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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
I. ~Introduction~




I hope you enjoy this guide. Now let's begin!

CDR=Cool down reduction (reduces the cooldowns on your abilites)
AD=Attack Damage
AP=Ability power
CC=Crowd control (stuns, slows, snares et cetera)
Tenacity=Means lowering the time you are stunned, slowed, snared et cetera. (Tenacity does NOT stack)
HP=Health, or hit points
AoE=Area of effect (in this guide I referred to it as the spell dealing more damage to more than one enemy)
ADC=Attack damage carry
MR=Magic resist
Magic pen=Magic penetration (penetrates through magic resist)
Squishy=Very low maximum health
UNIQUE=When something is listed as "UNIQUE:" (For example a UNIQUE Aura:, or a UNIQUE: Active, et cetera) it means in will NOT stack. Basically, you cannot buy two

MIA=Missing In Action. MIA is called when the opposing enemy(ies) is/are missing from your lane.


+ Is ranged AND melee!
+ Very fun champion, in my opinion
+ High damage output (depending on build)
+ While in spider form your abilities do not cost mana
+ You can do without blue buff if you don't constantly spam your abilities
+ Can easily chase down enemies
+ Her ultimate is available to her from level 1
+ Decent survivability in lane
space

- Her only form of hard CC requires some skill to land
- Enemy team may focus you since you can be squishy, or if they see you are a threat
- Long cool downs
- May take some time to get used to her
- Her only escape ability requires you to target an enemy
- Her AP scaling is, for a lack of a better word, terrible




spaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaace






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spaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaace





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spaaace![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


Greater Mark of Magic Penetration: This rune gives a nice amount of magic pen which will penetrate your enemy's magic resistance, since 90% of the time in mid lane you will be up against another mage, they MAY have low magic resist (depends on a lot of factors), this rune will penetrate whatever magic resist they have and deal, "tons of damage." -Phreak (Recommendation 5/5) (Gives: +0.95 magic penetration per rune)
Greater Glyph of Magic Resist: I have also been mentioning her base stats for armour/magic resist are fairly poor, so I chose to take these runes to help out. They will help you no matter what because on every team there should be AT LEAST one magic damage dealer, this of course, is not always the case. If you are playing ranked, evaluate the other team carefully to choose what runes will work best. (Recommendation: 5/5) (Gives: +1.34 magic resist per rune)
Greater Seal of Armor: Read
Greater Glyph of Magic Resist. (Recommendation 5/5) (Gives: +1.41 armour per rune)
Greater Quintessence of Magic Penetration: I like these runes a lot because they offer magic penetration, where my items don't, (I did that on purpose). I re-considered my build a lot and wanted to focus my runes on magic pen, and my items on damage output, survivability and resist. (Recommendation 5/5) (Gives: +2.18 magic penetration per rune)


Soon


![]() Is, in my opinion, one of the most useful summoner spells. With a use of this spell it lets you blink towards your cursor going a fair bit of distance. ![]() ![]() ![]() ![]() |
![]() Lets you do that extra true damage depending on your level. This spell is great for finishing off that enemy that has almost no health left. Keeping in mind ![]() ![]() ![]() |


![]() "Your champion passes through any unit and moves 27% faster for 10 seconds". If you don't take flash, I suggest taking ![]() ![]() ![]() ![]() |
![]() "Slows movement speed by 40% and reduces auto attack damage by 70% and ability/item damage by 35% for 2.5 seconds". This skill is very useful to catch a running champion, that is trying to escape from you, or that 1v1 battle with a 2.0 attack speed ![]() (Cool down: 210 seconds) (Recommendation: 3.5/5) |
![]() Is not a bad option, it's just there are better options. When popping ![]() ![]() ![]() ![]() ![]() ![]() (Cool down: 270 seconds) (Recommendation: 3/5) |
![]() After four seconds, can teleport you to a allied minion, ward, or turret. Very useful to get around the map quickly. I find I don't really need use of this spell normally. If you want to take this spell go right ahead, although I don't recommend it as much as flash and ignite. (Cool down: 300 seconds) (Recommendation: 3/5) |


Spider Swarm- (passive):
This is



Fun fact:









In human form,






In human form,







In human form,






While




![]() ![]() The general starting items for most champions, I like to start with these items because they provide speed, to get away from the jungler when they gank, chase enemies, or to get in closer to harass then get out quickly. I like the ![]() |
![]() +15 ability power, +80 health, +5 mana regeneration. Uh no. I don't recommend getting one of these, or stacking 'em. "Why not?" Well say you buy 2 doran's rings, that's 950 gold, 30 ability power, 160 health, and +10 mana regeneration. BUT, that 950 gold could be going towards your ![]() ![]() ![]() |

20 Magic Penetration. UNIQUE Passive: Enhanced movement speed 2. You should ALWAYS (no exceptions) get boots, they provide both speed and defense/offense. I prefer ![]() ![]() ![]() |
+70 ability power, +57 magic resistance. UNIQUE aura: Reduces the magic resist of nearby enemy champions by 20, (Range: 600). This item will pair greatly with the magic pen, since it REDUCES the magic resist of nearby enemy champions. If people are stacking magic resist on the other team, it will barely affect you because all of it will wither away with all your runes/items/masteries. You will do great amounts of damage. |
+65 ability power, +50% attack speed, +10 mana regeneration UNIQUE passve: +25% cool down reduction. There is not one stat ![]() ![]() |
+80 ability power, +500 health. UNIQUE PASSIVE: Your spell damage will slow the target's movement speed for 1.5 seconds. This is a GREAT item for ![]() ![]() ![]() ![]() |





![]() Will only be a bit of a challenge at level 6, because she really shines as a true assassin with, ![]() ![]() ![]() |
If you're loosing:





![]() Since ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing: All





![]() Has to be one of the hardest/most annoying match-ups for ![]() ![]() ![]() |
If you're loosing: Grab armour, since





![]() Is pretty much the same as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing:





![]() Harass him early on with ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing: Honestly, just play passively and hug your turret, that is the best advice I can give to you. If you do this he'll probably get tired of this lane and roam a bit (not definite), call MIA when he leaves lane.

![]() This can be a pretty easy lane. Harass her early on in human form, and when she tries to ulti you, just ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing: All





![]() I don't know too much about this guy but he'll probably throw a few ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing: Try not to get close to him, and only farm when the creep wave is close to your turret. Building armour may help a bit in this situation, but you should be just out of range of his








![]() He'll only be able to harass you if you get close to him, his harass will hurt! Harass him as much as you can at early levels, because he won't be able to do much to you. If ![]() ![]() ![]() ![]() ![]() |
If you're loosing: All





![]() Need more info on this pony. |

![]() She'll be easy to harass in the early levels, but by level 7 she's pretty tough. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing:


![]() Need more info |

![]() Similar to ![]() ![]() ![]() ![]() ![]() ![]() |
If you're loosing:









![]() With a 90% chance, Jayce will definitely harass you with ![]() |



















































































































This ward will: allow you to see an incoming gank (if you're in top lane) from enemies.


This ward will: allow you to have even greater vision on blue buff.


This ward will: let you see who's at your/opposing team's wraiths.
Tip: Coordinate with your team if you see the opposing team's jungler, and surprise them!


This ward will: allow you to have even greater vision on red buff.


This ward will: allow you to see an incoming gank from the left side (if you're in middle lane) from enemies.


This ward will allow: you to see an incoming gank from the right side (if you're in middle lane) from enemies.


An early ward placed here can make sure that the enemy team isn't at dragon. Try and get dragon before the enemy team if possible. Why place this ward here?: Dragon is an important goal in the game. If killed, your team, (and you), receive 150 gold. Kill dragon around level 8 (the earliest), in coordination with mid lane, your jungler, and bot lane to get an early advantage over the other team! (Spawn time: 2:30)


This ward will: help you see if an enemy is coming to gank you, (if you're in bottom lane).


This ward will: allow you to have even great vision on red buff.


This ward will: allow you to have even greater vision on blue buff.




Also, have to give thanks to JBerger589's guide for helping me out on my items.
Also, this video for helping me out on my items.
I used the information from this site to help me with many things in my build plus the 'In depth:' section of my abilities.
I got my 'section heading' image from here.
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