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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Introduction


So, lets get started:

1. Versatile
2. Has only one counter
3. High damage with full combo
4. Decently tanky
6. Gets ultimate at level one
7. Even if you fail in your lane,
you are still quite effective late
game.
8. Ranged and melee
CONS:

1. Countered by

2. Not as effective if combo is interrupted
3. Susceptible to early ganks
4. Mana problems early game

Flash is vital for most champions in the game. Allows you to chase, escape, reposition etc.
By far the most useful and helpful summoner spell you could take.

Barrier helps me so much as



Other spells you could take:

Take this against champions with healing, eg. Volibear, as it applies grievous wounds to prevent healing. This is also a very good choice if you prefer this spell to barrier, though in my opinion barrier is a better choice.

Useful for ganking, recalling and getting back fast, and getting around the map quickly. A viable replacement to barrier or ignite.




NON-VIABLE CHOICES:








All of your spells are important, so I like to max them pretty evenly, though I do prioritize in this order: Q-E-W-R. I level up your R last, since I do not see many benefits of levelling it. Q first, as it is your primary poke, then E as you use this as your main damage, escape, and combo. Finally, W, as half of it is pretty useless, and the other half is only useful in 1v1s, I find.
Right then, ability explanation:

This is your ultimate. You get this ability at level one, and it does not require a skill point.
Upon activation, it switches your form between Hammer and Cannon stance. Your basic attacks are melee in hammer, and ranged in cannon. You also receive a different ability set when in each stance. Your passive is also centred around this spell. Also, after changing stance, your next AA has bonus effects. After switching to Cannon Stance, your next AA your enemies MR and Armour is reduces by a %. After switching to hammer stance, your next AA deals bonus magic damage.

This is your passive. Very simple; Every time you use your ultimate, you gain a small boost in speed and can move through units for a short time.

Your Q. In hammer form, it launches yourself towards target enemy, dealing damage and slowing in the area. Note that you land where your enemy was when you cast the spell, so if you use it and he flashed, you will appear at his location BEFORE the flash.
In cannon form, it shoots a small orb that explodes on impact. This is a high damage skillshot, and your main ranged-poke.

Your W. In hammer form, it has both an active and a passive. The passive is this: As long as you have this spell and you are in hammer stance, each AA restores mana. Use this to get your mana back up. The active deals magic damage in a small area around you. I very rarely activate this, since it scales off AP, however it does deal decent damage if standing in the middle of a teamfight or minion wave.
In cannon form, it increases your attack speed to the max for the next few seconds/3 AA's. This is an extremely powerful ability to use when: Trading, 1v1ing, or turret killing. It also has a VERY good synergy with


In hammer form, it knocks back and deals magic damage to your enemy. This skill deals more damage the higher maximum health your enemy has. In lane, your main close combat harass combo is: Q+E+AA+RUN. This deals high damage, and as you knock them back immediately, they cannot usually do much damage to you back, so that combo is very good for trades.
In cannon form, it places down a gate that increases your movement speed when you walk through it. Also, if you shoot a

At level one, you main objective is to use cannon form to kill creeps quickly, and get level three, perhaps using one Q to poke. Level two, you continue to farm, but this time in hammer form, and if the enemy comes near you simply Q+E them. If the enemy deals more damage than you, or attacks you a lot, stay in cannon form and E+Q to poke. Level three: Continue doing the same, be slightly more wary of ganks if you are pushing. If they are pushing you, ask for a gank.
Mid game (Levels 4-7)
Keep farming, trading, and harassing. By the end of mid game, you should have recalled at least once, either to buy items or heal up. Remember to buy wards and potions, and if your mid laner does not have mana, ask your jungler for blue. If you get ganked, this is the main escape tactic: E (Cannon form) and run through it to run faster. Then, switch to hammer form and E the person closest to you away. Then, constantly use R for the movement speed boost from your passive, and keep using both E's whenever they are off cooldown. Towards the end of this phase, you may attempt to go for a kill. This is your main assassination combo: R (So you are in hammer form)then: Q,E,AA,W,R,E,Q,W,AAx3, if they are not dead, keep chasing with AA's. You also have the ability to snipe for the kill with E+Q in cannon form.
Late game (Levels 7-11)
If doing well, begin to roam to other lanes, try to secure dragon with your team, and make some epic plays! Just have fun and do well. If you are pushing your lane, attempt to kill the turret. Mid lane turret is also a large objective in this phase, try to destroy it.
If you are not doing so well, stay in your lane and farm (Remember to place wards!), or stand at the back of fights and attempt to steal/secure some kills for yourself. The best skills you have to ks are: E in hammer form, or E+Q combo in cannon form. Remember, even if you begin this phase with 0-4, you can still easily catch up.











During this phase, unless your jungler says not to, you should continuously take wraiths, wolves, golems, and the buffs whenever they are up, unless someone else wants them. You should also group and attempt to steal their jungle. Dragon is also another large objective. If you see someone alone in a lane, attempt to catch and kill them, as they usually have no backup.
If your team is not doing as well, Split Pushing is a good idea. Only do this with champions with good escapes, such as




Again, remember to ward when doing this, to avoid getting caught.
Otherwise, what happens more often is that both teams simply go all mid, in a battle to win fights and push the lane. If teams do do this, simply try to push and kill them as much as possible. Your E+Q combo (Cannon) is very effective for poking and kiting. Also, remember that your E (Cannon) does give vision, so you can use it to see if the enemy is hiding in a brush somewhere.
Further towards the end of this phase, remember about the main objective:









Your core items give you speed, damage, life steal, health, armour pen, and attack speed. All stats that are simply amazing on














Your final two items are situational, and you have many options:

This gives you a large bonus in life steal, damage, attack speed, and an amazing active. A very good item on any ranged AD, nothing much else to say.

This item will make you unkillable. If you buy this item, you will have 300AD+4000hp. Powerful, unkillable. This also gives you a lot of sustain, thanks to the huge health regen.
If I buy this item, I sometimes also go for an


This item is amazing if you want straight up damage, and nothing else. This in conjunction with the next item is incredibly powerful.

This item plus your W,



This item is also amazing. More attack speed, AD, movement speed, even lower cooldowns, plus tenacity. If you have bought

Yomuu's Ghostblade
I do not usually get this, however looking at it, I do not see why it would not work. I would pick this up specifically if they are stacking armour, because of the armour pen, but it would likely work anyway, because of the useful active, AD and more CDR. The critical strike chance also increases your damage. If you do get this item, be sure to utilize the active, as if you do not use it, your money would be better spent elsewhere in my opinion.

NOTE: If you are going to build this item, pick up a

This item completely gets rid of any problems with mana you may have, since it gives mana regen plus an amazing 1000 mana! It also gives a good amount of AD - from its passive, Awe, and its base 20 AD. Be sure not to abuse the toggle, however, your mana will deplete faster than you want it to!

Amazing item on any champion. Decreases damage taken, plus an amazing passive. This passive is the main reason we may take this item: Allows you to die in a 1v1, revive, and go on to kill your target. If you get ganked, you can revive while your allies come, and run. You can flash instantly as soon as you revive, you can use it as time to get your cooldowns off to get away, this item is very useful in all circumstances.

This gives you two things: 1. AD, and 2. MR. If you need protection from those bursty apc's, this is the item for you, no questions asked. If you are against an AP top, an early


Once again: AD and MR. Take this if you are against hard CC, basically gives you a free




This item is all-round useful on







This item provides you with: CDR, AD, MS, Crit chance, armour pen, and an amazing passive. If you are in a game where you feel you could make good use of these stats, pick it up! Remember to utilize the active if you buy this item, it is not very cost-efficient if you forget.

Are your enemies stacking armour? This item will completely counter that. Pretend you are a mage and are buying a


As

Late game, farm as much as you can when in lanes, and farm jungle creeps as much as you can, unless your jungler objects. Use all your skills to farm jungle creeps: I find this combo is good: (Hammer Form) Q+E+W+AA+R+AA+E+Q(+W on red/blue, otherwise it should be dead). It may die faster than this (It should do, a lot faster) at endgame.
If you find you are low on mana but high on HP, and do not want to recall, simply find a jungle camp, and, in Hammer form, hit it with as many AA's as you can. Your mana will go up pretty fast, if you do not use any spells.
During laning, you should decide what you would like to do early: Push hard, and attempt to kill the turret. Freeze the lane. Or, let the enemy push. Against enemies that counter you a lot (Eg.







Freezing the lane:
Do what your opponent is doing. If they just last hit, so should you. If they attack them as much as possible, so should you. This should make the lane roughly even, and should stay in the position you freeze it in.
Pushing:
Kill as many minions as you can, as quick as you can. Beware of ganks when doing this.
Letting them push:
Do not farm until minions are within turret range/close to turret range.
Late game, you may find split pushing an option. WARNING: A L W A Y S WARD THE AREA AROUND WHICH YOU ARE PUSHING.
Split pushing is when you go to a side lane when nobody else is around, farm as much as possible and push the lane to the turret. Kill the turret, then recall fast. Run or b immediately you see an enemy approaching, or an enemy leaving another lane and beginning to approach yours. So, if entire enemy team is mid and you are LOSING the game, go bot and kill a turret. Then, b, go top and kill a turret. Go bot and do it again, and again, until you have pushed to the inhibitor. Backdooring also works a bit like this: If entire enemy team is mid, creep round behind and kill the inhib/nexus/nexus turrets while they are not looking. Recall fast if you see someone from their team recalling to come and stop you. Split pushing and backdooring is best done when using


Thank you for reading!
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