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Runes:
Spells:
Ignite
Flash
Items
Ability Order
Draw a Bead (PASSIVE)
Tristana Passive Ability
Threats & Synergies
Azir
Beg for a gank, you are not going to win this one. His poke is brutal and his burst rivals yours. Going for an early kill before he has the chance to react is your only real shot, otherwise play passive and help other lanes.
Introduction
!DISCLAIMER!




AP











Draw a Bead



This increase in range makes your poke very difficult to avoid late game as your combos can be initiated from even further away. This passive is something that you will get used to as the game progresses and you innately learn the extent of your range. Factor those changes into the range of your


Rapid Fire

Use this ability whenever you initiate a fight for the small damage bonus or whenever you siege towers. Not the strongest ability but it helps out in a pinch. If you are pushed under tower or need to kill a minion fast before it dies, using this can allow you to farm more effectively for a few seconds early game. This ability should only ever be maxed last and should only be taken first at level 4 as its effectiveness is dwarfed by the damage bonus you could instead receive from a second point in


Rocket Jump
Magic Damage: 85/135/185/235/285 (+50% AP)
900 Range jump that deals damage and slows by 60% for 1/1.5/2/2.5/3 seconds in AoE upon landing. Cooldown resets upon champion takedown or when

Your primary early game damage and gank escape tool useful for both engaging and disengaging. Because it is reset upon kill, assist, or a fourth stack on




Explosive Charge
Physical Damage: 60/70/80/90/100 (+50/60/70/80/90% Bonus AD) (+50% AP)
Passive Magic Damage: 50/75/100/125/150 (+25% AP)
Throw a bomb onto an enemy that explodes after 4 seconds or upon gaining 4 stacks. Stacks are gained through

Passive: When

This is your poke ability, throw it on an enemy when in lane and follow it up with an instantaneous auto attack to deal a small portion of damage that will force the enemy to back off for 4 seconds for fear of stacking the damage any further.










Buster Shot
Magic Damage: 300/400/500 (+100% AP)
Knockback: 600/800/1000

This is the big boom, the main reason AP









Summoner Spells

This build does not go for any additional health and only sparingly gains resistances. ![]() ![]() ![]() |

An alright summoner spell when against enemies with a large amount of reactible burst if you do not feel confident enough in the match up. Do not take however against CC champions (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

A must for almost all mid laners, no other alternative can compete with the mobility ![]() |

![]() ![]() |

Now that ![]() ![]() |

You are able to make it back to mid lane fast enough, as getting pushed out of lane is far less punishing than it is with top lane. This is just an unnecessary summoner spell that does nothing in particular for you. ![]() ![]() ![]() |








Domination

This offers the most burst runes can buy and so it fits into this build perfectly. |

While a great idea in theory, this builds basic attacks are very weak comparatively and your burst combo only requires two basic attacks and not three. ![]() |

The obvious choice of the three, easily proc'd off of ![]() |

Offers more vision to help you spot ganks sooner and to provide more vision for your team mid and late game for objective control and easy picks on straggling enemies. |

More damage for the damage oriented build. |

Useful healing, made slightly redundant by ![]() |

A great rune for this build as it allows for more ![]() ![]() ![]() ![]() ![]() |

Good for ganking bot or top lane mid game, not inherently bad and a case is to be made for it if you can use it properly. If you find yourself helping other lanes often consider taking this rune, otherwise the movement speed is wasted as you have ![]() |
Sorcery

Increases the power of your auto attack poking early game. If you feel your mid and late game burst is fine and you are able to bully your laner with auto attacks early game then this is not a rune to sniff at. I usually prefer ![]() ![]() |

Almost always guaranteed to hit if your ![]() ![]() ![]() ![]() ![]() ![]() |

With the removal of ![]() ![]() ![]() ![]() |

Free 10% CDR reduces your normally long cooldowns to a manageable time allowing you to make more plays in lane and the AP it provides past 40% keeps this rune relevant late game. Also allows you to build ![]() ![]() |

The extra movement speed helps you dodge skill shots in lane, avoid ganks, and catch up/run away from enemies in fights. All around good rune, while not extremely powerful I find the speed boost to be instrumental in being able to out poke enemies with auto attacks early game, giving you the ability to weave in an additional hit against slower mages. |

Slight damage boost early game, can help secure those first bloods. |

Truly out shines all other runes past 30 minutes, so if you expect a long game then this is the rune to take. |

Against a lot of magic damage champions or champions with pick abilities (![]() ![]() ![]() |

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

With the changes to runes and introduction of adaptable damage I figured ![]() ![]() |

![]() ![]() |

Normally I would love this item as ![]() ![]() ![]() ![]() |

A great additional source of damage and a fantastic turret shredder. If you find yourself in need of a bit more burst, or just don't need defensive items then take ![]() |

The mana from this item is completely useless so disregard it immediately. You primarily farm with auto attacks as your spells are saved for engages, so you lose mana at a very slow rate compared to other mage assassins. What you are left with is 90 AP, 20% CDR, and a bit of burst damage. ![]() |

Rushing this item is imperative for this build. The attack speed it provides allows you to hit your fourth proc on ![]() ![]() ![]() |

THE mage item, a must buy item late game for any AP build. |

Same situation as ![]() |

Against many physical damage enemies or do they have a fed ![]() ![]() |


Thoughts: The nerf to her range is devastating for your early game poke and I would normally despise these changes except for the buffs she also received. +25 damage at level 1 on an ability that you can easily reactivate due to your




Thoughts: This was a






You can use





When you want to fast clear a lane you are best off putting your




Your AoE from




If an enemy gets foolishly close to your turret then


Weaving

If you want to maximize your burst potential then saving






Farming



If your enemy gets close enough to a caster minion but is just barely out of range of AA, then instead you can throw an



As













This is your main burst combo after you have built








Good luck and happy gunning on the Rift!
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