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Recommended Items
Runes: STANDARD SETUP

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Aurora

Zilean
Insane synergy with Garen, the speedup is absolutely nuts especially if you have Phase Rush, and the revive is also really good to make sure you don't die when you dive in with the speedup.
Synergies

Zilean
Insane synergy with Garen, the speedup is absolutely nuts especially if you have Phase Rush, and the revive is also really good to make sure you don't die when you dive in with the speedup.
Champion Build Guide
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.

I have also hit Challenger on EUW

I was also the number 1

Over the years have gotten top 10/5 on
I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)
Erislash
Twitch: https://www.twitch.tv/erislashYoutube: https://www.youtube.com/@Erislash
Palcopaint
Twitch: https://www.twitch.tv/palcopaintRiste
Twitch: https://www.twitch.tv/risteYoutube: https://www.youtube.com/@risteband
https://docs.google.com/spreadsheets/d/1hoDv6XMqwK_ABrUaeqM0D8UP6jDbiw33G9m7USmCrLg/edit?gid=0#gid=0
xMid Game xLate Game
xImportant Itemization Notes xAll final items explained |
xPros xCons |
Conqueror:
You want to look to fight the enemy opponent a lot.That being said, you are prone to getting hard kited if you aren't careful, and you might need to save your Q
for the slow cleanse as you don't have the Phase Rush:
Compared to
sustain as much as you can, because your actual dueling power isn't great. You want to farm up for your big first spike, which is Once you get to
Conqueror:
Because you took
, and without As for your third item, you can go into
and slow resist to really escape.If you actually max your W
second, your tankiness will be quite good, but you will be much slower because you will sit with only one Q
point for the entire mid game. You can actually be a very hard frontline bruiser to take down because you can get more than one W
off in a fight easily.Phase Rush:
Your dueling power isn't as strong in melee range, but your stick potential is massive. You proc
+E
+
to kill him. If enemies try to collapse on you, you can proc Your teamfight power is much better than with
and slow resist. You can even look to possibly make enemies panic use long cooldowns/ summoner spells just by going in and then getting off your Conqueror:
You are not gonna have a fun time if you get into the super late game with
to execute whoever is low and your Q
silence to try and offer some form of utility. You can technically still If you can get half of the spin
duration on an enemy, sure, you can probably still kill them, but going on side lane is impossible unless you see everyone else on the map and ensure you don't ever get collapsed on. You really don't wanna get to hyper late with Phase Rush:
If you want to go on side lane and provide pressure, you have
duration due to the speed
and slow resist.In teamfights if you get on top of a carry and get the full spin
on the people around the target you dove, you can solo win the entire teamfight because the enemies will pop insanely fast. This is the part of the game where
in and blowing up someone. Generally though, you really want to close out the game by around 25-30 minutes. PERSEVERANCE (P)

Not much to say here, the only real thing worth noting is that the passive
doesn't fall off if a shield fully blocks the damage you would take, so you can use your W
to not have your passive drop off or for the duration to refresh. Any type of status effect will also drop your passive
, even if a shield would fully block the damage, so
you and your passive
will go down.Decisive Strike (Q)

This acts as an auto attack reset so you can use it to squeeze in a bit of extra damage. The biggest thing to note here is that while you have your Q
animation mid air the target is not going to get silenced, so enemies can use abilities in the middle of the animation to block the damage like
, or disrupt you like a
. His Q
is also an uncancellable auto attack, meaning it cannot be stopped by any type of cc, so if
knock you back, your attack will still go through.COURAGE (W)

Obviously the biggest thing here is proper W
timing for the first 0.75 seconds, but there's also the fact that
it will stack additively, meaning it won't get reduced in any way, so if you have
. That being said, you will not be immune to crowd control effect, as there is always a 0.25 second duration that is a minimum amount.Important interaction note:
The Voidmites
(the small minions) that the Voidgrubs
spawn each count towards 1 stack of your W, so if you get lane priority you can walk to them and use your spin
to get like 12 W
stacks for free.JUDGMENT (E)

This is going to be your main damage and waveclear tool throughout most of the game. When you activate your E
the first spin tick is instant and can be used almost like an auto attack reset, this is used in particular to not miss minions under turret by getting one spin
tick worth of damage. In the early game a single spin
tick will always get outdamaged by your auto attack, so what you want to do is if you know the opponent will outrun your spin and you can get either one extra spin tick or an auto attack, cancel your spin
and do an auto attack. This is used a lot, more than one might expect and it's a decent way to min max your damage when looking to get people into your ult
kill range.Another thing you can do with your spin is mask your Q
animation by activating it during the spin
, so the enemy only has a sound and small visual indicator showing that you used your Q
, possibly get into range faster than they might expect.DEMACIAN JUSTICE (R)

There's not a whole lot to say here about his ultimate
, what you see is what you get. The only thing I can really say here is that if the person you are targeting ends up getting too far away from you, or you somehow lose sight of them, your ultimate will not deal any damage and won't go on cooldown. This interaction usually happens when both the
animation.
Stridebreaker: You are buying this item basically every game. You might have 1 out of 200 games where you don't buy it at all, but almost always you get it. It is extremely good for
+E
+
Phantom Dancer: Another incredible item for
from this item just by itself, it's absolutely massive how much more damage you get with it and the high movement speed
is also insane for
Mortal Reminder:
it gives and in most team comps the enemies have at least a healing champion so it's great for shutting down any heal.
Lord Dominik's Regards: You only build this if the enemy team has no extra healing, and when I say none, I mean literally no champion on the enemy team can mega heal off anything, because otherwise
Chempunk Chainsword: Seems very weird to place this as an item for
at the same time.
Infinity Edge: This item is pretty situational on
damage you get from it on his spin
, and it basically killed it in most cases. You can still do
.
Warmog's Armor: Very underrated
and the item combination. You can also take it as a second item right after
Sterak's Gage: Very good item to take as your last item against anti burst, or can be done in a more bruiser focused setup, or even somewhere around your 3rd item. Also, because your W
and Sterak's
tenacity stack additively, it means you will have 80% tenacity when you pop your W
, and with
Serpent's Fang: Very good item for
from it is a very underrated aspect about it and the shield cut is very good vs a lot of matchups and team comps. A lot of bruiser top laners will buy
and this will make the shield go to half instantly.
Spear of Shojin: The way this item stacks up for
will give you 1 stack, but your spin
will always give you only 3 stacks no matter how many spins you have, so even if you have like 12 spins you won't get more stacks. That being said, it gets fully stacked after the full rotation, meaning your ultimate
will deal the maximum damage. If you also take the rune
Trinity Force: This item is usually only taken when you are looking to hard 1v1 your opponent and you need as much dueling power as possible. It's also good to take it when you run a
.
Black Cleaver: Very good item for
, so you can do it in specfic cases where you actually need it as a second or first item for the matchup you are playing vs or if your team is close to full ad and needs someone with cleaver to shred down in fights. If you combine it with your spin
you will actually shred a lot in teamfights, almost half of the
Jak'Sho, the Protean: This can be done as a close to final item or the final item itself, the stats it gives are very good for
passive, giving you even more stats. With just this item you can have 200
giving item.
Iceborn Gauntlet: Can be a very solid item for
instead. You can also take this when you max your Q
to get some good damage and have good stick potential.
Force of Nature: Solid
as well. You won't be super low when it stacks fully due to the fact that you can use your W
to block damage or cc, so you can use the
it gives a lot better.
Kaenic Rookern: Nothing beats
+Q
, buy this and they will probably barely break it alongside your W
shield.
Youmuu's Ghostblade: This can be very good if you are playing into a very squishy team comp, the burst and speed the item provides is pretty good. I now run this more than
setup.
Hubris: I have tried this item a few times and it actually feels surprisingly good. If you want raw damage and you are snowballing hard, take this as a third or fourth item, or if you are really ahead you can do it as a second item.
Edge of Night: This item is built vs
on you so you can stick to her, or can be tried vs
on you as no spell of his breaks your shield. You can also try it in a lethality
focused setup.
Opportunity: You only really build this when you are going for a heavy lethality
setup, but it can deal a lot of damage.
The Collector: This is only built into a heavy lethality
focused setup, but it can allow you to execute people from higher health totals with your ultimate
, you can do it at almost 40% health in the late game due to this.
Axiom Arc: You buy this in heavy lethality
setups and abuse the lower ultimate
cooldown
to kill people a lot around the map.
Serylda's Grudge: The slow is decent but usually after they are below half health they will die anyway if your ultimate
is up.
Immortal Shieldbow: Can be done as a final item if you really want more damage but also need some sustain from the shield it gives, but I tend to not do it anymore.
Sundered Sky: You can get this in matchups where you really need to sustain up hard and take only short trades. I haven't found anything in particular where's it's amazing, but it can work decently.
Hullbreaker: You can buy this if you really want to sit on side lane and demolish turrets. It works great to give you side lane pressure and it makes it to where the enemy cannot really clear out the wave as quickly due to the buffed up cannon.
Death's Dance: Not a bad item for
Rapid Firecannon: Extremely niche item, you don't really build it but it can be fun to have an increased Q
range, but most of the time you basically never do it. Can be fun though.
Guardian Angel: Can be a decent last item if you know you need to trade 1 for 1 in a late game teamfight. Usually late game a single fight decided the outcome of a game, so if you revive but the enemy you took down doesn't it can be enough to win you the game.
Dead Man's Plate: Very solid item for
is really good and even though your Q
cleanses slows, the slow resist is not bad.
Randuin's Omen: Can be built vs crit
champions such as
damage, because his
Thornmail: You don't really do this item on
Spirit Visage: The passive increases both your W
shield and your passive
healing, but usually you want to build it when there is also some healing or shielding enchanters such as Tier 2 boot upgrades:
Berserker's Greaves: They used to be your go-to boots, but they've slowly lost a lot of power through repeated nerfs and now I feel like they're not always a take. There's still matchups where you take them, but not as many by far. When you buy them you will only gain a single spin on your E
.
Boots of Swiftness: I think generally speaking they are now the default boots choice for
Plated Steelcaps: Solid boots vs a ton of auto attackers or some specific lane matchups where you wanna surive, such as
Ionian Boots of Lucidity: They can be really good if you need your
Mercury's Treads: Very underrated choice. The tenacity you get from your W
will stack additively, meaning you won't get diminishing returns from it, so if you use your W
you will have 90% tenacity for that small duration, meaning you can basically go through any crowd control effect and keep going. This is great in some lane matchups such as
Symbiotic Soles: I think they are actually very good, especially when you look to proxy a lot. Once they actually upgrade into Tier 3 boot upgrades:
Gunmetal Greaves: The speed you gain when you hit an enemy champ with an auto attack feels pretty solid, the only issue is that
, so during that time there's no way he can proc up the speed unless he cancels it, and that's not really worth it.
Swiftmarch: Very good boots if you can actually get them. You will be insanely quick with them and you will be way less kitable.
Armored Advance: The shield these boots give basically means that against physical damage you're most likely never going to lose the short trades anymore.
Crimson Lucidity: His E
only procs the
Chainlaced Crushers: Very good shield to have vs magic damage. If they have a lot of long range AP champions that want to poke you down it will take them longer to chip you down consistently.
Forever Foward: They are just like the
Conqueror: It gives
Phase Rush: Insanely good rune for
or
. You won't have the early game power RUNE SLOTS:
Triumph: Very consistent rune. It can really help you to clutch out fights with barely any
Absorb Life: Can be taken if you want the extra sustain on lane, though it's been nerfed quite a bit.
Legend: Alacrity: Can be taken instead of
Legend: Haste: Better than
Last Stand: The best one out of the 3 from its respective space.
Taste of Blood: The only real take on that particular tree slot
Deep Ward: Best one from its respective space generally.
Ultimate Hunter: Works well as
up sooner.
Nimbus Cloak: Generally good rune and the rune
Axiom Arcanist: Great rune for
combined with the fact that you refund a portion of the cooldown whenever you get a kill is amazing. It can amp up your all in ranges by a lot and makes it a very good rune to take if you also have
Transcendence: Can be done instead of
Celerity: Very good rune for
speedup and the fact that he usually takes
Waterwalking: Can be taken instead of
Gathering Storm: Default take here as want to have more damage in the late game and generally the take.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: Not really worth it but can be okay with the W
shield, most of the time never.
Conditioning: More scaling as you get into the mid game and you don't need
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo but for
Overgrowth: The only rune you take on that slot,
Magical Footwear: You usually rush boots as
Cash Back: Can be taken if your primary is
Triple Tonic: Decent rune, the extra pot at level 9 is pretty good, you can do 3 points Q
into E
and still have fully maxed out E
due to it at level 9.
Biscuit Delivery: Can be used if you want extra sustain, but most of the time it's bad and you can just take
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good.
+Can shut down dive champs/ carries just because of how his ult works and how much damage it does
+Can proxy and steal jungle camps very easily due to your E damage
+Very tanky even when not building that many resist due to his W
+Can rotate around the map very well due to his Q speed
+Extremely hard to kill after level 13 if he has Phase Rush
+Has high kill ranges, if you lose even 30% of your health he can full combo and kill you
+Extremely fun to play, as funny as this pro is, I actually think he is VERY fun to play with Phase Rush
+Can build both as an assassin or as a frontline bruiser
+Huge side lane pressure with Phase Rush
-Weak early game unless you take Conqueror, and if you take Conqueror then his mid and late game will suffer a lot
-Cannot side lane in the mid to late game without Phase Rush, or he gets locked down and killed
-Easy to kite without Phase Rush
-Needs at least Stridebreaker to really have any sort of impact on both the map and lane unless you run Conqueror
-Lacks utility, if he falls behind all he offers is damage
Volibear Top Guide
Darius Top Guide
Olaf Top Guide
Dr. Mundo Top Guide
Mordekaiser Top Guide
Udyr Top Guide
Warwick Top Guide
Update Log
Season 15
Patch 25.1614th August 2025:
- added a new full build in the builds section named "Full Crit Build"
Patch 25.12
11th June 2025:
- removed 2 guide chapters: "Garen changes for patch 25.11" and "Important Itemization Notes"
- updated the champion matchups within the matchup spreadsheet where needed
- changed
- added
- changed
- changed
-changed the item explanation for the following items:
Patch 25.10
15th May 2025:
- added a new guide chapter called Garen changes for patch 25.11
Patch 25.09
1st May 2025:
- added
Patch 25.07
14th April 2025:
- added a new build called "Another Common Build"
- added a new guide chapter called Important Itemization Notes
Patch 25.04
3rd March 2025:
- added a new guide chapter called Six Accounts in Challenger at once
Patch 25.S1.1
11th January 2025:
- the specific section for explaining boots has been moved to the all final items explained chapter after all the legendary items
- added tier 3 boots to the items section and to the all final items explained guide chapter
-
- changed
- added
- changed
- removed
- changed
Season 14
Patch 14.237th December 2024:
- added
4th December 2024:
- changed
- changed
Patch 14.20
9th October 2024:
- added
Patch 14.19
5th October 2024:
- added other guides chapter
1st October 2024:
- added
- added table of contents
- changed
- added
- added
- added a section explaining all of the boots choices
25th September 2024:
- added some visual flair and coloring to every guide chapter section exept pros and cons, no need for those





















































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