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TEMP [8.24] General ARAM Guide - link to main guide inside
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Champion Build Guide
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
Lots of individual champion changes/updates.
Clone Debuff Visual update - Clones will now have debuffs on them as well (i.e.
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]
No longer activates off of procs such as
Likely still the "go to" keystone, especially for mages
Honestly, the bigger change for me is the
Changed from 15% of PHYSICAL damage dealt => 15% of ALL damage dealt (won't remove champions that currently works with
With this change, it brings magic damage & true damage dealers into the
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
I'll update the list if I think of any others.
[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.
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
Besides the current users, a few that I am less certain may pop up are:
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.
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
Also,
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.
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.
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
Still take
Charge up time reduced by 1 second (4 to 3)
Base damage increased by 25.
This rune used to compete with
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
Also...take this rune if you cannot use
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.
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
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
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
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.
This rune works with passive shields, (i.e.
Side Note:



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