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Spells:
Flash
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. |

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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. |
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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. |




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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 ![]() ![]() |




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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. |
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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. |
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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. |
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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. |
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Explanation of your ability sequence!




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She dwelt among the untrodden ways |
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Beside the springs of Dove |
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A Maid whom there were none to praise |
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And very few to love |


targon's brace | A violet by a mossy stone |
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Half hidden from the eye! |
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Fair as a star, when only one |
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Is shining in the sky. |


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She lived unknown, and few could know |
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When Lucy ceased to be; |
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But she is in her grave, and, oh |


face of the mountain | The difference to me! |
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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. |

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. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


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P R O S |
+ Great sustain with
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C O N S |
- Can easily be bullied in certain matchups - Easily kited - ![]() - Vulnerable to burst damage and silences which can take you by surprise and you can easily fail ![]() - Has a generally bad teamfight unless fed. - ![]() |


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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. |
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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
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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
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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). |
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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.
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Item Sequence



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Berserker's |
70% of my matchups I will end up buying the
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Mercury's |
Mercury's treads are really useful boots against top laners that have CC which makes it impossible for
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Ninja Tabi |
Useful boots against champions that heavily rely on AD for example
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The rest of the boots I would not recommend for






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





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Same reason for having a quint of attack damage. |
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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. |
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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. |
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Same reason as scaling CDR Glyphs |
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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 :)


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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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 |
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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. |
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RIP |
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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. |
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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. |
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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 |
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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. |
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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.


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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.





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

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. |


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 ![]() 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 ![]() ![]() 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 ![]() And if you enjoy the guide, upvotes are always very much appreciated! |


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This makes ![]() ![]() |
This guide will mainly focus on mid lane since that’s where I believe


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This spell is likewise mandatory if you’re going to be going bot lane, as your support will want to take either ![]() ![]() ![]() ![]() |




















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:






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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. |
![]() 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. |
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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. |
![]() Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 60 / 70 / 80 / 90 / 100 Range: 950 |
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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. |
![]() 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. |
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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. |
![]() Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 60 / 70 / 80 / 90 / 100 Range: 950 |
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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. |

![]() 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! |


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.
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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.
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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.
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: |

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.

I hope this guide helped you learn to play


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. |
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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! |


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.
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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.
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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.
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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. |
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. |
+ 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. |
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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. |
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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:
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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. |
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Great roaming in laning phase. ![]() |
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Great at catching out individual enemies. Being able to approach unsuspecting enemies from stealth, or simply running up to them with ![]() ![]() |
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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 ![]() |
He has his fair share of weaknesses too though:
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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. |
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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). ![]() ![]() ![]() ![]() |
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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.


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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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


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Offence Tree
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Defence Tree
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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. ![]() ![]() |
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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 ![]() |
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The general idea is that you start






You start




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









A general guideline for what to buy on your first back each game is something like this:
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N
O T E S |
• The priority of your consumables is as such; 1If you don't have
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The first two items you'll be aiming for are














After you have






If you don't have enough gold for Youmuu's however, or if you're not fed enough to abuse its active, then build



These





Your options are:









[4:35:50] Daniel:























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