Nocturne Build Guide by Falingwater
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
AA = Auto-attack (Basic Attacks)
AD = Attack Damage
AP = Ability Power
AS = Attack Speed
AoE = Area of Effect
CC = Crowd Control (Stun, fear, slow, snare, etc)
CDR = Cooldown Reduction
DoT = Damage over Time
ELO = Elo rating (Rating system designed by Arpad Elo that is now used in gaming communities worldwide)
FB = First Blood
HP = Health
LS = Life Steal
MD = Magic Damage
MP = Mana
MR = Magic Resistance
MS = Movement Speed
OOM = Out of Mana
SV = Spell Vamp
DPS = Damage Per Second; also: Strong Auto-attacker
MDPS = Magical Damage Per Second; also:Strong spells; casters
MP5 = Mana Regeneration per 5 seconds
HP5 = Health Regeneration per 5 seconds
ArPen = Armor Penetration
MPen = Magic Penetration
Ace: Finishing off the last person on the enemy team.
AD, Attack Damage: How much physical damage you deal with each attack.
Aggro, Aggression: This term is used to describe who, and how NPCs choose their targets. If you are being targetted by an NPC (tower, creep, boss) you have agro. There are various ways to break agro, such as moving into brush or getting out of the range of a tower.
AI, Artificial Intelligence: The logic that computer-controlled opponents will follow during a match.
AoE, Area of Effect: An ability that affects an area instead of a single target. This means anything standing within a certain distance of where the attack lands will be affected.
AP, Ability Power: A stat that increases the power of your abilities.
AP Ratio: The rate at which Ability Power boosts a champion's abilities. A 1.0 or 100% ratio means every 1 point of AP increases the power of an ability by 1.
AR, Armor: Decreases physical damage received.
ArP, Armor Penetration: Decreases the amount of physical damage your opponent's armor will absorb.
AS, Attack Speed: The time in between each of your attacks. DPS = Attack Damage / Attack Speed.
B: Short form that means different things depending on timing and context such as recall, come back, back up, be careful.
Backdoor: When one or more champions attack a tower without any minions to take the tower damage.
Bait, Baiting: Placing yourself in an open location, seemingly easy to kill, but you're just baiting them to your ganking party waiting in the brush.
BG, Bad Game: Used at the end of a match to express dissatisfaction with the results, usually because of people who have disconnected or left during the game.
Bot, Bottom: Bottom lane.
Brush: Brush is the tall grass scattered around the map that you can hide in. Players can use brush to break agro, escape, ambush, confuse, etc.
Buffed: A buff is a beneficial spell cast on yourself or a teammate that protects or enhances stats or abilities. This may also refer to the opposite of nerfed - when the developers change something in the game to make it stronger for the sake of balance, it was buffed.
Care: Means you have to be careful, they might be coming for you.
Carry: A champion that starts off weak but becomes very strong late game.
CC, Crowd Control: Any ability or action that can control an opponent, such as preventing them from moving or casting spells. Fear, Silence, Taunt, Stun, Slow, etc...
CDR, Cooldown Reduction: Reduces the cooldown of abilities, or the amount of time you must wait before an ability can be used again after you activated it.
Champ, Champion: The character you are controlling.
CrC, Critical Strike Chance: The percentage chance that your attack will be a critical strike.
CrD, Critical Strike Damage: The percentage of extra damage that your critical strikes will cause.
Creeps: The squads of weak NPCs that constantly spawn and fight in the lanes.
CS: Stands for "Creep Score", this is a common term used to refer to how many minions each player has killed.
D/C, Disconnect: Someone who disconnects from the game while it is still in progress.
Denying: Killing your own creeps just before the enemy player, denying them their gold.
Diving, Tower Diving: Running past an enemy tower in order to chase down an enemy champion, risking your own death.
DMP: Dance Master Phreak
DoT, Damage over Time: A term used to describe a spell that deals damage over the span of several seconds instead of instantly. An example is Malefic Visions.
DPS, Damage Per Second: A DPS champion is generally a term for a character that can do a lot of damage in a short period, whose gear and build is focused on dealing damage rather than support or defense.
ELO: A rating system named after Arpad ELO that determines how good you are relative to all the other registered players.
Facecheck: Sticking your face into some brush to check if anyone is hiding. Warning: may result in loss of face.
Farming: Killing minions repeatedly for money.
Farmed: Someone that has a high amount of minion kills giving them a lot of money to buy powerful gear with.
Fed: Someone that has a high number of kills giving them a lot of money to buy powerful gear with.
Feeding: Someone that is dying over and over to enemy players, feeding them free money. This is often an accusation, such as when a player wants to throw the match but his teammates do not, he may start feeding the opposing team. It may also be an insult, basically saying that the player has no skill and so keeps getting killed.
Gank: Gang kill or surprising an enemy for a kill.
GG, Good Game: Said near the end or after a match in good sportsmanship. If said while a match is still going, it may mean the player sees no way they can win and is admitting defeat.
Harassing: Using abilities and strategies that annoy and pester the enemy, slowly taking away their health and/or leading them to make poor strategic decisions. Taking pot shots from range repeatedly, for example.
HP, Hit Points: Your health, when your hit points reach 0 you die.
HP5, Health Regen: The amount of HP you regenerate over 5 seconds
IAS, Increased Attack Speed
Initiate: Used in reference to starting a fight or team fight. Who should attack first, or how. A champion, ability or strategy that is effective to open a team fight with, such as area crowd control abilities or tank built champions.
Juke, Juking: When you trick an enemy that's chasing you, such as using cover of bushes to make them go the wrong way and lose you.
Jungling/Jungle/Forest: Killing boss NPCs in the forest/jungle area.
Kiting: Dealing damage while keeping the pursuing enemy safely at range.
Lane: Maps are designed with corridors or lanes where the creeps and towers are.
Laning: Fighting in a lane, often used to indicate who you are laning with, or if you are solo laning.
Last Hit: To get the last hit on an enemy, getting the reward for yourself. Usually applied to minions.
leaver: Someone who leaves the game while it is still in progress.
Lom, Low on Mana: A warning to your teammates that you are almost out of mana and will not be able to assist or defend yourself much longer.
Metagame: What is currently "popular" in the game, what you are most likely to come up against in a typical game.
MIA, Missing in Action, Miss: When an enemy champion is not visible on the map, often a warning of incoming gank. TM/MM/BM may be used to indicate where an enemy player is missing, or where they may be expected to turn up (top/middle/bottom).
Mid, Middle: The middle lane on a map with 3 lanes.
MOBA: Multiplayer Online Battle Area, a term used to describe games like League of Legends.
MP, Mana Points: The blue bar below your health bar that most champions use as a resource to cast spells.
MP5, Mana Regen: The amount of mana you regenerate over 5 seconds
Mpen, Magic Penetration: How much magic resist your spells ignore.
MR, Magic Resist: Reduces the amount of magic damage you take
MS, Movement Speed: How quickly your champion moves
Nerfed: When the developers change something in the game to make it weaker for the sake of balance, it was nerfed.
Offtank: Usually the offtank is someone that acts as a backup tank in case the regular tank isn't around or gets killed. May also be referred to as "offensive tank", as in someone that can tank relatively well but still do a lot of damage.
OOM, Out of mana: You are no longer able to cast spells and are defenseless or unable to assist.
OP, Overpowered: Usually in reference to something that the player feels is unbalanced and needs to be fixed. A champion or item that they feel is too strong in relation to others.
Ping: Clicking the minimap to "ping" a location in order to get your teammates attention on that spot. Depending on the location and circumstances it could mean a MIA, incoming gank, tower about to fall, team fight breaking out, etc...
Pushing: Fighting in a lane with the intention of taking out enemy creeps and towers, to advance your attack.
QQ, qq: Whining like a baby. The Qs look like eyes with tears coming out in most fonts.
Re: An abbreviation for "returned", meaning that someone who was recently called MIA has returned to their lane.
River: River that cuts across the map. "Watch out for River, might be a ganking party there".
Scales: How a spell gets more damage based on your items - for example, Disintegrate scales with Ability Power because it gets stronger the more AP you get.
Scaling: Usually refers to runes, this means that it gets better as your champion gets to a higher level.
Sigil: Also known as "Golem" or "Lizard" buff.
Skill Shot: An attack that you have to aim.
SS: "Switching Sides", a common substitute for "MIA".
Starve: To prevent a player from getting kills through the use of harassment, ganks, wards, etc, starving them of gold and experience.
Tank: A champion built to absorb high amounts of damage. Tanks are the ones that should initiate team fights or pull aggro on boss NPCs.
Team Fight: Means exactly what it says. Late in the match teams will often travel in a pack and when they inevitably clash this is a team fight.
Top: The top lane of the map.
TP, Teleport: Teleport is a Summoner Spell that allows you to travel to any friendly unit on the map.
TT: Twisted Treeline, the 3v3 map.
Upper: Upper lane.
Zone, Zoning: Zones are areas of control, generally around players, NPCs and towers. Zones are affected by positioning, terrain, abilities, attack range and other game mechanics. Zoning is taking advantage of your knowledge and understanding of these zones to control the fight and harass/push/starve effectively while staying alive and safe.
1-1 Introduction To Nocturne
Before Nocturne, people believed that dreams were figments of their imagination, meaningless images that flashed through the mind when one slept. This belief was put to the test when a rash of sleep-related incidents started afflicting summoners of the League. Some would wake up screaming, terrified and beyond consolation. Some could not fall asleep, slowly going mad as the nights ticked by. Some simply never woke up. Physicians were baffled until a Field Architect happened to pass out next to a nexus on Twisted Treeline. Witnesses said he cried out once and then stopped breathing. Immediately after, magical energy arced out from the nexus, and Nocturne appeared.
Nocturne did not take his introduction to this world kindly. He slaughtered everything he could find before summoners were able to magically confine him. After a period of intense study, League experts divined that Nocturne hunted summoners in their sleep, attacking them in a place where their magic was useless. This seemed to be his only purpose. The families of the victims demanded justice, but League officials were concerned that death might only return Nocturne to the place from which he came. They bound him to a nexus fragment, trapping him in the physical world. As punishment for his crimes, they allowed summoners to call upon Nocturne in the League matches, bending his will to the summoners he hates and creating his own personal nightmare. League scholars don't know whether he truly came from the plane of dreams, or whether there are any more like him. Some theorize that the summoning act affected summoners' subconscious minds, luring Nocturne to them in their sleep. Perhaps the most disturbing theory is that Nocturne is a person's nightmare come to life. If this is true, they wonder, who is the dreamer?
''The darkness is closing in...it's pitch black now...but I can still see him...''
- Kelvin Ma, patient #4236
1-2 Nocturne Skills
R - R - Q - E - Q
Paranoia - Paranoia Dash - Duskbringer - Unspeakable Horror - Duskbringer
If there is a clear path to your target.
Q - R - R - Q - E - Q
Duskbringer - Paranoia - Paranoia Dash - Unspeakable Horror - Duskbringer
If your in a meelee situation and your target is sheilded by others.
Duskbringer is great for harassing/farming early game; line yourself up to hit the entire minion wave along with an enemy hero to make the most of it. You may run out of mana fast early game; if you need to choose the summoner skill Clarity instead of Ghost or Exhaust. When fighting in team fights or chasing someone, make sure you hit them. If you have problems landing this spell on people, use Unspeakable Horror to put the fear of you on them, then hit them with Duskbringer. It increases your speed and allows you to run thru others.
Cost 60/65/70/75/80 Mana Range 1200
Shroud of Darkness
Shroud of Darkness is Your anti-harassment spell, your personal Banshee's Veil. It blocks only 1 attack but it can be cast very often. Early game you can use this spell to make your enemy give up on you and turn to your ally. If you're quick you can take almost no damage early game. BUT sometimes you want to let them hit you, because unlike your ally, you can heal like crazy when hitting a whole minion wave. So its not always best to use this early game.
Shroud of Darkness blocks ultimates so timing is key. Master this skill, you will be unstoppable. Only activate it when you see a skill being used on you. Never just guess and just use it randomly. Also don't just block the first spell that comes by. Use it to block stuns and stunlock spells. If your doing 2v1 and one has a stun, block the stun. It's not like you can use the spell while stunned.
Cost 50/60/50/70/50 Mana Range 20
Unspeakable Horror does magic damage over time. If you stay connected to your target they will be fear you. Great for someone who is on the run. Unspeakable Horror is best used for soloing someone by using it after Paranoia and Duskbringer. If you're after 2 people, sometimes it's best to cast on the person your going for 2nd if you know you will kill the first. This will keep him from attacking and getting away from you as you kill his ally. In team fight always use this on the carry or people with higher damage to ensure their death from you and your allies. I tend not to use on lower hp heroes because they will most likely die in a team fight. It's a;so useful for killing off a weaker person on the run.
Cost 60/65/70/75/80 Mana Range 500
Paranoia is your bread and butter. It's a long ranged dash that can do crazy damage and set up amazing ganks. There are many ways to use this ultimate. It can be used to stop ganks on you and ally allowing time to get away with the lack of vision on the other team. It can be used for back dooring towers with allies. Use Paranoia to start back dooring and throw the other team off their guard.
Other uses include setting up a gank, chasing low hp heroes, soloing someone, and even getting away from an enemy by dashing to another. Sometimes its best to save your Paranoia in team fights to make sure you can get to a target trying to flee. Also don't be careless with this just because it has a fast cooldown. Don't dash into 3 people because you know you can kill one. A kill isn't worth a death. Only dash a 3 people if one is running, that way you can get past the 2 heroes, kill the runner, and just keep running to get away. You can out run almost anyone but Master Yi.
Cost 100/100/100 Mana Range 2000
Umbra Blades - Passive
Umbra Blades - Nocturne's passive is perfect for jungling, in fact it's what makes him available to jungle with. With attackspeed, this passive is incredible. It heals, does a extra dose of damage based on your total attackdamage and heals you for a flat amount per targets hit!
1-3 Nocturne-Your Strengths and Weaknesses So Far (Before Purchased Items)
Nocturne's base character stats are as follows;
Health 440 (+85 / per level)
Health Regen 1.4 (+0.15 / per level)
Mana 215 (+35 / per level)
Mana Regen 1.2 (+0.09 / per level)
Armor 17 (+3.5 / per level)
Spell Block 30 (+1.25 / per level)
Attack Damage 54 (+3.1 / per level)
Movement Speed 32
1-4 Purchased Items - Nocturne Against an AD Team (Bruisers)
First Doran's Blade Cost 475
Sell this after you get the Vampiric Scepter
Heart of GoldCost 975
Catalyst The Protector
Boots of SpeedCost 350
Sell Doran's Blade
Cloak of Agility
One of the following three
Youmuu's Ghostblade or Trinity Force or Atma's Impaler
Sword of the Divine Cost 1970 - If you're facing a good dodgey Jax, this is the item you need to whoop him over. Otherwise I'd go with the other items above.
1-5 Purchased Items - Nocturne Against an AP Team (Mages)
1-6 Heart of Gold
You need GOLD to buy Expensive Weapons. Although you farm well Heart of Gold is a benefit. Keep it until you run out of room after Frozen Mallet.
Heart of Gold gives you 5 Gold every 10 seconds. If you keep it for 40 minutes you get a profit plus you have the armor and health you need.
2400/10=240 10 second intervals.
250x5= 1200 Gold
Heart of Gold costs 975 but you sell it for 487. Your profit is 1200+487-975=712
6-1 Introduction To Akali
Based on Xalrons's Akali - Ready and Willing
Akali is an extremely fun hot ninja chick. Although she was until recently underrated, she seems to be becoming one of the next FotM champions. Akali excels at dealing large amounts of burst damage, arguably some of the best in the game. Her role in a team is generally labeled as an "anti-carry", someone who singles out the enemy team's squishiest and highest dps champions and rips them to shreds. And of course, Akali is amazing at what she does. This guide will tell you what you need to know to be facerolling in no time!
6-2 Akali Pros & Cons
- Enjoyable - Squishy Melee
- Amazing assassin - Countered by CC/focus/oracles elixirs
- Decent farmer/laner - Skill/micro intensive
- Can jungle - Requires Good Judgement/Awareness
- Deceptively strong burst
- Great chasing/juking abilities
- Snowballs well
6-3 Akali Abilities
Akali's passive is what makes her a viable hybrid. She gains bonus magic damage from AP and spell vamp from AD. With flat AP runes and Doran's Blade, both buffs will be activated at level 1.
Mark of the Assassin:
This is Akali's main damaging ability. Max it first. Use it to harass early game. Whenever it's safe to fully engage, wait until the cooldown is up to burn the first mark and afterward use it again for a double auto attack double mark burst. Deals tons and tons of magic damage, fast.
This is Akali's stealthing ability, unique in that it is the only stealth that activates instantly. Use it in the thick of a teamfight, for zone control, to juke, to 1v1 kite, to slow enemies, and for facechecking brushes. Be advised that it starts at 80 energy, so be careful when using it while bursting. Use it at the edge of brush or around a corner to juke. Flash out of it when death is otherwise imminent. Also don't forget that it gives Akali armor and magic resistance, so it just might save you from that DoT or turret shot.
This is Akali's only AoE ability. Use it for farming and bursting. Remember that its range is very short and easy to miss on fast moving targets. It scales off both ability power and attack damage, but only does physical damage.
Akali's ultimate is what defines her. You can do so many things with this ability. Start off a surprise gank with it, last hit that about to die creep, chase and kill steal like a pro, burst with surplus charges, and most importantly, juke. Does a surprisingly large amount of magic damage.
Standard burst rotation: Q -> R -> autoattack -> Q -> autoattack -> E -> W if needed.
Shadow Dance Techniques
Mastering the use of Shadow Dance to juke is essential to playing Akali to her fullest potential. Use it on minions to quickly disengage from a teamfight if you are being focused and need to use hit and run tactics. Use it on minions after diving to avoid turret shots. Use it on minions to gain ground (such as when a low health champ is pushing your turret) on an unsuspecting opponent and get in for the kill. You can even use it on one champion to be able get to another behind him using it again to finish a kill.
Use it for escaping ganks if you overextend. One neat little trick is if Twilight Shroud isn't enough to get away from a gank from behind, you can Shadow Dance forward onto an enemy minion, if you can't get away by running into the jungle or something, keep running a little bit and let the enemy champion catch up some, then Shadow Dance backwards (flying right past that champ) onto another minion and then run like hell. Doesn't always work, but if that's your only chance of survival, go for it. You could use Twilight Shroud at that point to slow them if you need to. This comes in handy when you get ganked with heavy CC and Oracle's Elixirs and simply running won't save you. Remember, you can dance all day. Your enemies cannot.
Akali has great synergy with jungle wards. Since you can Shadow Dance through walls, if a neutral monster camp is warded, you can use Shadow Dance on it to escape. It also makes for an extra surprise factor against enemy champions if you have sight through a ward or teammate and you Shadow Dance through a wall.
1v1 and 2v2 Techniques
1v1ing with Akali is all about being in control of a battle. Think like a rogue. Keep your enemies scared and insecure. Know what your enemies are capable of. Will they be able to hit me in my shroud, such as Kennen? Will they be able to slow and CC me if I need to run, such as Shaco? Do I even need to waste energy for Twilight Shroud on that Ashe? When should I burst with Shadow Dance, when should I use Ignite?
Example: You see Dr. Mundo trying to solo Dragon around level 10. First thing to check for is where your enemies are. If you can see them laning, it should be OK to attack. If he isn't set on finishing off dragon, hit him with a Q and back off. Make him follow you, make him think you're his prey. Bring him to an area where you can easily escape with Twilight Shroud in case his teammates start coming, such as where mid dips into the river next to the wraiths and you can escape with line of sight going up to the left or to the right (if you are blue team) or where purple side dips into the river right below golem and you can escape going up towards golem, around the bend towards turret, or down the river. Always have an escape plan in any fight!
As soon as Mundo follows you to his demise, proc your Mark, use Crescent Slash, and throw down Twilight Shroud. 1v1ing with Akali is all about bursting and making sure your opponent can't retaliate. Kite him around your shroud, and make sure he isn't hitting you with Agony or Cleavers. Throw a Q at him, still avoiding damage, and wait until it is up again. Then autoattack -> Q -> autoattack for that double mark burst, and use E again. Then disappear into the shadows. Repeat until he uses his ultimate. Then use Ignite, followed by your standard rotation, having saved all 3 Shadow Dance charges for as much burst as possible to finish him off or for a getaway if his teammates come.
Keep in mind the same rules for 1v1ing as when you are 2v2ing, except remember that when 2v2ing you have a partner too. Don't let your enemies kill your partner while you are sitting hesitantly in your Twilight Shroud. For engaging, start off on their squishy with Shadow Dance followed by a quick Q and immediately pop Shroud and let them waste their CC on you, such as a Sion stun or Ryze prison. Wait for your teammate to attack and Shadow Dance in, proc Q, Q again, E, Ignite, saving a Shadow Dance charge for securing the kill. Boom, easymode. Don't forget that kills/assists give you a charge back, so you can easily switch from one prey to the next.
: I feel that Akali is too squishy and doesn't have enough defensive options without Flash. Flashing through walls or out of Twilight Shroud will save you SO many times. Flash + Shadow Dance also gives you amazing chasing prowess.
Ignite: I like Ignite a lot, but I think Exhaust is equally as good. Ignite really helps early game and to finish off that last tiny bit of enemy health on good escapists. Also, burn it on healers (pun unintended) to reduce their healing/regen for an easier kill.
Exhaust, Ghost, Teleport, and even Clairvoyance (synergy with jungle getaways) can all be used with great effect.
As far as masteries go, I feel that Akali needs some extra points in Defense, since she is a squishy melee champion she needs all the survivability she can get. Also, the rest of the Offense tree doesn't seem to be worth it for Akali. With the recent Doran's Blade change, Akali doesn't need a point in Brute Force to activate her passive. This made me switch to a 9/21/0 build for the extra survivability, while still keeping Archaic Knowledge. You could possibly take Burning Embers over Tenacity for extra early game burst vs. late game survivability. If you prefer Exhaust over Ignite (they both work) don't forget to take Cripple.
Greater Mark of Magic Penetrationx9 Greater Mark of Insight - More magic damage
Greater Seal of Evasionx9 Greater Seal of Evasion - Durability and synergy with Nimbleness
Greater Glyph of Ability Powerx9 Greater Glyph of Potency - Adds damage to Q, E, R and helps activate Discipline of Force passive
Greater Quintessence of Ability Powerx3 Greater Quintessence of Potency - Same as above
Magic Pen marks are best, dodge works well against carries and with Nimbleness, and the glyphs give you a large early game advantage. This is pretty much what works best.
Ryal's Chrystal Scepter LinchBane Rabadon'sDeathcapYou'll want to get these three items every game.
Any lane works for Akali, though mid is always the most satisfying! Start off with your Doran's Blade and x1 Health Potion. Doran's Blade is used for the survivability and extra 10 AD to activate your Discipline of Might passive. Try to keep your cool early on and don't fight toe to toe. Just farm/harass with Q. Use Twilight Shroud if you need to extend your safety zone for farming. Punish enemies if they stand too close to your shroud with a double mark combo. Zone them with the shroud if they are hurting badly and deny them farm/exp. You can really start bringing the pain with those double mark combos as soon as you get your ultimate.
Your next two items will be Boots of Speed followed by Hextech Revolver. After much testing, I have found I like rushing this item most over similar items like a Sheen. Rushing the revolver gives you tremendous early and mid game survivability and decent AP increase for cheap. Not much can stop you at this point in the game with massive spellvamp, Flash, Ignite/Exhaust, and Twilight Shroud (assuming no one has Oracle's already). You could try for some ganks at mid and bot, if successful help push or kill dragon. You can heal/jungle pretty effectively with the extra spellvamp!
8-2 Hybrid, DPS, Tank, Anti AP (LEE SIN)
The hybrid build is the most fluent Lee build for my playing style. Which is very agressive.
In this build you will get a lot of Damage, AP, Mobility, & Heatlh!
This is probably the best way to play him, but I do understand that you have to work with what you got yourself up against. (This is the build I used when receiving multiple double kills in a single game)
How to dish out lots of damage probably best for if you like to be a powerhouse and rape kids. Dont recomend for team fights though, your very easily taken down if targeted.
Should have no problems in a 1v1
Perfect for staying in team fights and saving lives and possibly being the most annoying harasser in the game. Can just take abuse and dish it right back out.
This is recommended if they have 2 or more tanks on their team. You will be suprised how long you can stay around in team fights.
This is only recommended if their team loaded with CC and AP ALL OVER THE PLACE!
This is a must in these situations because magic and Lee are from different time zones, and he doesn't like it. At all!
8-3 Lee Sin: Spamming is Essential
This guy is a-mazing at spaming his abilities almost. Why? Well his passive restores his energy in just 2 quick hits. All abilities give you 3 seconds or more to activate the next one.. So do you just randomaly spam Q Q E E??? NO.
Atleast not while farming for gold.
You Q for the initiate auto attack once or twice and then Q again.. You then have to E and then run and AA on minons quick to get fast energy
You see yo will end up getting a bunch of extra energy to spam abilities if you space time out while farming. You can also mix them up while spamming, no specific order will cancel anything out... Yay!
Now when it comes to a hands down fight. You can spam them, but be aware that you might not hae the energy to finish them.
There has been times that we ignitate and I get them but cant finish because they made it to safety before energy was ready. What do we do in this situation? Well its kinda like WW would do with his life steal. Hit a minion!
If used right you can spam abilities and kill champs in a matter of seconds.
8-4 General (Lee Sin)
Thats a main thing with him. You want to predict where the enemy is going to be so you can harass them with your Q.
It is very spamable but quite hard to land at times. That can all change with a little practice :D
If you miss the enemy and still hit a minon near him wait to see if he stays near it. If he does you want to Q over there E use W to escape and then harass him with E again.
At this point he will be running away because he doesn't know what to expect. You slowing him while he moves away makes him think he doesn't want to be near you. This is perfect because now your getting in their head, and screwing with the way they play.
If he tries to harass you must harass more.
Things to be expected while playing Lee
-If you lane stay in the bush
-Harass with Q
-Last hit minoins and get back in bush
-Constantly harass so they don't know if your messing with them or mean business
-Go to town on them
Tip number one is learning how to get in and out with little to no damage recieved.
A secret from the ninja brotherhood:
Step 1 QEWE repeat
Step 2 When low enough QERWE
Step 3 Repeat step 1
While your in the bush you want to Q in E, W, E
How to get in front of them and get them round housed back to your team? this is quite easy.
If there are two of them aim for the one farthest away so your infront of one and he gets destroyed. Or aim for their minoins in front of them. Its most easily done when you first ignitiate. But there has been times I have used it to finish kills.
8-5 Wards & Oracles
Lee wasn't equiped with one of these.. So dont forget to help out with wards.
If you think you can play without then your wasting your time.
You will end up getting ganked and probably start getting pissed at your teamates.
Not good! Most late games the winning team has your jungle warded up to the point you cant leave base without an *** kicking.
Lee does very well with oracles especially when teemos tricky little mushrooms are planted everywhere.
Lee is takes a little more expierenced player to control.
You should always remember that being out numbered isn't good even for the legendary Lee.
Unless your a fast learner he can be confusing on what to do in sticky situations.
Many times you want to keep your eyes out for solos thats where you become the MAN.
Be aware that they will try to target you a lot.
He is quite the team fighter too. I have found him to be most useful with a partner at all times if you can. It just helps in escapes if needed.
8-6 Heal Heal Heal
Lee quickly shields himself because he is selfish and doesn't want to take more damage then he has to while attempting to heal.
Once he starts to heal he quickly wants to be able to spam abilites because his passive heals him faster.
With the items choices he has in his hybrid build he should heal like it was rank 5 at rank 1.
8-7 Lee Sin Melee
This build is for the people that want to get in the middle of those team fights and kick some teeth in. I have been experimenting with all the Lee Sin builds on this website, which most of them had to do with being AD and such. My play style just did not seem to fit those builds because I would die in a heart beat. So I decided to try and come up with a build that gives me enough meat on my bones to get in there and do work. This build may not be the highest damage dealing build, but it does have enough to be somewhat of a threat and give you enough time on when and where to use your ultimate.
8-8 Lee Sin RUNES
I love having all armor runes for a good chance at first blood, and to take those auto attacks a little bit less carelessly.
8-9 Lee Sin ITEMS
Long Sword Start off with Long Sword for some extra damage to last hit better. This helps you build into a Phage.
Phage Once you hit about 900 you can make a recall for Phage. If you are doing exceptionally well, then stay in lane until you have enough money to get some boots.
Mercury's Treads Lee Sin can be brought down easily with lots of CC, and these boots are what helps you get out of that.
Frozen Mallet Lee Sin already has a nice slow i know, but this will let you chase them down no matter what. It also gives you a nice boost of HP which you need to stay alive. Once you have this item you can start being a little more aggressive.
Banshee's Veil Banshees Veil really helps Lee Sin out, as I said he can be brought down quickly with lots of CC. This can be a life saver, and lets you get into that teamfight with ease, and block one of the opponents snares, stuns, etc.
Warmog's Armor More HP? Whaaaaa? Yep. What I have realized is having tons of HP really tricks your opponent. It basically scares them. Even if they are to kill you its wasting a lot of their time, and giving your team more time to maneuver and do what they do.
Atma's Impaler Not really much to explain on this one. Might as well put that big ball of HP to even better use and turn some into damage. 45 Armor isn't bad either.
8-10 Lee Sin LAST ITEM
Your last item should be toward game situation. Build to what you think you really need. I'll help you out with the situations and what you MAY pick:
Mainly AD Team: Thornmail Randuin's Omen
Mainly AP Team: Force of Nature Quicksilver Sash Guardian Angel
8-11 Lee Sin SKILLS
Lets get down to the skills..
Sonic Wave - Lee Sin projects a discordant wave of sound to reveal his enemies for 3 seconds, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds.
This skill is a very good initiating skill, and it lets you get the opponent off gaurd. The reason I put one point into this only beginning game is because you only really need it just for the quick teleport. To me the other skills are more important early game to level up than this one. This can be used very well for a final blow because of its 10 percent health missing. Late game this skill dishes out a suprising amount of damage.
Safeguard Lee Sin rushes towards a target ally, shielding them both from damage for the next 5 seconds. If a shield is broken, half the energy cost is returned. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds.
Safegaurd is your skill to stay in lane better with its active. It gives you natural lifesteal, armor, and spell vamp. The shield isn't the best, and will be pretty weak due to it basing off AP. Laning phase you can use a dandy trick which is to teleport to melee minion and then quickly hit your tempest to harass fellow melee opponents. This can also get you out of sticky situations. Use your minions to your advantage, and teleport to them to get out of harm or to one of your team mates.
Tempest-Lee Sin smashes the ground sending out a shockwave that deals magic damage and reveals enemy units hit for 4 seconds. If Tempest hits an enemy, Lee Sin can cast Cripple for the next 3 seconds.
Tempest is your way to shut down those damn Master Yis, Tryndameres, Xins. This reduces their attack speed by 57%. That is a pretty damn good debuff. This is also a good chasing/escaping skill as it also slows them harshly too. Laning phase use this skill to last hit and farm minions efficiently. The damage is pretty good also, and can put a hurt on your opponents. Don't hesitate to use this skill often.
-Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration.
I love this skill so much. This ult does a great amount of damage and can interrupt basically the whole team if hit correctly. With this build you should have plenty of time to position this baby. Wait for that Kat to use her ult, or to simply finish off a runner. A great combo for this is to Sonic wave into someone, Use your temptest, and then kick there faces in back to your team. I like to think of it as a Alistar's headbutt on steroids. This can also be used defensively to help you or a team mate get out safely. Do not be afraid to use this. It has a low CD.
8-12 Lee Sin EARLY
Early game your going to want to simply focus last hitting. Don't harass too much until you have all of your skills. Once you have acquired all of your skills you can start to harass with a simple combo of Sonic Wave--> Tempest and if you get into trouble Safeguard to a minion or team mate. You may be able to easily get away though due to how quickly its executed and will probably catch most players off gaurd. If your having a hard time farming due to harassment Turtle your turret or Safeguard to a melee minion and then quickly Tempest and back off.
8-13 Lee Sin MID GAME
Mid Game you should have atleast a Frozen Mallet and boots and a start of Banshees. Continue farming away if no team fights have occured yet. If there are lots of Mia's constantly, then go and jungle. Lee Sin is a very exceptional jungler, and can easily make it be done.
When Jungling, or farming in general, be sure to use his passive efficiently. Be sure to use one ability, passive, then repeat. So in other words: Sonic Wave, 2 hits, Safeguard, 2 hits, then repeat with the rest of skills.
If team fights are occuring, do not be the initiator nor bater. You are still squishy and can easily be taken out of the game. If they have enemies such as kat that have channeling and deadly ults, be sure to use your ult to counter it. Try to line it up to hit all of the opponents also.
8-14 Lee Sin LATE GAME
Late game you become exceptionally beefy, and can start taking a nice amount of damage. You should range around 4-5k Health, and be able to hurt their carrys and nukers pretty well. dont be afraid to initiate a 3v3 or small teamfight. For a full teamfight let your tank do his job. Come in second or last and be sure to use your ult very well and SMARTLY. Come in with a Sonic Wave and then Tempest into the core of the teamfight. Try to have their DPS champs get into the aura of your debuff. After that strategically use your ultimate, or if your in a rush just simply pick someone and hit them back into your carries, nukers.
8-15 Lee Sin TEAMFIGHTS
When teamfights are initiating, be the second one to jump in there. Let your tank be the first as usual. This will have all the opponents where they should be lined up. Shield in on your tank, Blast an aoe and position your ult for your carries to successfully kill. If you lack a tank you should be the first to initiate, being you have one of the best team initiating ults.
If i enemy runs in to be late on the team fight zone him out with your ultimate by kicking him back. Do this if your team caught an enemy out alone. While your team is working on taking down the target, scout ahead for the rest of the team running in, and ult all of them. This should give your team time to take out the opponent, leaving it a 4v5.
A lot of the time there will be a moment where its a stalemate between each team. Take advantage of this moment by sneaking around, and taking the enemy by suprise. Quickly Sonic Wave one of your enemies and teleport to them. You then want to ult and kick back one of the enemies to your team, and then quickly Safeguard to an ally. If done correctly and quickly, you'll have one of their team mates gobbled up, and turn it into a 4v5.(Don't kick in their tank)
8-16 Lee Sin Troubling Champions and How to Face Them
Akali- During the laning phase she wont be too much of a threat until she gets her ultimate. Her harrassing won't be too hard to handle because its just not that strong. When she pops her Twilight Shroud your going to want to make it completely worthless. Tempest right in the center of her shroud, and make it for your whole team to see. You need to be the disabler of her famous juking skills. It shouldn't be hard to get in the shroud and perform this with the large amount of health you have.
Alistar - Alistar is a tough champion for you to face in the laning phase, due to how close you need to get to him to do damage. Take a read from the Alistar by performing your Safegaurd Tempest combo and see how alert he is. If he isn't too alert take advantage of it. If he is very alert there isn't much you can do. Play defensively and smart. Wait for him to waste his stun and take out the carry behind him. NEVER kick this goon into your team for his ult will make yours useless. Only use your ult on him defensively if he comes barreling in like a mad man for your team.
Anivia - Anivia's Stun can take you out pretty hard, paired with her nicely done nuke, and her ult. Laning phase you can easily dodge this combo by safegaurding, and sonic waving efficiently. Harass her more than she harasses you and you should be able to dominate.
Annie - Annie is known for her bear tibbers, and she is an excellent farmer/harasser during the laning phase. She is exceptionally squishy though so with a team mate you should be able to take her down easily if you focus her. Don't take her on 1v1 until you atleast have your HP pumped up.
Ashe - Ashe mainly is built Crit, and has tons of attack speed behind her. Your temptest/cripple can really change things around, slowing her attack speed by 57%. She does not cope well with harassment either, so keep her hit hard and you should be able to take her down quickly. If you can try juking with a safegaurd for her ult, and making it useless. She would be an exceptional target for your ult to kick back.
Evelynn - Evelynn bases off stealth, and you are the counter of that. When you feel Eve is around always spam tempest, and randomly fling your sonic waves in random directions. This could be a result in winning/losing team fights.
Karthus - Karthus is known to charge into team fights, and purposely die and just lay there spamming all of his spells. Something you can do to help out your carries and the team is to kick that karthus back, and take him on your own. Spam your abilites on him well and he will probably back. Another neat trick to do in the jungle is to kick him over a wall, sonic wave, and take him on your own in the jungle.
Mordekaiser - Most annoying OP champ in the game in my opinion. Get him out of team fights as soon as possible. Kick his *** over a wall if you can or just back as far as you can. Keep your ignite on him and slow him with cripple. This should give your team time to successfully take out his carries.
Tryndamere - Tryndameres are hard for any champion. Do your best to keep him off your carries and slow his attack speed down like crazy as he ults to make it almost useless.
8-17 Lee Sin Nukers to Focus
Some opponents may have a channeling ult that can extremely hurt your team in team fights and such. Your ult can disable the whole team if performed correctly. Now if you have a Sion that has a simple click stun, then have him focus them, and you focus the rest of the team. Here are some nukers you should really focus down:
Sivir Fiddlesticks Janna Karthus Nunu Miss Fortune
8-18 Lee Sin TIPS
Jungle Fights- Fighting team fights in the jungle is wonders for Lee Sin. Having the capability to take an opponent out of the fight can help alot, especially if its the tank. Lee Sin also has the mobility to chase out of the jungle and then quickly get back into the fight with his Sonic Wave. If you able to fight in the jungle do it. If the opponent does not get kicked over the wall they seem to get a short duration stun.
Ion Will - I always stick around in a lane if i have only about 200 health. Your iron will has a very short cooldown, and it gives you natural life steal. Try sticking around and get your HP back up quickly with it.
Dragon's Rage/ Sonic Wave duo - When performing Dragon's Rage, right before using it use your Sonic Wave on the opponent. This allows you to succesfully kick the opponent back with Dragon's Rage, and then hitting your Sonic Wave a second time will allow you to jump right back on them.
9-1 Jax Intro Masteries & Runes
The way I like to play him is as a hybrid, although mostly AP champion. All of his moves stack with Ability Power, so it only makes sense to build it on him. However, he is an auto-attacker as well, so some AD is definitely necessary, and I think that's why pure AP builds don't work very well.
Go defensive masteries. I used to go offensive, but in the tanky-dps metagame you simply can't afford to give up what defensive masteries offer. The extra dodge and extra movement speed on dodge is wonderful, and the extra AP and AS work well too. Strength of Spirit is surprisingly useful for staying in the lane longer. Basically, just take defensive masteries, you'll be glad you did. 9/21/0 is the way to go, making sure to grab the spell pen and CDR from the offensive tree.
As for runes, you can either go with ArP marks, magic pen marks, or attack speed marks, just based on personal preference. For Seals, dodge synergizes really well with your E, so those are a necessity. For glyphs I chose flat AP, for an early game damage and health boost, the bonuses of which outweigh an extra 5.85% CDR. For quintessences I have recently begun using dodge quints, which has been way better than flat health. I start the game with 12% dodge just from runes and masteries, and by the end of the game you're up to roughly 40% dodge, which is sweet. Plus, you still start the game with 700 health if you went defensive masteries, my runes, and a dorans ring.
These are the summoner spells I find myself most often using, although I almost always use flash and cleanse.
Flash: Perfect for escaping through walls, flashing to get off that extra leap, just an all around good summoner spell.
Cleanse: Good for getting rid of annoying blinds, stuns, exhausts etc. It's saved my life countless times.
Exhaust: This makes it impossible for another melee character to 1v1 you, and makes it a lot easier to catch up to people when they start to run away.
Ghost: Sweet for chasing, running away, getting places faster. I usually switch between this and flash depending on my mood, hell sometimes I grab both.
9-2 Jax - PURCHASED ITEMS
Items To Consider
Dorans's (Shield, Blade, Ring)- Gives great starting health, and depending on which one nice AP/Armor/AD, as well as lifesteal/health regen/ mana regen. I almost always choose Doran's Ring, because it lets me lane forever and I just love it. It's really up to personal preference which one. *NOTE* In light of the cost increase, you can also start with boots of speed or cloth armor and health pots, but I still prefer starting with a Doran's Ring.
Ninja Tabi- Nice cheap boots, they give some nice armor as well as needed dodge. With your E at rank one and these boots and your masteries and your runes you start out with around 30% dodge, which is awesome, especially if you have a creep or two attacking you. Now that phantom dancer doesn't give dodge, this is the only item that gives dodge.
Guinsoo's RageBlade- Absolutely a key item for Jax. It synergizes very well with your ultimate, getting your attack speed up super fast, while providing more AP. The AD and AP gives over 200 health from your passive too.
Sheen- More mana, 1/3 of your Lichbane, and a nice buffed auto-attack after leap-empower for amazing burst damage.
Hextech Gunblade- Excellent item, albeit expensive. Great AD and AP for a sweet health boost, a great damage boost, and the lifesteal and spell vamp lets you actually live in full team fights, where Jax isn't really all that amazing, mostly because he gets focus-fired down pretty fast.
Rylai's Crystal Scepter- This item is so freakin sweet. It bulks you up like a champ, giving you 660 health including your passive, only 80 less than a frozen mallet would give. The slow is awesome, and it lets you get kills you usually wouldn't have and escape when you usually would've died.
Lichbane- Before I edited this, I had Trinity Force in this slot. While it's still a viable option, I much prefer Lichbane. It gives a lot more damage than Trinity Force, and if you get this far you usually don't need the minimum survivability that Trinity Force gives you.
Rabbadon's DeathCap- If I'm destroying and the game is still going, I'll get a Rabbadons. The extra AP is ridiculous. If the game has gone on this long you should be ridiculously fed, and you should just wreck everyone. Or at least I always do XD.
ITEMS TO CONSIDER
I find myself deviating from this build based on necessity. Here are some items I often find myself buying.
Malady: The new malady is actually pretty good for jax. 25 AP and 50% Attack speed are nice, but it's passive is great. It shreds enemy magic resistance, so if you find that your enemies are building some magic resist, this is a good buy. Another item to consider if they're building magic resist is a Void Staff, good AP and it makes 40% of their magic resist go away.
Hexdrinker: If enemy casters are wrecking you, Hexdrinker is a nice cheap option. At 1800 gold it gives 35 attack damage and 30 magic resist, as well as a shield that has saved my life on numerous occasions. Other good magic resist items for Jax are Banshee's Veil, Wit's End, and Quicksilver Sash. The Sash is an often overlooked item, but i love it. It gives you essentially a third summoner spell, a Cleanse, which is incredibly useful in getting rid of stuns and slows that can result in your death, while also giving you 48 mr.
Sword of the Divine: This is a nice cheap item that can be extremely helpful, but is also situational. The only time i find myself buying a sword of the divine is if the enemy team has a ton of exhausts, or champions that can blind, such as teemo.I ****ing hate teemo. The active ability to hit without fail is a lifesaver, it can allow you to kill that teemo even if he blinds and exhausts you. Otherwise, you don't really need it.
Phantom Dancer: This item used to be good for jax because it added 20% dodge. A recent patch, 12/14/10 changed it so that it no longer gives that dodge chance. Do not get phantom dancer. The Attack speed, crit, and movement speed are all nice but because it no longer has that dodge, it's more worth your while to get Lichbane.
Trinity Force: Great item. Terribly expensive, but great. It gives everything, health, mana, crit, move speed, AD, AP, just everything. It has a chance to slow on hit and a damage boost after using a spell. Buuuuut I like lichbane better because it gives a huge damage boost that you need for late game. But this item is still pretty sweet.
Nashor's Tooth: Good AP item for auto-attackers.55% attack speed, 55AP, and mana per 5. The 25% CDR is awesome. I usually get this if I feel like I have time to get off a lot of auto-attacks.
Atma's Impaler: I always thought this item was kind of useless, but I've been experimenting with it lately. Once I have every item up to and including my Rylai's, I have over 3k health. So the damage boost from atma's along with the extra crit and armor is extremely useful, and if you find the other time building magic resist I would reccomend buying this item and maybe an abyssal scepter to counteract that.
9-3 JAX GAME PLAY
Leap-Empower: This will be your main combo from lvl 2 onwards. It allows you to jump on someone and deal a ton of damage with just one move. It's very simple. Just activate empower and then use leap on your target, and bam you fly through the air to hit them with an empowered staff, and because empower resets your auto-attack timer, you get an extra auto-attack as well. Now I'm going to do something I hate doing. Math. I did some calculations to determine the exact damage a leap empower combo does with this finished build, considering that Hextech Gunblade gives 60AD and 70AP. So you in fact have 240AD and 280AP with your finished build. Onto calculations. Leap: 150+196(70% of AP)= 346 DMG
Empower: 215+ 112(40% of AP)+ 50 (40% bonus AD) = 377 dmg. Auto Attack: 240 dmg. Added all together, that's 963 damage, not figuring in the enemies armor. With that figured in, it's still probably going to be 700-800 damage, unless it's on a tank but you shouldn't be focusing them anyway. This is a combo you can repeat every 3.5 seconds, and in those seconds you're auto attacking and stunning like a champ. In 10 seconds you can do 2'400 damage with just leap empower, and easily another 2k or so from auto attacks, considering every third consecutive hit you do on a single target does 240+210+ 196(70% of AP)= 646. That's 646 damage from one auto attack.That's if they don't focus you. You will rarely get the chance to attack nonstop for 10 seconds. Chances are you'll get CC'd, or they'll start to attack you because they realize you're decimating their team. If you do find yourself getting focused (Odds are you will be), leap outa there and then run back in if they stop chasing you. But still. *******. When you attack 2 times a second, in 5 seconds you can just devastate a squishy. So that's the power of leap-empower. *NOTE* The math here is a little off now, because I changed my build. However, it only changed for the better, because my edit's increased my AP, so the combo actually does more damage now.
Early Game- Start out with your choice of a Dorans item. Head down your chosen lane. Try to get a lane with someone who can disable, or harass with you. Supports are always nice too. I personally love to lane with Fiddle, Sona, and Rammus and Soraka. Shen and Sion are fun too. Focus your attention on farming last hits, and once you hit lvl 2 just start doing leap-empower combos on the squishiest enemy, hopefully forcing them to go back. Don't get too aggressive, because they will kill you if you try to get them under the tower, unless they have like 100hp and you can just flash away. Once you hit level six, farm like a boss and really go for kills. The first time you go back you should have a kill or two, or at least enough gold to buy full boots and a blasting wand. If you only have enough for boots, pick up a ward or two. Put them in strategic places, by buffs, or if you want to get fancy, in places you could leap too as a get away, like in the bushes by the enemy tower.
Mid-Game- Lane as long as you want, but as soon as team action starts, go right to your team. Try and run around ganking, and in team fights always focus the squishy. Leap-empower in then run out, or keep beating on them if there team allows it. Focus on getting enough money for Guinsoo's and Hextech, and go for lizard and golem whenever they're up, especially the enemies. You can take down Golem, Lizard, and Dragon really fast after you have Guinsoo's. Backdoor if you can, you are a champ tower killer and taking down one or two towers can really help your team push.
Late Game- At this point you should have most of your items, at least Guinsoo's, Hextech Gunblade, and RylaiÃ�ï¿½Ã�Â¢Ã�Â¯Ã�Â¿Ã�Â½Ã�Â¯Ã�Â¿Ã�Â½s. Focus on wrecking the squishies in fights (Leap-empower should take away anywhere from 1/4-1/2 or more of their health, especially to champions like veigar and ezreal), and stunning whenever you can. Put up wards at buffs, and wait to see if you can gank enemies there. One match i got 4 kills from doing that, it was pretty sweet. After you have RylaiÃ�ï¿½Ã�Â¢Ã�Â¯Ã�Â¿Ã�Â½Ã�Â¯Ã�Â¿Ã�Â½s you pretty much should have won the match, unless of course the other team is better than you and is wrecking.
THINGS NOT TO DO
- Never initiate. You will die if you initiate a team fight. You are an assassin, to fly out of bushes and the mists to 2 hit their casters, not someone to take the brunt of the damage. The only time you should every initiate is perhaps for a gank, or if it's 1v1 and you know where the other 4 team members are.
- Don't think you're invincible. I have this problem. All too often I do crazy things like running at fights my head knows I can't win, or chasing people way to far. Try to be cautious. Don't do stupid things. Yes you have a stun but you can't stun constantly, and if they slow you chances are their team will jump on you and you will die.
- Play Smart. Don't be stupid. Don't start fights you can't win. This advice should hold through with any other champion as well.
Well I hope this helps all the Jax's out there. Play smart, and you can kill the Lord Ruler himself.( Reference to Brandon Sanderson's Mistborn series,if you haven't read it go do so :D) I will try to get a video of some gameplay up, to show the raw power of leap-empower. Please, rate or comment, tell me how it worked for you, I absolutely adore getting feedback.
10-1 Annie Intro
> great nuker
> High AoE dmg
> with combo from lvl 6++ you can normally 1 hit down anyone who is not very tanky
> with this items sequence bye bye squishy :D
> great animations : " you smell like burning ahahahah :P"
> squishy early game
> very targeted because of high AOE dmg
> annoying when you are doing a great job and others just say Annie it´s OP omg xD
10-2 Runes & Masteries (Annie)
The Runes are aimed at an AP Character.
Greater Mark of Insight for Magic Penetration which gives you more damage to Tanks but is also great vs low magic resist champions.
Greater Seal of Evasion - The Mana Regeneration is always useful and helpful if you don't get the last kill on minions sometimes.
Greater GLyph of Celerity - The cooldown reduction is very usefull for faster recharge of your skills (all of them).
The Greater Quintessence of Potency gives you increased Ability Power which is important in the early game. It is very good in the beginning because it gives almost +15 AP at LVL 1.
10-3 Purchased Items (Annie)
Start out with doran´s ring cause it´s very usefull hp + ap + mana rengeneration.
Then if you kill one or 2 ppl you can buy catalyst the protector cause it´s very good, good mana for more combo and good health also helps after you kill someone.
Go for sorcerer´s shoes to have some penetration or even 1st if you got many kills and easy opponents mejai´s soulstealer to start stacking(if you dont get stacks and you die 2 much maybe you should try to build an Abyssal Mask or a Banshee´s veil depending of your opponnent).
Rod of Ages will be a continue of your catalyst the protector + extra ap and rylai´s scepter will give slow to all enemies you hit if they try to run you just pwn them + extra AP has all your items gave till now :P (if you are experience and you think you better have more dmg instead of buying crystal scepter go 1st for rabadon´s deathcap and then go for rylai´s chrystal scepter
rabadon´s deathcap will be your last important item of build if you get it of course you are already pwning all and also the passive of Rabadon's Deathcap +30% ap will boost your ap even more than the 155 ap it already gives, so then they can say wtf noob team feeded :P.
Void Staff not for the extra AP just if your opponnet has magical resist is very usefull not only tankers belive me, some time squishies buy magical resist vs me :D OR
you can go for Zhonya´s Hourglass to get higher defense and also it´s active to be immune for 2 seconds itÂ´s very usefull when your are being targeted
10-4 Skill Sequence (Annie)
your combo before ultimate should be:
1st Disintegrate ( use your passive to turn it into stunner )
2nd Incinerate ( make sure you get clost to hit it well )
when you have your ultimate, Summon: Tibbers at lvl 6 and after you have Molten Shield
1st use your Summon: Tibbers ( stun your opponnent + massive dmg )
2nd Disintegrate ( use it before Incinerate cause it has low cooldown )
3rd Incinerate ( give massive dmg )
4th Molten Shield ( to be sure you dont die )
5th Ignite ( if your opponnent is running with low hp )
10-5 Summoner Spells (Annie)
ingite and Flash will be a good help. With Flash you can run from ganks or Flash fast to stun your opponnent without getting him to run before you get clost to him.
you can also use Clarity if you always go low on mana or maybe Exhaust to versus melee opponnents...
some people think that Ghost is also a good spell, in my oppinion itÂ´s not so good because you alreayd got Flash that is better than Ghost but well if you like more of course you can use Ghost.
10-6 Game Play (Annie)
Try to get the mid lane cause it´s all about Annie to farm alone to get your ultimate quickly and therefore easily kill your opponent. Last hit minions with your 1st skill Disintegrate because if you last hit minions you don't lose mana and you can start preparing your stun.
If your opponnet is a noob try to double hit him when ever you have stun i.e. Disintegrate to stun, then Incinerate to give a bunch of damage. Do it several times and when you see you can combo to knock him out be sure you end with your Ignite to ensure the kill.
The items you should get if you catch your opponnet till 6 2 times or 3 are catalyst the protector and sorcerer´s shoes, or if your opponents dont even gank you in the middle lane to try to supress your killing spree, just buy Mejai´s Soulstealer instead of catalyst the protector to start stacking even earlier.
At mid game if your opponent still has the tower, dont push it to hard. It´s better to let him stay with the tower and when you kill him don't go to destroy it just go help the sides if needed cause you already are winning mid and you don't win game just cause you destroy your mid tower 1st. The item you want now is Rod of Ages. It´s very imporant and you´ll see because instead of gain hp and mana leveling after killing opponnet or whatever whenever you kill one you will have enough hp and mana to pwn other even if you don't LVL up ^^, start by getting Giant's Belt or more AP depending on which opponents are ganking at the time.
Well if you play it good you should have 14++ stacks and now it´s important to kill and never but never die! that's why you need rylai´s Chrystal Scepter to slow them down whenver you hit them with a skill and the active of Zhonya's Hourglass is so usefull when you have cooldowns or when wating for your team to arrive fast. Of course the AP the two items give is outstanding to your damage. Void Staff is just when you are overfed and you want to hit harder on tankers, that 40% magic penetration is very usefull. Dont forget in team fights you should never go 1st, wait far from your team and when team fight engage strike into the midgle of it with your ultimate, stunning all or even 1st flashing to the mid but please always be sure you have your stun ready it´s very important to team fights DONT EVER FORGET IT!
1. Changed RUNES - 2 Quints of Resilience 1 Quint of Clarity. (***May still be a bit MANA starved***)
2. Changed SUMMONER spells to Clarity & Ignite (Clarity & Smite for Jungler (Build 4)
1. Added Lee Sin
1. edit of 5th Lee Sin for Melee damage
1. Added Vayne
2. Added Akali
3. Re-0rganised Nocturne Chapters - no new info
4. Added Nocturne Picture
1. Added Jax 2 versions - I think I'll be keeping #9 which is based on "JAX The LOL Mistborn"
1. Added Chapter Numbers
2. Changed VAYNE Summoner Skills from Ghost&Flash to Clarity&Ignite