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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Threats & Synergies
Varus
Varus is extremely annoying. His Q is a tool to turn you into a feeder even when playing safe. You can't dodge it too easily, as he can aim it well and it will probably hit. Hope that you're against a feeder, or his team leaves him for dead. He's an easy kill 1v1 later in the game, unless you die a lot in lane.
Champion Selection (Pros and Cons, Picking, Summoner Spells Guide)
Pros:![]() Great Duellist Great at Kiting |
Cons:![]() Zero Multi-Target Damage Difficult to Master |

Against a pick that can be easily counter-carried (such as


Against a tankier comp (

With a comp that can easily guarantee a carry. (particularly your Support)
Summoner Spells-
There are 4 viable summoner spell choices on









1.

This spell should always be used. The spell allows you to instantly teleport a short distance. The spell is a great tool with several uses. Either use it to dodge an ability thrown at you (Skillshots, like





2.

Take this summoner spell on most every occasion unless you take



3.

This is your option over





Start with






Rushing Item-
This next item choice is going to be





Other Cores-














Situational Items-

1.

This item is the best out of all choices because it makes for great




2.



3.



4.


5.


6.




7.



8.


9.









This ability is a dash with a 300 range granting





This ability is a passive that allows

damage, on a third consecutive attack on the same target. This ability is the main source of




This ability allows you to deal (45, 80, 115, 150, 185) +(40% bonus AD) damage to target, and knock them back 470, from a range of 550. If the target hits a wall when being knocked back, they take double damage and are stunned for 1.5 seconds. This ability has a cooldown of (20, 18, 16, 14, 12) seconds. This is






This ability amplifies






18-12-0
Mastery Explanation
Ferocity Mastery Choices














For keystones,









Cunning Mastery Choices


I take













Why not go into a 12-18-0 page with

I do not reccomend











Take these, they add 8.55 AD. Attack Speed (only 15.7%...) and Armor Penetration are expensive and ineffective therefore. Those marks would be the only viable ADC options.
Quintessence- AS
These will raise Attack Speed by 13.5%. These are stronger than Attack Damage and Lifesteal, both are more expensive and ineffective. These would be the only Quints that have useful mechanics.
Seals- Armor
Armor is a mechanic that is extremely useful to any ADC's early game because it reduces damage taken from enemy AA's. Health is useful on AP Carries, and some tanks and bruisers (

Glyphs- MR
These are the only viable Glyphs for AD-Scaling champions. They grant a whopping 12 Magic Resist. That can block a decently large amount of spell damage.

6.

5.






4.



3.



2.



1.






Only go for a champion in the following situations:
1. The champion is low on health.
2. The champion is under Crowd Control (slows, stuns, et cetera). This includes opportunities to cast

3. You know your support will help engage.
Even then, be cautious. You don't have good enough damage early. Most times you want to wait past this phase to engage any champion head-on in a 1v1.
Mid Game- (Transition)




Late game- (Reaching Maximum Potential)


1.

2. Try to isolate a carry and

3. Common Sense: Try not to

4. It may be useful to use

5. Common Sense: Focus on one at a time. Your

6. Common Sense: Always start with the squishiest carry you can engage. Don't chase one through their team and die in Wood V.
Overally, this is your time to shine.


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