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TEMP [8.24] General ARAM Guide - link to main guide inside

TEMP [8.24] General ARAM Guide - link to main guide inside

Updated on December 6, 2018
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League of Legends Build Guide Author LReign Build Guide By LReign 2,472 Views 2 Comments
2,472 Views 2 Comments League of Legends Build Guide Author LReign Build Guide By LReign Updated on December 6, 2018
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Champion Build Guide

TEMP [8.24] General ARAM Guide - link to main guide inside

By LReign
Link to guide
Sorry, might be a while before I fix the guide to match the new Guide Builder.

For some reason when I edit the guide, all of the chapters are not there anymore...so I have to copy everything and reformat it all again...

I'll re-add in everything from here after I fix it. Anyway, here is the link:
https://www.mobafire.com/league-of-legends/build/8-22-general-aram-guide-lengthy-533815

Thanks in advance for your patience!

Aiming for 8.25 to have it finished
8.24 / 8.23
[8.24]

Lots of individual champion changes/updates.

Clone Debuff Visual update - Clones will now have debuffs on them as well (i.e. Shaco Hallucinate)

Dark Harvest:
Mid patch update: 2 damage per soul (down from 4)
[8.24] Nerfs: Base damage down by 20 at all levels (20-60 from 40-80, for reference this is the same base damage as pre-[8.23] Dark Harvest)
No longer activates off of procs such as Liandry's Torment or Scorch, will still work on Luden's Echo.

Likely still the "go to" keystone, especially for mages

Honestly, the bigger change for me is the Death's Dance change.
Changed from 15% of PHYSICAL damage dealt => 15% of ALL damage dealt (won't remove champions that currently works with Death's Dance, but a few to the pool), similar to Hextech Gunblade

With this change, it brings magic damage & true damage dealers into the Death's Dance pool.

So what NEW users would consider buying this item now?
(Provides anti-burst, healing from all damage types, AD, CDR)
The people who immediately come to mind are Vayne (especially on-hit), Kog'Maw (probably the other on-hit users as well, if they need a defensive item that gives damage), Ezreal, Gnar, maybe Dr. Mundo

I'll update the list if I think of any others.


Neeko release (Probably going to be pretty strong, especially if your team has crowd control)

[8.23]

Turret plating added to the game, but not applied to ARAM map. I don't believe the minion changes were also applied to ARAM, but have to double check.

Guinsoo's Rageblade
200 Gold less (3300 -> 3100)

On Hit damage changed to 15 magic damage on-hit (previously 5 (+0.1 bonus Attack Damage) physical damage + 5 (+0.1 Ability Power) magic damage).

Grants 6.5-15% (based on level) total armor and magic penetration.

No longer grants %Bonus AD and %AP on stacks, still grants Attack Speed on stacks.

Likely will change what types of champs are good with this item. It also should be noted that % of total penetration depends on the user's level. The tradeoff of penetration for extra on-hit damage makes it a bit worse on most current champions that use Guinsoo's Rageblade, but makes it a bit better on different champions. 2 champions that I think might consider using this item now are Diana and on-hit Fizz. Likely on-hit Kennen, Kog'Maw and Kayle would still like this item.

Besides the current users, a few that I am less certain may pop up are: Udyr, Tahm Kench, Volibear, Warwick

Stat runes
Stats associated with trees removed. Now 3 rows of stat runes take its place. Generally adaptive force (AD/AP) runes and resistance (Armor/MR) runes are best in my opinion, partly due to getting all stats immediately rather than after leveling up.

Dark Harvest
Edit: Changed/hotfixed from 8 dmg/soul to 5 dmg/soul (only on Summoner's Rift though, ARAM still same at 4), also base damage early lowered by 10...it was pretty busted before.

%AP ratio lowered by 5 (20 -> 15)
Souls gained through damaging champions below 50% health, can no longer be obtained through minions.
45 second cooldown, reset to 1.5 on champion takedown.
Now procs off of abilities as well, not only on auto attack.
Higher base damages.

Likely still the best general rune, much better on mages and other champions that frequently use abilities (like poke champions). The main difference between this Dark Harvest and the last, is that you do not have to pick up the souls, or get into auto attack range to use it. (aka. increases the range of Dark Harvest's effectiveness to the range of your furthest ability) Absolutely still take this keystone if you do not know which keystone to take (until it gets nerfed again).

Also, Mark/Dash procs Dark Harvest when marking a champion, if at lower than 50% hp.

Fleet Footwork
AP ratio reduced by 0.2%.

...I still don't really take this often, since there are other ways of healing that don't involve a keystone.

Celerity
Adaptive force removed.
Changed from Movement Speed increased by 1.5% to Movement Speed bonuses increased by 8%.

Generally worse on most champions, the AD/AP adaptive force gain was a pretty attractive part of the rune.

Ravenous Hunter
Base Healing reduced by 1% (2.5% to 1.5%)

Still a good rune. I still really like taking this if I do not have another healing rune other than Taste of Blood, when playing a carry.

Still take Ultimate Hunter if you're ulti is important. (i.e. Karthus Twitch)

Demolish

Charge up time reduced by 1 second (4 to 3)
Base damage increased by 25.

This rune used to compete with Bone Plating and Font of Life, but now Bone Plating has been moved to a different row.

Likely, this rune will be useful in comps where your team has really good teamfighting (if the enemy engages on you), but you lack siege (ranged auto attackers). You can continually chip the tower with Demolish whenever it is up, eventually the enemy team will try to jump on you or engage when you are attempting to proc it, then your team can put your teamfighting strength to use. (watch out for getting poked though)

Font of Life will likely be the go-to rune for the row now, unless your comp has a shielding support, or you have a shielding bruiser or tank champion.

Also...take this rune if you cannot use Font of Life (since you need some sort of movement impairment), or Shield Bash, and you intend on taking resolve primary tree.

Bone Plating
Moved a row lower.
Duration down by 1.5 (3 to 1.5)
Block amount increased by 10 from levels 1 - 18 (15-40 to 25-50)

Takes to place of Chrysalis, which is now removed

Generally a worse rune now (in ARAM), since competing with runes from a different row i.e. Second Wind and Conditioning. Second Wind is generally better in most situations if you are playing a tank, though I am greedy and like to play for late game, so I will likely continue to take Conditioning.

Overgrowth
Changed from 0.2% of max health per 8 minions/monster death, to +3 heath per 8 minions/monster death. (Equal at ~1500 hp on the user)
Additionally gain 2.5% of max health at 120 minion deaths. (rough estimate ~13-15 min)

Generally a much stronger rune for squishy champs than before. If you are a squishy champ running resolve secondary tree, this is a great rune option. (maybe with Conditioning, for resistances) If you run the resolve tree, you will either be giving up Presence of Mind or Dark Harvest...but it may be worthwhile in comps where you are the main source of damage and cannot afford to die.

Kleptomancy
Triggers on next 2 basic attacks after using an ability, instead of only 1.
Removed ward item option at 20 minutes.

Could be really broken or pretty underwhelming based on item drop, also open to many different champions now. (such as Lucian)

From early games, the keystone seems a bit underwhelming. You likely would be better off with a damaging keystone and tree.

Have to double check bounty changes, if they were applied to ARAM.


*Edit: Sorry, just realized I missed a rune.

NEW Shield Bash (in Bone Plating's old position - row 1)
When shielded you gain 1-10 Armor/MR (based on level), and within 2 seconds of your shield expiring, your next basic attack against an enemy deals 4-21 (based on level) + 8.5% of shield strength + 1.5% bonus health. (No cooldown)

Consider taking this if you are a bruiser/melee carry and have an active shield in your kit (i.e. Riven), and you are going secondary/primary resolve tree. (or if you have an active shield and intend on diving the backline as a tank)

This rune works with passive shields, (i.e. Malphite, Rakan, Galio, Yasuo, Vi) though, likely won't be as strong as active users. (since it would be harder to make use of the no cooldown part of the rune)

Side Note: Karma with a team of Shield Bash users sounds hilarious.
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TEMP [8.24] General ARAM Guide - link to main guide inside

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