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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Death Defied (PASSIVE)
Karthus Passive Ability
Introduction.
Hello everyone! Retribution here. This is my fourth guide here on Mobafire, for







You, as a reader, do not have to agree on my methods. I understand that everyone has a different gaming style, and the reason I'm here is to provide you with my own ideas. Feel free to give me suggestions and the sort if you disagree with me. Perhaps I can try the suggestions out, and they may work better than my ideas. Give me an up-vote if you like my guide, and feel free to down-vote if you disagree. However, please, if you're going to down vote, specify why. Apparently you can get banned if you down-vote, and all you say is "Nope", "Ew", and stuff like that ._.
If you liked my guide, check out my other ones!



Pros
+AoE spells! + ![]() +Global ultimate! + ![]() +One of the best Soft-CCs in the game! +Passive Mana-Regen in ![]() + ![]() filler |
Cons
-Terrible auto attack animations. -Lack of escape tactics. - ![]() -Mana-hungry early. -Needs to be in the middle of the fight. |
With all that said,

Hard to master. This is the only one that requires more work, because it means you have to practice with him a bit more.
Terrible auto attack animations. NP. Use


Lack of escape tactics. Simple. Don't push too hard, and keep your lane warded.



Mana-hungry early. Don't use too much mana to farm. You have passive regen from

Needs to be in the middle of the fight.



Runes




This is my current rune setup. The



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greater seal of vitality gives us a lot of late game health, which allows us to stay alive that much longer. Since you'd be in the middle of a fight, the extra health can be quite useful.


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This is an absolute must on ![]() ![]() ![]() ![]() ![]() |
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This spell is quite useful all game. This, along with ![]() |
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Despite its long cooldown, this is a good spell to have in any team composition. While you don't have the killing potential of ![]() |
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While being a standard pick on most AP Carries, I don't usually take this on ![]() ![]() ![]() ![]() |





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-Because of this passive, we want to be in the middle of a team fight, if possible.
-

-All spells can be cast during the time, but

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-This spell allows

-You COULD run out of mana by using this too much.
-This provides minimal vision in the blast zone, so use it for basic bush checking.
-This skill is smartcasted by default, meaning it would cast wherever your mouse is located.
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-This spell gives you and your allies vision around the wall, for 5 seconds.
-Can be used to escape or chase.
-Use to engage team fights from a distance.
-There is a very small delay, so you want to lead your opponents with the wall. Not too much lead, though.
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-This spell can be used to farm creeps, but only for that last hit. It's hard to time because of the low damage early on. It also drains quite a lot of mana.
-Like other AoE DoT's, such as

-When you have enough CDR, spamming the E key instead of keeping the ability active WILL deal higher DPS. If you have the patience :P
-This only activates on

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-This CAN be cancelled by hard CC during the 3 second casting time, such as stuns and silences.
-Casting this while

-Don't "Rage-ult", unless you can kill an opponent. It has a long cooldown.
-Never, ever, EVER kill steal with this.
-Enemy spells such as


I almost always start off


Assuming I started off with





Afterwards, I always max



Of course,




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These boots are my standard choice for 90+% of all games. These are among the best boots you can get as an AP Mage, and basically allow you to ignore a part of the enemy's MR. Along with our masteries and runes, we will be dealing close to true damage early game. Scaling into late-game, this allows you to take out part of the target's MR, and has "infinite range", meaning it applies to ![]() |
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These boots are a good choice if you are up against a team with heck of a lot of cc. The reduction will help out greatly in a fight, and enables you to deal higher DPS since you don't have to worry as much about getting CCed. This also grants a bit of MR for laning and the rest of the game. However, you will be lacking some damage, due to not having the MPen from ![]() |
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NOT:
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For AP Mages, these are usually the "runner-up" choice for boots. The CDR works well to allow us to use abilities more often, since that's essentially all our damage output. However, ![]() ![]() ![]() ![]() ![]() ![]() |
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Despite being "useless" on some champions, this is actually an amazing item on ![]() |
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This item is the most important AP item you can get, since it gives you, well, pure AP. Core on just about every AP carry, ![]() ![]() |
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While the item is quite expensive, it's just amazing on




Synergizes well with




Works well with our other items.


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Delays your build. If you decide to purchase this item, the rest of your build would have to be delayed due to the nature of



Expensive. Honestly, this item is somewhat overpriced. Considering the measly bonuses it gives us without additional mana, the pick is controversial. True, it gives exceptional damage if fully charged, but can prove to be a liability if you build incorrectly. While



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Personally, I feel that

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Despite the nerfs to this item, I still consider this a good pick. This is the single AP item that grants us the most MR, and also gives us a good amount of AP, as well as an aura. As ![]() ![]() ![]() ![]() |
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Considering we'd constantly be in the middle of a team fight, we will need the armor. Also, the active can save us in extreme circumstances as well. ![]() ![]() ![]() ![]() |
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On ![]() |
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While being one of the most cost effective items in game, ![]() |
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This item was never particularly good on ![]() ![]() |
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Honestly, I don't even want to know why you might consider this item. This only really works on champions like ![]() ![]() ![]() |
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Being an avid ![]() ![]() ![]() ![]() |
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This snow-balling item works well to get strong early on, and devastate your opponents late game. However, ![]() |
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Despite giving us Tenacity bonuses, this is a pretty darn useless item. If you're finding that you're getting hit hard by cc, just buy ![]() |
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The stats this item gives isn't too bad, and can be built from a kage's lucky pick from early game. This isn't too expensive either. However, there are better choices. I almost never use this since ![]() |
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This item just isn't viable on ![]() ![]() ![]() |
![]() 8 / 10 |
This is actually a really nice item to have on ![]() ![]() ![]() |
![]() 9 / 10 |
This item is a great replacement to ![]() ![]() ![]() ![]() |


When picking your champion, there are a few things to consider.
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1. Know your champion.
This is more limited towards ranked competitive gaming. I mean, the purpose of normal games is for you to get used to gameplay, like Co-op mode. Anyways, in a ranked game, you don't want to pick a champion that you are inexperienced with. Chances are, you won't do so well, and you'll get hated on by your teammates if you end up feeding. I suggest playing at least 20 normal games, and having a good CS score and KDA average before moving on to play ranked as that champion.
CS scores usually depend on your laning opponent and the length of the game. Ideally, you want AT LEAST 100 cs by the 15 minute mark. As

By decent KDA, I generally mean something over 3.0, with several more kills than deaths. Some players think they are carrying the game when they have a score of 11/10. They may have the most kills, but they likely have the most deaths as well. I consider that feeding. (Excuse me for my pessimistic perspective.)
Also, you have to be confident that you know the champion well. Ideally, you want to be able to "master" a champion before moving on. You should know the champion's abilities, their uses, and how the champion themselves work. This is not limited to

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2. Consider your team's composition.
When playing



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3. Don't counter pick yourself.
While this can play a significant factor for your early game, I don't consider this as important as the previous 2. Reason being, you likely won't know your opponent's skill level. Let's say that your opponent picks a champion that counters you. If both of you have the same skill level, your opponent would win. However, if you have a skill level superior to your opponent, you might actually end up winning the lane. Other factors affecting the outcome include jungler presence, item choices, and more.
At ratings below, say, 1.6k, that rating, which is *SUPPOSED* to reflect your ability, is often inaccurate. At the end of Season 2, you may have seen a sudden rise in elo in the community, so that many people achieved a Gold rating. While some of them might have achieved that purely because of their skill level, others might have achieved it due to pure luck with the matchmaking system. I mean, most of the time, one "pro" can not carry four "feeders", unless the opposing team is also "really bad". Over the past few months, I got myself out of the 800s, and is now in the 13/1400 range. If anything, the 800 range feels more competitive than my current level. While I was in the 800s range, I can often expect games to go on for 40-50 minutes, because the teams' skill level are mostly equal. (Maybe part of that was due to my preference of playing


Back on topic. Counter picking yourself is not a smart move to make, but remember that if your opponent picks a counter, that does not mean a guaranteed loss for you. Play more passively, and ask your jungler to visit more often, and you should be able to live through the laning phase. Also, do not always aim to "counter" your opponent's pick, because you don't know if their skill level is higher, if they are experienced with their champion, etc.
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In conclusion, you usually want to pick a champion that you are confident and experienced with, works well with your team composition, and not counter yourself. This applies to any pick in the game, not just


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Because of that,

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However, do recall that we have:

This is a spell that costs a minute amount of mana, has close to no cooldown, and deals AoE damage.
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We also have:

From this, we gain a certain amount of mana whenever we kill an enemy, much like


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With these two spells, it almost seems like the champion designers want to "force" you to farm using skills, and not the "Uber-slow auto attack".
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Your easiest method of farming would be using





Once you get used to

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This is a common misconception when it comes to playing

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Do NOT cast your ultimate in a place where you can easily be interrupted, by either hard cc or death. The 3 second casting period will leave you exceptionally vulnerable to attack. Also, the cooldown timer starts the moment you start casting this. Meaning, if you are interrupted, the cooldown stays there without the actual spell being cast. Any kind of hard CC like stuns, knockbacks, and silences can interrupt this. Dying while casting can also interrupt this, despite you having the


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(Trying to do this when you are against a



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After the laning phase,






2012/11/28: Pending various suggestions, I have removed

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