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Introduction

I N T R O D U C T I 0 N |
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tag team
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Hello ladies and gentlemen and welcome to my ![]() I am TROLLing1999, a marksman main since mid-season 2. This is more of a revamped version of my old ![]() ![]() ![]() |

P R 0 S |
+ Good Burst + Great Duelist + Area Scout + Fast Waveclears + Mobile |
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C O N S |
+ Squishy + Item dependant + Low Range + High Skill Cap + Melee form |
As I mentioned earlier ![]() ![]() |

These three are the only viable summoners spells for











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Greater Seal of Health
After the rune changes these now give more durability than Armor Seals. The HP increase also synergizes well with your masteries setup and ![]() |
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Greater Glyph of Magic Resist
Supports do mostly magic damage. Without some Magic Resist the damage would be too much for you so ![]() ![]() |

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Offense
As a Marks(wo)man your primary goal is to deal damage. As a sequence you should go deep into the offense tree and get all the points that will bootst your physical damage output and especially your sustained damage dealt by basic attacks. Because of this you ignore all the AP-masteries.Some of you might be wondering why I am not taking ![]() ![]() ![]() |
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Defense
The best place to put the rest 9 points is the defense tree. Specifically, you should aim for masteries that can strenghten your lane presence.
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Item Sequence





This is the ideal item setup you should have during the laning phase. Always start with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Item Sequence



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Item Sequence




In every game you need a defensive item so that you don't get melted in miliseconds by enemy bruisers or assasins. The item choice, however, is up to the situation/ state of the game.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Item Sequence




In every game you need a defensive item so that you don't get melted in miliseconds by enemy bruisers or assasins. The item choice, however, is up to the situation/ state of the game.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

You want to max ![]() ![]() ![]() |
Why Vault at level 1? Because it's a more sure damage source. If you need to participate in a trade very early it is much easier to hit ![]() ![]() Why Heightened Senses at level 4? Because this spell is not really essential earlier. Level 3 ganks at bot are not very common and even if the enemy comes, you have wards to avoid being caught. At level 4, though, when you might be getting out of wards, ![]() |

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Quite good for an adc passive, ![]() ![]()
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This is a very strong and unique ability. It can be used to harass in lane of before a teamfight, to waveclear and of course it is one of the reasons why ![]() |
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If you're skilled enough you can use this spell for your teams and your own good. If your allies have called "MIA" and you lack vision you can activate this to check the are a round you. It is also useful if you want to know whether the enemies are doing baron/dragon. The passive is an extra reason to attack ![]() |
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This skill is amazing and it has many diffent uses. For example you can ![]() ![]() ![]() |
tag team |
When you activate tag team you're turned into a bird, Valor, with a slightly different skillset. If an ability is on cooldown when you change form it will stay on cooldown. tag team is very powerful in 1v1 situations or to chase/escape late game and in lane trades but not that good in teamfight because of the short range. You can reactivate tag team to perform ![]() ![]() |


➶Laning




➶Farming and Wave Control
When playing as

➶Hitting Level 2 Quickly
It's really important to get level 2 before your opponent does. This way you can get an early advantage and force a mini-trade where you have more chances to win. How to do this?
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➶Last Hitting
One of your primary goals when laning as ![]() When having to last hit under turret remember that:
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➶Lane Freeze
Freezing a lane means that you keep the minions near to your turret but outside of the turret's radious. This is done by last hitting at the very last moment and keeping this way less allied minions and more enemy ones. This is another way to secure easy farm and deny it to the enemy. You should always try to keep the balance because if you start last hitting slightly faster you will push the lane and if you loose some creeps then you will pull your wave withing the turret's range. "Lane freezing" can be done to balance things after you have pushed a little bit for more experience or if you have destroyed the enemy outer turret/the enemies have destroyed your outer turret. "Lane freezing" requires some practice and is quite hard to enforce perfectly. |
➶Zoning
Zoning is the result of winning in trades, taking control of the bush and having good vision. It means that you take control of the enemy's safe zone and limit their moves. It can be achived by:
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➶Trading in Lane


When enemies start a trade I like to



As



Except for this tactics which are centered around

- When the enemy is about to last hit a minion then you can Auto Attack him. He will either decide to attack you( and loose cs) or to kill the minion and loose the trade.
- If the bush is not warded and there are no enemy creeps left, then you can use Auto Attack the enemy and then run in the bush quickly so that he can't see you and return the damage.

➶Mid Game
➶Splitpushing vs. Grouping Up
During the middle stages of the game it is high time you opted for objectives. You must secure as many dragons and turrets possible to earn global gold and be stronger in late game. This can be achieved either via grouping up with your team or due to individual play.

On the other hand,








While spilt pushing, keep your eyes open for enemies missing in action. Provided your team has warded dragon and the river, you only need to put a


Finally remember that if your team is not causing pressure and is not able to take objectives( in other words when you're behind or your team is playing passively), split pushing is a bad idea. If you try to split push a lane under these circumstances then it really possible that more than 1 or 2 enemies will gank you. If your team is having the attitude explained above, then you'd better stay with them and defend your own objectives rather than try to force things.
➶Dueling
While splitpushing or even when being with your team you will find yourself in 1vs1 fights. The process of fighting 1vs1 is called dueling.

Against melee targets it's much better to stay in ranged form and kite them from safety. Kiting means attacking them and then slightly backing off to safety. This should be repeated many times. If they try to jump on you, throw



Against ranged targets, who are squishy in their majority, it's better to fight with tag team. Of course, it is better to wait first for a








➶Teamfights

➶Before the fight
You can't know exactly when a fight is going to start but you do know that something is going to happen sometime if there are 8+ people in a close area. As




➶Teamfighting
As a marksman your main role in a teamfight is to deal as much sustained damage as possible while keeping yourself alive since a dead ADC can't deal any damage. This is quite difficult to manage since you'll be a priority target for the enemies but it can be done with good positioning. The ideal position is behind your tanks, close to your support and able to deal as much damage as possible to the enemies. You should never be caught in bad positioning cuz assasins will burst you down in a matter of seconds. You should not try to reach the enemy carries, there is no such thing as "bad focus" and stuff, at least for marksmen. Attack the closest, kill the closest(might need to switch targets) and make sure you stay alive at any cost. If nevertheless somebody manages to reach you, use



➶After the Fight
Note that

If you won the teamfight you generally can:
- Push and get turrets
- Take dragon and/or baron
- Defend your base for a while if you're loosing and push again when inhibitors respawn.
- Recall for items, only if you have low HP.
If you lost then:
- Buy
Enchantment: Homeguard if you haven't done so already.
- Hope that they're recalling and they don't push or take dragon/baron.





As for supports,






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Hard-> Long Range Poke Matchups
The marksmen presented here have a clear advantage over you sice they can easily poke you down and zone you thanks to their long range AA and spells. As ![]() |
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Challenging-> Even Damage Matchups
The marksmen presented here have damage output in lane comparable to yours and might challenge you in trades. Even though most adcs struggle against them you shouldn't really have much trouble since ![]() ![]() ![]() |
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Countering Kit-> Easy Matchups
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Skill based
The marksmen presented here are not something special in lane. They have their tools but you have yours. For instance ![]() ![]() ![]() ![]() ![]() |

So this is it! I hope I helped you improve as

Before I end I would like to credit specially the following people:
- Uproar for the text in the banners
- -NA- Veng Lmfao for the base of the chapter banners
- TheNamelessBard for the line dividers
Thank you all!
-TROLLing1999
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