Team Guide by Athradien

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League of Legends Build Guide Author Athradien

Ranged Carry Resource

Athradien Last updated on June 16, 2012
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Vayne, Caitlyn, Graves, Etc.


Corki, Ezreal, Ashe, Etc.

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Forward: Attention Readers!

Before reading or commenting, please note that this guide was accidentally published and is still under construction. I am currently in Europe and this entire guide has been written on an iPad. Please appreciate that I am not in the ideal situation at the moment and wil endeavour to establish a better scenario as soon as possible.

Due to my trip, I can only hope to full complete my guide by the 15th of February (based on my estimations). Please bear with me as I work, ever slowly, towards the competition of the guide.

Additionally, please don't make any judgements on the guide based on the MobaFire "Cheat Sheat". At its best, it can misdirect te reader from the true intentions of the author

In regards to any criticism, constructive or not, feel free to message me or post in the comments section. I will endevour to respond as quickly as possible.

Thanks in Advance for your time and patience.

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Preface: Introduction

The objective of this guide to is to create a foundation on which readers can establish an experience and understanding of Ranged Carries.

When writing this guide, I have endevoured to keep it concise and sussinct whilst covering all relevant information and advice. If you feel that the guide has been either lacked depth in any areas or has been too long-winded, please do ot hesitate to make me aware of this through the comments section or a private message.

I hope you find the guide both informative and enjoyable to read!

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Chapter 1: Covering the Basics

Standard Ranged Carry vs Caster Ranged Carry:

What Are The Different Styles of Ranged Carries?

Basically there are two main styles of Ranged Carries: Standard Ranged Carries and Caster Ranged Carries.The core difference between the two "styles" of ranged carries is that standard ranged carries base the core of their damage output in their auto-attacks. Caster Ranged Carries on the other hand, base a large percentage of their damage output in their skillset (Spells), supplementary to their auto attack damage. A prime example of this is Corki's ultimate, Missile Barrage, which used in conjugation with auto attacks, maximises Corki's damage output. As a result of Caster Ranged Carries involving their skillset more in their damage output, Trinity Force is a viable item option. This is because the damage boost added to the next auto attack after casting a spell can drastically increase damage output. Standard Ranged Carries don't proc the bonus enough to make it as valuable as something like an Infinity Edge , but Caster Ranged Carries do, and therefore it is a viable choice for increase damage output on Caster Ranged Carries alone.

Specfic Note: Vayne and Graves, despite being listed as Standard Ranged Carries, can be played in either style. I play them as Ranged DPS, other choose to play them in more of a Caster DPS manner, especially Vayne ( Tumble-Exploitation).


What is a Support?

Meister wrote:
A support is just a champ that goes bot and helps the AD carry farm while getting CS. A support doesn't need a heal or a shield (see Chaox playing support Ashe right now, and recent support Gangplank), and similarly having a heal or shield doesn't mean a champ is a good support character.

The two things a champ needs to play support position is:
1) Have skills that will be effective even with 0 cs (e.g. Ashe has a single target and Cone perma slow, a second CV, and a great initiation skill)
2) The ability to help their carry in lane (e.g. even though Ashe can't heal the carry, she can help the carry get kills in bot easily).

Source: Source Link Regarding Supports

Sustained Supports vs Non-sustained Supports:

List of Sustained Suports: List of Non-Sustained Supports: Simply put, there is little difference between Sustained Supports and Non-Sustained Supports other than healing. This obstacle canbe overcome by purchasing Boots of Speed & x3 Health Potion instead of a Doran's Blade. Also, what Non-sustained Supports lack in healing, they make up for with things such as extra CC, shields and additional damage.

Please note that both lists are not complete and can be easily out-dated. Additionally the non-sustained support list is definitely controversial as some of the include champions can be supports and fullfil other roles (For example, Lux can be viewed as both an AP carry and a support). Furthermore, some champions listed in the non-sustain support list have heals, most notably Janna & Shen, however I don't feel their heals are comparable to those of the sustained supports.


Ranged Carries are, at a low level of competition (Normal Games & Low ELO), effective in every lane. However, for them to be played in the most effective manner, they should be duo-laning in the bottom lane with a support. If the option of bottom lane is not available for whatever reason, then I advise you go to the top lane (soloing).

Please note that most of this guide of this guide is written on the pretext that you are duo-laning with support in the bottom lane (following the meta), although some points/advice s directed towards solo-top play.

Bottom Lane (With A Sustained Support): Doran's Blade, Flash + Your Choice
Mid Lane: Boots of Speed * x3 health potions, Flash + Teleport

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Chapter 2: General Summoner Spells

Advised Summon Spell Combo:

  • Flash: adds a priceless utility to each and every champion, but for ranged carries, it's even more important. This is becsuse Ranged DPS are at their strongest during mid and late game, which both revolve around teamfights and objectives (Baron, etc). In team fights, Ranged Carries will alaways be aimed, simply because of the sheeer amount of sustained damage they deal. Although a ranged carries positioning has to perfecft, everyone makes mistakes, and the instant reposition that Flash provides is the perfect remedy. Additionally, Flash can be used in an offensive manner to chase down evasive opposition.

  • Exhaust: of the two summoner spells I use, is the one I would remove in place of another choice, such as teleport, in situational games. I select Exhaust over the other choices because, for the most part, as the Ranged Carry, you will be duo-laneing in the bottom land with a Support, facing another Ranged Carry and Support, therefore in fighting situations, exhausting the opposition DPS will nullify a huge part of their damage, giving you a significant damage advantage. Exhaust can also be used defensively to slow and reduce damage being dealt to you as you fall back. For example, if you are caught out of position and an opposition Udyr ganks from behfind using the tri-bush, you can use your exhaust on him to avoid being stunned by his Bear Stance.

Other Viable Summoner Spells:

  • Cleanse is an excellent summoner spell for ranged carries as theyre especially vulnerable to CC. However Quicksilver Sash also removes CC and so I don't feel it has the same value as Exhaust or Flash. I take it when the opposition have a lot of CC.

  • Teleport: is one of my favourite summoner spells and up until recently, I prefered it over Exhaust. It provides you excellent map control. For example, it allows you to make a play on the opposition, dealing enough damaged for both carries to have to recall, and then return to lane quicker than them, giving you a gold and experience advantage which can quickly snowball.

  • Ghost is a good pick on any Ranged DPS as the move speed allows for faster repositioning. It also helps with chasing down fleeing opponents, which could otherwise escape.

  • Ignite: is a solid pick in three situations: When playing champions who are reliant on early game dominance, such as Tristana and Caitlyn; When Facing opposition (Generally solo top) who are negatively affected by the healing debuff, grievous wounds. Examples: Warwick, Swain, Dr. Mundo; When laning against Soraka, as her main strength, great sustain, is heavily countered by the healing debuff.

Regarding Other Summoner Spells:

In all honest, all other summoner spells, despite providing significant bonus, are inferior picks for Ranged DPS. For example, although Clairvoyance is a very powerful summoner spell which every champion in the game can benefit from, it is inferior in comparison to the other available spells, for Ranged Carries.

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Chapter 3: General Masteries

When it comes to Masteries, the two styles of Ranged DPS have different mastery paths. Standard ranged DPS tend to opt for either 21/0/9 or 21/9/0, whereas Caster DPS are better suited to the likes of 23/0/7.

The variation in Masteries between Standard Ranged DPS and Caster DPS is a result of different needs in order to maximise their damage potential. For this reason, the Caster DPS mastery pages concentrate on picking up points in both magic penetration and armour penetration, along with CDR and general damage Masteries (as per standard ranged DPS). The Standard Ranged DPS tend to focus more on attack damage and armour penetration.

Standard Ranged DPS:

Explanation: I recommend this mastery set-up when you are playing a Ranged DPS that needs a lot mana & mana regeneration to be full effective ( Caitlyn, etc). Also, if you struggle other mana-management, then this mastery set-up will help handle this issue. If you do not require the bonus mana bonuses of the utility tree, butbyou are willing to forsake the additional durability provided by the defence tree, then you will find that summoner spell utility provided by . and the increased neutral buff duration of can be extremely useful.

21/0/9 Path Choices

The decision making when it comes to picking how many points you want in each mastery depends on the needs of your champion. When playing mana reliant champions, such as Caitlyn, you should put 3 points in Expanded Mind and place the remaining two in both Summoner's Insight and Good Hands . However, if your champion isn't Mana-dependant, then I advise you to put 1 point in Summoner's Insight and 3 points in Good Hands .
Following the mana dependant path, you will have only three points to place in this tier of the utility tree. Place all three of those in Meditation . Following the other utility path, you have 4 points to place on the tier. Place all 4 in the Swiftness mastery.
Place your final point, regardless of which path you followed, in Runic Affinity . The increased buff duration is so valuable because both the eldar lizard buff and the exalted with baron nashor buff are extremely useful.

Explanation: I recommend  this mastery set-up when you are playing Ranged Carries who have 550 range or less, as they often need more durability as a result of being closer to their opposition. This set-up is also useful for players who do not require additional mana or mana-regeneration, meaning they can skip the utility tree.

21/9/0 Path Choices

With the first row of Masteries, you can pick  up 4 points in the armour and magic resistance Masteries. When choosing these, take into account what opposition you will be facing. For example, if you are duo-laning against a Vayne and a Soraka, you will be taking mostly physical damage. For this situation, put 3 points in Hardiness , the armour mastery, with the remaining point in Resistance , the magic resistance mastery. Additionally, in another scenario, if you were facing a Ezreal and a Janna, you will be encountering a more placed mix of magic and physical damage. In response to this, put two points in Resistance and the remaining two points in Hardiness .
With the second row of Masteries you can choose between health regeneration, Vigor , and health per level, Durability . For this decision it comes down to what style of support you are duo-laning with. With a sustained support, I advise you select Durability as you will not require the extra health regeneration so picking durability] is a more effective use of resources. However, if duo-laning with a non-sustained support, [[vigor is a better choice as the increased sustainability gained from it has more value when your support lacks a form of sustain.
The final of the nine points should be placed,regardless of where you have placed your other points in the defensive tree, in Veteran's Scars , for the excellent bonus durability it provides.

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Chapter 4: General Runes


Standard Ranged DPS:

Marks: Greater Mark of Desolation, Greater Mark of Attack Damage
Seals: Greater Seal of Armor, Greater Seal of Vitality, Greater Seal of Replenishment
Glyphs: Greater Glyph of Scaling Magic Resist, Greater Glyph of Armor, Greater Glyph of Scaling Cooldown Reduction
Quintessence: Greater Quintessence of Desolation, Greater Quintessence of Attack Damage, Greater Quintessence of Health, Greater Quintessence of Movement Speed

Caster DPS

Marks: Greater Mark of Desolation, Greater Mark of Attack Damage Greater Mark of Hybrid Penetration
Seals: Greater Seal of Armor, Greater Seal of Vitality, Greater Seal of Replenishment
Glyphs: Greater Glyph of Scaling Magic Resist, Greater Glyph of Armor, Greater Glyph of Scaling Cooldown Reduction
Quintessence: Greater Quintessence of Desolation, Greater Quintessence of Attack Damage, Greater Quintessence of Health, Greater Quintessence of Movement Speed, Greater Quintessence of Hybrid Penetration

Recommended  Combinations:

Combination I:
Marks: Greater Mark of Attack Damage
Seals: Greater Seal of Armor
Glyphs: Greater Glyph of Scaling Magic Resist
Quintessences: Greater Quintessence of Attack Damage

Explanation: This rune Combination is my favourite for a variety of reasons. Firstly, the combined bonus of the marks and the quintessences provides 15 bonus attack damage. This helps significantly with last hitting and early harass. Also, when the bonus 15damage is added to the base damage of the champion, along with extra damage from masteries and a Doran's Blade, some champions can start with around 90 attack damage.

The seals and glyphs are rather self-explanatory, but you should not that sometimes it is better to choose armour glyphs over magic resistance in order to better counter the laning combo you are facing (a more physical damage orientated combo). 

Note: This rune combination works well on both Standard Ranged Carries and CasterRanged Carries.

Combination II:
Marks: Greater Mark of Desolation
Seals: Greater Seal of Armor
Glyphs: Greater Glyph of Scaling Magic Resist
Quintessences: Greater Quintessence of Desolation

Explanation:This combination is similar to "Combination I". However, the attack damage runes have been replaced with armour penetration runes. This sacrifices some early game damage but increases late game damage potential.

Note: For Caster DPS, you may wish to pick Greater Mark of Hybrid Penetration and Greater Quintessence of Hybrid Penetration for more balanced penetration levels.

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Chapter 5: General Itemisation

Starting Items:


  • Doran's Blade is simply the go-to item for all ranged carries. The attack damage, life steal and health that it provides is all a ranged carry could want in an early game item. Also, the attack damage bonus of Doran's Blade along with Masteries and runes will give you a significant attack damage advantage over most opposition.
  • Boots of Speed + x3 Health Potion is a great item combination as it is an extremely versatile pick. The bonus movement speed and the added sustain allow you to outmanoeuvre and out-sustain opposition how choose items such as Doran's Blade. I recommend this combination when plying solo top or when duo laning with a non sustined support.
  • Cloth Armor + x5 Health Potion should only be used is when you have no choice but to solo top and you are doubtful of your capability to take your opponent on. This combination allows you to sustain your lane and farm, while defending your turret. Considered that ranged carries are late game champions, this is not necessarily a bad thing.


General Item Pathing:

Short Laning Session (3 or more Recalls):

Possible Combinaions from Laning Well:
Possible Combinations from Laning Medicorely:
Possible Combinations from Laning Poorly:

Average Laning Session (2 or more Recalls):

Possible Combinaions from Laning Well:
Possible Combinations from Laning Medicorely:
Possible Combinations from Laning Poorly:

Long Laning Session (Minimal Recalls):

Possible Combinaions from Laning Well:
Possible Combinations from Laning Medicorely:
Possible Combinations from Laning Poorly:

Offensive and Defensive Item Choices:


Other Items of Note (Diificult to Classify):

Core Items:

Explanation: These core items are simply the best combination of damage items in the game, for ranged carries Regards of the order they are purchased in, they are effective all game long. Ever ranged carry, in order to true dominate their opposition, requires these items. Important Stats For Ranged Carriesb(Not including defensive stats):
  • Attack Damage
  • Attack Speed
  • Life Steal
  • Movement Speed
  • Critical-Strike Damage
  • Critical-Strike Chance
  • Armour Penetration
Berserker's Greaves are important on ranged carries as it provides them with Movement Speed and Attack Speed. The Bloodthirster gives ranged carries a huge boost of Attack Damage and Lifesteal stats. Infinity Edge adds bonus Attack Damage, Critical-Strike Chance and Critical-Strike Damage. Finally, the Phanton Dancer boosts the wielder's Attack Speed, Movement Speed and Critical-Strike Chance.

Options for Remaining Items

Guardian Angel & Last Whisper
Guardian Angel & The Black Cleaver

Banshee's Veil] & Last Whisper
Banshee's Veil & The Black Cleaver

Quicksilver Sash & Last Whisper
Quicksilver Sash & The Black Cleaver

Boot Selection:

Explanation: The icon layering above symbolises the tiers of boots in the eyes of a ranged carry, with Berserker's Greaves standing alone in tier three, which shows that they are solely the best boots for ranged carries (Note this is in a generic/standard scenario). Ionian Boots of Lucidity, Boots of Swiftness and Mercury's Treads occupy the second tier to recognise their effectiveness in specific scenaris. For example, when facing a heavy CC team, Mercury's Treads are more effective than Berserker's Greaves because CC reduction is more important than bonus attack speed in this situation. The first tier represents boots, such as Sorcerer's Shoes, which have little value for ranged carries.


Explanation: Prioritising Elixirs is very difficult as there are many key variables in decision hich are volatile (change from game to game). For example, Oracle's Elixir is a fantastic item, ell worth the price, yet only when the opposition are severely weakened by anti-stealth (EG: Evelynn, Twitch) or when the oppositions map-control, via wards, is far greater than yours, and your support hasn't picked up an Oracle's Elixir. If the other opposition are not/hardly warding or they have no invisible champions, than Oracle's Elixir is little more than a target over your head.

When to buy:
The Elixir of Agility and the Elixir of Fortitude are great to pick up when you want to press your advantage over your opposition with the gold advantage you may have on them or, conversely, to temporarily level the playing field, as it were, in order to give you time to close the gap between you and your opponent. In the closing minutes of long matcesh, when ranged carries should have completed their item set, you should be refreshing your elixirs whenever possible. The light bonuses given by Elixirs cn often be the difference in gem-defining team fights.

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Chapter 6: Usage of Important/Difficult Skills

This section of the guide covering how to best use some of the more difficult spells of each champion, which separate the good ranged carries from the bad.

Skills that will be covered in this section:

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Chapter 7:Tristana

Skill Explanation:

Draw A Bead: Increases your Attack Range as you level. Being able to comfortably sit behind your teammates and snipe is great. However, this passive also brings a negative consequence in that your early-game range is mediocre at best. The need for leveling for range is one of the many reasons why Mid-Lane is the best for Tristana.

Rapid Fire: Increases your Attack Speed by a percentage. Attack speed on steroids. This ability is essential for mid-game and late-game fights, solo or team. This greatly increases your DPS and allows you to perhaps take down multiple turrets with only one or two waves of creep rapidly.

Rocket Jump: Jumps to target location, dealing splash damage and slow at land spot. Your initiator, escape, and chase skill. Mastering this skill and its high utility is essential in being effective with Tristana. Key things about this skill are that you can jump over walls, enemies are slowed upon being hit, and its cooldown refreshes after a kill or assist.

Explosive Shot: Passive: Killed enemies explode. Active: Damage over Time and reduced healing. Your best skill early game. This is your farm and harass. It also minimizes the effectiveness of healing, so make those potions and healing spells useless! You can also use the passive to harass opponents sticking to their minions. Unfortunately, this skill becomes obsolete late-game due to its short range.

Buster Shot: Instantly damages and knocks enemy back. Your burst ultimate. 300 damage instantly at level six is nothing to laugh at. Keep in mind, also, that it pushes the victim and his/her companions back a considerable distance. This can be a help and a detriment. Manage the space around you wisely.

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Chapter 8: Caitlyn

Skill Explanation:

Headshot: Every few basic attacks, Caitlyn will fire a headshot dealing 150% damage to a champion or 250% damage to a minion. Caitlyn's passive, in comparison to many ranged carries, is effective all game long. The bonus damage can give Caitlyn players a huge advantage hen trading harass in lane. Also, because it is percentage based, it only gets stronger as the game goes on, with your attack damage and attack speed constantly increasing. An important part of

Piltover Peacemaker: Caitlyn revs up her rifle for 1 second to unleash a penetrating shot that deals physical damage (deals less damage to subsequent targets

Yordle Snap Trap: Caitlyn sets a trap to find sneaky yordles. When sprung, the trap immobilizes the champion, reveals them for a short duration, and deals magic damage over 1.5 seconds.

90 Caliber Net: Caitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back. Caitlyn fires a net to slow her target by 50% for 1/1.25/1.5/1.75/2 second(s). This deals 80/130/180/230/280 (+0.8) magic damage and knocks Caitlyn back. This skill is Caitlyn's Amin escape mechanism. Despite its long animation timer, the range of a the push-back and the fact that it slows opposition, makes it a very powerful spell. Launches Caitlyn a short distance in the opposite direction of the net fired, which slows and deals damage to tose it hits.

Ace in the Hole:] Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.

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Chapter 9: Ashe

Skill Explanation:

Focus: While out of combat, Ashe's Critical Strike chance increases every 3 seconds for her next attack.

Frost Shot: While active, each of Ashe's basic attacks slow her targets. This drains Mana with each attack.

Volley: Ashe fires 7 arrows in a cone for increased damage. Volley also applies Ashe's current level of Frost Shot.

Hawkshot: Each time Ashe kills a unit, she gains some extra gold. Ashe can activate to send her Hawk Spirit on a scouting mission.

Enchanted Crystal Arrow: Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion for up to 3.5 seconds, based on how far the arrow has traveled. In addition, surrounding enemy units take damage and are slowed.

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Chapter 10: Vayne

Champion Explanation:

Vayne is a versitile ranged carry because of her skillset and base stats. Early game for Vayne, despite this being the weakest time for ranged carries, is still a period in the game when Vayne can dominate, provided that a couple a couple of variables go in favor of the player. The main reason behind Vayne's potential to dominate early game is Vayne's skillset, in particular her Q, Tumble, and her E, Condemn. In culmination with other variables these spells allow Vayne to dominate early because of their utility and high base damage. Condemn, if used effectively, can stun opposition for a short period of time, along with dealing double damage if they are pinned against terrain (a wall). Additionally, Tumble drastically increase Vayne's mobility, along with increasing the damage of her next attack by an increasing percentage. These two elements allow Vayne to outmaneuver, disable and out-damage her opposition, giving her a significant advantage with which to dominate early game (In addition to mid-game and late-game)

Skill Explanation:

Night Hunter: Night Hunter (Passive): Vayne ruthlessly hunts evil-doers. She gains bonus Movement Speed when moving toward nearby enemy champions. Vayne's passive increases her movement speed by 30 when moving towards opposition. This passive is an secretly important part of Vayne, as positioning and mobility are keys to success when playing ranged carries. To fully utilize this passive, you must learn to be facing your opposition at all possible times. The hold command can be extreme help when attempting this.

Tumble: Vayne tumbles, maneuvering to carefully place her next shot. She rolls toward the cursor and her next attack deals bonus damage. Tumble is a big part of Vayne's skillset as it contributes a lot to her mobility and damage-output. Early game, Tumble is great for harassing opposition as it allows you to quickly get in attack range, land an auto-attack, of which the damage from will be multiplied, and then withdraw, often without your opposition having enough time to react. I recommend setting the key binding for this spell on smart-cast for faster use.

Silver Bolts: Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target will deal additional damage plus a percentage of the target's maximum health as bonus true damage. Note: Max damage vs. monsters is capped at 200. This second passive plays a huge part in Vayne's late game damage and is the reason why on-hit effects and attack speed are especially useful on Vayne. The main reason why this passive contributes so much to Vayne's overall damage is because it deals percentage true damage, which is not effected by resistances. Therefore, Vayne is effective at killing both squishy champions, with low resistances and little health, and durable (tanky) champions, with high resistances and a lot of health points. Attack speed and on-hit effects are especially useful on Vayne as Silver Bolts advocate consecutive attacks on a single target and more damage can be dealt by repetitive hits on a single opponent.

Condemn: Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing physical damage and knocking them back. If they collide with terrain, they are impaled, dealing bonus damage and stunning them for 1.5 seconds.

Final Hour: Readying herself for an epic confrontation, Vayne gains increased attack damage, 1 second stealth during Tumble, and triple the bonus movement speed from Night Hunter. Vayne

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Chapter 11: Kog'Maw

Skill Explanation:

Icathian Surprise Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.

Caustic Spittle Passive: Increases Kog'Maw's Attack Speed. Active: Kog'Maw launches a corrosive projectile which deals magic damage and corrodes the target's Armor and Magic Resist for 4 seconds.

Bio-Arcane Barrage Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.

Void Ooze Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.

Living Artillery Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.

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Chapter 12: Graves

Skill Explanation:

True Grit: Graves gains increasing armor and magic resistance the longer he remains in combat.

Buckshot: Graves fires three bullets in a cone, damaging all enemies in their paths.

Smoke Screen: Graves fires a smoke canister at the target area creating a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and Movement Speed.

Quickdraw: Graves dashes forward gaining an Attack Speed boost for several seconds. Hitting enemies with basic attacks lowers the cooldown of this skill.

Collateral Damage:Graves fires an explosive shell dealing heavy damage to the first champion it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing damage in a cone.

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Chapter 13: Corki

Skill Explanation:

Hextech Shrapnel Shells: Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions.

Phosphorus Bomb: Corki fires a flash bomb at a target location. This attack reveals non-stealthed units around the blast and champions for 6 seconds.

Valkyrie: Corki surges to target location, dropping bombs that create a trail of destruction for opponents who remain in the fire.

Gatling Gun: Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy armor.

Missile Barrage: Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores one missile every 10 seconds up to 7 missiles total. Every 4th missile will be a Big One, dealing extra damage.

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Chapter 14: Ezreal

Skill Explanation:

Rising Spell Force: Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).

Mystic Shot: Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.

Essence Flux: Ezreal fires a fluctuating wave of energy, dealing magic damage to enemy champions and reducing their Attack Speed, while increasing the Attack Speed of allied champions.

Arcane Shift: Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.

Trueshot Barrage: Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through).

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Chapter 15: Miss Fortune

Skill Explanation:

Strut: Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 70 maximum bonus speed.

Double Up: Miss Fortune fires a bullet at an enemy, damaging them and a target behind them.

Impure Shots: Miss Fortune passively increases damage dealt to a target with each strike. This ability can be activated to increase Miss Fortune's attack speed and cause her attacks to lower healing received by the target.

Make It Rain: Miss Fortune unleashes a flurry of bullets at a location, dealing waves of damage to opponents and slowing them.

Bullet Time: Miss Fortune channels a flurry of bullets into a cone in front of her, dealing large amounts of damage to enemies

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Chapter 16: Sivir

Skill Explanation:

Fleet Of Foot Sivir gains a short burst of Movement Speed when she attacks an enemy champion.

Boomerang Blade
Sivir hurls her crossblade like a boomerang, dealing damage each way.

Sivir's next basic attack will bounce between targets, dealing reduced damage with each successive hit.

Spell Shield Creates a magical barrier that blocks a single enemy ability cast on Sivir. She receives Mana back if a spell is blocked.

On The Hunt Sivir leads her allies into battle granting them increased Movement and Attack Speeds for a period of time.


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