you are confused about something! :)


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II. ~Pros & Cons~




+ Is ranged AND melee!
+ Very fun champion, in my opinion
+ High damage output (depending on build)
+ While in spider form your abilities do not cost mana
+ You can do without blue buff if you don't constantly spam your abilities
+ Can easily chase down enemies
+ Her ultimate is available to her from level 1
+ Decent survivability in lane
space


- Her only form of hard CC requires some skill to land
- Enemy team may focus you since you can be squishy, or if they see you are a threat
- Long cool downs
- May take some time to get used to her
- Her only escape ability requires you to target an enemy
- Her AP scaling is, for a lack of a better word, terrible


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IV. ~Masteries~

Masteries
1/1
4/4
2/1
4/3
1/1
3/1
1/3
4/1
1/3
4/2
2/1
3/3
For Elise, I like the slight added damage (who doesn't?), additional CDR, and magic pen in the offense masteries. I take armour, health and magic resist because I feel Elise's magic resist health, and armour are quite poor at lower levels. (I add more survivability items in my build so feel free to play around with the, masteries, runes and items. This is in NO way the exact way to build her, really there is no exact way to build any champion. Keep that in mind.)

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Summoner's Wrath : That extra 5 ability power may not sound a lot when ignite is on cooldown (if you use ignite), but that extra ability power may ensure a kill, and means your abilities do even MORE damage.

Mental Force : Although I said AP doesn't scale very well on Elise, I think the extra 4 ability power is very useful just to have that slight advantage on your opponent. Plus, there's nothing else I'd rather put the four points in, in the first tier.

Butcher : Deals 4 bonus damage to minions and monsters. If you're a terrible farmer or just like an easier way of farming, with auto attacks and not with your abilities (this over time, will waste mana), then this mastery is a good idea to take.

Sorcery : 4% cool down reduction. Very useful, since Elise has long cool downs.

Arcane Knowledge : +10% magic pen. If your opponent has high magic resist or even low this spell will help you deal more damage. (If you don't know what magic pen is refer to my legend).

Alacrity 4% more attack speed, fairly useful since we don't have very much attack speed in the build. This paired with Volatile Spiderling / Skittering Frenzy will make a great pair.




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Resistance Increases your champion's magic resist by 6. This resistance could make a huge difference in whether you die or not. Since you will be in mid lane with Elise (50% of the time) the opposing mid champion will most likely be AP as well, > which means they will do magic damage > which then means magic resist will help out against that damage.

Hardiness Increases your champion's armour by 6. Also useful for jungling, although this is not a jungling guide this mastery is also very useful since Elise's base stats for armour/magic resist are very low in the early levels.

Vigor : Increases your champion's health regeneration per 5 seconds by 1. For decent sustain in lane.

Durability : Increases your champion's health by 1.5 / 3 / 4.5 / 6 per level. At rank 4 this means an additional 108 health at champion level 18. A fairly good mastery if you want to be tankier.

Veteran's Scars : +30 health. This mastery plus Durability is almost a Ruby Crystal at level 18, without taking up an inventory slot. You can be even more tankier.


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V. ~Runes~




Runes

Greater Mark of Magic Penetration
9

Greater Glyph of Magic Resist
9

Greater Seal of Armor
9

Greater Quintessence of Magic Penetration
3
  • Greater Mark of Magic Penetration: This rune gives a nice amount of magic pen which will penetrate your enemy's magic resistance, since 90% of the time in mid lane you will be up against another mage, they MAY have low magic resist (depends on a lot of factors), this rune will penetrate whatever magic resist they have and deal, "tons of damage." -Phreak (Recommendation 5/5) (Gives: +0.95 magic penetration per rune)
  • Greater Glyph of Magic Resist: I have also been mentioning her base stats for armour/magic resist are fairly poor, so I chose to take these runes to help out. They will help you no matter what because on every team there should be AT LEAST one magic damage dealer, this of course, is not always the case. If you are playing ranked, evaluate the other team carefully to choose what runes will work best. (Recommendation: 5/5) (Gives: +1.34 magic resist per rune)
  • Greater Seal of Armor: Read Greater Glyph of Magic Resist. (Recommendation 5/5) (Gives: +1.41 armour per rune)
  • Greater Quintessence of Magic Penetration: I like these runes a lot because they offer magic penetration, where my items don't, (I did that on purpose). I re-considered my build a lot and wanted to focus my runes on magic pen, and my items on damage output, survivability and resist. (Recommendation 5/5) (Gives: +2.18 magic penetration per rune)



Soon


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VI. ~Summoner Spells~




Flash:
Is, in my opinion, one of the most useful summoner spells. With a use of this spell it lets you blink towards your cursor going a fair bit of distance. Flash is useful for escaping from that nasty gank from Amumu, or trying to catch that running Teemo. Also note that you can blink over certain walls with Flash. (Cool down: 265 seconds) (Recommendation: 5/5)

Ignite:
Lets you do that extra true damage depending on your level. This spell is great for finishing off that enemy that has almost no health left. Keeping in mind Ignite does not stack with another Ignite, instead it will refresh. This incredible spell also reduces healing effects by 50%. Screw you Dr. Mundo! (Cool down: 180 seconds) (Recommendation: 5/5)

Ghost:
"Your champion passes through any unit and moves 27% faster for 10 seconds". If you don't take flash, I suggest taking Ghost to have a pairing of one offensive spell and one defensive spell. This paired with Elise's movement speed will make her run very fast, almost as fast as that bugger Teemo with his stupid Move Quick. Although, it is entirely up to you. (Cool down: 210 seconds) (Recommendation: 3.5/5)

Exhaust:
"Slows movement speed by 40% and reduces auto attack damage by 70% and ability/item damage by 35% for 2.5 seconds". This skill is very useful to catch a running champion, that is trying to escape from you, or that 1v1 battle with a 2.0 attack speed Tryndamere. You can take this spell if you want.
(Cool down: 210 seconds) (Recommendation: 3.5/5)

Heal:
Is not a bad option, it's just there are better options. When popping Heal it will restore a different set amount of health every level, to you AND your allies! Heal is fairly useful for baiting an enemy. You can engage that Rengar making him think you're weaker than him, then boom! You pop Heal, he turns to run finally realising he can't win against you and you pick up that kill. I recommend taking Heal if you want some survivability during that 1v1 or a teamfight. Also useful for when your ally is about to die, pop Heal, pray they'll live, if they do, wait for the "THANK YOU SO MUCH<3"
(Cool down: 270 seconds) (Recommendation: 3/5)

Teleport:
After four seconds, can teleport you to a allied minion, ward, or turret. Very useful to get around the map quickly. I find I don't really need use of this spell normally. If you want to take this spell go right ahead, although I don't recommend it as much as flash and ignite.
(Cool down: 300 seconds) (Recommendation: 3/5)


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VII. ~Elise's Abilities~






Spider Swarm- (passive):
This is Elise's passive ability. When Elise is in human form, her spells ready spiderlings. When in spider form Elise has cute little spiders following her called spiderlings. These spiderlings will also attack turrets/tank turret shots, and deal physical damage. Basically, your spiderlings attack the target you are attacking.

Tips and Tricks




Fun fact: Elise's spiderlings can block things like: Blitzcrank's Rocket Grab, Morgana's Dark Binding, and Ezreal's Mystic Shot.



Neurotoxin / Venomous Bite (q):
In human form, Elise can target an enemy, damaging them, dealing bonus damage based on their current health. The more HP your target has, the more damage you will deal. In spider form, Elise will leap to target enemy dealing damage based upon their missing HP. The more injured the target, the more damage dealt.

Tips and Tricks



Spoiler: Click to view




Spoiler: Click to view



Volatile Spiderling / Skittering Frenzy (w):
In human form, Elise can send out a skill shot in the form of a spider, that will walk to the nearest target, exploding upon contact, dealing damage to all nearby enemies. In spider form, Elise and her spiderlings enjoy a major increase in attack speed, for a few seconds. Attacks made my Elise and her spiderlings, will heal her.

Tips and Tricks




Spoiler: Click to view




Spoiler: Click to view



Cocoon / Rappel (e):
In human form, Elise can send out a skill shot that stuns the first enemy hit for 1.5 seconds. This ability deals no damage. In spider form, Elise and her spiderlings lift up into the air, becoming untargetable and revealing nearby enemies (even stealth, although she can not see wards). Elise can also target an enemy champion/minion to instantly land on them.

Tips and Tricks





Spoiler: Click to view




Spider Form / Human Form (r):
While Elise is in human form, she can turn into a spider, learning new abilities, increasing her movement speed, gaining bonus attack damage, bonus MR, and armour. In spider form, simply changes back into human form having new abilities. Elise learns her ultimate at level 1.

Tips and Tricks


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VIII. ~Skill Priority~

>>>>>>


soon


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IX. ~Items + Alternative/Situational Items~


Boots of Speed + 3 Health Potions:
The general starting items for most champions, I like to start with these items because they provide speed, to get away from the jungler when they gank, chase enemies, or to get in closer to harass then get out quickly. I like the Health Potions because they provide nice sustain in lane.

Doran's Ring(s):
+15 ability power, +80 health, +5 mana regeneration. Uh no. I don't recommend getting one of these, or stacking 'em. "Why not?" Well say you buy 2 doran's rings, that's 950 gold, 30 ability power, 160 health, and +10 mana regeneration. BUT, that 950 gold could be going towards your Rylai's Crystal Scepter which is much more effective on Elise. Because Elise is not your typical 'mage' she doesn't need pure ability power. Although the health and mana regen are nice, she doesn't really need it either. You shouldn't be spamming your spells anyways.




20 Magic Penetration. UNIQUE Passive: Enhanced movement speed 2. You should ALWAYS (no exceptions) get boots, they provide both speed and defense/offense. I prefer Sorcerer's Shoes on Elise because they provide 20 magic pen. These boots paired with Greater Mark of Magic Penetration provide high magic pen which is always good.

+70 ability power, +57 magic resistance. UNIQUE aura: Reduces the magic resist of nearby enemy champions by 20, (Range: 600). This item will pair greatly with the magic pen, since it REDUCES the magic resist of nearby enemy champions. If people are stacking magic resist on the other team, it will barely affect you because all of it will wither away with all your runes/items/masteries. You will do great amounts of damage.

+65 ability power, +50% attack speed, +10 mana regeneration UNIQUE passve: +25% cool down reduction. There is not one stat Elise will not benefit from, it's literally the perfect item on her, in my eyes. You need, the cool down reduction, it's literally vital on any assassin with high cool downs. The ability power is also beneficial because all of your abilities scale off of it, and the additional attack speed will scale nicely with Volatile Spiderling / Skittering Frenzy.

+80 ability power, +500 health. UNIQUE PASSIVE: Your spell damage will slow the target's movement speed for 1.5 seconds. This is a GREAT item for Elise. It provides ability power, tankiness, plus the passive is extremely useful because she only has 1 hard CC ability that provides skill to land. Amazing item, HIGHLY recommended. It is also annoying when you are chasing an enemy down (if they are too fast for you) to have to switch back into human form, aim Cocoon / Rappel (if you are even successful at aiming it) then having to wait about 3 seconds, to then switch back into spider form to stalk your enemy for their blood. Therefore, Rylai's Crystal Scepter will help you chase your enemy more effectively. Grab it earlier on if necessary. Did I mention spiderlings can proc the slow on Rylai's Crystal Scepter?



In order for a build to be effective on any champion, there HAS to be some sort of survivability, you can include it early on or later on, but it is a must. I made a little image to help you decide.


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X. ~Laning Match-Ups (A-Z)~ UNDER CONSTRUCTION




In this section, I'll be putting the most common laning match-ups in top and mid lane. Of course you will see the very rare Sona top, but since it's not common enough I'm not going to include it. If you're for some reason seeing Sona top often (or any other champion), and I don't include them in the match-ups, feel free to ask me to include that champion and I gladly will.




Akali:
Will only be a bit of a challenge at level 6, because she really shines as a true assassin with, Shadow Dance (her ultimate). My advice to you is try and trade with her early on, before level 6. You will most likely win those trades. After she turns level 6 be wary, as she can chop your health down with a swift combo. If you get the advantage over her, her only real escape ability is Twilight Shroud. But guess what... You counter that! Use Cocoon / Rappel to reveal her. Silly Akali.

If you're loosing: Akali does mostly magic damage. Grab magic resist. This includes: Abyssal Scepter, Negatron Cloak, and/or you can grab Mercury's Treads


Cho'Gath:
Since Neurotoxin / Venomous Bite has such a short range, it'll be hard to trade with Cho'Gath since he can just use Rupture > Feral Scream. Cocoon / Rappel out of this combo, and make Cho' waste his mana! Attempt to trade with him early on, but before level 6! He will deal a lot of damage to you with his ultimate, ( Feast). In a nutshell, be careful! An alternative could be just to play passively, gather up all your abilities, and then chop down his health, forcing him back to his turret.

If you're loosing: All Cho'Gath does is magic damage. Grab magic resist. This includes: Abyssal Scepter, Negatron Cloak, and/or you can grab Mercury's Treads.


Darius:
Has to be one of the hardest/most annoying match-ups for Elise. The range on your abilities is so short that if you even attempt to trade with him he can just Apprehend you and follow up with the rest of his abilities resulting in your death. Play VERY passive in this lane. But, if you get a good gank from your jungle follow up on it, he has no real escape abilities. Even if you try to Cocoon / Rappel, he WILL find a way to kill you.

If you're loosing: Grab armour, since Darius mostly does attack damage. This includes building toward an early Sunfire Cape, and/or Frozen Heart, and/or you can grab Ninja Tabi. And stay FAR away from him.



Diana:
Is pretty much the same as Akali, she really only shines with her ultimate, ( Lunar Rush). She'll probably throw a few Crescent Strikes at you, dodge them. It'll be fairly easy to trade with her ( Diana needs to get all close and personal to trade with you before level 6), but don't get too close because she can easily combo you with Crescent Strike > Moonfall > Pale Cascade (before level 6). This will basically do a lot of damage to you, all the while pulling you in with Moonfall, you can easily avoid this combo and Cocoon / Rappel out of it. After level 6, she becomes a bit deadly. Don't try to throw Neurotoxin / Venomous Bite at her, the range is so short it won't be worth it in the end. Tip: Diana can cast her ultimate AGAIN if you are marked with moonlight, ( Crescent Strike applies it.) Try dodging her Crescent Strike so you can deny her combo.

If you're loosing: Diana does magic damage. Grab magic resist. This includes: Abyssal Scepter, Negatron Cloak, and/or you can grab Mercury's Treads.



Dr. Mundo:
Harass him early on with Neurotoxin / Venomous Bite, and avoid his Infected Cleavers. Play passively when he turns level 6. It will be hard to kill him once he gets his ultimate, ( Sadism). His ultimate basically heals him for a lot over time also increasing his movement speed. Whatever you do, DO NOT dive Dr. Mundo, ever. Neurotoxin / Venomous Bite will do even heavier damage in the later levels to [dr. mundo]] due to his natural tankiness. (Like Garen.)

If you're loosing: Honestly, just play passively and hug your turret, that is the best advice I can give to you. If you do this he'll probably get tired of this lane and roam a bit (not definite), call MIA when he leaves lane.


Fiora:
This can be a pretty easy lane. Harass her early on in human form, and when she tries to ulti you, just Cocoon / Rappel out of it. Pretty simple. Although at level 6, Fiora may try to engage on you, she'll probably follow up like this: Lunge > Burst of Speed > Auto attacks > Lunge > Blade Waltz. Don't let her try this on you, deny her by Cocoon / Rappeling up into the air, waiting 2 seconds, she'll most likely give up, and back off. If she tries this again, consider fighting her if you're sure you're going to win.

If you're loosing: All Fiora does is attack damage. Grab armour. This includes building toward an early Sunfire Cape, and/or Frozen Heart, and/or you can grab Ninja Tabi.


Gangplank:
I don't know too much about this guy but he'll probably throw a few Parrrley's at you. It'll be hard to trade with him because he may be a bit too fast. For example Gangplank will go in, throw a Parrrley, and retreat. You'll want to throw back damage equally too, right? BUT, it'll be hard to since it'll be unexpected when he throws Parrrley. IF you're fast enough to react, consider switching to spider form and unleashing your combo as shown: Neurotoxin / Venomous Bite > Volatile Spiderling / Skittering Frenzy > as many auto attacks as you can. Gangplank will not be able to come back with much.

If you're loosing: Try not to get close to him, and only farm when the creep wave is close to your turret. Building armour may help a bit in this situation, but you should be just out of range of his Parrrley, (so he cannot auto attack you OR harass you with Parrrley). Consider buying a Banshee's Veil (only do this if the enemy team is high on magic resist, so you can benefit from it later, and only if Gangplank is poking you non-stop. Plus, it gives you 375 mana AND HP, and 50 magic resist. Otherwise, it won't be worth a whopping 2715 gold). The reason you can consider a Banshee's Veil is because it has a unique passive that blocks one negative ability every 45 seconds. This means you'll counter his Parrrley. I would only buy a Banshee's Veil in very rare occasions.


Garen:
He'll only be able to harass you if you get close to him, his harass will hurt! Harass him as much as you can at early levels, because he won't be able to do much to you. If Garen is stupid enough to build health, then harass him with Neurotoxin / Venomous Bite ( Garen is naturally tanky anyways). Tip: Stay away from Garen when you are low on health, his ultimate, ( Demacian Justice), will definitely kill you.

If you're loosing: All Garen does is attack damage, so I highly recommend building armour against him. This includes building toward an early Sunfire Cape, and/or Frozen Heart, or you can grab Ninja Tabi.


Hecarim:
Need more info on this pony.


Irelia:
She'll be easy to harass in the early levels, but by level 7 she's pretty tough. Irelia will usually engage you like this: Bladesurge > Hiten Style > Equilibrium Strike > Transcendent Blades. If you're planning on fighting back, start off in human form > Neurotoxin / Venomous Bite > Volatile Spiderling / Skittering Frenzy > Cocoon / Rappel (to stun her) spider form > Volatile Spiderling / Skittering Frenzy > auto attacks > Neurotoxin / Venomous Bite > auto attacks. If she's fleeing, use Cocoon / Rappel to chase her down. If she's stupid enough to ult you in the middle of your combo (which means she's staying relatively close to you), right as she's about to use her ult ( Transcendent Blades) use Cocoon / Rappel OR if you can tell she's about to engage you with Bladesurge and you don't want to fight (you can tell if she walks close to you).

If you're loosing: Irelia does a variety of damage, so buying specifically armour or magic resist will not exactly solve 100% of your issues. Stay back, and just farm peacefully at your turret.


Jarvan IV:
Need more info


Jax:
Similar to Darius; this'll be another difficult lane. Jax is pretty much built for 1v1. I don't recommend engaging him at all unless your jungler is coming up for a gank. Don't let Jax Leap Strike to you, this means you need to stay far away from him, and farm at your turret. Don't even try to harass Jax with Neurotoxin / Venomous Bite, the range is just too painfully short.

If you're loosing: Jax does a mixture of damage like Irelia. Consider building a Quicksilver Sash. It provides 48 magic resistance, and the active removes all debuffs from your champion. Use the active on Quicksilver Sash when Jax stuns you with Counter Strike, it will lead to a swift getaway. Alternatively, instead of buying Quicksilver Sash, you have to be able to time your Cocoon / Rappel to avoid his stun.


Jayce:
With a 90% chance, Jayce will definitely harass you with To the Skies! / Shock Blast (this is a skill shot). Stand behind a couple of minions to avoid the damage. I wouldn't try fighting this guy, but instead try to harass him.

















































































































































































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XI. ~Warding~



In this section, I'm going to show you the key places for warding. Warding is extremely important. Every time you go back to base, I strongly suggest AT LEAST getting one ward. Wards are important to know if you're about to get ganked, if the enemy team is getting dragon/baron/blue buff/red buff. Without further ado, the warding section!


This ward will allow: you to see who's getting at the blue buff. Additionally, if the enemy team is near/getting baron, or if the enemy team is coming to gank your through the river, (if you're top). Why place this ward here?: Baron is even MORE important than dragon. Evaluate the game and see if you can get baron around levels 12-15 (the earliest). If slain, you will receive 300 gold plus a buff (only given to live players) increasing your ability power, attack damage, health regen, and mana regen. (Spawn time: 15:00)



This ward will: allow you to see an incoming gank (if you're in top lane) from enemies.


This ward will: allow you to have even greater vision on blue buff.




This ward will: let you see who's at your/opposing team's wraiths.
Tip: Coordinate with your team if you see the opposing team's jungler, and surprise them!



This ward will: allow you to have even greater vision on red buff.



This ward will: allow you to see an incoming gank from the left side (if you're in middle lane) from enemies.



This ward will allow: you to see an incoming gank from the right side (if you're in middle lane) from enemies.



An early ward placed here can make sure that the enemy team isn't at dragon. Try and get dragon before the enemy team if possible. Why place this ward here?: Dragon is an important goal in the game. If killed, your team, (and you), receive 150 gold. Kill dragon around level 8 (the earliest), in coordination with mid lane, your jungler, and bot lane to get an early advantage over the other team! (Spawn time: 2:30)



This ward will: help you see if an enemy is coming to gank you, (if you're in bottom lane).



This ward will: allow you to have even great vision on red buff.



This ward will: allow you to have even greater vision on blue buff.



Notice how I warded in places that grant vision in more than a small area. Take this ward for example:



Notice how all those red arrows show that you can see areas around the ward. Make sure you're placing your wards in the right places!


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XII. ~Conclusion~ UNDER CONSTRUCTION


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XIII. ~Giving Credit Where Credit Is Due + A Few Notes~




I have to give a big thank you, without a doubt to..... jhoijhoi! This guide helped like crazy on my build, without her guide I would've been totally lost. If you, yourself, want to create a guide and are totally lost, or need a few little pointers I definitely recommend clicking here.

Also, have to give thanks to JBerger589's guide for helping me out on my items.

Also, this video for helping me out on my items.

I used the information from this site to help me with many things in my build plus the 'In depth:' section of my abilities.

I got my 'section heading' image from here.


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~Message Board~

Sorry guys for not updating much of my guide. I'm trying to fix the overall look before I do anything else.


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