Build Guide by phylemex
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
Introduction - TCK - The Critical King
Hey, this is my first build for any character, and this one I play best with.
This is a NOOB FRIENDLY and ADVANCED guide for veterans, newcomers and players who have just gained access to the character.
Due to the risk of jungling it's necessary to buy 1-2 wards and secure the gank positions.
An advantage to jungling is the gank capability due to the wards, place one ward at the Dragon and the Baron and you should be fine.
If you wish to see where the best primary and secondary positions for wards are go here.
Now the best runes for jungling and damage against champions are mostly CrC and this is what we're going to use, I know most of you won't agree, but trust me, I've not had a game where it's gone bad yet.
Greater Mark of Critical Damage x9 - Gives 2.23% Critical Strike Damage (CrD). (2.23 x 9 = +20.07%)
Greater Seal of Critical Damage x9 - Gives 0.78% Critical Strike Damage (CrD). (0.78 x 9 = +7.02%)
Greater Glyph of Critical Damage x9 - Gives 0.56% Critical Strike Damage (CrD). (0.56 x 9 = +5.04&)
Greater Quintessence of Critical Chance x2 - Gives 1.86% Critical Strike Chance (CrC). (1.86 x 2 = +3.72%)
Greater Quint of Furor x1 - Gives 4.46% Critical Strike Damage (CrD). (4.46 x 1 = 4.46%)
Total CrD = +36.59%
Total CrC = +3.72%
I know, I know, "why 2 Malice and 28 Furor?" you ask.
Well bascially the x2 Greater Quintessence of Critical Chance enable 99.37% critical hit and the other 28 runes add a 36.59% to critical damage.
My logic is "Why have 100%+ hit chance like every other build/guide when there's no need?" Well if you put them all onto critical damage apart from the Greater Quintessence of Critical Chance and you'll end up hitting 99.37% of the time and you'll hit 286.59% critical damage, instead of 250% cap with Infinity Edge.
So lets say you hit an enemy with 0 armour, you'll hit (290 x 286.59% = 831.111) 831.111 damage every single time. Now doesn't that sound nice?
You could even add a Greater Quintessence of Desolation which adds 3.33 armour penetration but I'm unsure whether the critical damage would be the same as the Malice/Furor combo.
Well you could add a Greater Quintessence of Attack Damage but you'd hit 292.25 damage and the math goes 292.25 x (282.13%) = 824.524925. That's why we put another onto critical, even if that odd 0.63% chance happens to come by which isn't a critical.
In the long run you'll do more damage.
NB: Changing runes will NOT weild the same result that is shown.
EDIT 23:04 29/5/11:
NB: Worked out how [icon=x} worked
The masteries I've given you have optimised CrC and CrD so there's no need to change them unless you wish to change them to fit your summoner spells you may.
Non the less I will explain them all.
Look at and Adjust the mastery tree here.
3/3 - Increases your champion's critical strike chance by 2%.
1/1 - Improves your Exhaust spell to also reduce the target's armor and magic resistance by 10 for the duration, and increases its duration by 0.5 seconds.
1/1 - Improves your Smite spell to reward a bonus 5 gold when used, and reduces its cooldown by 5 seconds.
3/3 - Increases your ability power by .20 per champion level. At rank 3, this translates to an additional 10.8 ability power by level 18.
4/4 - Reduces the cooldown of your champion's abilities by 3%.
4/4 - Increases your champion's attack rate by 4%.
3/3 - Ignores 6 of your enemy's armor on attack per rank.
2/2 - Increases the damage you deal to Minions by 4.
3/3 - Increases your champion's attack damage by 3.
3/3 - Increases your champion's critical strike damage by 10%
3/3 - Reduces the time spent dead by 10%.
NB: The mastery icons don't work just yet so wait for an update.
Exhaust is a targeted Summoner spell, which slows movement speed by 40% and reduces (auto/basic) attack damage by 70% and ability/item damage by 35%.
Smite is a Target-summoner spell.
It is mainly used for Jungling, or by lower level Summoners who have no better alternative.
You can change Exhaust for Teleport or Flash depending if you wish to gank more than jungle or to just getaway faster.
I wouldn't recommend changing Smite because you'll be needing it at a the starting end of match if you wish to kill the Elder LizardElder Lizard with your friend at level 4 or solo at level 10. Or even while trying to solo the Baron NashorBaron Nashor at level 17.
Personally via trial I've found these are my favourite and are awesome for pure critical drops.
Vampiric Scepter > Boots of Speed > Berserker's Greaves > Dagger > Dagger > Dagger > Dagger > Zeal > Zeal > Phantom Dancer > Phantom Dancer > The Bloodthirster > Guinsoo's Rageblade > Infinity Edge
With this build, you're bound to hit constant criticals of 831.111, it's costly but I've managed to get it every time with 45 minute matches.
Price for build:
Berserker's Greaves: 920g
Phantom Dancer: 2895g
Phantom Dancer: 2895g
Guinsoo's Rageblade: 2235g
The Bloodthirster: 3000g
Infinity Edge: 3830g
You can build it whatever way you want but if money is slower than usual try to exchange a Phantom Dancer for Guinsoo's Rageblade.
PLEASE BEAR IN MIND - I have used mathematics and logical thinking before doing this guide, I know how things work and why, hence the 99.37% and not 100% hit chance.
Before you ask, yes, the runes are able to boost it past 250% cap.
This is achievable if you jungle and minion feed, if it's not then change The Bloodthirster and Infinity Edge for two Executioner's Calling
- The Bloodthirster requires a Vampiric Scepter and a B.F. Sword.
- Berserker's Greaves require Boots of Speed and a Dagger.
- A Phantom Dancer require Cloak of Agility, Zeal and a Dagger.
- Zeal requires a Dagger and Brawler's Gloves.
- Guinsoo's Rageblade consists of a Pickaxe and a Blasting Wand.
- Infinity Edge requires a B. F. Sword, Cloak of Agility and a Pickaxe.
Reason for the colour code is to define the build in the greatest detail and in the perfect order.
The Pros/Cons to Jungling
PROS/CONS TO JUNGLING (1)
+ You have someone on your team who's unpredictable, the enemy doesn't know where you are unless they've warded really deep into your jungle (which you should never let them...)
+ You can help gank lanes that would otherwise be struggling.
+ More global XP - due to having TWO solo lanes!
+ More global gold with control over dragon.
+ Extremely high map control.
+ You can ward as you're roaming the map, instead of people having to leave their lanes to ward vital spots.
+ Statistically proven that teams with junglers have a higher chance of winning than teams without.
- You need a half decent person to solo top, some people just get stomped up there...
- If you're new to jungling and can't stop a counter jungle, you might be seriously underlevelled, and be missing out on your buffs.
Just to prove that this build works, I have uploaded some screenshots of the victories played with this build. I haven't actually been able to get all 6 items or a load of kills as the other team usually surrender.
The Zilean (uber kill assist/support) and Ryze were just a change.
Note: These are all normal matches with 10 real people, not bot matches. There is one custom match and that was to test the Baron Nashor solo which went surprisingly well.
The be all and end all, yes I KOed people in a matter of seconds and I stole around 6-7 kills due to a 2+ AS.
Summary and the Pros/Cons to the build
In all this character will take a while getting used to and it will help by warding and slaying champions.
The pros to this build:
+ You will most likely destroy turrets in seconds.
+ You can slay enemies in a matter of seconds, no matter what they are.
+ Solo the Elder LizardElder Lizard at around level 10!
+ Solo the DragonDragon at level 12.
+ Solo Baron NashorBaron Nashor at level 17 (depending on build at the time).
+ Huge money and EXP boost if you jungle efficiently.
+ Super getaway speeds with endless rage.
+ Super fast ability cooldowns.
+ High lifesteal.
+ Superb carry and 'helper'.
+ EXTREME ATTACK SPEED! 2.03 w/o Rageblade ability and 2.4 w/Rageblade ability.
And the cons:
- Squishy if you don't pay attention or rush too early.
- Late game character.
- If you don't gain money fast you get restricted.
- You rely on items more than anything.
- Not an easy build to play.
- Unless level 30 you won't get the full benefits from the CrD but if you're willing to buy Tier 1/2 in the meantime then you'll gain an advantage over someone who doesn't.
CREDITS FOR THE PRO/CON JUNGLE TECH:
Thank you for reading, please constructively comment and vote.
If you don't like it please tell me why.
Don't dislike it because of what's on it, try it out for size to get the best idea.
For those who are new to gaming or don't understand terminology you can visit here.
This is my short-list that is relevant to this thread.
AP / Ability Power = A stat that increases the power of your abilities.
AD / Attack Damage = How much physical damage you deal with each attack.
ArP / Armor Penetration = Decreases the amount of physical damage your opponent's armor will absorb.
AS / Attack Speed = The time in between each of your attacks. DPS = Attack Damage / Attack Speed. The higher your AS the more DPS.
Carry = A champion that starts off weak but becomes very strong late game.
CDR / Cooldown Reduction = How fast your abilities cool down after used.
CrC / Critical Strike Chance = The percentage chance that your attack will be a critical strike.
CrD / Critical Strike Damage = The percentage of extra damage that your critical strikes will cause.
DPS / Damage Per Second = A DPS champion is generally a term for a character that can do a lot of damage in a short period, whose gear and build is focused on dealing damage rather than support or defense.
HP / Health Points = Health Points.
LS / Life Steal = Health points(HP) stolen per hit.
MS / Movement Speed = How fast you move.
QQ / qq = Whining like a baby. The Qs look like eyes with tears coming out in most fonts. Example, "those guys are QQing because of this awesome Trynd build".
Starve = To prevent a player from getting kills through the use of harassment, ganks, wards, etc, starving them of gold and experience.
I need this chapter actually as I'm really busy so I can't do a lot of work at one time.
In time it'll progressively get bigger and updated more often so hold out for a while for the full potential.
If you have any questions, feel free to message me.
[31/05/2011 @ 22:31]
- Added my victories with the build.
[29/05/2011 @ 01:14]
- Updated the Rune chapter with the runes effects and added alts.
- Updated the Abbreviated Terms chapter.
[29/05/2011 @ 00:46]
- Updated the Rune chapter with the runes effects.
- Fixed all [icon=} tags.
- Added Abbreviated Terms chapter.
- Will continue tomorrow.
[29/05/2011 @ 00:34]
- VASTLY changed the whole set-up and added icons to the 'Masteries/Summoner Spells' chapter.
- Changed the Runes chapter with icons and info.
- Changed the Items chapter with icons, info and price guide.
- Made the Items chapter noob and veteran friendly.
[29/05/2011 @ 00:01]
- Changed Masteries to Masteries/Summoner Spells.
- Added a whole to part to the changed chapter.
- Changed 'Pros / Cons' to 'Pros/Cons to Jungling'.
- Changed 'Summary' to 'Summary and Pros/Cons to the build'.
[29/05/2011 @ 23:45]
- Made a whole change to the item part to make up for the build change.
- Added Masteries and edited the summary.
[29/05/2011 @ 23:08]
- Updated the icon codes and fixed the build, drastically.
[29/05/2011 @ 23:04]
- Worked out how [icon=x} worked.