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Spells:
Flash
Teleport
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
WARNING!!!
This is a huge part of this build! I can normally get ionic spark, Boots of Speed, and Doran's by level 6-8 (plz remember I play bots). What you want to do is stay by your ranged minions and behind your lane partner if there melee. If you want to push your lane then focus down the cannon and your Ionic Spark will do lots of damage to the surrounding minions. Mostly stay back and farm and every now and then hit a gold card (try to time with Stacked Deck and Ionic Spark for maximum damage) to your opponents.
I go 21/8/1. this is aimed at giving me lots of damage and survivability.
Offense
1. Strength to up damage, and Butcher to farm faster
2. Alacrity to up Attack speed
3. Weapon Expertise to up armour penetration even more, and Havoc to advance and get some more damage
4. Lethality mostly just to advance, and Vampirism because life steal is nice early even if its small
5. Sunder to have more Armour Penetration
6. Executioner to ensure kills on low health targets (I'm to low a health right now to use this but lots of times they barely escape on me and it pisses me right off)
Defense:
1. Hardness to up your armour, and Resistance mostly to get up and a little magic resistance (these can be flipped if you wish ex. 3 Resist and 1 Hardness)
2. Durability to get some good health mostly for early-mid game.
Utility:
1. Summoner's Insight to master Flash and Teleport (change accordingly to your summoner spells)
An alternative to 21/8/1 is 21/0/9. This is only recommended if you want mana Masteries instead of survivability
Alternative Utility:
1. Summoner's Insight to master Flash and Teleport, and Expanded Mind so you have more mana
2. Meditation for more mana regeneration, and Swiftness for faster movement OR Good Hand to revive faster, up to you (plz note that Swiftness and Good Hands are only 2 points)
Offense
1. Strength to up damage, and Butcher to farm faster
2. Alacrity to up Attack speed
3. Weapon Expertise to up armour penetration even more, and Havoc to advance and get some more damage
4. Lethality mostly just to advance, and Vampirism because life steal is nice early even if its small
5. Sunder to have more Armour Penetration
6. Executioner to ensure kills on low health targets (I'm to low a health right now to use this but lots of times they barely escape on me and it pisses me right off)
Defense:
1. Hardness to up your armour, and Resistance mostly to get up and a little magic resistance (these can be flipped if you wish ex. 3 Resist and 1 Hardness)
2. Durability to get some good health mostly for early-mid game.
Utility:
1. Summoner's Insight to master Flash and Teleport (change accordingly to your summoner spells)
An alternative to 21/8/1 is 21/0/9. This is only recommended if you want mana Masteries instead of survivability
Alternative Utility:
1. Summoner's Insight to master Flash and Teleport, and Expanded Mind so you have more mana
2. Meditation for more mana regeneration, and Swiftness for faster movement OR Good Hand to revive faster, up to you (plz note that Swiftness and Good Hands are only 2 points)
Flash is so u can catch up to anyone faster than you and gold card them if you can. This also works as an escape method if you need.
An alternative is Ghost if you don't have Flash or you prefer it more.
Teleport is so you can get back to your lane faster so you can get back to farming or to push the enemies away from your turret.
Alternative 1. Clarity if you find u run out of mana all the time
Alternative 2. Cleanse if your up against lots of stun,slow,etc
An alternative is Ghost if you don't have Flash or you prefer it more.
Teleport is so you can get back to your lane faster so you can get back to farming or to push the enemies away from your turret.
Alternative 1. Clarity if you find u run out of mana all the time
Alternative 2. Cleanse if your up against lots of stun,slow,etc
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