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Elise relies heavily on landing her Cocoon(E) to initiate fights or ganks. If youâre nearby, you can counter gank her as she doesnât have much to offer once her E is on cooldown. Elise has a lot of burst damage and can solo kill most champions in the early game. Try not to fight her one on one. Her E ability allows her to drop down on any enemy target including minions and wards. It also allows her to drop tower aggro, play it safe and back when low on health.
Master Yi
Master Yi needs time to scale and will be looking to farm as much as possible to come online. Without his Ultimate Highlander(R), he is rather weak, so he will be looking to hit level 6 as quickly as possible. Go in Master Yiâs jungle to steal away his camps if you see him on one side of the map. This will delay his power spikes, and also reduce his gold income. Master Yi can take objectives like the Dragon or Rift Herald alone in the early game. Make sure you keep those objectives warded so you can see him before he secures them for his team.
Rammus
Rammus is an early game ganker. Make sure you have wards in the river or at his jungle entrances to reduce the effectiveness of his ganks. He doesnât have the healthiest first clear. If youâre a strong early game champion, try to invade him on his first clear to set him behind from the get go. Rammus will activate his Powerball(Q) quite close to a lane but outside of general warding spots to make it harder for the enemy to escape. Place slightly deeper wards rather than warding usual warding spots to give you more time to escape.
Poppy
If you meet Poppy when going through the river or if she invades your jungle, watch your positioning and avoid being close to a wall so she is unable to pin you against it with her Heroic Charge(E). Do not do any objectives if Poppy is nearby as she can knock you away with her Ultimate Keeper's Verdict(R) and potentially steal the objective. Poppy has quite a healthy clear, so it might be difficult for you to invade her in the early game. Keep this in mind if you intend to invade or try to fight her early on.
Fiddlesticks
Invade Fiddle in the early game to deny him as much gold as you can. He is weak before level 6 but even weaker before level 3 so use that to your advantage. When Fiddlesticks reaches level 6 he will try to surprise gank you with his Crowstorm(R). Keep track of where Fiddlesticks is and inform your team, so they can get wards down and play safe when he is on their side of the map. Before engaging on to Fiddlesticks, ask yourself if this is the real one. Donât waste everything on a fake scarecrow.
Trundle
Donât fight Trundle if he is ahead. His skirmishing power is incredibly strong especially if he has his Ultimate Subjugate(R) available. Trundle cannot really gank if he doesnât have any strong lanes, so he will look to power farm instead. Try to gank as much as possible so you can get your allies ahead. Trundle has good objective control and can solo them with ease. Keep them warded at all times to make it harder for him to secure them.
Ivern
Prevent Ivern from getting 3 buffs from the get-go by warding both of the river bushes at 1:25. This should give you enough time to vertical jungle. Ivern is rather weak in the early game. If youâre playing a strong early game champion, try and invade him to set him behind. Ivern has good Dragon control thanks to Daisy(R), but he can also do it after ganking bot. Make sure you keep vision on the Dragon at all times to spot him while heâs on it.
Shaco
Shaco has good Dragon control in the early game. Make sure you keep it warded at all times so you can spot him before he takes it. His duelling power is rather good in the early game. Think twice before fighting him especially if youâre spotted as he may place a Box(W) behind him and use try to chase him down. As a laner, warding bushes directly outside of lane wonât prevent a gank, so you want to ward in places where he can Deceive(Q) over terrain of some kind.
Warwick
Warwick is a strong early game Jungler. Place vision inside the river and at his jungle entrances to reduce his ability to get successful ganks off. Thanks to his kit, Warwick can take objectives pretty quickly and can solo them thanks to the sustain from his Jaws of the Beast(Q). Place vision and take the bot side Scuttle Crab to spot him before he is able to take it. As Warwick has a strong early game, try to equal his pressure by ganking just as much as him. If youâre not able to gank in the early game, try to invade his jungle and steal away camps when heâs shown on the other side of the map.
Rek'Sai
RekâSaiâs kit allows her to have creative gank pathing through walls. Therefore, ward possible paths RekâSai can gank through. She has very good Dragon control in the early game. Make sure you keep Drake warded at all times so you can spot her before she is able to kill it alone. RekâSai can gank as soon as she hits level 3 and has access to her E. Expect her to get an early gank off.
Volibear
Volibear is a strong early game Jungler and will look to gank a lot. Ward his jungle entrances to make it harder for him to get successful ganks off. He has good Dragon and objective control in the early game. Make sure you keep the Dragon warded at all times so you can spot him before heâs able to take the objective. If you know Volibear has his Ultimate Stormbringer(R) available and you see your allies on low health, ping them to recall. Volibear has incredible dive potential and can pick up free kills under towers.
Amumu
Amumu has a very weak early game and is susceptible to invades. If youâre a strong 1v1 champion, try and invade him early to set him behind and delay his level 6 power spike. Amumu needs to hit level 6 as fast as possible so he can gank with his Ultimate Curse of the Sad Mummy. Try to gank as much as you can early on so your allies are stronger than his. This will make it harder for him to gank when it comes time to do so. Like suggested, Amumu has a weak early game and will be looking to power farm. If he does show on the map, or if youâre stronger than him, you could invade his jungle and steal away some of his camps. This will delay his level 6 power spike and delay his Ultimate Curse of the Sad Mummy which in turn, will also delay some of his ganks.
Kindred
Kindred will be trying to get as many stacks as possible. If youâre on the same side of the map when one spawns, take a detour to kill the camp so she is unable to get the stack. As she is a ranged champion, you need to be careful when trying to duel her as she can use her range advantage and Dance of Arrows(Q) to kite you. Unless you get the jump on her, think twice when attempting to duel her. Kindred has the ability to solo objectives with ease. Unless you can take them first, make sure you keep the Dragon warded at all times so you can spot her before she secures the objective.
Ekko
When invading Ekko, try to wait inside a bush for him to use his Parallel Convergence(W) and wait for it to expire, before going on to him. When his shield is down, he is much weaker and easier to kill. Try and place vision inside the river and around his jungle entrances. This will make it harder for him to gank successfully if you always know his approximate location. Having vision in lane bushes will also help prevent ganks as you can spot him setting up his W. Ekko doesnât have the healthiest of clears even with his W.
Jarvan IV
Jarvan can gank at level 2 once heâs unlocked his Dragon Strike(Q) and Demacian Standard(E). Be aware of this as he may try to cheese an early gank in the mid or bottom lane.Jarvan is really good at ganking in the early and mid-game. He will be looking to gank a lot, so itâs important that you try to equal his gank pressure and gank as much as you can to prevent him from getting his laners ahead.He has rather good Dragon and objective control. Make sure you keep major objectives warded at all times so you can spot him before he secures the objective.
Shyvana
Shyvana wants to power farm in the early game to get level 6 and unlock her Ultimate Dragon's Descent(R) and get her transformation. You can delay this by invading or trying to fight her early. Thanks to her Passive, Shyvana will be trying to secure every Dragon. Make sure you keep them warded so you can spot her before she takes them for free. Because Shyvana will not be ganking much, look to gank as much as you can in the early game to get your allies ahead.
Taliyah
Taliyah has good pressure in the early game. Make sure you place vision in the river or at her jungle entrances to spot her before she is able to get a gank off. Post 6, Taliyah can gank from afar thanks to her Ultimate Weaver's Wall(R). Try to place vision inside her jungle whenever her Ultimate is up. Taliyah doesnât have amazing Dragon or Rift Herald control in the early game. If you can, try to take these objectives before she is able to get help from a nearby lane.
Zac
Zac has really long cooldowns on his engage abilities. Because of this, he can only really use them as an engage or escape tool once per fight. If you know he is without these abilities, try to fight him. Placing vision around his jungle entrances and in the river will reduce his ability to get successful ganks off. Take note that Zac can gank from afar with his Elastic Slingshot(E) though. The easiest way for Zac to kill the Scuttle Crab is by using his E. If you see him killing the Scuttle Crab, it will usually mean that his E is on cooldown and heâll lack an escape tool.
Wukong
Place vision around his jungle entrances to make it harder for Wukong to get successful ganks off. Wukong has good objective control in the early game. Try to take it before him if possible, or at least keep it warded at all times so you can spot him before he is able to take it for free. Wukong is very strong in a 1v1 fight if he has lots of health. Avoid fighting him if you spot him when he is very healthy. Especially if he has his Ultimate Cyclone(R) available.
Kha'Zix
KhaâZix will be looking to gank a lot in the early game to get ahead. Try to equal his kill pressure early on by counter ganking if youâre nearby. He can solo objectives like the Dragon or Rift Herald with ease thanks to his Taste Their Fear(Q). Make sure you keep these objectives warded so you can spot him if he tries to take them. When fighting KhaâZix, unless you have the lead, avoid fighting him when there are no minions or jungle camps nearby. Thanks to his Passive, he will deal more damage to you if youâre isolated with no-one around.
Nidalee
Nidalee is an early game dominant Jungler. Ward her jungle entrances to spot her leaving her jungle to make ganking harder for her. Deeper wards are preferred against Nidalee as she can use her W to jump over walls and manoeuvre around commonly warded bushes. Keep this in mind when placing wards. Nidalee is easy to kill if the enemy Jungler hasnât been kiting camps correctly. Try and invade and kill her early on as she doesnât always have a healthy clear.
Nunu & Willump
If you invade Nunu, do not fight him when he is near a jungle camp as he can use Consume(Q) to gain a health advantage. Ideally, fight him when he is in the river or not near a camp. Nunu can easily solo the Dragon at level 4 and after. Be prepared for this by having the Dragon warded at all times and by always taking the bottom side Scuttle Crab. At level 6, Nunu can channel his Absolute Zero(R). When he does this, make sure you cancel or interrupt it. If you can interrupt his channel early, his R will not deal a lot of damage and it could save you or your allies life.
Kayn
Placing wards over walls near lanes instead of lane bushes will be more effective at spotting Kayn as he can use his Shadow Step(E) to avoid common warding spots. Kayn will look for early skirmishes so he can get his form as quickly as possible. Expect him to invade or gank a lot in the early game. Because of Kaynâs Ultimate Umbral Trespass(R) and mobility, make sure you watch yourself as you recall, and make sure you stand in the middle of the lane so itâs easy for you to escape if he springs up nearby. Donât give him easy kills by window shopping when you recall.
Sejuani
You can reduce Sejuaniâs ability to get successful ganks of by warding her jungle entrances or placing wards in the river. If you know where she is, she will be unable to get good ganks off. Sejuani has good Drake control in the early game. Ensure that you take the bottom side scuttle crab and keep the Drake warded at all times so she is unable to sneak it away from your team. Once Sejuani hits level 6 and unlocks her Ultimate, she will be looking to gank as often as she can. You could delay this power spike by invading her in the early game or stealing away her camps when she is spotted on the other side of the map.
Vi
Keep the Dragon warded at all times. Vi has good objective control and take them pretty easily. One way of countering this is by keeping the objectives warded or taking them before she gets the chance to. As Vi is an early game Jungler, try to place vision around her jungle entrances and in the river to reduce the chance of her getting successful ganks off. Vi can gank from level 3 onwards once she has her Vault Breaker(Q). Try your hardest to equal Viâs pressure by ganking often or counter ganking her. If youâre not as good as her in the early game, try to secure objectives if she shows on the opposite side of the map or invade her jungle and steal away camps.
Udyr
Udyr is a strong dueller in the early game. Unless you have a clear advantage, avoid fighting him in a 1v1 scenario. Udyr has good objective control and can solo objectives like the Dragon with ease. Make sure you keep the Drake warded at all times to decrease his chances of securing them for free. Unlike most champions, he doesnât peak at level 6 as he can unlock his Ultimate Phoenix Stance(R) at level 1.
Evelynn
Evelynnâs early game is very weak and she will be power farming till level 6 so she can become invisible and get her Ultimate Last Caress(R). Try and invade her jungle and steal away her camps to delay her level 6 power spike. Place Control Wards in the river and go for deeper wards rather than relying on shallow ones. This will help you spot her before she gets the chance to become invisible. Placing wards on her camps are a good way to counter her. Evelynn wants to assassinate targets that are alone. Group as a team to make it harder for her to execute and kill squishy champions.
Hecarim
Hecarim is a strong duelist in the early game and will try to solo kill you early on. Do not underestimate his early game damage as he will usually come out ahead. Look at what Summoner Spells Hecarim has taken. If heâs taken Ignite, he will be looking to play ultra-aggressive early to get kills. If youâre low, do not try and trade with him as he will finish you off with Ignite. Hecarim has good Dragon taking ability and can solo it early on thanks to his AOE heal from his Spirit of Dread(W) and short cooldown Rampage(Q). Make sure you have vision on the Dragon at all times. If you can, try to take it away from him.
Nocturne
Nocturne will look to power farm early so he can get level 6. Try to invade him and take away his camps to delay his level 6 power spike. Nocturne will try to get ahead early by ganking lanes that are immobile or are overextended. Try to track him in his jungle and counter gank lanes that are being ganked. If you cannot counter gank, try to gank a separate lane or steal his camps. Deep wards inside his jungle or around the entrances to his jungle will help your team spot him before he activates his Ultimate Paranoia(R). Try and get deep vision in his jungle whenever possible.
Lillia
Lillia isnât the strongest early game champion. You can use this to your advantage by invading and trying to fight her if youâre a strong early game champion like Hecarim, Lee Sin or Elise. Post 6, fighting Lillia is going to be harder as her Ultimate Lilting Lullaby(R) can put you to sleep. Unless you can kill her quickly, it will be difficult to win a fight against her unless youâre ahead. Vision will make ganking harder for Lillia, especially post 6. Placing vision around her jungle entrances and in the river will make it very hard for her to find successful ganks.
Diana
Dianaâs early game is rather weak, but she does have kill pressure on you if she is able to land her Crescent Strike(Q). If you meet her on the rift alone and she lands her Q, back off unless you can kill her. Diana can start ganking after level 3 and will look to constantly gank post level 6 whenever her Ultimate Moonfall is up. Keep this in mind and try to gank as often as possible to make it harder for her to impact the map when she gets around to it. Be aware of her level 6 power spike as it is huge for her. Keep track of her early through wards and try to delay her power spike for as long as possible by taking away her camps or killing her in her jungle.
Rengar
Rengar will try to power farm early so he can get his Thrill of the Hunt(R) and start ganking more effectively. Try to delay this power spike by invading him and stealing away his camps. Try to place vision inside Rengars jungle so you know where he is at all times. If you spot him on the top side (pre-level 6), try to invade the bottom side jungle and take his camps. Alternatively, you can gank the bottom lane. It isnât uncommon for Rengar to repeatedly gank a lane over and over again. If he has just ganked your lane, expect him to return shortly afterwards.
Zed
Zedâs skirmishing power is very high early on. Keep this in mind when attempting to fight him in the very early game.When invading the enemy Zed, try and wait inside a bush or only go in on him when he is low on energy so he will find it hard to trade back with you. Zedâs early scuttle crab prowess is very strong. If youâre weak at level 3, donât bother trying to contest the scuttle against him as he may probably kill you. The less gold Zed gets early on, the better for you.
Xin Zhao
Unless you have an advantage, do not fight Xin Zhao in the early game. His 1v1 is incredibly strong thanks to his Three Talon Strike(Q) and Audacious Charge(E) and he will win most skirmishes. To make it harder for Xin Zhao to get successful ganks off, make sure you place vision around his jungle entrances. This will give your allies enough time to back off and escape before he is able to reach their lane. Xin Zhao has good objective control and can take them pretty easily. Make sure you keep the Dragon warded at all times so you can spot him before he is able to take it.
Viego
When skirmishing with Viego, try to make sure there is a minion, monster or crab in between you and him so it blocks the CC on his Spectral Maw(W). Viego has good objective control. Try to keep major objectives warded so you can spot him before he is able to secure the objective for his team. If you counter gank Viego, keep an eye out on him stealing your allies abilities and turning the exchange around. Be prepared to fall back if he kills and takes over your ally.
Mordekaiser
Mordekaiser has a healthy clear but slow clear in the early game. Try and invade him to steal away his camps to delay his first power spike. Luckily, Mordekaiser has rather scripted ganks. Place vision around his jungle entrances to spot him leave his jungle. If youâre nearby, you could try to counter gank, but at the very least ping his position. Once Mordekaiser hits level 6, he will find it slightly easier to gank with his Ultimate Realm of Death(R). Try to equal his pressure by ganking as much as you can in the early game, and whenever he shows up on one side of the map, try to gank another lane or take an objective.
Karthus
Karthus will be looking to farm as much as possible so he can get his Ultimate Requiem(R) as quickly as he can. You can delay his level 6 power spike by invading his jungle and stealing away his camps. Once Karthus has his Ultimate, he can impact the map at any given time. When fighting, always consider that he can use his Ultimate to turn the exchange around. Taking away Karthusâ blue buff will make it harder for him to clear the jungle as he needs as much mana as he can get to clear it quickly. If you know his buffs about to spawn and heâs on the other side of the map, try to steal it away.
Graves
Graves auto attacks are not always effective as monsters/minions/towers block his damage and consume a bullet. Stay behind a monster or minion to avoid his auto-attack damage. When fighting around the Scuttle Crab, make sure itâs in between you and him so it blocks an auto. When duelling Graves, try and stand away from terrain as he will use it to his advantage to make his End of the Line(Q) explode quicker. Graves is a very strong duellist. Donât fight him unless heâs low on health. He is also very good at kiting.
Pantheon
Post 6, place vision inside Pantheons jungle to spot him before he is able to gank a lane with his Ultimate Grand Starfall(R). Pantheon is a strong early game Jungler. Avoid fighting him if you meet him alone when moving around Summoners Rift unless you have a clear advantage as he will probably come out ahead. As Pantheon is strong in the early game and can gank frequently, having vision in the river and around his jungle entrances will make it harder for him to get ganks off.
Talon
Place vision over walls and around his jungle entrances to spot Talon before he is able to jump over a wall with his Assassin's Path(E) and gank a lane. Talon has good invade potential and can 1v1 most Junglers. Ensure your team has good vision of him at all times. If he invades you, back away unless you have a clear advantage. Talon doesnât have amazing Dragon or Rift Herald control in the early game. If you can, try to take these objectives before he is able to get help from a nearby lane.
Qiyana
The brief period of downtime between each Enchantment pick up will be your go-to time to harass her as she will not have a powerful Q that has an empowerment. Be careful when going for short trades with Qiyana as she prefers them over long extended ones. If you meet her inside the jungle or in the river, do not fight her unless you get the jump onto her or have a clear advantage. Qiyana will look to gank low health lanes or laners with CC. If she cannot find any ganks early, she will power farm till 6 where she gets her Supreme Display of Talent(R). Then she will actively look to gank when itâs up. Try to get your lanes ahead so she is less likely to pick up free kills.
Lee Sin
Lee Sin will be trying to gank as much as he can in the early game. Keep this in mind and expect him to be all over the map. If you meet Lee Sin in the early game, make sure you dodge Q if possible. If he is able to land it, he will probably out duel you. Try to disengage if he lands his Q, or engage if he misses it. Lee can easily secure objectives like the Dragon or Rift Herald on his own. Try and keep those objectives warded when theyâre up, or try to take them before he gets a chance.
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ đĄđđđ
My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. đ
I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and đDiamond 4 (flexQ) on EU-West server (top 5% best players at the server).
I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.
I hope this guide will help you to improve your champion's understanding so it would be more fun to play!
Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!
Have a nice reading! đđ¤
PROS & CONS
PROS: 1. Bel'Veth has a lot of depth to her basic abilities with high mobility, Pre-6 CC in her W knockup and her E granting her damage reduction, % missing health damage AND lifesteal. This means sheâs a very complete champion already at level 3.
2. She scales incredibly well with Attack speed as it benefits her whole kit and her whole playstyle revolves around this. If she manages to get those core items and hit that mid game ahead, she will absolutely terrorise the rift.
3. Bel'Veth has a lot of single target damage with her auto attacks and her passive but she also deals significant AoE true damage due to those Void Corals that she can consume from enemy champions and objectives.
CONS: 1. Despite having a lot to offer, she really needs that Attack speed to come online and if she gets put too far behind before she can get those few core items, she may never be able to recover.
2. Bel'Veth relies heavily on her Q, her passive and her auto attacks to deal the majority of her damage, this means naturally sheâs incredibly countered by any form of hard CC. Her E is also a channel ability which can additionally be interrupted by Crowd control.
3. If Bel'Veth doesnât get any take downs on champions or objectives in teamfights she can never activate her True Form which is when she becomes so much harder to deal with.
BUILDS & ITEMS
is one of core items for ADC builds with attack speed and critical strike damage. This item provides a lot of attack speed and synergizes well with the rune Lethal Tempo and Press the Attack. The item is especially good against tanky teams because of attack speed bonus and additional true damage.
is one of core items for ADC builds with attack speed and critical strike damage. This item is good against champions with high burst damage. It also gives vampirism which is good enough to keep health points high and restore them by attacking minions, so your champ would have no need to waste time for a recall just only for healing.
This item is often built as a form of "anti-tank" item used to counter health-stacking champions (or champions that scale well in health) such as Shen, Dr. Mundo, Sion, Volibear, Zac etc.
is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.
It is the best item for basic attack-based champions who benefit from on-hit effects for a major portion of their damage.
this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.
is a good defensive option for a champion who has no other sources of healing or vampirism. The shield can be very easily stacked up prior to fights by farming minion waves, allowing the owner to constantly overheal himself.
helps attack damage-based champions against enemy teams with high amounts of magic damage. LIFELINE can absorb most of the initial burst of magic damage from an enemy champion and give the owner an opportunity to attack or retreat. It is very useful against ability power champions with burst damage like Annie or Evelynn.
Champions with large health pools or health-gaining abilities may profit greatly from this item. The item deals also AOE damage with each auto attack so your champion will be able to shave waves and jungle camps much faster.
The unique passive's usage is best realized when looking at a simplified situation where an enemy inflicts instant burst damage onto you. As a result, your opponent has to overkill you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like shields or healing. At the same time it also slightly improves your time window for retaliation, and is as such most powerful in a fight between two champions.
is a strong counter against basic auto-attackers that stack well on critical strike chance, like Yasuo, Tryndamere, Yone and most of marksmen. You should consider to buy this item if the enemy team 2 or more champions who rely on critical strike damage.
is most commonly used by champions to protect against magical damage and to enhance healing effects. These effects include normal healing or some form of health regeneration. In other words, you will be healed more by your allies and you will heal yourself much more effectively. Also the effects of life steal will restore more health. Its passive works well with any champion that has self-healing, self-shield, omnivamp, or life steal built into their kit.
are very useful against heavy AD teams or particular AD champions with strong auto-attacks. If the enemy team has at least one auto-attack based champion, you can buy these boots. However, if there is no auto-attackers at all, you can spend your money to buy other boots.
RUNES
This rune greatly increases your attack speed and so you can deal more damage by auto attacks, especially in the late game. Some extra attack range is also a nice bonus for your champion which can allow you do deal the last deadly hit to an escaping enemy.
This rune gives your champion good amount of damage and some sustain, especially in extended fights. The rune fits better for melee champions since it's twice faster to stack it up and it scales well into the late game.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune simply increases you attack speed and so you can deal more damage by your auto attacks.
The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives Coup de Grace and Cut Down if you buy some items for HP and your champion is able to survive long enough with low HP rather than reducing HP of enemies.
This rune will spare you 300 gold and gives +10 movement speed later on when you buy Tier-2 boots.
Cosmic Insight is one of the most popular runes to take when taking the Inspiration Tree. Cosmic Insight grants the user 18 Summoner Spell haste and 10 Item Haste. If the Champion relies on items a lot, it may also be a good idea to take this mastery because it will lower the Cooldown of those items.
GAMEPLAY INFORMATION & TIPS
EARLY GAME (weak): Bel'Veth early objective control is very strong due to her high attack speed and low cooldowns. She can also turn into her True Form after killing it and then use this to punish any pursuing enemies. Bel'Veth will get significantly stronger with each time she recalls, due to how much she benefits from every piece of attack speed she buys. Once sheâs completed that first Mythic item, sheâs going to be a lot harder to deal with, especially if she gets it earlier than expected. More attack speed means a lower cooldown on her Q, which is her bread and butter ability, aiding her damage, mobility and clear speeds. The sooner she gets that attack speed, the stronger she gets.
Your goal in the early game is to gain as much gold and Xp as quickly as you can. You wanna prioritize ganking lanes with low mobility or for allies with early CC as the strength of your basic abilities at level 3 and 4 is pretty significant. Try and secure early objectives as you can take them pretty quickly and if you kill them you can turn into your True Form as use this to take down any nearby enemies.
MID GAME (average):
A few points in her Ultimate and her Maxed out Q will mean Bel'Veth is starting to really come into her own at this point of the game. She will be able to threaten enemy teams a lot more now as long as she avoids big hard hitting CC. Bel'Veth early teamfight potential with those Void Coral consumptions and her True Form is where she really starts to shine. Her enemies also wonât quite have the itemization to deal with her this early into the game so she can really benefit from her high attack speed and mobility.
In the mid game you focus is to snowball your lead and get those core items to spike as early as you can. The more big items you get, the quicker you will become unstoppable. Continue to focus on securing those objectives and consider fighting over them, all it takes is one piece of Void Coral to pop off and start carrying those fights in your True Form. Donât be afraid to take down structures in your down time too. Youâre an attack speed champion, so after taking down enemies in lanes, make sure to punish them further by killing their turrets as well as the usual strategy of clearing their camps.
LATE GAME (strong):
At this point in the game Bel'Veth will have her full core item build path and she will deal a huge amount of damage whilst being incredibly slippery. This makes her adept at being a consistent huge damage output and being hugely threatening to enemy teams backlines. Not only will be shred down carries but due to the nature of her itemization she should have an easy time tearing through those frontliners too. If she consumes a Void Coral at this point in the game and activates her True Form, sheâs going to be very hard to take down due to all those bonus stats she gains. She also benefits from increased pushing power if she consumes an empowered void Coral from Baron nashor or a rift herald. This means when she kills minions, she will summon voidlings to push lanes and punish enemy structures.
Late game you become an unstoppable attack speed carry with an insane amount of mobility, consistent damage output and also good survivability too. Try to time your fights around your teammates initiation, and always be the follow up rather than the initiation. Youâre going to struggle to be taken down as long as you arenât caught out alone, and use your Qâs mobility to dodge as many major CC abilities as possible in teamfights. When amongst multiple targets, donât forget to use your E to keep yourself alive aswell as priorizing those Void Corals from fallen enemies. The focus remains the same about fighting around objectives. If you take down a Baron at this point it can easily decide the game with that extended empowered True Form you get from consuming its Void Coral. Focus on this as much as you can without forcing it with a 50/50.
HOW TO PLAY AGAINST BEL'VETH
Invade her early. Bel'Veth is very weak and easy to invade. Try and pick strong skirmishing champions and invade her early. If you cannot invade her early, steal away her camps when she shows elsewhere on the map. Denying these camps will prevent her from getting stacks. Counter gank her whenever you can. After she has used her core abilities, she doesnât have much to offer. If you have CC and are good in 1v1s or 2v2s, you should have an easy time counter ganking her.
In team fights, try to lock her down quickly so she is unable to auto-attack and dish out tons of damage. When she activates her E in a team fight, avoid using any burst abilities. Disengage or focus her quickly to take her down. If she oversteps or uses her Q too aggressively, lock her down and focus her in the team fight. Taking her out quickly will increase your chances of winning the game.
Her first major power spike is at level 6 when she unlocks her Ultimate R. Her skirmishing power increases after this level. The longer the game goes, the stronger she will be thanks to her Passive as she can unlock unlimited stacks. Similarly, her attack speed can become extremely high in the late game. Try and end the game early so she cannot get so much attack speed.
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BIOGRAPHY
Fascinated by the world of existence and eager to create one for herself, Bel'Veth is like a dark cancer that has metastasized within the heart of the Void, through which all of Runeterra will be consumed and rebuilt in her own twisted image. She hungers for new experiences, memories, and concepts in vast amounts, devouring whole cities and their populations before repurposing the information into a sprawling alien landscape known as the Lavender Sea. Yet even the Void is not safe from her voracity as she spreads within it like a primordial ocean, forcing all before her to submit to her world of want... or be destroyed.
Though Bel'Veth is new to Runeterra, her birth is untold millennia in the makingâthe end result of an allergic reaction between the Void and a nascent reality. The once-pristine dimension of peaceful nothingness was irrevocably shattered when existence came into being, and forcefully individualized Void entities lashed out for eons in an attempt to defend themselves from the shock and pain. Erasing everything they consumed, they were named by virtue of what they left behindâa void. But the beings within were changed each time they touched the world, mutating from their once-perfect forms into hedonistic, violent animals.
So too did the Void change with them. After every battle, every incursion, something more sinister grew deep within a hidden womb inside the darkest recesses of the Voidborn tunnels... Buildings, sunlight, proto-humanoid limbs reaching toward nothing... A jigsaw puzzle where none of the pieces fit... The Void had taken a new, hideous shape. In time, fueled both by humans opening rifts for war and the Watchers attempting to invade the Freljord, this blasphemous pocket of un-creation grew to embrace the opposites of the Old Void: desire, want, and need.
Soon enough, it craved a leader. Someoneâor somethingâwho could write a horrific new chapter in the worlds above and below. A leader who could interface with these âhumans,â tell them of what was to come, and harvest their emotions and memories as they fought a bitter, fruitless war until the last fires of civilization died and a new era spawned.
This leader is Bel'Veth. A terrifying empress born from the combined memories, experiences, and emotions of an entire devoured port city and its outlying oceanâBelâVethâs mind contains millions of years of perfectly preserved knowledge, giving her near-omniscience as she prepares to destroy both Runeterra and the domain of her progenitors, the Watchers.
To those lucky enough to be of strategic value to her, she does not lie, ask questions, nor obfuscate the truthâshe simply states the nature of things, for with victory all but assured thanks to the very nature of the Void itself, there is no need to say anything more. And to those who displease her, they will find her human form to be merely adaptationalânerve endings, muscles, and eyestalksâas she unfurls her titanic wings to reveal her true, monstrous figure.
Ironically, the ancient Shurimans had a word for such a concept. Loosely translated to âGod of Oblivion,â it was a tribal myth of a remorseless deity who would erase all things without hatred, replacing them with itself. They named the city of Bel'Veth after it, though the true meaning was lost after many hundreds of years.
Lost to all, perhaps, save for the creature that city has become.
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