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Why/Why Not?! - Runes/Masteries/Items






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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Pyromania (PASSIVE)
Annie Passive Ability
Explanation
I will update this as regularly as I can. Currently it contains all the information and knowledge from my Ashes to Ashe's Guide that was too general to be of any real use in that particular guide. As such, many of the sections may pertain to Ashe herself - but the information, is of course, useful no matter which hero you play ^^
"Team Win" is an AoE, DoT, Massive Damage, High Sustain and High CC composition of champions. It is a team that does extremely well in Ranked Games.
tl;dr - this is a General Information Guide about anything you possibly need to know, and a "tl;dr" sentence will summarise every single section for ease of understanding.
Sections are organised in alphabetical order.
Also, if you haven't read Mowen's FAQ, do yourself a favour and check it out too :)
"Yup, I'ma Jungle WW."
No

"Warwick can jungle without Smite, noob."
ALWAYS TAKE SMITE.
Armor Penetration and Armor Reduction are the statistics of a Champion which allows them to counter some or all of a target's armor. All champions have 0 base armor penetration but can increase it with items, runes, or abilities for a few champions.
Armor penetration and armor reduction are applied in the following order:
1. Percentage Armor Reduction (


2. Flat Armor Reduction (

3. Flat Armor Penetration ( Greater Quintessence of Desolation)
4. Percentage Armor Penetration (

Read more on How Armour Reduction Works Here. Credit to Complexicate and LoL Wikipedia.
tl;dr? Damage > Support > Tank
So bam, suddenly the laning phase is over and enemies are ganking left, right and centre. Your allies are desperately defending towers, or hitting and running enemy towers. Someone wards Dragon, and you all watch as the entire enemy team start to take Dragon for the global experience and 190 gold.
Someone pings the minimap, and before you know it, you've got a full on 5v5 team fight without any towers backing you up.
So who do you target first? Below is a list of all the champions in order of who to take down in a team fight first - if you were


NOTE: The below ratings are only there as a guide. If

Damage > Support > Tank
Special Cases - Kill because they make their team better:





Counter with Armour/Health/Magic Resist



Counter with Magic Resist





1) Their jungler will level faster than yours
2) Their solo laners will level faster than yours
3) Enemy team will reach level 6 faster than your team
Counter with Magic Resist






Counter with Magic Resist




Counter with Magic Resist
Kill on Sight:



Counter with Armour/Health/Magic Resist



Counter with Magic Resist


Counter with Armour/Health: kill her as fast as you can :P



Counter with Armour/Health






Counter with Armour/Health



Counter with Magic Resist






Counter with Armour/Health

Counter with Magic Resist






Counter with Armour/Health/Magic Resist



Counter with Magic Resist

1. His passive

2. In a recent patch his

3.


Counter with Armour/Health




Counter with Magic Resist





Counter with Armour/Health





Counter with Armour/Health

Counter with Armour/Health





Counter with Magic Resist




Counter with Magic Resist/Armour/Health:



Counter with Magic Resist/Armour/Health:




Counter with Armour/Health



Counter with Armour/Health




Counter with Armour/Health






Counter with Magic Resist
Disable if Possible:






Counter with Magic Resist






Counter with Magic Resist

Counter with Magic Resist




Counter with Magic Resist





Counter with Magic Resist/Armour/Health






Counter with Armour/Health







Counter with Magic Resist






Counter with Magic Resist









Counter with Magic Resist












Counter with Magic Resist (that's assuming she's building AP. If she's building AD/DPS, then counter with philosopher's stone/







Counter with Magic Resist


















Counter with Magic Resist

Do not Target:




















Counter with Magic Resist































Counter with Armour Pierce/Magic Resist.
Completely Ignore:











tl;dr? Damage > Support > Tank
tl;dr? Berserker's Greaves = Better Early Game. Mercury's Treads = Survivability.

Yes, I agree with you there. I wish it was viable to get it more often, but it's more likely that I play against a team whose champions all have at least one form of slow or stun. Unless I buy a tenacity item, I will stick with Mercury's Treads for now. Nothing's more painful than trying to run away from

You should be getting





I agree, the reason why



One could argue the same point for the suggestion of



Sometimes high Elo players will buy




I disagree. For instance, if you did buy



tl;dr? Berserker's Greaves = Better Early Game. Mercury's Treads = Survivability.
- Make sense. Alacrity on
Karthus makes no sense.
- Be Tier Three runes (not lower level runes)
- Cater for the inefficiencies of the champion (mana regen for mana hungry champions), or improve certain characteristics of the champion (critical strike chance on
Tryndamere)
- Should always aim to be Primary
Here are three general Rune Pages:
AP Caster:



AD Carry:



Support:



As you can see, there are some runes in particular that are useful no matter what role you play :)
For more depth, please visit: Searz's Runes Guide
1) To learn/train with a champion (no one wants to hear in a Normal or Ranked game, "First time Janna", "I hope I do well, I haven't played Jax in months".)
2) To play with friends who are lower levels/higher levels. No one wants to play with a level 30 in a Normal game if they're level 5. It's unfair to everyone *but* the level 30.
3) To play modes like ARAM (all random, all mid), as LoL currently doesn't support gameplay like that other than in Customs.
4) To farm IP. 60IP for a winning match (that is at least 25 minutes of gameplay) stacks up pretty quickly with Bot games, and they're fun because you're owning bots.
5) Practising in Co-Op vs AI - the AI is more competent and gives you a better idea if you can play a champion well.
6) Trying out jungling routes with champions (when Udyr was free, I went ahead and bought a full rune page of Attack Speed runes. Then I found out I wasn't good at playing Udyr haha. Wasted a lot of IP, but it was fun jungling with Udyr, trying again and again to kill Blue Buff at level 1)
7) Bot/AI games are fun. You can test crazy builds, you can muck around and feed, you can do anything, and you won't be penalised for it.
Custom Game Bots:
-
* Bots will not "remember" where you are on the map if you step into brush. You can abuse this greatly by attacking once (if in a side lane), hiding in brush, then attacking again. Rinse repeat til they die.
* Bots will retreat to tower when they get below 200 health, and immediately Recall. If you interrupt their Recall, they will just start a new Recall cycle.
* If a Bot doesn't retreat when they get to low health, they will fight you until they die, or they will walk away, but stop every single time you hit them with an auto attack.
* Bots will always try to kill you if you're on low health. This means they will tower dive you, and if you hit them once, you'll probably get a kill thanks to the tower.
* Bots generally stay behind their creeps unless you're on low health.
Current Custom Game Bots









Co-Op vs AI (Beginner):
-
* AI "remembers" where you are on the map, so you can no longer hide in brush.
* AI will sometimes roam the lanes to help fellow AI.
* AI will escape using random routes through the map to lose you in the jungle.
* AI will use their Summoner Spells against you.
* AI on low health will retreat to the second inner tower to Recall.
* AI will push towers together as a team.
Co-Op vs AI (Intermediate):
-
* AI will gank.
* AI will jungle.
* AI will be efficient as a team, and the AI know exactly which moves to use when they need it to kill you.
When should you stack Doran's Items?
- When you're getting rolled in lane
- When your champion benefits from the extra stats
- When you have 475g upon Recalling early game
When should I stop stacking Doran's Items?
- When it is past the 15-20 minute mark
- When you have more than 3. Stacking 4 Doran's items is not only a waste of gold, but a waste of space. Sign of a bad player/someone feeding? 4 Doran's.
Who can stack Doran's?
Doran's Ring:
Alistar,
Janna,
Orianna,
Brand
Doran's Blade: Most AD carries -
Ashe,
Corki,
Ezreal
Doran's Shield: No one stacks Doran's Shield
Should I stack different Doran's Items?
- No.
Why not?
- Because I said so.
- The REASON you don't mix Doran's items is because each one is for a specific role; ie if you are an AD carry you get Blades, you don't need AP or tankiness, and same for the others. (Thanks to Wrath for this)
Are you sure?
- I wouldn't ever build
Doran's Shield AND
Doran's Blade, but there are guides out there that recommend it. More power to theory crafters.
End Game - Elixirs
I was just reminded that some people don't use/buy Elixirs. Elixirs can be bought when you have no item slots and will be used immediately. You DO NOT have to sell an item to get an item slot to buy an Elixir.







You will want to buy Elixirs as often as you can once you've built all your items.
- Caster: 9/0/21 (
Annie)
- Tank: 0/21/9 (
Malphite)
- Jungle Tank: 1/14/16 (
Amumu)
- Support: 9/0/21 (
Sona) or 0/9/21 (
Soraka)
- AD carry: 21/0/9 or 15/0/15 (
Ashe)
Always grab the upgrade of your Summoner Spells:
OFFENSE
DEFENSE
UTILITY
-
Spatial Accuracy -
Teleport
-
Haste -
Ghost
-
Insight -
Clarity
-
Blink of an Eye -
Flash
-
Mystical Vision -
Clairvoyance
Quick "this > that" sectioning:
OFFENSE
- Sorcery > Alacrity for all casters/supports.
- Alacrity > Sorcery for Junglers/DPS (maybe - their runes may provide enough attack speed, and most AD carries can't afford item slots devoted to CDR)
-
Sunder >
Offensive Mastery
DEFENSE
UTILITY
For more depth, visit: Searz's Mastery Explanations Guide
tl;dr? Good Hands is better than Perseverence.
Perseverence increases your health and mana regeneration by 4% by it's final level. All champions have a natural health and mana regeneration rate.
Let's use Ashe as an example.
Ashe has 14.4 health regen per 5, and 13.5 mana regen per 5 AT LEVEL 18.
At the beginning of the game, she has 5 health per 5, and 6.7 mana per 5. Now. What's 4% of 5? 0.2. 0.2 extra health per 5 seconds. After 25 seconds, I have ONE extra health point due to Perseverence.
What's 4% of 6.7? 0.268. Ashe now actually gets 7 mana regeneration per 5 seconds. That's the reason why Good Hands > Perseverence, and it is a waste of Mastery Points.
One point in Mediation at first level actually increases Ashe's mana regeneration per 5 seconds by 1. Instead of wasting 3 Mastery Points in Mana/Health regeneration (Perseverence), I could get one point in Meditation and get the same effect.
HOWEVER, if you cannot allocate a point anywhere else, +2% health/mana regeneration is usually worth a mastery point, but do not upgrade any further beyond that. (Thanks to Searz for this paragraph)
tl;dr? Good Hands is better than Perseverence.

If you are planning to improve and properly control the jungle, the times for when the buffs, dragons and creeps respawn is very important.
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Dragon Initial Spawn: 2:30
Dragon respawns in 6 minutes
Total XP: 900
Total Gold: 25 + 190 Global
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Baron Initial Spawn: 15:00
Baron respawns in 7 minutes
Total XP: 900 Global
Total Gold: 300 Global
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spaaaaaaaaaaaaaaaaaaaace |
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Blue Buff Initial Spawn: 1:55
Blue Buff respawns in 5 minutes
Total XP: 280
Total Gold: 80
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Red Buff Initial Spawn: 1:55
Red Buff respawns in 5 minutes
Total XP: 260
Total Gold: 80
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Wraiths Initial Spawn: 1:40
Wraiths respawn in 1 minute 40 seconds
Total XP: 180
Total Gold: 71
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Wolves Initial Spawn: 1:40
Wolves respawn in 1 minute 40 seconds
Total XP: 190
Total Gold: 57
|
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Double Golems Initial Spawn: 1:40
Double Golems respawns 1 minute 40 seconds
Total XP: 280
Total Gold: 60
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Section idea from Dante Rebellion's Jungle Shaco Guide, additional information from Hahano's General Jungling Guide and Xenasis's Jungling 101 Guide.
tl;dr? Mana Regen, Health Regen, Gold per 5 = Good Early Game
+ Gives 5 Gold every 10 Seconds.
This means that after 20 minutes of buying the item, it pays itself back. And in that time, you've basically got fantastic mana and health regeneration, which are two things every single squishy champion needs.
+ Gives 18 Health every 5 Seconds.
Fantastic! Are you being zoned? Have hardly any chance of hitting anything due to the enemy team being super aggressive, but yet they are still managing to land hits on you? Well too bad, because you have an upgraded

+ Gives 8 Mana every 5 Seconds.
tl;dr? Mana Regen, Health Regen, Gold per 5 = Good Early Game
tl;dr? Aura Life Steal + Health Regen for Allies + Armour Debuff for Enemies
NOTE: If someone else on your team is getting


+ Gives 20% Attack Speed + the 20% Attack Speed for Allies. That is 40% Attack Speed all together.
+ Gives allies 20% Life Steal.
Think for a second. That means your tanks, which should be absorbing a lot of the damage, are absorbing the damage and healing it back with their auto attacks. Other DPS champions who have decided not to buy life steal now have life steal! Suddenly your whole team has life steal, just because you bought this one item.
+ Gives allies 20% Attack Speed.
20% attack speed is no joke. Think about it. Your




+ Gives allies 30 Health per 5 seconds.
This aura could very well be the difference between an ally dying or not. Imagine.


+ Reduces Enemy Armour by 20.
At the end, Ashe has 95 natural armour. You've just reduced it to 75, and that's by doing nothing BUT STANDING NEAR HER. You don't have to attack, you don't have to initiate, you don't have to do ANYTHING to reduce an enemies' armour by 20. Just imagine. There's a team fight and you're standing right there. Every single enemy hero has just lost 20 armour. And you haven't even started attacking them yet.
Since when did









Of course there are situations when you shouldn't buy

But generally there will be someone on your team who out-DPSs you, who out-damages you, who out-kills/assists you, and to help them carry the team, getting

League of Legends is a team game.


tl;dr? Aura Life Steal + Health Regen for Allies + Armour Debuff for Enemies
tl;dr? Enemies over 150 Armour = Last Whisper
Last Whisper = 40 Attack Damage + 40% Armor Penetration - 2090gold
Black Cleaver = 30% Attack speed + 55 Attack Damage + Shreds up to 45 armor in 3hits. 3065g
Last Whisper = LC
Last Whisper + Zeal = LWZ
The Black Cleaver = BC/TBC
Is

Enemy team:





As

With

That's of course if you can hit those champions three times in a row. The Black Cleaver is also very useful for the team because that armour reduction is permanent - by permanent I mean the whole team is dealing damage to the Lux with only 35 armour for that fight.







There are times where I have bought Last Whisper instead of

I do see the advantages in getting


The problem with





But at level 18 all champions have more than 50 armour.
This is a nice summary.
0-50 armour =

50-120 armour =

120 armour+ =

The effect of BC stays for 5 seconds. Teamfights generally don't take longer than 30-45 seconds.
THE MATH
The Black Cleaver vs Last Whisper + Zeal
Please note that this is an analysis to determine whether Black Cleaver or Last Whisper & Zeal is better as an armor penetration/reduction item set. The governing statistics will be how many attacks it takes to break even, and how much total damage is dealt at various armor values.
Attempting to calculate DPS between the two concepts is nearly impossible since it depends on the champion being used as well as which abilities/buffs they might have applied at the time. DPS is a mis-leading statistic anyway, since many champions who would want these builds have physical damage abilities in addition to their auto-attacks.
Some important things to note when viewing the analysis...
1) Damage output from champion abilities have not been considered in this analysis.
2) Base AD of 120 was used for the champion AD stat
3) Auto attacks are assumed to be un-modified by champion passive abilities (Ashe, Twisted Fate, etc.)
4) Infinity Edge is assumed to be in the attacking champion's inventory.
5) Armor Pen Marks and Quints are assumed, as well as the Armor Pen mastery
6) Critical Chance, Attack Damage, Critical Bonus Damage, and % of base AD masteries are all assumed to be in use.
7) Last Whisper and Zeal cost 3485g and Black Cleaver cost 3065g (13.70% difference)
8) Calculations were made based on 4 consecutive attacks so BC stacks could get to maximum.
Findings
The break even point is the first attack at which BC deals more average damage per attack than LWZ.
Percentage difference in total damage dealt after 4 attacks
At 50 target armor
Break Even = 2nd Attack
BC deals 0.50% more total damage than LWZ
At 75 target armor
Break Even = 3rd Attack
BC deals 0.37% more total damage than LWZ
At 100 target armor
Break Even = 4th Attack
LWZ deals 7.75% more total damage than BC
At 200 target armor
BC never breaks even on single attack average damage
LWZ deals 28.36% more total damage than BC
I believe that the results above indicate that the following would be the most efficient use of funds:
1) If your target has less than 75 armor, you should buy a

2) If your target has 100 or more armor,



Conclusion
Use


Use LWZ to penetrate target armor that exceeds 75. The reason that BC shouldn't be chosen for its armor reduction stacking is because it's window of efficiency is only between about 50 and 75 armor for the target... this window is simply too small to justify spending 3065 gold on without the upward potential you get from LWZ in the form of upgrading to PD and increasing Apen from % penetration instead of flat reduction.
http://www.leagueoflegends.com/board/showthread.php?t=491476
How Armour works:
Having hardly any knowledge about Armour is a bad thing. I, myself, didn't know much about how it all worked until I went a looked it up. So, here's what I learnt from the LoL Wikipedia. Many thanks to the anonymous editors at the LoL Wikipedia who gathered all this knowledge.
Armour
Armor reduces the amount of damage a champion receives from physical attacks by a percentage. You can gain armor from runes, masteries, some champions' abilities or from items you buy.
At level 18, armor ranges from a base of


tl;dr? Enemies over 150 Armour = Last Whisper

This is where you and your team should sight ward.
- Yellow: Vital to protect the jungler on your team
- Blue: For protection depending on which lane you're on
- Red: To guard Dragon and Baron
- Orange: In order to Counter-Jungle
Image: Your Tryndamere Resource, by Apotheosis
For more information about warding, visit Warding, More than your Eyes can See.
Credit to all the users quoted throughout this guide, the makers of the youtube videos (mainly Grasshyren and Stonewall) and special thanks to Warlemming for helping me with the champion item builds/skill sequencing.
Other shout-outs: PsiGuard for picking up lots of errors, Wrath for rec'ing this and Searz for comments :)
- jhoijhoi
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