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[11.13] General ARAM Guide (Lengthy)

[11.13] General ARAM Guide (Lengthy)

Updated on June 23, 2021
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League of Legends Build Guide Author LReign Build Guide By LReign 6 0 20,271 Views 4 Comments
6 0 20,271 Views 4 Comments League of Legends Build Guide Author LReign Build Guide By LReign Updated on June 23, 2021
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Champion Build Guide

[11.13] General ARAM Guide (Lengthy)

By LReign
Introduction
Link to original guide: https://www.mobafire.com/league-of-legends/build/10-1-general-aram-guide-lengthy-533815

Most concepts and ideas still carry over, I'll mostly cover what has changed since that guide was last updated.


Dec 23 2020: I had added most of what I had in mind at the moment, but I'll probably be coming back and adding/changing things up still. Let me know if you have any questions or comments. But, for now, Happy Holidays & early Merry Christmas! (if you celebrate Christmas)
11.13
Anathema's Chains - NEW Item
the item stats itself are 90.67% gold efficient (according to wiki), but the passives are likely fairly insane. (unless the target deals true damage, e.g. Vel'Koz & Vayne) The enemy target has 20% reduced tenacity (at max stacks, but the stacks don't seem to have a reset...aside from swapping targets at your choice), you also take 30% reduced damage from your selected target. This item might be really unbalanced for ARAM...
  • Scenario 1: Master Yi is diving your backline, and you are playing an immobile ADC ( Ashe, Varus). You buy this item, to stop Master Yi from resetting and killing everyone in your backline due to you having 30% damage reduction when he tries to kill you. Additionally your Enchanted Crystal Arrow & Chain of Corruption roots/stuns him longer for your team to punish him diving you.
  • Scenario 2: You dive their backline as a damage dealer (e.g. Fiddlesticks, Morgana, Ekko, Jax, ...) and they can't kill you but you can CC them to death and kill them. Or, if they have multiple damage dealers, one of them won't deal damage to you.
  • Scenario 3: The more obvious scenario, you dive the backline as a CC diver (e.g. Amumu, Maokai, Leona, ...) and want 1 person to not deal damage to you.
...and I think that might show the problem...there's a realistic chance that everyone wants this item & I'm not sure if this is intended or not.

Balancing this item might be a little hard due to the 2 passives. If you want backliners to not build the item, you might need a nerfed version of the passives for Ranged Champions. Or, another alternative could be something like "to charge stacks take damage from other sources without dying (resets on death)" and "at max stacks: detonating on an enemy champion when CCing them reduces their tenacity for [X] seconds." or something.

NEW ITEM: Hullbreaker - Please don't buy this item in ARAM.

Stridebreaker - Initially I thought this item is not as good now...but after thinking about it a little more...this item might be really strong when used in combination with Mark/Dash. If you use the active as soon as you land, it has a stronger and longer slow & more damaging active. The item is still really good, if not better, but the purpose/usage is different.

Death's Dance had its heal increased from 10 -> 15% max health, but lost its movement speed on takedowns.

Shurelya's Battlesong is likely not as good as it was before (movement speed down from 60% -> 30%), and Moonstone Renewer might be the go-to again. (especially since Renewer stacks up to 35% heal/shield power increase)

Divine Sunderer reduced to 9% max health if the user is ranged. The item is still likely very strong.

Mage Mythics ( Everfrost, Liandry's Torment and Luden's Tempest) all have their combine costs lowered by 200 gold. Honestly...in terms of ARAM, I am not sure this was necessary & might end up being a problem.

I might update again, but these are just my initial thoughts.
11.12 (and 11.3-11.11)
This section is more of my point of view of what changed (and what hasn't) between 11.3 and 11.12, since there has been quite a few patches, w/ some observations (there's also a bunch of theorycrafts below):

MYTHICS
  • Goredrinker and Duskblade of Draktharr are both still strong. Duskblade of Draktharr will not always net you the most damage in teamfights, but will provide you the opportunity to get free picks or wipe a team off of its passive.
  • Although Moonstone Renewer & Shurelya's Battlesong both share the same stat line, I have been buying Shurelya's Battlesong more after the Mythic Passive & Unique passive change. Moonstone Renewer very likely would come out ahead in long/drawn-out fights, personally I favor having the option to make pro-active decisions that have more immediate & higher impact (especially if your team has more melees). Just in general, usually with Shurelya's Battlesong you are able to find picks and engages a lot easier.
  • Everfrost is likely my most purchased Mage mythic. (I still pick up Liandry's Torment into tanks and on burn/DoT champions) In addition to being able to buy Cosmic Drive second and have its passive activate, the utility that the active provides is kind of crazy. Having the extra CC can trade for an enemy summoner spell, help stop dives, or even could stop Duskblade of Draktharr Master Yi from resetting if timed properly. Although Luden's Tempest does still have a place, I'm not sure how often the enemy will have no dive on their team. (it could be useful when snowballing on AP assassins though)
  • Stridebreaker, honestly the engage potential with the active is pretty crazy now. Stridebreaker engages into certain teamcomps can instantly win or lose fights. Although I favor Goredrinker in general, due to a kind of "solo q" mentality & value of self-healing, if your team is willing to follow up your engages quickly then Stridebreaker will likely net greater results (on champions with large CC engages like Gnar or hooks like Darius). Though, it sounds like the active may not have a dash in the future.
  • Although Trinity Force definitely feels more like a bruiser item now, the item is still not gold efficient, won't scale as well as Divine Sunderer (the more I look at Divine Sunderer the more I think that it is too good, especially if you are looking to swap out your mythic late game at full build), and while strong during laning and splitpushing...there isn't really that in ARAM.
  • The other Mythics I kind of find myself buying in the same situations as from 11.3. Although be wary of buying Immortal Shieldbow into Serpent's Fang now.

LEGENDARY
  • I had heard that On-Hit was dead and Crit was taking over, but I'm not too sure...I need to do some more testing, but I'm pretty sure Guinsoo's Rageblade is still in a good spot.
  • Black Cleaver is probably in a decent spot at the moment as well, though I need to do more testing as well.
  • Frozen Heart is gold efficient, like it was last season, but still does not offer health.
  • Chempunk Chainsword is gold efficient. Chemtech Putrifier and Morellonomicon are very close to gold efficient and at around the same % gold efficient, so probably grab the one that is better for your situation game to game. Something to remember about Thornmail is that the 60% grievous wounds is only applied when immobilizing someone & is 40% otherwise.
  • Death's Dance is gold efficient.
  • Serpent's Fang is not gold efficient (sitting around 77%), but is really strong into shielding champions ( Karma) and shielding items due to the changes to the items passive.
  • Serylda's Grudge is gold efficient & Lord Dominik's Regards is less gold efficient than before, but is still gold efficient (it was really gold efficient before).
  • Titanic Hydra was changed to Bonus Health instead of Total, so is better off being bought later, like last or 2nd to last, which is fine because usually in ARAM if you are playing tank you want Resists and Health before buying Titanic Hydra.
  • I usually buy Warmog's Armor on tanks at 2nd item and maybe 3rd now, due to the passive activating earlier. (usually when you complete Warmog's Armor it is active)

RUNES
I'll update if I notice I missed anything, or forgot to add something...so pretty likely. And sorry for the delay!

Also, here is the playlist of some of the testing games I played & other fun games I had (think I listed this somewhere else, but I don't remember where):
https://youtube.com/playlist?list=PL1M25sedPzvN5T-iUnSVdRo1dJ94r-LgL
TheoryCraft - On-Hit AD
This build is highly experimental, and have only thought of it yesterday, so it needs a lot more testing.

Lethal Tempo
Presence of Mind
Legend: Alacrity (if you are not sure if you might go crit or not, you can take Legend: Bloodline)
Coup de Grace

Taste of Blood ( Sudden Impact if you can activate it)
Ravenous Hunter

CORE (Buy in order as needed)
Kraken Slayer
Black Cleaver
Guinsoo's Rageblade
Blade of the Ruined King
Plated Steelcaps / Mercury's Treads

SITUATIONAL
Runaan's Hurricane
Mortal Reminder
Lord Dominik's Regards
Wit's End
Divine Sunderer (might want to opt for this when using a champ that doesn't need attack speed)

Some ADs I want to try it on are:
Lucian
Sivir
Senna
Graves
Ashe
Quinn
Some other ones that I'm not sure it might be as good on, but could work:
Miss Fortune
Samira
Twitch
Caitlyn
TheoryCraft - "Tank" / Bruiser Kat
Item & Runes Changes
As of [10.25]:

TL;DR
Archangel's Staff bad, Duskblade of Draktharr good (likely too good)
1 or both of Presence of Mind & Manaflow Band


The items, removal of orcale's extract and rune changes kind of threw ARAM into a kind of unstable state at the moment. Duskblade of Draktharr-building champions seem really strong at the moment w/ the reset on takedowns & inability to see them especially. The item really should have the conditions old Duskblade had, with the need to remain stealth or unseen for the passive to activate...in my opinion, if the condition is there, then there will be at least a little bit of counterplay, instead of Master Yi running into your team and wiping them while pretty much invisible or Alpha Striking the whole time. It would also help solve the problem of ADCs running the item & give the item more of an identity...it isn't realistic to the "dream" of being a stealthy /invisible assassin killing an entire squad if you are literally out of stealth running down your opponent.

One of the things that stands out the most with the changes in the items, is the lack of mana/mana regen. This is especially noticeable on mages, and the nerfs to Archangel's Staff/ Seraph's Embrace. (Old Seraph's Embrace according to the wikia, had 20% CDR, 25% mana refund, the shield active, and more mana on completion)

Because of the nerfs to mana/mana regen items (if you aren't support), then Presence of Mind or Manaflow Band feels like a must-have. You could technically run both, but the trade off is the loss of Ravenous Hunter which most likely means that you won't have omnivamp (which feels kind of bad as a mage, since you'll basically be relying solely on support healing & health relics to heal you up).

Also Ingenious Hunter got hit slightly as well, since item CDR has been changed to item haste. It is still viable though w/ Redemption first item and healing your team repeatedly, it is especially strong with Ardent Censer and Staff of Flowing Water.
Gold Efficient Items List (info/numbers from Wikia)
Mainly items to keep in mind for what you want to build first/as soon as possible. Usually you want to build, items when they are gold efficient, or when they provide the most value to you (unless you are buying them for the passive/active and/or they don't gain much value later on).

Numbers obtained from Wikia (https://leagueoflegends.fandom.com/wiki/Finished_item)

As of [10.25] (Alphabetical ordered)
Gold Efficient:
Ardent Censer - w/o passive (102%) - 2300 gold cost / 135 - 211.09% (single ally at lvl 1) / 183.91 - 374.13% (4 allies at lvl 18)
Berserker's Greaves - (128%) - 1100 gold cost
Bloodthirster - (102%) - 3400 gold cost
Essence Reaver - (112%) - 2900 gold cost
Ionian Boots of Lucidity - (104.44%) - 900 gold cost
Lord Dominik's Regards - (102.16%) - 2900 gold cost
Manamune - (102.88%) - 2600 gold cost / Muramana (131.96%)
Mikael's Blessing - (126.09%) - 2300 gold cost
Nashor's Tooth - (143.33%) - 3000 gold cost + 16.67% for every additional 100 AP
Navori Quickblades - (108.82%) - 3400 gold cost
Ravenous Hydra - (106.24%) - 3300 gold cost
Redemption - (110.14%) - 2300 gold cost
Staff of Flowing Water - (102.39%) - 2300 gold cost / 191.74 - 229.57% if single ally is buffed lvl 1 / 325.76 - 420.33% if 4 allies buffed lvl 18
Void Staff - (131.88%) - 2500 gold cost
Warmog's Armor - (100%) - 3000 gold cost
Zhonya's Hourglass - (103.22%) - 2500 gold cost

Nearly Gold Efficient:
Banshee's Veil - w/o passive (99.6%) - 2500 gold cost
Cosmic Drive - (98.82%) - 3000 gold cost
Death's Dance - (95.16%) - 3100 gold cost - not counting the Stored Physical Dmg passive
Frozen Heart - (99.75%) - 2700 gold cost
Knight's Vow - (97.1%) - 2300 gold cost (157.21% when moving towards Worthy)
Maw of Malmortius - (98.39%) - 3100 gold cost
Mortal Reminder - (96.06%) - 2500 gold cost (most gold efficient of the grievous wounds items)
Phantom Dancer - (83.06%) - 2500 gold cost / 94.12% when hitting an enemy / 134.12% when attacking 5 times
Rabadon's Deathcap - (92.72%) - 3800 gold cost + 20.03% for every 100 AP
Randuin's Omen - (93.83%) - 2700 gold cost
Rylai's Crystal Scepter - (96.36%) - 3000 gold cost
Serylda's Grudge - (95.1%) - 3400 gold cost
Stormrazor - (95.37%) - 2700 gold cost
The Collector - (92.83%) - 3000 gold cost
Titanic Hydra - 93.71% (lvl 1 Nami) - 151.81% (lvl 18 Kled)
Wit's End - (95.16%) - 3100 gold cost (When auto attacking 115% lvl 1 - 167.42% lvl 18)


This is more to note that getting Mythics are not all immediately gold efficient, some may be better bought later on, like 2nd or 3rd item (if you are not getting the item mainly for the Mythic Item's passive/active - e.g. Duskblade of Draktharr or Prowler's Claw)

MYTHICS:
Divine Sunderer - 90.91% (3300 gold cost) +12.82% for each legendary
Duskblade of Draktharr - 79.64% (3200 gold cost) +4.17% for each legendary
Eclipse - 77.5% (3200 gold cost) + 4.69% for each legendary
Everfrost - 107.25% (3400 gold cost) + 9.6% for each legendary
Iceborn Gauntlet - 86.98% (3200 gold cost) + 8.33% for each legendary
Galeforce - 100% (3400 gold cost) + 3.49% for each legendary
Goredrinker - 109.85% (3300 gold cost) + 4.04% for each legendary
Hextech Rocketbelt - 87.71% (3200 gold cost) + 4.86% for each legendary
Immortal Shieldbow - 99.26% (3400 gold cost) + 9.07% for each legendary
Imperial Mandate - 97.47% (2500 gold cost) + 13.05% for each legendary
Kraken Slayer - 108.82% (3400 gold cost) + 7.35% for each legendary
Liandry's Torment - 91.57% (3400 gold cost) + 3.92% for each legendary
Locket of the Iron Solari - 88.27% (2500 gold cost) + 7.6% for each champion affected by AOE passive + 3.04% for each legendary
Moonstone Renewer - 97.47% (2500 gold cost) + 5.33% for each legendary
Night Harvester - 87.71% (3200 gold cost) + 4.17% for each legendary
Prowler's Claw - 77.24% (3200 gold cost) + 0.78% for each legendary
Riftmaker - 101.17% (3200 gold cost) + 7.36% for each legendary
Shurelya's Battlesong - 76.57% (2500 gold cost) + 3.95% for each legendary
Stridebreaker - 100.51% (3300 gold cost) + 3.59% for each legendary
Sunfire Aegis - 77.29% (3200 gold cost) + 4.17% for each legendary
Trinity Force - 87.01% (3333 gold cost) + 7.5% for each legendary
Turbo Chemtank - 85.42% (3200 gold cost) + about 1.6979% for each legendary

NOTES:
- Guinsoo's Rageblade breaks even at about 17.5% more crit chance (37.5% crit chance)

- Locket of the Iron Solari is immediately the most gold efficient Mythic support tank item, if its passive affects your entire team.

- Imperial Mandate is the most gold efficient support AP/support item if you can use the passive & stats. (I really think this item should only have +5 AP / legendary if it is meant to be a support item - putting it at 4.35% per legendary item)

- Everfrost is the most gold efficient AP Mythic item 1st item and late game, if not counting Imperial Mandate.

- Iceborn Gauntlet is the most gold efficient Tank Mythic item. (Locket is still technically more gold efficient by 10% late game, but the stats are spread)

- Goredrinker is the most gold efficient Brusier/Fighter Mythic item 1st item, Divine Sunderer is the most gold efficient late game.

- Kraken Slayer is the most gold efficient Mythic ADC item 1st item & late game.

- Duskblade of Draktharr is the most gold efficient Mythic lethality item 1st item and late game.

- In term of gold value, Mercurial Scimitar (91.33%) > Silvermere Dawn (79.61%)
- A lot of the support items are very gold efficient, e.g. Redemption, Mikael's Blessing (Likely worth buying 1st/2nd item when going a support build)
- Staff of Flowing Water could be the most gold efficient item in the game if buffing 4 allies at lvl 18 (up to 420.33% gold efficient if allies can also use the AP). Ardent Censer goes up to 374.13% gold efficiency.
- Prowler's Claw does not gain much value with each item, in terms of gold value, it is better to grab earlier if needed
- Archangel's Staff is not gold efficient immediately (77.71% not stacked, 119.44% fully stacked), unlike Manamune which is.
- Spirit Visage (90.86%) vs. Force of Nature (76.24-101.06%)
- Randuin's Omen (93.83%) vs. Thornmail (79.01%) vs. Dead Man's Plate (78.07%, up to 102.9% at max momentum)
-On-hit is really gold efficient, and will hit spikes in power faster than Crit builds

THINGS I WANT TO TEST:
- Can you skip boots on ADC when building Galeforce? (likely in scenarios where Immortal Shieldbow survivablity isn't needed & where you are not building On-Hit)

- Everfrost on melee AP champions (I tried a couple with melee AP champs and it actually felt pretty good, like if you Ulti w/ Fizz and root them in place for the rest of the combo, or rooting a bunch on top of your fished target, same with Diana ulti)
Replays YT Playlist
I'll probably be uploading decent games, or games that highlight niche items that are good in certain situations here:
https://youtube.com/playlist?list=PL1M25sedPzvN5T-iUnSVdRo1dJ94r-LgL
ADC Build Options
There are generally 3 builds I run in ARAM, I'll try to mention the tradeoffs you're making when I go over them.

Also, something to keep in mind, especially when going one of the other 2 builds (Crit or Lethality) building tier 2 boots early is likely worth it, if you are going up against high-burst champions or assassins on the enemy team. They will be one of the only defensive items you will be fitting into your build.

On-Hit (my usual go-to build for champions that are decent with this build):
  • Really versatile unlike Crit, which can be VERY straightforward when building
  • Very gold efficient items
  • Good survivability to burst due to having Wit's End (MR), defensive boots, and the option to go Death's Dance if necessary
  • Spikes at every item, which makes you a larger threat early

Cons:
  • Will likely lose to Crit later on
  • Less lifesteal
  • Slightly harder to kill tanks once they get resistences

Lethal Tempo
Presence of Mind
Legend: Alacrity
Coup de Grace

Taste of Blood
Ravenous Hunter

General Starting items
Tear of the Goddess 2 Long Sword Boots


General Core Items
Muramana (on Kog'Maw & Vayne usually I skip this item for a more defensive item)
Kraken Slayer
Plated Steelcaps/ Mercury's Treads
Wit's End
Guinsoo's Rageblade

The last item is usually situational:
Death's Dance - A lot of physical dmg assassins are coming after you
Nashor's Tooth - Really gold efficient, and probably one of the best pickups if your champ can utilize the AP and is safe enough to just want more damage to squishies or needs more Magic Damage since the tanks are itemizing Armor
Blade of the Ruined King - Is good if the enemy is itemizing a lot of health & you require more life steal in more extended fights
Black Cleaver - Good if the enemy is stacking armor mostly & a little bit of health (now deals % missing health when the enemy is fully Carved)
Runaan's Hurricane - will AOE all on-hit to other targets, likely better against teams with lots of backline
Titanic Hydra - Need a little bit more survivability, since it provides Health, but you still need AOE on backline
Ravenous Hydra - Need AOE on backline & abilities up a little faster, but need more lifesteal for extended fights
Mortal Reminder - Usually the go-to since it is more gold efficient than Chempunk Chainsword & will work well with Guinsoo's Rageblade passive, if you need Grievous Wounds.



Crit:
  • Strong at around 4 items or later
  • Mortal Reminder/Grievous Wounds is easy to pick up in this build
  • Good for champs that don't really want too much attack speed & just want to hit hard ( Caitlyn, Draven)
  • Versatile Mythic item, so you can buy situationally
  • A LOT of lifesteal, so if you don't die, you can get back up to full easily ( Immortal Shieldbow & Bloodthirster), if needed

Cons:
  • Takes longer to get online
  • No resistences, and much harder to itemize

Lethal Tempo
Presence of Mind
Legend: Bloodline
Coup de Grace

Taste of Blood
Ravenous Hunter

General Potential Starting Items
Pickaxe Boots Health Potion (Rush Mythic option: Galeforce or Kraken Slayer)
or
Noonquiver Health Potion (Rush Mythic: Immortal Shieldbow)
or
B. F. Sword Health Potion (Hold BF for either Bloodthirster or Infinity Edge)


My Core:
MYTHIC ITEM: Galeforce (generally the best option on the patch, due to damage of Galeforce active & utility to dodge crucial enemy abilities), Kraken Slayer (generally the best damage option, but unless you have a lot of front line and peel, can't pick this up too safely), Immortal Shieldbow (if you are unable to dodge the enemy team's burst & are forced to tank abilities)
Plated Steelcaps / Mercury's Treads
Infinity Edge (I usually pick this up 3rd item & pick up either: LDR ( Lord Dominik's Regards), Mortal Reminder or Mercurial Scimitar before it, and rarely The Collector if I don't need any of those

Usual Buys:
Lord Dominik's Regards/ Mortal Reminder (if you need Grievous Wounds or Armor Pen already)
Mortal Reminder/ Lord Dominik's Regards
Mercurial Scimitar

The last 3 items in the build are situational, but is generally what my build looks like. 2 other crit items worth mentioning are: Phantom Dancer (provides a lot of attack speed & movement speed, gold efficient when attacking a lot) & Navori Quickblades (provides ability CD reduction), these are gold efficient & optional replacements if you need more damage and don't need one of the items in the core build above.

ALSO, getting Mortal Reminder early is not a bad idea (like 1st or 2nd item), if you know that you will be needing it later. It lets you think more on what your last two crit items will be (since you will have boots, IE, Mythic item, and Mortal Reminder as your 4 first items).

Lethality

Pros:
  • Good against squishies
  • Good poke damage
  • Likely a lot of ability haste and easier to slot in situational items if needed (than Crit)
  • Decent against assassins (since if you proc Duskblade of Draktharr you go invisible

Cons:
  • Bad against tanks
  • Very bad dps
  • Not strong survivability

Dark Harvest
Taste of Blood
Eyeball Collection
Ravenous Hunter

Presence of Mind
Coup de Grace

Starting Items
Serrated Dirk Health Potion (if you are skipping Manamune)
Tear of the Goddess 2 Long Sword Boots (if you can fit Manamune into an item slot)

Example Core Build:
Manamune
Duskblade of Draktharr
Mercury's Treads/ Plated Steelcaps
Serylda's Grudge
The Collector

The last item is usually a situational item, either a defensive item (e.g. Mercurial Scimitar, Death's Dance, ...) or Grievous Wounds ( Mortal Reminder).
Mage / AP Build Options
There are a couple different builds that can be run depending on what champion you are playing.

Starting items for both builds:
Lost Chapter Health Potion


Dark Harvest
Taste of Blood
Eyeball Collection
Ravenous Hunter

Presence of Mind
Coup de Grace

DOT (Damage Over Time) champions - (e.g. Brand, Malzahar)
Liandry's Torment
Demonic Embrace
Sorcerer's Shoes
Rabadon's Deathcap
Void Staff

The last item I usually have as a situational one:
Zhonya's Hourglass
Cosmic Drive
Morellonomicon
Quicksilver Sash
Rylai's Crystal Scepter


Burst/Combo Champions (e.g. Syndra)

Electrocute
Taste of Blood (If melee can run Sudden Impact)
Eyeball Collection
Ravenous Hunter

Presence of Mind
Coup de Grace

CORE
Luden's Tempest (If melee can run Everfrost here)
Sorcerer's Shoes
Rabadon's Deathcap
Void Staff

Situational:
Zhonya's Hourglass
Cosmic Drive
Lich Bane
Quicksilver Sash

Melees can also run the bruiser runes instead (w/ additional situational items: Demonic Embrace, Rylai's Crystal Scepter)
General Assassin Build Options
Starting Items:
Serrated Dirk Boots


Dark Harvest
Sudden Impact (or Taste of Blood if you are unable to activate Sudden Impact)
Eyeball Collection
Ravenous Hunter

Presence of Mind
Coup de Grace


Can also run the bruiser masteries if you are not sure if you will be going the assassin route:

Conqueror
Presence of Mind
Legend: Tenacity
Coup de Grace

Sudden Impact
Ravenous Hunter

There are a couple of items that I have just started building on pretty much every assassin, or brusiers that can be built like assassins (e.g. Lee Sin, Riven)

CORE:
Duskblade of Draktharr
Plated Steelcaps/ Mercury's Treads
The Collector

Until Duskblade of Draktharr is changed, it likely is the best item for ARAM assassins, the potential to reset and wipe an entire team in addition to invisibility, which makes it much harder to stop you (makes it easier to escape, get another kill, or make others unable to hit you). The Collector might be too gold efficient honestly, the potential to get you resets with Duskblade of Draktharr kind of makes this item really strong especially early (both Duskblade & The Collector have lethality).

General Items that can be substituted out:
Ravenous Hydra - Lets you lifesteal/omnivamp up to help you get resets, in addition to giving you AOE. (also ability haste is nice)
Mercurial Scimitar - QSS helps you get out of CC to keep you reseting (also pushes you up to 40% Crit Chance with The Collector, which isn't bad), and provides you a little MR.
Death's Dance - Keeps you alive long enough (from physical damage) to help you reset.

Some other items to consider:
- A lot of the brusier items are also not bad (e.g. Maw of Malmortius, Sterak's Gage, Titanic Hydra)
- Serylda's Grudge (% Armor Pen)
- Mortal Reminder if you really need Grievous Wounds
- Youmuu's Ghostblade if you really need movement speed to keep up with certain champs

Just a full game example (the blitz helped with tanking quite a bit):
Support / Healer & Shielder Build Options
Generally, the concept is almost the same as the previous guide - Active Item Support. Though there are a little less active items.

Starting Items:
Forbidden Idol Ruby Crystal Refillable Potion


Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Taste of Blood
Ingenious Hunter

Redemption
Locket of the Iron Solari (Can situationally use Imperial Mandate instead, but Locket of the Iron Solari passive is pretty underrated with assassins running around)
Mikael's Blessing
Plated Steelcaps/ Mercury's Treads
Ardent Censer / Staff of Flowing Water
Staff of Flowing Water / Ardent Censer

Generally I just run this every game w/ Redemption first item, but the build order of the rest changing based off of the team composition, based off of this sort of priority:

Do they have assassins & do we not have a tank support? Locket of the Iron Solari
Do they have pick/catch? Mikael's Blessing
Do we have champions that can make use of either Movement Speed or AP well? Staff of Flowing Water then Ardent Censer (generally giving the entire team movements speed is pretty strong - Catching/Picking, Kiting, ...)
Do we have AD / Auto Attack Champions? Ardent Censer then Staff of Flowing Water
General Tank Build Options
Aftershock
Font of Life
Conditioning
Unflinching

Presence of Mind
Legend: Tenacity


or Bruiser runes, if cannot use Aftershock
Conqueror
Presence of Mind
Legend: Tenacity
Coup de Grace

Taste of Blood (or Sudden Impact if you can activate it)
Ravenous Hunter


Starting Items:
Bami's Cinder Boots


Items:
Turbo Chemtank
Warmog's Armor
Mercury's Treads / Plated Steelcaps

Situational:
MR: Spirit Visage
Armor: Randuin's Omen
Need Damage: Titanic Hydra
Grievous Wounds: Thornmail
If they only have 1 Physical or Magic dmg source & can get away without a full MR or Armor item: Gargoyle Stoneplate

More or less pretty straightforward.

I still would like to test Iceborn Gauntlet more, since it is the more gold efficient item, but Sunfire Aegis definitely will work for now.


Support Tank (secondary tank):

same runes as above, or can run 2nd tree: ( Ingenious Hunter & Taste of Blood instead)


Starting Items:
Kindlegem Boots Health Potion

Items:
Locket of the Iron Solari
Mercury's Treads / Plated Steelcaps
Warmog's Armor
Gargoyle Stoneplate

Situational:
Randuin's Omen
Knight's Vow
Zeke's Convergence

The other Situational items from the prior section work as well, if necessary.

I have not run this set too often, since most of the time I end up being the solo tank in the team comp, if I end up as tank.
General Bruiser / Fighter
Conqueror
Presence of Mind
Legend: Tenacity
Coup de Grace

Taste of Blood (or Sudden Impact if you can activate it)
Ravenous Hunter

Starting Items:
Ironspike Whip Health Potion (or Refillable Potion if you want)

Goredrinker
Mercury's Treads/ Plated Steelcaps
Ravenous Hydra

Generally for a lot of fighter items, it seems like a build as needed sort of thing:
Death's Dance - good into AD comps
The Collector - good for killing mainly squishy comps faster
Mercurial Scimitar - good for Cleansing when needed (like Malzahar ulti)
Serylda's Grudge - good into tanks
Maw of Malmortius - good into AP burst

A lot of the suggested items on the Fighter Section isn't too bad.

Another consideration instead of Goredrinker is Duskblade of Draktharr, though you may be playing cleanup more instead of engaging if you go that route.
TheoryCraft - Ezreal (Lethality)
Ezreal honestly...kind of doesn't seem like he is the most balanced at the moment (despite what his win rate may or may not say). There are 3 builds I am currently trying/running on him. You probably have to decide which situation to run which build in & what order to build the items in.

Starting items for all builds:
Tear of the Goddess 2 Long Sword Boots


1st Build: Lethality (ability haste focused)
Muramana
Essence Reaver
The Collector
Serylda's Grudge
Duskblade of Draktharr
Plated Steelcaps/ Mercury's Treads

The Collector & Serylda's Grudge are likely the situational items that can be swapped out as needed. (If you need Death's Dance for assassins, or Chempunk Chainsword for healing reduction, or Mercurial Scimitar for QSS)

This is the build I find myself running the most at the moment.

Just a full game example:

TheoryCraft - AP Ezreal
Example End build:

Muramana
Night Harvester (gold value-wise it breaks even stats-wise after a little over 3 legendary items)
Rabadon's Deathcap
Void Staff
Sorcerer's Shoes
Lich Bane

If you need a situational item in this build, I would likely swap out Lich Bane for the needed item (e.g. Zhonya's Hourglass, Chemtech Putrifier/ Morellonomicon)

Liandry's Torment could be better if there are a lot of tanks on the enemy team.

I also still want a bit more testing with Luden's Tempest. This is the build I have tried out the least out of the 3 Ezreal builds, and want a bit more testing on. The tradeoff is slightly more movement speed in the build w/ Night Harvester

(EDIT: I've been liking Luden's Tempest a lot more than Night Harvester, and will likely pick it more next patch)

Late game...I might consider swapping out Sorcerer's Shoes for Cosmic Drive, though it might be a bit risky if you miss an ability.

Probably the standard W -> E -> Q max for higher burst damage.

Dark Harvest
Taste of Blood
Eyeball Collection
Ravenous Hunter

Presence of Mind
Coup de Grace

Want to still try out: Manaflow Band Transcendence secondary tree (could be stronger)

I would also like to try and see if there is a way to fit Nashor's Tooth into the build. (Maybe in instances where Void Staff isn't needed)
TheoryCraft - Ezreal (Tank Buster)
There are 2 builds, the first is kind of similar to what I had seen Voyboy run once when I had randomly watched his stream.

Muramana
Divine Sunderer
Serylda's Grudge
Ravenous Hydra / Titanic Hydra
Mercury's Treads/ Plated Steelcaps

Situational item: Death's Dance, Chempunk Chainsword, Mercurial Scimitar, Umbral Glaive

This build might deal more damage, but I have only thought of it recently

Muramana
Essence Reaver
Eclipse
Serylda's Grudge
Mercury's Treads / Plated Steelcaps
Ravenous Hydra / Titanic Hydra

The situational item in this build is likely the Hydras ( Ravenous Hydra / Titanic Hydra) if you need an open slot. This build has the upside of being a little safer with a shield + movement speed + omnivamp & being able to build Essence Reaver for the open Spellblade slot. It will likely deal slightly more damage to squishies, but slightly less to tanks. The heavier tank buster build is the 1st.
TheoryCraft - Galeforce Twisted Fate (AD)
Generally the build is around TF's Stacked Deck & Guinsoo's Rageblade. The build is meant to be strong at picking off stragglers, or finding a needed pick for the rest of the team to jump on, while still doing strong physical damage dps (and slight magic due to Stacked Deck). This is mainly meant for situations when the rest of the team does magic damage.

Lethal Tempo
Presence of Mind
Legend: Alacrity
Coup de Grace

Taste of Blood
Ravenous Hunter


Galeforce
Rapid Firecannon
Mercury's Treads / Plated Steelcaps
Guinsoo's Rageblade
Phantom Dancer

Situational Items:
Mortal Reminder
Mercurial Scimitar
Runaan's Hurricane
11.3 Changes
https://na.leagueoflegends.com/en-gb/news/game-updates/patch-11-3-notes/

Some differences from the Tentative Changes (below) are that:
Immortal Shieldbow is +5 AD rather than the +10 initially listed, which is likely a good call, since incentivizing an item with a shield + lifesteal is pretty dangerous.

Lich Bane lost 10 AP (80 -> 70), so the item is 63.92% gold efficient (according to the wikia). I personally don't really pick up this item, unless it is late in builds...like last or 2nd to last item, but now might try to avoid it a bit more.

Silvermere Dawn 35 -> 40 AD, & 200 -> 300 Health. This item is now more gold efficient than Mercurial Scimitar, and can be picked up in tankier builds (like builds that involve Sterak's Gage and Titanic Hydra) on bruisers. Usually I end up building Bruisers a lot more like Assassins, since Duskblade of Draktharr is still pretty strong and a lot stronger option against Goredrinker since it just got nerfed though.

Phantom Dancer max stacks at 4 instead of 3.

Ravenous Hydra changed from scaling omnivamp in the tentative to flat 10%, making the gold efficiency 97.12% (according to the wikia). Still a decent pickup if you need vamp/lifesteal in builds, moreso on bruisers/assassins.

Riftmaker mythic passive changed to 8 AP + 2% Omnivamp per legendary item (from 5% Magic Penetration). Also +50 Health compared to tentative (250 -> 300 Health). At full build it end up with roughly the same amount of omnivamp, but less leading up to it. There are no other items with % magic penetration, besides Divine Sunderer, so removing the current mythic passive might feel a little bad. (and will place more importance on grabbing Void Staff earlier in builds that involve Riftmaker). There are also no other mythics that have omnivamp, and no other AP/Mage items that have omnivamp/spellvamp. If a champ really values AP and Omnivamp they will likely still have to buy this item. (unless they get omnivamp from somewhere else in the build, maybe like Katarina and picking up Ravenous Hydra)
Tentative 11.3 Changes
https://twitter.com/MarkYetter/status/1353822845269250048?s=20


Some of the tentative changes for items in 11.3:
Zhonya's Hourglass - Not gold efficient anymore (but close to) & definitely still worth buying for the active
Staff of Flowing Water - still worth buying for active item support, likely still decent for MoonStaff build
Goredrinker - still good
Sterak's Gage & Ravenous Hydra - likely both still good, just might be bought later in builds


Force of Nature - Up to 105.2% gold efficiency (at max movement speed)

Frozen Heart - ...this item actually goes down in gold efficiency, unless I calculated it wrong. (NOW: 99.75%, AFTER: 99.73%) Really close though, just a bit confused why it is listed under Buffs...it probably is a nice item though for secondary/support tanks since the item cost went down

Chemtech Putrifier - honestly a very interesting item now for the Active Item support build ( Redemption, Locket of the Iron Solari will instantly give your team members grievous wounds & gives your teammates an open slot in their builds, any support with AOE heals/shields will be very valuable)...I also have a feeling this will be a good item for support maokai (or some tanks/support tanks) though with Font of Life likely triggering it

Immortal Shieldbow - I'm not really sure this item should be buffed...if this becomes the go-to item...the game might not be in a healthy spot (with Kraken Slayer or Galeforce if you get on the target & CC them, you likely can kill them fairly easily, but with Immortal Shieldbow they gain 15% lifesteal + a fairly large shield)

Phantom Dancer - More gold efficient without stacks than current (200 gold more), gold efficient once attacking, but less gold efficient than current at max stacks
- It loses a huge chunk of attack speed, and kind of feels like it loses a bit of it's identity. But, the item likely will seem better since it stacks faster, and since fights are usually pretty quick, the new version might be better than the current, more so for Crit builds. (On-hit builds might still like the current version more)

Lord Dominik's Regards - the buff is kind of nuts...the item will gain about 10.5% gold efficiency...and the item was already gold efficient ( Serylda's Grudge might feel a bit worse to buy now, unless you really need ability haste or if you have high max health)

Verdant Barrier & Banshee's Veil - both will likely be strong next patch ( Verdant Barrier will essentially act like a Seeker's Armguard), and Banshee's Veil will be gold efficient (108.33%) after next patch

Horizon Focus - okay on some champions, definitely not a "buy this on every champion" item

Riftmaker & Eclipse - geared more to be stronger pickups later (something interesting that may happen, is if there are champions that want to buy a strong mythic early...like Luden's Tempest & if it gets late into the game can sell for one of these mythics)
11.2 Changes (Items/Runes)
Ravenous Hunter: 2% per bounty stack -> 1.7% per bounty stack
- I believe you still take this rune, due to the difficulty of getting spellvamp & healing in general in quite a few builds (and the flexibility to not have to grab healing in builds)

Essence Reaver - 3% max mana -> 40% of Spellblade damage [Pre mitigation]
- Pretty sure in most cases you will come out with more mana in Crit oriented builds (that don't go Muramana, might be a bit closer in those cases)...so generally a little better

Galeforce - item active CD 60 -> 90
- Unless the cooldown goes up even more, or the damage on the active is reduced (preferably), then the item is still the general go-to in most Crit builds

Hextech Rocketbelt - Supersonic movement speed bonus: 50% for 2 seconds -> 30% for 1.5 seconds
- Pretty big nerf, movement speed is nearly cut in half and 20% of the duration was cut. But, the item is more for the extra dash & damage, so you're likely still buying the item if you were before. (Personally, I've been running Everfrost more with Mark/Dash, having a snare on an item active is pretty nice)

Imperial Mandate - Applies when "ally consumes the mark" -> "initial application of slow/immobilize"
- If I'm understanding this correctly...this made the item even stronger?...The cooldown is 6 seconds per enemy champion & it sounds as though the cooldown will now start immediately, rather than when the mark pops or expires, and the mark stays on for 4 seconds. So, effectively there is only a 2 second window of downtime now. I could definitely be misunderstanding & will update this if I find out otherwise.

Shurelya's Battlesong
- 350 health -> 200 health
- 5% Bonus movement speed removed
- 40 AP added
- 50% base mana regen -> 100%
- Build path: Kindlegem + Faerie Charm + {{Winged Moonplate]] + 650 gold -> Kindlegem + Bandleglass Mirror + 750 gold

- The AP and additional mana regen are pretty big, but don't really believe you would pick this over Locket of the Iron Solari or Imperial Mandate or generally over other mythics. Situationally, this can be extremely strong...like if your entire comp is Tanks or Bruisers, or if you are against an entire team of squishies just trying to poke you out & you need to engage immediately.

Gargoyle Stoneplate - Fortify bonus MR & Armor: 3% (15% max) -> 5% (25% max)

Umbral Glaive: 2800 gold -> 2600 gold, 55 AD -> 50 AD
- Would still likely only buy this if you need trap detection or removal
- Slightly more gold efficient

Serpent's Fang: 2800 gold -> 2600 gold, 60 AD -> 55 AD
- Slightly more gold efficient
- Still would likely not buy unless it granted % damage to shields or some larger buff to the shielded target damage

Chempunk Chainsword: 2700 gold -> 2600 gold, 200 Health -> 150 Health
- Slightly more gold efficient
- While this item is honestly good...and close in gold effiency to Mortal Reminder, the only time I would buy this item is if I really value a lot ability haste. Even on Assassins and a lot of bruisers, personally I would likely still run Mortal Reminder. Since Energy users run out of energy pretty quickly, they won't want A LOT of ability haste and will likely be auto attacking quite a bit (and have a % chance to crit due to Mortal Reminder or The Collector), additionally you will likely already have some sort of ability haste from Goredrinker or Duskblade of Draktharr & from some items themselves (e.g. Death's Dance), even more would likely be overkill. As for brusiers, it's a bit less straightforward...the item is close in strength already, but for On-Hit bruisers (like Jax) they would likely value all the stats that Mortal Reminder would give them. More tanky bruisers may like Chempunk Chainsword more though (like Illaoi), but they likely shouldn't be the ones on the team buying grevious wounds & should be buying items to help keep them alive and in the fight, which Chempunk Chainsword wouldn't give them.

Phantom Dancer: Build path - Zeal + 2 Dagger + 950 gold (up from 850)
- This item is honestly good, and should be one of the go-tos for an attack speed crit item
- Gold efficiency up slightly (nearly gold efficient when auto attacking an enemy, and very gold efficiency when auto attacking multiple times)

Runaan's Hurricane: Build path - Zeal + 2 Dagger + 950 gold (up from 850)
- Slightly more gold efficient
- Still worth considering in On-Hit builds, and decent 2nd or 4th item in Crit builds.


Sunfire Aegis: Swapped passive with Turbo Chemtank, so now has +5% tenacity and slow resist

Iceborn Gauntlet:
Total Cost - 3200 gold -> 2800 gold
Builds out of Cloth Armor instead of Chain Vest now ( Bami's Cinder + Cloth Armor + Null-Magic Mantle + 950 gold)
Ability Haste: 15 -> 20
Armor: 50 -> 25
- The gold efficiency droped slightly (less than a %)

Turbo Chemtank:
Total Cost - 3200 gold -> 2800 gold
Builds out of Cloth Armor instead of Chain Vest now ( Bami's Cinder + Cloth Armor + Null-Magic Mantle + 950 gold)
Ability Haste: 15 -> 20
Magic Resist: 50 -> 25
Mythic Passive changed to: 5 ability haste per legendary item
- Gold Efficiency slightly up (and higher per legendary item)
- This item may be the default go-to tank item now. The active is really strong, and the mythic is really strong as well now. (the combination might be too strong to be honest) I kind of want to test an active item tank build (maybe something like this item w/ Gargoyle Stoneplate + Randuin's Omen)

Viego is out! (Seems like an On-Hit, Assassin, and possibly even AP might be good options...will need more testing!)
11.1 Changes
Duskblade of Draktharr - a little bit more balanced now (100 (30% bonus AD) -> 65 (25% bonus AD)), but still a problem on champions like Master Yi

Stridebreaker feels rush-able if you need engage on champions like Darius (but, imo if you are the solo tank, then I would still not recommend grabbing it)

Goredrinker still seems pretty strong, but is not oppressive unless the champion is like Aatrox. (healing active is now calculated sequentially)

Muramana slightly less gold efficient, but is still good in on-hit ranged builds, and now works on magic damage again

Hextech Rocketbelt is immediately gold efficient & the active damage is now flat instead of scaling, so is a better rush item, rather than waiting to pick it up 2nd or 3rd item

Night Harvester is nearly gold efficient & if you are picking it up, you should rush it first item since the soulrend damage is flat as well instead of scaling.

Runaan's Hurricane no longer has AD/ Pickaxe on it & is ~83% gold efficient. (gold efficiency number from wikia) Still buy in same scenarios.
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