This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
Spells:
Flash
Ignite
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Introduction

Malzahar is not an easy champion to play. While the idea of using all your spells in rapid succession similarly to


This guide will explain in detail the way I play Malzahar as well as including tips for other aspiring Malzahar players out there.
PROS + One of the highest single target nukes + Great AP ratios + Ganks well + Percentage-based damage + Excellent farmer and pusher + Infinite sustain with just a ![]() + 2.5 second suppress + Among the coolest champions in the game |
SPACE |
CONS - Squishy - Not mobile and has no escapes - Weaker in 1v1 without ultimate - Position reliant - Ultimate is hard to use in teamfights - Pushes lane uncontrollably - Hard countered by ![]() - Lacks a legendary skin (Overlord is badass though!) |
Runes





Greater Mark of Insight
I can't imagine any AP mid champion ever going without these runes. They give a higher yield of damage throughout the game to casters than AP runes do. With these and

greater seal of vitality
Greater Seal of Vitality
Why do I prefer these over mana regen/18 seals? To be honest, I've never had significant mana issues with Malzahar when using these runes thanks to


Greater Seal of Clarity
Also fine runes for Malzahar to have, you lose a bit of tankiness from getting these instead but they basically eliminate any mana problems you might have. I don't really see either as being absolutely better than the other, so this comes down to personal preference. If your jungler is blue reliant you may want to use these instead.

Greater Glyph of Force
If you want runes that are actually worth a damn late game, this is the way to go. They provide a whopping 27 AP at level 18 which is more than an


Greater Glyph of Potency
A decent option for stronger early game damage, since your ratios are pretty high so you can feel the power of having a little extra starting AP. I prefer the late game power or Force Glyphs, but again, personal preference is most important here.

Greater Glyph of Warding
Not a bad option. They certainly come in handy when going against a particularly difficult AP. This isn't exactly what I would recommend since you will barely feel the difference later on since you're squishy regardless of these runes, so they're specifically for laning phase only.

Greater Quintessence of Potency
I am of the truthful opinion that these are the best quints in the game, and for good reason. The amount that these boosts give you in the early game makes such a big difference. With Malzahar's high ratios on all his abilities, these runes only increase in importance. These are superior to scaling AP quints due to the time it takes them to break even.

Greater Quintessence of Swiftness
I was never a huge fan of these in the past but after trying them out on Malzahar for a few games (mostly by accident) I like them a lot more now. They've certainly been lifesavers in certain situations. You might miss a kill or two without the extra AP, but the movement speed can save your life and assist greatly when ganking... I still prefer AP quints but these are much better than I initially thought.
It's pretty much essential for Malzahar to have one summoner spell for escape and one which can be used offensively. Therefore, the spells I deem to be viable for Malzahar are quite limited.

You must take Flash. Regardless of your second spell, Flash is a must for any AP carry without an in-built escape. This is even more important for a champion like Malzahar who pushes his lane hard. If you don't take this spell, you can be sure that you will be ganked over and over again, making you unable to stick your head out from behind your own turret or die, missing out on farm and experience.

I actually didn't take this spell in the past. This was because Malzahar's nuking power was high enough that I felt that I was never in a situation where Ignite would have gotten me a kill which I wouldn't have gotten anyway, allowing me to use the space for a spell which scales better into the late game. However, in the current meta Ignite is a powerful spell for early snowballing. I have found that with Ignite I am less likely to need to get to level 6 before I get a kill, and I have gotten kills with Ignite as early as level 4, usually first blood. This early snowballing will guarantee your victory in lane and this justifies the value of Ignite in my eyes.

This spell is great on Malzahar because of his pushing power. Malzahar is one of the few AP carries capable of split pushing effectively thanks to his ability to quickly clear creep waves and deal high damage to towers with his Voidling. This also gives you a stronger lane presence as you can recover better from giving away a kill in lane. This spell is also amazing for ganking, especially if your laners ward well, as you can use it to teleport to wards for a surprise gank. This usually results in a kill and can make a huge difference throughout the game.

Summon Voidling
This passive contributes a large amount to your strong laning phase. Your voidling can be a very useful asset in unexpected situations, as it can do anything from farm creeps to harassing to blocking skillshots or finishing champions. An underrated passive which can save your life in some situations.
Update: Finally! Malzahar has needed this change on Voidlings for a while now. Now unless another target is afflicted with Malefic Visions Malzahar's Voidlings will always attack whoever he is targeting. This is a great change as it makes Malzahar's passive a more reliable harass in lane.

Call of the Void
One of Malzahar's crowd control spells, although it also does a hefty chunk of damage thanks to a high AP ratio. In the late game, this spell can be one of your greatest assets during a teamfight. Silencing multiple members of the enemy team for three seconds is very helpful and can easily turn the tides of a losing battle. The delay with this spell and its unusual AoE makes it rather difficult to aim, but highly rewarding when used well.
Update: Riot fixed a few consistency issues with this ability by fixing it to deal damage only once instead of twice. This means you will always deal maximum damage with Call of the Void, but unfortunately you lose the ability to damage through spell shields. Still, this can be a nice change to prevent enemies from surviving it at the very edge when it only deals half damage. The vision buff was also very nice and is very helpful for level 1 invasions.

Null Zone
This spell is extremely powerful late game. I would go as far as to say that it surpasses literally every spell in your arsenal in importance. This is because this spell is one of the highest percentage-based damage output spells in the entire game. With enough AP built, Null Zone has the potential to shred an entire team's health by up to half or more in teamfights.
Update: So Riot finally gave this ability a nice QoL change by removing the annoying cast time which causes Malzahar to stop moving while casting this. This can be a very helpful buff, as it allows Malzahar to use his spell rotation much more smoothly. Sadly, they also removed the instant damage, meaning enemies may sometimes avoid it when running away now :( At least this gives Malzahar more incentive to build Rylai's Crystal Scepter.

Malefic Visions
Your best friend in the early game. This spell alone practically takes care of the laning phase for you. It is a high damage DoT which transfers to nearby enemies and restores mana every time an afflicted target dies, which means you have the capability to wipe out entire minion waves at a safe distance with miniscule costs to your mana pool. It also attracts voidlings, making it a powerful harassing tool if the enemy laner is foolish enough to get close.

Nether Grasp
This is perhaps the most difficult spell Malzahar has, as well as one of the most important to master as a Malzahar player. Nether Grasp is a powerful but dangerous ultimate to have, as it is one of the longest-lasting stuns in the game as well as a very high damage nuke. However, it is also one of the only abilities which causes the user to disable himself. The fact that you are also locked down while suppressing the target makes positioning a key factor of using this ultimate correctly. More on this ultimate will be covered in a separate section.
Updates: This change was needed for a while now. The Voidling priority fix was nice, but more importantly is that now you won't bend yourself over when you click in panic after suppressing a target anymore! ^ ^ This was a long awaited fix for me as I have broken my ultimate more times than I could count in a panicking situation.
We want to max

Some people seem to wonder why








My preferred start when playing Malzahar, as it allows you to better avoid skillshots when in lane and recover health from harass.

Kind of an antique starting item for casters which doesn't have much of a place on AP mids currently. It is still certainly effective and you can do it if you know what you're doing, but keep in mind this will cause a weaker laning phase due to making avoiding harass more important and more difficult. However, these are great items to buy when returning to base due to their cost efficiency.
Laning Phase




This item build pretty much secures an easy laning phase. With the mana regen from the Doran's Rings and Malefic Visions as well as the spell vamp from Hextech Revolver you can stay in lane forever with infinite health and mana sustain. If you're fed you can leave the revolver until later and rush a Needlessly Large Rod.
kage's lucky pick
You want this early to take full advantage of the extra gold you can get from this item, and will later build this into a Deathfire Grasp.
Mid Game


In most cases you will want to buy Sorcerer's Shoes. The 20 magic penetration coupled with runes and masteries will allow you to penetrate champions' base magic resist and do almost true damage. However, against high-CC teams it can be worthwhile to buy Mercury's Treads for the tenacity.


Most of the time, your first priority should be to farm in lane until you have enough gold to afford a Rabadon's Deathcap. Once this is bought, you will be doing massive damage on your spells and be capable of clearing creep waves with a single cast of Malefic Visions.
Rod of Ages is an item I generally tend not to rush due to the fact that Malzahar has a strong laning phase even without this. I would only recommend buying this item against a really difficult lane such as



I've added Deathfire Grasp to my core build in place of Zhonya's Hourglass after trying it out in a few games. The improved DFG is ridiculous. The AP you get from this item is comparable to items far more expensive and it is worth even more due to having a ridiculous single target nuke. I personally think this is an overpowered item right now, hence why I'm adding it into my core items.



I know a lot of people don't like buying Rylai's on Malzahar because of how gimped the item is on him since he has no way of proccing the full slow. However, it should still be noted that the item provides very useful health and AP stats. The main reason for taking this item however is still because of the useful passive. Aside from his ultimate, he has no way to hinder the mobility of a champion besides using his silence to prevent Flash and blinks. Therefore Rylai's becomes useful on him as the extra CC will boost his utility. Also keep in mind that because the majority of Malzahar's abilities are DoTs, the duration of the slow makes up for the 20% lower potency.
After the nerf to Will of the Ancients, it is less effective to upgrade it early on because it no longer gives you extra AP, leaving you with only a 5% spell vamp boost and the aura. Because of this, you should only upgrade your revolver into a WotA before buying Rylai's Crystal Scepter if your team is mostly AP and you need the aura more than the slow utility from Rylai's.
Updates: Ugh... **** Riot, I had just put Abyssal Scepter in my core build then they nerf it horrifically. The nerf to Abyssal Scepter basically ruined it for Malz since EVERY ONE of his abilities has a higher max range than the AS aura. WTF? I seriously don't understand the intent behind why they nerfed the range. If they wanted tanks rather than AP carries to build this item then they could've just lowered the AP/aura numbers in exchange for more MR or something... I dunno. Either way, Abyssal Scepter has just become really situational to build, as it'll only be of any use if you have some reason to be in near auto-attack range of enemies... regardless I've taken it out of my core build and I wouldn't suggest taking it unless the opposing team is heavy with champions who can get in your face easily or you need a lot of magic defense... bah, this is another fail from Riot just like the Stark's incident... they should seriously reconsider their balancing team.
Late Game

Updates: This item is starting to fall out of favor. Rarely in games do you see enemies build enough magic resist to justify building Void Staff (especially since most champions don't have scaling magic resist) In any case, most squishy champions won't have the resistances to make this item any more useful than the Abyssal Scepter + Sorcerer's Shoes duo. This item is only more viable on Malzahar than on most AP carries due to his ability to kill tanks effectively.




These are the items I build for resistances against particularly fed opponents on the enemy team. You want to build survivability in the late game as you don't have a particularly high amount of burst or AoE which means you need to stay around in fights for longer. Frozen Heart provides a very high amount of CDR and mana, which is good for Malzahar's unforgiving cooldowns. Banshee's Veil is good for Malzahar due to preventing a single ability which can potentially protect his ultimate from being interrupted. Zhonya's Hourglass and Guardian Angel serve a similar purpose to each other by giving him temporary invulnerability which gives him a brief respite in teamfights as he waits for cooldowns.

Nether Grasp is a more complicated ability than most people think. In 1v1 situations, using this ability is simply a matter of using it while your target is under Null Zone, however its use in teamfights is far more complex. When teamfighting, you always need to be certain you can use your ultimate for its full duration, without interruption or the possibility for your death.
The first and foremost rule of using Nether Grasp is this: Unless you're using it just for the suppress or to save a teammate, never, ever, EVER use Nether Grasp on its own. The greatest asset of Nether Grasp is its ability to trap an enemy under your Null Zone. If you use your ultimate on its own, the chance that you'll actually kill the target is significantly lower and you'll likely miss the chance to finish them off afterwards once they're released and have the opportunity to Flash or use other escapes.
You CAN use Nether Grasp on tanks. It's sometimes not the best thing to do, but if the enemy tank is


You CAN use this spell just for its utility. If you have teammates nearby and you're trying to catch a slippery target such as

You CAN use Nether Grasp to initiate a gank, and you should. Unlike Warwick's ultimate, knocking the suppressed target around on Malzahar's ultimate won't interrupt it, meaning that you will be able to lock a target down to be killed by your jungler without any errors.
You CAN gank the other lanes whenever Nether Grasp is up. Malzahar's ganks are about on par with Warwick's as they have the same mechanic, except Malzahar's can not be interrupted by your own team and you bring more damage to the gank.
You CAN NOT use Nether Grasp unless you are certain you can get a kill or prevent a kill with it. It doesn't matter if the kill goes to you or your teammate, but wasting Nether Grasp without getting anything from it will be a mistake you will regret later.
You CAN NOT use your ultimate before an initiation, unless you're planning on suppressing the initiator. This is because when most people see Malzahar ulting, they will focus him as during this timeframe Malzahar is vulnerable to attack, and it is imperative to interrupt his ultimate. Using it after an initiation on either side will greatly lower your chance of being interrupted.
You CAN NOT use your ultimate on the following:








You CAN NOT use Nether Grasp at the start of your combo. If you do this, you will be unable to force your opponent to remain on Null Zone, and if they Flash away you will be unable to finish them with the lower range of your other abilities. Always use Nether Grasp at the end of your combo.
You CAN NOT blindly aim for the carries during a teamfight. It is certainly best if you can lock down the carry, but if you go for the carry just to ult them, you're likely trying to walk into the middle of the teamfight which = dead Malzahar. Don't do this. If the carry goes out of position, ULT THEM, but if they are at the back, do not risk your life to try to kill them.
Early Game
Desired Build:




Unless you're laning against an anti-mage, laning phase should be no problem. Malzahar is one of the strongest laners in the game due to his ability to farm minions with minimal costs, and he can do this at a safe distance which means he is not as afraid of overextending. You can stay in lane forever with just a


Try to use your abilities sparingly. You should not be using



When ganking, whether it is from you or your jungler, try to initiate with your ultimate when your teammate(s) get into range to follow up. With

"Buy a ward, save a life"
sight ward

Get these. Seriously, get them. Malzahar is extremely weak to ganks, especially due to his tendency to push his lane. If you don't buy wards, you will be ganked over and over again as well as being unable to push at all as you will overextend without having any warning on where the enemy jungler is. 75 gold is a worthwhile trade for a life (or two!)
Mid Game
Desired Build:




By this point, you should have enough farm for your

If you've already taken down the enemy tower at this point, you will likely be roaming around. When roaming you should generally be with a teammate and try to be aware of the enemy's positioning. Due to being an AP carry, you will be one of their main targets and moving around the map is dangerous unless your support is taking out their wards consistently.
When idle, you should always be farming. AP carries have an expensive build and since Malzahar is such a great farmer, as long as you are constantly farming waves of creeps you should have no problems being ahead of everyone else in gold and experience.
In teamfights, always stand at the back of your tankiest teammates. Under no circumstance should you go anywhere near the center of a teamfight, as you will be one of the most focused characters. Stand at the back and drop down your normal abilities where they will hurt the most opponents. Generally, in the chaos of a fight people won't notice the heavy damage

Late Game
Desired Build:






Malzahar's late game is reliant on his teammates in a sense as he lacks the game-changing abilities of champions such as





You should usually stay with your team, but with good ward coverage and objective control you can act as a split pusher as at this point you can clear waves almost instantly with


Ahri
Difficulty: 5/10Ahri isn't too much of a problem for Malzahar. She does have good poke with





Akali
Difficulty: 6/10Pre-6 Akali is food for you. She needs to get into melee range to unleash her full burst through





Anivia
Difficulty: 6/10Anivia is a weak early laner, but don't get hit by her






Annie
Difficulty: 4/10An easy opponent before level 6. Your abilities outrange hers and her stun can be avoided by backing off until she uses it to farm. After she gets her ultimate though, you must make sure never to be in her casting range when her stun is active. Annie is famous for bringing targets down from full health to nothing and that is what will happen if you get stunned by her abilities. Keep your distance from Annie and go in when she has no stun, and you will win this lane.

Brand
Difficulty: 5/10Brand has a lot of damage, but he needs to land his stun for his combo to work. Staying behind minions prevents this, but this will only allow him to harass you with




Cassiopeia
Difficulty: 8/10A very strong laner. The best you can do is pray that the player sucks, but if she's any good you're in for a world of hurt. Cassiopeia has high range harass with






Diana
Difficulty: 9/10Ok, so I haven't got a proper analysis of Diana just yet, but I can say one thing for sure; die to her early and be prepared to kiss this lane goodbye, because she snowballs so ridiculously hard and can easily 100/0 you with her full rotation. BE CAREFUL IN THIS LANE. Diana is tough to beat as she can clear well with





Ezreal
Difficulty: 2/10A pretty easy opponent. His longest range poke





Fiddlesticks
Difficulty: 3/10I actually don't see much of Fiddle in the Middle, despite being an avid player of him myself. Therefore, my insight on this matchup is quite limited. Killing him can prove to be quite difficult as his





Fizz
Difficulty: 7/10Fizz does well in mid lane against squishy casters with no escape mechanisms, but his laning before 6 is fairly weak. Once he hits 6 though, he can just throw out his ultimate without warning, and if he hits you it's pretty much a free kill for him. Fortunately for you, he is an entirely melee champion, making him easy to harass with





Galio
Difficulty: 8/10Galio has a boatload of mana issues, but unless he derps you're probably not killing him in lane. However, this also means you have pretty much free reign to farm away. His damage is effectively zero as long as you dodge his




Gragas
Difficulty: 4/10Extremely high damage poke with




Heimerdinger
Difficulty: 1/10An easy opponent for Malzahar. With a few ranks in



Karthus
Difficulty: 2/10Karthus is a very weak laner. The majority of his damage in lane is from




Kassadin
Difficulty: 9/10Pre-6 you completely wreck him, however once he gets





Katarina
Difficulty: 7/10She got reworked a while ago, but the general gameplay is still the same. She is very annoying to lane against as she can blink around the lane to avoid your skillshots and harass you well with





Kennen
Difficulty: 8/10Kennen is incredibly annoying to lane against, as he is able to put out a lot of harass with



Kog'Maw
Difficulty: 3/10Forgot about the little guy at first. Whether he's going AD or AP, Kog'Maw suffers from a pretty weak early game, due to his poor early damage and painful mana costs. You can hurt him pretty bad early game, but once he has



Leblanc
Difficulty: 10/10Another lane opponent everyone knows and fears. Leblanc is a very weak farmer, but her burst at early levels is unrivaled. It is always best to stay at a reasonably high amount of health to avoid being instantly bursted down by Leblanc's combo. Building


Lux
Difficulty: 5/10Avoid her spells. Lux has very high burst with her spells coupled with the extra damage of her passive. Do not underestimate her damage output, as she can do over half your health with finales funkeln when you are affected by



Mordekaiser
Difficulty: 3/10He is laughably weak early on as he does pretty significant damage to himself with his spells and his shield is initially weak. However, once he starts building spell vamp he will be extremely difficult to kill. More so than other champions, absolutely do not feed him, as a fed and farmed Morde = gg. There is one weakness to Mordekaiser though. When laning, he will push the lane hard, and since he has no escapes he is easy to gank. Lock him down with


Morgana
Difficulty: 7/10A real pain in the *** to lane against. Her passive






Nidalee
Difficulty: 5/10A pretty bleh matchup tbh. I almost didn't want to put her here because I consider AP mid Nidalee to be kind of gimmicky, but I've seen a few so I thought I might as well. The main thing is to either dodge or block her




Orianna
Difficulty: 6/10Orianna is a strong AP carry with high AoE burst and great utility, and is a powerful champion in the hands of a skilled player. The main thing to remember about Orianna is that all her spells are centered around her Ball. As long as you avoid the Ball, she won't be able to do anything to you besides harass with autoattacks. Once you hit level 6 you can easily nuke her down. One noteworthy thing about Orianna however is that her ultimate


Pantheon
Difficulty: 9/10No, he's not a mage, but on occasion you will see a Pantheon in the mid lane. He is an incredibly dangerous laner to be up against due to his high early burst. You will likely lose this lane, as he will harass you hard with



Rengar
Difficulty: 8/10Yeah. AP Rengar. It's still around. Sure, it got nerfed, but you still might see it from time to time. There are many reasons to be scared of Rengar. He runs on no resource, has a powerful heal, and can jump in your face and blow you to bits. Because he can stealth with






Ryze
Difficulty: 3/10Like Karthus, he's a rather weak early laner. Most Ryze players will be trying to farm rather than poke during the laning phase, allowing you to abuse him pretty hard. However, he is a powerful late game AP carry, so you must make sure to shut him down early. If he chooses to snare you with




Sion
Difficulty: 7/10He is extremely dangerous if you don't know what you are doing. Sion has one of the highest burst damage outputs in the entire game with two heavy damage, high ratio abilities. Watch out for them, and always try to stay out of range of Sion when his


Swain
Difficulty: 6/10Swain's pre-6 laning is awful. He does rather low damage with his spells at early levels and the most he can do is snare or slow you for his jungler to gank. If you can abuse him at this time, do it. Once Swain gets his ultimate things get tough. If he takes blue buff from his jungler, he will outsustain you without a doubt. Do not get caught by






Syndra
Difficulty: 2/10Putting aside the fact that she's a pretty mediocre AP carry in general, there isn't really anything you need to fear about her in particular. From personally handling Syndra in a few games after she was released, her



Talon
Difficulty: 10/10It is generally best NOT to go against Talon in lane as Malzahar, as he has the tools to kill squishy mages very efficiently. Think of him as an AD version of Kassadin when laning. He is weak before level 6, and the most he can do is harass you with





Tristana
Difficulty: 7/10AP Tristana is occasionally seen in solo queue games, and is quite a force to reckon with. She can be very tough if you don't know her capabilities, as she has huge burst when going AP. However, I find AP Trist to be very predictable as many players will use


Twisted Fate
Difficulty: 5/10Dodge his





Urgot
Difficulty: 9/10His range took a huge hit in his nerfs so he isn't as bad of a matchup anymore, but he is still dangerous. You won't see Urgot in mid lane often, but he absolutely destroys squishy caster types with no escape like yourself. Urgot has immense early game damage with



Veigar
Difficulty: 8/10Watch out for him. He has the potential to one-shot you once he gets his full combo and he will do it if you get caught by his stun. It may be a good idea to get







Viktor
Difficulty: 6/10He is very underestimated and underplayed, and I really wonder why. Viktor has strong lane prescence with a high damage nuke on






Vladimir
Difficulty: 7/10With his sustain, he's pretty much an unbeatable laner around levels 7-9. Surprisingly, with a





Xerath
Difficulty: 7/10Like Sion, he can be devastating if you don't know how to deal with him. Xerath has the longest casting ranges in the entire game and will poke you hard with




Ziggs
Difficulty: 5/10His bombs really hurt. They really do. Therefore, it's important to avoid them at all costs. Ziggs has really lost popularity ever since his nerfs a while back, but he remains as a potent threat due to his strong poke and high damage. Stay behind minions when he uses his



Zilean
Difficulty: 8/10He's not seen often, but I get pissed every time I see him on the enemy team. He has a fair lane presence as he can deal hefty damage with




Zyra
Difficulty: 9/10Zyra is very, very tough. She is usually countered by high mobility champions, but if you are careful with your moves she is somewhat manageable. First off, do not take too much harass from her abilities as she has some of the highest pre-6 burst I've seen. If you get caught by her snare at half health you are probably dead. Her plants actually aren't an issue as your

Try out Malzahar if he appeals to you, and I am sure he will, and if you like what this guide has given you, please do return and upvote and provide positive feedback, while if you have issues please also come back and give me any suggestions for me to improve my guide. Have fun!
-SoH
May 03, 2012 - Guide released
May 15, 2012 - Added


May 24, 2012 - Added "Mid Lane Matchups" section, detailing the champions you may face in middle lane and advice on how to handle them.
May 26, 2012 - Edited some parts of the guide, fixed a few typos, grammatical errors, added more detail to the "Mid Lane Matchups" sections where I felt they weren't elaborated upon enough.
May 27, 2012 - Added




August 24, 2012 - Guide finally updated again... >.< Changed item section, added to abilities section, and added


September 5, 2012 - Updates
October 10, 2012 - Whew, about time I updated again. Here's a list of all the changes:
- Added a difficulty rating for each champion in 'Mid Lane Matchups', remember this is my personal opinion and yours may differ.
- Added
Rengar and
Syndra, removed
Varus. I barely see him at bot lane nowadays, never mind mid.
- Removed
Ghost from summoner spell section. I ran it a few times for old times' sake and it just didn't feel useful at all... I used to like it as my secondary spell but it never really saved my life any more than
Ignite could've gotten me kills.
- Added extra rune options.
- Added a Skill Sequence section.
Jhoijhoi: For her guide on Making a Guide which really helped in the making of this guide.
You must be logged in to comment. Please login or register.