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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Blade's End (PASSIVE)
Talon Passive Ability
Riot Games Champion Spotlight
Watching this quickly will give you a general idea of how to play
Hello and welcome to my newest guide, done on one of my strongest champions, and one who I have owned for a long, long time.
- Extremely high burst damage, takes down carries in one combo
- Is as good of an antimage as
Kassadin, except he also counters
Kassadin - Low cooldown multi-purpose ultimate
- Lots of possible ability combos for different situations
- Squishy, will get focused
- Combos take practice to use properly
- Somewhat mana-hungry early game
- Oftentimes, when going mid, the enemy AP carry won't bother going mid, and will send a tanky solo-top champion to mid against you instead.
- Counter most champions that you will face
- Will get lots of gold from minion kills to buy your items
- Can effectively roam to gank top or bottom without being too far from your own lane
- CAN be succesfull, but tankier opponents will be more common, and you will have trouble fighting them.
- Will get a good amount of gold
- Not as many enemies that are easy for
Talon - Can't roam to gank bottom, because will leave lane exposed and can't return fast enough
- Squishy off the start, bad trait for a jungler
- Mana hungry early on, another bad trait for a jungler to have
- Clear speed is slow, and will likely fall slightly behind
- Will become more of a liability than a threat most often when trying to gank if you are behind in levels and/or items
In short, your best bet by far is to take mid lane and totally shut down the enemy AP Carry. This will almost-always work, and is a consistent position for
Runes
My runes are a pretty typical setup for a melee attack damage champion. With defensive Seals and Glyphs, and offensive Marks and Quintessences.
I take nine of the greater mark of armor penetration over the flat attack damage from the
For seals, I take 9 of the
These are your most important runes to take when going mid lane against an AP Carry. They will give you a very significant 12 Magic Resist at the start of the game, which will be a huge help against any damage their AP Carry manages to deal you. One alternative, and something a lot of people do is to take the
I take more armor penetration here, as its generally a good idea to have quintessences that build off of the stats of your Marks. Again this just helps with your damage output early game, causing for your attacks to deal true damage to the squishier carries. As with marks, you can switch these out for the
For masteries, I take the standard 21 Points of the physical damage side of the offense tree. However, unlike a lot of people, I also take all four points in
Simply put, you must have all of these items to unleash your maximum damage potential.
For me, you have only two viable choice for boots on
I really like finishing my build with
My favourite start at the moment is
- Take this if your in a situation similar to the above one and you need some toughness. However, in this case, I would say to take out
- Consider taking this if you or someone else gives the enemy AP Carry some early kills and they end up getting very fed. Enough so that they absolutely devastate your entire team in a teamfight. This item will provide health and mana, which are both great for
- This is a pretty decent item, and although its certainly not the best choice for highest possible burst damage, it grants some pretty good utility, and the I said this in my
I see a lot of
I really wish I didn't have to include this, but I HAVE actually seen
With the total re-haul of the Twisted Treeline map and 3v3 game mode in general, I find it worthwhile to include a separate 3v3 build into this guide. This is mainly because there are some items you can no longer get, and also some unique new possibilities made available only on the new map. Only your items should change, and as shown on the cheat sheet, your runes, masteries, ability sequence and the like will all remain the exact same as on Summoner's Rift.
1.
2. I would recommend a change in boots. Games on this map are significantly faster paced, and so the 15% cooldown reduction given by the
3. On this map you start with more gold, exactly enough for both
- A really nice passive, especially when you use
- This is your main melee ability, and will give you some SERIOUS damage in a 1v1 situation. It is best used right after an auto attack, as it will instantly activate, dealing two attacks in the time of one.
- An incredibly useful ability for an assassin like
- This ability is a large part of all of your possible combos, and is bread and butter with your ultimate
- A really cool ultimate, and best of all, it has a very short cooldown compared to almost all other ultimates. It is great for escaping, chasing, and can deal very large damage, there are some neat tricks you can pull off when paired with your cutthroat blinking ability.
A basic early game combo, blink to them with your E, then Q them for some nice damage, then W for more damage and the slow as they try to run.
Same idea here, but if your chasing down a retreating low-health enemy, your going to want to start by slowing them, allowing you to catch up and finish them.
This combo is your bread and butter, it is your highest damaging and most devastating combo, once your a ways into your build, it should take down squishy targets in one go no problem. This is what you want to use as much as possible, as it will almost guarantee you a kill against the right target.
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This combo is used to dive into the midst of a group of enemy champions, take down a low health enemy or squishy carry, then escape using your ultimate, another great combo thats ALMOST as good as the above one, and will still do some great damage.
--> cutthroat -->
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This combo is used as a gap closer or to turret dive. It is demonstrated by Phreak in the Champion Spotlight at the beginning of the guide. It is about equal in damge to your signature combo, however it can be quite tricky to pull off and is easily ruined by
When you activate
The skill sequence I use for
The reason I do this is so that you get a ton of damage from both your
I take these two spells with just about every single champion I play, in my opinion the two best spells in the game BY FAR.
Other somewhat viable options:
Heal is used by a lot of low leveled people, but is also favoured by some more experienced people also, I used to use it until I hit about summoner level 13 and realized that
Some people like this over
Only MAYBE take this if your going mid, or if you plan on doing a lot of backdooring. I never use this, but it is pretty good and can help you turn the tide in team fights and save turrets, its good to have one person on your team at least with a Quite a long list. Now you may think I just got lazy when I did this, but really, there is absolutely NO point in typing out a miniature essay for each one when its the same for all of them. First off, they mostly have fairly similar characteristics being AP carries, and second, your gameplay against them is quite simple: you HARD counter all of them, and there should be NO POSSIBLE WAY for them to win the lane against you. Some of them are slightly more difficult than others, but none of them higher than 3/10 for the most part. So just use your combos, harass like crazy, and you should definitaly get a couple kills on them and win the lane.
This is tough, she is an assassin quite similar to you, except her damage is AP and she uses energy; meaning she has a significant advantage over you due to you needing mana. Pre level 6 its your show, so make sure she knows it. Your damage is quite a bit better than hers when neither of you has your ultimate, so at this stage play very aggresively and possibly call for a jungler gank if needed. Try your best to get at least one kill on her, as you will need it in times to come. After level 6, the tide turns quite violently. Her spammable-still-high-damage ultimate is a real pain, and will probably make your life quite difficult. Just always silence her when going in for a combo, and try to get out as fast as possible to avoid her counter-attack. If she has any decent chance of killing you, turret hug. Seriously, if you feed her its gonna be a LOONG game.
Two decent passives, but they're not the part of either champion that makes them strong. Its pretty tough to call, as 10% damage increase from mercy is good but not amazing, and the bonus stats from
+
+ cutthroat VS
+
+
As assassins,
Two ultimates perfect for burst-damage assassins.
Both
The final category;
Doesn't typically go mid lane, but on some rare occasions she does, and the chances of this are increased when her AP Carry wimps out and goes bottom, sending poor
I have yet to face an
He's really not any harder than any of the AP Carries, you should still shut him down quite well. The ONLY reason he is listed separately is because of the incredibly annoying ability
The ultimate anti-mage...until you came along.
Can potentially be quite a challenge. She has good burst damage similar to you and can really be a problem if she is given a bunch of kills early on. At level 1, you have the advantage, as a point in
By all means, you SHOULD counter her like the rest, but, well....she's
I hate
Very easy decision here. Sure getting a 10% damage boost to disabled enemies is very nice, but that shield
This category is where
A tough call here.
This last category is a bit of a split.
The most annoying yordle in the League. This cute loveable little furball is actually the cause of 70% of all recorded ragequits. He may look adorable and innocent, but this little tike will have you screaming in rage while he giggles like a five year old if you let him. You will almost always be facing an AP
He's basically the exact same as you...except he doesn't use mana. Again, REALLY annoying attribute to have to lane against, especially with your early mana-hunger. So basically, he is going to be freely spamming his abilities while you have to sparingly use yours. From what I've seen,
- Lucorian5






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