This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Introduction

Thanks to Jhoijhoi. She indirectly helped me by showing me the online editor.
Hello MOBAFire! This is my AP







Alot of the BBCodes are broken right now, not sure why.




I didn't realize "Movin Like Bernie" would come up when I was recording with Fraps. Still it goes well with the video.


BUT |
Pros
![]() +Good Harass pre-6 +High Killing Power post-6 +Easy to Master +Large amount of CC +High Utility +Fast trips to the jungle +Can Fly (Look at his joke) |
space |
space |
Cons
![]() -Melee AP. (Has to get in the middle of the fight) -Needs good farm/needs to get fed to do well late. -SLOOOOOOOW. -Very slow attack speed. (Can't rely on ![]() -Strong AP version has low mana. -Won't take off his suit. I mean come on he's not underwater anymore. |
Runes




These runes give you a good balance of power early game, and even more late game with AP/level runes and MagicPen. It also helps to keep you from going back to base on account of mana late game. These runes are pretty standard on most AP champions, and will help you at all stages of the game.
Tanky AP Runes
Runes




Tanky AP is meant to be more sustained, and more in the support damage path. That's why I take defensive seals and glyphs. I just use the AP I can get from items, and take MagicPen so that the AP is better put to use. This setup synergizes with the two health/AP items I picked in the main builds early. As is probably obvious, this build does not do as much damage as Straight AP, so MagicPen is a bit more vital than it is when you have more AP.



This passive is the equivalent to









Does 80/120/160/200/240 (+0.75) magic damage and stuns them briefly.
If the anchor hits terrain,

This is basically the ability that makes







While the shield persists,

Not as important on AP





A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions.
Such an important skill to have. This is your farming tool, chasing tool, and killer tool. It is best to use this when you close to the enemy, but not TOO close. By this I mean a little farther than melee range. Only do this if you are fighting somebody. If the target is running, you should get really close to them. This way all 3 explosions hit and the target gets a good beating.



The shockwave explodes upon hitting its target dealing 250/350/450 (+0.8) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds.
Not so fast




One thing you may have noticed about these spells is that






I use these because they give you aid in the main problems with most AP carries. Escape Mechanisms and securing kills on that one that JUST survived your burst. You see this on most AP Carries, and

Viable Spells






My Strong AP Choices
Item Sequence










The Strong AP



My Tanky AP Choices
Item Sequence










Now Tanky AP






I consider these items core to full AP





















These items are pretty vital to this playstyle, and all other items can be varied.


Only two this time.





As explained before, many items can be added to this version of


































Philosopher's StoneKage's Lucky Pick





Redmercy's game with him.
ColbyCheeZe's game with him.
You should be playing as aggressive as you would mid lane if you have stronger laning power. For example if bottom lane is you and





Do this and you'll have a smooth early game.
Sometimes the enemy will be able to deflect your harass/zoning. Examples of teams like this are the




Difficulty:Medium
One of the few champions that can completely own you early game if you're not careful. She completely negates both farming and harassing before level 6. After level 6 is your time to shine, because you can surprise them with a good combo if they attempt to harass you again.

Difficulty:Easy
Easiest to kill pre-6, yet the most annoying post-6. I don't mean she's hard to kill, it's just that if you miss your


Difficulty:Hard
Always annoying, and she can own you post-6 if you're not careful. Only harass her if she attempts harassing you. Her egg makes this even harder. You should wait for jungler support whenever you fight her.

Difficulty:Easy
Just one rule whenever fighting her. Do not go near her when she has her stun up. In fact, you should go in directly after she uses an ability on minions. She's easy pickins if you do this.

Difficulty:Easy
Go in for the kill at level 2 or 6, either one works. These are the two primetimes when you can jump on


Difficulty:Hard
Biggest threat at all stages of the game. She's just too powerful to fight without help. This is why you should wait for jungler support to attack her.

Difficulty:Easy
Fairly easy to harass, and eventually kill. The only thing is to not let him regain health off of minions. Jungler help isn't even that necessary around him. Just be wary of his ultimate, it can be devastating.

Difficulty:Medium
Try to waste his







Difficulty:Free Gold
He does damage to you, but he's extremely squishy. Try not to get harassed pre-6, so the scuffle you should get into at level 6 won't end in your death via


Difficulty:Hard
You can't really do anything to him until his


Difficulty:Medium
What a little...Oh do I hate






Difficulty:I DUNNO
To be added. Never faced.

Difficulty:Somewhere between Medium and Hard
So...powerful. You really can't do anything to her without a lucky gank. A good one anyway. Just be careful and fight her if you have to. A squishy mage with power is still a squishy mage...

Difficulty:Easy
Wins by sitting on her side of the lane and weakening you until one burst can rape you. Not if


Difficulty:Medium
Easy to negate his farming pre-6, but you have to be extremely careful post-6. Nobody wants to get puked on to death. You should probably wait for a jungler to fight Malz after level 6.

Difficulty:Hard
Haven't faced him in mid, but I have faced him in solotop. I'm here to tell you that unless you have the support of a jungler, do not fight


Difficulty:Medium
Worst nightmare with her shield, but when her shield goes down/on cooldown, it's your time to strike. You saw a typical fight with her in the "Why AP


Difficulty:Medium
So annoying with his harass because none of his spells are skillshots or cones. If it seems like he's going to snare you, get out of range of the minions, this way he has to take your combo if he wants to harass.

Difficulty:Free Gold
LOL JK, just kill her for even considering coming mid.

Difficulty:Medium
Pre-6 he's...killable, but if he's not squishy by level 6, don't even bother going near him without jungler support. If you don't kill him in one burst, he's gonna come back harder.



Difficulty:Free Win
Just kill him.



Difficulty:Hard
Early game you have the advantage, but post-6, it's a game of quickdraw. You can kill him, but he can kill you.. This is why you can't get close to him unless you're planning on killing him post-6. He's got a stun which gives him the upper hand, but he's still way weaker than you in the form of health. That's what you can utilize to get to him and make him pay for his evil ways.

Difficulty:Easy
Pretty easy to kill if you can avoid his stun bubble nonsense. Also he has good harass past the minions, so you have to be wary of


Difficulty:Hard
Words cannot describe how annoying and impossible it is to 1v1 a good




Difficulty:Easy
Just like



Difficulty:Easy
Most



Now just because somebody's in Hard difficulty, doesn't mean you can't kill them. It's just that a good one won't let you win so easily. Vice Versa for Easy champions. Don't think you can ignore them and they won't kill you. Always be careful, because you never know when you might get ganked by an entire team. (Damn premade teams...)
Laning Phase
Depending on the champion / duo you're facing, early game will either be extremely easy, or a huge challenge. You should refer to "Mid Lane Foes" to figure out which one it'll be.
The first thing you should always be focusing on is farm. Farm is the most important thing in any solo lane. Next to that is kills, which brings up the next goal, harass. If you're not harassing, it's because you can't. If you can't it's either because they're harassing you and coming out on top of fights, or you know you can fight. At this point it's self defense until you can get a gank.

Crazy Phase
Just what I call mid game. Why? Mid game usually starts after a lane was won or lost, and everyone begins roaming or moving together to knock down towers/ teamfight. It's very unorganized unlike early game where everyone sticks to a lane except for the jungler.





Late Game
Essentially the same as Crazy Phase. The only thing is you must be MUCH more careful. A wrong move can lose your team their AP Carry, giving the other team an opportunistic time to attack your team. You should still be on the prowl for enemies that are all alone. Basically, stay safe.


For right now it's looking pretty good, so I guess it's about time I put something funny/clever/random here. Hmmmm....Oh yes. Now I remember.

You must be logged in to comment. Please login or register.