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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Ravenous Flock (PASSIVE)
Swain Passive Ability
Introduction ~ An In-Depth Guide

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Hey guys! It's me CasterMaster again with my second guide here on MobaFire. I would like to thank EVERYONE who has helped me out with this guide. This includes everyone who up-voted, those close to me and those who helped me get this thing completed! Yes, you too! Without further ado, I present to you:
Raven Metamorphosis ~ A Comprehensive ![]() |
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(Credits to eshareth for this video, song by Two Steps from Hell, song called "Protectors of the Earth")




- Extremely hard to beat and counter
- Short cool-down ultimate
- Powerful nuking potentials mid~late game in DoT form
- Good skins
Carrion Renewal allows more reward for last hitting and more harass
- Strong throughout the game
- AoE snare
Nevermove
- Exceptional dualist and shut-downer
- Very fun to play
- He just looks so BADASS!
With that said, now we can take a look at some reasons WHEN you should play him. There are tons of times when you can play him (and if you're one of those instalockers, you can play him WHENVER), but for the sake of this guide, let's assume ranked position (and you're not trolling).
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- You need (or want to play) him...
- Mid lane champion required (or carry)
- You have a champion on the enemy team you want to counter
- Low CC on the enemy team (stuns, silences, suppresses, knock-up)
- A carry with good sustain, laning abilities and team fight presence
Yeah, I'm sure there are more reasons, but you can say that yourself.



At Level 1
- Health: 385 (+78 per level)
- Mana: 240 (+50 per level)
- AD: 49 (+3 per level)
- AS: 0.625 (+0.0235 per level)
- MS: 310 (360 tier 1, 380 tier 2)
- Armor: 12 (+5 per level)
- MRes: 30
These stats aren't bad at all. With a good 463 health at level 1, he can take some hits. It's pretty average, and he has quite a lot of mana. You'd be able to use your skills in lane very often because of your high base mana and


At Level 18
- Health: 1789
- Mana: 1140
- AD: 103
- AS: 1.063
- MS: 310 (360 tier 1, 380 tier 2)
- Armor: 102
- MRes: 30
He's got 100 more mana then









Before we can simply learn and understand



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I can teach you a lot about





Here is my main rune page set-up for AP carries and I use it for

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Greater Seal of Scaling Health
At level 18, it's a free
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Greater Glyph of Scaling AP
A primary rune for more damage as you level. They surpass
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Greater Quintessence of AP
Gives an amazing boost to your early game damage. It's like getting the
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Seals:


Glyphs:



Quints:


First off, if you aren't even level 20, do not consider buying runes. It's just a waste of your Influence Points and they can be used for more important things. Those who already have a decent caster rune page can use that. There are tons of different combinations you can use but this is the best set-up that I've found. It provides a good balance between early and late game which is something you really need.


Here is my masteries for

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TIER 1 ~ I decided to put 1 point to
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TIER 1 ~ Choice is extremely preferable in this tier. If you have ![]() ![]() ![]() ![]() ![]() space TIER 2~3 ~ Most of the masteries here aren't very helpful. The ones that ARE helpful are the ones we're taking. ![]() ![]() ![]() ![]() ![]() ![]() |
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Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. I mean I probably don't need to go over this skill anyways. You should know how to use it, and if you don't, read the above. It's mostly common sense. If you throw yourself into a team fight, make sure you have
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It's your finisher spell. I usually take this spell on almost ALL casters, and why not on
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If you aren't taking
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It's
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This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it. Good for beginners.
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If you hate
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This skill shines out in the fact that it can save lives better than
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Range: 625
Cool-Down: 8 seconds (all levels)











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Range: 900
Cool-Down: 18/16/14/12/10 seconds



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Range: 625
Cool-Down: 10 seconds











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Range: 700
Cool-Down: 8 seconds







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I take one point on






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Here is another option. This works great for aggressive play if your jungler isn't ganking anytime soon. Ask your jungler before-hand and analyze the situation. This is risky as you have less defense against earlier ganks from the opposing team and you may have to risk death or


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Here are some exmaples of skill combos you can you on

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Using



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Instead of




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Do this and you could go from 10% health to 80% health. I'm not even kidding, this combo will keep you ALIVE, and still do what you're supposed to do: CARRY.
Just standing in the middle of a team fight with


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We're talking about








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Boots and Pots
Past down from Season 2, this setup is no longer that great. If you're up against someone with lots of skill shots and they have a deadly jungler, these starting items would provide useful. With the increased base movement speed of all champions, you can already dodge skill shots without the need of boots (if you're lucky or know what you're doing). Still a viable start-up.
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ManaRegen + Potions
You can grab a ward or two while you're at it here. For mages, it helps some get the
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Doran's Ring + 2x HP Pot
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Mana and Pots
Going for the quick catalyst the protector and eventually up to a quick-time
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Tier 2/3 Boots
Not usually an item I would get so early in the game, but it does have its usefulness. Powers up your movement, meaning you can dodge and escape ganks faster. Also picks up your pace when you have to go back to heal or buy items. The enchantments should be gotten when you have leftover money after buying a big item.
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Double Dorans
After getting some farm, you can pick up a few
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catalyst the protector
Catalyst the Protector
If you're getting destroyed in lane (or want to get a quick
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Codex/Guise
If you took
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Sage's Rod
Not a must for
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The Mask of Death
Burn the hearts of your opposing summoners with this new Season 3 item. Providing a standard 70 AP and 200 health, this item doesn't seem like a lot. Think again. It also gives 15 magic penetration, allowing you to ignore a lot of opposing magic resistance, saving you time and not needing to buy a
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The Non-Abysmal Scepter
Hardly touched in Season 3, this item is still extremely powerful on a close-ranged mage like
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Delightful Invincibility
Little changes to this item in Season 3. A perfect defense item and gives a LARGE amount of AP and some decent armor. Mainly the item's active is just DEVASTATING and can really save your life. Combined with
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A Cup of Mana
In team fights, you'll most likely be getting kills or assists. Otherwise, there's something wrong with your game. This item will allow you to keep up
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It's the great wall of china! Except it only blocks one spell every 45 seconds. Hey, that's not bad! Especially since you are a close-combat mage and you're fighting a team full of CC. It offers health, mana and magic resistance, some things you'll probably need. Blocking spells is also good. It can absorb something miniature like
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Thanks to Season 3's new changes to this item, it becomes a deadly item. A good replacement for
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A very powerful defense item. In fact this could be your only defense item in the whole game (though not the wisest choice). This is basically the ultimate survival item for carries (inb4
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It's
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ONLY GET THIS ITEM IF LITERALLY NO ONE ON YOUR TEAM WILL GET IT AND YOUR OPPONENTS HAVE LIKE 4 PHYSICAL DAMAGING CHAMPIONS! It gives a huge mana pool which you don't actually need, a load of armor, a nice amount of cool-down reduction and AoE attack speed reduction. But it doesn't give any damage!
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It's +35% magic penetration. I see little reasoning on getting this item as you should be focusing the carries. If the carries REALLY have that much magical resistance you could go for a
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A strong item indeed, but most definitely not core on
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A great item for
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This item continues to be great. With so many people still running
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If you're playing a winning lane, then you could get a
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We have a large arsenal of possible item choices for







So, now let's learn some of the more important facts: COUNTERING THE OPPONENTS BUILD. You should probably check what your opponents are getting AT LEAST once per 30 seconds or per minute. It's good to analyze possibilities and what they're trying to do. We'll have a look at this now.
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Man this item will piss you off the most. To be able to negate ONE spell is pretty deadly, not even including the magic resistance it gives already. It forces you to use a skill to remove that shield. If possible, ask your teammates to use a weak skill against that champion to remove the active.
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Just like
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If they decide to go healthy mode, then it shouldn't be much of a problem. More health just mean they'll be more durable, and thus will also be strong against DPSers as well. In this case, get more damage output.
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This will stop them from being snared by
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COUNTER WITH:
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If you have trouble countering a specific item or even a champion, let me know and I may put it here in this section.

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There are a few things that you should be doing in a team fight:
- You should be taking out their carries: Hit them with a
Nevermove and they'll be in a good position for your team to destroy. Try as hard as you can to ignore the tanks and go for the carries/support. They are (usually) the squishiest chamipon, and you should have no problem taking them out quickly. Remember that if your health is low during the process and drops to a critical point, activate
Zhonya's Hourglass to quickly regain some health. Then proceed to your goal.
- Hopefully, you shouldn't be dieing: Keep a close eye on your position, and constantly analyze their team to see who is missing. Don't overestimate yourself, because even though you are tankier then most carries, you can still die. A single CC that hits you can spell trouble, because you will not be able to activate
Zhonya's Hourglass and your ultimate may not be on. If you're about to get hit by a silence/etc, then quickly use
Ravenous Flock. Once it's on, the only thing that will turn it off is either you reactivating the skill or you don't have enough mana to suffice.
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A few things are needed to be kept in mind when you're ganking the side lanes.
- How much damage needs to be done
- The most precise vs the most damage








I would like to say that the amount of trouble this guide has put me through definitely was a pain, but now that it's finished, it's out for you guys! Remember that if you have any questions or feedback, please leave them in the comment section. I love feedback and always appreciate what you guys have to say. Tell me if I have anything to improve you know? For this guide, my other one(s), and for future ones as well! I hope you all learned something from this guide too! This is a guide that I want everyone to appreciate, so do please leave comment, feedback, errors and places I need to update. Your ideas, insights and opinions are greatly helpful because I want this to be the guide that people can go to and learn the most out of it. That's all a guide is for, to learn, improve, and to be the best player you can be! Remember to check out my other guides! =)!
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It's not a matter of time, it's only a matter of when. I decided that this guide has been out for a while, so it should have a guide history shall it not? It's been through quite a bit and I'm impressed to see it still standing strong. Now, I present to you the history of the guide!
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(Credits to subzero9285 for this video, song by Two Steps from Hell, song called "Enigmatic Soul")
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Just a few comments!
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LAST UPDATE: OCTOBER 29, 2013

January, 29, 2012 / My

January, 30, 2012 / Revamped the Defense Mastery Tree
February, 10, 2012 / Fixed some issues/bugs
/ Added some more details to Skill Sequence and Masteries
May 31, 2012 / MAJOR guide update completed
June 11, 2012 / Fixed some coding and spelling errors
September 22, 2012 / Update
December 27, 2012 / Season 3 Update
July 12, 2013 / Item Update
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