Humor Guide by LordMikeRahl
Not Updated For Current Season
Not Updated For Current Season
Before I begin, I would like to say that this is my second guide. I am an average player at Nordic - East, (name: LORD MIKE RAHL) and I really like to experiment with new builds. I find that you can get a lot of fun building your own things in the League.
Also, please note that these guides are just for fun and don't criticize them because you see something unusual.
Lastly, you could test some of these builds out and send me your scores at my email
( email@example.com ) so that I can post them here.
Pros / Cons
1. A lot of fun playing such strange builds !
2. Much self-confidence gained by managing to make these builds competitive.
1. Teammates are bound to blame you for losing even if it isn't the case.
2. Might make you give it up if you lose one game or two.
Well then,let's go!
AD LeBlanc, the Versatile-Carry
LeBlanc is known within the League for her incredible burst AP damage, and the ability to juke the hell out of her opponents.
An AD LeBlanc however, is a creature altogether different. Why does she work?
Well, positioning and the ability to escape a fight are two of an AD carry's best friends, and LeBlanc is a master of both.
Level up Sigil of Silence first, since it still does significant damage even if you don't have ability power, but mostly because of the wonderful silence effect which procs when another of your abilities is cast on the same target.
However, Sigil of Silence should be maxed second because Distortion is more useful spell to have in order to escape early ganks and abilities in general, and is in fact the spell that makes LeBlanc who she is.
To sum it up:
As for Items:
Even though this is AD LeBlanc I still get my Sorcere's Shoes since your abilities deal only magic damage. You can still change them or Mercury's Treads or Berserker's Greaves .
I take Manamune for obvious reasons, that is, being able to spam my *** off and getting a very nice damage boost in the meantime.
Infinity Edge is must item for each and every one AD carry, no exceptions.
The Bloodthirster is the item you need to stay alive, another item every AD carry desires.
I take Frozen Mallet because it provides a very very helpful slow, with which you devastate your enemies, shooting them with your magic staff non-stop. Oh, and the damage and hp it provides is nothing to be laughed at.
At this point of the game you can go for whatever item you want, depending on the cicrumstances. For example, if they are stacking armor, get The Black Cleaver or Last Whisper.If on the other hand, you are getting focused down a lot, buy a Guardian Angel.
That's it for items, then.
Last but not least, you should go for an offensive mastery page, yet still going for those 8 points in Utility. I am not going to tell you anything about your runes, since I have very little experience as an ad-carry, and so you probably know better.
Here is an alternative guide by SivHD, I just want to show you the principle and some different items!
AP Gangplank, the Orange-Eater
You might wonder, what are the benefits of an AP Gangplank.
Let me fill you in.
There are two ways to go.
One way is the ap/support Gangplank, which would mean that you do everything to help your teammates. As a result, we level up Raise Morale asap and just spam it like a madman.
THe second path ( my preferred one ) is just going full ap/damage Gangplank , meaning that you get almost the standard ap carry items and you level up Parrrley and Remove Scurvy.
You can either go solo top or bot going for the ap/dmg and ap/support builds respectively.
So it is either this for support:
Or this for damage:
Alright let's check out the items :
For boots I either go for Sorcere's Shoes or Ionian Boots of Lucidity. Next I prefer Kage's Lucky Pick for the extra gold income, or even a Heart of Gold and a Philosopher's Stone and perhaps a Doran's Ring or two.
I later upgrade Kage's Lucky Pick into Deathfire Grasp and/or Philosopher's Stone into Shurelya's Reverie. Afterwards, for both builds I buy Rylai's Crystal Scepter for the extra slow, health and ap. Then, you should get Lich Bane. Why is that? Your Parrrley stacks with on hit effects and that includes Lich Bane making it a powerful weapon.
By now it's late game and you should go for whichever item suits your purposes. For example, go for Abyssal Scepter and Zhonya's Hourglass for more tankiness or straight for Rabadon's Deathcap and Void Staff for more ap.
Concerning masteries, I opt for a mostly offensive build as full ap, and a mostly utility build as ap/support. I go for ability power marks, glyphs and quints, but also for mana-regen seals so that I can spam endlessly early game. However, you can substitute them with anything you want.
Check out this video about an example of AP GP, made my Ahrtimmer.
AP Shyvana, the Aoe-Destroyer
Let's begin of course by explaining the logic behind this ''troll'' build, which by the way I find extremely fun to play.
Shyvana's Twin Bite stacks with my favourite item : Lich Bane, despite scaling with attack damage. Burnout, even though it too scales with ad, has quite a lot of power on its own. Her Flame Breath and Dragon's Descent scale with ap, and in fact have good ap ratios !
As you may have understood from the title of this section of the guide, we are going to utilize the aoe power of Shyvana's Flame Breath in dragon form, which is indeed scary. Consequently, we are going to max it first. Secondly, we want Burnout because of the very nice movement speed boost it provides. So, we are going to take a point in Twin Bite at level 4 and max it last, because it is going to be most efective late game, when we are going to have our beloved Lich Bane and a lot of ap.
Right then. The items I use are very similar to those of AP Gangplank, and because of that I'm not going to tire repeating the same things over and over. I am just going to say that I go for maximum early game damage, quickly picking up Deathfire Grasp.
Also, I think that Will of the Ancients, deserves a special mention. The reason why this item is pretty special on AP Shyvana, is because when in dragon form you activate Flame Breath and hit multiple enemies, you get immense amounts of health back ! Not to mention that in the laning phase it is free health when you push the E button.
Once again, I am not going to say again why I choose these runes and masteries, the are pretty much the same as with GP ( well of course I switch mana-regen runes for something else ). That said, please experiment as much as you want, that's my point of making this guide anyways :)
I think we covered this chapter, let's visit AP Tristana !
AP Tristana, the Buster-Burster
This is not actually an unusual build, many people are playing this normally and even on ranked.
Even so, I still wanted to emphasize on the incredible burst power of AP Tristana. Actually, I don't see the reason ( apart from her huge range and the attack speed gain from her Rapid Fire ), for not playing her as AP mid, given that she has 3 very good ap ratios.
So let's see how you can quickly burst someone down from 100% to 0%.
It's very simple really. You Rocket Jump on them then activate Explosive Shot + Buster Shot + Ignite and boom they see the grey screen.
Concerning Rocket Jump: If you kill them in a few seconds after you have activated your Rocket Jump, its cooldown is refreshed. You can get some easy pentakills if you use this technique right, just like Master Yi's Alpha Strike. Also, remember that this ability can pass over any wall, but you need to be careful about your aiming or you may get stuck on the other side.
I level up Explosive Shot first, so that I can get some amazing harass off early game, and then Rocket Jump, taking one point in Rapid Fire at level 4 for pushing.
Also, here's a tip: You can abuse your level 2 burst if you have ap runes, by Rocket Jumping and using Explosive Shot with Ignite combined with 2-3 autoattacks for the first blood.
All in all:
Time to explain the Items:
I go for an early Kage's Lucky Pick combined with 2 Doran's Rings for maximum damage.
Upgrading this into a Daethfire Grasp later, my burst is increased dramatically. Just make sure to cast the Deathfire Grasp active first in order to utilize its full effect.
I get Rabadon's Deathcap for the damage and Rylai's Crystal Scepter for the ultra combined slow ( its passive and Rocket Jumps effect ). From there, everything is situational.
As for runes, I would recommend going magic penetration marks, and flat ability power glyphs, seals and quints. I go for offensive masteries too, trying to achieve as much damage as possible.
Here is a kill montage of an AP Tristana :
AP Nasus, the Turret-Crusher
I am sure none of you have considered the possibility that AP Nasus could be a better turret-destroyer than Master Yi. But well, there it is. I don't know why, but somewhere in the damage calculations concerning structures, his Siphoning Strike combined with Lich Bane and some 500 ap, do P-H-E-N-O-M-E-N-A-L damage. I am not exaggerating.
As you may have noticed by now, I really like including Deathfire Grasp and Lich Bane in these builds in order to maximize their damage. However, as Deathfire is a must on AP Tristana so is Lich Bane a must on AP Nasus. All other items are really situational, but this isn't.
So let me fill you in on your gameplay. You should go solo top and take Siphoning Strike at level 1. Try to farm it as much as possible of course, but this build is not dependent on it, as is that of offtank Nasus. That's why your are going to max it last. You are going to max our Spirit Fire first, and try to control the spamming of it since it costs a lot of mana. However, mid-late game it should be spammed.
Your Wither is not going to change, it is still an epic escape/chasing tool that you max 2nd. Now, note that your Fury of the Sands has a percentage ap ratio, which means that late game activating this will destroy about 10% of the enemy team's hp each second. Your Aoe damage is very good, as is the case with AP Shyvana, but I what I think is incredible is your turret-crusher capabilities.
To make a long story short:
This is an example of that and some more in-depth explanation by Ahrtimmer:
AP Hecarim, the Heavy-Duty Horse
So we are in Team 2 and it's first member is AP Hecarim !
As with many ap troll champion-builds AP Hecarim utilizes extreme burst damage, with the combination of Onslaught of Shadows and a Lich Bane empowered auto-attack and unbelievable sustain, in this case Spirit of Dread.
How to play? Well, to put things simply, you should not engage, as you will fall pretty quickly. Instead, wait for your tank/offtank to do so, and then Onslaught of Shadows + Spirit of Dread in the midst of the enemy team, Igniteing the enemy ad carry and pummel away.
Alternatively, if you have to engage, be sure to flash out asap. Here is an example of an epic engage by AP Hecarim:
I really don't like to repeat myself or to tire you further, so concerning the items I will simply state that get maximum burst damage (e.g. Deathfire Grasp) and enough survivability, but not too much (e.g. Zhonya's Hourglass). So all in all,get in, do everything you have, get out. I believe that's how this works.
As for runes and masteries: My suggestion would be to go full ability power runes and mostly offensive masteries for ''tons of damage'' :) .
Here is a Pentakill by SkySaint playing as AP Hecarim:
AD Janna, the Unstoppable Whirlwind
Alright, first of all, the big question. Why AD Janna ? Her Eye Of The Storm gives (at level 5) actually 50 attack damage, which an immense bonus to any supported AD carry (not to mention a decent shield). But what if Janna were to support herself? Imagine an ad carry with great amounts of CC to boot. Well, that is AD Janna.
As you understand, you max out first Eye o the Storm for the reasons stated above, then Zephyr. I prefer Zephyr over Howling Gale since it gives that extra movement speed and an incredible slow, which enables you land even more auto attacks. However, a point in Howling Gale should be taken at level 4, just for that position disruption.
This time,as with our AD carry LeBlanc you can take whatever runes and masteries you want, since, as I said before, I have minimum experience as an AD carry. I can give some tips as far as the items are concerned though.
I would go for an early Zeal and Berserker's Greaves for even more mobility. Then, straight for Infinity Edge and upgrading Zeal into my Phantom Dancer. Afterwards, I opt for The Bloodthirster which gives me much wanted lifesteal.
At that point it's all situational.
Here is an awesome pentakill by Headsman10 as AD Janna:
AP Warwick, the Endless Drainer
AP Warwick's sustain is just plain ridiculous. If you go in lane with 13 Health Pots or with 10 Health Pots and 3 Mana Pots, it is unlikely if you will go back to shop by the 15 minute mark. I am really not exaggerating. You can put endless harass on the enemy mid, and when they are at about 50& or so it is so much easier with the Blood Scent speed boost.
So, it would be best to max Hungering Strike first and Blood Scent second, taking a point in Hunter's Call, just for turret pushing.
Just like this:
After you have gone back for the first time, you should have enough gold to buy a Hextech Revolver and Sorcerer's Boots. Or you may decide that it's best to go straight for the Spirit Visage. Both early game items will greatly increase your drain powers.
I believe the mid game items have been explained thoroughly in the other sections-builds, so I am going to focus on Void Staff, which you will get late game. Warwick's Hungering Strike and Endless Duress benefit greatly frommagic penetration, since they both deal magic damage.
As for runes and masteries, I believe Greater Quintessence of Spell Vamp is a huge boost to your sustain. Moreover, I believe the magic penetration marks are not replacable. However, you get whatever seals and glyphs you want, for instance magic-regeneration instead of ap.
Here is an example of an AP Warwick by TsunamiTD :
AD Blitzcrank, the Ultra Puncher
AD Blitzcrank is a vicious puncher. He loves to run around and Power Fist people in the face for double his attack damage every 3 seconds. And that damage will be a LOT. For that reason i prefer Flash + Ghost for maximum mobility.
Now, you should take 1 point in Rocket Grab just to have that epic skill at level 1, but you should max it last. You of course should max Power Fist first, as it will be your main damage skill, and Overdrive, which gives an incredible attack and movement speed boost.Your Static Field is still quite useful for disrupting the enemy team, while you rain punches down on them.
Summing it up:
I go for that early Manamune, which will allow me to spam the hell out of my skills while getting a significant damage boost, (not to mentiong utilizing my shield) and that The Brutalizer for more damage and excellent CDR (cooldown reduction). Afterwards, The Bloodthirster is vital for sustain and even more damage.
A Frozen Mallet is what I need next in order to be able to stay longer in teamfights and not just be squashed without doing anything. I then upgrade my The Brutalizer into Youmuu's Ghostblade, for a very good active. Then, you I might either take Phantom Dancer or Last Whisper, depending on the situation.
I prefer pure damage marks,seals and glyphs, and Greater Quintessence of Movement Speed for extra mobility. I prefer a curious mastery build (15-7-8), going for all the mobility masteries as well as some damage and defense.
I think AD Blitzcrank has been covered, now it's time for AD Malzahar !
AD Malzahar, the Voidling Master
AD Malzahar is super effective just because of his passive Summon Voidling.
After casting 4 spells, Malzahar summons a voidling for 21 seconds. Voidlings have 200 + (50 × level) health and 20 + (5 × level) + (+1.0 per bonus attack damage) attack damage (bonus autoattack damage isn't noticed in tooltip or voidling's stats, but it affects damage done by voidling). The voidlings benefit from Malzahar's armor penetration.
Voidlings grow after 7 seconds (+50% base damage and armor), and Frenzy after 14 seconds (increased attack speed).
Voidlings' armor: 30 (45 after 7 seconds)
Voidlings' magic resistance: 50
Voidlings' attack speed: 0.831 (1.496 after 14 seconds)
Voidlings' movement speed: 451
Voidlings now prioritize the target of Malzahar's Nether Grasp over all else. Voidlings will always attack the target affected by Malzahar's most recently cast Malefic Visions. If there are no targets affected by Malefic Visions, it will attack Malzahar's target.
If Malzahar casts a spell that will summon a Voidling, the Voidling Counter will have a cooldown time of approximately 1 second. So, if Malzahar casts multiple spells at once to nuke the target and Malzahar had the full Voidling Counter, only 1 or 2 of the Voidling Counter (depending on how fast you cast the spells) will fill up.
I copied this info from Leaguecraft just to show you the exact stats of the Voidlings and their power if you build Malzahar AD.
So, you need to max Malefic Visions first, and Call of the Void second, taking a point in Null Zone at level 3 or 4 and maxing it last. You should spam all your abilities in order to get your Voidlings out and running.
As far as the items are concerned:
I think that Manamune is vital to your strategy, as I explained above.
Again, I go for the classic Infinity Edge and The Bloodthirster build.
Once again, you should that Frozen Mallet to slow them enough for your Voidlings to get to action. Other than these items, everything else is in my opinion situational.
I prefer Armor Penetration and Damage runes to empower the Voidlings, and offensive nasteries.
Here is a very impressive pentakill as an AD Malzahar by a member of FailbobcrewGaming showing the power of this build.
Well, Team 2 is over!
Thank you everyone for staying with me in this guide ! I put a lot of effort in this, so please tell me your opinion and give me some feedback on how to improve it ! Also, tell me if you would like me to create more toll team-guides ! Thank you all once again!
My final statement would be this:
Be creative, be imaginative, don't just stick to the new meta without thinking, and most importantly, HAVE FUN!