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Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Cell Division (PASSIVE)
Zac Passive Ability
Introduction
Picks & Bans
Strongest Pick And Bans Go As Follows:
Aatrox
Amumu
Anivia
Blitzcrank
Cho'Gath
Diana
Elise
Fiddlesticks
Hecarim
Jarvan IV
Jax
Jayce
Kayle
Kennen
Master Yi
Mordekaiser
Quinn
Shen
Singed
Teemo
Thresh
Trundle
Tryndamere
Udyr
Volibear
Wukong
Xin Zhao
Zac
Zed
Zyra
Why these Masteries?
I take 9 points in offense, taking ability power, cooldown reduction and magic penetration, since these are just vital to any AP based champion, giving them a stronger game. On the defensive side I take 21 points, taking health, armor, and magic resistance, as well as crowd control effect reduction. You will also notice that 1 point in Good Hands, which reduces time spent dead by 10%. This is 100% changeable. I took this mastery because in the longer games, you will have spawn times near 50 seconds. This mastery will take away 5 of those seconds, bringing it down to 45 seconds. I know that this might be nothing to you, but it's already happened that the enemies aced us and all had near 100 health and went for our unprotected nexus and broke it as soon as we spawned. Those 5 extra seconds would have GUARANTEED an ace and we would have won the game. I also take a point in the last mastery, Honor Guard, which reduces damage from all sources by 3% which isn't too much but is still good.
Different Options:
-Marks of Ability Power are also a viable option
-If you will build tons of armor and think Seals of Armor will be useless, try Seals of Health
-If you will build tons of magic resist and think Glyphs of Magic Resist will be of no use, try Glyphs of Magic Penetration or Ability Power
-Quints of Scaling Ability Power, as well as Magic Penetration can be useful
.
I take Stretching Strike "Q" first, for the slow that it gives and damage that it brings into level 1 fights. I then take Elastic Slingshot "E" for easy level 2 initiations/kills in lane. Lastly, I take Unstable Matter "W" for its extra damage. I max "Q" first for strong slows and damage, "E" second for longer range and for the reduced cooldown and damage, and finally "W" for its late game percent damage. You can also switch "E" and "Q" if you want, which will give him stronger initiation earlier but low damage and small slows. I think that the range on his "E" is good enough for the first 10 minutes of the game.
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