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AoE Beefy Cleanup
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Choose Champion Build:
Spells:
Clairvoyance
Flash
Ability Order
Colossal Smash (PASSIVE)
Galio Passive Ability
Into
Galio
GP5 quints to stack with gp5s, mana tanky with mana runes and mr.
Vayne
Typical build, defensive runes to allow straight damage build. Triforce for mobility/proc on tumble/survivability/magic damage.
Karth
Mp5 runes/masteries to focus on damage. Catches runaways and helps the sustain. Can be beefy or straight ap depending on how much he gets focused.
Rammus
Typical defensive, scaling MR glyphs for late game for more armor items in game to support passive. Skipped health Masteries; so miniscule its not worth it without atma's. Nice AoE damage goes well with sunfire.
Yorick
Very balanced, very effective, impossible to gank, just needs a lot of farm. Survivability runes/masteries with some mp5 stuff. Lots of sustainability so he never has to leave lane. 41% crit chance late game with triforce procs and a lot of health.
GP5 quints to stack with gp5s, mana tanky with mana runes and mr.
Vayne
Typical build, defensive runes to allow straight damage build. Triforce for mobility/proc on tumble/survivability/magic damage.
Karth
Mp5 runes/masteries to focus on damage. Catches runaways and helps the sustain. Can be beefy or straight ap depending on how much he gets focused.
Rammus
Typical defensive, scaling MR glyphs for late game for more armor items in game to support passive. Skipped health Masteries; so miniscule its not worth it without atma's. Nice AoE damage goes well with sunfire.
Yorick
Very balanced, very effective, impossible to gank, just needs a lot of farm. Survivability runes/masteries with some mp5 stuff. Lots of sustainability so he never has to leave lane. 41% crit chance late game with triforce procs and a lot of health.
Quick Summary:
Rammus initiates, Galieo speed buffs as he, Yorick, and Karth roll in. Galio ults as soon as signs of retreat show, and vayne rolls in.
The goal is to wear them down without them noticing. At first its all minor AoEs with Karths lay waste/defile, Rammus's ult, and Galeo's 2 AoEs. Once everyone gets roughly half Galio blows his ult and Vayne ults in to clean up. Any escapes are caught by Karthus's ult
Insuring this build works:
~Do NOT feed at all early. Early game all lanes are lacking in damage and can easily be ganked. Your not supposed to be aggressive early, farm up. NO RISKS.
~Get beefy early, and push people around. Mid game your lane can get many hits on a turret and most characters cant do enough damage to matter. Plus with all the regen runes you can regen fine in between rounds.
~An advantage of this build is the ease of fighting under turrets, but this means nothing if you dont WARD (ALWAYS HAVE YOUR LANE WARDED FROM 5:00 ON UNTIL LANING IS OVER)
~This build is very demoralizing to carries
Late Game:
~Late game it'll seem like you lack damage, though in relaity its just all AoE and not burst. Sustain AoE is very deceiving, and most people will underestimate it.
~With two triforce characters, it makes for some nice single target damage, especially with one of them being AD heavy.
~The CC you have end game:
:35 AR/MR reduction with 80% slow for 5 seconds
:1.5 sec 40% slow with a 20% persistent slow for 5 seconds
:3 second taunt
:2.5 sec 40% slow
:Knock Up
:2 sec aoe taunt
:1.5 Sec stun
Thats 6.5 seconds of stunlock (including taunts) and 12.5 secs of slowing, which can be chained with cooldowns.
The onyl downside to me is the lack of interrupts (the ****up is used to engage, the vaynes stun has to be lined up, and the aoe taunt is an ulti. Also considering rammus engages its likely the only good interrupt will be on cooldown. However, if you maintain aggro right and galios shield is used properly it can really save people from burst with how beefy you are. (Beefy stacks health for atmas often, or if there AP beefy all ap items are also health, so mr/ar is where you'll be lacking.
Rammus initiates, Galieo speed buffs as he, Yorick, and Karth roll in. Galio ults as soon as signs of retreat show, and vayne rolls in.
The goal is to wear them down without them noticing. At first its all minor AoEs with Karths lay waste/defile, Rammus's ult, and Galeo's 2 AoEs. Once everyone gets roughly half Galio blows his ult and Vayne ults in to clean up. Any escapes are caught by Karthus's ult
Insuring this build works:
~Do NOT feed at all early. Early game all lanes are lacking in damage and can easily be ganked. Your not supposed to be aggressive early, farm up. NO RISKS.
~Get beefy early, and push people around. Mid game your lane can get many hits on a turret and most characters cant do enough damage to matter. Plus with all the regen runes you can regen fine in between rounds.
~An advantage of this build is the ease of fighting under turrets, but this means nothing if you dont WARD (ALWAYS HAVE YOUR LANE WARDED FROM 5:00 ON UNTIL LANING IS OVER)
~This build is very demoralizing to carries
Late Game:
~Late game it'll seem like you lack damage, though in relaity its just all AoE and not burst. Sustain AoE is very deceiving, and most people will underestimate it.
~With two triforce characters, it makes for some nice single target damage, especially with one of them being AD heavy.
~The CC you have end game:
:35 AR/MR reduction with 80% slow for 5 seconds
:1.5 sec 40% slow with a 20% persistent slow for 5 seconds
:3 second taunt
:2.5 sec 40% slow
:Knock Up
:2 sec aoe taunt
:1.5 Sec stun
Thats 6.5 seconds of stunlock (including taunts) and 12.5 secs of slowing, which can be chained with cooldowns.
The onyl downside to me is the lack of interrupts (the ****up is used to engage, the vaynes stun has to be lined up, and the aoe taunt is an ulti. Also considering rammus engages its likely the only good interrupt will be on cooldown. However, if you maintain aggro right and galios shield is used properly it can really save people from burst with how beefy you are. (Beefy stacks health for atmas often, or if there AP beefy all ap items are also health, so mr/ar is where you'll be lacking.
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