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During most fights, you will be both healing and shredding. Shred the target your tank wants your team to focus. You will have two snares due to Reckoning and Hextech/Bilgewater. Your heal should generally be used on your tank as he initiates. Intervention should not be used to save your teammates from death, but rather to make sure they don't get to the point where they need to survive. Mostly, use it immediately on your tank or your main damage to let them soak up a few spikes early game.
Ghost is very functional for offence/defence to heal or chase or run depending on the situation.
Ignite is a great finisher, and can be boosted using Reckoning. Similarly, using Intervention, you can tower dive, Reckoning and Ignite for the kill.
Glyphs of Force are there to allow for you to lane longer as well as scale with your Archmage and Blast Masteries to allow you to get base items early so that you do not need to rush B.F. Sword. If you can rush the B.F. Sword, all the better.
Finally, Vitality Runes. Hp is important. You will get focused a lot once the other side realizes what you are doing. Sometimes Intervention will be available, usually it won't be. As such, a bit of extra health is always good.
Malady and The Black Cleaver are your main sources of damage. These allow you to shred your target's armor, and increase your attack speed.
Rylai's causes your attacks to snare. AOE. Not to mention, extra HP :)
Hextech Gunblade give you both Vamp, Spellvamp, and a second pin point snare. Pair it with Reckoning and you get extra damage. :)
Reckoning is maxed first since this is your spike as well as snare.
Divine Blessing is maxed second. This allows you to chase as well as escape. End game, it provides a decent amount of healing as well. Very versatile.
Intervention is your ultimate. I prefer using it to prevent spikes rather than saving allies from death. Most allies will either get chased down anyways, or seeing that they are invincible, try and go back into the fight with too little health.
Ignite works well with Reckoning since it benefits from the extra damage.
Clairvoyance is great for checking bushes and avoiding ganks.
Exhaust works well with Reckoning allowing you an extra snare.
Flash is all purpose. nuff said.
Promote is interesting, but not very useful.
Surge is great for early damage spikes as well as late game spikes. The ability boost helps as well for Righteous Fury which scales on attack speed.
Divine Blessing can be used to chase as well as to heal, you will have a decent amount of ability power letting Divine Blessing provide a good heal.
Reckoning should be used early to add extra damage and due to its fast recharge due to your cool down reduction, you can use it with Divine Blessing to chase and finish off enemies.
Righteous Fury should ALWAYS be on and you should always try and hit as many enemies with Righteous Fury as possible.