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Hello and welcome to my comprehensive guide on Darius, the blood thirsty, meat-headed, butcher of the Noxian army. The object of this build is to be able to dish out as much sustained punishment as possible without getting killed in the process. This guide is for people who want something that was not written by a 10 year old who plays call of duty.
Hopefully this guide will give you an idea of how I play Darius, and why I made some of the item choices I have.
Disclaimer: I am not a professional player, and the following content is based on my own experience and successes. HOWEVER - It is very interesting that my guide has been **** on for leveling E over W, and the inclusion of Steraks... and now those things seem to be staple for Darius! Seems like i'm onto something! Just goes to show - don't listen to the naysayers if you've done your homework.
The Season 6 is now fully upon us, and thus is dawning the age of the ADC. While I anticipate Darius will drop in popularity dramatically, I have one piece of advice...
 BEWARE THE SEASON 6 ADC
ADC Late game is now super SUPER painful for you. You either lock them down and explode them quickly, or you WILL die. Pay attention to your enemy ADC's build - the following two items are your new worst enemy:
Lord Dominik's Regards - Annihilates you if you stack health
Mortal Reminder - Prevents you from healing fully
The minute your opposing ADC picks up this item, your fun time is over. Either item is seriously bad news for Darius as you're either going to be punished for building health, or simply for having self-healing in your kit. This sucks, But it's what we're dealing with now. If you want to stay on your feet in the late game, the ADC has to be your top priority. Explode that carry or it'll be game over for you very quickly.
 Important Upcoming Change in Patch 6.9
As of patch 6.9, A core item in our build - Spirit Visage is being changed:
Combine Cost: 900 >> 800
Total Cost unchanged
MR: 70 >> 55
HP Regen: 150% >> 200%
Passive Healing: 20% >> 25%
What does this mean? We will be a little less tanky against magic damage, but it is a significant boost to our sustain and Decimate heals, making us much more effective against physical damage then we were previously with this build. Ultimately it is a great boost to us, especially in team-fights. I wouldn't be surprised to see the heal on Darius' Q nerfed after this item change.
Keep in mind that this is subject to change after testing on the PBE.
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Great 1v1 potential
Laning phase sustain
Powerful passive
Capable of carrying a team
Great at all stages of the game
Dunking is super-satisfying |
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Has some hard counters
Difficult to catch some champions
All his CC is slowing only
Season 6 ADCs are crazy effective against you
Is quite a "selfish" champion
His forehead is a huge target
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It is important that whenever you pick ANY champion, you MUST be aware of what your team is lacking, and what it isn't. If you have a very squishy team made primarily of physical damage - Darius is probably not such a smart pick. Quite often, you'll find you do much better in a team that also has a dedicated tank like Leona or Nautilus
Darius excels in sustained combat. This means that he does well against opponents who need to get up close and personal to do their damage. Once they are in threat range, it's quite easy to stick to an opponent with this build and explode them into meaty chunks. By the late game, you should be able to punish anyone who does not respect your presence in a team-fight. The beauty of playing Darius is that taking the kill if your carries can't get the killing blow still puts your team ahead in offensive capability - and often creates the distraction needed to later put your carry back on their feet. |
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Flash
There is a very good reason why this is such a popular summoner spell, you will usually default to picking this. Ghost is not necessary as we get plenty of move-speed out of this build. My advice would be only to use Flash defensively, as Darius lacks the escape potential once he has engaged. He has plenty of gap-close as it is, and if you're using this aggressively, it sounds like you need to adjust your play-style! My advice: Never don't not unpick this.
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Teleport
Teleport is one of my favourite top lane spells. It grants almost global map pressure, granted your allies are smart enough to ward up. You can also teleport onto minions which your opponent in another lane has dived past in favour of a risky kill. I highly advise avoiding using this to get back into lane unless you have a champion knocking on your door. Pay attention to your other lanes and you might just be able to snowball your allies to a win.
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Ignite
An argument can be made for taking ignite instead of Teleport - it significantly increases your kill potential, especially against extreme healing champions like Dr. Mundo and Swain. Personally, I feel that Teleport is much more useful, but I wouldn't begrudge anyone taking this instead if they were confident in their ability to use it.
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Greater Quintessence of Attack Speed
We want to abuse Darius' passive as much as we can, I often secure first blood because people underestimate how quickly I stack this with these quints along with
Fury
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Greater Quintessence of Attack Damage
Darius really benefits from the early flat AD, for last hitting and trading, you cant go wrong here.
Greater Seal of Armor
Most top laners are AD, and even AP laners tend to harass with their auto attacks - if you're against a champion like singed, however, you could swap some of these out for health seals instead.
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Cooldown Reduction
6 of the former, 3 of the latter. Why? The 6 flat glyphs start you out with 4.98% CDR which is high value in the early game, and the 3 remaining glyphs will give you 5.01% CDR at level 18 which will put you 0.01% under the CDR cap with this build.
Keep in mind, this is an ideal setup against an AD exclusive top lane and AD jungler. If you're not confident, or you're fighting an AP top, see my alternative rune choices!
Greater Mark of Attack Damage
Again, early AD is very efficient on Darius, and most of your armour pen will come from your ranks in E, and the cleave passive on
Black Cleaver.

Alternative Rune Choices
Greater Quintessence of Movement Speed
This is somewhat of a niche pick, but it can be great for putting enemies in range of your Q. Personally, I think the build has enough move-speed as it is for these to become irrelevant quickly. In the early game, your trades are mostly based on punishing positional mistakes anyway. Feel free to take one or two of these if you think it suits your play style.
Greater Glyph of Magic Resist
Really solid choice against an AP top laner or AP jungler like Diana. This is a much safer start, but you'll have to find the last 10% CDR by dunking a blue buff off of your enemy.
Greater Seal of Health
This is another alternative against an AP opponent. Picking up some flat health increases your survivability against magic damage, but increases the damage you take from auto attack harass. Good if you are fighting someone like Katarina or Akali for some reason.
// Darius is a Juggernaut, meaning he is a low mobility, quite tanky, damage dealer. For this reason, we need to amplify his ability to explode a target once he's closed the gap. The issue a lot of people have with the season 6 Masteries is that it's hard to tell the advantage of one mastery over another - so below, I have tried to explain why I picked what I did the best I can!
Resolve Tree
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// Tier 1
Recovery
To my mind, Darius is a strong early game champion, so we want to emphasise that laning phase strength. Recovery gives us even more lane sustain which is also great against poke-heavy opponents.
Unyielding
isn't a bad choice either, but you wont see any return until you actually start building defensive items.
// Tier 2
Tough Skin
Again, we want to make our early trades as powerful as possible.
Explorer
is not a bad choice either if you plan to roam a lot and the enemy has a kite-heavy comp.
// Tier 3
Veteran's Scars
Early game health is super useful to us. Not only to we get a larger health pool but our Decimate heals are slightly stronger too. My main reason though is for the keystone mastery I chose, which converts this mastery to even more free damage.
Runic Armor
would be great against an AP top laner like Vladimir where you rush Spirit Visage early!
// Tier 4
Insight
Regardless of summoners you took, do not go with anything other than this. Words cannot stress the power of having Flash, Ignite or Teleport on a lower cooldown. You have plenty of lane sustain at this point so there's no need for perseverance.
// Tier 5
Swiftness
This helps with our immobility problem. Even with dead man's plate, you are easily kited by the right champions. If you think you'll have no problem with the team comp you're facing,
Legendary Guardian
is also a fine choice.
// Tier 6 Keystone Grasp of the Undying
I have enjoyed the most success with this keystone. Why? Because almost every item you build contributes to your health pool, and more health = more upfront damage. Pay close attention to the buff (signified by glowing blue hands on your character model) and try and trade whenever it is ready. You can enter combat by hitting minions. The bleed on you passive also counts as being in combat, so this is super-easy to keep 100% uptime on!
As of patch 6.8, Grasp of the Undying will now only trigger after being in combat with enemy Champions every 4 seconds, not just combat in general.
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Ferocity Tree
Hemorrhage
// Causes your targets to take a stacking bleed debuff, up to 5 stacks. Once 5 stacks are reached, you gain
Noxian Might, granting you a load of attack damage, and the ability to put 5 stacks instantly on any other target you hit with your
Decimate or auto attacks.
// This new passive significantly increases your teamfight potential, especially when your opponents fail to respect your bleed stacks. You can apply this to every opponent with a well placed
Decimate. You'll know when you've fully stacked a target, as there is a very clear indicator above their head (see below image).

Noxian Might Indicator
Decimate -
Skill Shot
// AoE ability that hits everyone in a circle around you and heals you for 12% of missing health per champion hit (up to to 36%/3 Champions)
// This is your bread and butter. Use it to trade or to hit fleeing champions just outside your auto attack range.
REMEMBER! it is imperative to hit your opponent with the axe blade, and not the handle, in order to maximise this ability's usefulness. This spell deals damage dependent on
Attack damage.

Patch 5.20 Nerf
Decimate's outer circle width was reduced from 270 units to 220. This is not a range nerf, rather, you must ensure you opponent is not too close to you. It is now much easier to hit them with the handle of the axe rather than the blade!
Crippling Strike
// Empowers a basic attack, dealing extra damage and slowing the target. If this attack kills the target, it's mana cost is refunded and the cooldown his halved
// We level this last because it only grants us a shorter cooldown per level and does not grant any additional damage per point investment. This is a very handy tool for farming as this resets your auto attack timer. You should weave this in between auto attacks for maximum effect when trading. Also works on towers! This ability scales with
Attack Damage.
Apprehend -
Skill Shot
// Pulls targets in a cone towards Darius and applies a 1 second slow.
// We level this second mainly for the additional armour penetration. Typically, you'll want to avoid using this until the last minute to prolong your trades, but it is also acceptable to initiate with this on a fleeing opponent. It is also worth noting that this ability can interrupt escapes like
Rocket Jump if timed correctly. It can also be used in a losing situation to stall for time if your
Decimate needs another half second to heal you and save your life.

Patch 5.20 Nerf
The slow on this was changed from 90% to 40%. Thankfully, the ArP% on this has not been touched, so still worth leveling first!
Noxian Guillotine
// Deals true damage to one target, which increases based on the number of bleed stacks on your target. If this kills the target, it also grants
Noxian Might.
// This is your signature spell. The Dunk. You should use this when you think the damage is enough to secure a kill. In a team-fight situation you should prioritise executing a squishy with it to proc your passive, and then chaining that onto any one else who is low enough to execute. It is worth noting that on the third rank of this spell, any kill or assist will completely refresh it's cooldown, making it even easier to chain together kills. This spell scales with
Attack Damage.
Early Game
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Phage
Phage represents a little of everything we need - some mobility, some survivability, and some damage. It's a great all-round item, if a little pricey. Do your best not to go back until you can pick this up outright. If you're really, really behind though, you could always buy up to three Long Swords instead as they all build into Black Cleaver. I highly recommend finishing Phage first over Caulfield's Warhammer
 How to Phage
This is going to be obvious to some, but make sure you read the passive carefully. Your basic attacks will proc move speed, but killing a unit grants a much larger move speed bonus! Use this greater speed boost when you're looking to engage on or zone your opponent out of cs - or even to escape a gank by killing a minion!
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Boots of Speed
This is worth picking up right after phage. Movement speed is absolutely essential on Darius! It allows you to punish your enemies mistakes, and if you're really ahead, to more effectively zone your opponent. If you pick this up before your lane opponent, you're going to bet they'll have a bad time against you. Do not skimp on this item! BUY IT!
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Core Items
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The Black Cleaver
This item has huge synergy on new Darius, it offers a little of everything which is perfect for his early game. The AD is a nice boost to your offensive ability, but it's real value lies in it's other stats. Let's analyse:
Rage: There is an excellent reason why you build phage first. The move-speed passive is essential to the Juggernaut meta, allowing you to chase targets and to force trades by AA-ing minions for the speed boost. This also applies on your dot ticks as the cleaver also procs on physical damage. That means if a champion or minion is bleeding anywhere on the map from your passive, it will constantly refresh this speed boost. Use your Decimate on jungle camps or minions to escape and chase!
20% CDR: This is way too valuable, more often than not I find my opponent is one Q away from death and the CDR generally secures that for me. It is a boost to your survivability as it allows you to life-steal more often with your Q.
Cleave: Since the changes to Hemorrhage, the cleave stacks now proc on the ticks from this passive's DoT due to it now being physical damage. By the time your opponent is on 5 stacks, they'll be fully cleaved, and that bleed will HURT LIKE CRAZY.
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Dead Man's Plate
This item is the be-all and end-all for Juggernauts and Fighters alike. I would not be surprised to see it nerfed in upcoming patches. I cannot begin to describe how much I love this item. It grants so much mobility which is absolutely essential to closing the gap with squishies. the momentum passive is not lost by taking damage, only when you next auto-attack, which is what makes it so good. Some might argue that Sunfire Aegis would be equally valuable, but I don't rate it on new Darius for a few reasons. Darius does not need the wave-clear from the sunfire passive, as with the cleaver built, a well-aimed Q can clean up an entire wave. It is true that Darius thrives in long engagements rather than short trades, which is where sunfire generally belongs, but I find that with the armour pen on your E and the burst physical damage on 100 momentum stacks, you'll explode squishies pretty quickly, as well as being able to actually catch them.
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Boot Options
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Mercury's Treads or Ninja Tabi
Welcome to season 6, the age of the ADC has dawned. it is now a 50/50 split between buying these two, but actually right now I prefer Ninja Tabi unless my opponents are stacking hard CC. As we gain plenty of move speed from our first two rushed items, I do not recommend upgrading Boots these until those two are completed.
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Mid Game Items
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Spirit Visage
Most of the time you'll see me build this on Darius using this build. The reasons are simple. The 10% CDR bumps us up to 30%, which we can cap with either a stolen blue buff, or our 10% CDR Runes. The increased self heal at this point is insanely powerful. With you flailing your axe around wildly at as many opponents as possible, you'll be really REALLY tough to kill. I tend to find that I don't need any more armour than I got from Dead Man's Plate as most ADCs have yet to build Last Whisper or it's upgradable counterparts.
If the enemy midlaner is behind, and the enemy ADC is ahead, pick up sterak's first.
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Sterak's Gage
This is a really good mid-late pickup for when the team-fights really start kicking off. You've already built yourself plenty of health in your first two items, so the shield passive is going to be strong enough to keep you on your feet. If you're focused, it will really punish anyone within Q radius for proccing the additional AD. It significantly increases your 1v1 potential, as well as burst damage survivability. It's also a fairly cheap item, making it pretty easy to finish even if you're behind.
 When is it most efficient to buy Sterak's Gage? Patch 6.4 Change
Since patch 6.4, Sterak's Gage now builds out of a Long Sword instead of a Ruby Crystal. What this means is that when you combine the Long Sword with Jaurim's Fist to finish the item, you will actually lose AD if you build this item before Darius hits level 11 (which is where his base AD hits 100).
TL;DR - aim to finish this at level 11 and beyond.
The defensive shield it grants it's great, but if you're snowballing and you need the offensive stats, remember to keep this in mind!
If the enemy ADC is behind, and the enemy Midlaner is ahead (and is AP-based), build spirit visage first.
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Final Item
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Titanic Hydra
There is some debate as to whether to build this, Ravenous Hydra, or something else. Personally, I feel that this item is right at home in this build. Given that you've built plenty of health for the cleave to do significant damage, it also gives you another auto-attack reset. I feel that the heal on your Decimate is significant enough to keep you on your feet, meaning we no longer need the life-steal that old Darius needed from hydra.
If the enemy ADC has built Last Whisper or equivalent, build Thornmail first.
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Thornmail
Thornmail is now incredibly valuable to you. Your kit makes you sticky enough without the randuin's passive, and with the changes to masteries and items, ADCs have more lifesteal than ever. This is going to ensure you can survive the beating you are about to take from the ADC meta. It sports a massive chunk of armor which you already have plenty of raw health to take advantage of. If the enemy ADC has
Warlord's Bloodlust
, this is a great counter to that.
If the enemy ADC has failed to build Last Whisper or equivalent, build Titanic Hydra first.
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Alternative Item Choices
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Randuin's Omen
Randuin's is a solid pick - especially if the enemy is AD heavy, it makes you much MUCH tougher to kill. This item is particularly useful against carries that are out of control due to the crit damage reduction, as well as the active to make your even stickier. The attack speed reduction passive is particularly useful if you find you are being focussed down.
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Executioner's Calling
More often than not, when you are faced with a Volibear, Dr. Mundo, Vladimir or *shudder*... Trundle, your ADC will fail to build Mortal Reminder and build Lord Dominik's Regards instead. This can very very problematic, at least in the mid game, ESPECIALLY if your team is lacking in CC.
I have included this item here because it is worth picking up if you think you'll be faced with a lot of lifesteal or regen that will prevent you from winning your 1v1s and teamfights. I usually pick up this item and hold onto it until I need the item slot and then finish my build with one of the recommended items above (Don't bother finishing it into Mortal Reminder, your gold is better of spent elsewhere). If your ADC or auto-attack jungler is smart, they may pick this up instead, meaning you don't have to. Remember, Morellonomicon only applies grievous wounds to targets who are already low, so this wont help you against all champions!
This also cuts down the healing from Grasp of the Undying and
Warlord's Bloodlust
(damn you Tryndamere!. If you are ahead and want to stay there against high sustain opponents, don't be afraid to build this in SoloQ!
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Youmuu's Ghostblade
Wait what? Youmuu's? Yep. That's right! This is an exceptionally fun pick if your opponents are all made up of squishy targets who failed to build any armour. You'll find yourself snowballing if you play with this correctly and know when to pick it up. It no longer provides the critical chance, but instead gives us a good chunk of AD which is better for Q spam.
My old build featured a full 40% CDR using the old masteries, so if you're looking to cap that off again in season 6 in exchange for a bit less tankiness, this is the item for you.
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Trinity Force
Ah, triforce. This item was staple on most old Darius builds, and is still rated highly on others. My reason for excluding it from this build is because I wanted to prioritize the health stacking for Decimate heals, and I felt that the build included enough damage for Darius to be a threatening enough presence in team-fights. I also am not fond of building Phage twice for triforce, as the passive on this is already included on Black Cleaver. The main reason for building this is the Sheen procs and the small amount of crit and movement speed it provides.
If you were going to build this, I would recommend swapping out Titanic Hydra for it, as it does go nicely with Sterak's Gage. Swapping out a defensive item makes you too flimsy for my liking. I would also advise building it last, or at very least, going for Sheen and Zeal first.
Triforce no longer has any AP on it since patch 5.22, making it slightly more viable for Darius.
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Maw of Malmortius
This is another equally solid item which features often in other Darius builds - and is another item that I would not begrudge anyone building. For my MR item I prefer the improved healing and CDR that Spirit Visage provides, but if you find that your enemy is particularly AP heavy, then this should be a solid replacement for Titanic Hydra. The amount of shield you will gain from both this and Sterak's Gage will make you deceptively hard to kill when they are both off CD, and even harder to burst down in one go.
If I were to build this item, I would probably go for a Hexdrinker after Black Cleaver (assuming i'm against an AP lane) and hold onto that until the late game. This item is particularly effective against champions like Diana and Fizz, and should certainly not be overlooked entirely.
Maw of Malmortius now includes 10 armor penetration, as it builds out of Serrated Dirk meaning you can explode squishy and bursty mages before they annihilate you. It also has a new passive which grants attack speed, lifesteal and spellvamp when below 30% health until you leave combat, which is just icing on that cake.
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Even if you are not the main tank on your team, you can take quite a beating in the late game. A lot of people are intimidated by your health bar, but fail to realise that you haven't build an awful lot of defensive stats. You must be careful not to be caught out of place.
You are at a distinct advantage when fighting in or near the jungle, as your
Apprehend gives your the element of surprise when it comes to am-bushes. If your team has any sense, they will lul your opponents into a false sense of security, and bait them towards you. You can then spring your trap and create an inescapable death-zone in which they cannot escape without burning their
Flash.
In my spells section, I mentioned that you should not initiate using your
Apprehend. The reason for this is that the move-speed bonus from
Dead Man's Plate and tenacity from
Mercury's Treads allows you to close the gap with anyone. If you can, you should open with
Decimate, close the gap and auto attack. Follow it up immediately with
Crippling Strike. Weave in another auto attack, reset the AA timer with
Titanic Hydra. This should be your 5 stacks. Should your target flash or dash out of range, this is where you should use
Apprehend to pull them back into kill-range.
There are many variations of this combo, but the long-story-short is that you should always auto attack between your spells and items if you can. You'll stack your
Hemorrhage so much quicker than usual.

Keep an eye on your team!
Now and again, look at your other lanes. Are they winning? losing? Is there a chance to teleport anywhere to secure a kill or objective? If you do plan to teleport, move into a bush first so your opponent does not interrupt you or warn his allies. Don't be afraid to cancel your teleport if things start looking pear shaped at your destination!

Surprise Pull!
Another thing you'll be incredibly good at is making plays for your team, and enabling kills out of dire situations. If you see an ally being chased, you should
ping like crazy that you are on your way. If they have any sense, they'll adjust their course in your direction, and you can cover in a nearby bush or even better, over a wall. Once the enemy gets close, proceed to use
Decimate from the bush. If the target is over the wall, you should still be able to reach them. In this scenario, it is acceptable to
Apprehend your target over the wall. They will be very disorientated by this point and it should be fairly easy to rip them to bits.

Buy Wards!
Something that's not often considered by many players in low ELO is picking up a Vision Ward each time you return to base. Knowledge is power, and the more vision you can get in key bushes, objectives and other locations on the map, the better. Knowing that their enemy jungler was last spotted in your top brush gives your jungler and mid laner a forewarning of when they might expect him to show up and from where. It also allows you to play aggressively in lane, and pushing your opponent under tower for teleport plays.
The onus is not on the support to be providing all the vision, it should be a team effort!
You'll see from the map that the best place for them are in bushes, this gives you maximum visibility and allows you see see anyone hiding in them! Wards should go where you expect enemies to pass through or hide, it's pointless placing a ward next to your base if all your lanes are pushed!
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COMMUNICATE!
A mistake that I see so often is a failure to communicate - not just for ganks, but for your intended actions. Simply typing "no flash top" gives your jungler the confidence to come and gank your lane. Take advantage of your pings, use warning pings sparingly, as if you're spamming them often, you will start to get ignored. Use the "on my way" pings to co-ordinate meeting up with an ally that is being chased, or even to show that your cooldowns are ready and you are prepared for your jungler's approach
Using the Target ping gives a clear indication of when your ally should go all-in on an opponent.

Move between auto-attacks
This is pretty staple for every champion going, standing still just isn't an option if you want to squeeze all the damage you can out of your champion. Get a feel for your auto-attack speed and start to edge ahead of your opponent between each one. You can also block their path and make it that much harder for them to escape. You will also generate a few stacks of momentum from
Dead Man's Plate to increase each auto attack's damage slightly.

Mute toxic players
We all have those games that aren't going particularly well, and you'll come across players who have a negative attitude towards failure in lane. Winning and losing lanes are all part of the game, and quite often, people will refuse to blame themselves. If the finger pointing starts, don't respond to it, you'll never win an argument in LoL, and you shouldn't be distracting other players. If that player or players don't let up - hold in tab and hit the speaker icon next to their name to mute them.
This does not mean you should ignore them, or their lane. Continue playing as you usually would. Remember that you can still communicate with them using ping commands to organise ganks and movement. A lost lane doesn't always mean a lost game if you can lock down their fed player with CCs later on. Stay calm, and trust your own judgment.

Beware of Counter-builds
Hold in tab to see an overview of the game, and what your opponents have built. Keep in mind that you will only be able to see what they last had before they were in the fog of war. If their team has any sense, at least one of them will build a
Blade of the Ruined King to counter you. This thing hurts, but at least it's all physical damage you can mitigate. When an opponent combines this with
Last Whisper, they're going to start shredding you to bits. You'll want to avoid engaging any target that has these unless you are confident in your ability to explode them.
Stay wise to what your opponents are building and what other consumables they have in their inventory. If your opponent's vision ward is suddenly missing from their inventory, chances are that it is nearby. This technique allows you to pick your targets to be as effective as possible. Knowledge is power!

Have faith in your 1v1 capability
Darius does really well in a 1v1 situation, and even in a 2v1. If you get jumped and you know you aren't getting away, go all-in on your best chances of a kill. Be sure to capitalise on
Decimate's heal as often as possible, and get those
Hemorrhage stacks to 5 as soon as possible!
The key to turning a bad situation on it's head is to
stay calm. Put the hurt on your opponent and make them sweat too! Sometimes it's just enough to survive a bad situation.
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Well, that's everything! I hope this guide is useful to you in some way. If you have any constructive criticism for me, I'd be happy to hear from you - or if you think my guide is lacking in something or I have been unclear about anything, do let me know.
Thanks for reading!
Some of you will have noticed the RSUK tag on the corner of my images,
so this is the bit where I shamelessly plug my gaming group - because I can! :D
RedstonersUK are group a friends who play games for fun, and create "let's play" style videos for our many many fans (lol). If it takes your fancy, check out our promo video on our youtube page! we appreciate every view or subscriber we get <3
Changelog:
09-21: Updated broken image links
09-23: Added additional item discussion, corrected some spelling mistakes!
11-23: Updated with S6 Changes
11-30: Updated runes, and full mastery discussion
01-26: Updated mastery section
02-18: Added "how to phage" section, updated runes
03-04: Added lane Matchup Analysis
03-22: Corrected out-of-date info and spelling errors
04-07: Added "Look Ahead" section at the start of the guide for PBE changes
Chibi Darius by http://liptan.deviantart.com/
Content link art by anon! if you know who drew this, please let me know :)
Banner art by http://petergandia.crevado.com/ |
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