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- 👼Complete Kayle guide by Dixon 📜 12.21 ✅
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🐻Complete Volibear guide by Dixon [TOP\JNGL] 📜 12.14 ✅
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Runes: Lethal Tempo (TOP more damage)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 ability haste
+15-140 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Test of Spirit(E) is essential when it comes to trading. Dodging this ability is the key as it will reduce her trading power. Ensure that you’re always stood behind at least 1 minion. Do not stand inside the minion wave though as Illaoi can use her Tentacle Smash(Q) to push the wave and poke you at the same time if you stand in it. Try and freeze the wave closer to your side of the map. Illaoi is weak early on and will try to freeze the wave and then zone you away from minions when she is stronger. By keeping the wave closer, you’ll limit her ability to farm and scale.
Only look to fight Graves if there are lots of allied minions in lane so you can use them to block his auto-attacks. 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 it’s 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.
Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator(W) or Cull the Meek(Q) off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his Dash Slice and Dice(E). He can use it on the minion wave to close the gap and trade with you.
As Teemo is a ranged champion, expect him to try and harass you as much as possible. Investing in defensive starting items could be a good way of dealing with him from the get-go. Teemo will place Shrooms Noxious Trap(R) around the edges of the lane. Avoid walking to the side of the lane and only walk the path your minions take to reduce your damage taken. Be prepared to sacrifice some CS for XP and health. Teemo has a lot of kill pressure if he takes Ignite and is able to harass and poke you down.
Gnar can easily escape ganks with his E. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping. Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive. As he is a ranged champion, it’s important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you’re low.
Use the minion wave to block Aatrox from landing his Infernal Chains(W) and going for the all-in. Always ensure that there is at least one minion between you and him at all times. Both his The Darkin Blade(Q) and Umbral Dash(E) have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and trade with him while they’re down. Aatrox benefits from bursty trades with his Q. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesn’t burst you down.
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Quinn is an early game bully and will try to harass and poke you as often as she can. Try and stay outside of her auto-attack range and be prepared to sacrifice some CS for XP so you don’t fall behind. Once Quinn hits level 6, her kill pressure in a trade doesn’t exactly increase as her Ultimate Behind Enemy Lines(R) is a utility tool. However, her ability to roam does. If she leaves lane, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in the early game will allow you to get gold and XP without fear of Quinn zoning you away and denying you farm. Post 6, you shouldn’t be freezing as it will give Quinn an opportunity to roam.
Lillia isn’t the strongest early game champion. You can use this to your advantage by invading and trying to fight her if you’re 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 you’re 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.
As Vayne is a ranged champion, when playing as a melee champion, be prepared to sacrifice CS for XP and health. Don’t let her kill you in the early game as you’ll make her late game even stronger. If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Keep the minion wave closer to your side of the map in the early game. This will reduce her chances of zoning you away from the minion wave. It will also make her susceptible to ganks.
Keep in mind that Kled will try to play super aggressive in the early game to get a kill. Stay at max distance and avoid overextending. When duelling Kled, keep an eye on his secondary bar. If it’s almost full, he will mount during the skirmish and he’ll be able to kill you. Avoid going for extended duels when he is about to remount. Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate(R) once you walk up to farm.
Rumble is very immobile and prone to all-ins. Try to freeze the wave closer to your side of the map. This will force him to overextend for farm, which can allow you to all-in him, deny him from farm or even set up your Jungler for an easy takedown. Rumble is rather squishy early and suffers heavily when his Flamespitter(Q) is on cooldown as he will lack damage. Looking to fight after he uses his Q will make trading easier for you. Don’t underestimate Rumble’s damage in a trade. If you get hit by multiple Electro Harpoon(E)’s and stand in his Q for too long, he will dish out a lot of damage.
Aim to trade when Jax has used his Counter Strike(E) as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness. Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly. After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him, especially if he’s been able to stack his auto attacks on minions beforehand.
Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead. Darius will look to reposition when using his Decimate(Q). Try and stay in the inner ring so it doesn’t deal much damage. Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.
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 isn’t 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.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Dr. Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw(Q). Do not get in the way of them unless he is trying to secure a Cannon Minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.
As soon as Mordekaiser activates his Indestructible(W), disengage as he will block the damage you deal to him if you continue to fight him. Mordekaiser is quite immobile. If you keep the minion wave closer to your side of the map, you will force him to overextend for farm. You can then capitalise on this and get assistance from your Jungler. Once Mordekaiser hits level 6, his kill pressure in lane grows. Keep this in mind and be wary with your positioning when low as he may try and catch you out with his Ultimate Realm of Death(R).
As Kennen is a ranged champion, when playing as a melee champion, don’t let him poke you down with his Thundering Shuriken(Q) or basic attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly. Extended trades will benefit Kennen. Try to fight him when he’s low on energy or has no stacks to stun you with.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akali’s Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
Fiora's Passive can make a huge difference when trading with her. If you’re unhappy with the area marked, walking back a certain distance will reset the position. Playing around Fiora's Riposte(W) is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.
Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him. At level 6, Sett’s Ultimate The Show Stopper(R) is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler. Keeping the minion wave closer to your side of the map early on will reduce Sett’s ability to get kills and win lane. If you’re not very strong in the early game, default to keeping the wave on your side of the map.
Tryndamere will look to split push during the mid-game and he’ll rarely join team fights. You can use the numbers advantage to force objectives or look for favourable fights to gain an advantage. If Tryndamere is split pushing in the bottom side in the mid-game, avoid sending lots of people to stop him when Baron’s up. It will take you some time to kill him even if you commit 5 champions to kill him which could give his team lots of time to take the Baron. Try to fight when Tryndamere doesn’t have his Ultimate up. This will make it incredibly difficult for him to dish out lots of damage in a team fight.
Jayce is going to use his range advantage to poke down champions. Be prepared to sacrifice some CS for XP when necessary. While he does have tons of poke, he does have high mana costs. If you can, try and look to fight when he is low on mana as he can’t do much of a combo when he’s low. Make sure you’re always behind the minion wave so the minions block his Q damage. Do not stand directly behind them as his Q is AOE.
Don't fight with Urgot at level 1 as he will have all his shotgun knees ready and he can quickly bring your life to zero if he can proc them all. Try to dodge Urgot’s Corrosive Charge(Q) and Disdain(E) in the laning phase. They both have long cooldowns and you should trade with him when they’re down for a better chance of coming out ahead. Try to stay over 25% health at all times. This will increase your chances of winning lane and surviving. If you’re lower than this, he can just use his E, auto once and then finish you off with his Ultimate.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Q’s. If Olaf throws his Q and it’s close to you, try your best to zone him away from the thrown axes so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Make sure you’re never near a wall otherwise Poppy will be able to use her Heroic Charge(E) and push you into it. Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive. Post 6 it’s going to be difficult for you to kill Poppy as she will probably use her Ultimate to knock you away. Keep this in mind and hold on to any CC abilities until she starts the channel.
Sion has a deceptively powerful laning phase for a tank. So be careful of his Decimating Smash(Q) poke. Try dodging it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. His kill pressure also increases, so be mindful of his level 6 power spike. Extended trades do not work in Sion’s favour. If you can bait out an ability, you could look to trade and abuse his cooldowns to get him low.
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 you’re not able to gank in the early game, try to invade his jungle and steal away camps when he’s shown on the other side of the map.
Look to fight her when she doesn’t have many Q’s stacks as her ability to trade back with you will be reduced. Her damage output will be lower when she has no stacks. Good times to look for fights are when she has used her Hallowed Mist(W). When she activates her W, she will gain bonus defensive stats. If you can bait it out, or disengage when her W is active, you will find it easier killing her when it is on cooldown. Extended trades work in her favour.
Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment(E) deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you. Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike(Q) to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to keep the minion wave closer to your side of the map early on. This will reduce his ability to play aggressive and look for an all-in. Good times to use CC abilities or to trade with Yasuo is when he is overextended after using his E. You could use his poor positioning to go for a favourable trade to get him low.
Pay close attention to Yorick’s Graves. If he has 3 or more, he can spawn them into Ghouls. Avoid fighting him when there are a few laying around. Yorick struggles in the early game. Keeping the minion wave closer to your side of the map in the early game will make it harder for him to get farm and carry in the late game. If you’re ever caught in his Dark Procession(W), auto-attack the walls as quickly as you can. Avoid fighting him inside of it and be prepared to Flash if you’re low.
Don’t 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 doesn’t 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.
Constantly adapt your positioning in lane so Ornn is unable to knock you up with his Searing Charge(E). Stand away from walls and his Pillar Volcanic Rupture(Q) so he is unable to CC. Refrain from using any major CC abilities on Ornn when his Bellows Breath(W) is off cooldown as he can use it to dodge or escape CC. Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.
Do not try to execute Wukong if he still has his Warrior Trickster(W) available. This is because you may waste your execution on him and he will survive. Keep this in mind when trading too. Wukong wins a lot of auto attack battles, so don’t go for extended trades with him unless you can kill him. If Wukong has left lane after level 6, tell your team as soon as he leaves. He might be trying to use his Ultimate Cyclone(R) in a different lane too help his allies.
Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to outplay you with her Broken Wings(Q). If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven. Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
Gragas will look to gank a lot in the early game. Try to counter this by having good vision around the map so you can spot him before he gets to a lane. Gragas is a strong duellist and can easily take down a target if he gets the jump on them with his Body Slam(E). If you can dodge his E, you’ll have an easier time fighting him. As Gragas will be ganking a lot early, his jungle will be open. If you spot him on the top side of the map, you should invade his bottom side jungle and steal away his camps.
Ensure you’re always behind a minion so it is harder for him to land his Tongue Lash(Q). If he is able to land his Q, he may look for a fight. As soon as Tahm Kench activates his Grey Health Thick Skin(E), disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health. Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him.
Try and stand in the middle of the lane at all times. This will make it harder for her to land her Hookshot(E) in a trade. Don’t get close to the walls as this will give her the opening to engage. Camille uses her Hookshot(E) in lane, she will be vulnerable while it’s on cooldown as it’s her main way of disengaging from ganks. Bait out her Hookshot(E) prior to your Jungler arriving in your lane to reduce her chances of survival.
Singed will often look to proxy the first wave between the two towers setting up huge early pressure leading to gold and experience leads. Singed can’t fight both you and the minions simultaneously, so escort your minions as they walk to lane to force him to walk back to lane. If Singed is able to proxy farm you, just let the enemy minions hit your Tower and focus on farming what you can. Do not lose tons of health trying to tank the minion wave. Do not chase Singed. Chasing Singed is a bad idea as his Poison Trail(Q) deals a lot of damage if you’re in it for too long.
Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, Cho’Gath may end up hitting you with his Rupture(Q) or Feral Scream(W). Cho’Gath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him. Cho’Gath will get lots of sustain through his Passive and the items he buys.
Shen’s early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you.Playing around Shen’s taunt Shadow Dash(E) will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health. Post 6, if he uses his Ultimate(R) to assist another lane, try to cancel it with a CC ability. If you can’t cancel the ability, ping and push the minion wave into his tower as quickly as you can.
Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike(Q). Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you, which will allow you to gain a health advantage. Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm. Once Nasus has some levels behind him and has multiple points in his Wither(W), he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.
Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused. The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself. Once level 6, Malphite may start to receive ganks as his Ultimate Unstoppable Force(R) is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if you’re pushed up in lane.
Champion Build Guide
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1. Extremely strong duelist, especially during the early game. He can force any enemy champion to at least use their Flash if he manages to catch them out of position.
2. Volibear’s Ultimate Stormbringer can allow him to set tower dives very easily. This can be used to kill low health solo laners in the top lane, or kill the enemy bot lane while Jungling.
3. His pick potential during the mid-game can allow him to take objectives quite freely during the game. This can be converted to an easy win if he can work with his team.
1. He is countered really hard by Grievous Wounds as it prevents him from healing by a lot, thereby reducing his tower dive and all-in potential.
2. Being scattered in a team fight will prevent him from getting a massive Ultimate Stormbringer off, and changing the tide of a team fight. His trading power is lower when his Ultimate Stormbringer is on cooldown.
3. His main goal is to get a lead early on by ganking constantly. Proper vision set-up can counter this, forcing him to play a more farm-oriented Jungle style, which will ultimately hamper his potential.
Riftmaker's passive true damage helps take down durable enemies as well as giving slight burst against fragile enemies with the increased damage. Since omnivamp applies to true damage, this means it also provides an exceptional amount of healing. These are very useful for battle mages. Constantly dealing damage to enemy champions is required in order to maintain combat and activate Riftmaker's passive. Persistent damage such as Ignite will help to keep the passive powered up throughout the duration of the fight.
is one of the best items for those champions who benefit from ability power, attack speed and auto-attacks.
is best used to push out lanes and siege structures without your team. The damage increase and empowerment to your large minions will increase the speed of your push significantly. The bonus resistances will help against dueling enemies who respond to your push.
is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.
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 Aatrox, Warwick, Nasus, Darius etc.
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.
The item also works well with champions that desire ability haste, have mana problems and make very good use of the passive for extra dueling potential. It is one of the few items to counter champions that function heavily around using basic attacks, such as most of marksmen or champions like Kayle, Yasuo, Tryndamere, Master Yi and other auto-attackers. If the enemy team has no champions who deal most of their damage by auto-attacks and don't buy items for attack speed then it can be better to buy something like Gargoyle Stoneplate or other protective item instead.
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.
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 armor that makes it a good choice for tanks and bruisers who lack mobility.
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.
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.
This rune helps your champion to deal good amount of extra damage in early game short trades. The rune is also very useful in team fights since it increases damage that enemy receives from all sources, including your allies.
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 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.
This rune is able to help you a lot with your mana or energy problems during team fights when you get lots of takedowns.
The rune simply increases you attack speed and so you can deal more damage by your auto attacks.
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 to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.
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.
The rune is great and useful for your champion. You can deal additional damage to enemies, restore health to your champion and permanently increase your maximum Health Points at the same time! This rune is especially good in extended fights when you can use it multiple times during the battle.
The rune gives you little protection while your champion is covered by a shield and your next basic attack can deal some extra damage. It cat be useful to dominate over your opponent in short trades.
This rune is a great and the best option against hard poking champions like Teemo, Jayce, Cassiopeia, Vladimir, Kayle, Kennen etc. This rune is very useful for champions with no good HP regeneration in their kit.
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 Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
His laning phase is quite decent, with him being able to poke enemies with his Sky Splitter and taking regular short trades. Using the lane brushes will undoubtedly help him a lot. Level six is a massive power spike. It will allow him to increase his overall dueling potential. It will enable him to tower dive side lanes when an opportunity arises. His first item component will give a massive boost to his dueling potential and survivability. It will let him be more aggressive and duel more frequently.
This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly. Whenever your Ultimate Stormbringer is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate Stormbringer is a great trading tool which makes you much stronger. Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.
MID GAME (average):
An additional point in his Ultimat Stormbringer will boost his overall damage and let him use the ability frequently. It will help him massively during team fights. His first ability will be maxed out at level nine. This increases his damage massively, and his dueling potential will be pretty respectable now. His ability to disrupt team fights and secure picks during this phase of the game is really high. All he needs to do is ensure that he has proper follow-up during all-ins.
Split push during the mid-game and try to secure side objectives. Avoid grouping if possible. Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing. Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.
LATE GAME (average):
A low Ultimate Stormbringer cooldown means that he can team fight frequently. It will also boost his overall pick potential, making team fights unfair for the enemy team. Volibear is really tanky during the later parts of the game. It becomes tough to take him down, even with Grievous Wounds. Volibear starts falling off during the late game. He will now function as a reliable front-liner than an actual duelist to protect his carries.
After going in with your Ultimate Stormbringer, be prepared to fall back and peel for your allies in late game team fights. To make getting on the enemy backline easier, group with your team but stay off to the side. If you flank from an unwarded bush, the enemy will find it harder to react to your all-in. Avoid splitting or being away from your team in the late game as the enemy will force a fight while you’re gone. Play around your Ultimate Stormbringer in the later parts of the game. Avoid fighting unless your Ultimate Stormbringer is up. Fighting without it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.
Volibear's early game ganks are pretty solid, provided he can play around vision properly. Once he unlocks his basic abilities, he should easily gank any lane where the enemy is overextended. Level 6 is a significant power spike for Volibear. This is mainly because of his ability to initiate fights independently and instigate tower dives with ease. Any low health squishy target will be forced to play safely and recall abruptly. Volibear's objective control is pretty good too. He can quickly clear his camps and take neutral objectives with ease if an opportunity presents itself. His Sky Splitter will help him a lot when taking these objectives.
Focus on getting level three quickly. Once you managed to do that, start ganking lanes relentlessly. This should be pretty easy to execute on pushed-up enemies. You will want to take early game duels and see if you can quickly invade and get some kills. Once you're ahead, it becomes straightforward to take over the game. Once you get your Ultimate Stormbringer, you should be able to gank more easily. Try to look around the map for diving opportunities, especially on squishy targets.
MID GAME (average):
Once he hits level 11, he will put another point into his Ultimate Stormbringer. This will make him more powerful and will cement his position as an engager on the team. Volibear's first ability will be maxed at level 9. This is highly beneficial as his dueling potential will skyrocket, and his ganks will become more potent. Volibear is good in team fights due to his Sky Splitter, Passive and Ultimate Stormbringer. He should be using the fog of war and targeting essential carries on the enemy team when possible.
Keep ganking lanes during this phase of the game. The goal is to help your team accumulate a lead as well so that you can end the game quickly. Work with your Support to get some picks in the enemy jungle. This helps a lot when skirmishing and setting up vision before critical objective fights. You are to initiate fights for your team when you get a chance. Your Ultimate Stormbringer should help you massively with it, especially when the fight is around choke points.
LATE GAME (average):
The third point in his Ultimate Stormbringer will make Volibear almost unkillable in significant fights. It will also let him get easy team fight wins in choke points. Volibear is going to be really tanky during this phase of the game. He can serve as both an engager and a peeler for his team, depending on what his team needs the most at this point. Volibear's pick potential is really high during the mid and late game. This is due to the shorter cooldown of his Ultimate Stormbringer. He should always try to kill enemies who have been caught off guard.
During this phase of the game, make sure you keep getting picks all around the map. Making team fights unfair should be your only goal. In team fights, try to separate the enemy frontline from the enemy backline. This will let your carries play freely, and you will be able to absorb a lot of damage for your allies. Use the fog of war and choke points to secure team fight wins. Your chances to win a fight will increase drastically as you have many AoE effects in your abilities.
JUNGLE PATH BLUE SIDE
JUNGLE PATH RED SIDE
Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator
or Cull the Meek off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his dash Slice and Dice. He can use it on the minion wave to close the gap and trade with you.
Renekton will look to split push when no team fights are occuring. Make sure someone who can contest him is stopping him from split pushing. Do not send someone who is unable to beat him to stop him from pushing.
For his Slice and Dice to be effective, he will need to get as close to the enemy as possible in a team fight. With this in mind, Renekton will probably try to flank in a team fight rather than run towards you. Make sure your flanks are warded so you can spot him before he gets the chance to engage.
Renekton has great pick potential so watch your positioning. It is not uncommon for Renekton to Flash + Cull the Meek to catch someone out who is too far forward.
Renekton is an early game bully. Expect him to play aggressive and go for kills. Once he is level 3, he gets his first major power spike and can easily force a Flash. Expect this and play respectfully.
Once Renekton is level 6 and unlocks his Ultimate Dominus, he can be really aggressive and kill you. If you’re low, recall and avoid pushing the wave if he’s ahead as he can all-in you while you’re overextended. After Renekton has completed his first item, his kill pressure also increases. Avoid trading or duelling him unless you’re ahead.
is a very strong champion early in the game. You should not try to trade health with him. Darius will constantly use his Decimate and it acts at a great distance. Your best bet is to try to just farm and not get hit again. Of course, this is not easy to do, but it is quite possible to defend and not feed on the line. Even at level 6, you should not rely heavily on your ultimate, since an equally impressive skill opens up in Darius's arsenal. You should definitely buy wards and put them on the approach to the lane, since Nasus does not have a good escape skill.
Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead.
Darius will look to reposition when using his Decimate. Try and stay in the inner ring so it doesn’t deal much damage.
Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.
Try to disengage and kite Darius when he engages in a team fight. Try not to let him get on to you or your allies as he can deal tons of damage if he gets in range to pull Apprehend them in.
For AD champions, investing in an Executioner's Calling will help reduce his healing and survivability in lane and in team fights. Do not overstay in a team fight when you’re low as you might set up Darius for a Pentakill with his Ultimate Noxian Guillotine.
Darius is really strong once he has time to apply multiple stacks of his Passive onto an enemy champion. Do not let him do this by staying out of melee range and avoiding extended trades. Darius is very strong at level 6 as his Ultimate Noxian Guillotine is an execute. Recall if you’re low at level 5 in case he gets the level up and tries to kill you.
Darius has a very strong level 2 all-in. Take extra care when trading with him at level 1, and definitely do not fight him at level 2 as he will beat you.
Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you.
Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.
Garen’s build path can be very different from game to game. Keep an eye on his itemisation and play accordingly depending on what he is buying. If he is going full damage, you probably won’t be able to fight him alone.
It will be difficult for Garen to engage or get on to carries in a team fight as he lacks hard CC. This means that he will try to flank in team fights with his Decisive Strike. Make sure you ward to the side of you at all times and kite backwards as soon as he appears.
Avoid wasting valuable resources like Summoner Spells or Ultimates on Garen unless you’re certain you’re able to kill him. Garen can quickly top up his health bar back to full thanks to his Passive which will result in your team losing out on key spells for the remaining of the fight.
Garen’s kill pressure in the early game can be difficult to handle if you’re playing as a tank. Respect his all-in and try and avoid trading with him unless his Decisive Strike is down.
At level 6, Garen will gain access to his Ultimate Demacian Justice which can be used to execute enemies. Do not fight him when low, and definitely recall if you’re below 50% health as he might look for a trade. It’s better to be safe rather than try and fight and give him a kill.
Once Garen has completed his first item, he will be more obnoxious and looking to trade more and more. Keep this in mind and do not commit to fights with him alone.
Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you. Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate Stormbringer aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate Stormbringer can stop towers dealing damage. Stay at max range at all times and retreat briefly if he activates his Thundering Smash. Staying at max range when you’re not looking to trade will make laning against him much easier.
Buy items that provide Grevious Wounds like Executioner's Calling or Morellonomicon. This will prevent him from healing and surviving team fights. In team fights, avoid grouping too closely as it will allow Volibear to get a great Ultimate Stormbringer off. Group, but do not stand too close together. Volibear has great pick potential in the mid-game. Avoid going in unwarded parts of the map if you know Volibear is in the vicinity.
Once Volibear hits level 3, he can look for a favourable trade when all 3 of his basic abilities are up. Expect him to play aggressively at this time. At level 6 and whenever he has his Ultimate Stormbringer up, you need to play more cautiously and avoid committing to fights when you’re low. In particular, recall if you’re low, under tower and when he has his Ultimate Stormbringer available. Once Volibear has completed his first item, his damage output increases a lot. Expect him to play more aggressive and look for kills.
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Destruction, strength, and the storm made manifest, the Volibear represents the unstoppable power and fury of the Freljord itself. It was the Volibear and his demi-god kin who formed the land they called Vorrijaard long before the arrival of the mortal races. The sagas tell how he created the Five Fjords with one mighty swipe of his claws, and how his epic battle with the savage magma-serpent, Rhond, formed countless valleys and ravines. When the Volibear finally felled the beast, its blood became the first river in the Freljord, and its colossal corpse formed the Wyrmback Mountains.
In the days of the first tribes, wild magic ran rampant. The Volibear was venerated and worshipped by all, for they needed his indomitable strength to survive. Great wars were waged, and the Volibear took to the field alongside his followers, clad in rune-inscribed armor made by his brother Ornn, demi-god of the forge. At the time, the brothers’ bond was strong—they often fought at each other’s side, even though Ornn never had quite the same lust for battle. The Volibear reveled in hard-fought victories, and as ever more blood offerings were made to him, his power swelled.
In time, the Volibear and his kin drifted apart, each focusing on their own pursuits. Even so, there was no true division between them… until new ideas began to usurp the old beliefs.
Three sisters rose to power, seeking to control and impose order on the Freljord, and the demi-gods could not agree on how to proceed. A few, like Anivia, seemed inclined to work with the sisters, while the Volibear and the Iron Boar wanted to destroy them. Others would have been content to ignore them completely, since these feeble creatures would eventually die like all before them.
The Volibear looked to the most animalistic and savage of his followers, known as the Ursine. With them, he would defeat the three sisters. In preparation, he sought out Ornn to arm his warriors for battle.
But Ornn refused. He did not approve of the Ursine’s savage ways, and a terrible fight erupted between the two demi-gods. In the aftermath, the Volibear cursed his brother’s name, and cast off his rune-inscribed armor. He would fight from then on with just tooth, and claw, and might, and thunder. Far from being lessened, the Volibear found his full power was now unleashed.
With newfound rage, he confronted one of the mortal sisters who sought to steal the power of the demi-gods for herself. Before her entire army, he struck her down, blinding her—but he was unable to stop what she had already set in motion.
As the centuries rolled by, and despite the Volibear’s resistance, tribes began to venerate and worship the Three Sisters instead.
Many of the more ancient practices were forgotten. He saw tribes cowering behind stone walls rather than face the rawness of nature. He saw fields being tilled, and farmers herding cattle rather than hunting. He bellowed in fury to see great rivers dammed rather than be allowed to roar free. This was not his Freljord. The change had happened slowly—glacially—but the Volibear finally came to realize that the tribes had been cut off from the wild spirit of the land, making them frail, compliant, and soft. These weaklings had no reverence for the old ways, or old gods.
Anger and determination rumbled within him. He vowed to tear down all evidence of civilization and return the Freljord to its ancient state as a true wilderness. The people would become strong once more. He would again be honored and feared by all.
As the call of the Volibear reverberates across the mountains and plains of the north, more and more Freljordians are responding. Slowly, the old ways are being remembered and re-embraced, and his strength grows with each new follower.
A reckoning of blood awaits… and the Volibear is rushing toward it.