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Choose Champion Build:
-
Top Bruiser
-
Mid ap carry
-
Support
Introduction
Nidalee
Is a ranged harassment laner able to do mid, top, and support.

Top Lane
Top lane

Mid Lane
Mid lane



Support
As a support


Special thanks to jhoijhoi for the guide that helped me learn how to create this and for giving access to the colored lines. Also thank you to anyone reading this and criticism and advice are always welcome. Enjoy :D


Top Lane Runes
Runes




For runes you generally want to take a very simple rune page used for ad bruisers, with little that truly stands out. The only main difference being


For seals go

For glyphs go the


For marks take either the

For Quintessences go either


Your goal with these runes are to put as much early pressure as you can as well as having the needed stats to strike your enemy when your six.

Top Lane Masteries

Spells
Q








W






E







R







Summoner Spells







Top Lane Items
Starting item(s)
As top Lane




















Core Item(s)




Defensive options
These are the main items you try and aim for in the mid and late game. As bruiser Nid you want to be a tanky disrupter in team fights as well as an impossible to kill split pusher.





























Offensive options
While these should normally be brought into account after your defensive items sometimes it can be a good idea (or just fun) to be a little more damage centered then normal acting as a tower killer or an assassin like disruptor in fights.






















Pros/Cons
Pros
- Good early game harasser. (cause I haven't said that enough)
- Strong power spike at level six.
- Powerful split pusher.
- Able to escape even the worst situations.
- Able to survive two versus one lane swaps.
- Good at disrupting the enemy team in fights.
- Great single targeted burst damage.
- Can semi-carry with early game gold
- Able to draw focus easily even when going full tank.
Cons
- Struggles in the late game.
- Struggles in team fights.
- Supplies no build in crowd control.
- Can be killed easily with hard cc.
- Weak in lane when out of mana.
- Reasonably squishy if going damage heavy.
- Relies on six to be effective.

Game Progression
Early Game
In the early game (in case you couldn't have guessed) you try to auto attack your lane opponent harassing them as much as you can while still not missing your last hits. During the pre-six levels you don't have much kill potential but your range is normally a large advantage along with your ability to prevent ganks and heal off traded damage. However once you hit six your cougar form has a large amount of kill potential able to take down an enemy harassed down enough. For the remainder of the laneing phase pick up some defensive items and fight your opponent with base values or try and go for some early auto attack damage and try to become a real threat. In the early game you will want to focus on moving quickly into the core items early game items include





Mid Game
In the mid game you can choose from one of two options either going with your team and trying to create favorable team fights with your good base values and tankyness or you can take the more favored split push route focusing on killing towers and drawing enemy team members to have to stop you. Here is where your pounce's mobility comes into play as you can easily run around fights or escape attempted ganks in the attempt to stop your push. Here is when you want to start grabbing your tanky items so as to force the enemy team to focus on you as you dive at their valuable carries. By now you should have your





Late Game
In the late game you basically just keep doing what you were doing in the mid game. either try and help win fights as a tank or split push like crazy, appearing when needed with your team. Abuse your mobility and keep moving around the map picking off people when you can and pushing down any undefended tower and try your best to force the enemy team to dedicate a champion to stop your push and if they don't take their towers. however at this point your base damage don't have the same effect and it you didn't go damage heavy your simply going to be a really annoying tank. so use that to your best advantage. Now your open to buy what ever you feel is necessary to end this game as I feel its gone on to long. Now you just need to finish the defensive or offensive items needed and push for the win as soon as possible.
Team Fights
These kind of suck for you but that doesn't mean you can avoid them entirely. when you are forced to team fight use yourself as a wall and do as much damage to the enemy carries as you can forcing them to go on you instead of your own carries. If you go a little more damage centered then you have to be a bit more careful but your target remains the same. Simply use the mobility from pounce to get on and keep on the enemy carries until they die. If they get close to killing you try and use that to draw them away from the fight until your team can help you can you should be able to outrun a large number of champions especially in the jungle.

Farming
Between harassing your enemy this is one of your primary focuses early game as you need at least a few items to really be effective as the game carries on. further in the game your main goal is split pushing so obviously you will be farming waves a lot however if pushing isn't needed and a fight will break out don't just afk farm as your innate mobility and damage could be a necessity for your team to score a strong win.

Summary
In short you are a durable disruptive tank using your built in elusiveness and mobility to divide the enemy team by either focusing carries in fights or pushing away from your team and taking objectives. No matter what focus your build has you are one of the strongest split pusher's in the game and can have a powerful impact when played correctly. When the circumstances provide its self you are capable of semi-carrying through the mid game but you will have to pass the baton in the late game and switch to keeping your team in the favorable situation rather then being the favorable situation. While I may be a little repetitive with ad




Mid Lane Runes
Runes




For mid lane you go a standard ability power caster page.
For Seals go


For glyphs go

For marks go

For quintessences go


The goal with these runes is simply to deal more damage allowing you to hit as hard as you can.

Mid Lane Masteries

Spells
Q







W




E





R



[rule
Summoner Spells







Mid Lane Items
Starting Item(s)



















Core Item(s)
For ability power carry














Offensive options
As an ability power carry you have a high focus on buying damage as your team is relying on you to put out the hurt on the opposing team and lead your team to victory.





















Defensive options
While your main focus is damage it tends to be easier to deal damage when your alive. Against all the assassins running around nowadays it can be beneficial to invest into some defense to make you more durable.


















Pros/Cons
Pros
- Powerful poke champion.
- Powerful single targeted heal.
- Low cool down, no mana cost cougar spells are quick at stacking
Tear of the Goddess.
- Free vision in lane.
- Able to easily escape.
- Able to two shot squishy champions with long ranged
Javelin Tosss.
- Large long range burst damage.
- Able to still deal good at a short range.
- Good in stalled engages.
- Has a large attack speed boast for any attack damage carries.
- Powerful kiteing potential.
Cons
- Squishy if building damage.
- No innate crowd control.
- Relies heavily on a skill shot ability.
- Main damage tool isn't guaranteed and can be blocked by high health targets.
- Weaker sustained damage.
- Highly vulnerable to burst damage.
- Requires a safe position in fights.
- Can be unreliable in team fights.
- Very mana reliant.
- Weak early game when building early game durability.
- Bad wave clear in human form.

Game Progression
Early game
In the early game focus on getting farm as you have poor kill potential which is helped by hitting six but in a lane with minions to hide behind its hard to get good spears on the enemy. Basically you want to stay back and poke at your enemy as much as you can if your enemy gives you the opportunity to kill them then take it but for the most parts landing early game kills are difficult in lane. Try and pressure your enemy and zone them as best you can without putting yourself in danger. During the pre-six stages you have little to kill potential and are extremely susceptible to ganks as without your ult you have no escape so use wards and




Mid Game
In the mid game its time to start getting those high damage spears. in lane try and harass as much as you can and use traps to keep a vision advantage for your team. When fights over objectives such as





Late Game
Now you should be dealing some real damage so you just want to generally keep to what you've been doing in the mid game with a few tweaks. Now you need to do all you can to hit the enemy carries as the initiators and tanks are to tough for you to bring down and the carries are simply more valuable now. Also you need to be more careful, now that the enemy has some items your maneuverability won't save you from the burst damage many champions provide. You need to have very stable positioning in fights and try to keep forcing at objectives where your poke is the strongest like





Team Fight
Team fights can be difficult for you as in the middle of a chaotic fight your main damage will be mitigated and while having to fight in cougar form leaves you an easy target. In any team fight you want to try and stay on the out of the central fight until the enemies cool downs are gone and they have their health lowered. During the initial fight stay a distance and throw in spears without getting into range of the enemy team. Do all you can to stay on the fringes targeting the enemy carries and jumping in only to finish off low health targets.

Farming
Throughout the early game you want to focus on this as much as you can as when you hit mid game you need at least your regen items and a bit of damage to be of any help. In the mid game you still want to grab as much of this as you can but it will be easier with your cougar form aoe damage allowing you to get more gold then you were earlier in the game. You need to get up enough gold to buy the high damage items or just like before your effectiveness will pay the price as you need to be able to force the enemy team into fights with low health members. However you don't need farm as bad as an attack damage carry as your spears will hurt priority targets at max range with nothing more then the base damage. In the late game your main goal is to be off to the side dealing as much spear damage as you can so your cs gain will decrease from the mid game but with your a you can clear quick with cougar form when not preparing for a fight.

Summary
In short you are a high ranged ability power nuker relying on large amounts of flat ap with melee range execution power and high mobility. Relying on mobility and kiteing to deal damage from a distance and using an alternative melee form to finish off singled out low health enemies. You need to get accustomed at aiming your spear because late game a max range spear can force an enemy attack damage carry to have to return to base and can leave a support in one shot range for most abilities. However you are weak in the center of team fights so you want to be on the fringes getting spears on priority targets so as your team can clean them out. Also you must always be aware for if your caught out you can easily be killed before your able to do so much as anything. You are remarkable at sieging able to even kill opponents hiding under their towers towers. You are also powerful at objective control able to provide free vision and long range damage output. However you aren't really a champion who can take the fight on their own but more bring the enemies down so your team can help you finish them. Utilizing the full importance of both forms in important and while your main focus here is your human form knowing the limits of your cougar form is equally as important.



Support Runes
Runes




For support you have two options for rune pages depending on what you wish to do with your lane. You can either take a similar rune page to the one above prioritizing poke or you can go a much more defensive/supportive page to aid your lane partner.
For seals you can go one of the two, either take




For glyphs take

For marks take either


For quintessences go either



With these rune sets you are either trying to harass the living daylight out of the enemy adc and support or your trying to focus on getting a little bit of gold while trying to be a little difficult to kill.
For all three rune pages these are simply what I use and advice however you may be able to come up with a better page for yourself so keep in mind these aren't set in stone try and keep an open mind for what is best for you to play with.

Support Masteries

Spells
Q






W








E






R


Summoner Spells[h/3]
Like nearly every champion in the game
Flash is a spell you can't let down due to all of its uses in chasing and escaping.
This is a very powerful support spell as it allows you to lock down one target making them an easy target for your team or allowing your team to escape.
With most attack damage carries takeing barrier or clense ignite can be an o.k. idea to help finish off kills or reducing healing on champions such as
Soraka and
Volibear. However due to your lack of innate crowd control
Ignite isn't as good an option as
Exhaust.
While this skill is rarely seen anymore it is a powerful map vision skill. In the right hands can be used to keep tabs on enemy junglers and check the enemy teams position when around objectives to avoid all the high elo bush tactics. However this skill takes great map awareness and insight to be used properly, a skill that sadly we don't all have.

Support items
Starting items







Core items



sight ward This is one of your most important roles is keeping map control for your team. While normally you shouldn't be the only one warding as it happens may non-support players hardly buy these and leaves the role on you which is the reason why




Supportive Options




















Offensive/Defensive options
For your offensive options you can check in the offensive ability power carry item options as if you want to go damage based you will be buying similar items. For defensive items items build from



Pros/Cons
Pros
- Powerful harassment.
- Heal with attack speed steroid.
- Strong in siegeing comps.
- Good in pushing comps.
- Free vision.
- High mobility.
- Draws fire due to people not liking this champion.
- Able to zone by being nearby.
- Large heal if going ap
- Fast tower killer.
Cons
- A pretty weak support.
- Outclassed by other support.
- No crowd control.
- Squishy.
- Needs six to be mobile.
- Does little damage if not getting ability power,
- All and all while can take this role
Nidalee isn't a very suitable support. While able to assist when played correctly you rely on dominating the enemy lane.

Game Progression
Early game
In the early game your focus is to protect your carry and guard your lane. You want to try and put as much pressure as possible on the enemy laners. Avoid damage as best you can because you are squishy and can be picked off easily from high burst damage. When against champions like




Mid Game
In the Mid game your goals include map control,




Late Game
Your late game goals are nearly identical to your mid game goals. Trying to retain map vision and assisting your team unless you went for an ability power build. If you went damage your goal switches to those of an ability power carry, dealing as much poke damage to priority targets as you can, but don't forget to still keep wards on the map and protecting your carry. For items simply finish up the items you started going for earlier in the game but always remeber to still get wards and keep your team's map vision up.
Team Fight
In team fights unless your building damage you have very little of a damage impact and as you have no crowd control you have little effect in general. Your main job in fights is to keep your carry alive and you want to do all you can to do so as their lives are more valuable then your own. If you built damage simply deal as much spear damage as you can on the enemies priority targets and try to keep your carry alive to the best of your abilities.

Farming
To make this simple you don't do this ever. During the early game you shouldn't be touching the minions unless you need to push or when your carry is out of lane and so long as your carry is there let them take the last hits as they need them much more then you do. In the mid game you may be able to grab a few while going through lane but still its your carries you want the gold on not yourself. In the late game you may get a bit more then before as your carries finish off their items and need farm less but even then you now won't be sitting in a lane but moving around the map pushing with your team.

Summary
You are support and you need to get used to being a little selfless for a while. Everything you do is for the good of your teammates not yourself. Even if your going damage you are your team's eyes and backbone you keep your team walking and you keep them aware of whats happening. Your job is to protect the damage dealers on your team as best you can and keep your team in the favorable position even if its at the cost of your own life. Due to your lack of gold you won't be the most be the most influential person or the most noticeable put keep in mind the reason your carry is doing well is because of the baby sitting you did for them and so long as you do your job well your team can secure an easy victory.

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