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Runes: Assault Team
1
2
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
Assault Team
Flash
Ignite
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Pantheon
Ideal
Strong
Ok
Low
None
Champion Build Guide
Introduction
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Alright Maggots, I'm only gonna say this once, so listen up! Those of you in front of me today are among the best that the Military have to offer, but that's not gonna cut it where you're going. The Spec-Ops Scout Corp demands the utmost discipline, because the places we send our operatives are among the most dangerous battlefields on the planet, an in order to survive these haz-op environments you'll need a mind as sharp as your blade. Out there in No-Man's Land you've only got three things keeping you alive; Your Weapon, your Will, and your Wit. As long as you take the lessons I teach you to heart and remain tenacious there's not objective you cannot complete. My name is Sergeant Berry, and I will be your Drill Instructor for the next 10 weeks. My job is to separate the Wheat from the Chaff, and to turn you into the best soldier you can be. Our first lessons begin with discussing Squad Organization, as well as the Armor Variations we'll be sending you into combat with, so all I want to see is *******s and elbows until we're done, cause the Corp sure as hell doesn't pay by the hour. |
Basic Squad Tactics
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Fundamentally, a Squad is a combination of Soldiers with different specializations working to accomplish the same goal. A typical Squad consists of a Tank, a Fighter, a Mage, an ADC, and a Support, each called an Element. The Spec-0ps Infantry Corp trains operatives that fall into one of two teams, the Assault Element and the Fire Element. Over the coming months our training Officers will be inspecting your performances in training, and assigning you to the Squad Element you qualify for. |
ASSAULT TEAM
![]() + Heavy Burst Damage with ![]() + Quick early power spike + Good Lane Sustain with ![]() ![]() + Good build / Runes for snowballing early - Very squishy / Easy to get caught-out - Less consistent DPS than Fire Team Element |
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FIRE TEAM
![]() + Ability to wipe teams with devastating DPS Magic Damage + Flexible build that still works effectively with Defensive Gear + Easier Early-Game farming and harassing by maxing ![]() + Does high damage to even tanky targets with ![]() - Slow build / Late power spike - Not very impactfull if you fall behind |
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Assault Element Qualifying members of the Assault Team will need an excellent sense of Map Awareness, and a deep understanding of enemy movement throughout the battlefield. These operatives utilize their ![]() Fire Element Sometimes when the carrot doesn't work you have to send in the Stick, and that's exactly the job of Fire Team operatives. These soldiers are tasked with laying down an impressive downpour of Lead and Death onto front-line targets, shredding the health bars of Tanks and Officers alike. Though this makes them versatile soldiers, the damage they bring to the table makes them Priority-One for OPFOR assassins. While Assault Element troopers rely on stealth and information gathering for their defense, these soldiers put faith in their comrade's abilities to buy them the space they need to work. |
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Pre-Deployment (Runes)
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Pre-Deployment (Summoner Spells)
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Mission Objectives
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Abilities & Tips
- During the Early Game, use the attack speed from
Guerrilla Warfare to help with farming, pushing, or harassing the enemy laner.
- When using
Guerrilla Warfare to avoid detection (either to prepare an ambush or to escape hostiles), it's usually better to conceal yourself outside a bush, because brushes are typically scanned down by enemies.
- Even though you are rendered completely invisable, you're still vulnerable to displacements, Area-Of-Effect damage, and
Oracle Lens.

- When maxing
Blinding Dart first, use it to harass your opponent from range with little retaliation.
- Before the game starts, take a moment to analyze what abilities can be negated by using
Blinding Dart (such as
Camille's
Precision Protocol,
Rengar's
Savagery, or
Darius's
Crippling Strike.)
- You can use
Blinding Dart to remove most enemy ADCs from important teamfights, or to help peel key targets of your comrades.

- The passive movement speed granted by
Move Quick persists until
Teemo is damaged, meaning you want to ensure you are in proper position before you get attacked.
- When an enemy is hot on your tail, and you know that you're going to be tagged, save
Move Quick's active until after you've taken damage to reset your movement speed bonus. (An example of this is saving
Move Quick's active until after the duration of
Camille's
Hextech Ultimatum or
Nautilus's
Depth Charge.
- You can consider maxing
Move Quick second if against an immobile laner who relies on slows to run you down (such as
Darius,
Nasus, or
Tryndamere).

- Since
Toxic Shot give bonus Magic Damage to your attacks on-hit, building Attack Speed is still viable.
- Putting a single point in this ability can make it difficult to farm Ranged Minions under tower, so try to focus them down while the tower hits other targets.
- If you're using
Summon Aery,
Toxic Shot can proc twice, once from the initial attack, and another time from the last tic of poison.

- During the early game, use
Noxious Trap to overwatch potential gank paths, as well as use defensive Shrooms to cover tactical withdraws.
- I recommend going into teamfights with at least 2
Noxious Traps ready, one to place on top of your back-line, and one to lob into the disgruntled enemy team. This will buy time for your squishy teamates to re-position if they get dove by Fighters or Assassins, while the other trap's slow will make it harder for enemy tanks to lock down your comrades.
- During teamfights you can toss
Noxious Traps directly into the enemy backline by bouncing them off nearby Shrooms to gain extra distance.

Combat Gear (Items)
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Mission Deployment
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Acknowledgments & Thanks
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