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Choose Champion Build:
-
Jungle
-
Top Lane
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Unseen Threat (PASSIVE)
Kha'Zix Passive Ability
Interesting Introduction

SEASON 4 CHANGES COMING SOON
Hello, and welcome to this






Jungling Masteries
21|9|0

Offensive Masteries










Defensive Masteries






Laning Masteries
21|9|0

Offensive Masteries
The offensive masteries are basically the same as the jungling ones, except for one difference. Instead of putting two points into




Defensive Masteries
The laning defensive masteries are also essentially the same as the jungling ones, except for the fact that instead of three points in










Jungling Runes
Runes





These runes are taken utilizing bonus AD, Armor, and Magic Resist.
We take the

The flat AD marks are taken for basically the same reason as the quintessences. We take these over armor penetration marks because jungle creeps have a low amount of armor, so you are already basically dealing true damage.
Flat armor seals are used when jungling for the added defense against the creeps.
The


Laning Runes
Runes





These runes are used for the bonus AD, Armor, and Magic Resist, with a little deviation from the jungling runes involving the glyphs. The laning runes have scaling magic resist, and the jungling runes are flat magic resist.
The reason we take the scaling magic resist glyphs when laning is because we do not need the magic resist early in the game, but we will need it later in the game, so the scaling blues give us more MR later in the game than flat blues would.



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Viable Laning Spells![]() I use ![]() ![]() ![]() ![]() |

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Viable Jungling Spells DEFINITELY take smite when you are jungling. It is a must have when jungling as basically anyone. Same as above ![]() Explained Above. |




Unseen Threat








Taste Their Fear
Passive: Marks isolated targets.
Active: Deals 70/100/130/160/190 + (1.5 per bonus attack damage) physical damage to a single target. Damage against isolated targets is significantly increased to 100/145/190/235/280 + (2.0 per bonus attack damage).
Evolution: Evolved Enlarge Claws
Increases damage to targets by 8% of their missing health, and damage against isolated targets by 12% of their missing health (max 200 vs monsters). Increases range of




Void Spike


Evolution: Evolved Spike Racks
Enhances



Leap

Evolution: Evolved Wings
Increases




Void Assault
Passive: Each rank of


Active:





Evolution: Evolved Active Camouflage
Allows





Jungling Abilities

This ability sequence may seem abstract, but it definetly works for me. I have a decent w/l ratio with

Anyways, the reason I max



Next, I max


I max



Skill


Laning Abilities

When laning, we max the skills the same as when jungling.
Skill




Evolutions












The evolution for



The evolution of





Some of you may have noticed that the full item builds are the exact same when jungling or when laning. This is because this build is lethal. The differences between jungling and laning is the method with which you attain the build.

Jungling



Hunter's MacheteILLERFLFILLERHealth Potion x 5F
Starting the game we buy a






FISpirit StoneFILLERLLERFILLERBoots of Speed
After our first gank on a lane or first clear (if no lanes require a gank), we purchase either a






Spirit of the Elder Lizard
This is the very first full item that we buy. It gives us 45 AD, 10 cooldown reduction, 14 HP regen, 7 mana regen, and passive called Incinerate. I will now explain Incinerate. Basic attacks and non-DoT spell damage burn the enemy hit for 6-40 (based on level) true damage over 3 seconds. Cool right? That means that for every





Laning






Crystalline FlaskFILLEBoots of SpeedfillHealth Potion x3FILLELong SwordfillHealth Potion x1
These are the three choices we have when starting when laning. All situational. When laning against someone with skill shots, I recommend the boots start. When laning against a ranged champion with great poke,



General Items


The Bloodthirster
This is the second full item we build when jungling, and the first full item when laning. This is a must have for any AD champion, because it gives us 70 AD and 12 life steal. It also has a stackable passive, which gives us 1 AD and 12% life steal per kill. It caps at +30 AD and +6% life steal, giving us a full amount of 100 AD and 18% life steal. So on every basic attack or ability we use, we are dealing 100 more physical damage and are refunded 18% of the damage as health.


The Black Cleaver
The next item we purchase is



Frozen Mallet
The



Zephyr
The



Last Whisper
This is a great item for AD champions when tanks start stacking armor. It gives us 40 AD and 35% armor penetration.


Ionian Boots of Lucidity
These are the main choice of boots that I choose when playing as



Enchantment: Alacrity
We get this enchantment mostly when playing as



Final Build







This is the final build that I attain when playing as




Alternate Item List


Blade of the Ruined King
This item was added in the season three patch. Even though it was recently nerfed hard, it still has a great use. It gives us 25 AD, 40 attack speed, 15% life steal, and has a nice passive that deals damage based on the target's current health. This synergizes well with







Manamune
Use this item when spamming skills. If you are going to get this at all, I recommend getting it early to have a good start towards your



Mercurial Scimitar
This was added in a fairly recent patch. It builds from the



Ravenous Hydra
This is another item added in season three. The





Trinity Force
This is a well-rounded item. It gives us 30 AP, 30 AD, 30 attack speed, 10 critical strike chance, 250 HP, 200 mana, 8 movement speed multiplier (I am still not quite sure what the multiplier does), and two passives. The first is basically the same passive as the


Alternate Boots List


Boots of Mobility
These boots are a viable choice because of the passive. When out of combat for 5 seconds, you gain 60 MMS. Useful for ganks or returning to lane.


Boots of Swiftness
The


Alternate Enchantment List


Enchantment: Distortion
This enchantment is viable because it reduces the cooldown of the summoner spells





Enchantment: Homeguard
This enchantment is useful when the enemy has penetrated your first tower, as you can return to your lane quite quickly using this enchantment. When in the spawn fountain, it instantly refreshes your HP and mana, and gives you a 200% MMS boost which decays over the next 8 seconds.







When starting out the game, you will want to play a little defensive pre-3. You will most likely just walk around last hitting, and occasionally poking the enemy with your



Mid game, you start becoming more and more dangerous with better items. After you complete




Coming into the team fight stage, the area which needs the most work with












When jungling as




Blue Route

For the blue start, we first run to the




Red Route

The red start is basically the same as the blue start, except you do the blue start basically backwards, switching the wraiths for golems on the path. Just so everyone knows, when I made this map, I totally forgot about the inner walls, so the blue lane just goes straight through them to the wraiths. I must not have been thinking correctly. It works either way, I'm just throwing this in here so nobody yells at me for it.
After a gank, you will most likely return to the spawn pool, unless you came out unscathed. When returning to the spawn pool, you can either get a







In summary of this guide,





There are some thanks due. Firstly, thank you to jhoijhoi's guide to creating guides, which can be found here. I would also like to thank IceCreamy for his guide on how to use columns, found here. Also, I give thanks to LaCorpse for the Banner, Headers, and Line Divider. Her shop can be found here.

Also, I have recently received messages from three users of this guide saying that they have used this guide for





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