Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

This build has been archived and is for historical display only

This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.

We recommend you take a look at this author's other builds.


x
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

x
Thresh General Guide by Jovy

Support Misused Guide

Support Misused Guide

Updated on February 25, 2018
8.6
37
Votes
5
Vote Vote
League of Legends Build Guide Author Jovy Build Guide By Jovy 37 5 136,379 Views 61 Comments
37 5 136,379 Views 61 Comments League of Legends Build Guide Author Jovy Thresh Build Guide By Jovy Updated on February 25, 2018
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Alistar



Hey guys/Hello!/Hi friends/Welcome all/Generic introduction where you state your IGN, server, experience, rating and perhaps the reason for deciding on making the guide.

Something short about Alistar, e.g. Alistar is a tank who's typically played as a bot lane support. He's one of the tankiest champions in the game bc of his ult and his strong base defensive stats. He also brings a lot of CC to the table with his Q W E R etc and he's got nice skins.




Tanky, Lots of CC, Does damage

Although Miss Fortune has no actual gap closers, she's pretty mobile providing her W's passive - Strut - is active. Strut grants up to 100 movement speed when Miss Fortune is not being attacked. This makes travelling to lane, objectives or teamfights much faster and it can help you dodge certain skillshots.

Can't poke, Vulenrable to poke, Weak when behind

Although Miss Fortune has no actual gap closers, she's pretty mobile providing her W's passive - Strut - is active. Strut grants up to 100 movement speed when Miss Fortune is not being attacked. This makes travelling to lane, objectives or teamfights much faster and it can help you dodge certain skillshots.








When you Q (or E) an enemy champion, you will gain a big boost to your resistances for 2 and a half seconds, then explode dealing magic damage. Very much like Leona's W. This rune has really nice synergy with Thresh because hitting a Q on someone usually means you're about go into the enemy's melee range, then further CC them so they can't get away. This means you're almost always guranteed to hit the Aftershock pop on them and do a lot of damage.

Because almost every ability of Thresh's has some sort of impairing CC, this rune is a great pick-up. Every time you CC someone, so basically every fight, that enemy gets marked and, when attacked by an ally, heals your ADC. This can be a life-saver during laning phase.

Gives a flat tiny boost to your armour and another armour buff whenever you are healed or shielded. Potions will activate the 5% increase in armour, as will Heal and Dark Passage.

Taking any damage means for the next 10 seconds that you'll regenerate 4% of your missing health. This is a good pick in bot lane because there will be at least one ranged champion who will constantly try to poke you down so you can't engage. This rune can negate some of that annoying poke.




A very strong rune on Thresh because you will constantly be impairing the enemy's movemement in fights with your Q, E and ultimate. As Thresh you also tend to AA a lot because of your E passive, which means you'll be doing not only extra magic damage on hit but true damage as well, so long as you've recently slowed, dragged or hooked someone.

With this rune every ward of yours that expires will be replaced to a Zombie ward; akin to a blue trinket ward. This new ward will stay where it is forever until it is killed, which means you'll have a lot of vision throughout the game.









|| In addition to Nami not having an escape mechanism of her own, Flash is good with Nami because it enables her to get in range for her ult/Q/or AA + for chasing and securing kills.

|| Ignite is good with aggressive supports such as Nami. You lose your Exhaust for late game but you gain a lot of kill potential in lane. The idea of it is to get your AD fed that way and get him to snowball so that late game not having Exhaust wouldn't be an issue.

|| Exhaust is Ignite's alternative. It's a good spell for support but I don't grab it every game. The situations in which I'd recommend Exhaust over Ignite is 1) vs high burst assassins (ie Zed) 2) vs AS-based champions (ie Vayne, Tryndamere) or 3) vs an unfavorable match-up.






PASSIVE ABILITY
Triumphant Roar (Passive):Alistar gains Triumph stacks when applying hard crowd control to enemy champions, and when nearby units die. At 7 stacks, Alistar heals himself for 13 (+7 per level) and all nearby allied champions for twice that amount. Triumphant Roar instantly procs whenever an epic monster or enemy champion dies. Alistar cannot gain stacks for 3 seconds after Triumphant Roar procs.


xx

Q
Pulverize (Q): Alistar smashes the ground where he is standing, dealing 60 / 105 / 150 / 195 / 240 (+50% of ability power) magic damage to all enemies in the area and tossing them into the air, knocking them up for 1 second.


xx

W
Headbutt (W): Alistar dashes to an enemy, taking its position and rams them, dealing 55 / 110 / 165 / 220 / 275 (+70% of ability power) magic damage and knocking them back a distance of 650.


xx

E
Trample (E):Alistar tramples the ground, dealing 100 / 125 / 150 / 175 / 200 (+40% of ability power) damage over 5 seconds to nearby enemies, ticking every 0.5 seconds. Every trample pulse that hits at least one enemy champion grants Alistar 1 Trample stack, capped at 5. At 5 Trample stacks, Alistar's next basic attack against a champion deals 40 (+15 per level) additional magic damage and stuns the target for 1 second.


xx

R
Unbreakable Will (R): On cast, Alistar removes all disables on himself and reduces incoming physical and magic damage by 55 / 65 / 75% for 7 seconds.


xx






ABILITY
SEQUENCE
1

Q
2

W
3

E
4

Q
5

Q
6

R
7

Q
8

W
9

Q
10

W
11

R
12

W
13

W
14

E
15

E
16

R
17

E
18

E


Explanation of your ability sequence!







She dwelt among the untrodden ways

Beside the springs of Dove

A Maid whom there were none to praise

And very few to love


targon's brace A violet by a mossy stone

Half hidden from the eye!

Fair as a star, when only one

Is shining in the sky.


She lived unknown, and few could know

When Lucy ceased to be;

But she is in her grave, and, oh


face of the mountain The difference to me!

xx

xx

xx

xx















xx




xx




xx




xx




xx






XX




XX






Thanks to everyone who has taken the time to read through my first guide! If you have any questions, feel free to comment or send me PM or you can add me ingame (IGN) and good luck in your games!

Special thanks to MissMaw for doing the banners and coding, and jhoijhoi for a couple of the templates used in the guide.
Back to Top



Hello and welcome to my Tryndamere guide. My IGN is The Witcher and I play on the EUW server. I was a Diamond IV player (too lazy for ranked looking to get back into it!) who fell in love with the crit meister. This is my first MOBAFire guide, I made this guide generally for fun and to help others out there hoping to learn how to play Tryndamere correctly.

!! I know I haven't updated my guide for a very long time, but I will have plenty of free time to get back to it. Thanks you for your patience!

This guide will focus mainly on top lane Tryndamere, jungle Tryndamere in my opinion is definitely viable but weak; I play it mostly for fun, I would not recommend it so much in your ranked games!

I was not the one who discovered this build, I took ideas from BoxerPete's Tryndamere.

















P
R
O
S
+ Great sustain with Bloodlust
+ 35% crit chance potentially at level one
+ Reliable gapcloser and escape Spinning Slash
+ Awesome duelist and split pusher
+ Tryndamere is often underestimated and cheesing your enemies is very easy at lvl 2
+ Can't die for 5 seconds
+ Smashing people's faces in is fun

C
O
N
S
- Can easily be bullied in certain matchups
- Easily kited
- Thornmail is very hard to deal with especially when you are in a full AD comp
- Vulnerable to burst damage and silences which can take you by surprise and you can easily fail Undying Rage. It happens to the best of us.
- Has a generally bad teamfight unless fed.
- Tryndamere is seen as a "noob champ" and if you ever do well, people will hardly ever praise the player of being good but rather criticize the champion of being nooby.




Tryndamere gains 5 Fury for striking a unit or 10 Fury for a critical strike, and 10 extra Fury for killing a unit. When out of combat for 8 seconds, Tryndamere loses 5 fury every second. Each point of Fury grants +.35% Critical Chance.

Very nice passive. For every point of fury you gain (from hitting creeps and killing them) you gain 0.35% crit chance which means you can essentially have 35% crit chance once you hit level 2. This means that cheesing your enemy opponent is very easy since those crits will hurt a lot. For 85% of your matchups you will be wanting to get that first blood at level 2 by taking advantage of your early crit chance.


Passive: Tryndamere thirsts for blood, gaining 5 / 10 / 15 / 20 / 25 Attack Damage plus 0.15 / 0.2 / 0.25 / 0.3 / 0.35 per 1% Health missing.
Active: Tryndamere consumes his Fury, restoring 30 / 40 / 50 / 60 / 70 (+30% of ability power) Health plus 0.5 / 0.95 / 1.4 / 1.85 / 2.3 (+1.2% of ability power) Health per Fury consumed.

This is Tryndamere's Q. It passively grants you AD based on its rank. Plus it gives you AD based on the % health you are missing which synergizes really well with Undying Rage The active on his Bloodlust heals Tryndamere for a flat amount based on how much fury you have. So the more fury you have the more health will be given to you. The active is Tryndamere's main sustain and is also the ability you go to nearing the end of Undying Rage so you are able to survive. Although my main concern is to preserve my fury as much as possible to hold onto the 35% crit chance. I'd only use my Q active if it was worth trading the sustain for the 35% crit chance


Decreases surrounding champions' physical damage by 20 / 35 / 50 / 65 / 80, and enemies with their backs turned also have their movement speed slowed by 30 / 37.5 / 45 / 52.5 / 60%. Lasts 4 seconds.
Mocking shout is Tryndamere's W. The active reduces surrounding enemies AD which means using your W for simply trading a few hits is totally worth it so don't be scared to spam your W. Also enemies with their backs against you will be slowed which helps Tryndamere chase enemies.


Active: Tryndamere spins through his enemies, dealing 70 / 100 / 130 / 160 / 190 (+100% of ability power) (+1.2 per bonus attack damage) physical damage to enemies in his path. Spinning Slash's cooldown is reduced by 1 second whenever Tryndamere critically strikes (2 seconds upon critically striking an enemy champion).

Spinning Slash is Tryndamere's E. It can be used in several different situations from chasing down enemies, initiating a teamfight, running away from enemies (this means spinning through walls!), clearing waves and also doing tons of damage to your enemy. The cooldown of your E is reduced whenever you crit by 1 second and by 2 seconds when you crit an enemy champion so the cooldown on his E can be very short. I 95% of the time max my E over my W since it encourages a more aggressive play which is what Tryndamere is all about and it does lots of damage. Plus the cooldown is reduced when you upgrade it and I believe that his gap closer is much more valuable than Mocking Shout. However in certain matchups I do max my Mocking Shout over Spinning Slash such as Tryndamere vs Irelia as your W mitigates her sustain she gets from prolonged fights as you reduce her ad, as well as against Jax.


Tryndamere becomes completely immune to death for 5 seconds, refusing to be reduced below 1 Health and instantly gaining 50 / 75 / 100 Fury.
This is Tryndamere's ultimate. Tryndamere's ultimate allows him to stay alive for 5 seconds no matter how much damage he takes. This naturally makes Tryndamere really "tanky" and a huge force since he is essentially a glass cannon that cannot be killed for 5 seconds so lots of resources are needed to stop Tryndamere. Undying Rage provides Tryndamere with fury at the ready which means you don't have to stack your fury before ulting which can be used to activate your Bloodlust to survive. The general uses of Undying Rage are diving, surviving a dive, teamfights and generally jumping in 1 vs 5 which feels awesome. The idea of Undying Rage is to do as much damage before your time runs out meaning you can potentially kill 3 people during your undying rage if you use it correctly and position yourself well and potentially surviving by using your Bloodlust.





Item Sequence

Berserker's Greaves 1100
Mercury's Treads 1100
Ninja Tabi 1100

Berserker's 70% of my matchups I will end up buying the Berserker's Greaves simply because attack speed synergizes very well with Tryndamere especially once you build a bork which does damage based on their target's health. The more times you hit your opponent the more you hurt. (Plus they are cheap!)

Mercury's Mercury's treads are really useful boots against top laners that have CC which makes it impossible for Tryndamere to hit their enemy for example Nasus's Wither Merc's Treads gives Tryndamere tenacity and reduces these CC effects by 35% plus gives some nice magic resist. However these boots are more expensive but very useful in certain scenarios.

Ninja Tabi Useful boots against champions that heavily rely on AD for example . It gives you more survivability and helps you trade with your opponents easier. I'd buy if I was struggling in my lane against a heavy AD champion.

The rest of the boots I would not recommend for Tryndamere since the stats they provide do not suit Tryndamere or they are simply not worth the gold except for the exception of Boots of Mobility which can be used for jungle Tryndamere if you were roaming a lot.





FLASH I pick Flash over Ghost since I find that a flash allows me to take my opponent by surprise easier in my level 2 all in and plus it is more useful when it comes to escaping ganks early on which is vital whenever I play Tryndamere since you will have a very hard time once you fall behind.

GHOST Ghost is a much riskier summoner spell compared to flash however the payoff is that it is a better late game summoner spell for Tryndamere as it helps not get kited as much and helps him stick with his opponents more than what Flash does. Just be wary of being ganked with Ghost since it will not save you as effectively as Flash.

IGNITE Ignite is something I pick for Tryndamere in 90% of my matchups. It offers so much kill potential and is totally worth it if you can get first blood and snowball your lane and it definitely suits my aggressive playstyle but if you are not aggressive or the matchup is difficult I advise you pick a different summoner spell which will be more effective for your playstyle.

TELEPORT I rarely pick it but sometimes it's worth picking it over ignite for example against Lulu and Azir since you will struggle a lot to even get to those sort of champions so ignite is not going to help you out at all. Grabbing Teleport will help you stay in lane for longer to avoid being poked down and help you grab more gold and Exp.

EXHAUST I rarely pick it but sometimes it's worth picking it over ignite for example against Lulu and Azir since you will struggle a lot to even get to those sort of champions so ignite is not going to help you out at all. Grabbing Teleport will help you stay in lane for longer to avoid being poked down and help you grab more gold and Exp.




Runes

Precision
Fleet Footwork
Dark Harvest
Phase Rush

Same reason for having a quint of attack damage.

Gives you some good defensive stats early on which helps reduce the poke you take early on when ranged champions have an advantage over you and will help you to trade evenly with other champions.

I use cooldown Glyphs as together they will provide a total of 10% CDR. You get 5% CDR level 1 from the flat cdr Glyphs and 5% cdr from the scaling cdr Glyphs late game. This helps close the gap from 30%-40% CDR that you would otherwise have without the Glyphs. More CDR = More spinning which is great in teamfights and sticking onto your enemies.

Same reason as scaling CDR Glyphs

I have 3x attack speed quints since they were buffed once season 4 started and lifesteal was nerfed. The attack speed quints really help you with last hitting and scales very nicely into late game when you build attack speed items.





COPY FROM YOUR GUIDE :)




Provides Tryndamere with extra crit strike, more burst from its unique passive, extra clearing speeds, more attack speed and movement speed. I get this over Phantom Dancer as I love the AP damage. It is great vs tanks who build armour and gives more kill potential for snowballing.

Provides you with the large bulk of CDR, but it also provides you with a lot of movement speed if you kill a unit or hit an enemy champion. This allows Tryndamere to chase his targets and with the CDR you can spin more.
Most useful of all, is that it can reduce armour up to 30%. This can be easily achieved if you are constantly spinning and hitting a tank and soon enough, their stacked armour becomes useless. Other than that, it gives you +300 health which is not that great on Tryndamere but always welcome.

I don't get this as a first item over Statik Shiv as it provides less damage, early on you want to snowball so statik shiv is a great option. Although as a last item it is great as it acts almost like the Zephyr (RIP). It allows you to chase down your targets and makes you even harder to deal with it.

Ravenous Hydra is a very good item for an increased wave clear speed, however I woudn't recommend this over other items in the build.

Helps Tryndamere take down those really tanky champions. This item is especially useful against champions who are stacking a lot of health, as the item does more damage based on how much more health they have on you. The item provides more damage than Mortal Reminder. It is a good last item if you are dealing with a tanky team comp.

You get this item when you are dealing with champions that benefit a lot from healing. I don't get this often over Lord Dominik's Regards, however it is useful vs champions such as Aatrox and Dr. Mundo.

This is what gives Tryndamere his late game power spike. Getting an Infinity Edge gives Tryndamere such a big power spike due to the increased damage from his critical strikes. If you are snowballing or playing in a snowball lane such as against Riven getting an early Infinite Edge can be devastating over a Blade of the Ruined King

Ghostblade is really nice with the extra ad and armour penetration that it gives. It's advantage over Mortal Reminder and Lord Dominik's Regards is that it has a really nice active. So you can use Spinning Slash very often and have huge amounts of movement speed. It's also extremely nice for taking down towers quickly. Getting a ghost blade over a Blade of the Ruined King is definitely an option if you are against squishy champs.

RIP

You could grab yourself one if you are so far ahead that a defensive item really isn't necessary. The lifesteal a bloodthirster gives you is massive so in 1 vs 1 duels this item will basically make you unkillable. Smurfs can enjoy themselves with a The Bloodthirster, although other items do provide more benefits.

Is really nice on Tryndamere because whenever you pick it essentially means they are going to have to kill you 2x + having to deal with 5 seconds of you not dying. Just never use Undying Rage before your guardian angel procs. You can burn your ultimate whilst the death animation for the guardian angel is taken place so you are just wasting your ultimate. Use your ultimate after the Guardian Angel procs.

Helps you remove CC from yourself which is nice for Tryndamere since CC is his worst enemy. Plus it gives Tryndamere movement speed which helps him chase down his targets. If you are stunned for too long and you can't split push or group for a team fight then consider getting a Mercurial Scimitar or a Banshee's Veil whichever one suits the situation best. A Mercurial Scimitar is very useful against the likes of Lissandra

Useful against ap laners although I would only get it for the unique passive which provides you a shield. But I find it not as useful on Tryndamere since he can already not die for 5 seconds so the shield is not going to do anything for Tryndamere.

With a 40% CDR build Blade of the Ruined King will give Tryndamere the potential to burn down tanks whilst also making it easier to chase squishier champions through the Active.




Recently I have loved Tryndamere builds which reach that sweet 40% CDR whilst keeping Tryndamere's damage and potential to kill down tanks.

40% CDR gives you more times to use Undying Rage, thus opening more opportunities for diving and teamfighting.
More importantly it allows you to use Spinning Slash so often. This means that Tryndamere cannot be kited, unless CC is used on him. It solves his biggest problem.

The problem with 40% CDR builds is that it often sacraficed some of his damage and his ability to shred tanks.

With this build you still have that high killing potential. In fact, tanks may be less of a problem than ever due to the armour reduction from the Black Cleaver.

This is right now the best way to play Tryndamere in my opinion. It may not be for everyone or it may take some practice to fully abuse the Spinning Slash spin2win, but once mastered, it is very strong and fun.





To get the most success out of Tryndamere, there is a huge emphasis on winning your lane and destroying the enemy tower first(first tower gold). You also want to make sure you dominate the lane very hard getting 2~3 kills with the constant use of ignite and playing aggressive.

Rift Herald is also really strong. As soon as you get a single advantage over your laner, get your jungler top lane and take it. Make sure your jungler gives it to you. (Far too many junglers take the buff!) and once you have the buff dueling will become even harder for your opponent. Eventually you'll be smacking on the inhib towers and their whole team will need to gank you.

After you have successfully snowballed you need to make sure you get map objectives and finish the game as soon as possible.




Playing Tryndamere is tough in the meta since several champions can counter him hard in lane and stop Tryndamere ( Quinn) but when played well and right Tryndamere can be a wrecking beast and a great champion for carrying SoloQ which is why I picked him up.

Tryndamere's main goal is split pushing like crazy. Only a few champions can stop Tryndamere split pushing and when you can't stop him. The enemy team are going to have to co-ordinate at least a 2 man gank to take you down and even then the chances of you potentially 1 vs 3 the enemy team and getting away with 2 kills is something you are going to have to do. Further down the guide I will go through split pushing in more detail.

After you have got tower objectives and using your team gold advantage you should be able to teamfight and win them. With the 40% CDR build, it's very hard to kite Tryndamere, and so teamfighting as Tryndamere really is not that bad as people make it.





In most matchups you are going to want to all in level 2. It's not that hard unless you overcomplicate it.

It's as simple as stacking your Fury level 1 and hitting the opponent whenever he gets too close. A single crit will destroy him so try your luck and don't be scared.

Push the lane so hit the creeps a couple of times to gain fury faster and hit level 2 first . Once you have done so straight away upgrade Bloodlust and use Spinning Slash into your enemy and then keep hitting him and hope for a crit. If you crit him 1~3 times instantly ignite him and you will have first blood.

Sometimes you will not be able to kill him but instead burn his flash. In which case don't flash after him unless you are certain you can kill him and then ask your jungler for an early dive since he will be without flash and very low under tower.

After performing your level 2 all in you must ward the brushes since you are very pushed and the last thing you want is getting killed but if you have chunked your opponent enough and he is unable to heal then the enemy jungler will struggle to fight you 1 vs 1.



Ward at number 3 if you are on blue side

Ward at number 1 or deeper between number 9 and 2 which is better unless they have a Lee sin which could ward jump from position 4 to position 1 if you are on purple side.

Although this video is from season 3 it summarizes Tryndamere level 2 all in very well thanks too How to top lane. I did not make the video.





The main thing to a successful splitpush is communication. Before you split push tell your team that you are going to do so and tell them to prepare drake as soon as they see that more than 1 person is top lane or around the top lane area.

This way you can constantly get objectives whenever you split push. The worst thing you can do when you split push is die and find that your whole team is buying in the meantime. It just means that you gave free gold and they have map control.

Split pushing is not as simple as killing those who try and gank you. You need to ward the enemy jungle so that you can see who is approaching for a gank. This way you can communicate with your team around the situation to get the best possible outcome and it also helps you decide whether you can take the enemy on and not get caught out by surprise. Normally when I split push I buy 2 wards each time I base.

Also whilst split pushing and presuming you are ahead try and steal jungle buffs from the enemy team and killing the enemy jungler and their jungle camps.

During the mid game split push top lane so that your team can get map control over drake however as the game drags on start splitting bot lane so you can drag the enemy team towards the bottom part of the map so that your team can get baron whilst the enemy team is mindlessly chasing you across the map and you are 1 vs 5.

Of course you are not going to simply give them a kill. You are going to have to kill at least 1 person every time you get ganked. That means even if they five man gank you.

Most important of all you have to keep stock of pink Vision wards!




Teamfighting as Tryndamere is all about positioning. You should never engage a teamfight as Tryndamere since that makes it really easy for the enemy team to CC you and make you useless.

You must always wait for someone else on your team to engage, whilst you enter from an angle or from the back. You want to always enter the fight where you can reach the backline, and when they have used their main CC abilities. Never engage head on.

You have to also take in consideration the enemy team. Keeping track of the CC they have used and haven't used to plan your approach to the fight. For example, you never want to enter a fight when the enemy Amumu has not used his ultimate (unless you take in account your qss.)

Before you teamfight you have to consider whether your team can win a teamfight. There is no point grouping for a fight that will 80% be a loss. If your team is losing or your so far behind that you won't be impactful in fights carry on splitpushing and farming. Get the enemy towers to give your team global gold so that when you group up you are stronger.

Remember that you have 40% CDR with this build, you can often spin multiple times across a teamfight if you position correctly. It's all about getting to their carries and this build makes it much easier and gives you damage to kill them quickly.






Instead of updating the jungle Tryndamere section I decided to completely delete it.
I felt this was the best choice as Tryndamere jungle is too weak at this point.

It's not the same as it was before with the old farming jungle item that was extremely abusive.

Tryndamere jungle doesn't have the kit/build to be useful in that role. Before there was a huge advantage of farming the jungle but now with the new devourer there is less incentive.

Top lane Tryndamere gives you that advantage of being able to snowball and at the same time doesn't leave your team exposed by the fact that you haven't picked a traditional jungler, that can snowball the game out of control Lee Sin.

Not to say it isn't fun. If you want advice on Jungle Tryndamere feel free to add me.





Add my IGN The Witcher on EUW and send me a screenshot of your scores/games so that I can post them on here!

Mr Yasuo:





I really hope you enjoyed my guide and that it was informative but at the same time not too boring to read through.

I wish you luck in your future Tryndamere games (hopefully Tryndamere, he really is awesome)and I hope the guide helped you become a better player.

I did spend quite long doing this guide so comments are very much appreciated as well as likes!

Also if you have advice to improve my guide or any questions regarding Tryndamere feel free to ask me and I will there to answer your question.

Add my IGN The Witcher on EUW server if you have any queries
I hope the RNG gods are nice to you all.
Back to Top



Personal Introduction

Hello people reading this guide to my main champion; Udyr, im Sibitrix, one of the highest rated Udyr mains worldwide! The idea of this guide is to get a lead and good farm earlygame and carry games after the 20. minute, especially by splitpushing. The core item is the Bloodrazor enchantment and a Trinity Force because it obviously scales and is good for duelling and splitpush. You get the most efficient Items, Masteries and Runes to farm and splitpush as fast as possible.

Udyr is not the most mechanicly-intensive champion but you have to constantly keep up using your spells to be as timeefficient as possibly and decisionmaking is very important because you have to know when to go for dragon, Herald, counterjungle or a gank.

It takes time but if you master Udyr, you can get to high elo in short time just like i did it.

Introduction to Udyr

Udyr is a tanky, dps-fighter who only uses autoattacks. Decisionmaking in generel but also in fights is key because you have everything you want in your kit, but only one thing at once.
You have to decide between single target damage, shield and sustain, movementspeed and croud control or AoE damage.


Change Log
V. 0.1alpha 07.01.2016 - Guide published.
V. 1.0 17.01.2016 - Complete Rework. Coding, Visuality, Information, length, new sections
V. 2.0 27.12.2016 - Rework for Season 7 and completion of the Guide. Not sure how many days until im finished
V. 2.0 31.12.2016 - Rework for Season 7 and completion of the Guide. Finally finished with everything except Matchups for Jungle& Splitpush. Will complete this in the next Days, after I checked the whole Guide for Typos, Spelling and Grammer and fixed some Anchors
V. 2.01 02.01.2016 - Added the first Videos to the Guide and fixed first mistakes

Future Plans
24.01.2016 - Section 'Important Matchups' new and extension of the explanation of the itemchoices and on the early-, mid- and lategame section
January 2017 - Adding first jungle- then splitpush matchups and maybe recording some Videos for Gamestage, Ganking, Clearing section
January 2017 - Adding some alternative Runepages& more Videos
Back to Top



About Me:
Hi, my name is Roar on the NA League of Legends Server. I was a former ADC main in season 4 known as Pinks. I'm a 19-year old korean that lives in the United States. I was platinum in season 3, diamond 1 season 4, diamond 2 season 5, and master season 6! I have been playing League of Legends for around 4 years now ,and I main mid lane.

Currently I have 2 accounts in Master, and I want to make it clear that I am not a Katarina one-trick-pony; I just enjoy playing her.



What's in this guide?
In this guide I will explain basic combos for katarina, tips for roaming, how to play certain match-ups, itemization, and just general tips.

Let me know if you want a guide on a different mid-lane champion.
Back to Top









Hey guys, my name is Vapora Dark. I'm a season 5 Master tier player on the EUW server and am currently Diamond 2. I’m best known as a Talon OTP, but for the past 2 seasons I’ve actually been an ADC main, and Corki has historically been one of my strongest ADC’s.

I mainly chose to write this guide because there are no other good guides for the champion right now, and also because I think he’s a pretty fun ADC to play.

Here are my Corki stats on my main account just to show I’m not completely trash at him. :)



Follow me on Twitter @VaporaDark if you wanna hear from me outside of the guide, I recently started using it and would like people to actually see the things I may choose to Tweet. :)

If you like Corki and would enjoy talking about the champion, come on over to /r/CorkiMains on Reddit!

And if you enjoy the guide, upvotes are always very much appreciated!



Corki’s the only ADC in the game whose main damage output is magic damage. Most of his spells deal magic damage and even though his auto-attacks are 50/50 magic damage/physical damage, they end up dealing more magic damage than physical damage as champions end up having less MR than armor.

This makes Corki a strong bot lane pick in full AD comps, as it’ll prevent the enemy team from being immortal if they stack armor. Additionally it means he can be taken mid lane despite being an ADC, as it doesn’t sacrifice magic damage in a team comp, and his ability to poke with Missile Barrage means he brings more to a team than just DPS.

This guide will mainly focus on mid lane since that’s where I believe Corki is strongest, but a lot of the guide will apply to bot lane as well and I’ll try to cover some of the bot lane aspects here and there.






Flash is the strongest summoner spell in the game, there is almost no champion that doesn't run it. It's an incredibly versatile spell, being able to be used either offensively or defensively. There is absolutely no circumstance in which you wouldn't want to run Flash, if you don't you'll be the easiest person on your team to gank and catch out, and you'll potentially miss out on a lot of kills that get away using their own Flash while you're unable to close the gap because you don't have Flash yourself.

This spell is likewise mandatory if you’re going to be going bot lane, as your support will want to take either Exhaust or Ignite while you take Heal for survivability, and because it’s the strongest 2v2 summoner because it heals both you and your support. Even on mid lane this is my preferred summoner to take alongside Flash, but on a solo lane there are other viable options as well.



Ignite: I wouldn’t generally recommend this unless you’re really good at laning with Corki, but you can take it on mid lane Corki to aid your snowball potential. Just don’t bother taking it in bad matchups or if you’re not too confident in your ability to get kills in laning phase, since it becomes almost a waste of a summoner after laning phase if it didn’t get you any kills.

Cleanse: This one’s very situational but there are situations where it’s pretty strong. For example it’s very commonly taken vs Lissandra to deal with her Frozen Tomb, or vs Twisted Fate, Annie, etc. You can take it against basically anyone that has highly dangerous CC, but it’s most commonly taken against the champions I listed that have point and click CC that can’t be dodged. It gives you counterplay to otherwise unavoidable CC. And if you’re scared of getting 100-0’d by something like a Lux ult then you could take it against her too, but it’s less necessary given that theoretically you’re only going to get hit by Light Binding as a result of your own mistake, it’s not unavoidable CC.

Barrier: This is sometimes taken in place of Heal against assassins on solo lanes, but I don’t like it and currently it’s not very popular. The idea is that the shield blocks more damage than Heal restores and isn’t affected by Ignite’s grievous wounds, but you lose the movement speed buff from Heal, and if the shield isn’t completely blocked by damage then some of it gets wasted. Additionally you can counter grievous wounds by having the foresight to Heal just before your enemy Ignites you. The movement speed boost also sometimes helps you offensively when you need to catch up to an enemy, whereas Barrier has no offensive use, so it’s less versatile in that sense.




Marks: AD marks give the strongest relevant stats for your role. These will help you last-hit better, allow you to deal more damage in trades through auto-attacks and spells, and increase your DPS. greater mark of hybrid penetration could be an alternative but I’ve never seen anyone run those, and you’d have a harder time last-hitting as well as a weaker early-game.

Seals:










Back to Top



.New Destiny
Graves fires a narrow missile, dealing 55 / 70 / 85 / 100 / 115 (+0.75 per bonus attack damage) physical damage in a line. After 1 second, the line detonates, dealing 80 / 125 / 170 / 215 / 260 (+0.4 / 0.6 / 0.8 / 1 / 1.2 per bonus attack damage) physical damage in a 'T' shape from where Graves fired it.
Great ability to clear off the smaller minions in the jungle or just to clear waves in the late game. The ability has nice base damage too, even more when you let it fragment. You should always try to go for the fragment damage if possible.


.End of the Line

Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 60 / 70 / 80 / 90 / 100
Range: 950
Graves fires a narrow missile, dealing 55 / 70 / 85 / 100 / 115 (+0.75 per bonus attack damage) physical damage in a line. After 1 second, the line detonates, dealing 80 / 125 / 170 / 215 / 260 (+0.4 / 0.6 / 0.8 / 1 / 1.2 per bonus attack damage) physical damage in a 'T' shape from where Graves fired it.
Great ability to clear off the smaller minions in the jungle or just to clear waves in the late game. The ability has nice base damage too, even more when you let it fragment. You should always try to go for the fragment damage if possible.


.Smoke Screen

Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 60 / 70 / 80 / 90 / 100
Range: 950
Graves fires a narrow missile, dealing 55 / 70 / 85 / 100 / 115 (+0.75 per bonus attack damage) physical damage in a line. After 1 second, the line detonates, dealing 80 / 125 / 170 / 215 / 260 (+0.4 / 0.6 / 0.8 / 1 / 1.2 per bonus attack damage) physical damage in a 'T' shape from where Graves fired it.
Great ability to clear off the smaller minions in the jungle or just to clear waves in the late game. The ability has nice base damage too, even more when you let it fragment. You should always try to go for the fragment damage if possible.


.Quickdraw

Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 60 / 70 / 80 / 90 / 100
Range: 950
Graves fires a narrow missile, dealing 55 / 70 / 85 / 100 / 115 (+0.75 per bonus attack damage) physical damage in a line. After 1 second, the line detonates, dealing 80 / 125 / 170 / 215 / 260 (+0.4 / 0.6 / 0.8 / 1 / 1.2 per bonus attack damage) physical damage in a 'T' shape from where Graves fired it.
Great ability to clear off the smaller minions in the jungle or just to clear waves in the late game. The ability has nice base damage too, even more when you let it fragment. You should always try to go for the fragment damage if possible.


.Collateral Damage

Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 60 / 70 / 80 / 90 / 100
Range: 950
Graves fires a narrow missile, dealing 55 / 70 / 85 / 100 / 115 (+0.75 per bonus attack damage) physical damage in a line. After 1 second, the line detonates, dealing 80 / 125 / 170 / 215 / 260 (+0.4 / 0.6 / 0.8 / 1 / 1.2 per bonus attack damage) physical damage in a 'T' shape from where Graves fired it.
Great ability to clear off the smaller minions in the jungle or just to clear waves in the late game. The ability has nice base damage too, even more when you let it fragment. You should always try to go for the fragment damage if possible.
Back to Top

Return to Table of Content


Hey everyone, I'm SKAUGKILLAH4LYFE and I'm playing on the EUNE server. I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide. I'm a Zed main and have always loved Zed's playstyle and look. He is very advanced, but the more time you spend on him, the better you will become as his skillcap is very high. He is by far the most fun champion in the game, because of the high outplay potential he has, its very rewarding! :)

I play Zed as much as I can, primarily in the midlane, as I feel he is the strongest in mid. Not long ago Zed got a buff which increased his damage and shadow distance, which is amazing and he is really strong at the moment.

This guide is far from done, much more will come in the near future!
Back to Top



Hey guys, I'm Vapora Dark, and welcome to my Graves guide. I'll shed a little background information about myself to start things off. I've been playing League of Legends since season 1. In season 4 I peaked at Diamond 2, and in season 5 I hit Master tier, although currently I'm sitting at Diamond 1.
Most people who know of me know me as the Talon guy. Talon's my favourite champion overall, but AD carry is my favourite role, and Graves is my favourite AD carry. In my opinion he's one of the best AD carries to use in solo q, and he doesn't have a very high skillcap so he's not too hard for people to pick up. This is why I've decided to break out of my Talon shell and write an in-depth guide for Graves.

In this guide, I'm not just going to teach you how to play Graves, I'm going to teach how to play AD carry, and how to apply all that knowledge to Graves specifically. I hope that this won't be too much of a drag for you to read, and that you enjoy reading it, and most importantly, learn from it.



Graves is arguably the strongest AD carry right now, with no real weaknesses. His early-game is godly, being able to bully almost any ADC in lane, his mid-game is also pretty amazing, probably second only to Corki's, and while his late-game isn't especially strong, it's by no means bad either.

As for his weaknesses, his range is below that of the average AD carry. However, it's only 25 lower than the range of most AD carries, and that's good enough to trade efficiently with most of them. You could argue it being a problem in teamfights as you have to be closer to the person you're attacking to do damage, leaving you more at risk of being attacked. However, True Grit more than makes up for this.



Graves' biggest weakness, in my opinion, is his inefficiency at dealing with tanks. Buckshot is a bursty spell which can help make quick work of a squishy carry, but tanks are too tanky to burst down, and as such, the long cooldown of Buckshot makes it almost useless against them. Smoke Screen barely does damage, and Collateral Damage is something you want to save for bursting or for AoE, which leaves you with nothing but one or two Buckshots and auto-attacks to take care of them. Compare this to Ezreal, Jinx, Vayne and Lucian, who have either spammable spells, extremely high attack speed or a passive that imitates high attack speed, and you'll see that Graves is a pretty poor tank shredder in comparison.

This isn't to say that tanks counter Graves, because Graves can still do fine against them really. But he isn't as good at killing them as other popular AD carries are, which is why people tend to say he falls off late-game.
Back to Top

Because there are so many factors that can change the outcome of a roam it is very important that you understand each of the conditions and you also need to be able to determine the good conditions from the bad ones. It isn't as hard as it seems though and once you understand everything that needs to be taken into account when roaming or planning a roam the chances of it being successful will be much higher and the risk of it failing will be very low. Below will be 2 lists, 1 for the Good roam conditions and one for the Bad roam conditions and they are all of the things that you need be aware of or ask yourself when attempting a roam.

Good Roam
Conditions
Enemy mid just backed or...
You have pushed in mid and enemy is at their tower farming the wave.
You have vision on the enemy jungler and he is not near where you intend to roam to.
There is a pink ward bot/top so you know they have no vision of that area.
You team communicates where wards are and what summoners are up or down for who.
You have your Ult+Ignite (Flash not as vital in a roam).
Enemy bot/top lane are overextended or at least half way up the lane.
Enemy bot are also at least somewhat damaged and not full HP.
Your team have a decent amount of health and mana.
You go into fog of war before leaving mid lane.
Take a more dangerous but more effective roam path to bot lane when you are Red Team (top side) as I will show below:


most effective way to roam


The one thing to note when you take this path is that when you reach the red buff bush look at where your team's bot lane minion wave is because if it is passing between the inner and outer tower the enemy minions will see you walk past. Look at your wave and once it passes the gap into bot side jungle it is safe to move out.

Bad Roam
Conditions
Enemy Mid is present and pushing the lane.
You have no idea where the enemy jungler is or could be or if they are near where you intend to roam to.
There are little or no wards for your team in the river or top/bot bushes and there is no pink ward anywhere.
Little or no team communication so you have no clue whether your allies or enemies have summoners.
Enemy bot/top are on full health.
You don't have ultimate up or it won't be up soon.
Your team have no mana or are extremely low on health.

If any of the bad roam conditions are present then I would probably not even attempt a roam because there is a high chance it could go horribly wrong. It would be better to stay mid and farm and put pressure on the map. What I like to say about decision making in League is that if you are ever unsure or have even the slightest doubts of what you are thinking of doing then just don't do it.
Back to Top



I hope this guide helped you learn to play Talon. I tried to make it as in-depth and exact as possible to make any reader feel like a Talon main by the end of it. If you have any further questions, you should drop a comment on my guide. I rarely answer questions right away after I see them, but I constantly check the comments to answer all the questions at a convenient time. If you send your question through PM I might forget about it and not answer, so you'll do better sticking to the comments section rather than PM'ing me.

Special thanks to MissMaw, for coding my entire guide so that it doesn't look so dull, and most importantly, for constantly pushing and motivating me to properly update my guide for the first time since I wrote it in season 3. If not for her, this guide would remain archived and outdated.

If you want any additional help/sources to learn from, you can subscribe/follow to my youtube and Twitch channels, where I'll be uploading videos every now and again and streaming in 720p! whenever I feel like playing Talon.


Back to Top

A FABULOUS Introduction

Alright chaps and chapettes, I am HappyChappyX, you can find my account Chappo118 on the EUW server! I made it to Diamond at the end of Season 5. Taric got me from Silver to high Platinum before I stopped playing him and eventually picked him back up again at Diamond, where he is still reigning dominant for me!

Before we talk about Taric, I want to make this clear. Any Taric players seen flaming shall be disowned and barred from all local pubs, so yeah. You better not flame! I don't quite remember reading a lore where all the summoners are calling eachother, ahem, "Pieces of **** that should "uninstall" and watch as their family are tortured in front of them". If that is the case then I guess they are roleplaying correctly!

Now that that is out of the way, I will be giving tips on playing Taric. I have probably a total of 900+ games with him, both Ranked and Normal so I am very confident in what I am to talk about him and his play style!
Back to Top





There are many reasons as to why I love playing Ahri and these reasons make her a great champion to pick up and learn. I will go over and explain some of the key reasons below.



The first and main reason for me is because of how unique she is, in personality, looks and abilities. Ahri has one of the most fun kits in the game which is mainly due to her ultimate, Spirit Rush. What's not to like about having 3 dashes that deal damage for an ultimate? Ahri has a very unique kit in the sense of it essentially being half Mage and half Assassin. She has the basic traits of a Mage with her Orb of Deception and being ranged but she has the Damage and Mobility of an Assassin with her Fox-Fire and Spirit Rush. She also has the ability to pick off a specific target like other Assassins with her Charm. The only other champion that comes close to Ahri in terms of a Mage/Assassin hybrid would be LeBlanc, but LeBlanc is more towards the side of an Assassin as she has very little AOE and more single target damage.

This moves on to my second reason as to why Ahri is such a great champion to play. Due to her part Assassin nature, she is able to make picks that can swing the direction of an entire game. All it takes is for one key Charm onto a squishy enemy, and the fight can instantly become a 5v4. Of course we're talking about extremely late/close games with this but it can happen.



In general though, Ahri is great for picking off wandering champions that don't have vision on you, if they walk right into a Charm the chances are you will be able to take them out or at least force them to go back which could then get your team an objective. Another way that Ahri can make picks is by forcing them rather than waiting for the opponents to walk into a Charm. You have 3 dashes with your Spirit Rush and a 4th counting Flash, which means you can afford to ult in aggressively in order to get a Charm off, and then ult backwards to get out safely. The more aggressive pick attempts are much more risky but they can pay off big if you manage to Charm someone out of place.

The third main reason for why I love playing Ahri is her ability to outplay opponents. Ahri has the perfect kit for outplaying champions and this is due to being able to reposition yourself multiple times during a fight with Spirit Rush. Not only does Ahri's ultimate make it extremely easy to dodge skill shots, but it allows you to reposition for a perfect Charm or return on Orb of Deception. Ahri's Spirit Rush can be used defensively and offensively at the same time, dashing back to dodge an ability or get away from a gank will likely make your opponent feel safe, but you can very easily go in for a counter attack just before your remaining charges of Spirit Rush are gone. Leaving the counter attack to as late as possible will mean that your opponent will think that you have no intention of going back in for a kill and if they are not paying full attention to detail they might think that you are out of charges, though be aware that they can see how many charges you have left and how long is left on the timer if they click on you.



Most champions have at least one ability that can be dodged easily with Spirit Rush and it can be very satisfying dashing around an enemy champion having them unable to hit you with anything. It can get frustrating playing against champions that have no skill shots however because it is almost impossible to outplay something that you cannot dodge. These are usually found on the champions that hard counter Ahri which is part of the reason why they counter her, such as LeBlanc, Annie, Fizz, and Syndra. There will most likely always be champions in the game that you can outplay with Spirit Rush though even if they are not in your lane.
Back to Top

Links

Links

If you want to check out my ranked match history with Ahri to have an up-to-date look into how I've been doing/building then you can click here.

If you want to check out any of my Ahri replays they can be found through LoLKing here.

I recently made a Youtube Channel where I will be uploading various videos from Montages to Educational ones. Channel can found found here.
Back to Top

+ Long Range Blink
+ Single Target Burst
+ AOE Burst
+ Strong Duelist
+ Good Teamfighter
+ Great Zoning Potential
+ Crowd Control
+ Outplay Potential
Lissandra has incredible mobility through her Glacial Path, in addition to the incredibly potent crowd control that is in her kit through Ice Shard, Ring of Frost and Frozen Tomb. Her Frozen Tomb ability, her ultimate, allows her to gain 5 seconds of invulnerability when used in conjunction with the item Zhonya's Hourglass in quick succession one after another.

She has many flexible build options which allow her to fit in roles that most mages like Xerath for example can't. Making her a very reliable and easy to work with champion who can fit in almost any composition. She is probably one of the most competent roamers out of all mages in the game due to her flanking and lockdown potential. She also scales great with major items and is quite easy to farm creep waves with.
Back to Top

Hey guys. My name is Vapora Dark. I play on the EUW server on the account Vapora, which was Diamond in season 4 and is currently sitting at Platinum 3. I've been playing League of Legends since late season 1. Talon has been my main champion since a little after season 2 started, and since then I've collected ~2,000 games on him. In season 4 I reached my highest ever rank at Diamond 2, on my Talon only smurf hey its talon, which is currently sitting at Diamond 5, and (hopefully) climbing.

click to enlarge
click to enlarge

I play Talon on every role, but this guide is going to be based on mid lane, which is the only role really worth playing him in.

Even after his last nerf, Talon's still a pretty strong pick in solo queue. As of writing this, he's the mid laner with the 8th highest win rate in solo queue (only counting from gold+)



If there is any term you do not understand, click here for the Terminology chapter.


1. An Evaluation of Talon
2. Runes
3. Masteries
4. Summoner Spells
5. Abilities
6. Items
7. Early Game
8. Mid Game
9. Late Game
10. Matchups
11. Conclusion





A year ago, Talon was one of the most underrated champions in the game. Then out of the blue, Curse's mid laner Voyboy brought him out in an LCS game, and had a lot of success with him. Shortly after that Talon's play rate (and soon after ban rate) shot up and he got played in more LCS games. He even got played at Worlds for the first time, and in more than one game. After so much exposure, it became obvious to everyone that Talon had a serious design flaw; he could silence you for 1 second, and he could kill you in under a second. He had no counterplay other than staying the hell away from him. As an ADC, all you could do if Talon jumped on you, no matter how fed you were, was pray that someone would Exhaust him fast enough to save you.

cutthroat And so, Riot nerfed him by removing his silence completely. In return, they gave him a 0.25 second 99% slow. After that everyone who'd jumped on the Talon freelo train hopped off and considered him nerfed out of viability. He's back in the exact same spot he was in a year ago. And he's still pretty underrated.

A 1 second silence isn't broken. What is broken, is a 1 second silence coupled with the rest of Talon's kit. The silence is gone, but what made it broken is still there; huge damage dealt almost faster than the other person can react. In some cases since the nerf, I've killed an enemy in under 0.3 seconds, from full HP. Talon's nerf cut down on his oppressive power, but there's still not much counterplay against him when he gets ahead.

So, Talon's strengths:
He doesn't snowball. He avalanches. Give him an item advantage and he'll repeatedly blow up his enemy laner every time his ult comes off cooldown, and be a huge threat around the map if he roams.
Great roaming in laning phase. Rake ends up being a pretty decent slow as you level it, giving Talon some CC to bring into ganks. This, coupled with the huge, quick burst he brings to ganks, makes his ganks deadly against the right enemies.
Great at catching out individual enemies. Being able to approach unsuspecting enemies from stealth, or simply running up to them with Youmuu's Ghostblade and Mobility Boots, and blowing them up the second he touches them, Talon's ability to swiftly remove an enemy from the map before a fight is possibly unmatched.
Can be a great duelist as well as assassin. He isn't limited to just being able to beat squishy enemies. His huge instant burst will take a big chunk out of bruisers too, and with Youmuu's and Noxian Diplomacy, he can keep up a steady stream of DPS after his initial burst, meaning the champions that can withstand Talon's attacks for long are few.

He has his fair share of weaknesses too though:
He's weak before he has items. As mentioned before, Talon has high ratios but low base damages, so before you get your build going, he's going to be weak against most enemies. If you can get through the early levels more or less even with your opposing laner, you should be fine as soon as you get items and hit level 6, but if you fall behind, you may have a tough time catching up again without any jungle help.
No clear escape. He can use cutthroat to go in on an enemy, but he can't use it to get away from one (unless there are some really conveniently positioned minions nearby). Shadow Assault can serve as an escape, but it's also essential as a damage tool in lane, so you're significantly weaker if a jungle gank forces you to use it to escape. It's also obviously unavailable as an escape if you just used it for damage. And in addition to these points, pink wards, Oracle's Lens or stealth reveal (hello Lee Sin) will make the stealth component of Shadow Assault useless, leaving you with just a small burst of movement speed to get away.
It's hard not to die in teamfights. If the enemy team plays their cards right, teamfights should follow a pattern of you killing the enemy ADC, only to proceed to die to the rest of his team. Unless you have Flash up there's not really anything you can do about it. This means it's very easy to get shut down gold from Talon, and it's hard to carry teamfights unless you get a chance to do a lot of AoE damage.

My dear friend Talon is far from perfect, but at the same time, I feel like his strengths outweight his weaknesses by far.







greater mark of armor penetration



ArmPen
+11.52
Armour
+9
MR
+12.1
AD
+6.75
greater mark of armor penetration Marks: Armour pen is the most optimal mark for Talon. Talon does 100% physical damage, aside from Ignite, and when you get items, the amount of damage you do is huge. Armour pen will reduce the amount of damage mitigated by the enemy's armour.
alternative option

Seals: Armour seals are essential when playing against an AD matchup. The damage mitigation will make you a lot more tankier than HP seals would, and there's just really no other options for seals.
alternative option

Glyphs: Magic resist glyphs are the most optimal choice when playing against AP matchups.
alternative options

Quints: The optimal choice here is AD, as it'll help you last-hit and increase your damage against enemies greatly.
alternative option







Offence Tree
In the offense tree, we grab as many damage enhancing masteries as we can, as they synergize very well with his kit.
  • Double-Edged Sword : This mastery is worth it on most damage dealing melee champions. It increases damage on your enemies as well as yourself. As Talon, you'll be taking a lot of damage early game during your weak phase, but for the most part you'll be dealing more damage than you'll be taking during the game, making it worth it.
  • Expose Weakness : You basically never fight an enemy without casting a spell on them, and you do a ton of damage so that 1% extra goes a long way. And yes, it does increase your own damage as well as your allies' damage.
  • Spell Weaving + Blade Weaving : Your burst mixes auto-attacks with spells, so during your burst you'll build up max stacks on both of these masteries, so that you're doing 3% extra damage on both auto-attacks and spells.
  • Executioner : 5% extra damage is really strong, even if you do only do it to half HP enemies.
  • Dangerous Game : This can save your life quite a lot, but the most useful thing about it, I've found, is that the extra mana it restores will constantly come in handy in situations where you'd be OOM without it, more than the HP it restores would.
  • Warlord : It isn't a very strong mastery really, but the only options are this and 1.25% CDR. We put just 1 point in this, partly because of what I just said, and partly because the first point is the strongest, giving 2% extra AD while the other points just give 1.5%.
Defence Tree
There isn't much to talk about here. We go for defense because it's stronger than utility, and we pick the only masteries that are any good within the first 9 points.
  • Recovery : I'm not going to talk much about this, I'm just going to mention that it gives you 24 extra HP per minute, which is double the HP one point in Veteran's Scars gives you. Instead I'm going to say that the only alternative, Enchanted Armor , gives you 0.45 armor and 0.6 magic resist, until you build more resistances, if you ever do. So it's not much of a competition.
  • Block + Unyielding : As a melee champion you take numerous poke during laning phase. These two masteries will therefore be very useful as every enemy auto-attack will do 4 less damage, and every spell 2 less damage.
  • Juggernaut : Even though you don't build much HP for the most part, it's still the strongest mastery available to you at that point, and at level 18, you'll have built up a decent HP pool just through your base stats anyway.








|| FLASH || This is the best summoner spell in the game, almost every champion takes it and it's completely irreplaceable. It's the defensive summoner and the best offensive summoner all at once. The fact that you see all 10 players take this in 99% of games just goes to show how strong it is. Talon has no good escapes, so this is absolutely essential on him. Even its offensive use is very important for his teamfighting. Being able to Flash -> cutthroat the enemy ADC during teamfights gives them very little time to react when they weren't expecting you to be on them so fast. ||

|| IGNITE || This is the second best summoner spell for Talon as it adds more damage on top of his burst. It'll help you secure kills you wouldn't have otherwise had, and the healing reduction will counter any mid laners who decided to take Heal to survive against you in lane. And when your primary objective is to kill someone, more damage never hurts. ||













There's 2 viable options here; Crystalline Flask or Long Sword. At lower Elos, if you're good enough you can get away with starting Long Sword every single game and winning every lane no problem. If you're not as good, or if you're higher Elo where enemies are more able to punish you, there's a lot of matchups where you'll want to start Crystalline Flask instead. In the matchups part of the cheat sheet I wrote what item you're recommended to start with in each matchup, and I'll remind you again when I explain each matchup further down in the guide.

The general idea is that you start Crystalline Flask against lanes that either outsustain you if you don't start it, such as any champion who starts Cloth Armor like Akali or Katarina, or against high harass lanes where you'll spend the first half of laning phase farming up through enemy harass, such as Ziggs or Orianna.

You start Long Sword against any matchup which has high focus on melee trading; for example, Zed. While Zed does have ranged harass in the form of Razor Shuriken, it isn't overwhelming, and he'll need to get in melee range to farm a lot. You can force trades when he goes for a last hit to abuse your Long Sword damage, which isn't something you get to do against ranged champions.

In each of your first backs, you want to go for whichever items will give you the biggest power spike (AKA, whichever items will give you the most AD). For example, even if you're intending to rush Tiamat, if you only have gold 800 gold on your first back, you don't just buy one Long Sword and save the rest of your gold for getting Pickaxe on your next back; you buy 2 Long Swords, one which will build into Tiamat and the other into The Brutalizer. Talon's lucky compared to most other champions in the sense that Long Sword is a component of almost every item he builds, meaning on each back, if you can't afford anything other than Long Sword, you can just buy one and it will build into one of your core items later on. Most champions have to keep saving up for items that cost ~880 or ~1600 gold if they don't have enough on one of their backs, whereas Talon can always find something he can afford on each back.

A general guideline for what to buy on your first back each game is something like this:
500+ gold: +
750+ gold: +

900+ gold: +
1100+ gold: +

1250+ gold: +
1600+ gold: +
N

O

T

E

S
• The priority of your consumables is as such; 1If you don't have : 2 s > > . 2If you do have : > > . Don't buy a Vision Ward if you have personally already set one down, as you can only place one pink at a time.
• If you don't have Crystalline Flask, you need to have enough gold left over after buying your chosen items to buy at least 1 Health Potion. I accounted for that in the guideline.
• You should never have over 3 Long Swords at any one time. It'll clog up your inventory and you eventually won't have enough space for all the separate items you need until you upgrade them all.
• Your inventory should never consist of just The Brutalizer. You need at least 1 other damage item to go with it; if you have 2 Long Swords and go back to base with 700 gold, you just buy another Long Sword and get Boots. This is because part of The Brutalizer's cost efficiency comes from the armor penetration, but if you don't have enough damage for that armor penetration to be worth it, then The Brutalizer is cost inefficient.
• You can buy Boots too at any point, but only upgrade them before finishing Tiamat and The Brutalizer if you intend to roam.



The first two items you'll be aiming for are Tiamat and The Brutalizer. The order in which you build them depends on the game and how you want to play; The Brutalizer is less effective against enemies with high armor, so if the enemy has built Cloth Armor or Seeker's Armguard, you'll want to opt for Tiamat. And due to how it immensely aids your wave clear, you can also opt for Tiamat if you either want to play more defensively, or if you want to roam more. If your enemy hasn't bought armor and you want to kill them as much as possible, go for The Brutalizer first. Then build whichever item you didn't build, with Boots in between if you're wanting to gank. You can even upgrade them to Mobility Boots, but you need to gank enough to make the purchase worth it. Never upgrade to Mobility Boots if you don't have either The Brutalizer or Tiamat.




After you have Tiamat and The Brutalizer, your next 2 objectives are Youmuu's Ghostblade and Last Whisper. The order depends; if you're super fed and you go back to base with enough gold for a whole Youmuu's Ghostblade, then you buy it straight up. The reason is that if you're fed, then you already have enough damage to destroy anyone you come across, and Youmuu's Ghostblade's active will make you considerably faster than anyone else on the map, and allow you to much more easily get in range to burst someone down. If you finish it during laning phase, your enemy laner will have to hug the tower to stop himself dying repeatedly every time all your spells come up.

If you don't have enough gold for Youmuu's however, or if you're not fed enough to abuse its active, then build Pickaxe/ Long Sword/both to build into Last Whisper as soon as you have enough gold.

These are your core items, items that you build every game no matter what. After this your choices can be more situational.



Your options are:

Infinity Edge: This is situational, but not in the sense that you only buy it in specific situations. You just buy it whenever you don't need any of the other situational items. It's really strong, so you should hope to make it your 5th item in most games.

Black Cleaver: You buy this instead of Infinity Edge either when the enemy team has very high armor, and you need to put a large dent in the enemy team yourself to carry teamfights, or when the enemy AD carry is building Randuin's Omen. The reason for this is that when the ADC becomes that tanky, Infinity Edge's huge initial burst loses value as they'll survive it and the rest of your burst won't do as much damage because of their armor. In most cases you'll have already built Infinity Edge by the time they start building Randuin's Omen, so you can go for a glass cannon build and build Black Cleaver as your 6th item. Once you have enough gold, you can either sell your Infinity Edge and get a defensive item, or you can just keep up the glass cannon build if it's working out for you.
[4:35:50] Daniel: Hexdrinker: You build this as either your 5th or 6th item whenever the enemy team has either a very large single AP threat, or is running a double or triple AP comp. Annie and Zyra support count as AP threats if they're building full AP.

Guardian Angel: Never build this as a 5th item, only as a 6th, or your damage will fall off very quickly. You should generally build this when you're carrying and your team needs to do more than just kill 1 person before dying yourself.

Mercurial Scimitar: Build this whenever there's 1 particular CC in a game that's constantly screwing you over. Whether it be Annie's passive, Warwick's Infinite Duress, Malzahar's Nether Grasp, or just Nasus's Wither. It takes priority over Guardian Angel if you need it, but you'll usually need Guardian Angel more than Mercurial Scimitar, if you even need anything defensive at all. You could also build this as your 5th item and Guardian Angel as your 6th against squishy, high CC high damage comps.

Banshee's Veil: This substitutes Guardian Angel when its passive goes on cooldown if you're against a team with decent magic damage and CC. Or you can just buy it instead of Guardian Angel to be tankier. Again, only as a 6th item.

Randuin's Omen: Similarly to Banshee's Veil, this is your go-to defensive item when your Guardian Angel goes down if you're against a high AD comp, or alternatively, you can buy it instead of Guardian Angel just to be tankier in general, if you feel like you need to be.
Download the Porofessor App for Windows
League of Legends Build Guide Author Jovy
Jovy Thresh Guide
Vote Vote
Misused Guide

League of Legends Champions:

Teamfight Tactics Guide