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Doctrine: Building






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Choose Champion Build:
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Luther3000's Caitlyn
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DKitten's Teemo
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Super Swagtastic Draven 9001
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Poor Scaling
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AA Scaling on Non-DPS
Introduction
Why are you on Mobafire?
The common answer would usually be "I came to MobaFire so I can find a build guide for a champion". Now, there are some exceptions, such as Laggermeister ("I came so I can downvote ****ty guides"), but this is generally the main reason why Mobafire even exists in the first place.
This is all fine and dandy, nothing wrong with wanting a quick, clean guide to build your champions with. However, there comes a point in every n00bs life where they want to become better players (also known as "Pros"), and one of the many first steps to doing that is learning how your items interact with your champion, and learning how to build a champion to fit your style of play.
This guide is intended to instruct players, both fully green and level 30, on how to properly construct an efficient, fully-working build for their favourite champion that fits within their playstyle and idea of that champions mechanics. We will be going over how to analyze items, champions, item-to-skill synergies, pure item synergies, and more.
I highly recommend reading theBMB's In-Depth Item Guide if you are not familiar with the many items in LoL and their associated terminology. You will have a difficult time with this guide if you dont understand what the word "CC" means or which boots give you swiftness (Hint:

LoLWiki Items Page is where I extrapolated a lot of my information from, and this will also be your biggest ally in analyzing different items and abilities. This is absolutely essential in working with this guide. You CAN also use Mobafire's own built-in wiki, but it isn't as in-depth as it should be.
Lets begin with items.
One of the very first steps to analyzing items is by reading the item description. I will be using the standard LoL Wiki format for the descriptions and efficiencies (which are not true efficiencies, but are close enough).
Example Item

Name: Long Sword
Tier: Basic
Cost: 400 Gold (0)
Efficiency: Base
Stats: +10 Attack Damage
Pretty easy, huh? Well, just for consistency, let's go over this description.
Name: This should be easy enough, shouldn't it?
Tier: An item tier is basically the trading card equivalent of "Commons" and "Rares". It represents where that item is in terms of stats and build ladder. As you can see,

Stats: In a nutshell, what this item gives you.

Cost: How much gold it costs to purchase that item. This ties in with efficiency. The number in the brackets denotes the recipe cost, or how much it costs to "put everything together".
Efficiency: Now, this is a little difficult to describe. Efficiency is how much worth an item is for the amount of gold you spent on it. This is calculated by using the lowest Basic tier items as a point of reference. As a result,

Hopefully this won't be too difficult to remember. Now, lets continue by analyzing a bigger item, namely the most expensive item in the game.
Example Item

Name: Trinity Force
Tier: Legendary
Cost: 3843 Gold (3)
Efficiency: 5132 Gold (Eff w/o Passives)
Stats: +30 Ability Power
+30 Attack Damage
+30% Attack Speed
+10% Critical Strike Chance
+250 Health
+200 Mana
+8% Movement Speed
UNIQUE Passive - Icy: Your basic attacks have a 25% chance to slow your target's movement speed by 30% for 2 seconds (20% for ranged attacks).
UNIQUE Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 150% of your base attack damage as physical damage. (2 second cooldown).
Wow, this is a LOT to swallow. Lets go over the stats first. Aside from the myriad of basic stats given to you,

Now, remember that this "Spellblade" is actually a lot different from the other "Spellblade"'s given by items like


Alright, so we have successfully analyzed an item! Well, no, not really. Item analysis is only helpful if you have something to compare that item to, something that you want to put that item on. Of course, this leads us into our next part: Champion Analysis.

First things first, lets analyze a very basic champion ability.
Example Ability

Name: Frost Shot
Champion:

Type: Toggle (Q), Modifier
Cooldown: N/A
Cost: 8 mana per hit w/ autoattacks
Description: Ashe's basic attacks slow her targets by 15/20/25/30/35% for 2 seconds.
Alright, now lets go over this description.
Name: Didn't we go over this before?
Champion: Which champion the ability belongs to.
Type: Denotes whether this item requires a keypress, multiple keypresses, or no keypresses at all, and which key it is assigned to. Also denotes how the ability affects said champion, and how it functions. Since


Cooldown: The amount of time for the ability to be used again. Since

Description: Equivalent of stats. The numbers in the brackets separated by slashes indicates that the effect is modified by every level point put into it.
Cost: How much mana/health/other variable is consumed upon using said ability, and what constitutes as "using" the ability.
Lets move on to a bigger ability. Nothing huge yet, but something a little more common amongst our 100+ champions.
Example Ability

Name: Mystic Shot
Champion:

Type: Active (Q), Skillshot
Cooldown: 6/5.5/5/4.5/4 seconds
Cost: 28/31/34/37/40 mana per use
Description: Ezreal fires a bolt of energy in a line that will deal 35/55/75/95/115 (+ 100% AD)(+ 20% AP) physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1 second.
Alright, lets go over this one. Firstly, this ability is classified as an Active Skillshot, meaning that activating it fires an untargeted, or "dumbfire", projectile. There are other variables to go over, such as range and projectile speed, but those are unnecessary for now (unless you are analyzing


Another thing to go over is scaling.

In our previous section, we did an analysis of


Example Item

Name: Lich Bane
Tier: Legendary
Cost: 3000 Gold (940)
Efficiency: 2690 Gold (Passive effic. must be 310 min.)
Stats: +80 Ability Power
+250 Mana
+5% Movement Speed
UNIQUE Passive – Spellblade: After using an ability, your next basic attack deals bonus magic damage equal to 50 + 75% of your ability power. 2 second cooldown.
So what does all of this mean? Well, lets look back at



This is still below

Before we get all caught up in this, however, we should remember that there also exists


Which one is the stronger item? Well, lets do some basic math.





Ezreal's Base AD at Level 18: 101.2
Ezreal's Total AD (Full AD Items): 101.2 + 540 = 641.2
Mystic Shot's Damage w/ Scaling at Max Level: 115 + (100% of 641.2) = 756.2
Additional Damage from Trinity Force: (150% of 101.2) = 151.8
Total Damage: 151.8 + 756.2 = 908





Ezreal's Total AP (Full AP Items,

Mystic Shot's Damage w/ Scaling at Max Level: 115 + (20% of 1180.4) = 351.08
Additional Damage from Lich Bane: 50 + (75% of 1180.4) = 935.3
Total Damage: 935.3 + 351.08 = 1286.38
Yes,






You see, although one item and ability may synergize perfectly, you also have to take into account the rest of said champions kit. Reducing your champion to a one-trick pony is just shooting yourself in the foot, and you need to build according to your preferred roles, playstyle, and understanding of that champion. Every champion has a minimum of four abilities, every champion has one passive ability, and every champion has 6 item slots. This leads us into our third section...
Playing LoL is an intricate dance. Every ability has a purpose, and it is our job as players to find those purposes and utilize them to the highest possible efficiency. As a result, to attain that highest efficiency, we must use the most efficient build for that champion.
We should start this section off by analyzing a fully completed build, champion abilities and all. Lets take one of the highest rated guides available now as an example.
Abilities

Name: Headshot
Type: Passive, Modifier
Cooldown: N/A (Based on Autoattacks)
Cost: N/A
Description: Every 8th/7th/6th basic attack deals 150% damage to a champion or 250% damage to a minion or monster. Attacks from brush increase the attack counter by two instead of one.

Name: Piltover Peacemaker
Type: Active (Q), Channeled, Skillshot
Cooldown: 10/9/8/7/6 seconds
Cost: 50/60/70/80/90 mana per use
Description: After a 1 second casting time, Caitlyn fires a projectile that deals 20/60/100/140/180 (+ 130% AD) physical damage to all targets it passes through. Each target hit after the first takes 10% less damage, down to a minimum of 50% of the original damage.

Name: Yordle Snap Trap
Type: Active (W), Placeable
Cooldown: 20/17/14/11/8 seconds
Cost: 50 mana per trap
Description: Caitlyn sets a trap at target location that activates after a brief delay. When an enemy champion comes within range of the trap, the trap snares and deals 80/130/180/230/280 (+ 60% AP) magic damage to the enemy over 1.5 seconds, also revealing the enemy for 9 seconds.
Caitlyn can set up to 3 traps and each lasts 4 minutes. Traps are visible to both allies and enemies. If she sets a trap when three are already placed, the oldest trap will deactivate itself.

Name: 90 Caliber Net
Type: Active (W), Skillshot
Cooldown: 18/16/14/12/10 seconds
Cost: 75 mana per use
Description: Caitlyn fires a net, knocking herself back in the opposite direction. The net will deal 80/130/180/230/280 (+ 80% AP) magic damage and slow the first enemy hit by 50%.

Name: Ace in the Hole
Type: Active (R), Targeted, Channeled
Cooldown: 90/75/60 seconds
Cost: 100 mana per use
Description: Caitlyn channels for 1 second, providing vision of target enemy champion. She then fires a homing projectile to the target, dealing 250/475/700 (+ 200% bonus AD) physical damage to the first enemy champion it hits. Other enemy champions can intercept the bullet.
Items

Name: Berserker's Greaves
Tier: Advanced
Cost: 900 Gold (150)
Efficiency: N/A
Stats: +20% Attack Speed
UNIQUE Passive - Enhanced Movement: +45 Movement Speed

Name: Infinity Edge
Tier: Advanced
Cost: 3800 Gold (645)
Efficiency: 4050 Gold (Eff w/o passive)
Stats: +70 Attack Damage
+25% Critical Strike Chance
UNIQUE Passive: +50% Critical Strike Damage

Name: Phantom Dancer
Tier: Legendary
Cost: 2800 Gold (495)
Efficiency: 3617 Gold (Eff w/o passive)
Stats: +50% Attack Speed
+30% Critical Strike Chance
+5% Movement Speed
UNIQUE Passive: Your champion ignores unit collision.

Name: Last Whisper
Tier: Advanced
Cost: 2300 Gold (1025)
Efficiency: 1600 Gold (%ArPen effic. must be 700g min.)
Stats: +40 Attack Damage
UNIQUE Passive: +35% Armor Penetration

Name: Blade of the Ruined King
Tier: Mythical
Cost: 3200 Gold (1000)
Efficiency: 2933 Gold (Passive and Active effic. must have combined value of 267g min.)
Stats: +25 Attack Damage
+15% Life Steal
+40% Attack Speed
UNIQUE Passive: Your attacks deal 5% of the target's current health in physical damage (60 max vs minions and monsters).
UNIQUE Active: Drains target champion, dealing 15% of the champion's maximum Health in physical damage and healing you for the damage dealt. Additionally you steal 30% of their movement speed for 4 seconds - 60 second cooldown.

Name: Frozen Mallet
Tier: Legendary
Cost: 3300 Gold (835)
Efficiency: 3047 Gold (Passive effic. must be 253 min.)
Stats: +30 Attack Damage
+700 Health
UNIQUE Passive - Icy: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds (30% slow for ranged attacks).
When analyzing an entire build, the first thing we must understand is the role. We must first ask, "Does this build fit the guide/champion's designated role?" Yes. Next, we must ask "Does this role fit this champion, and is it both effective and practical?" The answer is, again, yes.
This build for


Many of these items are very common on DPS Carries, and for a good reason: they help push raw damage out at a surprising rate.






In the build guides' item list,



Every autoattack,



Now, you may still be doubting this.




Of course, this is all dependent on your playstyle, which is why those items are "situational" in the first place. If you enjoy a more bursty




Her other items include



Of course, there are also guides made to be humorous. Like this one. Which is funny. But still bad.
Abilities
Camouflage
Name: Camouflage
Type: Passive, Utility
Cooldown: 2 (Based on movement)
Cost: N/A
Description: If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds.

Name: Blinding Dart
Type: Active (Q), Targeted
Cooldown: 8 seconds
Cost: 70/80/90/100/110 mana per use
Description: Teemo shoots a dart at an enemy, dealing 80/125/170/215/260 (+ 80% AP) magic damage and blinding them for 1.5/1.75/2/2.25/2.5 seconds.

Name: Move Quick
Type: Active (W), Passive, Modifier, Utility
Cooldown: 17 seconds
Cost: 40 mana per use
Description: PASSIVE: Teemo gains 10/14/18/22/26% increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds.
ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.

Name: Toxic Shot
Type: Passive, Modifier, Damage over Time
Cooldown: N/A
Cost: N/A
Description: Teemo's auto-attacks deal 10/20/30/40/50 (+ 30% AP) bonus magic damage and poison his target, causing them to take 6/12/18/24/30(+ 10% AP) additional magic damage over 4 seconds. Subsequent attacks only refresh the duration.

Name: Noxious Trap
Type: Active (R), Placeable, Damage over Time
Cooldown: 1 second per place
Cost: 75/100/125 mana per trap
Description: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a radius. If an enemy comes within range of the trap, it will detonate, slowing them by 30/40/50% and dealing 200/325/450 (+80% AP) magic damage over 4 seconds to nearby enemies within its radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.
Noxious Traps have a 10 minute duration. Teemo generates a new trap periodically, affected by cooldown reduction, and can only store up to 3 traps at once.
Items

Name: Boots of Mobility
Tier: Advanced
Cost: 1000 Gold (650)
Efficiency: N/A
Stats: UNIQUE Passive - Enhanced Movement: +45 Movement Speed. Increases to +105 movement speed when out of combat for 5 seconds.

Name: Ruby Sightstone
Tier: Legendary
Cost: 1550 Gold (125)
Efficiency: 950 Gold (Must place 8 wards min.)
Stats: +360 Health
UNIQUE Passive - Ward Refresh: Starts with 5 charges and refills each time you visit the shop.
UNIQUE Active - Ghost Ward: Consumes a charge to place an invisible Ghost Ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once. 1 second cooldown.

Name: Wriggle's Lantern
Tier: Legendary
Cost: 1600 Gold (100)
Efficiency: 1600 Gold (Eff w/o passive)
Stats: +30 Armor
+15 Attack Damage
+10% Life Steal
UNIQUE Passive - Maim: Your basic attacks against minions and monsters have a 25% chance to deal 500 additional magic damage.
UNIQUE Passive: Places a Sight Ward at target location. 3 minute cooldown.

Name: Twin Shadows
Tier: Legendary
Cost: 1900 Gold (735)
Efficiency: 2210 Gold (Eff w/o passive)
Stats: +40 Ability Power
+40 Magic Resistance
+6% Movement Speed
UNIQUE Active - Hunt: Summons 2 invulnerable ghosts for 6 seconds to seek the two nearest enemy champions. If they touch an enemy champion, they slow their movement speed by 40% and reveal them for 2.5 seconds. 120 second cooldown.

Name: Athene's Unholy Grail
Tier: Legendary
Cost: 2600 Gold (900)
Efficiency: 3649 Gold (Eff w/o passives)
Stats: +60 Ability Power
+40 Magic Resistance
+15 Mana Regeneration
20% Cooldown Reduction
UNIQUE Passive - Mana Font: Increases your mana regeneration by 1% per 1% mana you are missing.
UNIQUE Passive: Restores 12% of your max mana on kill or assist.

Name: Zephyr
Tier: Legendary
Cost: 2850 Gold (725)
Efficiency: 3889 Gold (Eff w/o passive)
Stats: +25 Attack Damage
+50% Attack Speed
+10% Movement Speed
+10% Cooldown Reduction
UNIQUE Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.

Name: Eleisa's Miracle
Tier: Legendary
Cost: 1100 Gold (400)
Efficiency: 1260 Gold (Eff w/o passive)
Stats: +10 Health Regeneration
+15 Mana Regeneration
UNIQUE Passive - Aid: Your Summoner Heal, Clarity and Clairvoyance cooldowns are reduced by 25%
UNIQUE Passive – Eleisa's Blessing: If you gain 3 levels with this item, you gain all the effects permanently and this item is consumed.
Well, lets begin the analysis, shall we? Firstly, we need to ask the question: "Does this build fit the guide/champion's designated role?" to which we would answer "Kind of, yes."
However, a second question comes into light, "Does this role fit this champion, and is it both effective and practical?" Unfortunately, for this build, the answer is "No". It's practicality comes into question almost instantly, as well as it's effectiveness and how fitting the role is.
First,


Second, although the amount of map control is absolutely exponential with the total amount of placeable wards in this build, it is not practical at all. The opposing team will actually benefit a lot just from buying an

Does that mean this build is 100% useless? No, but it is not at all efficient or practical enough to be used at a competitive standard. Although this might actually work with a skilled 5 man team, pretty much any build or comp can work with enough skill (again, more info in summary).
Of course, we already know that this guide is not viable since the author specifically said that at the start, classifying it as a humor guide. However, a lot of new guides come from authors that truly believe their build works, and a lot of times, those guides are not efficient or role-fitting, so be wary.
Let's begin by selecting a champion to build on. I have decided to go with

Abilities

Name: Wicked Blades
Type: Passive, Damage over Time
Cooldown: N/A (Based on ability/critical strike)
Cost: N/A
Description: Draven's critical strikes deal 30 + (4 × level) bonus physical damage over 4 seconds. Spinning Axe also causes this effect even if it does not critically strike. If Wicked Blades is re-applied to a target, its duration is reset to 4 seconds and any damage not yet dealt is carried forward, increasing the amount of each tick of damage.

Name: Spinning Axe
Type: Exotic (Q), Modifier
Cooldown: 12/11/10/9/8 seconds
Cost: 45 mana per activation
Description: Draven starts spinning his axe, making his next attack deal bonus physical damage equal to 45%/55%/65%/75%/85% of attack damage. Wicked Blades is also applied to the target.
This axe will ricochet off the target high up into the air, landing 2 seconds later at a location determined by Draven's current movement direction and speed. If Draven catches it, Spinning Axe will be applied to his next attack.
Draven can have up to two Spinning Axes readied at once.

Name: Blood Rush
Type: Active (W), Modifier, Utility
Cooldown: 12 seconds
Cost: 40 mana per use
Description: Draven gains 40%/45%/50%/55%/60% increased movement speed for 1.5 seconds and 20%/25%/30%/35%/40% increased attack speed for 3 seconds. The movement speed bonus decreases rapidly over its duration.
Catching a Spinning Axe will refresh Blood Rush's cooldown.

Name: Stand Aside
Type: Active (E), Utility, Skillshot
Cooldown: 18/17/16/15/14
Cost: 70 mana per use
Description: Draven throws his axes in a line. Enemies hit take 70/105/140/175/210 (+ 50% bonus AD) physical damage, are knocked aside, and are slowed by 20%/25%/30%/35%/40% for 2 seconds afterwards.

Name: Whirling Death
Type: Active (R), Global, Skillshot
Cooldown: 110/100/90
Cost: 120 mana per use
Description: Draven hurls two massive axes in a given direction, dealing 175/275/375 (+ 110% bonus AD) physical damage.
Upon reaching the edge of the map, striking an enemy champion or upon the reactivation of Whirling Death, the axes will slowly come to a stop before changing direction and returning to Draven, dealing the same damage to every enemy struck on the way back.
Whirling Death deals 8% less damage for each unit hit, down to a minimum of 40%. The damage reduction resets when the axes reverse direction.
Now that we have a good understanding of


Description: Deals physical DoT, can psuedo-stack. Shares similarities with



First, we must remove anything that cannot fit with


Second, we must remove anything that does not fit our role as Bursty-DPS Carry. I have decided to remove


What we are left with is





Description: Autoattack modifier that amplifies damage based on total Attack Damage. Shares similarities with



We remove





However, there is a problem. In order for



Description: Movement and attack speed modifier. Resets cooldown when a




THIS will be our spammable ability. Every time we catch a


There are also two other items on the list, and although they both fit




Instead of











However, what both of these abilities DO have is Attack Damage scaling, and







Boots are essential. It is almost always required to purchase boots, and it has been this way for a long, long time. In our role of a Bursty-DPS Carry, we have a small selection of boots:



Although




This is a situational pick. Sometimes, the enemy team doesn't have lots of CC, in which case you might want



Final Items
We have one more item slot to go, and there are a lot of items we can choose from to fill this slot. Lets evaluate what we have right now:
Survivability: From



Damage: 180 additional Attack Damage from




Attack Speed: A good amount from our abilities,


Mobility: From our boots,


Penetration: A large amount at full stacks from

Since we pretty much have everything we need, we should build on more damage, since our damage output is a little bit puny right now for an almost-full build. I've chosen to grab



Build Order
We finally have our build! Still, it is not 100% complete; we have yet to expand on the build order. Build order is quite an important part of an item build, since grabbing a

Since our




Our next item is situational. For example, if we are going up against a







Next, we'll buy a

Your boots are a somewhat situational point of purchase. Generally, if you are buying







At this point, you're rolling into the late game, and you'll be needing more DPS than Burst. Luckily enough, our final two items are DPS items, the


And there we go! We have finished our item build. Here's how it looks:
Item Sequence








Item Sequence










1. How to build a champion to your own playstyle/roles.
2. How to detect whether a build is good or bad.
This would be a good time to remind you that a lot of powerful item builds were found through trial and error, not just theorycrafting like we were just doing. A lot of the time, a build that sounds good in theory will not work at all in practice, and vice versa. Just remember that trial and error is a thing everyone goes through when trying out their builds.
I also want to say that I have completely put out masteries, runes, skill sequences, and summoner spells from this guide. Those things are not as important as the game progresses, but are very helpful at the start. I recommend you take the knowledge you gained from this guide and apply it to those fields in the same way.
As my very last note, I would like to remind you one final thing: Regardless of item build, enemy side and own, a player skilled enough to do so will be able to win any confrontation with any champion. An item build is nothing more than supporting a way to achieve those means. Having the perfect item build will not make a difference if you are unwilling to improve yourself first.
I would like to give thanks to Luther3000 and DKitten for letting me reference their build guides as examples.
I would like to thank Jhoijhoi for giving me a few readily usable templates (and helping me understand BBCoding in general). As good as I am at judging it, I am terrible at making a good looking guide, so this helped a lot albeit the guide still not having the best formatting.
I would also like to credit the LoLWiki for giving me the proper resources to write this guide. Of course, I also have Mobafire to thank for that as well.
Also, if you see any issues with the guide, please remind me. I am readily open to constructive criticism, and since I got into LoL just recently, I may still miss a few things here and there.
1. Poor Scaling: A champion has low ability scaling but high base damage.
Solution: Instead of using raw damage items like



Some champions that fit this description are



Example:

Item Pool:





Take out



Additional Items:


Core Items:


2. AA Scaling on Non-DPS: Some champions may have abilities that scale with autoattacks, but they are tanky and/or don't have enough attack damage to justify purchasing attack speed.
Solution: Use items that offer both attack speed, damage and/or on-hit effects, such as

Some champions that fit this description are



Example:

Item Pool:



Keep


Additional Items:

Core Items:







Question asked by: Myself :(
-
"Why are your icons for items/abilities so big? Srsly, they're huge!"
Answer: The reason why I made those icons so big is so that they can easily catch the readers eye, and in turn, make sure that they see the statistics for that item/ability. Analyzing champion skillsets and items are exponentially more important than people think it is; you may say "Oh, I use spam abilities a lot with Champion X, so I should buy


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