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Spells:
Flash
Ignite
Ability Order
Mark of the Storm (PASSIVE)
Kennen Passive Ability
Introduction

Hello everyone, Disegno here, with my 5th listed guide and a fun champion guide it was to make. This guide specifically, is going to be focusing on the master of mischief, unique, and flimsy by nature,

He is my only one and first real AP Caster that I have ever played, if you've looked at my past guides, you would notice I kind of have a love for AD Champions, I came close though, I played


Despite the little buff a long while ago, I had no idea how much fun he was. Being from the AD Nature that I am, I was extremely surprised playing him, I liked Energy based champions already, [



Now, onto the guide.~

Pros :
- Strong CC : Stun
- AoE Ultimate
- Energy Based*
- Great Poke
- Strong Ganks
- Great Farmer
- Strong Early Game
- Limited Escape*
Cons :
- Energy Based*
- Cautious Late Game
- Teams Might Rely On Stuns
- Squishy
- Random Marks
- Limited Poke Late Game
- Limited Escape*
- Needs To Be In The Middle Of Teamfight
- Should Be Built Accordingly
To keep things simple, I'd like to explain the main aspects of

What makes him an extremely strong pick is that his





Another weakness and strength of


As the guide goes on, I will be adding parts of the Pros / Cons into the descriptions, but I wanted to keep this chapter with the main ideas of his Pros and his Cons.




This is what I personally, love to use. For it allows me to build magic damage, before rushing a health, which is what most AP carries do. Having the health available from Health Quints, Health Per Level Seals, and the














- Note : I used the pictures that correspond to the Energy Regen Runes, the runes aren't listed in MOBAFire so I put it in this cause it still is a great rune page.
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Greater Seal of Vitality | -- |
Greater Seal of Vitality : Health Per Level Yellows for the free ![]() ![]() |
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I did not include Ego Ignaxio Energy Regen runes for MOBAFire does not give me access to them, although I truly believe you don't need Energy Regen to be a good

Offense :
-
Archmage's Savvy is the additional AP Per Level Mastery, increasing your AP by .6 each time you Level, I recommend this because it is a great place to put 3 Mastery Points into. Pairs extremely well with AP Per Level Blues if you have them.
-
Deadliness is a space taker, one point in it so that you have access to the cooldown reduction that is yet to come on the second line of the tree.
Sorcery is for cooldown reduction, it isn't much, but it's better than grabbing Attack Speed, for this moment, cause you are not going AD DPS, you are going AP Mage. This is the better choice, trust me.
-
Archaic Knowledge is the final point in the Offensive tree, and it is why we go down this tree, the 15% MR Penetration will grant you so much more damage late game, and imagine pairing it with a
Void Staff, going through 55% of the enemy's MR.
Defense :
-
Hardiness helping preferably with the AD Champions that are going to be Solo Top, whether or not you are going to be soloing top, you might as well get it cause most of the junglers are AD for the most part, help build resistances for that.
-
Resistance being the counter part of the Armor and giving you MR. Great for both situations yet again, except contributing more with the Solo Mids that are generally going to be AP.
-
Evasion mainly as a point placer but if you get auto attacked, you have a chance to dodge that attack.
-
Nimbleness being the other part of
Evasion and will grant you move speed for each lucky dodge that you are granted.
-
Harden Skin being along the lines of Armor, blocking a bit of Physical Damage that is dealt to you, this helps for the most part with minions, I believe it applies to them too. Not sure, but it's good for mastery points as well.
-
Veteran's Scars is one of the greatest mastery points for a squishy, it will give you an additional 48 points in health, and that means more surviving ability.
-
Ardor is surprisingly a Defensive mastery, it gives you 4% AP and AS, making it another reason why to go down this tree. Pairs really well with
Rabadon's Deathcap come late game.
Tenacity for the final point, decreasing all damage dealt to you by 4%, a pretty self explanatory point, and I can say it's worth it.
Utility :
-
Good Hands for the reduced death timer, it doesn't play the biggest role as far as early game goes, but come late game, it's going to allow you to be alive a lot faster than usual.
-
Perseverence probably the most useful and most useless 3 points you'd put in, considering it gives you a lot more sustain along with your
Doran's Shield your health should be regenerating like crazy.
-
Awareness mainly for the experience boost you get, you can get ahead of an enemy, and have a skill over another champion if they don't have the EXP boost you have, it helps you get to late game faster, which means, here comes the health if you followed my Rune Page.
-
Greed because of the extra gold you'll be getting every 10 seconds, it isn't much but, you get around 300+ gold at the end of an hour, if you're team isn't getting wards and what not, then you can give the team some awareness.
-
Utility Mastery for obvious reasons, the additional 30% timer on any neutral buff. Self explanatory and can be the reason why you can poke so much [Blue Buff] and regen it as fast.
-
Quickness for the additional move speed. I really don't have an explanation for this except for you might get away with this and/or you might dodge skill shots better with this.
-
Blink of an Eye for the reduced
Flash timer and yeah, that's pretty much it. Will help with situations as far as
Flash /
Slicing Maelstrom goes. I can see this helping me with that a lot. More frequent with that combo.
-
Intelligence for the total 10% CDR that will, I guarantee, will help as far as poke goes and with ultimate goes.
-
Presence of the Master for your final point. Reduces the recharge timer on Summoner Spells by 15%, this is such a nice point to put in for Utility, you can save your own life if you have Spells up, for they play such a big role in living or not.

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- // At max level, it will have a 3 second cooldown. What this means if you can land two of them over the time span of 7 seconds, you are guaranteed a stun with
Electrical Surge.
- // When aiming this, try to aim towards where the enemy is headed, there for it will be a guaranteed hit and a guaranteed Mark.
- // In lane, try to harass with this, upon landing it, following it up with
Electrical Surge for some great harass damage. Once that's done, landing an additional Q will guarantee a stun if combo'd correctly.


- // Storing 5 Charges of this passive will grant your next auto attack an attached
Mark of the Storm. Meaning, if you combo correctly, you can initially land a stun only using 2 skills. Which can easily be initiated on for your team.
- // You can use this to farm minion waves extremely well following up from
Lightning Rush.
- // Keep in mind that the range on landing the active on this is shorter than the range on Q, meaning, make sure you are close enough to W them if you plan on harass. It's about 850, so a little bit lower than your Q @ 1050.

- // If you plan on harassing with Q and W, try using this to rush in, and hit every or most of your enemies team so that you have enough energy to
Slicing Maelstrom and
Electrical Surge
- // Pairing this up with
Electrical Surge will let you farm minion waves almost instantly. Keep in mind that you should rush in on minions first, and then follow up with your W.
- // If you can sense a team fight going about the wrong way, you can use to run away, but manage your energy for it costs about 80-100 energy for each use. It isn't a skill you can spam either.

- // To get a good initiation, you can always grab
Flash, use it, follow up with R immediately, and an
Electrical Surge immediately to get 2 Marks instantly on an enemy.
- // The marks also grant damage, the more enemies you hit, the more damage it will deal, you want to hit most of the enemy team so that the spread of a threat is distributed.
- // Try not to use it for huge teamfights at Level 6, for it only grants 6 Marks, wait until Level 11 so that you can stun most of the enemy team if you ever get in a teamfight.
That being said, I'll explain the build,










Disegno's Item Order
Doran's Shield ->
Boots ->
Will of the Ancients ->
Needlessly Large Rod ->
Sorcerer's Shoes ->
Rabadon's Deathcap ->
Rylai's Crystal Scepter ->
Zhonya's Hourglass
Healthy Item Order
Doran's Shield ->
Boots ->
Will of the Ancients ->
Giant's Belt ->
Sorcerer's Shoes ->
Rylai's Crystal Scepter ->
Rabadon's Deathcap ->
Zhonya's Hourglass
AD Counter Item Order
Doran's Shield ->
Boots ->
Will of the Ancients ->
Chain Vest ->
Sorcerer's Shoes ->
Zhonya's Hourglass ->
Rylai's Crystal Scepter ->
Rabadon's Deathcap
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S |
20 Magic Penetration // Mainly going for Magic Penetration boots for the additional overall damage you will be dealing. You grab your boots early game and no one will have MR, what this does is basically go through the base MR, allowing you to deal almost True Damage with each skill. If the enemy has a lot of CC, of course go for ![]() |
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50 Ability Power + Unique Aura : 30 Ability Power / 25% Spell Vamp // This would be the sustain portion of your build, not even just that, it's a great Aura item to have. With ![]() ![]() ![]() |
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80 Ability Power + 500 Health + Abilities Will Slow Enemies By 35% // This is your main source of health and another addition to your CC. What this does is allow you to slow your enemies by 35% for 1.5 Seconds with each ability that is landed on that enemy. If you can land a ![]() ![]() |
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100 Ability Power + 100 Armor + Unique Active : Champion Is In Stasis For 2 Seconds // What this allows you to do is be in the middle of a teamfight, mark every enemy, ![]() |
Doran's Shield is what I like to start with whenever I am going to Middle Lane. For the additional Health and Health Regen is very nice in all situations. Plus, considering it's the easiest access as far as lane traveling goes, you can always go back after pushing a lane, and come back faster than others. I've never had a problem running this middle lane for my Health Regen is about 20-23 per 5.
Boots is also a decent choice mid, but a better choice than
Doran's Shield when running top. For side lanes are easier ganks because of the limited escape, you want as much sustain as possible, running this and three
Health Potions allows you to stay in lane as long as you can til' you have enough to grab another item. For the most part it's having enough health to farm for a long while.
Amplifying Tome, for the most part, I have never run this, considering I like to play passive until I am Level 6, this doesn't provide enough sustain for the most part, only reason why I don't like to get it. If you are playing aggressive, you should consider going for this, some sustain to exchange shots, and some damage to put out.
Will of the Ancients is an item that should be rushed after obtaining
Boots. For it will grant your team additional AP, Spell Vamp for each cast, and yourself, a **** load of sustain. As mentioned above,
Thundering Shuriken benefits from this item the most because you will get around 60-120 Health back with each cast. That's a rough number, but you can get a lot of health back instantly is the main idea of this item.
Sorcerer's Shoes /
Mercury's Treads for your mobility item, always an early game goal just to finish your boots and get them out of the way. However if you are fed and have enough for a
Needlessly Large Rod, I'd recommend that before finishing boots, because it's so easy to finish your boots, and extremely difficult to complete a
Rabadon's Deathcap or a
Zhonya's Hourglass.
Rabadon's Deathcap is what I preferably rush after getting my early game items built. Why do I go for such an early expensive as hell item? The main reason is that every team needs a champion that can deal damage to a lot of enemies, rushing this let's me spread out my damage to all the champions, even if I don't get the kills, as long as my damage has been done, I can count on my team to clean up.
Rylai's Crystal Scepter comes next for me but can be rushed for you, main reason being is that it gives you an additional form of CC, some AP, and a chunk of health. I personally don't like rushing it for I can't see myself doing enough damage to the enemies. Depending on certain situations, I might build this first, but for the most part, I've got enough health to get by.
Zhonya's Hourglass is either the first item built or the last item built of the three. I'd only rush this first if there was a strong AD Carry Mid or an Assassin that is based on AD. I want to give a specific example,
Talon, is a champion who can easily kill
Kennen, what does early Armor do for you? Gives you a lot of resistance to his attacks and prevents you from being shut down. Also, the active on this will let you be in the middle of a teamfight, but not be able to be focused, forcing them to scatter, your team can easily pick them off that way and you live which is always a good thing.
Abyssal Mask is mainly if you need Magic Resist yourself, if the enemy team is mainly of a magical threat, than this is the item for you. Considering the Aura is also very helpful to your team, if you're team has an AP overload, grabbing this will also grant overall damage boost because enemies have reduced MR. I'd only get this item if our team has another AoE AP like
Fiddlesticks or
Karthus, or if I simply find myself needing the MR.
Void Staff would be the counter pick of
Abyssal Mask, if you don't need any MR, if you find yourself not having any trouble with your lack of MR, than simply build Magic Penetration. Not only does this give you an overall boost in AP, it gives you 40% Magic Penetration, on top of your already given, 15%. 55% Magic Penetration through enemies, your damage is very threatening, and they can't really build against it.
Note : If you have any other suggestions to what I should add here, please respond below, I need more variety in the end game options.


Early Game : Early game you should keep up with farm as well as harass. Not to the point where you are diving recklessly though, for you can only











Mid Game : Mid Game, I like to gank if I can push a lane. Once I push the lane, I find myself around Level 11, hence the additional




Late Game : Late Game, you should have your






Videos
I've got a few replays yet to be recorded on expect some soon!
Example Games
If you've got a few example games, post them below, or message me! Could really use examples.
Recent Changes
10/29/2011 : Guide Released!
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