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Some Great Champions That One Should Know...

Some Great Champions That One Should Know...

Updated on August 4, 2011
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League of Legends Build Guide Author 3vilChipmunk Build Guide By 3vilChipmunk 7 6 6,321 Views 6 Comments
7 6 6,321 Views 6 Comments League of Legends Build Guide Author 3vilChipmunk Build Guide By 3vilChipmunk Updated on August 4, 2011
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Choose Champion Build:

  • LoL Champion: Garen
  • LoL Champion: Irelia
  • LoL Champion: Kog'Maw
  • LoL Champion: LeBlanc
  • LoL Champion: Mordekaiser
  • LoL Champion: Nocturne
  • LoL Champion: Poppy
  • LoL Champion: Poppy
  • LoL Champion: Trundle
  • LoL Champion: Akali

Introduction

I have been playing League of Legends for a while now and I have noticed that there are characters that particularly stand out in many 3v3 or 5v5 gametypes. As such, I decided to put together a collection of builds for some of the characters who I think are really powerfull and worth playing, and I have included a range of characters so I hope there is one for anyone of different playstyles. I will say now that these builds are in no way infalliable or unbeatable, but they will help you get towards that satisfying "legendary" announcement. Feel free to just read the guide on the character you are interested in, or even all of them if you are brave ;). If you have any problems with the builds included, post a comment and I'll modify them if I think its appropriate, so don't down vote until you have posted and seen some changes (plz...;)). I'm just trying to build a data-base of good builds, and thus again don't hesitate to comment. And I am sorry if the sections get confusing, but I'll try to limit one champion to each section, and I'm sorry about the fact that I have not included pictures as I didn't really have the time.
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Garen, The Might Of Demacia

Preamble:


Well, lets kick it off with one of the increasingly uncommon champions seen on a day-to-day basis; Garen. He used to be extremely OP (if you saw pre-nerf Garen you'll know what I am talking about) but since he has been nerfed he is not as functional as he used to be, but still reamains a good character. One of the great things about him is that he can tank or dps, but I usually build him as an 'off-tank', depending on the team composition.

Skills:


Garen's skillset is great as it synergises with itself really well, and they can be used to farm really easily as he does not rely on energy or mana. His passive is a very powerfull laning tool, as the regen means harass does very little and that you can stay in a lane even when on low health; just turret hug. It also means that Garen is a great solo lane champion, and thus a good pick if your team has a jungler.

His Decisive Strike (Q) is one of his most usefull abilities as it can be used for chasing, or even runnning away due to the movement speed bonus, and the silence can be a great initator, especially if you go for that squishy Karthus or Fiddlesticks (or any other carry).

Garen's Courage (W) is one of his less usefull abilities (which is why i tend to get it last) but both the passive armour and magic-res bonus' and the active can be good if you are getting focussed in the late game.

His E (Judgement), the famous "spin-to-win" skill, is really just that, and any Garens who do not know how to spin are really not capable of winning. It does loads of damage if you can keep them is range, and is great for moving around a teamfight as it does damage AND lowers crowd-control effects.

And lastly, his ultimate (R), Demacian Justice. As its range is slighly longer than melee, you can you it to finish that pesky runner on low health, and this is a great ability of taking out tanks or tanky characters due to the health scaling. Remember, you always want to use this ability when they are on low health as that almost "garentee's" (sorry for the terrible pun) a kill.

Summoner Spells:


Exhaust is always a must-have on dps characters (Isn't that common knowledge? ;p) as it is great for cutting off the enemy's escape, especially when combined with your silence. Ghost is also a great one on Garen, using it plus Yoummuus plus your Q basically makes you a L337 H4X chaser or escaper. It is always down to personal prefernce, and flash is always another good option depending on your playstyle.

Runes:


I take armour pen marks and quintessences due to the all physical nature of his abilities (except his ulti) and auto-attacks, but then take flat armour and magic res seals and glyphs respectively. These mean that you have large amounts of resistance at Lv1, which really helps for first blood and laning, and thus allows you to buy boots first without being too squishy.

Masteries:


I take inmproved ghost and exhaust, and then mainly go down the defensive tree due to his identity as an off-tank. However, I go down the offensive tree to archaic knowledge due to the significant inprovement this gives to his ultimate.

Item Sequence:


You are able to start off with boots due to your runes and masteries, and take health pots to complement your passive should the need arise. This is my preference, but a Doran's shield is also a viable option, so you can take that if you want to feel a bit more tanky in the opening phases. I then go into Sunfire cape to make you tanky before starting to build damage with Hexdrinker and Frozen Mallet. The reason I take such items is to take advantage of his natural tanky-ness, but don't worry you still have plenty of damage. You then want to get infinity edge for damage and critical strikes (which proc when "spinning"), and then comvert all that health into damage through Atma's.

Gameplay:


In the laning phase, you want to be using your abilities to farm and harass due to your lack of mana, but always be carefull of overextending yourself, especially in a 2v1 matchup. If your lane is pushed to their tower,keep looking around for ganks, as your ability to execute theses can be quite good due to the combination of your Q and Yoummuu's. WARNING: never go gfanking at the expense of your turret or getting an enemy turret as you are more usefull to the team pushing the lane, especially if there are more potent gankers on your team. If you are loosing quite badly in kills, remember that farming can always help trun a game around. In the late game, you want to behave like a tank, but if someone engadges you hit them back!
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Irelia, The Will of the Blades

Preamble:


Wait, a wild Irelia appears....Do you want to: 1.Run away 2.Run Away or 3. Run like ****. That is really one of the only ways to demonstrate how good Irelia can be with a few kills under her belt; nobody reaally wants to face you or have do deal with you in anyway, and she is thus often banned in high-Elo because of this. I find that she is best built as a tanky-dps due to the way her W active means that you do not need to stack massive amounts of damage. She is great fun to play, and can be really easy after a bit of practise as you get used to her combos and playstyle.

Skills:


Bladesurge (Q) is essentially your utility skill, as it can be used for farming, escaping and chasing. As it appplies on hit effects, it is great in combination with your Frozen mallet and Sheen.

Hiten Style (W) gives you good healing to complement your tanky nature and your active means that damage stacking is not a complete priority.

Your (E), Equilibrium strike is your single traget nuke, and one of its great strength is that it does magic damage which counters armour stacking. It can be chained really well with your Q, as the slow keeps them in melee range. In general, you use the combo Q -> E -> W to intiate, and when running away, if you are really daring, you can Bladesurge straight into an Equilibrium Strike to get a stun, meaning that you can run away more easily.

lastly, your ultimate (R) Transcendant Blades is a great compliment to your passive healing. Since the last patch its ability to clear minions waves has been reduced, but due to its short cooldown it is still viable, and it is great for sniping that low health enemy from under the turret or healing up in the miidle of a team fight (just be sure to only activate it once you are sure the fight is going).

Summoner Spells:


As I have previously stated, I generally take exhaust and flash when playing dps champions as these can be both used offensively and defensively, especially when going up against another dps champion in a 1v1. However, as you already have an effective flash in your bladesurge, you can take ghost instead, especially if you are prepared to ward the minions camps on your side of the map so you can make a quick gettaway. (Note; Since the first Season 2 patch, your are no longer able to target wards).

Runes:


I take marks and quints of desolation to mke the most out of my autoattack, Bladesurge, and trascendant Blades, as all of these do physical damage. For me, armour seals are mandetory on dps champions to help in the early phases, and you are welcome to swap these out with dodge if you wish, though this limits you starting options. As Irelia has no passive attack speed bonus, attack speed glyphs are good if you want to get in on some early action before you have your zeal for your Trinity force.

Masteries:


Again, I take the conventional masteries for a tanky dps, investing 21 points in the defensive tree to maximise the tanky nature of this character during the early levels.

Item Sequence:


The combination of the cloth armour and health potions gives you great laning capability due to the way in which it complements you passive healing and should allow you to stay in the lane right up until you have enough for both you boots and Madred's (o even Wriggle's). I take Mercury's Treads on her due to the fact that it gives a massive crowd-control reduction in combination with her passive, ensuring that you can chase or escape with relative ease. Wriggle's is a good choice as it gives you that early attack damage and lifesteal before you build your Trinity Force. This is the core item for her build as it conrtibutes to her all round gameplay really well, as she needs that little extra attack speed from the Zeal, the slow from Phage, and the proc from sheen when used in combination with Hiten Style and then Bladesurge. Depending on how the game is going, you may want to pick up a Giants Belt before building trinity force to stop you from being too squishy. I build the Black Cleaver to add to my damage, and then both Spirit Visage and Witt's End are for the magic resist to make her a bit more tanky.

Gameplay:


Many people like to harass with Irelia using her Bladesurge and Equilibrium stike combo, and I'm not saying it doesnt work, but I have found it is much more viable to just stay passive with her during the early phases; but remember, punish them if they over extend behind your minions. You are a relatively potent ganker, so if there is an oppotunity, dont hesitate to take it, but NEVER at the expense of a tower or the like. In teamfights, pick an enemy champion you want to kill and stick to them (which is easy with Bladesurge and Equlibrium Strike at your disposal). Pop your ultimate when your health starts to drop, and try to hit as many as possible with it to maximise your healing. Transcendant Blades is also a good chasing tool, but always remember to lead your enemy as the blades do have projectile time.
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Kog'Maw, The Mouth Of The Abyss

Preamble:


Kog'Maw is really unique as a ranged champion in that he does one thing really well; taking out tanks. Due to the combination of his abilities and item build, he can often force entire enemy teams to pick up some magic resistance or armour, which wastes the money that they could have been spending on damage items. See that unstoppable Galio or Mordekasier running around? Just press (W) and you're away to smashing them in the face with a nice sustained barrage of bio-ooze. Kog'Maw is not without his drawbacks, as he really has no escape mechanisms and is quite a late game character, requiring some farming to get going. I know that SOME people like to build him as an Ability-Power (AP) champion, but I feel that he is better suited to an Attack-Damage (AD) role.

Skills:


The majority of your damage at early levels will come from your Caustic Spittle (Q) and Bio Arcane Barrage (W) combo. Kog'Maws (W) is practically made to harass as it not only increases your range significantly but also does magic damage, making it harder to itemise against at early levels. I put a emphasis on the (W) during early levels, then invest a few points in the (Q) skill as well as Kog'Maw first attack speed item is after boots. I then level these two skills together to ensure a constant source of damage. You only really need to invest one point in Void Ooze (E) early for utility purposes. Like I said before, the combination of your (Q) and (W) will really **** someone over, and your (E) can be used to keep someone in range as they start to run away; think of it as a runway to hell. His ultimate skill, Living Artillery (R), great for attacking and defending, as if there are people advancing on your turret, you can ward them off with promises of sticky green sludge, or if they are all defending that turret on that small bit of health, make them uncomfortable about staying there by taking pot-shots form the back of your team. Remember to always lead your target with your (R) due to the delay time, and in the lane it is a great idea to place it right behind them as often people's instinct is to run backwards towards their turret.

Summoner Spells:


As I have previously stated, Kog'Maw really does not have any escapes available, apart from a little slowing from Void Ooze, and is a very slow walker. As such, I generally take flash and ghost for getting away, those it is perfectly reasonable to take exhaust or ignite as you wish...even teleport is feasible.

Runes:


I usually take armour pen marks and quints as he is a dps champion, and this helps with your sustained damage output. I also take health seals to counteract those squishy early levels and magic resist glyphs to help out in the lane. It is perfectly reasonable to take magic pen marks and quints to complement the damage output form your (W), but if you are doing this it is advisable to take Sorcerers Shoes instead of Mercury Treads to really benefit form your rune page.

Masteries:


If you are harassing right with Kog'Maw, you should never face the dreaded OOM (out of mana) but I generally set up my masteries as such to make it a little easier during the laning phase with the mana and health regen.

Item Sequence:


As Kog'Maw is a slow character in general and you do not want to be slow moving in and out to harass or last hit, I generally take Boots of Speed and Health Potions to start off with as these give you good utility and regen during the early phases. It is also good to pick up a Doran's if you don't feel comfortable with this. I build Madred's Razors before picking up my boots, and here is the first point where you may disagree with my build. I take Mercury's Treads due to the magic resist and crowd-control reduction, but it is also a good idea to take Sorcerer's Shoes to maximise the damage from your (W). After you have built both Madred's Bloodrazors and Phage, you should really feel good to go due to the percentage damage you do in combination with your (W) and the slowing from Phage. I complete Frozen Mallet for a bit more durability as well as picking up a Banshee's Veil, depending on the team composition. I then pick up a Bloodthirster for that extra damage and lifesteal.

Gameplay:


Please just promise me one thing when playing Kog'Maw; never go for first blood with him. Due to his slow movement speed and lower damage output than most at level one, he is one of the worst first blood characters on the market. Please don't do it for the love of Kog'Maws dignity! In general, you will be in a duo lane due to his poor solo ability. As such, you want to continually harass the enemy with your (W) to get the on low health (but watch your mana), and make the enemy feel uncomfortable staying under their turret, or anywhere in their lane for that matter; you want to zone them completely. The long range of your ult can also be useful in sniping low-health enemies from under their turret, so keep that in mind. In team fights, you generally want to target their carry, or if they are not in range, their tank as you do such high percentage damage that will rip through them if they have any health whatsoever. It may seem contrary to instinct, but by god it is effective, and as Phreak says, "percentage damage does damage in percentages!"
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LeBlanc, The Deceiver

Preamble:


Well there are many other good caster champions that I could provide a build on, but I think LeBlanc is a great one as you can really rape face if you get good at her. She is by far one of the highest burst damage carries in the game, and she really shines in the early game, which means that you can essentially get really fed (though of course this doesn't always happen). There is one thing to watch with her, as in general, her standard burst combo usually puts her in the centre of the action, rendering her liable to be focussed, but Distortion (W) and Mimic: Distortion (R) really makes you a ***** to pin down unless A LOT of cc is used.

Skills:


LeBlanc's staple skill throughout the game is her (Q), Sigil Of Silence. The silencing and damage trigger effect of this essentially means that you can burst down a target with ease as they are unable to react to any of your spells.

Distortion (W) is a great utility skill that can be used for chasing and escaping, especially as it goes through walls. Combined with flash, you essentially have 3 getaway spells id needed, and so I tend to give up chasing a LeBlanc by myself as usually it is a waste of time (unless you are Jarvan ;p).

Ethereal Chains (E) is another great ability as it gives you a slow AND a stun, and can be used to finish people off through walls or just normally if all your other abilities are on cooldown. Your ultimate, Mimic (R), is a really fun skills as it allows you to adjust your combo according to the situation or play style. It works by allowing to cast the previous ability you cast but at a higher damage scaling, and it does not cost any mana!

With LeBlanc, there are two really effective burst combos: (Q) -> (R) -> (W) -> (W) OR (Q) -> (R) -> (W) -> (E). Even though they seem similar, they can be distinguished on the basis of the amount of people involved in the fight. The first is for in a teamfight, activating distortion again gets you out of target range, and the second is for 1v1 as the chains mean that you can stun/slow them to keep them near you while your abilities come off cooldown.

Summoner Spells:


Taking Flash can really make you impossible to catch in combination with your abilities, and I selected it above to make a point. However, it is preferable to take ghost as you already have 2 flashed or blinks available, which will give you greatly increased chasing power. Ignite is always a good ability to take on casters, and that is no exception here.

Runes:


As LeBlanc is a little squishy at level 1 with only an amplifying tomb, I generally take flat health seals and magic resist glyphs to counter this, unlike my normal full magic pen page. And then, surprise, surprise, I take magic penetration Marks and Quintessences.....what's wrong with magic penetration? Anyone..?? Thought not..... (don't take that literally as of course there are other alternatives).

Masteries:


As is the case with all casters, I take 9 points in Offense to get that increased magic penetration. I then go 21 in Utility for the mana regen and other stats, but 21 in Defense is also great if you are worried about being too squishy, and thus it is entirely up to you; there is no golden formula for any character.

Item Sequence:


If you want early damage in general, and are comfortable with being squishy during the early phases, go with the Amplifying Tomb and Health Potion Opening here. It is equally valid to go Doran's Ring, but it means that you will have to come up with 425 gold later. I then pick up Morello's for the cooldown reduction and the nice ability power boost, but if you are doing well, don't hesitate to go for Mejai's Soustealer to feed your AP cravings. I get Rylai's Crystal Septer next as this makes her less squishy and a bit harder to take down, and then the last 3 items can be taken really in any order you choose depending on preferences.

Gameplay:


LeBlanc really shines in the early game, and as such, you want to make yourself known to the opposition in your lane and others. After you have your boots and Morello's/Mejai's, start looking around for potential ganks. Burst people down with the combo I have previously mentioned, and watch as those stacks grow. In the lane, you want to harass with your full combo (mana permitted) but without your ultimate....save that for the killing blow. In the late game, your job is essentially to burst down their carry or squishy and then run to the back of your team while your abilities cool as you are useless without them and become an easy target. Don't initiate the teamfight, but once your tank does burst the **** out of their carry to help your team....don't just stand at the back waiting to Kill-Steal with your (Q) as by that time your whole team will be dead. BE PROACTIVE!
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Mordekaiser, The Master Of Metal

Preamble:


Well I'm not actually posting a build here on Mordekasier as I have already made one on Mobafire, but I'd like to take this opportunity to explain WHY I go Warmog's first on Mordekaiser. I main this terribly awesome champion, and I find that going Tanky/AP is the best option, but this raises the question as to whether it is better to get Tanky items first or AP items. My answer to this is TANKY. Although he can be viable getting AP first (as his shield gets built like a boss), going Tanky first gives you great survivability to start getting those kills, and as his abilities have OP base damage you don't actually need AP until the late game, and this ensures that you don't die. People do say that going Warmog's first is the way to fail on him, but at that point in the game you don't need too much resistances and this dramatically increases you ability to tank....its a really great item and can continue being useful as you farm up those stacks. This massive amounts of health really allows me (as I am sure MOST people don't use this build) to get kills and snowball, meaning I can get both FON and Thornmail quickly. At this point you are incredibly Tanky, and then you can start getting AP through Rylai's and the other AP items (such as Rabbadon's, Abyssal Septer, or Void staff). Don't rage at me for saying this as all I am trying to do is explain to you my choices, so don't down-vote until you have tried. I have gone 29/1/45 with this build, so just try it out.Here is my Mordekasier Build
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Nocturne, The Eternal Nightmare

Preamble:


Nocturne, I'm my opinion, is one of the best junglers in the League, apart form the infamous Warick and Udyr, due to his EXTREME ganking ability. For those of you who haven't faced him (though I am sure that all of you have), his ultimate makes you **** your pants and run back towards your tower at level Six, and its range means that you can sometimes not even see it coming. In the late game, you are one of the best life-stealers in the game due to your passive and the build.....he has strong early game and late game, though you have to prioritize resistance throughout the mid game to stop getting shut down.

Skills:


Nocturne's (Q), Dustbringer, is his staple skill throughout the game, and as such, I would like to say now that it helps to be able to land this skill shot when playing him. It not only gives you extra attack damage, but also armour, which is great for jungling; you level this first.

Shroud Of Darkness (W), is a really great skill to stopping those really annoying Teemo mushrooms or even that Heamoplague from Vladimir. As it blocks the next ability, you can block stuns and anything that prevents you from raping their face, and is great both offensively and defensively.

Unspeakable Horror (E) is a DOT that fears at the end of the channel, and so is great for cutting off escaping enemies and warding off chasing ones.....plus it looks cool ;p!!

Now, to his UNBELIEVABLY AWESOME ULTIMATE. Yeah, I am exaggerating a bit, but it is still cool. Paranoia (R), makes all enemy champions' vision go dark and you have a very long range dash to any of the champions in range. This means that at level 6, you can come out from getting red buff and immediately gank bottom lane if it is pushed to their turret.....Your passive is incredibly helpful for jungling, as it gives you good lifesteal and AOE damage effect. Generally, your combo on a particular target is (Q) -> (E). Your (W) should be used according to the situation, as well as your ultimate, as this can be a great thing to use to chase down an escaping enemy.

Summoner Spells:


I take smite (obviously) as the only really good way to play Nocturne is to jungle....nuff said. Ghost is really great as it makes your movement speed BEAST in combination with Dustbringer, but as I always say, it is up to personal preference, and it is always great to take flash...as seen here.

Runes:


I take armour pen Marks and Quints......obviously. But then you might differ from me here. I take flat armour Seals to help with jungling and early sustain, and I take this on most tanks dps characters. I then take attack speed glyphs to even further push up his attack speed, but you can easily swap these out for anything you feel comfortable with.

Masteries:


Umm....do I have to explain this again? Like with the other tanky dps characters I have covered, I take these masteries to help when you get focussed and to help improve defences in lane, and in this case, in the jungle. I consider these kind of mandatory for such tanky dps characters......

Item Sequence:


I start with the normal jungling items; cloth armour and 5 health pots. You can also start with a vampiric septer, but this limits your jungling options (more on this later). I build either of these into Wriggle's Lantern (at which point jungling becomes a piece of cake), and pick up Berserker's Greaves for the early game attack speed boost. The reason why the items in the middle of the build seem out of order is just to demonstrate how you need to adapt to the damage coming from the other team throughout the mid game, and so it MIGHT be advisable to get a Negatron Cloak before starting your Bloodthirster. However, I would reccomend delaying your frozen mallet until you have your Bloodthirster as you don't need the extra health until around then. I take a Banshee's Veil for magic resistance and a bit more health, and usually take The Black Cleaver for the boost to attack speed, damage, and armour penetration. This means by the late game you should have high damage (the two B.F Swords you have), high lifesteal (Wriggle's Lantern and Bloodthirtser), high attack speed (boots, Black Cleaver and the passive effect of your (W)) and this means that you will be hitting VERY hard on their team.

Jungling:


I recommend starting at wraiths with all starting items, where you smite the large wraith adn kill the rest. You should then head down to Small Golems, but from here you have two choices depending on how experienced you are; you can go to red, then to wolves and onto blue; OR you can go to wolves and then back to wraiths. However, the second option means that you take out blue and red first n your second run. Both are viable, but upon obtaining both buffs you should be level 4, which is the time for your first gank. Depending on wether you finished your run at blue or red, head down to the closest lane or mid. Make sure your team knows what you are doing, and when they are ready, pop ghost and land Dustbringer on the nearest target, and the movement speed it gives you allows you to get into close-combat range quickly. Activate Unspeakable Horror as soon as it is range, and keep them close for the duration to ensure the fear, cutting off their escape. In general, you want to gank lanes that are pushed to your turrets, as this gives you the largest amount if time to kill them. To recap, in general, your jungling pattern is as follows: Wraithes, Small Golems, Lizard Camp (Red), Wolves, Golem Camp (Blue). Whenever you have both buffs and are on relatively high health, you should ALWAYS be looking for a gank; don't just get your head stuck in the jungle and never gank the lanes as this is how you loose........

Gameplay:


I have covered most of the early game in the "Jungling" section, so this will be brief. Obviously, you have to cover for your team-mates when they go back by holding the lane, and you don't have to stay in the jungle past the laning phase, so you are welcome to farm out that juicy minion wave bearing down on top lane if your team doesn't need you right then. It is not your job to initiate teamfights, that is the tanks. However, as SOON as the fight has started, you want to go straight for their carry. You can either get to them with Paranoia, but if you want to save this to chase down escaping targets, you can just use Dustbringer to get into range. During the late game you want to behave like an assassin, taking out the squishy targets on the opposition; even if you die after completing this task, you have been a great asset to the enemy team as they will OWN the rest of the teamfight.
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Poppy, The Iron Ambassador (DPS)

Preamble:


As seen above, Poppy is a character that can be played into two ways; as a DPS champion or as an AP nuker. I prefer to play her as a dps, but my friend asked me to put the AP build in there, so I have for him and those who like bursty characters. However, THIS SECTION WILL BE COVERING THE DPS BUILD (just wanted to make it clear). Poppy is one of those champions who will stick to a target and are practically impossible to get off as she is immune to whatever you do to her. She can dish out tonnes of damage really quickly and melt guys, but is also a really great escaper due to her (W). I went 18/0/20 in my first game with this DPS build, mainly because you can run into their team, kill two of the targets and then run away using your (W), which can be appropriately named "The Mini-Ghost". If you haven't tried her yet, I would really recommend it, but you need a bit of practise at using her skills to be REALLY good.

Skills:


Her Passive is what makes her the Anti-Carry that she is; if she takes damage equal or exceeding 10% of her maxium health, the damage is halved. This means that you don't have to worry about getting bursted down by their carry that you are targeting, as it just wont happen; Deathfire grasp you say? Pfffff, try only 15% of my health! You will get focussed, and this kind of relieves the pressure during the early and late game. Your (Q), Devastating Blow, is a single target nuke that does just that; devastates. It does soo much damage when maxed out and it is her bread and butter skill.....you should be spamming this key to ensure you use it as much as possible in a teamfight. As this is your main damage ability (apart from your autoattacks), you max this first.

Paragon of Demacia (W) is your "mimi-ghost" that I was talking about; it gives you an active armour and movement speed buff, which is great for chasing and running away, and is on a short cooldown.

Heroic Charge (E) is a situational stun/nuke, where it does double damage if you hit them into a wall, and functions like Alistair's Headbutt.

Finally, your (R), Diplomatic Immunity, makes you invulnerable to all attacks not from your target for a certain duration. This can be used really effectively in a teamfight to protect yourself while you take out the carry, or even when running away by putting it on the weakest, in terms of damage, chaser (like a support or tank). When attacking someone, you want to run beside them to give you an opportunity to push them into a wall, but if you can't just charge them and (Q) away....thus your general combo is (W) -> (E) -> (Q) and then (R) when needed.

Summoner Spells:


As she already essentially has ghost, you don't need that, but I would recommend flash just because you might need to get the **** out of a teamfight melee when focussed. Exhaust is also a great skill on Poppy as she is quite bursty and might need time for her cooldowns, and if you are without exhaust they would have already got away.

Runes:


Well, by now you should be able to tell that I like Desolation Quints and Marks on DPS charatcers, and Poppy is no exception. Like on Garen, I take flat armour and magic resist in Seals and Glyphs respectively, which really allows you to be 'rambo' during the early phases to get those kills.

Masteries:


Same as the other DPS characters I have covered but be SURE to take Archaic Knowledge on Poppy as this really helps the damage from her abilities, trust me. Or if you don't, take sunder and see how that works.......I could be wrong ;p.

Item Sequence:


I think I don't disagree with most Poppy builds when I say that rushing Sheen is very much needed but also effective on her, which is why I go just that. I take Merc Treads for the magic resist, and get a Trinity force as she really benefits from all its effects. I go traditional DPS with Bloodthirster, Phantom Dancer and Infinity Edge, but I pick up a Witt's end at some point for the magic resist as you will most likely ber targettted by their AP carry or the like. Of course, if they are building heavy armour, you might want to swap out the Infinity Edge for a Black Cleaver or a Last Whisper, though the damage and crit from Infinity Edge are really, REALLY beneficial.

Gameplay:


Poppy is not really build for the lane, and you will probrably have a ****ty laning phase up until about level 9 or 10 when you have your (Q) maxed. Just keep your cool and try and last hit without getting too low. At this level, make your presence known by killing one of them using your standard combo, and don't be scared to tower dive as your ultimate does block all the damage from the tower, but make it quick as the duration is not infinite. After this, you want to be running around the map using your (W), looking for ganks and potential pushes. You should essentially be roaming, but don't neglect your lane as you should stay back to help your laning partner if his is having trouble. In teamfights late game, you want to wait until the tank initiates and come in from the side (or preferably from behind) to attack their carry. Use the fore mentioned combo, and use your ult if need be as this means you will get out alive and kill the carry quicker due to the bonus damage it gives. If you do this right, your enemies will beg for peace!
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Poppy, The Iron Ambassador (AP)

Preamble:


Poppy, as stated above, can also be played as an AP nuker, though tend not to like this build as I either play tanks or sustained DPS, not bursty casters (apart from Akali - more on that later). However, AP poppy has a one of the shortest cooldown nukes in the game in the form of her (Q) skill, and can melt carries incredibly quickly. This is really NOT my build as I generally don't play her, and it is a friends, so feel free to comment and I will readily change anything you don't like. As I have already mentioned a lot in the section above, I wont be repeating some of the sections, so I advise you to go and read that before this if you haven't already.

Runes:


I take similar runes as on the DPS but I take magic pen instead of armour pen as there is a greater emphasis on magic damage in this build, and the flat health quintessences are just to counteract the fact that she is squishy during the very early levels, especially when going the AP build.

Masteries:


I take the defensive masteries on her and then utility for the mana regen in the lane, as she eats it up like a boss. It is also advisable to go 9/0/21, making sure to pick up Archaic Knowledge in offence as this will help your nuking ability, but as always, it is a trade off between offence and defence.

Item Purchases:


Though it may seem weird, I make a point to get Deathfire Grasp to complement her burst, and Lich Bane is a must have for those (Q) procs. I get Rabbadons to maximise her AP output but then get Rylai's Crystal Septer and Guardian Angel to aid her survivability. Always start your combo with your Deathfire, as this will ensure maximum damage output.
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Trundle, The Cursed Troll

Preamble:


I have included Trundle, The Cursed Troll because I find that he is one of the most fun champions to play period, and he is one of the best "Tanky-DPS" champions. One of the great things about him is that he can be played both as an excellent jungler and a laner; his passive means that he has great sustain in the jungle and the lane, so if you get ganked at blue and can't jungle, just lane and you may even come out ahead. His ganking skills are to rival that of Nocturne's, and has the ability to get fed in 5v5 and 3v3 gameplay very easily through such ganking due to his great movement speed and crowd-control. Trust me, I know this first hand as I have gone 23/0/21 with him..... Trundle is also a great 1v1 champion, as his ultimate ensures that you come out ahead with their stats in hand (more on that next). Plus he is just great fun to play.....nuff said.

Skills:


Trundle's (Q), Rabid Bite, is his main damage ability. It is a single target nuke that deals physical damage and then applies a buff to your attack damage for 8 seconds. This ability is great as it provides a short "charge" and combined with Sheen and its damage scaling (120% of your AD at level 5) means that you can eat away at their health (pun intended). This resets his attack timer, and so is most effectively used immediately after a successful auto attack.

Contaminate (W) is the skill that really makes Trundle as it makes him BEAST while he is in the area of effect. You can lay down a really large AOE for an 8 second duration (see a pattern here?) in which you get 40% crowd-control reduction, 40% bonus movement speed, and 40% bonus attack speed.......as long as you are fighting in this area, you are sooooo good at dealing up damage but also weathering those pesky stuns. It can also be used as a 'ghost' ability for running away as you are incredibly hard to catch, as well as cc, while on it.

Pillar of Filth (E) is a great cc move that Trundle has; it creates an area of impassable terrain around which enemies are slowed by a certain percentage. This can be used to block off passages when running away or escaping (such as the small patch of brush near the inner turrets), and is great when fleeing enemies or you are turning a corner while running away (such as the inlet up from the river on either side) as the creation of the terrain forces them to go further around AS WELL as being slowed significantly.

And now his ultimate......OMG how many times this has saved me. It steals health and stats from and enemy, which is then doubled over the duration. This is really usefull in a 1v1 situation, as the health gain and stat drain makes them weaker while making you stronger; many times I have been legendary and on low health while running away and have been able to kill both chasers (even though they are on high health) due to its effect. It is also really usefull in sniping that low health enemy running away just out of melee range if need be.

Summoner Spells:


I take Smite for the jungle (and although he can jungle without smite, I do not reccomend it), and then flash to get out of those tricky situations as Trundle already has a 'ghost' in his (W) as the movement speed bonus is far better than any ghost.

Runes:


I take flat armour seals to help with the jungle in the early levels, as you will have 50+ armour at level 1 with just a cloth armour. I tend to take flat magic resist seals to bridge the gap between starting the jungle and getting your merc treads. The Marks and Quintessences of Desolation mean that your autoattacks and Rabid Bite do significantly increased damage to enemy champions, which is most effective in the early levels where they have not build armour.

Masteries:


I take 1/14/15 masteries, taking improved smite in offense and the generic jungle masteries in defence (such as taking reduced physical damage from monsters). I then take increased experience, mana regen and neutral monster buff duration as these really help with allowing you to jungle at greater speed.

Item Sequence:


As would be expected, I go with the usual Cloth Armour and 5 health pots. I pick up boots and Madreds Razors on the first time back, and build these into Wriggle's Latern and Mercury Treads respectively. This is of course assuming that your are not interrupted by a gank in the jungle and that your own ganking does not loose jungle time. I then build Trinity force in the order of Phage -> Zeal -> Sheen as I find this gives you the stats that you need just at the right time. I feel that Trundle does not require more damage than Wriggles and Trinity Force until the late game, as Sheen combined with Rabid Bite does SOOOO much damage, I build tanky items like Sunfire Cape and Force Of Nature, which give you great teamfight sustainability. I then take The Black Cleaver for increased damage, attack speed and armour penetration as if you are playing your cards right, the enemy summoners should be building hefty amounts of armour by now.

Jungling:


Unlike with Nocturne, you can actually start at The Blue Golems, and for this you do not actually need a leash (though to have one is always preferable). Use Rabid Bite immediately after you have completed an attack animation to reset your attack timer as thus get more hits on the Golem than normal. Pop at health pot during this to ensure you remain at acceptable health. Move onto the wolves and take them down just using Rabid Bite, and so the same with the Wraiths and the Mini-Golems. From here you can then go to red. Pop your (W) and keep hammering your (Q) at the right moment, but always remember to use your health pots. After obtaining red, you can either go back or gank the closest lane depending on your health status (which is usually high as Trundle is an excellent jungler). Just keep repeating this cycle but of course skip the buffs if they have not respawned. Always keep talking with your team and if they need help in a lane, don't hesitate to give it. When ganking with Trundle, you want to place your (W) BEHIND the enemy champions (where they are going to run to) so you can attack them while on the area. In general, champions who get ganked run around the outside in the brush and so you want to block them off and force them to run further using your Pillar of Filth. This is a great ganking tool, and with proper placement can guarantee you kills.

Gameplay:


Trundle shines in a 1v1 situation as he can steal the enemy stats, so don't be scared to 1v1 the fed Ashe etc. In teamfights, you want to focus down the squishies, and pop your ultimate on either the tank (if you are being focussed) or the carry (if you can dish out loads of damage without dying) so you can steal their stats. Your little finger might get quite tired from hammering the (Q) button so much during these teamfights, but trust me it is worth it due to your armour penetration and the 120% damage scaling of the skill. And remember, it always time to troll with Trundle.
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Akali, The Fist Of Shadow

Preamble:


I have saved the best till last. This 'flipp'n ninja' is one of the greatest anti-carries that I have ever seen and is on of the most fun characters to play and be good at (IMO). She has great sustainability in the lane with both her passives active at level 1 (with the runes and masteries shown) and can be an extremely potent burster when she reaches at level 6. Her late game burst is sensational is done correctly as she really needs to be shut down or she can rape your whole team. Akali is also a great late game assassin as she can jump onto the enemy carry with her dash and take them out relatively quickly, though be aware that you may become the focus of the team after doing this as they will be pretty pissed. I play her a lot and she is my favourite champion in the LEAGUE.....and I am sure she will be yours after a few games with her! This build is very similar to Westirce's Akali build with a few changes to my personal preference......so dont't rage at me for mirroring the "pro".

Skills:


Mark of The Assassin (Q) is Akali's staple ability; it can be used for last-hitting minions at range, chucking onto that low health enemy running away from the fight or even just to harass in the lane due to its spammable nature. This is your main source of damage with the placing and bursting of the mark, but always remember to let Akali autoattack after dashing to an enemy to get your damage in.

Your (W), Twilight Shroud, is a great ability both late and early game (unlike many other defensive abilities). It can be used for:
(a) Juking Enemies - This is a great ability due to the stealth it provides which allows you to pull off a few nifty tricks. You can really confuse people by placing it NEAR the brush, stealthing, then running into the brush due to the delay time on un-stealthing. For some players who do not know Akali very well this juke can be a life-saver, though of course you would not want to do this at 2K+ elo. Another way to do this is to throw down your shroud near a wall and time a flash through it, or even shroud, flash out in the opposite direction to the one in which you were running and then shadow dash to a minion, which should give you a great amount of distance (though this is risky as this involves going back into the enemy jungle which can be very hazardous, especially if it is warded). This is also great for slowing enemies for your team if you are fleeing, especially in confined places like the ramp up to wraiths from the river.
(b) 1v1ing - Staying in your shroud in a 1v1 can be a great help due to the armour and magic resist it provides as well as being able to reduce the damage from enemy target spells. For example, you want to throw your (Q), burst the mark, (E) and then restealth while your abilities are on cooldown, then attack them again with the same combo. This will annoy the **** out of autoattackers and mages as they can't hit you while you dance around them doing damage.
(c) Slowing enemies - Before you get your Rylai's, you have very unreliable cc. This means that if you are attacking an enemy who you think will run back towards their tower, pop you shroud behind them to slow their escape before bursting. This can really ensure kills in the early phases, but be careful as it is a significant energy cost when bursting.

Cresent Slash (E) is a great AOE ability for faming and lane sustainability. It can take down the health of all the surrounding minions so they are easy to last hit with your autoattack, and if you need healing in the lane just stand in the middle of the creep wave if possible and (E) to give you maximum damage output and healing. This is a good addition to your burst as it does physical damage and so is great if the enemy are building heavy magic resist.

Shadow Dash (R) is mainly a utility spell that allows you to cover large distances towards or away from your target. It can be used to dash to warded minion camps, along enemy minion waves and (most importantly) to get back into melee contact with that carry who will assuredly running away. Don't neglect its damage though as 250 (potentially 750) can really turn the tides of a 1v1.

Akali's main damage burst is (Q) -> (R) -> Autoattack -> (E) and then (W) if needed. From here you just rinse and repeat until the target is dead, but remember to keep track of your Shadow Dash counters during a teamfight as you might need these later for chasing or getting away. More on this later...

Summoner Spells:


I take ignite as this is basically stock standard for casters, and it allows you to counteract those characters with exceptional healing such as Dr. Mundo and Warick as well as finishing off that low health enemy at range. Flash is great in combination with your shroud for duking and for catching fleeing enemies with Flash + (R).

Runes:


Like Westrice, I focus on getting both passives active at level 1 as this allows you good early damage and lane sustainability due to the passive healing. I take flat armour seals as I feel this makes her less squishy at level 1 if a fight ensues, and means that you don't have to get any further armour late game (potentially).

Masteries:


I also take these to get the passives active, as you need Brute Force to do this. I then take the magic and armour penetration masteries (Archaic Knowledge and Sunder) to increase my damage, and pick up improved Ignite seeing as I am investing so many points in the offense tree. I then go for flat armour and magic resist in defense, and Evasion as I have the points left over.

Item Sequence:


I start off with Boots and 3 Health potions if I have got both passives active, but if not you can get a Doran's Blade for the early health and spell vamp. I get Hextech Revolver before Mercury Tread's to give me some more lane sustainability, and I then opt for a Giants Belt before any of the AP items to make Rylai's as this means that you won't die in two seconds in a fight. Once you have these two you should be able to fight easily. Complete the Hextech Gunblade and then build a Lich Bane. This item is GODLIKE on Akali as it synergises well with bursting her (Q), and the effect does sooo much damage due to the fact that Akali is a heavily AP sided character. I then actually get Guinsoo's as this gives you some attack damage and the passive effect is great for snowballing during a fight itself as well as farming. I then get a Void staff if the enemy is building heavy magic resist, but this and the Guinsoo's can easily be swapped out for a Rabbadon's Deathcap. But don't forget to build resistances according to the most damage on the enemy team, and so you can get an Abyssal Septer (magic resist), Zhonya's Hourglass (armour) or even a Guardian Angel if you are getting especially focussed in a teamfight.

Gameplay:


Akali is a great late and early game character, which is what makes her such a fun character to play. In the lane, keep chucking your (Q) on your laning oppostion for harassment but don't neglect your farm.....it's more important, especially if against a very sustainable laner like Warick, Nasus or Alistar. I wouldn't reccomend trying to go for a kill before 6 unless you are sure to get it as Shadow Dash really allows you to ensure the kill, though the Shroud can be used to slow an enemy if they are running. Due to your spell vamp, it is a great idea to stand in the middle of the wave and spam your abilities on the minions (if you can), but remember that your autoatttacks also heal due to the combination of both passives.
Generally, I avoid direct confrontations with multiple people until I get my Giant's Belt as this means I am not focussed down in 2 secs........but once I have that and my revolver I jump right in there to pick off those squishies as Akali is a great early game assassin!
In the late game you want to go straight for their carry with Shadow Dash and try to kill them or force them out of the fight with your damage. Drop your shroud when focussed even if you don't want to stealth as the armour and magic resist buffs are a great help.

Like I said before, Akali's main burst combo from level 6 is (Q) -> (R) -> Autoattack -> (E). This should really rip through a squishies health so you shouldn't have to combo too many times to kill them. Remember that you can use your ultimate to chase by dashing to minions towards the enemy (as the legendary Westrice did in his game against Fanatic at Dreamhack, seen here: EG vs Fnatic - Westrice Epic Akali) or to escape by dashing to minions (especially over walls if minion camps are warded).

As you can see, Akali is one of the most versitile, utilitarian and fun champions to play while being able to pwn against nearly everyone you play.....I'm sure I'll see you soon in the Fields of Justice bringing justice with Akali, The Fist Of Shadow.
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