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Spells:
Flash
Barrier
Items
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Vel'Koz
big velkoz: see description
Synergies
Ideal
Strong
Ok
Low
None
Intro
and yes, this is a build/guide for invasion game mode on onslaught difficulty... not for normal/ranked games.
1st game i forgot take bami's cinder ^^
a video of the 1st run:
https://www.youtube.com/watch?v=gz809dyQr6w&t=3s
a video of the 2nd run:
https://www.youtube.com/watch?v=k2Tn6km81JY
Big Stompy Monster (small cho'gath): not dangerous at all... just use your Q slightly infront of them to shave off their HP, E them into a wall if possible.
Note: after getting knocked up twice in a row you will gain a short knock up immunity from cho'gaths.
HUGE Big Stompy Monster (big Cho'Gath): same as small Cho'Gath but can eat you and/or a teammate.
if you get chomped GA WILL NOT activate (the passive will be useable after a teammate revives you)
Jumpy Slashy Monster (Kha'zix): annoying as hell, they just appear from invisibility, slash you and jump over you, creating a aoe when they land.
not so dangerous if few, but will usually swarm you by the dozens.
Scary Spitty Monster (Kog'maw): very damaging attack but they are not able to move while attacking, and have a 3 seconds wind up before each attack. focus on them.
Grumpy Burrow Monster (small Rek'sai): not to dangerous for you, but can be bad for the squishies, block their charge with W.
Note: they can stun lock you with their knock ups unlike cho'gaths.
HUGE Grumpy Burrow Monster (big Rek'sai): same as small but have aoe charge, always block with W if possible. they do more damage then small rek'sais and are somewhat dangerous to you too.
Draggy Tail Monster (Skarner): just annoying...it's the teemo of invasion... can stun lock you with their dragging ability.
Shooty Eyeball Monster (Small Vel'koz): not dangerous at first stages, devastating at last stages, kill on sight. their attacks will multiply once just like regular vel'kozs.
HUGE Shooty Eyeball Monster (Big Vel'koz): same as small but uses his ulti (the laser beam), EXTERMINATE, DESTROY, ERADICATE AND ANNIHILATE THEM ON SIGHT.
Note: after getting knocked up twice in a row you will gain a short knock up immunity from cho'gaths.
HUGE Big Stompy Monster (big Cho'Gath): same as small Cho'Gath but can eat you and/or a teammate.
if you get chomped GA WILL NOT activate (the passive will be useable after a teammate revives you)
Jumpy Slashy Monster (Kha'zix): annoying as hell, they just appear from invisibility, slash you and jump over you, creating a aoe when they land.
not so dangerous if few, but will usually swarm you by the dozens.
Scary Spitty Monster (Kog'maw): very damaging attack but they are not able to move while attacking, and have a 3 seconds wind up before each attack. focus on them.
Grumpy Burrow Monster (small Rek'sai): not to dangerous for you, but can be bad for the squishies, block their charge with W.
Note: they can stun lock you with their knock ups unlike cho'gaths.
HUGE Grumpy Burrow Monster (big Rek'sai): same as small but have aoe charge, always block with W if possible. they do more damage then small rek'sais and are somewhat dangerous to you too.
Draggy Tail Monster (Skarner): just annoying...it's the teemo of invasion... can stun lock you with their dragging ability.
Shooty Eyeball Monster (Small Vel'koz): not dangerous at first stages, devastating at last stages, kill on sight. their attacks will multiply once just like regular vel'kozs.
HUGE Shooty Eyeball Monster (Big Vel'koz): same as small but uses his ulti (the laser beam), EXTERMINATE, DESTROY, ERADICATE AND ANNIHILATE THEM ON SIGHT.
deadman's lets you survive enemies auto attacks and tank the big one better.
it's also good for speed and a bit more damage.
warmog's gives you more HP and and tons of HP regen out of combat.
it's useful if you're planning on running around, reviving fallen teammates and do less tanking.
it's also good for speed and a bit more damage.
warmog's gives you more HP and and tons of HP regen out of combat.
it's useful if you're planning on running around, reviving fallen teammates and do less tanking.
it's the level where you have to run to the other side of the map.
cooperate with your team, block as many vel'koz shots as you can without dying.
if it's the skarner version (59935196100 of skarners) have your teams MF/Jinx/Ahri or Syndra take care of them.
DO NOT BLOCK THE VELKOZ ULT (if he spawns) you will just die a meaningless death.. avoid it and try to flash or E and enemy into the portal.
cooperate with your team, block as many vel'koz shots as you can without dying.
if it's the skarner version (59935196100 of skarners) have your teams MF/Jinx/Ahri or Syndra take care of them.
DO NOT BLOCK THE VELKOZ ULT (if he spawns) you will just die a meaningless death.. avoid it and try to flash or E and enemy into the portal.
*dont step out of the barrier for more then 1 second to Q or if you E an enemy outside.
*big clusters of enemies are your priority (use Q)
*against kha'zix/rek'sai use W.
*try smashing Kogs into walls/terran with E.
* if you are overswarmed use R.
bridge version:
*easy to E enemies to walls.
*halfway through have your adc/apc go to the top part of the bridge and burst down the big vel'koz.
*DO NOT R the big vel'koz.
when overswarmed feel free to use gargoyle's stoneplate active for 100% HP boost.
*big clusters of enemies are your priority (use Q)
*against kha'zix/rek'sai use W.
*try smashing Kogs into walls/terran with E.
* if you are overswarmed use R.
bridge version:
*easy to E enemies to walls.
*halfway through have your adc/apc go to the top part of the bridge and burst down the big vel'koz.
*DO NOT R the big vel'koz.
when overswarmed feel free to use gargoyle's stoneplate active for 100% HP boost.
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