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Recommended Items
Runes: RUNES
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Skill Path
Deathbringer Stance (PASSIVE)
Aatrox Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Garen
Garen’s spinning ability does more damage if you stay alone, so try to fight him inside of your minions. Try to attack him when his HP bar is low to prevent his Passive to regenerate him.

Volibear
Synergies

Volibear
Champion Build Guide
My name is Max Dixon and i'm League of Legends content creator. I started to play LoL in 2016. My highest ELO at the moment is 💎Diamond 1 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server. I've got three times to Diamond in different season and now I'm more focused on creating guides and videos with reviews of the strongest players in the world, growing my channel by sharing my experience and training new champions for the marathone to Master+ in the future.
I also want to invite you to subscribe to my YouTube channel where I'm going to make League of Legends content:
https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
I would be very happy to build my first audience with 1000+ subscribers and start streaming😊
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Let me know in the comments section if you find any mistakes or outdated information so I could fix it!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! 📖🤓
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- Good mobility and CC for a bruiser.
- Great sustain.
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- Huge snowball potential.
CONS:
- Hard to master.
- Can be outscaled by many champions.
- Mediocre late game.
- Hard to play from behind.
- Item dependent champion.
THE DARKIN BLADE is the main combat skill of
INFERNAL CHAINS on the one hand, the ability allows you to inflict good damage and control the enemy, pulling him to the center, but unfortunately it’s quite difficult to do. The reason is that after using the ability, the enemy should be in the zone during 1.5 seconds, and this is actually a lot of time. It’s good to use this ability in combination with some other control skills of your teammates. Firstly your ally uses something like stun and right after that you apply
MORE OF MY VIDEOS ARE HERE: https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
provides your champion by decent amount of damage and sustain. Due-to its omnivamp and healing effect, your champion will be able to stay on the lane much longer.
increases your damage,health and movement speed, but most importantly it reduces champion's cooldown of non-ultimate basic abilities. This could be a huge powerspike for your champ.
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.
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
this item gives your champion extra slow effect and damage, especially on targets with heavy armor. This is the attack damage counterpart of
is generally good for fighters and bruisers to deal damage to enemies and protect your champion by additional HP and shield.
is usually used on bruisers like
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 particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize healing from attacks to survive fights (such as life steal). It's very useful against such champions like
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.
is a strong counter against basic auto-attackers that stack well on critical strike chance, like
buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and magic resistance that makes it a good choice for tanks and bruisers who lack mobility. It's also a good option against teams with lots of champions with magical type of damage.
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 can help you against teams with lots of crowd control abilities like stuns, slows, roots etc. Thats why its going to be harder for them to disable your champion for long period of time.
The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives
This rune can be a good choice against teams or champions with lots of burst damage like
The shields and healing by your or to your champion are 5% to 10% stronger due-to this rune.
+
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that
Teleport is mainly used to minimize laning downtime after
+
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from
MID GAME
This is probably the best period of the game for
LATE GAME
Stay with your team in the late game. Avoid splitting if you have no
In ancient times, long before desert sands swallowed the empire, a mighty champion of Shurima was brought before the Sun Disc to become the avatar for a now forgotten celestial ideal. Remade as one of the Ascended, his wings were the golden light of dawn, and his armor sparkled like a constellation of hope from beyond the great veil.
But no one predicted the extent of the horrors that the rebels would unleash—the Void quickly overwhelmed its Icathian masters, and began the grinding annihilation of all life it encountered.
After many years of desperate battle, Aatrox and his brethren finally halted the Void’s perverse advance, and seared the largest rifts shut. But the surviving Ascended, the self-described Sunborn, had been forever changed by what they had encountered. Though Shurima had triumphed, they all had lost something in their victory... even noble Aatrox.
And in time, Shurima fell, as all empires must.
Without any monarch to defend, or the existential threat of the Void to test them,
Fearing that these fallen Ascended were as dangerous to Runeterra’s survival as the Void incursions had been, the Targonians intervened. It is said that the Aspect of Twilight gave mortals the knowledge to trap the darkin, and the newly reborn Aspect of War united many in fighting back against them. Never fearing any foe,
The weapon was a prison, sealing his consciousness in suffocating, eternal darkness, robbing him even of the ability to die. For centuries, he strained against this hellish confinement... until some nameless mortal was foolish enough to try and wield the blade once more.
In the years that followed,
Raging against this injustice, he arrived at a solution that could only be born of a prisoner’s desperation. If he could not destroy the blade or free himself, then he would embrace oblivion instead.
Now,
















































































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