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Choose Champion Build:
Spells:
Smite
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Beautiful Builds Above


Special thanks to (as always) jhoijhoi for teaching me how to create designs such as these even if I'm still a newbie to them ^^ Before voting, be it a thumbs-up or two thumbs-down, please read at least most of the guide and try out some of the things explained here. Without further ado, ENJOY!

OFFENSE



DEFENSE







UTILITY




Maximized Damage
// You will want to grab this page if you know you can position yourself well enough not to get caught. As there isn't much defense allocated here, and I recommend a full offense rune page to compliment it, there really is no room for error.
Maximized Survivability
// You would choose this mastery page only if you knew you would be up against some serious harassment.









// Realistically you would never run this set up unless you were Support






Runes




This is the standard set-up I run when I play

Runes



M A R K S |
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M A R K S |
Runes



S E A L S |
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S E A L S |
Runes



G L Y P H S |
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G L Y P H S |
Runes



Q U I N T S |
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Q U I N T S |






You're going to want to max out



- The CDR applies on minions as well, use this to get an edge before a fight
- When jungling, try to use this as the final blow to a jungle camp, this will allow the CDR to continue on in the next camp
- You can activate this during
Devastating Charge for bonus damage (movement speed buff)
- Use this directly after
Onslaught of Shadows for massive burst damage to a large area


You're going to want to max out



- Spam this spell if possible, the healing power on it will add up over time
- Never enter a fight without it if at all possible
- Use this spell to really turn the tides on an enemy mid-fight
- NEVER under-estimate or over-estimate this ability, it does small damage and heals small amounts but the damage+heal combined is rather considerable



You're going to want to max out



- Use this skill to get in position during fights
- Mostly used for utility however if possible use it for the extra damage on an enemy
- When returning to lane from base, use this to get back to lane faster (start at pool so mana loss is 0)
- The damage is based on DISTANCE TRAVELED not time spent in the speed boost






- When using this try to aim so that you best benefit your teammates
- This can also be used as an escape, run with
Devastating Charge then jump over a wall
- As with most ultimates, don't 'save it for the right moment' use it when applicable

Armor Penetration and Armor Reduction are the statistics of a Champion which allows them to counter some or all of a target's armor. All champions have 0 base armor penetration but can increase it with items, runes, or abilities for a few champions.
1. Percentage Armor Reduction (


2. Flat Armor Reduction (

3. Flat Armor Penetration ( Greater Quintessence of Desolation)
4. Percentage Armor Penetration (

Read more on How Armour Reduction Works Here. Credit to Complexicate and LoL Wikipedia.
For the



As



Later in the game focus on either taking the tank or carry role and fulfill them for your team. Run into teamfights at the lead of the charge and use your ult to damage/fear as many enemies as possible. As long as you fulfill your role, which is initiator, as expected you will be a great asset to your team.


- Wolves(help)
- Blue(leash/help)
- 'Hang Out' by Red Buff jungling
- Gank when opportunity comes
- Dragon whenever possible
- Gank as much as possible





TL;DR: Start blue. Gank a lot. Get dragon as much as you can. Be flexible.

Mowen wrote:
"For your warding section you should emphasize not to buy wards unless it's an absolute necessity (ie your team doesn't even ward dragon/baron) because really other characters should be buying those for you since you really need to farm farm farm."
I believe this is untrue. Everyone should buy wards. Vayne should buy wards, but not as often as the tank or the support on your lane. If you're solo top or solo mid, wards are definitely necessary unless you're completely pushed back to your allied turret.
Pro Tip: Whenever you recall or have died, and you find yourself in the shop, buy a Sight Ward or two. This may seem lame to you, especially if you have never bought wards before, or you believe that the jungler or support should only buy wards, but with wards you will find there are many benefits.
[*] If every player brought one ward each time they recalled, and assuming players recalled once every 7 minutes in a 35 minute game, your team would be rewarded map vision for the whole game (assuming your wards aren't taken out by an

[*] If your team is co-operative in this endeavour, warding "The Belt" will prove highly effective. The Belt is shown below. In addition to standard warding of Baron/Dragon/Buffs, warding as shown below (assuming you are Purple - Top Team, reverse if you are Blue Team) will warn you of all enemy movement from their jungle.

This is where you and your team should Sight Ward beyond the places show in the above image. Keep in mind, you don't have to ward the whole map - try and spread out your wards so that they cover the most amount of area for the least amount of wards.
- Yellow: Vital to protect the jungler on your team
- Blue: For protection depending on which lane you're on
- Red: To guard Dragon and Baron
- Orange: In order to Counter-Jungle

(credit to jhoijhoi for this section and the armor penetration section)


______Here ends

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