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Dive into the Abyss






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Choose Champion Build:
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Usual Build of Mine
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Like a Wuss
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General Purpose
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Wellcome...!



- LoL: League of Legends (different from lol)
- ARAM: All Random, All Mid
- SR: Summoner's Rift
- HA: Howling Abyss
- CC: Crowd Control
- AoE: Area of Effect
- Pb: Point-Blank
- AA: Auto-Attack
- CD: Cooldown
- Dot: Damage over time
- SX: LoL Season X
- GP10: Gold per 10
- WIP: Work In Progress
More than anything, in ARAM you should:
- be patient.
- focus on the high damage threat*
- learn to play with minion waves
- get some degree of tankiness**
- aim at being with you teammates at all time.*
Surely, you can not have an impressive map awareness since the map is reduced. Keep in mind, however, there is always the possibility of a sneaky backdoor.
Also, there is no access to wards and this is very important, since the corridor has bushes. Setting up traps will be easy, especially if packed with CC chains. Be carefull with facechecking. Avoid it with skills like




*Also very important on SR.
**HA focus on teamfighting, i.e., the duel between two fronts. It is of your interest to survive so you can deal as much damage as possible. Honorable exceptions if you can keep distance and still deal all your damage.
You should also remember the basic roles from each champion hardly change from SR to HA, therefore the following list will match what you see in a normal SR game.

As else, take it with a grain of salt, since this is no dogma.
Pure Poke
Pure Sustain |
Pure Engage
Poke/Sustain |
Sustain/Engage
Poke/Engage Oddbodies and Jacks of All Trades |
Notice how most carries (AD and AP) are cathegorized as "poke", and most tanks are as "engage". Oddbodies are highly dependant on level, build, or even if brush is dominated by it's team.





Flash
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An interesting fact about ![]() I almost never take ![]() ![]() |
Ghost
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In dire need of chasing power... like, no engage, no poke, need to run in as fast as possible and refuse to buy ![]() |
Barrier
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A very popular choice, with good reason, since it allows tanks to soak a bit more damage, and maybe negate that ![]() ![]() |
Clarity
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I understand that you may enjoy taking this spell on a mana intensive champion, especially when you can poke all day, everyday. However you should reconsider since a double ![]() |
Ignite
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You can easily pick this one. It gives you a better edge on damage, while hurting regenration effects. Very good to aid in your busrt, especially if there isn't a possibility to poke often and trades often result in kills or near kills (meaning, full team engages). I have other preferences, though, and I often get ![]() |
Exhaust
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My summoner spell of choice, unless I get ![]() ![]() ![]() ![]() ![]() |
Heal
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I remember taking ![]() ![]() ![]() ![]() ![]() |
Cleanse
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Hardly there will be a way for you to know the CC package of the enemy team before picking the spell but usually this is a good pick. However, risky, since you can end up with a useless slot. ![]() ![]() |
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When is it good? Preferably when your team is composed by a lot of magic damage dealers and noone else in your team has one. |
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If you are a tank or a buiser in ARAM, Aegis into ![]() |
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Against ![]() ![]() ![]() ![]() |
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Its upgrade, ![]() ![]() ![]() |
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Stats are not impressive because it doesn't offer an HP upgrade from ![]() ![]() |
Hextech Sweeper |
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Fairly expensive, but bear with me: this works well in on-hit builds and possibly mess up someone that relies on a bunch of hp. Adding ![]() ![]() ![]() |
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I do like CDR and I usually find myself rushing this and ![]() ![]() |
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Is one of the Queens of Poke playing against you? Please look no further. Albeit the shield being unimpressive, imo, this item can help you negete some poke damage. Rather useless against the likes of Mr.Annoyance, ![]() ![]() ![]() |
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We all remember when you'd get this from ![]() ![]() |
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Decently profitable if amongst mostly AP champions, if not all of the team can benefit from AP. It is costly considering the stats it provides to a single champion, therefore leaving it as a ![]() |
As you have already figured out yourself, HA is composed of a single corridor, harboring two opposite sides. Each side has a nexus, 2 nexus turrets, 1 inhibitor, 1 inhibitor turret, 1 outer turret, 2 relics and a couple of bushes. The aim, of course, is to destroy the enemy nexus. Getting turrets is, therefore, your top priority.
Said corridor will sometimes feel narrow since there will be no jungle to flee to. If you want to flee, you will, most of the time, run to your nearest turret, otherwise known as going backwards. Regard this as both a problem and a benefit: noone will aproach you from the side (also known as ganking), and your escape path will be very predictable.
Relics
Relics have a detrimental role to this game. They are in a delayed spawn timer, so you have to calculate well your first engage. If you noticeably lose it, your team will imediately be relegated to a single relic, just behind your outer turret. Hopefully, you will be able to contest the enemy's zoning potential and fight over a fairly good prize. |
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You should do your best to claim relics, avoiding getting killed for it: taking a 90º detour straight to a relic while runing away from a full HP carry, when yourself at very low, maybe you are better off ignoring it, especially if you are the last one standing to defend. (Stating the obvious fact that you shouldn't suicide for a relic)
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Bushes
There is no map without some, so you should know their importance: suppose you facecheck a bush and


The deal is that you can never really know if there is something in there. In SR there is an easy solution: get the place warded. However, there are no available wards in HA so you will have to resort to other mechanisms. Next, a list of some tools that give you vision at a distance:
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Other abilites may indicate the presence of enemies in places that offer no vision due to specific mechanics (sounds, missile path, animations). Also notice all the skills that potentially provide vision might not be listed above. You can strategize plenty if you have control of bushes, since the enemy can't see what you'll be up to. No one will see the activation of a ![]() ![]() Even though you might not be visible, some abilities can very safely sweep through a bush for a poke from time to time, especially if you keep yourself still. Do your best to avoid such threats, maybe consider poking you head out if need be (or retaliating if possible), to avoid all the damage you can. As you will read next, two creatures inhabit the center bushes, one for each side. They will not be visible while inside one but their movement will tell you a lot! |
*If enemies are hit, they will be visible.
^If enemies are below 50%HP.
'Can imply risky positioning.
¨Probably too much of an investment for only vision
Poros
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Quite adorable, are they not? Currently exclusive to HA, these creatures have a specific behavior that takes a rather interesting role in this map. As a general rule, Poros will avoid champions, moving always directly away, keeping a distance of about 650~700 ingame units (not sure on this distance but I don't think it is too wrong). If you imagine your champion as the center of a circumference, the poro will move in the radial direction. As an example, if you are walking between the relic line and the centerline of the map, while a poro is resting at the centerline, as you progress he will start walking diagonaly. If you are still in his range, he will start to move at a bigger angle until he starts moving perpendicularly to your path. This idea is ilustrated with the following poro-less image: |

A very important consequence of its basic mechanics brings us to the very starting moments of the game (20~40 seconds into the game). When you reach the center bush in time (otherwise you will be waiting to be instagibbed), you will notice there is a poro on the center edge. You can stay at the tip of your side and this won't startle him. However, if you move any further, he will move as well. It's movement will alert the enemy team of your presence. As with anything, you have two choices: either stay back to verify if a poro comes your away. If so, enemies are very near the center of the map. Also, you can rush to the other side, as the poro is not faster than you (beware of going alone!) and make a surprise or simply claim the opposit bush.
However, this can all be shred to bits if a poro is fed a biscuit from

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Early levels might be strange but he can easily turn a game around, as long as his team responds. Even early he can do a decent share of work. From the start of the game, ![]() ![]() His real power comes from lvl6, normaly starting to overthrow poke teams, if his own hasn't been dealt too much damage. ![]() |
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From start to finish, ![]() ![]() |
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Annoying, irritating, unexpected, frustrating and possibly very hard to deal with. Also one of the greatest abusers of bush vision, regardless of map. Being a surprise ![]() ![]() ![]() ![]() ![]() |
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Usually known as a support with a rather high skillcap, in ARAM she has the potential to singlehandedly control the game. Her power comes not from burst but from denial and control. Her primary strategy is poke and waveclear but her ![]() |
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Well, if there has to be a coward in ARAM, this is one. Just stay back and throw balls of sparkly stuff, dealing damage probably for free. Are you at low HP now? Take an hammer to the face, please. In my opinion, very annoying, especially if you need to wait for lvl6 to engage him. Most often than not, he will be able to fustrate you due to his uncanny ability to disengage, teamwide style. |
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He loves narrow spaces and ARAM is rather narrow. Add a silly untergetability and regeneration with tankiness... ta da(!), here is your primary ARAM annoyance. Not only that, also a CD reset and instant wave clears make him a total nightmare. Regardless, he can be dealt with, requiring some CC and decent timing on your skills. All you should really need is Mres and CC so he will be caught with his pants down when using his ![]() |
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It is rather easy to fall against a good ![]() ![]() ![]() ![]() |
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Albeit quite hard to master, whatever applies to her laning in SR will apply here. She can zone hard, poke and control/check bushes. Not only a very good duelist, she can decieve you into finish her off and surprise with a ![]() ![]() |
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As soon as he gets his AP going he can be the most annoying thing around. If you let him lay his ![]() |
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Another lady built on zoning potential. However, ![]() ![]() ![]() |
No wards to place. Supports are more usefull than that, though: still have abilities and interesting stats or traits. Main example here will be







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Help the Poke![]() ![]() ![]() ![]() ![]() Control the Fights![]() ![]() ![]() ![]() Protect the Team![]() ![]() |
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It might be funny, but






Don't forget you can help with brush control using

Suggested Item Starts:
- 3x
Amplifying Tome+2x
Health Potion (If not dead until 3 charges on
Shadow Dance and going balls deep)
Boots+
Ruby Crystal+
Amplifying Tome+3x
Health Potion (Very good opener. Fast penetration build or revolver+cowl)
Doran's Shield in case you predict heavy siege until you can engage.
He is tanky and all his normal abilities scale with AP decently so you ought to take advantage of this. If needed, i.e., your team has other champions that deal good amounts of damage, he can build full tank and be perfectly ok with it. However, he's melee and this often presents serious risks. you also have to decide well whether you have to iniciate or protect your carries.
Recomended Item Starts:
Ruby Crystal+
Doran's Shield+
Null-Magic Mantle (For a fast
Aegis of the Legion)
- 3x
Doran's Ring (Very good mana sustain and overall stats. Might need
Boots to take advantage of your CC, though)





Recommended Item Starts:
Tear of the Goddess+
Boots (If you are 90 - 100% sure you can use your skills whenever you want)
- Catalyst the Protector+5x
Health Potion (My preferred choice for a fast
Rod of Ages)
- 3x
Doran's Ring+5x
Health Potion (possible but maybe not the best)
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