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Building your Champion






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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Pick a team compensating role!
Sometimes, during champion selection, a game can already be predicted to be either won or lost. Unless, of course, the skill level between the people playing/trying their champion is too high. In normal games this is a much more loose fact compared to ranked games, where you have draft mode.
EU and US have a different perspective of what an ideal teambuild is, but I'd say a strong solo laner at top, be it either a tank or a burster (make sure you have your escapability ready), a carry at mid if a burster is at top or a burster at mid if a tank is at top (preferably one that counters the enemy), a jungler with enough survivability so he won't get killed by 1 skill when he's doing red or blue, a supporter with CV at bottom making sure the carry or the tank in his/her lane gets enough gold.
Always try to counter-pick the enemy team, don't pick a


Now about the guide: I'm trying to make sense in why you should buy/build particular runes, masteries and items for various kinds of champions and giving out examples along with that, to try and make it as clear as possible. Please take your time before voting, as this is not a guide about how you MUST build a champion (role), but just giving you the information on why you should do something or not. I'd highly appreciate comments, positive or negative, so we can debate. I am sorry for slow responses. Now for the guide...
Since the recent buffs and nerfs of runes I've been experimenting for a long time and with many runes. So far I must say:
Melee carry: Greater Mark of Desolation or





Because: most melee carries have 2+ skills that do physical damage, these skills are the most important for your damage output, having much ArP is therefore great on you, because crit and AS don't do anything for these skills. There are some champions that might want much attack speed though, on-hit stacking champions like


Ranged carry:






Because: most ranged carries have only 1 physicial damage skill, so ArP isn't that much of a big deal early game. They mostly have some skill that slows your enemy or speeds up your auto attacks, which works nicely with AS. You want to be throwing in damage while running and chasing (attack speed counts for on hit stackers too, again, Captain


Burst caster:





Because: you want to be able to take down people early-game: preventing carries from getting too strong or maybe even tanks. The magic pen mark is stronger than the AP mark, since the magic pen mark is a primary mark and the AP mark is a teriary mark. Those 9 magic pen marks give a big advantage early game, since champions have a very small base MR. Now for seals get health/lvl if you aren't mana hungry or have a mana recharging passive/skill (



Support caster:










Because: supporters are there to try and get the carry in their lane stronger, get vision over the map, heal and/or shield etc. Not to do much damage and get much money. So you want to have some survivability so you won't feed, some AP so your heal and/or shield will be stronger and mana (regen) and CDR so you can spam skills (because you won't have as much AP as the bursters). Armor and/or MR marks for a support with little survivability and damaging skills (






(No example builds at the top, but telling anyways:)
Tankers:





Because: you want as much survivability as possible! Take armor if it benefits your champion (

Roamers: Greater Mark of Desolation or





Because: a little bit of extra damage on you won't hurt, ArP and magic pen are the best way to do that. Some extra mana regen so you can use your skills quickly after 1 gank again. Some extra CDR because you won't have much much CDR from items in a while. And either more MS for faster roaming or more gold/lvl for faster...gold.
I still have to test the buffed


You have to adjust the runes that benifit for your champion his/her passive/skills and the items you are going to build on him/her!



For ranged carries: 21/0/9 with







For burst casters: 9/0/21 (10/0/20 if I pick






For support casters: 0/9/21 (9/0/21 for supporters that are able to run away more easily than others, like

(No example builds at the top, but telling anyways:)
For tanks I usually go 1/21/8 (or 9/21/0 if you want




For roamers I usually go 0/9/21 (on junglers my mastery build varies too much to be able to give you an example), making sure I have enough regen and escapibility to be able to roam constantely.
Take your time to understand the champion his/her role, passive, skills and adjust your runes, masteries and items on that!
But before I go into details, I'd like to tell about percentage/flat armor/magic resistance reduction and penetration. You can just stack a lot of input for reduction and penetration without thinking about it, but there's a big chance you'll be waisting a lot of money because the output is calculated in a special order (which has been changed during the times of League of Legends). The output will be calculated in this order:


Flat Armor/Magic Reduction (Examples: AD:


Flat Armor/Magic Penetration (Examples: AD: Greater Mark of Desolation,



Percentage Armor/Magic Penetration (Examples: AD:


As you can see there are runes, items and champions' passives/skills that can penetrate and reduce, just keep in mind the order. It's a waste of gold to build a lot of flat penetration with runes and items, if you are going to buy a percentage penetration item afterwards. So think about your runes, masteries and champion abilities before you build your items!
So now that you know about penetration and reduction it's time to check out what exactly our champion does with his/her skills, so we can build items that benifit them.
Let's say, for example, we're going to play



The story of Pantheon is pretty much the same for a AP user, I will use






Since the base magic resistance on most champions is low, magic resistance reduction/penetration is not as strong as armor reduction/penetration early game. So you could say: if the game is gonna be short go for flat pen/reduc, if the game is gonna be long go for percentage pen/reduc.
Apart from doing maths for having good damage for the most optimal price, you will need survivability too. Not only tanks build it! Supporters and carries usually need some too, since they're being focused in teamfights first (normally). What to get is partially based on your enemies. For example: a lot of burst?






So before you build your items, think of what kind of runes and masteries do you have on you. Keep in mind the reduction/penetration order. And know your champion's passive and skills. Physical based damage skills = AD, ArP, Lifesteal. Magical based damage skills = AP, MrP, Spell Vamp. And for a little heads up, lifesteal is more important than spell vamp on most champions, because lifesteal procs with auto attacks and you use those a lot more often than skills. (Spell vamp is great on a champion like

A disabling skill (stun, snare, silence etc.) is mostly leveled first, for an easier firstblood. But if you wait with leveling up your skill, you might notice there won't be any lvl1 (team)fight and you might as well level your nuke/burst skill. If you are going to support your lanepartner, you will need to maximize your support skill first (heal, shield etc.). Your ultimate is mostly the same story for every match, get it on lvl6, 11 and 16 (with some exceptions like


Then most champions have an escape/juke skill which you level up at lvl2 or 4. You will start maximizing it after you maxed the other 2 skills. Examples: 1 point on



So what skill to max first is based on your playstyle and the enemies' playstyle (plus your runes, mastery and item build, yet again). Just make sure, if you go for maxing a nuke or any other damaging skill first, to have yourself some escapibility ready when you get ganked (be it summoner spells or a disable)!
Melee Carry/Off-tank: if you are going to build pretty much full damage you probably need






If you are going to be an off-tank, you might want to take




Range Carry/Burst Caster: you are vunerable to ganks, you are squishy or just scared of giving bonus gold away (because you are such a good player and always get godlike streaks), you probably want


I tend to take the point in







Support caster: you need









Tank: this is really champion-based imo. I mostly roll with







Jungler: not much to say. Get





Roamer: so on this one I don't really have an opinion. This is too much based on playstyle. On







Keep in mind these are just suggestions, you can always try and be exotic. So for you people feeling special, I'll take some time to give my opinion about the summoner spells I left out:
















So I've gave suggestions AND opinions now. Yet, you are STILL free to do whatever you want. Maybe you will be the next #1



I am not trying to prove anything by the way, before anyone tries to troll about that. I'd just like if more people will try and get more educated about LoL and spread the information.
Also, I'm sure I am not the only one that made a guide that's a bit like this. I never really spend time reading about this game, so I'm sorry if I stole anyone's idea! I was terrible at the start of LoL, just like I was in DotA. But being on it from the very beginning - and still playing - I have learnt a lot and I just felt the need to try and help other players. Since most of the people that I know (irl) playing/played LoL, are really bad.
Love you all,
GGJampa (EU)
P.S. I will slowly update this guide once in a while, adding images and screenshots, making this guide a bit more noob-friendly, easier to read trough etc.
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