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Build Guide by dromychaetes

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author dromychaetes

Dps Alternative

dromychaetes Last updated on May 24, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 23

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 7

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I've played quite a few games by now, I specially enjoy melee dps like Olaf or Xin and I've tried to find new things to use on them to replace the usually seen on Phantom Dancer, Frozen Mallet etc. with some that can prove to be just as good. This build I've found to be good on Yi, Olaf and to be great on Xin and WW.

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For masteries, I chose 23/0/7. It's good to get both armor and magic pen for WW, Xin and Yi; if you're playing Olaf 21/9/0 or 21/0/9 will, just get the armor pen (Sunder).

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Marks: you can go 2 ways here. Armor penetration or Attack speed. Armor penetration is good for all except for Olaf. I'd say you can add some extra AS from marks on him because of his ulti that has 30 armor pen as passive at lvl 16 and the Black Cleaver. I think them two together give enough armor pen. On Xin, WW and Yi, armor pen Marks.

Seals: Dodge. Simple as that. You're melee so you need to dodge some of those attacks coming your way. If you're not satisfied with that, HP seals.

Glyphs: This is a bit curious for a AD DPS but has a good reason. Magic pen runes. YES, magic pen runes. Xin, WW and Yi have one or two magic abilities and you get the magic pen for those and more important for the passives on Madred's and Wit's End. 80 magic damage at least from Madreds plus 42 from Wit's End it's gonna be 122 dmg that most players, who dont check builds thoroughly will miss and they're gonna get a thornmail. And you want to give as much as you can out of that minimum 122 dmg on a lvl 18 squishy. Not mentioning tankier champs.

Quints: I chose flat HP quints for more survivability, but you can go with any quints or combination of quints you want. Armor pen, magic pen, Flat HP, AS they all go.

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So... you got 4 core items: , , and . What you get with them? Really good AS, about 110% bonus, enough dmg, both types of dmg so you'll be hard to counter, MR and Armor. You're gonna be a tanky dps without staking HP items and giving the impression you're tough. Plus you get armor penetration and lifesteal. Just about everything you need.

Now let's go to boots. You can go 3 ways here, I exclude Berserker's Greaves just because you have enough AS, so in this build they're useless. First choice is . Why? I explained earlier. You deal a fair amount of magic dmg and if you can get that minimum dmg of 122 all in, you're the man. Archaic knowledge from masteries coupled with magic pen glyphs and Sorcerer's Shoes will give you a fair amount of magic pen. If things are tough for you in some games, you can go either Ninja Tabi to counter AD dmg and for extra dodge or Mercury's Treads for annoying casters like Ryze or Veigar.

Last item is a conjunctural item. You get what you need to survive more or do more dmg. I'd say you can get a Frozen Mallet to slow enemies who run from you, , my favourite for all the goodies it gives, especially the movements speed and the passives, you can get Banshee's Veil if casters are focusing you, Thornmail if they have heavy AD dmg or Force of Nature if they have too much magic dmg. Almost anything goes, depending on the situation. Randuin's Omen, Sunfire Cape, Guardian Angel, whatever you feel like.

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I'm not gonna tell you how to lane or jungle or how to counter certain enemies, you should know what abilities other heroes have, how much dmg can they do and so on. Just play smart, check everything, from items to summoner spells on the other team and buy a damn ward, it's only 75 gold and can save you and your lane partner.
Always try to have an Ace up your sleeve (sometimes that for me is Heal, yeah, that Heal that "noobs" use) and that's about it really.

Waiting for some opinions, critics to the build, new ideas etc.