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Spells:
Heal
Clarity
Ability Order
A Harmless Scarecrow (PASSIVE)
Fiddlesticks Passive Ability
Pros / Cons
+Can solo gang
+Very easy to escape if you are being chased, sometimes he might even change the roles
-Screwed if you are out of mana
-Easy to miss with the ultimate
-If you don't have good timing your whole combo might be gone
I made this guide while i only had 10 masterie points, and at that moment it's the best built.
You need all AP and magic penetration you can get on this guy, plus I also skilled Mender's Faith because I usually stay on lane until i have 2000-2500 gold and that is a way to stay alive at hard moments such as gangs and not go back to base, you only need to escape, wait for them to leave and use terrify & drain on the first champion you see.
You need all AP and magic penetration you can get on this guy, plus I also skilled Mender's Faith because I usually stay on lane until i have 2000-2500 gold and that is a way to stay alive at hard moments such as gangs and not go back to base, you only need to escape, wait for them to leave and use terrify & drain on the first champion you see.
The ring is usually the fist item you get on most spell casters, and those boots are the best choice because it gives you magic penetration, and after you have those you are pretty hard to kill in early game witch let's you farm really easily. But note that you should always take Needlessly Large Rod first, it gives double AP at least then half the price of the other one.
If you farm good you can easily farm a second hat, after that there are some other items you might consider doing.
-Another hat: I usually aim for those boots and five hats, witch gives you a ton of AP.
-Guardian Angel: This is a very situational item, you should only get it if all attacks aim you and you have a weak team that can't do anything without you.
-Anything that gives magic penetration: If the enemies make a lot of magic defense, this should learn them that there is no escape.
If you farm good you can easily farm a second hat, after that there are some other items you might consider doing.
-Another hat: I usually aim for those boots and five hats, witch gives you a ton of AP.
-Guardian Angel: This is a very situational item, you should only get it if all attacks aim you and you have a weak team that can't do anything without you.
-Anything that gives magic penetration: If the enemies make a lot of magic defense, this should learn them that there is no escape.
It might seem a little weird that dark wind is the last one i skill, but the terrify & drain combo is a very deadly one, for example, you find yourself minding your own business when two-three guys decide to attack you, you just terrify the most powerful one and start draining from him, you should lose about 10% hp until now, you run a bit, 30% lost, heal, 100% hp, drain the same guy, he probably has 20% until now, and the terrify should be ready, use it on another one, drain the guy that's almost dead, you should have 70% hp, repeat this until you kill them all, plus if you are 6 the ultimate is going to make your job a bunch easier. But there are some cases in witch the strategy might not work because they are prepared for that, just pretend to run in a bush and they will lose your sight, start channeling ultimate behind them, when they realize that you are already killing them it will be already to late. another reason why I choose this build is because the range of drain is very small, so you just got to scare them and kompow, drain kicks in.
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