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Spells:
Ignite
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction

Hello everyone I've been seeing some questionable
Note: Also please remember this is a guide to
You don't have an escape spell and to be honest this thing has so many uses it's just too good not to pick up
I take The Good:
Now if you really feel like you need to win your lane and you need to do it quickly,
On an AP carry wth??? But really exhaust isn't the worst choice. It can give you the extra time to land your skills/passive procs and combined with The Scrubby:
If you're new to
Now I'm not saying I haven't seen this work out ok on an AP carry and get a successful tower bait with it before but it's really not the best and if you really need the health boost, well you're Explanations:
Passive:
- A somewhat underestimated passive by new
- You're lock up. Pretty straight forward snare, when you need someone to stop moving or just feeling like dishing out a little extra pain hit them with this followed by an AA.
- It saves lives. With a 30% AP ratio this thing can really tank some damage by the late game. Remember always try to lead allies with this skill as it can hit them on the return for shielding as well. Also don't forget to throw this as you run from a fight with a DoT on yourself. I've survived quite a few would have been lethal
- The bread and butter. This is going to be your main harassing/farming tool for the laning phase and you should respect its power. You want to use this skill not only to harass or to farm but to do the two things at the same time. Throw it over your opponents probable escape route while still casting it over enemy creeps. This tactic will allow you to get damage onto your opponent while still picking up cs in the process.finales funkeln- Your ultimate and what an ultimate it is. This bad boy will line them up and knock them down ladies and gents. More about this one later. Refer to it's special section below.
Danger Wall Of Text Approaching! (Just hang in there it's good information I promise.)
So you decided to lock in as
Your first main goal is to farm like an absolute maniac. Yes not to kill the guy across from you and not to take the turret but to farm your way into that monsterously expensive build we've laid out for you. It is at this point that I feel the need to explain this mentality. Now why are we focusing primarily on farm? Because one kill = 11 creep kills in gold and as long as you can out farm the guys across from you it is going to be innevitable that he will go down to you and the tower will soon follow.
For the first 5 levels of the game focus your last hitting of the creeps. If you can catch your opponent in the AoE of your
First Blue Buff.
It's time we show this guy what you're made of. By now your jungler should be able to give you the second blue buff that's come up and with the regen you can begin to zone your opponent out of his creeps. Use your
Note: This same effect can be put into place without blue buff however it is considerably harder as you can just cast on nearly every cooldown you get. You should always be trying to gain zone control.
Lv6:
Disclaimer: Now before I proceed I should mention that if you see an opportunity to get a kill before this you should take it, especially if a jungler gank is involved but this is how we take people out as 1v1
Now most people who face
Also remember to be aware of the map, if someone goes m.i.a. I don't care whose job it was to call it out, if you get ganked by that person and die it is your fault for not having the proper level of awareness, not the guy who forgot to call it.
If bottom lane stomps out their opponents and can force a back or even a double back and your jungler is in the general area, throw the ping on dragon, push your lane, and go help your team take it. Global gold wins games and having more people there to take it out gives your team significantly better odds of getting the gold successfully.
Also I know your build is expensive as hell but if you find yourself with extra gold grab some sight wards. Nothing changes a game more than good map vision it allows you to counter the enemy so hard its not even funny.
Now the fight rotation outlined above is the best for taking out enemies without a proper blink ablility ready to go and a different rotation may be necessary to take out higher skilled opponents.
Higher skill opponents will most likely flash out of the way of your finales funkeln as they see it channeling so to kill them I would suggest the following:
This rotation will allow finales funkeln to land while the enemy is still within the snare of
And for the highest damaging sustained fight by maximizing the amount of damage done by your passive.(essentially they don't look like they're going to try to run):
As you can see
+ 3
s - The early game kiting and sustain from potions gives us our optimum early lane presence.2
s - Stacking these bad boys early will allow us to deal just enough more damage, take just enough more damage, and spam just enough harder to allow us to take the lane with relative ease.
- Early/Mid game damage bump and tier 2 boots of choice
- You are an AP carry who needs the ability to nuke people down fast, this is your item, rush it.
- Now this item looks good on paper for
- Now we want to continue nuking but we need to be able to defend ourselves too. The armor will help you to not be 2 shotted by the AD carry and will keep you from being shredded by enemy tanky dps as well. But what really calls to us here is the unique passive. You can literally take entire enemy team wombo combo's if timed well and can give you invoulnerability to enemy ultimates which is nothing to scoff at. Oh and 100 AP to go with that... thx.The semi-core:
- Now to be honest you can pick this thing up at any time you'd like in the build (usually don't finish until after deathcap) so if you're getting merk'd by the enemy AP don't hesitate.
- Now I used to think that this item was core but to be honest on
- They stacking the Mr to stop the unstoppable? Pick this thing up to keep the pain rolling.
- Once you pick up the The No Goes-
- Sure it gives you all the mana you want but for the price this thing is insane and doesn't give you the damage you get from
- Don't get me wrong I love this item, just not on
- Again the money spent here doesn't give enough, on other champions the health and slow are invaluable, but on
- We don't have low cooldown spam skills that we can use to regen the health to make this viable. (If you have a
- No, just no, please don't be that guy. All you will accomplish is getting yourself focused down so hard you lose any stacks you may have gained and will become useless to your team.
I have found that most
finales funkeln is also an excellent execution move, as long as you know how to use it. Try to think about the map when you fire it, what is the most likely path someone is going to take to run from the fight. Is there anything you can do to influence them in such a way that your finales funkeln is a sure thing? Yes, yes you can. One trick to employ would be to lead them with
Super Counters-
- Her moves are all close range, against a
- Long range in a way himself too. However
- Slow, squishy, and has less range than you do. Talk about easy pickings.
- For him to hurt you he has to get close to you and if he tries to get close he is punished and if you can push the wave to under his turret he can't farm effectively without using all of his mana.
- When you're out of his range but he's in yours this little ball of squish is definitely going to get zoned.Counters-
- A melee AP will always have trouble with ranged, does however have a decent gap closer so it isn't just a slaughter.
- He requires you to come out from behind the creeps every now and again to really get nice harass onto you, but as
- The epic ranged battle, the upside here is that his Subscribe to ColbyCheese for more pro commentaries.






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