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ADC Testing

ADC Testing

Updated on December 4, 2022
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League of Legends Build Guide Author Urpog Build Guide By Urpog 6,371 Views 0 Comments
6,371 Views 0 Comments League of Legends Build Guide Author Urpog Build Guide By Urpog Updated on December 4, 2022
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Champion Build Guide

Testing

By Urpog
Hey! I'm Urpog. I'm the best off-meta Urgot in the world out of us 8 off-meta mains. I've played league for a couple of seasons now originally starting out as a top lane main. Now a multi-role masters Urgot only player who's trying to give everyone the knowledge about playing Urgot in non-conventional roles.


Twitch where I'm live everyday!

Twitter where you can find me any time of the day

or my very own Discord anyone's invited to join
Global ranked #1 with Urgot mid. Global ranked #1 with Urgot fill. My masters mid account which lingers around 400-150 LP masters

B
1.
Rune choice, strengths, early strats
Talking about runes for the respective role
2.
Early laning phase & excuting it well
Lane specific guidance
3.
Matchup guides & Synergy lists
Giving you the idea what you're best with

Welcome to the word-chunk portion filled of my guide, I'll be going over every role and giving you my best attempts at feeding you information so you're not completely overwhelmed in your attempts in off-rolling Urgot.

When you're reading you can expect to find information in the order of the graphic above for every role, I'm updating this guide every day in hopes to give you the absolute most amount of information possible, so feel free to contact me directly to ask any questions this guide doesn't answer!
C
Before the guide starts, just a mention that I do coaching! I don't do live spectating of games since I feel like that is a bit chaotic but VOD watching along side you in VC or watching through my stream with the rest of chat to witness, whatever you would prefer more. I charge £25.00 (GDP) or 5 gifted subs per session which usually lasts anywhere from 30 minutes to 1 hour depending on the time of your game. If you're interested please approach me on Discord / Reddit / Twitter, all socials are provided above in the introduction.

Before you continue onto the guide, I've provided you with some tierlists which I always keep updated and a full interaction list with ALL champions, if you're looking for some quick information to see how you stand, what's best to build or how your ability will interact with your laner, please refer to these;

Item viability

Spoiler: Click to view

Matchup tierlist

Spoiler: Click to view

Full interaction list

D
PROS
+ Great options for invading enemy jungle
+ Great for splitpushing
+ Fun matchups like
+ Great access to
+ No control mages
+ Enables
+ Enables
CONS
- Lowest agency role
- Hardest matchups
- Very team reliant
- Losing early is a death sentence
- Struggles pushing leads
- Easily counterpicked
- Cheese laners like

Press The Attack

+ Great duelling damage

+ Easy activation requirement

+ Best rune for

+ Damage amplification

+ Great for short-long trade

+ Great for aggressive playstyle
Fleet Footwork

+ Easy activation requirement

+ Great for lane sustain

+ Great for team fighting sustain

+ Synergies with

+ works towards energizing

+ Stronger the longer fights go


Very rarely will you be choosing over it's a very niche rune intended for your hardest matchups or lanes where the enemy top-jungle are duo. Something with health only mechanics like and are what you want to run into.

When they're trading with you they only have health as their resource but you have health and mana which you're always trading, if you're running you can get away with mana-less trades which become beneficial for you.

is also exceptional later in the game and helps with the late-game team fighting survivability, this is mostly where will out-value since with you need to hold your on someone for one second to activate it, then it's just aggressive damage amplification on that target that doesn't do anything for you.

instead gives you a large chunk of healing and some movement speed allowing you to reposition yourself or press some more aggression to apply your stacks.



Generally speaking is the strongest level 1 champion with levelled. Bringing into this lane amplified this power level beyond belief, the only champions who can even attempt to contest this level 1 is and maybe . Make sure you're being as aggressive as possible, grab control of the wave and make your presence known in the lane. You want to goad people into fighting you as many people won't even bother checking your summoners, assuming you have teleport.

With this in mind, actively look to anyone if they get too close, in combination with your they'll pretty much implode, an early kill for means an early which is invaluable.

Since you don't have it's important you're managing your wave correctly, wave management with exclusively is very difficult due to your activating from minions, you're always shoving, if you're always shoving into enemies they're going to eventually get jungle assistance, so once you get this kill, make sure you slam the minions under the enemy tower by using your to wave clear, if you don't manage to crash the wave then you're dooming yourself when you arrive back to lane, as you'll be a level down with an item advantage but that won't mean anything if you die to the enemy jungle.

With you've become a sustain champion due to how interacts with your 3 auto-attacks per second uses the passive +3 health on-hit as if you've got a permanent ticking. Many people will debate if is worth it but using is a completely different monster, if you're laning with then get .

While is the best level 1 champion in the game, his level 2 and 3 are exceptional too, he's beatable but incredibly oppressive still if you're piloting your lane correctly if you miss at any point in the game you're most likely going to die, this is especially true in the early games, do not use your offensively unless it's guaranteed to flip the enemy, patience with this ability is absolutely core to being a great player, sometimes it's worth to lose 60% of your health bar before casting

Limit testing with is incredibly important since you need to lure people into thinking you're vulnerable, is one of the best champions on low health purely due to the need to land Full HP enemy champions will be confident about running down an with a slither of health but as visualized here the lower health is the better.

It's very important to note how important works when it comes with other abilities, is completely displacement immune while he's channeling in his

For a champion like who is incredibly CC reliant to get off the full damage and healing of his kit, you can often buffer two abilities from with a singular from you, while buffering CC it completely ignores the negative effects of CC and prioritizes launching you forward as if you were casting uninterrupted, When you're mid-dash you are no longer displacement immune, keep this in mind. The timing is incredibly important.

If you're finding you're dying way too much during the laning phase, I've made a little graphic showing where you should be in lane in proportion to how strong you are. If you're comfortable fighting 1v2, play at red, if you're capable of taking 1 down with you and able to fear the other away, play yellow if you want to get ganked by your jungle/be safe, play green.



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E
PROS
+ If done correctly, overpowered clear speed
+ Great early skirmisher, Level 3/4 power spike
+ Great invader, kill camps quick & getting out
+ One of the best users of
+ Enemy thinks you're toplane
+ Countergank god
+ Most skill expressive role out of his 5
CONS
- Incredibly weak against coordinated teams
- Struggles from behind
- Weak when being invaded
- Squishier than your normal Urgot build
- New playstyle adaptation required
- Your team will probably flame you
- Weaker scaling

Fleet footwork

+ Great mobility
+ Faster clear speed
+ Works especially well with
+ Helps you survive tough matchups
+ Scales very well into the game
- Practically no damage up until
PTA

+ Strong 1 v 1 potential
+ Great early middle late
+ Easy activation requirement
+ Enables full precision skill line
+ Exposure damage works with teammates
- Much slower to path around the jungle

How do you determine between or ? It's mostly matchup dependent solely. If you think can brawl the enemy jungler then you'll run , if they're locking an counter like or then you'll run so you'll have more convinence pathing around the jungle and them. You should also take enemy team composition into consideration as well as yours. Below I've provided an example of where you should take due to being counterpicked by the enemy jungler however, your team composition doesn't require the utility - so you run regardless.

Example Team Composition

Identifying 's purpose in the lobby is the heaviest amount of skill expression you can show outside of mechanics with . He is a very versatile champion with many functions, finding the optimal function in the lobby is absolutely critical to making this pick work. You cannot do the same playstyle every single lobby with this pick and expecting great success with it, you need to be adaptive, so when you're going into your lobby look at your champions and the enemy champions.

See what they're providing or aren't providing for you, see what you need to cater and play against and then think about which runepage is more optimal. is the absolute king in the jungle though if you're able to iron out the weakness of early game.

To pilot jungle's early game I've created the optimal clear for both sides of the jungle.

Red side pathing:

Blue side pathing:

After watching those videos, you've got a couple of options from here. You can from either of those gank pathings skip scuttle and gank the lane sceeding the other side of the maps scuttle to the enemy jungler or prepare to fight for the scuttle, asking your teams to grab prio if possible.

You determine which lane you should gank based on what the enemy laner is and what your laner can provide for you. If the enemy laner is a champion with multiple dashes ( ) and many escape options just visit your other lane which has lane setup for you instead then rotate back up to the scuttle.

The idea with your first pathing that I've created is that you're setting yourself up to be as strong as possible for the contest at scuttles, not many jungles do contest you at the scuttles anymore but on the occasion that they do, you'll have everything up with double buff.

's level 3 is one of the best level 3's in the game. Especially when paired with If they contest you're probably going to get one kill. If you get one kill but die it's still completely worth it. One kill with the full-path clear equals around 950 gold which enable your lucidity boots. Implying you'll be heavily invaded by an unfavourable jungle matchup, I've created some rather psychopathic pathing to avoid them completely while remaining relevant on the map, see below.

Pathing around enemy example 1
Pathing around enemy example 2
If the enemy jungler is stronger than you early game and you have the information that they're starting their red buff, do this pathing to have an edge on them. If the enemy jungler is stronger than you early game and you have the information that they're starting their red buff, do this pathing to have an edge on them.

Pathing around enemy example 3
Pathing around enemy example 4
If the enemy jungler is stronger than you early game and you have the information that they're starting their blue buff, do this pathing to have an edge on them. If the enemy jungler is stronger than you early game and you have the information that they're starting their blue buff, do this pathing to have an edge on them.

If you're struggling in the mid-game unsure of how you're supposed to make these ganks work, here's an example of a master-tier Viktor with his flash available.

This is master tier so I know this Viktor knows exactly what he can and can't get away from. The objective here is to let him use his kiting and see if he'll use his flash prematurely.

The clip shown uses which is also a viable runepage but not suggested anymore, the clip is more so to show you the potential of your pick.

I wouldn't gain anything from making a play on the map, he would just back to midlane if I killed him immediately. So what I did instead was limit everywhere he could walk to until he's completely vulnerable in the middle of the lane, if 's away then I can follow his flash with my + and he'll die in a trade-off that only benefits us. You need to be using your summoners on cooldown, if you have available, then you need to use it as soon as possible.

jungle is mostly a pick that functions from team play and getting leads, you are very team reliant and you should be giving as many kills to your laner as possible. You spike at , getting black, Getting and getting but anything after that and you'll start to fall off.


Here's my biggest win streak with
jungle from my climb of low diamond to high diamond. You can see purely from KDA some games where I've completely taken over lobbies but there are some tame games where I understand simply CANNOT do enough and the game isn't about me carrying, it's about my teammates.





Xin Zhao
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Kha'Zix
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Nunu
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Rek'sai
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Trundle
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Zac
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Diana
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Hecarim
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Kindred
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F
PROS
+ An actually useful role, unlike toplane
+ Your matchups aren't as onesided as toplane
+ Great anti-jungle farming options with Tiamat
+ Great level 3, scuttle/dragon contest easy
+ Able to brickwall enemy champions who rely on being fed (eg Katarina, Zed)
+ Enables Ignite, E Flash + Ignite level 2 99% time kills.
+ Anti-assassin
CONS
- Gets demolished by control mages
- People think you're troll picked which leads to getting camped
- Low resource generation, if you OOM you're losing
- Hard to follow enemy roams
- New playstyle required, many new matchups to learn
- Your jungle will probably ignore your lane
- Stricter buildpaths available

Press The Attack

+ Stronger 1 v 1 potential
+ Great early-middle-late
+ Easy activation requirement
+ Enables full precision skill line
+ Strongest rune for Urgot
+ Great for teamfighting
Fleet footwork

+ Enables full precision skill line
+ W works towards activation requirement
+ The best for teamfighting
+ Sustains lanes, impossible to die
+ Strong throughout the entire lobby
- Less solo bolo potential


You're never really going to be taking over . For the most part, it's here to offer you the option as a viable second choice. mostly exists so you can survive absurdly mad poke matchups like , usually in almost every situation is better.

Below I'll provide some compositions where I would run over . The idea is survival over thriving when you're using this rune.
Example Team Composition 1
Example Team Composition 2
Example Team Composition 3




Good matchup: Refer to match up guide below

Level 1 you should be immediately pushing the wave but be very conscious you're only using one of your legs. You'll be saving all other of your legs for pressure on your laner. If you've pushed the wave the entire time with your autos, actively trading with your laner whenever they've attempted to CS you'll have a large advantage heading into level 2. Don't worry if you can't push the wave, as long as you're getting gradual chip damage.

Once you hit level 2 you want to E + + then hold your W on them. You have ABSURD kill pressure level 2. Any mage without barrier or phase rush is guaranteed to die level 2. for example.

If you don't kill you're still going to burn their flash which enables your jungle to come mid. is one of the best champions in the 2 v 2 situation. You have an amazing gank set up in your . 50% slow for 1.25s allows your jungler to get into range, if your jungle has a stun then you're set up to use your E which almost guarantees a kill.

Level 2 you want to continue pushing your early superiority, there are not many champions who can contest 's level 1 or level 2 - control mages are the only champions who stand the fighting chance. What you're trying to achieve here is pressure. You want to push the minion wave under the enemy tower, you want them to drop minions to the tower damage, holding perma-priority over them so they can't rotate to scuttles without losing a large chunk of gold.

Champions who struggle against 's level 1's and 2's early game usually struggle to shove back against you. Your W can get you an incredible priority as it's an incredible shove tool. Force them to lose either 200 gold or do 200 damage to you, once your minions are under the enemy tower that's exactly when you want to start walking around with your jungle, you want to be actively looking for the 2 v 2 scuttle fights always, even if your jungle is comparatively weaker compared enemies jungle.

If you've picked up an early kill, you'll want to base immediately but make sure you're conscious about your wave management, wave management is the name of the game mid-lane. You cannot leave minions lingering outside of the enemy tower - even if the enemy has teleport available. You need to wipe out the enemy minion wave, get the rest of your minions that are lingering nearby under the tower so you can reset.

Once you reset you should pick up . is the most incredible item for but it's far too greedy to start as your only starting item. Many people will debate if cull is worth it but using doesn't fill into any of those categories due to how exceptional 's W is with onhit effects. uses the 3hp passive from on hit 3 times per second as well as being an extremely gold-value benefitting champion.

Bad matchup: Refer to match up guide below

Level 1 let them shove into you. You want them to be crashing the wave under your tower so you can farm it without taking poke from them. Anything with range should be actively attempting to zone you from the wave.

At level 2 you should be looking to hold the wave around your tower, level 2 is building up into where the jungles start doing something on the map, if the wave is at your tower you're putting passive pressure on the enemy laner for even being pushed up towards your tower.

At level 3 is when your bad matchups can become managable. In bad matchups you always take the skill order of . Once you've unlocked your , you can slow enemies for 50% for 1.25s.

Around level 3 is when you should start poking your enemy laner with . One of two of them will put them in the threshold to be deleted by your full combo of; + + + + . This combo should deleted any champion, even through barrier if you've poked them down significantly enough, your kill window with this combo lingers around ~800 HP which is extreme overkill on most mid laners HP.

Below I'll provide a video where I visualize everything I've said here. Showing how to put it in action, knowing what you need to drop to set up this kill window. It's also against your second-worst matchup.


Your first base should be based on your gold amount. Regardless of how much gold you have you pick up a . is incredible, especially in bad matchups. You become a bunker champion because you have and then on top of all of that, . At this point nothing can kill you unless you're making repetitive mistakes.

If you have extra gold after your first base, maybe you got first blood, maybe you've just farmed perfectly. Picking up the early and placing it in the mid-river to try and spot out the enemy jungle, providing yourself and your teammates some river control. When you're playing mid you're not just playing against your laner, you are constantly 2 v 2. It's very important to keep this in mind. ing enemy raptors, seeing if they're up and potentially stealing them away if you've shoved the wave under enemy tower etc.

If you still have extra gold after buying the early control ward, there are many things you can do here. Either way you're going to be building into but has three build paths. If you're against something like you'll want , and you'll be able to tank up a lot more damage than you ordinarily would.

But if you're feeling confident, maybe 's missing all of her abilities and you can abuse her regardless of being counter picked, you can go into . When you have that's when you start to come online, mostly against the enemy jungle. is exceptional at clearing the enemy jungle camps, shoving the wave in mid lane and then rotating to the enemy raptors, using your in the middle of them, then holding your will kill the camp in a couple of seconds.

If you've played your lane well then at this point you're an oppressive midgame god, once you have Titanic hydra you should be actively looking to invade the enemy jungle on your own, stealing camps away and putting some deep vision down.

Your goal with mid isn't just to lane against your laner, you need to be the one oppressing the enemy jungle if that's with your jungle or just by yourself, you need to understand your limits and it's a learning process for sure but there are some games where I've completely taken over games and averaged 12.5 CS per minute from just taking enemy JG farm and my lane.





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G
PROS
+ An actually useful role, unlike toplane
+ Surprise factor against laner
+ + + kills 100% of the time.
+ Great bunker champion, usually unable to be dove, allows your support to roam and impact the map.
+ Incredible brickwall for any champions relying on being fed to be useful eg , , , etc.
+ Enables
+ Anti-engage champion
CONS
- Early game piloting can be rough
- Can lead to camping if people think its troll
- Recalling at 450 gold can be a disbenefit for early
- Support anti-synergy, some don't know how to play with you and there's many bad picks with ADC.
- New playstyle required, many new matchups to learn
- Your jungle will probably ignore your lane
- Hard to pilot

Press The Attack

+ Stronger 2 v 2 potential

+ Great early-middle-late

+ Easy activation requirement

+ Enables full precision skill line

+ Exposure damage works with laner

+ Strongest rune for

+ Great for shutting down fed champions
Barrier

+ It's worth pointing out as it's incredible on ADC if you can enable it. Look to take barrier when you have enchanter supports like
.

+ Shielding champions are incredibly good with , , , , anything that can increase your time alive. It harmonizes very well with . amplifies too!

+ Bait tool, drop yourself to low HP, let them use their mobility which is restricting you from killing them, then when you're about to die to turn the fight!



You won't change your main rune of ever. You'll be changing your sub-runes on a game-by-game basis.
Overgrowth

is for lanes where you're confident in your laning phase and it doesn't require anything else other than your survivability.

is exceptional with because you go every single game, has the passive of;
COLOSSUS: Gain bonus attack damage equal to 2% of bonus health.


Your core build involves health stacking items too. , , steraks gauntlet giving amazing value.
Revitalize

is intended for lanes when you've got a shielding support like . stacks with all shielding, including your and

also gets empowered the lower health you are, under 40% HP the amplification is increased to 10% rather than 5% which really ties into 's juggernaught identity.

also harmonizes very well with , one of your sub-core runes. The lower HP you are the more damage you're putting out, staying under 60% HP increases your damage while under, dropping lower increases your damage, dropping even lower you increase your self-shielding from
Unflinching

is intended for lanes when the enemy lane has a lot of crowd control abilities. ADC's like , , and against supports like , and

Generally speaking; if the enemy team has so much crowd control you'll never be able to move, this rune is the move. It also continues to tie in with 's unkillable identity as when you're under 30% HP, you receive 30% slow resist and tenacity buff. is probably the most exceptional champion at low HP, maybe outshined by , so becoming more unstoppable the lower HP you are is huge for



Strong enemy laners
Please refer to the matchup guide below to know what's strong against you.

Start Level 1 you're going to do absolutely nothing. The strategy against lanes that are stronger than you is that you want the minion wave to be pushing towards you.

You can afford to drop a couple of minions if they're completely zoning you under the tower. As long as the wave is pushing towards you. Ideally, you'll start to mitigate some of their early poking when you're going for the first couple early melee minions, you want to stay healthy preparing for level 2.

Level 2 is when you're able to start doing something. You've let the enemy laners push you under the tower, letting them exploit their level 1 advantage, you've lured them into the sense of security.

What most ADC's in this situation who are aiming for early pressure will do is auto you under your tower now, dancing around tower aggro, abusing their superior range on you, let them do it one or two times, you'll heal with and , you want to continue to let them feel like they're safe this far up. Once they're going for the auto under tower again, that's when you've won the lane. As soon as you hear or see the visual queue of their auto-attack being cast, use + .

The auto-attack they've used to harass you under the tower has now worked against them drawing tower aggro, most ADC's in this situation will panic flash away from you but by then it's far too late for them. If your support is something that gives you movement speed like , or at a minimum you're killing the ADC and burning the enemy supports flash. If your support is something stun heavy then you've guaranteed killed both of them as most supports individually cannot escape, especially if you're paired with a , , or .

On my base I pick up . doesn't exist bot lane without his summoners up, you're a glorified farming machine at that point, tell your support to roam, you can't be dove because you've got and

Don't get cocky just because you've secured an early lead though, this doesn't mean you're in any better position against champions who outrange and kite you. You need to play these lanes slow and calm, what I like to do when the enemy lane will win regardless of it being 1 v 2 or 2 v 2 tells my support to roam.

Once your summoners are back up, tell your support to rotate back bot lane, you can play hyper-aggressive by + onto the enemy ADC or whoever else is misfortunate enough to be in your way and secure yourself another kill.

Weak enemy laners
Please refer to the matchup guide below to know what's weak against you.

Start . Level 1 grab the priority of the wave by starting . Use your frontal legs to the wave and annihilate the first wave's melee minions, don't overextend too far forward by trying to immediately kill the ranged minions or you'll get poked back far more than it's worth, as long as you don't drop below 80% HP for doing this on the first wave you're absolutely fine though. The objective of pushing this first wave is to have a huge priority going into level 2.

Once you're about to hit level 2, make sure you're walking forward before you've hit level 2, positioning yourself on the minions dying, level up your as soon as you levelled up, , and then auto attack before activating your . Whoever you've grabbed most likely will die. Just be mindful of what survivability options they have. If they're an with lane you cannot make this play expecting a kill, so with this in mind you're not going to a kill, so do not contribute your

You will trade one summoner ( ) for their , probably and which I don't need to say is worth. Also keep in mind some supports run . is incredible against denying your kill windows, you can proc from range with one of your IF you land it on both of them. This can be a little frustruating to proc sometimes but patience is the name of the game.

If you've pulled off an early kill which is very likely when playing try to base as fast as possible but don't neglect your wave, there are many ways you can leave your wave state but just to be uncomplicated, I'll show you a good wave state vs bad wave state.

Good lane state
Bad lane state
The reason this lane state is good is that these minions will crash under the enemy tower, you will be making the enemy ADC miss the experience from not being near these minions as well as making them drop the gold from not last hitting them, you can safely recall once your wave is under their tower like this because the minion wave will push back into you. If you leave your wave like this the enemy team will freeze the wave there and then it doesn't matter if you're stronger than them or not, minion waves early game do an extremely high amount of damage so you cannot fight them in the middle of it. You will be forced to farm with your mana hungry and continue to hold their freeze for them, kill those minions and get your wave under their tower.

Send your support off to roam around with your jungle but make a note that the enemy bot lane doesn't have summoners right now and you can make a play bot lane, if they don't come bot again it's no issue since you're contributing more to the map and you scale better into the midgame with your .

Weakside is an invaluable strategy in the current meta, especially when you're playing bot lane. is one if not the best weakside champions purely because he's not looking to be hyper-accelerated in the game to function. gives you a net gold gain of 180, on top of that 180 you're getting solo experience, levels aren't as important on any other champion as much as they are on . 's strongest time in the game is at level 13 when his legs are on 2.5 seconds cooldown cap.





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H
PROS
+ Surprise factor against laner
+ Multiple fun playstyles
+ Great laning while summoners available, great roamer when summoners down
+ ALWAYS useful due to 25% execute
+ Enables
+ Anti-engage, thrives against meta engage like
CONS
- Terrible from behind
- People think you're griefing
- Once behind, hard to recover
- Anti-synergy with half the ADC roster
- New playstyle required, many new matchups to learn
- Your jungle will probably ignore your lane
- Stricter buildpaths


Press the attack


+ Stronger 1 v 1 potential
+ Great early/mid/late
+ Easy activation requirement
+ Boost to all damage sources
+ Catch enemies off guard by solo killing people as Urgot support!
Aftershock


+ Great laning damage
+ Great laning survability
+ Great gank-turning potential
+ Great early - mid
+ Surprise enemies by never dying
- More frontline/tank playstyle
Predator


+ Mobility
+ Early-mid game powerhouse
+ Enables roaming
+ Great for teamfighting
- When fed pretty easy to shut down
- Much squishier than average



support is his most unique role, with the most unique role comes the most unique play styles. These playstyles are all incredibly different and are enabled by each separate rune, there is no other lane as versatile as support .

is the best keystone in general for if you don't want to experiment too hard, not looking to be completely optimal and don't want to put too much brainpower going into a lobby, you can safely take without too much concern about anything. If you're looking to take your gameplay to the next level while playing support though you need to be open-minded about and especially

Taking means you're confident in your laning phase, you don't believe the enemy laners will pose so much threat that you'll be unable to use your . You want to trade with them and end up killing them, you have an ADC like who's exceptional at laning with and you're able to push leads. is also great against bruiser carries like , since increases ALL damage sources coming from yourself and your teammates, you can burst down these usually tough to take down champions.

Taking means your team is lacking the frontline and you need to absorb all the damage possible in a team fight. When you're playing with you need to be much more sacrificial, as your purpose in the game is a global taunt. People don't expect the to be completely homicidal because 's always want to be skittish around ~100 HP. Your purpose is to permanently team fight and benefit your teammates by dying to give them kills, just be mindful you aren't feeding a champion that's incredibly good with kills like a or , and especially not a .

Taking means you have no faith in your lane ever functioning and you're playing for the map rather than the lane. You want to take whenever your laner is someone incredibly weak and scale heavy like or . With the playstyle, you're playing to be anti-jungle. You'll be putting yourself vastly behind in experience, which sounds like a terrible idea- but if you've identified that another lane can carry and end the game for you through the lead you're able to give them, your disadvantage ends up amounting to nothing.



Press the attack lane example
Laning advice when you're in a strong lane

Level 1 you shouldn't even consider contesting the lane, will get outranged and out bullied by the majority of bot lane champions level 1, so if you aren't sure just do absolutely nothing. Don't use your minion quest item on the wave, save it for the second one so you can hit level 2 quicker by executing minions with more health.

As soon as you're about to hit level 2, be conscious about what the enemy has done or what they have currently available. If they've wasted some of their core abilities trying to get some poke damage onto you or your ADC then you now have the pressure, it's up to you to abuse that.

Don't sit back and wait for the enemy to make the play, be aggressive, assert dominance in the lane. 100% of the time at level 2 your + + + Auto + will kill, you don't necessarily have to do it immediately on level 2 but if they're being wastefully aggressive, you need to exploit their weaknesses. After you've made this play you want to be resetting as soon as possible, so push the wave with your ADC, it doesn't matter who last hits these minions so just hold your on the wave and get it crashing under the enemy tower. Your purchase will always be

If you can afford it, then kindle gem, it's the perfect early game item for . From here you need to consider what you need to bring and do for your team, kindle gem builds into two items loves. and . You want if your ADC is something immobile and needs peeling. If the enemy team has ways to kill your ADC in any regard buy . If they can't do much due to your ADC being mobile and kite heavy, amplify their damage by rushing a .

Coming back to the lane, you want to always be aggressive on the person you've pressured. 99% of the time people will always try to away from your combo due to panic. Now that they have no way to escape you, all you have to do is wait for them to make another mistake.

If they walk up too far, punish it, if they're again wasting their abilities, punish it. There's no time in the early stages when you're with a strong ADC that you should feel nervous walking up, you can tank a surprisingly high amount of damage with the kindle gem you've bought.

Remember that your can buffer the majority of crowd control in league so even if they've still got a strong peeling tool available, that doesn't mean they're unapproachable.

Predator lane example
Laning advice when you're in a weak lane.

Level 1 you'll want to be conceding completely, you need to convey this to your laner and let them know everything you're looking to do if you're on comms or if they're completely random to you. support starts his because it gives the best leash in league, you're going into this lane with both of you understanding you want the wave to be pushing into you.

The reason you want them to be pushing is you want them to have that feeling of security and control, no one thinks they're at a disadvantage when they have a grip of the wave completely and you're showing yourself as a nonthreat, as soon as the wave is under your tower that's when you've won, they've pushed themselves too far up in the wave from escape from you.

Since you don't actually have a keystone available yet due to requiring as it's activation requirement, you're genuinely pretty weak, which is why you need to manipulate them into shoving into your strengths. Let your laner know you're about to unleash your combo of + + Auto + +

If your laner doesn't follow this play, this lane is even more doomed because of ADC diff GG, if they do though you've snagged yourself a free kill on the enemy support or ADC or both, which is perfect! intentionally makes your early levels weaker due to the immediate payoff in scaling you get on your first recall, shove the wave don't let them have a favourable wave state, help your ADC up until you see your minions attacking the enemy tower.

Reset and pick up at the minimum to get your online. When you're playing you're looking to get yourself as well as your other lanes ahead, you're weak siding your ADC so they can comfortably farm and build up their lead through level advantage as they'll be farming solo experience.

Grab as you're coming out of the fountain, don't path bot. Start immediately playing the map, since you don't have summoners now you're most likely not going to be able to interact with your laner counterpart, look to patch top then middle, if you can't make something work start pathing down towards the middle, use the advantage people aren't expecting to be ganked from their topside of the map if they're warding against support, they'll be warding the bot river.

Don't activate your from far away wait until you're just about to be in vision, then use it. This way you're not tipping off the enemy laner that you're coming to gank.

Aftershock lane example
Showing you how to tank it up

With you do start rather than start, you won't give as good of a leash for your jungle but you can tank one auto-attack for them while pushing aside the buff, so it's still a crazy good leash. When you're coming to lane you want to be aggressive, there's nothing level 1 that beats with as long as you land , if they're something mobile then you can just sit back and wait for level 2.

Keep in mind with it can buffer the majority of crowd control abilities when you're channelling with it. You are displacement immune which means knock ups, roots etc doesn't affect you. You can buffer for example and even dragon rage, so don't be afraid to get up in their face and force, with you're unkillable and you have insane damage output still due to your passive

This is one of the most powerful abilities in League. Many people won't know the interaction of this ability so you're going into the lobby with a passive advantage about everything; you know how to pilot this lane, you know what your champion can do to enemy champions, you know interactions with , so make sure you're abusing the lack of information by constantly surprising your enemies!

Get a reset off after pushing the wave and buy, with the build you're going to be going either or , both build from so pick up + , or just if you can afford it. Once you come back to lane you want to be instantly shoving the wave and setting up a dive.

is great against turrets because turrets don't do true damage, it does AD damage. gives you a ****ton of armour once you've activated it, even if you die pulling off the dive it's completely worth because you'll be denying the enemy ADC so much resources early game and early game is king in league, you benefit a lot more from trading 1 for 1 or if you've managed to live, 1 for 0. If your play has gone bad the dive option is still very viable but you may have to set up freezes near your tower instead due to the lack of pressure that isn't in your lane.




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I
Mythic items
I'll speak here about every mythic and legendary item that is viable for

Divine sunderer

While not meta for this item is under rated. There's some games where the enemy team is stacking armour, be it , , , - whatever armour stacking item you'd want to use as an example. sometimes can't do enough individually. The passive for is incredibly helpful against piercing armour stacking, the passive on is also very good for .

It's easy to activate as your being toggled on counts as ability activation; giving your effect, it'll heal you a significant amount in teamfights if they're prolonged that much and if you're doing the raid boss playstyle this is the mythic for you, paired with this item is insane if the teamfights go prolonged.

Eclipse

is the best Mythic alongside -prowler's claw on Patch 12.15+, it's great for armour piercing damage due to it's lethality and armour piercing passive, it also gives movement speed which is incredibly good on !

I build 2nd item usually, however it's able to be built whenever you like, rushing it is great too.

Frostfire Gauntlet

is an incredible mythic for and it's general usuage in any game as a staple mythic is valid.
is even more exceptional with due to how sets his rune page and his core item is

has the passive; COLOSSUS: Gain bonus attack damage equal to 2% of bonus health. also commonly takes as a sub rune. On top of all of that; 's mythic passive is an extra +100 HP per legendary item, only adding to the AD conversion from .

Galeforce
is a for fun mythic. I wouldn't take it into ranked ever but if I'm with some friends in normal games and want to experiment with how old felt, having that additional dash whenever you choose is just very fun to use in general.

Sadly is a hollow mimic to 's former glory and this item is intended for marksmen in the ADC role. cannot use critical strike with his main ability and it makes you ungodly squishy, the mythic passive from is actually quite great though, 2% bonus movement speed per legendary item is a free 10% bonus once fill build.

Goredrinker

is pretty great with . It offers you Omnivamp which gives you great sustain during laning phase, it's advised if you're going the build you rush it first item.

One of the best advantages for is it's build path; every single one of them is great for as opposed to something like where some are just flat out bad for . I highly recommend if you're interested in trying it out, mostly for top lane and ADC.

Kraken Slayer

Sadly attack speed doesn't benefit in any way, if they were to add any kind of attack speed scaling onto your then maybe someday would be any kind of viable but it's much on par with . It's passive every third auto damage does work with 's purge but it has reduced effects, the mythic passive is completely useless since doesn't use attack speed.

Locket of the Iron Solari

is one of your best mythics whenever you're playing support . If you have an ADC who's immobile and needs peeling, something like , , then I highly recommend

Advised full build path in order: > > > >

Prowler's Claw

is a great mythic for , usually compared against . Usually you want whenever the enemy has multiple ranged carries, pick potential and generally pushing leads, avoid going this item if using the active will put you in a life threatening situation.

This item is incredible against too, even though he has strong laning. When casts his , you use your active and interrupt him from swinging around and delete him with your combo, it's a fun and great mythic, give it a try sometime!

Stridebreaker

is pretty bad on . If you're getting on top of enemies to begin with you don't need the extra slow from as you've already achieved everything you would want from the item.

Attack speed gets completely wasted on . You waste around 1100 gold building into the mythic. The mythic passive however is great, 2% bonus movement speed per item, capping at 10% movement speed full build.

Sunfire Aegis

is one of 's most underrated mythics. Against enemy teams with high amounts of crowd control, I'll run
usually whenever I'm playing either top lane, mid lane or ADC. It's especially great pairing with enchanters like and .

's passive is 5% Tenacity icon.png tenacity, 50 bonus health and 5% Slow immune icon.png slow resist. Slow resist is especially good against champions like , or anyone who'll be perpetually applying slows to you.

Trinity Force

for the most part is a niche item, if you're keen on the split pushing identity of and love using this could be a potential mythic for you.

's passive is Basic attacks grant 20 bonus movement speed for 3 seconds. If the target is a champion or a structure, increase base attack damage by 6% for the same duration, capped 30%.

The fact it works on towers ties in with the split push identity, if someone comes to answer your side laning and you've got that 30% AD steroid from slapping towers around, they're dead and you persist you bonus AD by hitting them with AA's. Keep in mind counts towards this passive as it's on hit!

Turbo Chemtank

sadly was demonized by which led to this items interactions getting changed around - while it's still usable it's nothing exceptional anymore. I recommend this item mostly whenever you're playing Jungle and need to be the engage for the team - even though that's not 's optimal place in teamfighting.

Legendary items
I'll speak here about every mythic and legendary item that is viable for

Black Cleaver

is one of the reason can function as well as he does, this item is incredible. On top of shredding enemies armour which is very valuable, you get stacking movement speed.

In a team fight that movement speed can be the difference from someone finishing you off on one health or you scurrying off and waiting for healing. also amplifies as your auto-attacks are now AOE, anything behind that AOE will apply your stacks.

You can fully stack without the enemy even realising by hitting minions and using the AOE, giving yourself a huge advantage going into a fight.

Chempunk Chainsword

is an incredible item for Urgot, very gold efficent and it works well with in aggressively applying antiheal, I wouldn't ever be running over this item unless the entire enemy team is on hit damage, look to build this item proactively!

Dead Man's Plate

is a very niche item. You won't build this item in 99% of your matches but that one rare game when the whole enemy team locks AD champions but are also very mobile, you'll want to be using this item in combination with and death dance.

You'll be able to run at anyone without them having much say about it, they'll be forced to use their essential mobility abilities which leave you to do your + combo onto them, or just directly get slammed by the from you walking right into their face.

Keep in mind, you won't get the slow from auto attacking since you're a ranged champion.

Death's Dance

death dance is a great team fighting item but it's a niche, you'll only really ever build this item when you're ungodly ahead and the whole enemy team is AD. Its passives are very strong though particularly when you have shielding champions.

Passive 1: 10% of all damage taken is dealt over 3 seconds instead.
Passive 2: When an enemy dies that you've damaged, cleanse passive 1's effect, then heal 175% of your bonus AD over 2 seconds.


Living on low health in teamfights and letting your team cleanup is insane value.

Guardian Angel

is mostly for when you're doing more aggressive builds, when you go . It's a very aggressive item and it doesn't add to your sustainability at all which is typically what wants.

An example build path where is involved looks something like this: > > > >

Gargoyle Stoneplate

is one of 's core items. There isn't any game you could show me and I'd say that this item would be bad in that game, you pair with as they have amazing synergy together.

's shield scales with 100% of your bonus HP, when you're full build gives you around ~750 bonus HP alone, so doubles down on your unkillable juggernaut identity.

Hullbreaker

has sadly become a forgotten Urgot item due to people like and abusing it, ever since they severely nerfed it for ranged champions I can't confidently recommend this item to anybody, it's still usable but there's always a better in slot item to use instead. If Splitpushing is your identity just run and you'll out value .

Silvermere Dawn

You'll never really build completely. You're mostly using this item for it's active effect of . You can cleanse abilities like 's or 's

If games go on long enough you'll complete this item and the stats attached to this item aren't terrible, this item is replaceable if whoever you bought this to counter starts targeting someone else for a much better late-game item like .

Randuin's Omen
is a great item that's mostly used against enemy team comps with multiple ADCs, an example is if the enemy team has locked top and they have a traditional marksman like bot lane.

It's active takes AD away from anyone it touches, so if anyone's who's an AD threat jumps onto you like or you can temporarily debuff them of 10% of their AD. Don't build this unless there are multiple crit users in the lobby though.

Spirit Visage
is a great item, even if you don't have anyone who gives shielding on your team since it's self-buffing on your If you know it's a game going into the lobby, make sure you take the rune as it works with 's amplification while buffing your is also core with 's runes which gets amplified by .

Sterak's Gage

is the best aggressive item for On top of already giving you 400 HP, this item offers you every single thing wants. You should consider building this item in every single game. also has two incredible passives.

Passive 1: Gain 40% base AD as bonus AD.
Passive 2: Lifeline: Upon taking damage that would reduce you below 30, gain a 75% bonus HP shield for 3 seconds.

Thornmail

is out of favour for , while it used to be one of your stronger items, nerfs and adjustments with the item have made it more offcore than optimal. If you're looking for anti-heal, I recommend , look to build this when the enemy team is heavily on-hit favoured like or .

Titanic Hydra

is the singular reason can function in the current metas. There is no game where you play and don't build this item. has two passives.

Passive 1: CLEAVE: Basic attacks on-hit deal 4.5% + maximum health bonus physical damage to the target and 30 + 2.25% maximum health physical damage to other enemies in a cone in the direction of the target.
Passive 2: COLOSSUS: Gain bonus attack damage equal to 2% of bonus health.

Passive 1. is incredible with as the AOE applies stacks of Passive 2. is even more incredible because 's items for the most part all stack HP. Do not play without !

Vigilant Wardstone

is the most underrated item in league. This item's passive is probably the most overpowered in league but the one requirement is that you've completed the support item quest to be able to level it up.

Passive: BLESSING OF IXTAL: Increases bonus attack damage, bonus health, ability power and ability haste by 12%.

Build this EVERY time you play support, it also allows you to place an additional and store 2!

Runes
I'll speak here about every rune uses and tell you why they're good.


Press the attack

is 's best keystone. is incredibly easy to activate due to as it attacks with on-hit 3 times per second. On top of being incredibly easy to activate it's also great with 's kit as it aligns with everything he wants to achieve as a champion.

exposes 8 scaling up to 12% damage, relies very heavily on his base stats, so anything that amplifies his base stats is perfect. Keep in mind that doesn't amplify true damage for you enjoyers.

Fleet footwork

is great keystone for . Becoming energized to activate is easier for because of his , since it shoots 3 times per second and becoming energized includes walking and auto-attacks for it's activation, probably gets around 1.5x the usuage out of compared to other champions using the keystone.

Average healing with this keystone lingers around ~8000 in a 25-minute game, you'll want to take in lanes that you'll be struggling in sustaining. One good example is since he's an incredibly hard matchup with only HP as his mechanic, you can stay very healthy with alone.

Conqueror

is a weird rune because there are some games where it's completely insane and there are some games where you won't be able to activate it at all, you need to be a veteran with before you can start identifying what your champion can do in any given lobby so generally, I wouldn't recommend this keystone to anyone new to

However, it's a great rune if you can activate it. If you're playing the juggernaut class to feel like that weighty, slow, raid boss, sustain god then is your playstyle, you can force this rune if you're determined enough but it's incredibly hard to activate, since is a ranged champion we need 12 stacks which means you need to either hold your on someone for 4 seconds uninterrupted or use a healthy mix of abilities and whatnot.

Great rune gatekept by us being a ranged champion.

Triumph

is probably the best sub-rune in league. The fact it gives you 12% missing HP and then gold on top of that for some ungodly reason is insane and it's super easy to get kill participation on because 's core items involve

The AOE on is team fight wide, if you hit one enemy you're probably hitting them all, so it's encouraged you get into the thick of things when you play , let the enemy team focus you, execute someone, run away on 1HP and then rely on to carry you back to full HP.

Legend Tenacity vs Legend Bloodline / Legend Alarcity

is the best sub-rune in row 2 for the precision skill tree, the other ones being and . For one doesn't utlize attack speed what so ever in any of his abilities, so is already irrelevant.

One that could be the contender is which grants you lifesteal, not omnivamp keep in mind. If it gave Omnivamp then this rune would probably be on par with but it's lifesteal, which means only auto-attacks, including . The amount you heal with this rune is just insignificant compared to the amount of crowd control you'll be blocking with . Keeping yourself unstoppable, able to shirk off most usually inhibiting abilities is amazingly valuable, in any game of league you'll always have an enemy team composed of champions who have CC so this rune can never be bad.

Coup de Grace

gives that finally press on enemy champions to get them into his execute threshold on his ultimate . needs to get the enemy champion below 25% HP before he's allowed to use his R2 to execute them.

does an extra 8% damage on champions who are below 40% HP, this rune is BEYOND valuable especially against drain champions like or anyone who abuses like or

Last Stand

is an incredible rune but it's only ever better than if you're communicating with an enchanter on your team who knows what does. I firmly believe is the best champion on lower HP but most people in the game will write you off as dead as soon as you get to low HP, including your teammates.

So as long as you have an enchanter who's aware that you're a better champion the lower you go, you can take with absolute confidence that'll out preform , if you're taking make sure you're also taking because you'll be getting team shielding if this rune is ever enabled.

Predator

is a very underrated rune for . 's main weaknesses stem from a lack of mobility but often gives you an overkill amount of movement speed to the point you can lap around enemy champions once or two times before actually needing to use your on them, though it's his best rune in the jungle I don't think it's his best laning rune period.

You use to escape unfavourable laning phases alone, if you're going against something like top lane and you're never going to be able to play your lane there's no reason you shouldn't take and play the map. It's most viable for Jungle / Support but take it in every role depending on what I feel like my purpose is in that game.

Cheap shot vs Taste of Blood / Sudden Impact

is the best subrune in row 1, the other two being and . You don't need healing in the jungle since if you're ever low you can just any camp and return back to full HP essentially so that invalidates .

gives you a short duration of lethality and armour penetration but it's such an insignificant amount it's not even worth talking about, yet alone taking, this leaves as the king of this rune section as if you immobilize an enemy champion you'll do a sheen effect of bonus damage on whoever you've immobilized. Any extra damage to kill champions faster is invaluable.

Eyeball Collection vs Ghost Poro / Zombie Ward

is the best sub rune in row 2, competition is and . is a rune mostly for supports or aggressive champions who're often invading, clearing out wards with sweeper, doesn't really invade though, a strong matchup for doesn't mean he'll be actively invading it just means he'll have free reign on the map instead, so you don't get any value from .

is just useless for , you start the game with so you'll never use the rune, which is why is the best. It's just free attack damage for you and doesn't have any complex requirement to get them, just kill stuff.

Ingenious hunter vs Ravenous Hunter / Relentless Hunter / Ultimate hunter

is the best on row 3 for but it should be mentioned in general, all of these runes are all incredible subrunes in their own right.

works with active CDR items like and , all viable and great items for .

is Omnivamp which is the best healing subrune, it's not great on though since he's not designed around being any kind of drain tank, especially when taking .

is out of combat movement speed but with the rune setup you use, you don't have any mobility issues while playing .

doesn't benefit much at all because you don't need to be shooting more 's. You just need to be shooting good ones, also builds a lot of ability haste from his core items so his ultimate is usually on around ~40CD which is low enough already.

Aftershock

using is only viable in the support lane but it's great if you know the games you're taking it in. The function of is to make you briefly unkillable, you're the engage for your team, you need to be first in and drawing in the aggro of the entire enemy team while your aftershock is available, you play to die and become a distraction for the important people on your team.

The playstyle is recommended if you have excellent backline champions like .

Demolish

The rune for the split pushers! If you're already using you can take your split push to the next level by using . You should replace the sub-rune that isn't if you are going to take because is the best subrune in the resolve tree and is irreplaceable when playing .

Take when you're confident you're going to beat your laners ***, getting solo kill outside of their turrets while you have demolish will grant you large chunks of gold early game, also advised you take in combination with this to solidify your split pusher identity.

Second wind vs Boneplating / Conditioning

is the most incredible sub-rune for , do not play without this rune ! When you pair with + you can't die. Bad matchups become farm matchups and you'll outscale them and win, not losing is a lot more valuable than winning if you could never win to begin with.

The only other rune viable would be if you're confident that in the laning phase you'll win out but there's never really any situation I'd opt to swap off .

is absolute garbage, it's only good against and but you don't need this rune to win those lanes, don't take this rune.

Overgrowth vs Revitalize / Unflinching

is the best rune in row 3 for but the others are incredible but more niche. You want in every single game because it harmonises very well with 's passive where it converts 2% of your HP into AD, once you've killed 120 minions (including jungle camps) you'll gain 3.5% maximum health. This is uncapped giving you infinite scaling, the longer the game goes the tankier you'll become.

is incredible but only when you have enchanters who'll prioritize you. When you're ADC and laning with a or this rune is mandatory, when paired with an enchanter you go just to make your self-shielding, allied shielding, self-healing and allied healing all the more ignorant. This isn't an every game rune for sure but it's great.

is mostly for the raid-boss playstyle, when you have and the enemy team comp has allowed you to take you'll want to take this rune so you can become unstoppable, this is an incredible rune but it'll often get outvalued by its other two rune counterparts.
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