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Recommended Items
Runes: Go-To
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ghost
Items
Threats & Synergies
Darius
In my honest opinion there is no match-up Darius cannot beat. If You take the right precautions, go for the right Runes and Summoner Spells, You're clean with your mechanics, itemize correctly and You have the game knowledge You have the potential to beat every single champion as Darius. At the end of the day Darius is about stat-checking people and destroying them with a superior output of damage. When it comes to damage Darius is on top of the ladder of the champions who have the highest potential damage outputs in the entire game thanks to Noxian Might and his general kit.
Zilean
Can speed you up to help you reach your targets, can heavily slow somebody for you or even stun them and has a very valuable ultimate that lets you go all out without having to worry about dying.
Zilean
Can speed you up to help you reach your targets, can heavily slow somebody for you or even stun them and has a very valuable ultimate that lets you go all out without having to worry about dying.
Champion Build Guide
Hello, I am Nostalgiz and welcome to my Darius guide. I am a Master EUW Darius main trying to teach You the ways of this awesome champion. My op.gg: http://euw.op.gg/summoner/userName=nostalgiz . Reddit: https://www.reddit.com/user/nostalgiz/ . I've been playing Darius for nearly 3 Seasons now. I have played him in every elo from Bronze to Master in every role and I can safely say that I am now worthy of writing a Guide about him. |
Pros
+ Insane Amount Of Damage + Great Scaling (Damage-Wise) + Built-In Armor Penetration Apprehend + Built-In Sustain Decimate + True Damage Ultimate + Noxian Guillotine Can Reset + Fun To play + Able To Solo Carry + Noxian Guillotine Can Be Game Changing + Hemorrhage Is Extremely Strong + Can Fight Multiple People + Good Waveclear Decimate + Snowballs Hard + Natural Tank Destroyer + Exceptionally Strong Duelist + Can Turn Trades Into Fights + Decent CC + Great Teamfighter + Strong At Abusing Mistakes + Low Elo God Carry + Down But Never Out + Apprehend Can Cancel Abilities |
Cons
- Zero Mobility - Super Prone To Getting Kited - Squishy Compared To Other Bruisers - Very Weak Against CC - Struggles Against Strong Poke - Feast or Famine - Negative stigma - Struggles Against Big Health Pools - Struggles Against Peel - Exponentially Harder To Play The Higher The ELO - Useless When Behind - Prone To Ganks - Item reliant - Abilities Can Be Missed Easily - Becomes Team-Reliant Late Game - Easy To Mess Up Noxian Guillotine - Requires Strong Mental From Time To Time - Predictable Abilities And Gameplay - No Escapes - Banned Often In Low ELO |
VS
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- More Burst - Better Dueling - Stronger Split Push - Faster Stacking Of Hemorrhage - Allows For A Harder Carry - Permanent Movement Speed Increase - Mana Is Very Helpful - Better Synergy With Conqueror - More Usage Out Of Apprehend Armor Penetration - Scales Better |
- A Lot Cheaper - Insane Synergy With Armor Shred Passive - Much Better Build Path - Increased Survivability - Better "Rage" Passive - Stronger 1 Item Power Spike - Better Synergy With Sterak's Gage - Better Against Armor Stacking Opponents - More AD (Higher Ability Damage) - More Useful In Teamfights |
Hemorrhage [Passive] |
Darius' basic attacks and damaging abilities that strike with his blade cause enemies to bleed for 5 seconds, dealing 13 − 30 (based on level) (+ 30% bonus AD) physical damage over the duration. The bleeding will trigger every 1.25 seconds, and can stack up to 5 times, for a maximum of 65 − 150 (based on level) (+ 150% bonus AD) physical damage over the duration. Upon applying full Hemorrhage stacks to an enemy Champion or killing one with Noxian Guillotine, Darius gains Noxian Might for 5 seconds. Noxian Might: Darius gains 30 − 230 (based on level) bonus attack damage and instantly applies full Hemorrhage stacks through his usual means. This is what defines Darius. It's what makes him so deadly in prolonged fights and let's him deal obscene amounts of damage. When playing Darius it's crucial to always play around this passive because it's where all the strength of Darius comes from. Noxian Might is the key to success as Darius. |
Decimate [Q] Effect Radius: 425 Inner Radius: 205 Cost: 30/35/40/45/50 Mana Cooldown: 9/8/7/6/5 Blade Physical Damage: 40/70/100/130/160 (+ 100/110/120/130/140% AD) Shaft Physical Damage: 14/24.5/35/45.5/56 (+ 35/38.5/42/45.5/49% AD) |
Darius hefts his axe for 0.75 seconds, then swings it around himself, dealing physical damage to nearby enemies, reduced to 35% against enemies hit by the shaft. Darius heals for 12% − 36% (based on enemy champions hit by the blade) missing health. The shaft of Darius' axe will not apply Hemorrhage or heal him. Darius' bread and butter ability. It's his waveclear, his sustain, his highest damaging ability and the deadliest distributor of Hemorrhage. Decimate is always maxed first. |
- Decimate has to be used with caution against enemies who are in possession of mobility or abilities that can deny Decimate from hitting its targets with the blade. In cases where you absolutely need to make sure Decimate hits its target(s) and have Apprehend off cooldown you can use Apprehend to hard CC your targets so they can't use said abilities to dodge Decimate.
- Decimate is a relatively high risk high reward ability. Using it the lower you are and the more targets you hit will result in a more significant heal. Therefore it's sometimes better to stall out the usage of it until a more gainful opportunity arises (comes with experience).
- Decimate can be used to somewhat farm safely against ranged match-ups or used to bully melees who are trying to CS.
- The mana cost of Decimate is fairly high. Using it mindlessly will quickly drain your mana pool.
- Missing Decimate will, more often than not, put you into a position where your lane opponent can trade with you or even all-in (depending on match-up) you and come out on top. Therefore it's crucial to always hit the blade of Decimate.
- The shaft of Decimate deals miserable damage and gets outdamaged by normal AA's. If you can't hit your targets with the blade of Decimate then don't use the ability.
- Decimate is a predictable ability because of its 0.75 second delay. Using Flash after casting Decimate right before the delay ends will catch your enemies off guard and can result in some clutch moments.
Crippling Strike [W] Cost: 30 Mana Cooldown: 7/6.5/6/5.5/5 Bonus Physical Damage: 50/55/60/65/70% AD |
Darius' next basic attack within 4 seconds gains 25 bonus range, deals bonus physical damage and slows the target by 90% for 1 second. If Crippling Strike kills its target it refunds its mana cost and half of its cooldown. Crippling Strike resets Darius' autoattack timer. A very nice and simple ability. This ability is basically a tool to turn trades into fights and is a crucial part of combos. It's also one of the main reasons why Darius is so sticky when he gets into range. Despite Crippling Strike being sort of a jack of all trades it is maxed last every time. |
- Crippling Strike makes last hitting a breeze. You can use it to last hit in lane but you can't do it against everybody. Against even+ match-ups, especially those who are strong in trades, it's best to only last hit using AA's.
- It's crucial to use Crippling Strike to cancel your AA animation. Do it every time you can. AA and instantly use Crippling Strike. The faster you can do it the higher your DPS will turn out to be.
- Crippling Strike can be used to setup a target for Decimate due to the heavy slow it provides. It's worth noting that some champions, especially those who are mobile, are still able to dodge the blade of Decimate. So keep that in mind.
- Combining Trinity Force with Crippling Strike will result in a nuke that will destroy squishy champions.
- Crippling Strike is great at taking towers and inhibitors, especially when combined with Trinity Force.
- Against immobile champions it's almost always better to AA twice before using Crippling Strike since you usually open up with Apprehend. By auto attacking twice before using Crippling Strike you chain your slows as best as you can.
Apprehend [E] Effect Radius: 535 Angel: 50° Cost: 45 Mana Cooldown: 24/21/18/15/12 |
Passive: Darius gains armor penetration. Active: After a brief delay, Darius pulls in all enemies in front of him, slowing them by 40% for 1 second, and briefly grants sight of the area around the pull. I can't put into words how important this ability is. It's basically the ability that dictates what your opponents can and can't do against you. What you can and can't do against them. It's your only ability to get your opponents into melee range. Missing this ability can downright get you killed or net you a pentakill if you hit it. Yes it's this important. Use this ability to bully your lane opponent by forcing them into a trade, get a ranged champion into your range, turn trades into fights or use it to disengage. Apprehend is a versatile ability that cannot be used mindlessly. We max this ability second because the armor penetration literally amplifies all of our damage since Darius only deals physical and true damage and it has too big of an importance to skill after Crippling Strike. |
- Apprehend let's you cancel many abilities, mainly dashes and leaps but also channeled abilities. Examples for these abilities would be Leap Strike, Requiem, Broken Wings (3rd instance) or even Hookshot.
- Apprehend is cone shaped. Therefore it has the highest reach in the center with less and less range on the sides. To get the most out of Apprehend's range it's important to always use the center to aim at your opponent. You'll get better and better at the more you play Darius.
- It's very important to be mindful about the usage of Apprehend against mobile champions or champions who have abilities which they can use to dodge the blade of Decimate. Therefore it's crucial to only use Apprehend to start a trade when you can instantly use Decimate.
- Using Apprehend will always put opponents into can guarantee you a hit with the blade of Decimate to all those caught in it. However it's important that you instantly use Decimate instead of doing the usual combo.
- Apprehend allows for some crazy synergy with Yasuo's Last Breath.
- Apprehend can be used to disengage since it's unique in the way that it's a displacement and slow at the same time.
- Apprehend can be used to deny champions from using abilities that can save themselves from for example: Noxian Guillotine. Such as Fiora's Riposte
Noxian Guillotine [R] Target Range: 460 Cost: 100/100/0 Mana Cooldown: 120/100/80 True Damage: 100/200/300(+75% bonus AD) Maximum True Damage: 200/400/600 (+150% bonus AD) |
Active: After leaping unstoppably for 0.25 seconds, Darius attempts to execute the targeted enemy champion, dealing true damage , increased by 0% − 100% (based on Hemorrhage stacks). If Noxian Guillotine kills its target, Darius causes all nearby minions and monsters to flee in terror for 3 seconds during which they are rapidly slowed by up to 99% over the duration, and is able to recast the ability within the next 20 seconds at no additional cost. This can occur multiple times in succession. At rank 3, if Noxian Guillotine kills its target, its cooldown resets completely. What would Darius be without this ability? It's the ability he is most known for and, along with Hemorrhage, the reason why he is able to fight so many people at once and come out on top. It makes him a force to be reckoned with in teamfights and gives him the ability instantly acquire Noxian Might. Besides that it's the most important ability when fighting multiple people and the ability that has the power to give you a pentakill. Not to mention that it's the bane of every tanks existence because of the massive amount of true damage this ability can put out. |
- Noxian Guillotine does significantly more damage at 5 stacks of Hemorrhage compared to 4 and below stacks due the bonus AD scaling it has to it.
- Noxian Guillotine instantly grants you Noxian Might if you land the killing blown on a champion.
- Noxian Guillotine can only be canceled by Darius' death, his targets death, untargetablility or loss of sight of the target. It will not be put on cooldown or consume mana if it get's interrupted.
- Since Noxian Guillotine deals true damage it will ignore any form of damage reduction.
- In teamfights it's crucial to keep the enemies abilites in mind such as heals and shields or abilities that can deny you resets like Zilean's Chronoshift.
- Noxian Guillotine exceeds Darius's AA range by quite a bit. Therefore it can be seen as a small gapcloser. When you're chasing somebody but you're just a tad bit too far away from them you can use Noxian Guillotine to get into range if you have to.
- If you level up Noxian Guillotine during its rank 2 recast time it will be off cooldown once the recast time ends.
Keystones
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Animation Cancels
This is a simple yet effective animation cancel that roughly saves you ~0.75s of animaton time. If done correctly Darius will not spin during Decimate.
Here is a video of how it looks.
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Combos
AA-Reset
Nothing fancy here, just a standard auto-attack reset. Press W instantly after auto-attacking to stack Hemorrhage quicker and get Your damage off faster.
Bread and Butter Combo
This is the bread and butter combo. It combines the AA-reset with the animation canceling of Crippling Strike for the fastest possible stacking of Hemorrhage. Using this combo properly will apply 3 stacks of Hemorrhage in roughly 1 second. Use it to bully your lane opponent but be mindful about opening up with Apprehend against mobile champions or champions who can dodge the blade of Decimate.
Example Extended Combo
Extended combo that can also be used as an all-in if you have Noxian Guillotine ready. If you don't then your target is gonna suffer massive bleed damage from Hemorrhage. Again be mindful about starting your combo with Apprehend if your target can juke Decimate.
Example All-in Combo
An example all-in combo. This will kill most champions who aren't a tank, especially when ahead.
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The hardest snowballing starting item (aside from Long Sword). This item is best used against melee match-ups. But it can also be used in ranged match-ups who don't have strong or avoidable poke like Urgot, provided that you can dodge. |
Great against match-ups where you will be poked a lot, such as Pantheon or Jayce. Gives regeneration based on missing health and a passive which helps with last hitting. It shines the most when it's used against ranged match-ups who have some sort of DoT like Teemo or users of Corrupting Potion (so basically 80% of all Top Lane match-ups). It's sort of like an alternate version of Second Wind. Combining Doran's Shield with Second Wind makes most poke lanes easy to manage. Great overall item. |
Even though this item is overtuned in my opinion right now it simply doesn't feel that good compared to the other starting items. It does give you the highest sustain out of all starting items, gives you a tiny bit of damage and also a lot of mana to use which is really good since Darius can get quite mana hungry. There is a reason nearly all top laners start with this item. However for Darius the other items just feel better. |
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Extremely greedy starting item but can work into favorable matchups. Be careful with it as you will be very squishy. What's good about starting Long Sword is that it allows for 3 Health Potion's and it allows for a much earlier purchase of Phage. I would only go for it when smurfing or in a ultra favorable match-up. |
This is the most important item component for Darius. Giving him nearly everything he wants early game. Damage, tankiness and movement speed. Always look to get this item on your first back if you can unless it's better to rush another item in your match-up like Ninja Tabi against a Renekton. You can use the "Rage" passive of this item to catch opponents off guard with the sudden movement speed you get from it. |
Not much to say here other than to always get this if you have enough gold for it even when you're ahead. This item is incredibly gold-efficient. |
The only time when you should get this item is when you're against Fiora, Dr. Mundo or Soraka. This item is miles above Bramble Vest in terms of applying grievous wounds as having 1 stack of Hemorrhage on somebody will result in 8 seconds of grievous wounds (10 seconds with Mortal Reminder). |
Great against burst heavy AP match-ups like Kennen but the enemy teamcomp has to be perfect for building it into a Maw of Malmortius later on. Only get it when the enemy comp is perfect for Maw of Malmortius and you're facing a burst heavy AP match-up. |
A holy item among Darius mains. This item grants a lot of things Darius is interested in. Those being Tankiness, Sustain and Movement Speed. Get this item when you're against strong AD poke in lane and can't afford to build Ninja Tabis due to the enemy comp or squeeze it between Trinity Force / Black Cleaver and Sterak's Gage. |
Check out the chapter: "Trinity Force VS The Black Cleaver? [My Take On The Topic]". |
Check out the chapter: "Trinity Force VS The Black Cleaver? [My Take On The Topic]". |
A core item and an absolute must have on Darius unless the enemy comp is absolutely perfect for Maw of Malmortius. Should be bought right after Trinity Force / Black Cleaver. Can be stalled out as a 3th item but never longer than that. Always get the Jaurim's Fist component first. |
Hands down the best armor item on Darius. Dead Man's Plate is great for overall mobility as it gives constant movement speed and helps you get around the map much quicker. You sacrifice some tankiness by building Dead Man's Plate for mobility. But it's well worth it since it takes ages to move around the map as Darius even with a Raptor Cloak. Great overall best used against kite-heavy/mobile comps. |
Unless you are against a full AD comp you should always have this in your build. The only exception is when this item is severely outclassed by Adaptive Helm due to the enemy comp and you don't need more MR. Spirit Visage has great synergy with Decimate and Death's Dance. |
Ever since the change to Death's Dance to heal off of all damage instead of only physical damage it has become a much more viable item for Darius. It used to be viable before that but now it's even better. I build it as my 5th or 6th item nearly every game now. Death's Dance is a pseudo damage item that makes you "tankier" therefore you can afford to build over another pure damage item without getting instantly blown up. It's basically an item that lets you live long enough to endure burst that would've otherwise killed you already, letting you "dance" at the edge of death and heal up with all damage you deal to keep living. Darius hates burst because it makes it hard to survive until you acquire Noxian Might and kill your opponents. Death's Dance helps out with this problem by stalling out damage. |
Turbo Chemtank is a, sort of, solution to one of the biggest problems Darius has, which is reaching his opponents. While it doesn't completely get rid of the problem it is a great way to close a gap on demand. The downside of the item is that it gives poor tank stats compared to other tank items and you might experience that more experienced players will "block" the active it so you can't reach your intended targets. Nonetheless this item is really good at pressing leads since it basically acts like a scuffed version of Ghost. Best used against kite-heavy comps or when wanting to press a lead. |
Chances are if you're doing well and you're a carry for your team the opposing team will prioritize killing you. Guardian Angel gives you another chance should you mess up. Get this item when you are a big source of damage for your team and can't afford to die. Best bought as a last item. |
Great against teams who deal a lot of Critical Strike Damage. I wouldn't recommend taking this over Dead Man's Plate unless you're against 2+ champions who deal Crit damage or a very fed troublesome crit ADC. |
Great against heavy AD comps where you're against a lot of AA-reliant champions. Can be rushed against AD match-ups who pack a very strong all in like Renekton. |
CC is one of Darius's biggest weaknesses since he is already very immobile and has no abilities that can help him to dodge CC and tank it out considering he is squishier than other bruisers. Get these boots if you're facing a heavy CC comp. Do not get them for the MR only. These boots can be rushed against certain ranged magic damage match-up who have some sort of CC in their kit like Teemo. The early movement speed will prove sufficient at abusing positional mistakes. |
Only good against Viktor top and against teams with disgusting amounts of slows. Bad otherwise. |
The main reason you should get this item for is for the effect "Grievous Wounds". This is simply an item meant to deal with champions who want to drain tank with lifesteal. Prime examples for whom this item is useful against are: Fiora, Olaf or Warwick. I am more of a fan of going for Executioner's Calling/ Mortal Reminder since it's cheaper and only requires 1 stack of Hemorrhage to apply Grievous Wounds for 8/10 seconds, which is longer than the fight is gonna last. What Thornmail has over Mortal Reminder is that Thornmail makes you tankier and provides a 15% cripple, which will further decrease the amount of sustain such champions as listed above bring to the table. |
Good Late Game option if you will be the main target soaking up the damage. Other than that it can act as a panic button whenever you get focused and it buys you time to get your stacks. While it does reduce damage it doesn't reduce True Damage meaning Noxian Guillotine will do the same amount of damage. Overall solid late game item but shines the most when trying to fit in the role of a Frontliner or when being the priority target. Also combining this with Aftershock basically makes you invincible for the duration. Also the active is most effective when activated at full health. Activating it at the brink of death is nearly useless. |
A great MR item which often gets overlooked. It has to be very effective against the enemy team comp to make it worth getting over Spirit Visage on Darius. Here is a list of Champions Adaptive Helm is useful against http://leagueoflegends.wikia.com/wiki/Adaptive_Helm#Show. If the enemy comp is very magic damage heavy you can just build both items. |
Actually really great item on Darius but it get's destroyed by the fact that it denies you from building Sterak's Gage. Therefore it's only viable when you're against at least 3 magic damage threats. This item is simply put an offensive-defensive option to deal with AP threats. Generally you want to pick up the Hexdrinker component against burst heavy match-ups it is the best item component at fighting such champions in lane. Depending on how much magic damage the other comp has you want to upgrade the Hexdrinker to a full Maw of Malmortius either directly after the core items or hold onto the Hexdrinker and upgrade it later. Darius has insane synergy with the "Lifegrip" passive as Hemorrhage constantly keeps him in combat, effectively making this passive last longer than any other champion. |
Very niche item on Darius. The only time where this item is worth building is when You're against at least 2+ auto-attack reliant champions who are causing trouble. Also before building it go for another item that grants a cripple first like Randuin's Omen before you get Frozen Heart. Combining these 2 items together will gut your opponents' attack-speed. |
The only time you should get this item is when you're against no counterplay CC. Example for this would be Malzahar's Nether Grasp or Lissandra's Frozen Tomb. It's generally bad to build pure damage items on Darius but in some games you're just forced to get Quicksilver Sash. Get the Quicksilver Sash first and stall out the rest until you're full build. |
Not much to say here other than to build this last after having bought Executioner's Calling. |
If you've got a fetish for AA-resets and fast stacks then this is an item for you. I don't really recommend building it unless you're really into that sort of stuff. |
The sole purpose of this item is counter strong late game poke. Get it when the enemy team is in possession of strong poke such as Zoe, Ezreal or Caitlyn. A nice side effect this item has is that it makes the shield from Sterak's Gage much stronger. |
Pure snowball item. This is the only viable Lethality item on Darius due the the active and the 2 passives. Let's you zoom around the map and have a mini Ghost on a low CD. Basically if you're like 4/0 in lane and fed out of your mind to the point where you could almost instantly buy this item with a single purchase then go for it. |
" Blade of the Ruined King on Darius?" That's probably what you just asked yourself. Yeah it sounds crazy but this item can be build against comps where you're dealing with at least 3+ champions who have a super large health pool. Nothing aside from a very large amount of health is safe from Darius' damage when he has Noxian Might running. Well with Blade of the Ruined King actually nothing is safe from your damage. This item is only viable in like 1 out of 50 games if you're "lucky". It has big downsides to it though, those being that the build path is garbage, the cost is high, it gives no tankiness and the components are nearly useless until the item is fully complete. Only ever build it if the situation calls for it and only as a 5th or 6th item. |
Not much to say here other than to only get this when you're either full build or the game deciding fight is about to happen. If you need to output more damage in order to carry your team get this over Elixir of Iron. |
It's only worth buying this against CC heavy comps or when you really, really need to be tankier. Also only get this when you're full build or the game deciding fight is about to go down. |
There are certain requirement that have to be fulfilled for you to be able to pull of a successful split-push.
You can split-push when
1. Your team is in possession of strong waveclear and disengage.
2. Your team can fight without you.
3. You are able to 1v1 anybody on the enemy team.
You can't split-push when
1. Your team is severely behind.
2. Your team is dependent on being grouped to be strong.
3. The enemy team consists of a comp that can easily dive your team if you're not there with them.
It's a form of art that requires a long time to pull off well but its rewards are immense. This is what I used to help me hone my split-pushing skills. Excellent guide by NEACE
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Turning Around Ganks
When it comes to turning around ganks I have my personal "Rules" that I stick to which give me the ability to come out on top if I stay true to those "Rules".
The Rules are:
1. Don't panic, ever. Doesn't matter if it's the entire enemy team coming for You or only 1 person.
2. Get 5 stacks on the person who has the least amount of possibility to escape from You (usually the person who engages on You, most of the time a tank who engages on You). You can determine that by knowing what abilities a champion can use to disengage or deny you from acquiring your 5 stacks.
3. Make sure to use Decimate after using Apprehend or Crippling Strike. If a champion has some sort of ability he can use to dodge Decimate don't Apprehend AA Crippling Strike Decimate otherwise they will be able to dodge Decimate with said ability, use Decimate right after using Apprehend. If you don't have your Apprehend up use Crippling Strike first then Decimate.
4. Know your priority targets. There is no point in hammering down a 5K HP Cho'Gath for 10 seconds while their ADC is shredding you. Get your stacks from the Cho Gath, get to the biggest threats by any means necessary (usually some sort of Carry), take them out and proceed to clean up if you're still alive.
5.CC is your Death Sentence in most situations. Avoid it as best as you can.
6. Remember that Apprehend is a displacement ability. Therefore it can be used to interrupt a lot of movement abilities or other abilities which get canceled by hard CC.
Provoking Ganks
You might be asking yourself "Why should I ever provoke a gank when I can simply freeze the wave and get a lead that way?". Good question. First of all by provoking a gank I mean getting intentionally ganked by overextending or proxying the wave behind the turret(extremely risky, only ok if very experienced). There are several reasons why you can set yourself up to getting ganked. Please remember that this can backfire really bad for you and should only be done if the situation allows it and you're confident in your ability to pull it off.
1. Your team is getting crushed and you want to draw the Junglers attention to your lane. This will result in your team getting more breathing room, your Jungler can counter-jungle or take objectives or make a play.
2. You're greedy, confident and you think you can 1v2 to majorly shoot ahead and snowball out of control. This will not only trash the mental of your opponent (should you succeed in turning it) but also cause insane pressure since the enemy now knows they cannot even 1v2 you. The Jungler will most likely abandon that lane and look somewhere else for the entirety of the laning phase.
3. Your Jungler knows what he is doing and sees that the enemy Jungler is about to gank you (counter-gank) and you want to lure a passive lane opponent to engage onto you with his jungler to then 2v2.
There are a ton of questions that You should be asking yourself when You want to determine whether You can or can't 1v2 Your lane opponent and his Jungler or not. Such as:
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What type of Jungler/Match-up is it?
Which summoner spells do they have up, which summoner spells do I have up?
Do they have CC?
How long can I tank their damage?
Are they able to kite me?
Any abilities that can prove to be difficult to deal with?
Underneath You can see a flowchart that can help You determine. It's completely dependent on the situation and who you're facing.
Underneath are my personal tips that also got me to where I am now.
- Seek improvement not wins. Losing is fine, what matters is that you improve.
- Look at your own mistakes not your teammates' and actively try to iron out your mistakes and weaknesses.
- Don't blame anybody but yourself.
- You're getting griefed/inted/trolled? Ignore it and move on.
- You're tired? Don't play.
- You've got a headache? Don't play.
- You're tilted? Don't play.
- You're not feeling healthy or you don't want to actually play the game but you queue up again? Be smart and exit that queue, my friend.
- You/your team is getting held hostage by an unpleasant player? Don't risk your sanity and your MMR, be the smart player and run.
- Your team composition is utter trash and has nearly unfulfillable win conditions? Be the smart player and run.
- Dodging is a big part in climbing the ladder. Do it more often. It protects your sanity it saves your MMR and it saves you time.
- You're on 3+ game losing streak? Take at least a day off.
- You want to learn a new champion and bring him to ranked? Hammer down a lot of normal games with that champion before attempting to bring him into ranked.
- Try to be as consistent as possible by sticking to comfort picks and a small and simple pool of champions. Consistency is the key to climbing.
YOU can do it YOU have the POWER to DO IT!
NOW GO OUT THERE AND GET THAT ELO!!!
If you want to ask me something my Discord is Notalgiz #2878
Good Luck on the Rift!
In-Depth Ability info: https://leagueoflegends.fandom.com/wiki/Darius
Split-Push Video: https://www.youtube.com/watch?v=9VYoLcrj8M4
Wave Management Guide: https://mobalytics.gg/blog/league-of-legends-guide-everything-you-need-to-know-wave-management/#ideallanephase.
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