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Recommended Items
Runes: Classic runes

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Ignite
Items
Ability Order Classic

Thousand Cuts (PASSIVE)
Gwen Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Garen
You're absolute worst nightmare of a match-up. Garen straight up annihilates Gwen in lane and there's nothing you can actually do to stop him.
Judgment lets him stack
Conqueror in the blink of an eye on top of dealing absurd damages.
Decisive Strike allows him to just run you down and silence you, and your
Hallowed Mist is not of much help against him. The armour you gain don't matter much as he will shred it, and he is way too fast for you to keep him out of the mist.
Perseverance allows him to just ignore whatever trades you throw at him, and the resistances he gets for free from
Courage passive just make him to tanky early on for you to do anything to him.
If you really want to ban someone else, maybe try running
Cleanse for his ignites and
Flash, and rush
Riftmaker +
Gluttonous Greaves to try staying above the health threshold of
Demacian Justice, but keep in mind he'll just build a
Mortal Reminder anyway.
So long as he will get a favour treatment by being able to fully stack Conqueror with one
Judgment, you should perma ban him.

Rakan
As opposed to
Nautilus, Rakan is great at locking down multiple targets.
Grand Entrance can knock up multiple enemies at once, and
The Quickness will make sure they're all slowed and unable to act.
Just be careful that while his charm is of great help for landing big
Needlework, Rakan's engages can be pretty volatile as he might also dash out any time with
Battle Dance.
Anyway, if he duos with
Xayah, rest assured that you have probably a strong botlane to count on in teamfights.
Synergies

Rakan
As opposed to [[Nautilus]], Rakan is great at locking down [b]multiple targets[/b]. [[Grand entrance]] can knock up multiple enemies at once, and [[The quickness]] will make sure they're all slowed and unable to act. Just be careful that while his charm is of great help for landing big [[needlework]], Rakan's engages can be pretty [i]volatile[/i] as he might also dash out any time with [[battle dance]]. Anyway, if he duos with [[Xayah]], rest assured that you have probably a strong botlane to count on in teamfights.
Champion Build Guide
Strenghts
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- Can play at 3 different roles (top/jungle/mid)
- Rarely picked or banned (at least in low elo)
- One of the best AP scaling champion (if not the best except for Veigar)
- Excellent teamfight power
- Annihilates tanks
- Super easy to farm with
- Very good at pushing and destroying towers/objectives
- Good sustain paired with one of the strongest defensive spell of the entire game
- Blue and cute
Weaknesses
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- Terrible early game
- Not very good at engaging teamfights
- Vulnerable against high mobility champions
- Correctly using W can be very hard
Passive: A Thousand Cuts

"Gwen's basic attacks on-hit, the center of Snip snip, and Needlework deal bonus magic damage equal to 1% (+0.6% per 100 AP) of the target's maximum health.
Heals Gwen for 50% of post-mitigation damage against champions, capped at 10-26.76 (+6.5% AP) per instance."
Gwen's absolute bread and butter. This passive is what makes Gwen an anti-tank champion, a monster of sustain, and just a good champion overall, and is the reason why stacking AP on Gwen is so good. The more AP you have, the more damage to max health you deal, and the more you are allowed to heal with each instance, it's that simple. It also deals bonus damage to minions under 40% HP, which helps with last hitting.
Q: Snip snip!

"Passive: Gwen's basic attacks generate a stack of Snippy on-hit which lasts 6 seconds, stacking up to 4 times and refreshing on subsequent attacks.
Active: Gwen snips at least twice with her scissors in a cone in the target direction over the cast time, dealing magic damage per snip to all enemies in the area, with the final snip dealing increased damage. The center of each snip converts 50% of the damage to true damage, then applies A Thousand Cuts. Deals 80% against minions and executes them on the first snip if they are below 20% health."
Snip snip is your main damaging ability and your main trading tool. The true damages it deals are no jokes, and it applying the passive is incredibly strong as the game goes on. Be careful not to be too deadset on using it only when you have 4 stacks; it's better to dish out some decent damage than taking a bad trade or dying because you held it. Its little range goes farther than your AA range, so don't hesitate to use to last hit some minions while remaining safe. Also be careful as it can push the wave extremely hard, so be mindful of that when using it to trade.
W: Hallowed Mist

"Gwen summons the Hallowed Mist upon her current location, lasting for 4 seconds. Hallowed Mist can be recast after 0.5 seconds, and does so automatically if Gwen attempts to leave the area.
While inside the mist, Gwen becomes ghosted, gains bonus armor and bonus magic resistance and is untargetable to all enemies outside of the mist.
Recast: Gwen commands the mist to move to her current location."
By far Gwen's most infamous spell, but also the hardest to master. Hallowed Mist basically allows you to have a duel with one ennemy during a teamfight. You can see it as some kind of little Xin Zhao ult in a way. I'd like to call your attention to the fact it gives bonus resistances, as it's a very unknown part of that spell. Indeed, the mist is not just good against ranged champion, but also allows you to temporarily be extremely tanky when facing a melee champion, even though an excellent Gwen player will be able to position in a way that makes him untargetable even to melee champs.
E: Skip'n Slash

"Gwen dashes to the target location, then empowers her basic attacks within the next 4 seconds to deal 15 (+20% AP) bonus magic damage on-hit and gain bonus attack speed and 75 attack range.
Gwen's first basic attack within the duration refunds a percentage of Skip'n Slash's cooldown."
Gwen's mobility and farming tool. This spell is incredibly good and allows you to hit Snip Snip! on ennemies "by surprise". You can E -> Q, but also know that if you Q first, you can dash anytime while you're snipping. This can be useful to let your opponent think you're just farming or to reposition to hit more snips. In early, the CD is rather long and the refund from the first AA after it is quite low, but in late game you can basically dash all the time. This helps Gwen with sticking to her target and the attack speed steroïd is just massive in late game. Basically, this spell is a Nashor's Tooth on a stick, as it has roughly the same on-hit damage and AP scaling. Also note that you can go through walls with it, but it can be tricky with some walls. This is an AA reset.
R: Needlework

"Gwen launches a needle in the target direction that deals magic damage to enemies hit and slows them for 1.5 seconds.
Needlework can be recast twice more within 8 seconds of the activation at no additional cost, with a 1 second static cooldown between casts. Each subsequent cast refreshes the duration and increases the number of needles by 2. Needle hits before the first apply a slow against each individual target."
Gwen's only CC (a cute little slow), and main reason she's so dangerous in teamfights. Each needle procs A Thousand Cuts, hence each target you hit per needle is an instance of healing! This spell is simple yet extremely versatile. You can use it to chase targets, survive by slowing enemies down/healing, or just finish someone. Don't be tricked into using ultimate related gears like Axiom Arcanist or Malevolence; They won't do much (Malevolence is a terrible item) since your ultimate's damages are not one big instances but many little ticks of damage, and most of its damages come from your passive! So these won't increase it's damage whatsoever.
Keystones
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Conqueror is without a doubt the best possible keystone to use on Gwen. The stacking AP it provides rewards long fights, which is exactly what Gwen is designed for, and the 8% omnivamp it offers once fully stacked is just extremely good combined with |
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If you wish to play Gwen on-hit, run it, but just like PTA, it will fall off hard in late game. Gwen being an AP only champion, she doesn't have access to a lot of attack speed/on-hit items compared to AD or hybrid champions like |
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Domination
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Hail of Blades might sound like a good idea: after all, you dash in, do 3 AA that also deals some true damage, and |
Sorcery
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The new version of good old Phase Rush. It's a bit harder to proc (at least for Gwen in early) but it's compensated by the fact the cooldown is much lower as the game goes on. If you manage to use it correctly, you could use it against |
Resolve
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Against a very heavy tank like Mao'kai, you could argue taking Grasp to match his HP scaling. But since Gwen is so good at shredding tanks, I think |
Inspiration
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The go-to rune for Gwen mid and Gwungle assassin build. First Strike is very much overrated actually. The 7% damage increase might sound nice, and it is, but in case you didn't know, it used to be 7% bonus TRUE DAMAGES on all of your damages. The gold generation it gives is also pretty bad. It's only real good side is that it's easier to proc than |
Minor runes
Precision
The Precision tree is excellent for Gwen. It's designed around long sustained fight, and that, as a magic blue doll, is exactly what we want, that's why we're playing in toplane.
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You can run any of these 3 to your convenience. Absorb Life should be better if you're struggling in lane against that match-up, but I personally don't like this rune. The sustain it offers is awful in early game, and while Gwen can farm quite safely thanks to her kit, I think you're better off using the other 2. Triumph can be handy if you plan on long, hard team fights/skirmish, since the regen it will offer you can help you continue fighting. Presence of Mind is the default rune you want tho. It allows you to use more spell, and that's exactly what an AP champion like Gwen wants, especially since Gwen has very short cooldowns pretty quickly. If you also run |
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Again, choose whichever you prefer. Alacrity is way better than Haste. Attack speed is a great stat on Gwen but you don't want to build |
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Each of these 3 runes are great! Coup de Grace doubles down on Last Stand works very well with Gwen too, as it does with all champions that sustain a lot. It can be a nice option if you know you're going to have a hard time in lane and never be full HP. Cut Down is definitely my favourite. It makes you threatening as soon as level 1, and helps you reach the threshold for |
Domination
Personally, I don't think Gwen has much use for the Domination tree. The "vision" runes are pretty bad on Gwen, even though you can argue that
Deep Ward is nice on pretty much any champion, and the Hunter runes are pretty bad when you're playing toplane, since you won't stack them before a while.
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Taste of Blood offers you some sustain from time to time if you're able to damage your opponent. The thing is: Gwen already sustains by fighting enemy champions anyway, so why take a rune that does just that but with a cooldown? Sudden Impact on the other hand can be actually good. It adds a little extra true damage punch to your E, so if you REALLY want to use the |
Sorcery
The Sorcery tree is actually pretty interesting for Gwen. It's the one I'd go to if
Resolve wasn't that good on her.
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The 3 are valid options on Gwen, but there are some nuances I'd like to tell you about. Axiom Arcanist works, but not the way you'd think. Actually, the damage increase it offers is terrible on Gwen. First, Manaflow Band is a very good rune. But not really on Gwen. You can try using it if you don't have Nimbus Cloak is the most interesting of the bunch. Gaining move speed when popping a summoner spell is incredibly good: your |
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Transcendence is a nice little scaling rune that will bring you a lot of haste as the game goes on. One might argue that it gives less haste than Absolute Focus can be used, it's basically a reverse version of |
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Resolve
The absolute best secondary tree in my humble opinion. Gwen often struggles in early game in toplane, so having a secondary tree that helps her survive the lane is always nice.
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The "Match-up trio" as I call them. Conditioning is a good rune if you want to scale your resistances. It further increases the stats your mist give you and adds some value to your defensive items if you build any. Second wind allows you to bite the bullet more easily against ranged/poking match-ups like Bone Plating is the other side of Second Wind: it reduces (heavily) bursts. if you're against a champion that likes to go in, or a |
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When I plan to scale I personally love using Overgrowth. Having some extra HP is always nice, and if you go Revitalize can be pretty good too, since part of your sustain comes from Unflinching is my go-to against champions that like to engage with a hard CC like |
Inspiration
The Inspiration tree is full of weird and interesting minor runes. If used correctly they can be very powerful on Gwen.
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Yes, I never use the biscuits. It's a terrible rune. Triple Tonic is pretty meh too. The only tonic you're interested in is the adaptive force potion you get at level 6. 6 is a big powerspike on Gwen, with the tonic you get a chance to just stat check and kill your match-up pretty easily. Time Warp Tonic is a very good rune. It increases the value of potions, and since you should get a |
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Cosmic Insight is pretty much a comfort rune, there's nothing wrong in running it but there isn't much thing to say about it. Approach Velocity can help you chase people hit by |
She also likes having some attack speed, a bit of haste, and HP since in top lane she's mostly played like a bruiser.
First, let's see her 3 options when it comes to first item:
Riftmaker
Although most Gwen mains, and in general most players consider Riftmaker to be a trash item, it's actually a pretty good one, the only problem being it's a misunderstood item. Only a few select champions actually benefit from Riftmaker to its full potential, mainly
Dusk & Dawn
The new
Nashor's Tooth
By far Gwen's most aggressive item to rush. It gives way more AP than the two others, gives an absurd amount of attack speed, some haste, and a very good scaling on-hit damage. It has a ridiculously strong synergy with Gwen: its high attack speed helps you proc
Boots
As many AP bruisers, Gwen has the luxury of being fine with almost any boots. I consider them to be mostly match-up reliant (match-up as in the whole enemy team):
Gluttonous Greaves
The new boots of omnivamp that are very popular on Gwen (and a lot of other champions). They feel very fun and nice to play with, but the fact you need to stack them with 10 kills/assists makes them more of an easy game oriented choice. With
Plated Steelcaps
The iconic armour boots, also known as the Tabis if you played for a while. They're very straightforward: they give armour and reduce damages you take from AA by 10%. If you're against a heavy auto-attacker team, an AD top/jungle duo, or even just against an auto-attacker in toplane like
Mercury's Treads
Just like their armour cousin, they're the defensive option against AP champions, and most particularly crowd controls. Honestly, these are far less used than the two boots above for multiple reasons. First, top lane is usually played by AD oriented champions, and secondly, tenacity doesn't reduce displacing effects or bumps. Anyway, don't hesitate to build them if the enemy team is heavily AP or if CCs are a pain for you.
Those are the big 3, you're most likely always going to use them.
Sorcerer's Shoes
Personally, I never use these in top lane. The flat magic penetration they offer is usually not very interesting in top lane, most toplaners are usually too beefy for it to actually matter. You're more likely to use them when playing Gwen mid, as it's a more assassin playstyle, where you're aiming to make squishies explode. You could consider using them when you're against very squishy champions like
Ionian Boots of Lucidity
Just like
Boots of Swiftness
The fastest of boots, they feel nice to play with and can be useful if the enemy team has a lot of slows, or a lot of ranged champions who don't depend on AA (which is very unlikely). For the latter,
Berserker's Greaves
If you want to play Gwen on a more attack speed on-hit build, you will most probably need them, along with
Other core items
Shadowflame
Once you have your first item and your boots, you should always go for Shadowflame. This item is probably in the top 3 best AP items in the whole game: a ton of AP, flat magic pen, and a passive that's incredibly strong, Gwen being one of the rare AP champions to benefit from the bonus its passive gives to true damage. It helps you finish of targets, and makes
Rabadon's Deathcap
The absolute turning point of your game: once you have it, everyone melts in front of you basically.
Situational and defensive items
Void Staff,
Cryptbloom and
Bloodletter's Curse
The 3 %magic penetration items available to you. Gwen can use any of these. Void Staff is obviously the most agressive one, it gives more AP and 40% magic pen, while the other 2 only gives (or reduce magic resistance by) 30%. Cryptbloom and Bloodletter are more team play oriented in different ways, but both offers you some HP to help being beefier and increase your AP in case you're running
Zhonya's Hourglass and
Banshee's Veil
When it comes to items that gives both AP and resistances, those are the only 2 available sadly. I'm not a fan of any of them. Zhonya's 100 AP might look impressive, but don't forget it only gives 50 armour with no HP at all. It's an item you want mostly for it's active, and unlike
Morellonomicon
While anti-heal is maybe one of the strongest effect in the game, only
Lich Bane
Lich bane is a very fun item to use, but keep in mind that if you build it, you have to sacrifice building
Liandry's Torment and
Blackfire Torch
I haven't tested any of these burn items on Gwen, but both have some interest. Liandry is a very good item, and it has the same passive as
Jak'Sho, The Protean
Jak'Sho is by far the best defensive item you can go for in late game when you don't know which to pick or when the enemy team is 50/50 in types of damage. It gives everything you need, HP, armour and MR. Once the passive procs and increases your resistances by 30%, your mist increases the value of the item greatly. Be careful tho, as you might not be tanky enough at the start of the fight, but luckily Gwen sustains a lot to make up for it at least a bit.
Force of Nature,
Kaenic Rookern and
Abyssal Mask
3 solid options when it comes to MR. Force of Nature is the most fun to use, but the problem is that Gwen doesn't have any shield to stack it safely by taking damages over time before the fight starts, even though her sustain can make up for it. The move speed it gives can be nice to help keep up with mobile champions too.
Rookern is by far the most powerful MR item. It gives a lot of HP, an absurd amount of MR (even tho Force of Nature gives technically more once stacked) and a massive magic shield. Even tho the shield scales with max HP, it's not a problem since Gwen builds HP anyway.
Abyssal Mask is an affordable option, more humble when it comes to MR, but it has the nice passive of reducing by 30% enemy's MR when they're close to you. You can see it as an "offensive defensive item".
Dead Man's Plate,
Randuin's Omen,
Frozen Heart
Deadman's Plate might be a good option if you struggle against slows and for catching ranged champions, I haven't tested/needed it so far but know it's there.
Randuin can be a life saver if you're against a lot of crit oriented champions or if the enemy ADC becomes too much of a problem. It's active also helps you stopping enemies from kiting you too much.
Frozen Heart has the same problem as Zhonya, i.e it only gives armour without any HP. In return, it's the single item that gives the most armour. The passive helps against attack speed oriented champions, but it will probably be less frequent than going Randuin when you need armour.
Cosmic Drive
In super late game, you will probably want to sell your boots for a Cosmic Drive to gain a bit more of this juicy AP. It gives good haste, some HP and the passive gives you move speed to reposition and chase enemies.
Ignite
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Ignite is very popular in toplane. It gives you more kill pressure, allowing you to get a kill early even without any item. The 40% anti-heal it applies also help you against champions who sustain hard like Dr.Mundo, |
Ghost
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As Gwen, you're one of these champions who don't need a |
Flash
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By far the most used summoner spell in the entire game, and for good reasons. Flash is so strong it's actually its own counter. I'm not fond of using it when playing Gwen, but it allows some surprise Flash + |
Teleport
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Now that the toplane quest gives you a free TP once you reach level 10, you might wonder why not skip it as a summoner and use other sums instead. The reason is simple: as Gwen you will struggle against a lot of match-ups in early. Having the luxury to base and come back instantly with TP is very valuable. It offers you comfort and dissuades you to int by staying in lane with 10 HP. The real TP also has a much lower cooldown compared to its free version given by the quest. Once your quest is completed, TP becomes Unleashed Teleport and offers you a massive shield that is very useful if you TP botlane or somewhere else to help with a complicated teamfight, or to abuse your tempo against an enemy who stayed in lane for too long. I like using it instead of |
Exhaust
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I have never used it so far, but it remains a solid option against all-in champions. I have seen people use it against |
Early Game
Your main goal will be to farm as much minions as possible and avoid dying at all cost. Dying throws games and give your opponent a huge advantage to farm and/or take plates of your turrets. Try to last hit as much as you can, even use some spells if you have to. In case you can't fight your opponent, try to get the wave to freeze right in front of your tower. This way, you can farm safely near your turret and the enemy will have to commit to your side of the lane to get some XP and gold, becoming vulnerable to a gank from your jungler. Be careful that if the enemy manages to shove the wave under your turret anyway, your wave will probably push to his side of the lane, and they will be able to freeze you instead.





























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