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Top Facts- The Complete Guide to Top Lane

Top Facts- The Complete Guide to Top Lane

Updated on October 31, 2012
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League of Legends Build Guide Author Berzerk Build Guide By Berzerk 68 1 278,040 Views 48 Comments
68 1 278,040 Views 48 Comments League of Legends Build Guide Author Berzerk Build Guide By Berzerk Updated on October 31, 2012
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Introduction



Hello everyone my name is Berzerk. I am a lvl 30 League of Legends player on the NA server. I play a lot Ranked 5s, I soloQ mostly just to stop elo decay. The purpose of the guide I am writing today, A COMPLETE GUIDE TO TOP LANE IN LEAGUE OF LEGENDS!
So now you may ask what was the PURPOSE OF WRITING A 100 and something PAGE GUIDE? GOOD QUESTION IT'S STORY TIME! So like everyone I once was a noob. I DIDNT EVEN KNOW LEAGUE OF LEGENDS WAS FREE WHEN I STARTED! One day I was walking around gamestop with sone money to burn and something to play for the week. I saw a case for a game called League of Legends, I had seen the adds and the way the box describe the game made it seem fun enough. So I went home installed (it asked me to make my account, which is about when I started realizing it was a free game xD). I went on and skipped the basic controls tutorial (those are always boring) and jumped straight into the gameplay tutorial. I want around as Garen screaming Demacia having no clue what it meant. So I went into a real game after and picked Olaf (free week when I started). This was before coop vs Ai or Draft pick normals. I thought I was a genious and would go do the "wolf" quest for some gold (which doesn't actually exist). During the whole game my team was yelling at a guy named "Olaf" I had no clue who they were talking about. We ended up winning the game (no thanks to me xD) and I decided I liked the champ. I played Kayle once because I had her silver skin and it looked boss for a recolor, I just hated being magical (I liked whacking stuff with weapons at the time). Skip 2 weeks I buy this newer champ called Irelia and LOVED HER KIT. From there I mained her to 25 where I found Akali, and when I went to find guides on her I found Westrice. From there I started watching his stream until the big day came of season 1 championships. In that tourny I saw Irelia and Akali getting played in 1 lane, Top. I started practicing and practicing to learn that lane as that is where my favorite champs all went. Skip about a year I'm random locking every game (because I found top very versatile) and just playing whoever I got up there. It was around that time I realized no one had any guides on a lot of these champions. I started concepting the idea of mini guides and I wrote a few of them down in my notebook (which was empty because I never actually take notes). One day I got that mobafire blog email and I had the idea of posting some of my "Facts" in a blog. From there I started posting everyday (for the most part) and while doing that became a member of the mobafire community. From there it was just a hop skip and a jump to the guide you are now currently reading now. My goal for this guide is that it be one complete resource to top lane for everyone's viewing pleasure. I will be constantly updating and striving to improve this guide. Whenever a patch comes I will come and change anything in my facts that it effected (changes to top laners/ if the new champion IS a top laner he or she will be added). So saying that I hope you enjoy the guide :P

Wanna help?



I may play all top lane, but I still am 1 person. I can Guarantee that I do not know each champion individually to the skill levels of some of the people who wrote guides for/ main the champions. If anyone sees anything in a champion section that you think is non factual or could be done better ask about it in the comments below, I happy receive all feedback and am willing to discuss anything you think could be done better. I am also willing to answer why I have some things as they are if you just ask. :P
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Change Log/Notices



Notice: Though this is the "Complete" guide to top lane there are still a few things I want to add to make it better that will be put in over time. There will eventually be a video for every champion when I get around to playing as them in a comp that works or a game that demonstrates their mechanics well. Also some of the early facts I typed use less coding/missing a section I will fix that ASAP. Thank you and I hope you enjoy the guide.


8/8/2012 - Added Diana
8/24/2012- Added Katarina and Rengar
10/31/2012- Added Everyone since Rengar
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Top Lane



Why is that one guy by himself and why is it always top lane?



Have you ever seen that one guy going up to the top lane by himself and wondered why is he going up there? Well he is going up there because he is your teams solo top player. Your team has a solo top player because the other player who WOULD be going top lane decided to be your teams jungler. Having a jungler gives your team buff control, aid all over the map, and end game the security of barons/dragons with smite. For these reasons it is well worth it to have one player go in the jungle and one player go to the top lane. The reason it is the top lane that is the lane that gets the solo, is the fact that the early game revolves more around dragon which is closer to bot lane. Meaning that you would rather have 2 laners bottom rather then 1 to contest for dragon.

Top Lane Champion Types



So you typically see casters go mid, ranged carry and supports go bot, and champions that can survive and clear in the jungle go there, do you wonder what kind of champions should go top? Well While there are many factors in determining the viability of a top laner such as skills and such, what YOU should be picking as a top laner is a "fill in". If your team needs a tank you pick a tank, If your team needs more AD/AP you pick an AD/AP carry. The challenge is to do this all while not getting counterpicked, losing your lane and being ineffective.

Top Lanes Game involvement



Top does not get involved into the game until it is a fairly decent time period into the game. Meaning if your team is doing badly the best way you can help is to carry the game. While other roles like mid and jungler can gank and aid the team, you will (For the most part) be farming to fill in the role your team needs for late game. Somethimes though such as when you are behind in lane or if you are an early game champion you SHOULD be going out to help your team relativly early.

Top Lane Carry Ability



I would say top lane (If your very good at it) only has a 60%-70% chance to let you carry enough to win the game. This is not as high as AP mid or AD carry, but you will gain Elo over time if you play well.
Lower elos this may not be true as if you win lane hard enough you can carry the game.
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Playstyles and Manners



Extra Section to just think about, Skip if you are just interested in Top Lane. xD



Playstyles:


There are many differeent and diverse ways to play the top lane that almost no 2 player will do the exact same, although many will fit the sub categories I will list below

NOTE: PLAYERS CAN FIT INTO MANY DIFFERENT CATEGORIES, YOU SHOULD LEARN TO ADJUST YOUR PLAY STYLE TO FIT YOUR CHAMPIONS. DO NOT USE CONFLICTING PLAYSTYLE/CHAMPIONS OR YOU WILL NOT SUCCEED.



Farmer:


A player who is a farm focuses their goals on farming over trading or harassing the enemy champion, these players are typically very passive and want to farm up and be able to carry the game later on.

Farmers will typically have a bad early game and will have a strong latye game. EX: Nasus

Zoner:


These players will try and establish who is Boss, they will give up some creeps if need be to make sure the enemy does not get them. They will play very aggressive in lane as if they have a gank coming even if their jungler is nowhere nearby.

This person will typically play someone who has a strong laning phase and can control top early game. EX: Garen

Splitpusher:


These Players will continue to push as the game progresses, even if it means there team is in 4v5. They will get turrets in exchange for their team have a weaker fighting force. Alternatively they can use this to pull an enemy away from a high priortiy target like baron and use it to gain an advantage.

This person will typically be someone who has a lot of attack speed and mobility who can push and escape if needed. Ex Nidalee

Push-Ganker:


This person will push the lane and then go gank another lane for his team to aid them

This person will typically play someone with a very fast clear who can roam and gank after. Ex: Singed

Standard Player:

This person is pretty standard does a little bit of everything, will generally just lane and then go help his team.

This person will typically either be playing a champion for the first time (He would have another kind of attribute he has just not fell into it yet), or be playing a jack-of-all trades champion like Wukong.

Player Behavior:


How you conduct yourself in top lane is very important to the game.
How you want to be:



Be nice to your team, Do not yell at them, call them feeders, or scrubs or anything of that degree. If they start trying to trash talk you ignore/mute them and go on with the game, Do not distract yourself on such menial things. People will listen to someone who is playing well and is not acting like a douche, if you know what you are doing in the game you can make plays to win the game and carry your team. Be humble, there is no use winning if you said mean things to the enemy team and get banned, do not even risk it. If you would not want something said to you in their position do not say it to them, everyone has bad games you have to understand this, Your team will not want to follow someone that is being a **** to the other team. Do not yell at your team for playing a champion or saying things about a champion you have different beliefs in your beliefs are yours and theirs are theirs, everyone has their own opinions that you probably cannot change, You can tell them your beliefs but do not try and force them upon someone else. Do not blame junglers or mid laners or anyone else in the game for your deaths or mistakes. They were yours, YOU made the call to go into those situations and even if you did not you accepted it and went along with it. Treat this as a game and treat others as you want to be treated respect others or you yourself deserve no respect. If you want to win be a GOOD player, and a role model for others. A game won as a douche is a game won for no one, as you gained nothing out of it but possibly making another person feel bad about himself.
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Junglers



So Your going top, where does the other guy that was supposed to be in my lane go?



Well the other person who was supposed to be going top is your teams jungler, a jungler is a player who clears out all of those monsters in the jungle for his xp and gold. Having a jungler allows the player top lane to level faster (As he is not sharing Xp) As well as giving your team Buff control.

Jungler and You



So now that you know what a jungler is, it is time to explain what he DOES. Well while the jungler is supposed to be keeping the jungle clear and the buffs secure he DOES have another job. Ganking. A jungle will go around the map ganking lanes and aiding them in whatever ways they need it, that includes YOU! If you are in a bad matchup or fall behind in some way, the jungler is someone who can help you get back in the game. The jungler can also be used to tip a balanced lane in your favor or keep an advantage you have. The jungler has the power to change the lane, and thus change the game.
Below is a video showing a jungler's power to change the lane.

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Ways to Gank



This section covers everything that involves working with the jungler. There is a video for every one. =D

Ganking Types:



Note: Mid lane can come up and gank from one of these ways too, it is not just the jungler.

Waterway



A standard gank typically is a flank or simply a jump on the enemy. These ganks will be done from the waterway and are the simplest and most common ganks. This gank happens if the lane is in middle or the laner is overextended.


Ambush/From Behind Gank



An ambush gank or a come from behind gank is what you do when your minions are at the enemy tower, and you and your jungler know you can burst him down very fast and get out alive.


Through the Brush Gank



This kind of gank happens when your lane is pushed and your jungler wants to come gank for you. The jungler comes from your turret and runs up into the brush avoiding creep line of sight (The second bush if possible). When the lane begins to push back or you feel like you have a good positioning jump on the enemy.


Other jungler activities



Counterganks



This is when both junglers come to gank Top at the same time and turn the fight into a 2v2.



Leashing

When you are top lane in certain cases, you will need to help your jungler at his starting camps.

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Warding



This is a basic video guide of warding




Warding is an important part in all of league of legends, But it is a VERY important part of top lane. In top lane, one death can mean game over. If you are unprepared and get ganked, the enemy team can snowball off your lane and you end up hurting your teams chances of winning.



Here is a map of the top region. We will be talking about where you should ward, at what time, and for what purpose.





Colored in blue for blue team and purple for purple team.



Sight Wards



Ward 1




Gives you sight of invasions on your blue from that ramp. Lets you see an enemy coming to gank you from the waterway. Importance on this team 2/5.




Gives you sight into the enemy jungle and forces them to come gank by sneaking through the tri brush. Importance to this team 4/5.



Ward 2



Gives you sight into the enemy jungle, makes it so the only way to gank you is to sneak around through the waterway and wall hug into the brush or gank through lane. Importance to this team 4/5.



Gives you sight into your own jungle, preventing the enemy from sneaking around and ganking you from behind, it also does a decent job at defending ganks from the waterway. Importance to this team 5/5.



Ward 3



Good to look in and see when the enemy jungler is getting red buff or getting golems, allows you to keep track of his position. Becomes much more important when you take down the enemy top laners turret and are pushed up. Importance to this team 4/5.



This ward is useful to watch for ganks from enemies coming through your jungle and to watch your red buff. Importance of this ward 3/5.




Ward 4



This ward warns you of all approaching ganks that are not through lane. Importance of this ward 5/5.




This ward will warn you about all approaching ganks except ones throught the tribrush and ones through the lane. Importance of this ward 4/5.



Ward 5



This ward allows you to watch your blue buff and lets you make sure the enemy mid laner is not coming to gank you. Importance of this ward 3/5.



This ward allows ypu to see if the enemy team is doing their blue or if (once you have the turret down)the enemies are coming to gank you. Importance of this ward 5/5.



Counterwards



Counterward 1



This ward allows you jungler to come and gank from the waterway. (Useful to both teams but more useful to purple.)



Counterward 2



This ward is to stop tri brush vision and allow ganks through the tri brush (Mostly useful for blue team).

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Summoner Spells: When and Why?



In top lane your summoner spells are an important choice to affect your gameplay, below are my thoughts on when and why you would certain take summoner spells.



Exhaust- Useful in matchups vs AD champions who have bursts with decent CDs. If you do this when theytry and burst, their damage is dropped greatly and you gain a HUGE advantage in a fight.



Ghost-Good vs fast champions (Ones you will need to chase for an extended period) IE: Nidalee



Heal- Useful for baiting your enemy into moves, allows you to aid your team in teamfights.



Revive- Shen and Pantheon only.



Smite- This spell can be brought SPECIAL CASE to top lane, though it is still not recommended. The champions you can do this on are Olaf, Lee Sin, and Udyr. All of them has a move that grants them sustain, while this sustain buff is on you can smite and HEAL off the smite. Running smite on these champions allows it to be used as a source of sustain as well as giving you 10 extra gold a minute and allowing you easier barons/dragons.



Teleport- Good spell if you are ORGANIZED with your team. You can use this spell to coordinate plays, go back and buy without missing any xp, or to split push and still aplly pressure on the enemy team.



Cleanse- You wont really need this spell 99% of the time, nice vs a CC heavy enemy team for the tenacity it gives.



Promote- Only for karma (She can support the super minion with all her spells xD)



Clarity-not that useful of a spell. (NOT RECOMMENDED)



Ignite- Allows you to burst enemys down without them expecting it, also lets you pick up the kill after they flash xD.



Clairvoyance- Not really needed on you.



Surge- Jax, Kayle, and Fizz and still then even not that great



Flash- Good for champions that need placement INSTANTLY, stronger spell on burst champions who ,with that distance, can kill you.

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Top Lane minion control



Champions are a very important factor in the top lane but do have you ever looked at the rift around you in top lane, the nice trees, the brush, the waterway where people come from to try and murder you. Yes, the glory of the top lane. But have you ever stopped and thought of how important minions were to your lane, they are the life blood and soul of your early game. Knowing how to control the wave flow is a VERY important part of top lane and will be the topic of this section



Main Concepts:


-How your creep scoring effects the lane.
-How to Zone your opponents from experience and gold.
-How to be able to move the lane any which way you want.



THE LANE AND YOU!



What are minions to you? Your cuddly friends, things you kill for gold to rush your Trinity Force and do tons of damage, or Your Allies on the fields of justice. Whatever this answer may be if you want to know how to be a good top lane player you first need to learn how to be good at controlling the flow of minions. Ill list the principles important to lane management below:



Wave Mechanics How to Move the Minion Battlefront:



Auto attack pushing the lane:


This will move the lane to the enemy turret, it is more commonly seen at lower levels of play as you will miss out on minion gold, it will allow the enemy to easily freeze the lane, and it opens yourself up for ganks.


Note:

There are a few occasions on which it is acceptable to simply attack the minions, examples being: Your lane ganked mid or is at dragon. Push the minions to the tower and penalize DO NOT let the enemy go down and get free kills for nothing. If you do not get anything done on your end when this happens everything that happens was your fault not your teams. Another time it is acceptable to push the lane is after the death of the enemy top laner. When they fall you want to send as many of your minions to suicide on their tower as possible to deny them xp and gold. You can bait your lane opponent to pushing the lane by starting recalling making your enemy think he can push the lane and make you miss xp, but then you stop your recall and farm freely.



Last Hitting:


This has a minimal effect on the movement of the lane and will move it slowly if at all. And the way it will typically move is towards the player missing the CS very slightly.( The one extra auto a minion would get to do).


Note: Someone who is good at last hitting will know how to "milk" the enemy minions, that is save last hitting them until the last second actually needed (IE:J4 vs GP top GPs parrley can kill minions at 1/4 hp If he does this the enemy minions will not get in 2 auto attacks they could have gotten and will make it push towards Jarvan's turret slightly as there is less damage on GPs minions so they can live and push longer.)Knowing how to do this can be the difference between you trying to last hit on enemy tower an dieing and the enemy getting ganked trying to farm on your tower.



Farming In-Between enemy Towers:


The daring and effective way to CS and keep your lane pushed. Farm this way if youre someone who is tanky enough to kill the minions(and survive your opponent if he gives up on CS to try and come kill you), Also note while you are here you are VERY susceptible to ganks. You should do this method in lane if you kill your opponent and you are still 60% or more hp and can survive a gank if it happens or if you want to dive him and are waiting for CDs.



Visual example:



This is a basic video to show that when you kill your lane opponent how you should handle farming the lane if your safe from the jungler.




Harassing your enemy with autos.


A very easy way to get the lane pushed from an unsuspecting opponent. Get in range for cs let them auto you but do not fight back, your minions trade back for you and on top of it while they are hitting the enemy they are being killed causing the minion front line to move closer to your tower.


NOTE: If a jungler comes and ganks with autos it will push your lane.

Unintentionally pushing the lane:



When playing someone such as Kayle or Mordekaiser remember your skills are AoE and will push the minions if you farm even if you do not directly attack them (Ie: Kayle harasses an enemy with righteous fury, it hits minions to an will push the lane as a result.)



Video Example:



In this video I harass the teemo and unintentionally push the lane and get ganked and am forced to flash to live.



Forcing the enemies minions to push:


If you push the enemy minions to the tower, to the point where it is shooting the caster minions (you can recall at this time) caster minions will usually horde up for the enemy at his tower and begin pushing the lane back to your side.



Freezing The Lane-What is it when do you do it etc.



Process:


Csing the lane is the process of tanking the enemy minions so they do not have access to your greedy tower which wants to simply kill those minions take the gold and send it to Phreak's factory of triforces (Where he is secretly amassing them to take over Valoran). Notes to remember about this are: Do not try and freeze if the enemy is very strong and can poke hard, when you are trying to tank the minions he will wreck you. Champions that are strong lane freezers are ones who have a good poke or strong sustain (Both is even better, Yorick king of lane freeze) and is able to survive minions. You do not however want to tank the minions with a champion such as Teemo who will get wrecked by them.


Note:The easy way to get the lane into a freezable position is to push your minions to the enemy tower this will usually clump us 2 waves of casters plus a wave of melees which will push to your side.



Pros/Cons:


Pros:


-Unless the enemy is able to farm minions far away safely they will get gimped when you freeze the lane.
-If you are stronger then the enemy you can freeze the minions at your tower and completely zone them away from cs and xp.
-You are safe from ganks (unless they dive) and the enemy is in a bad position if they stay.)
-This will skyrocket your CS score above your enemies if done correctly however there are cons to this as well



Cons:


-Enemy gets to roam meaning they can go aid in dragons, kills, and do other things with their team putting your team as a whole behind.(always warn your team you are going to freeze)
-Enemies can dive you since minions are at your tower if you get low enough.
-Enemies with range can still farm and they have free reign to go B and heal whenever they want.




Visual process of "How you Freeze a lane"



This is a video to show how to freeze the lane. I know my CSing here is bad, I know I had no opponent in lane(I was udyr though which can shield their harass and if they would come near me,God help them, they would get wrecked by my superior trade and as long as I could tank their damage the lane would not have moved, actually it wouldve stayed even more frozen if their was another person as if he would try and poke me to stop it it would result in my minions getting pushed XD) . The purpose of this video is to show you the basic steps of HOW to freeze a lane and hold it at your tower. Note I hold the lane at my tower for 5 minutes before I decide to push it off.



Tower Control:


Towers are key figures in top lane your tower is one of your greatest allies in lane while your enemies tower may very well be your greatest enemy. But when in top lane do you want to take your tower? I have had allies take tower at 8 mins into the game and lost the game because of this. When you blow up your enemies tower they have free reign to freeze the lane. If you are in the lead in a lane you typically will want to keep the enemy tower alive as long as possible (the enemy will feel responsible and stay in the lane to protect it even if you are much stronger and can easily dive him) and zone your enemies away from minions keeping them behind in the game. If the enemy goes to other lanes you should simply push down the tower and kill it, or if you feel you are stronger then the enemy and anything he and his team can through at you if you continue to try and farm and get xp go ahead and do so. If you kill the enemy on his tower typically you can follow it up with a farming session in between the enemy towers allowing your minions to chip away at theirs and making sure you get every CS as well.



Zoning:


A key part of top lane... of any lane actually is zoning, the act of making your enemy miss out on xp and gold and fall behind. When you get a lead on your opponent, such that you can go and kill him with little to no trouble you should zone him. Stay in between him and your minions not allowing him to get the xp or gold especially the cannon minion,(worth about as much xp as a wave of minions). When your minions reach his tower you can deny him with a dive. By killing him he will not get any xp or gold from the minions as they will simply run out into lane and die to the tower. Putting you even farther ahead.



Visual Aid:



A video of me zoning a tryndamere to show the basic concept of zoning. Yes I know im the Worst CSer in the world I have not practiced it in a custom game in forever, Yes that helps your CSing. Note when your zoning an opponent have a ward out, I did not and almost perished as result.




Below is a video of me using all the laning concepts to fight a Warwick.

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Runes



In this section I will show some of the rune pages I use and some other useful ones that you can use.



Note for rune pages, I run Raw MR runes, these allow me to participate in fights early vs enemy APs and they give me a good advantage against early magic damage users. In any of these rune pages you can shuffle to MR/lvl if you think you can handle going without the early MR, So if you use MR/lvl runes and they work for you that is fine, just ignore the raw MR runes. Armor pen/AD runes are the same case as this either will work fine, AD runes provide better last hitting and Arp provide a slightly better late, though the in all the difference is negligible which is why I say they are rotatable.



Standard Top Runepage:


These runes are standard for top lane. They give you defense and offence. You can run this page on any AD top laner and do fine.


Standard Movespeed:


These runes are a variation of the Standard page, sacrificing damage (On last hits and trades), for the ability to outmaneuver your enemy. You can use these on less mobile top laners to keep up with your enemies or you can run it on fast top laners to make them even more maneuverable. This page makes you safer from ganks and allows a poke champion to completely outmaneuver the enemy.


Standard Lifesteal:


This page is nice to keep you in lane while you last hit. It is a variation of the standard page offering some damage for some sustain. This page is nice on champions who can use range to safely heal up with last hits as well as champions who trade often and auto while the skills are on CD. This allows for a Doran's Blade start and with proper masteries allows you to have the lifesteal of a vamp scepter, allowing you to make up for the AD and have a stronger early laning phase.


Counterplay AD:


This page should be used in draft where you KNOW you are fighting an all attack damage champion (Such as Renekton), this page allows you to survive their trade and deal some damage back in response to them.


Counterplay AP:


Pick this page if the enemy takes an ap champion top that you want to survive and crush. (Ie: Vladimir or Rumble).



Special Page: Gp/10 Armor. Intended for: Olaf possibly Irelia


I run this page on Olaf and rarely Irelia, As they deal true damage thus do not need the AD runes as much. This page keeps them tanky, letting the true damage sub in for the damage runes and using the gold/10 runes to give you 5 gold extra every 10 seconds right from the start. Since this does not penalize these champions much it makes a great rune page choice.


Attack Speed:


I run this page on champions like Irelia or Kayle as their "Standard Page". They utilize attack speed, making this a very good choice on them.
(You can run Attack Speed Quints as Well to get a full effect)


Attack Speed/ Movespeed:


These are like the standard attack speed page except they offer you mobility. If you are fighting against a champion with a lot of mobility, you might want to use these.


Special Page: Crit Damage. Intended for: Tryndamere possibly Gangplank


These are more of a rarity "For Fun" Page. They Work well on Trynadmere with his passive supplying the crit chance, the effect these runes give is like another infinity edge passive, making it very nice. These runes are amazing for the late game the issue is simply making it there.


AP Bruiser:


These are the base runes to use on an AP bruiser champions such as Rumble, Vladimir, or Mordekaiser. These runes provide damage, mobility, and defence.


Spell Vamp Bruiser:


These runes work on champions with a resource system. They allow the champion to heal a decent amount off of their spells. Champions like Kennen, Vladimir, and Rumble Like these runes.


Mana Needy Caster:


This page works on AP top laners that use the mana resource such as Swain, Karma, or Cho'Gath. It allows them to have mana regen until they can afford their catalyst. It does however give up runes to do this, but on some mages you need the mana bad enough.

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Masteries



In this section I will be giving you an example of some of the mastery pages I use and some other useful pages you can use.


Note:Masteries are something you should be editing as you face different enemies, you typically should not hold the same mastery page every game. Your masteries need to be flexable and fit your play style if you want to be successful.


Tanky DPS Masteries:


This is my standard mastery page to run on a tanky DPS champion (That is a champion who is tanky but does physical damage) IE: Jarvan IV, Wukong, or Renekton.


AD Top 1:


This is my first Attack Damage top page. This page makes the top laner deadly while also being a bit durable.


AD top 2:


This page focuses on killing the enemy. This page only gives you the durability needed to fight and kill.


Mana Dependent AD :


This page is for mana champions who spam a lot of spells to harass the enemy in lane. IE: Gangplank or Pantheon.


Special case Get rich Quick, Intended for: Olaf possibly Irelia

:

This is a special case mastery page for true damage users like Olaf. Since their damage is true they can just get tanky masteries and utilty masteries for increased gold gain. One point is in wealth so as you can start boots + 4 pots without having to wait and can thus help your jungler. The tanky masteries allow you to be durable while dealing out the true damage and the offensive mastery point is so you can run ghost and ignite with enhanced effects.


AP (Mana dependant) Caster:


This page lets Mana dependent casters not have to worry as much about mana until they get their catalyst. IE Swain or Karma.


Manaless bruiser/caster:


This is a champion that runs on a resource, and deals out magic damage. IE: Rumble, Kennen or Vladimir.


Ap/Hybrid Bruiser::

This page favors hybrid champions, or champions that scale hard but do not have the use for the AP as much early on. IE Poppy or Jax.

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Bot and Top Switch: When and Why



As a top laner you will get a HARD counter picked by a enemy (especially a counter that scales better into late game)? Well a good strategy to counter this is have you take a champion that is strong without items (A support-like champion) or champions who are survivable and have useful abilities.



Example: If the enemy is able to first pick a champion with a strong late such as a poppy, and you are someone like a janna who cannot stop her from getting there, you can go bot and let your AD carry and support go top. The 2v1 should win the lane and deny the carry hard. Even if you fall behind bot lane, you have support abilities and will still be useful to your team.



Penalties:
If you do this strat, you give up control on dragon, and will lose out on farm and kill potential in your lane.

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The champions



Below will be a list of a variety champions you should encounter/play in top lane. In them is a basic introduction to the champion and a basic explanation of what to do and how you could play them.


Section Explanations:

  • Champion Overview: A general introduction to the champion


  • Skills Overview: An explanation of a champions skills and their uses to top lane.


  • Combos/Skill Order: In this section I tell you the maxing order I feel you could use and the way I combo my skills as that champion.


  • Matchups: Here I write about the general matchups for the champion AS I SEE THEM. There are no "Free Wins" you can always be out played top lane.


  • Playing AS/VS: general Tips on playing as the champion or playing against them.


  • Big Item Choices: Kind of like my "recommended Items". This section will tell what items I feel you could buy that would be be strong on certain champions. I do not list boots in this section as I feel players should decide on boots themselves based on the situation.


  • Gametypes: Here I state how champions can be useful to your team when you know your team or when you are playing with randoms.


  • Pros/Cons: Here I explain the benefits and the downfalls of picking any of these champions as a top laner.


If you think there is a champion that is not in here should be message me and I can go add a section on them =D.


These sections are all more of mini guides, mainly used to give you an introduction to the champion and a brief intro to them (Like the cheat sheets on the guide, but with a little more info) I do not give direct item builds and instead give suggestions on items that are useful on the champion to allow players to experiment with there items and develop their own styles of play for that champion (This is also the reason I will not say what boots to build, as I want players to experiment and find out themselves). These should give players suggestions/ideas on champions they can play top lane, and what roles they can do for their teams with them.

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Akali


Champion Overview:


Akali is an assassin champion, who can instakill enemy carrys, cause confusion, and sustain like a boss and she does all this from the safety of her stealth. Akali has no CC and would much rather fight in small skirmishes over large teamfights, She has the capability to kamikaze and take 1-2 of the enemy carries with her in fights. She is an energy champion with a low CD burst damage ultimate that is a gap closer with an insane range. Akali despite popular belief is not an EZ win champion, as she requires strategy and timing to play. Skill is what separates the mindless killers from the mastermind assassins here.
TO BE USED TO HER FULL EFFECTIVENESS AKALI REQUIRES VERY SPECIFIC SETS OF RUNES . YOU WILL NEED TO COMBINE YOUR RUNES AND MASTERIES TO GET HER PASSIVES UP TO BE EFFECTIVE.

Skills Overview:


Passive: Twin Disciplines- Upon obtaining 20 additional ability power, Akali's hits deal 8% bonus magic damage, increasing by 1% for every 6 ability power gained thereafter. Upon obtaining 10 additional attack damage, Akali gains 8% Spell Vamp, increasing by an additional 1% for every 6 attack damage gained thereafter.
This passive is very nice as it gives you a good amount of bonus damage on your auto attks when you build AP (Which makes building AP make your Autos stronger) and Gives you Spell Vamp when you build AD (Sustain off your Magic Damage spells by building AD.) Utilizing these passives with runes, masteries, and in the items you build will be an important part for any good Akali player.

Q: Mark of the Assassin- Akali spins her kama at a target enemy to deal 45 / 70 / 95 / 120 / 145 (+40% of ability power) magic damage and mark the target for 6 seconds. Akali's melee attacks against a marked target will trigger and consume the mark to cause 45 / 70 / 95 / 120 / 145 (+40% of ability power) magic damage and restore 20 / 25 / 30 / 35 / 40 energy. Cost 60 energy. Range 600.
This is your first skill, and the mastery of this skill is going to be where the majority of your burst comes from. The throw damage on this skill is ok but if that was it it would leave you VERY underwhelmed. The true power of this skill lies in the fact you can detonate it to deal TONS OF DAMAGE!
Note:The way you can maximize your burst is to Q, and back off. Once your Q comes back off CD, you should dash in (Your auto after your dash will detonate the first Q) then instantly fire off your second Q (The one that just had came off CD) and detonate that one too. This combo if done right can catch enemies by surprise and burst out enemies not expecting it. NINJAD!

W: Twilight Shroud- Akali throws down a cover of smoke that lasts for 8 / 8 / 8 / 8 / 8 seconds. While inside the area, Akali gains 10 / 20 / 30 / 40 / 50 armor and magic resist and becomes stealthed. Attacking or using abilities will briefly reveal her. Enemies inside the smoke have their movement speed reduced by 14 / 18 / 22 / 26 / 30%. Cost 80 / 75 / 70 / 65 / 60 energy. Range 700.
This is the skill that makes you a Ninja, forget kamas, spinning, or flying kicks. This is your stealth, your veil of night, your greatest weapon! You lay a circle of awesomeness, making you God of all non AoE champions standing in your circle, free to come and go with damage as you please. Be the judge and executioner of anyone in your circle. This skill allows you to play aggressive and stay safe as it gives you a mini brush that only you can use and enemies can never enter AS WELL AS giving you armor/MR while in it. Even if they buy an oracles or a vision ward the bonus stats still make it worth it to fight in your circle if you are going to fight.y
Note:Attack this skill to brushes if possible, it gives you plenty of ways to outmaneuver and juke the enemy.

E: Crescent Slash- Akali flourishes her kamas, hitting nearby units for 30 / 55 / 80 / 105 / 130 physical damage (+30% of ability power) + 60% Attack Damage. Cost 60 energy. Range 325.
You Spin, Weeee. Mostly a waste of energy in an actual fight as it is high cost and low damage. Your main use for this skill will simply be farming.

R: Shadow Dance- Akali moves through shadows to quickly strike her target, dealing 100 / 175 / 250 (+50% of ability power) magic damage. Akali stores an Essence of Shadow on kills and assists as well as every 25 / 20 / 15 seconds up to 3 total. Cost 1 Essence of Shadow. Range 800.

STRIKE FROM THE SHADOWS. This skill is the number 1 assassination move in the game. Good damage, snowbally refresh, low CD, 3 stacks, and long range. No matter what champion they are they cannot escape 3 gap closers longer then flash im sorry. Ahri? NOPE. Ezreal? NOPE.
Teemo? WTF! This skills primary use will be the detonation of your Q marks. Remember if you are getting chased by enemies or become a center of attention you can dash to a different enemy or minion and be safe before coming back in to clean house!

Combos/Skillorder:



Skill Sequence:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combo:

Q-(wait for Q to be up again)-R-Q-auto-(W when they turn to focus or for the slow)-
Q-R in sucession for the kill- (E only to kill the enemy or in a really close engagement.)

Matchups:


Easy

Teemo (Though considered a counter by many it is only really pre-6, after which you should destroy him, use your first Q to bait out his blind and back off which you would do anyway. When Q comes back up destroy him.),
Nidalee (You burst her to hard, she cant sustain and she cant escape),
Vladimir (Weak lower levels as well, you will love this lane. Wreck him at 6),
Gangplank (pre-6 his pistol is annoying post 6 blow him up),
Irelia (You have the advantage early on if you do not use it this will snowball out of control, but if you do it is pretty easy.),
Nasus (yea, free kills and he gets no farm),
Olaf (cant burst what he cant see, wreck him before he buys an oracles, because HE WILL buy an oracles lol),
Jarvan IV (ye he cant auto through your shroud and if he dunks himself in it so be.)
Hard

Udyr (Yea, Udyr...),
Lee Sin (hes blind, so he sees you. This matchup is not really hard to lane against as you can burst him if he makes you visible with E and just dodge his Qs. It gets hard when his whole team can see you in teamfights because a free oracles is always nice.),
Garen (Spins like a boss in your circle, silences you when you come out.),
Renekton (Wins like Garen, except hes an interior crocodile alligator),
Wukong (Hes a monkey, Hes king, And he has a really big stick. Get owned.),
Riven (A good riven will block your Qs with her shield, stun you when you try to detonate, and just wreck you with ult when you try to live),
Sion (shield explosion=pain, stun=your death)
Mordekaiser (Numero uno Hue).

Gameplay Example Akali vs Darius:


Me as akali top lane vs a Darius. I play this matchup decently. This matchup involves alot of skill. The CS missing is not the skill I mean in this video,just uh... Don't look at that. xD.

Playing AS/VS:

As:
  • Use your shroud for jukes and other cool things. Remember it also has a slowing component so if you go on the opposite side as your enemy you get a distance lead.
  • Murder the person with oracles. MURDER!!!!!!
  • Throw your Q then wait for its Cd to come back before engaging if possible.
Vs:
  • You see that circle, don't stand in it!
  • Buying a vision ward or an oracles can be a good investment if you know you win in a straight up fight.
  • Do not let an Akali reach your squishes or you will not have carrys for the fight.

Big Item Choices::


REMEMBER AKALI'S PASSIVE AS YOU BUY FOR HER IT GIVES YOU ALOT OF GOLD VALUE IF YOU ITEMIZE RIGHT.

Mejai's Soulstealer- Good if you pull ahead in your lane and are just stomping your enemy, turn your amp tome for your revolver to this.

Rylai's Crystal Scepter- Slow, Tankyness, and damage. CORE!

Hextech Gunblade- Gives you a slow, more damage, and sustain. The stats give bonuses in both your passives making this item give you ALOT.

Zhonya's Hourglass- Good if they see you in your shroud and you start to get focused. Gives your team time to react and change the enemy aggro.

Guardian Angel- Im taking you down with me. x2.

Void Staff-OMG they actually bought items to counter me! Better counter them back xD.

Gametypes:

SoloQ:
Assassins typically will shine in soloQ. There will typically not be enough focus to stop them and take them out, especially Akali with her shroud. If you get ahead in lane you can decimate the enemy carries like it is nobody's buisness. Akali shines on a team with a lot of CC and initiation power.
Ranked 5s:

Akali can Work here, but you need to have a comp centered on the fact you have an Akali. People will be more organized with visions oracles ETC, and will just generally shut you down. You can do well here however if your team has the hard initiate and the coordination to prevent that. Akali is a good pick if the enemy team picks up alot of squishy hard carries like a Vayne or an Ahri (The latter you can chase down all day long).
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Blitzcrank


Champion Overview:


Blitzcrank (Blitz as I will call him from here on) is a tanky Dps top laner capable of locking down and disrupting enemy teams as well as initiating fights. Blitz is very powerful at receiving ganks as well as bullying enemies with low sustain out of lane. Blitz has a rough start, but once he gets into the swing of things he is capable of easily cleaning up the enemy team and winning games for his team. Blitz top also brings a pull to the table for endgame allowing even games that should be lost to be won with just a good pull.

Skills Overview:


Mana Barrier- When Blitzcrank's life is brought below 20% health, he creates a Mana Barrier, a shield with 50% of his current mana, which lasts 10 seconds. The activation doesn't consume any mana. This effect has a one minute cooldown.
This passive is so strong. Its like a heal bait in a passive. Late game when you have alot of mana this skill will act like another hp bar for you. The one thing to note is that this skill goes off CURRENT MANA. If you are low on hp and low on mana do not be expecting a reliable bait from your passive.

Rocket Grab- Blitzcrank fires his right hand at a straight line to the target area. If his hand encounters an enemy unit it will stun them, deal 80 / 135 / 190 / 245 / 300 (+100% of ability power) magic damage, and pull the enemy unit to him.
This skill is INSANE. This is one of THE BIGGEST game changing moves in the ENTIRE game. This skill allows you to initiate a fight by pulling a squishy in you team, pull back a fleeing enemy after they flash or ghost, or just lock down an enemy with CC. In lane you should make attempts to pull your opponent under tower to get a bunch of free harass (and if played well enough) probably a kill.

Overdrive- Blitzcrank super charges himself to increase Movement Speed by 16 / 20 / 24 / 28 / 32 % and attack speed by 30 / 38 / 46 / 54 / 62 % for 8 seconds.
This skill is your main mobility skill, the use of this for you will mostly be to gain ground so you can fire off a good hook with your Q, however the AS is nice when you have some AD or when you are trying to last hit under tower in your lane.

Power Fist- Blitzcrank charges up his fist to make his next attack deal double his total attack damage and pop his target up in the air.
This attack is basically a sheen hit on your next basic attacks with a knockup added on for good measure. Once you get your sheen this skill will be doing TONS OF DAMAGE. This skill is a very good followup to your Q to lock enemies in place and allow your team/jungler more attacking time.
Note: This skill can be used on towers, allowing blitz to push very well.

Static Field- Passive: Lightning arcs off of Blitzcrank to hit a random nearby enemy for 100 / 200 / 300 (+25% of ability power) magic damage every 2.5 seconds (not affected by cooldown reduction). This will not damage enemies in stealth.mActive: Deals 250 / 375 / 500 (+100% of ability power) magic damage and silences surrounding enemy units for 0.5 seconds. The passive is not in effect during the cooldown.
This skill is the greatest love and hate of blitz top lane, You will love this skill as it allows you to push the lane at will, provides good CC, AND does a VERY good amount of damage to enemies with the active. All while having a very low 30 second cooldown. This skill is dislikable due to the fact the passive will push your lane without you wanting it to AND hit the minions to screw up your CSing on tower.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

(W for the positioning)-Q-E-R

Matchups:

Easy

Akali (Pull her out of her circle, combo her if she attack you)

Cho'Gath (Farm off early, bully him at 6.)

Skarner (Bully him in lane.)

Draven and all other squishy AD carries top (Pull in and combo 2 win.)

Shen (Farm all day.)
Hard

Lee Sin (To mobile)

Yorick (Ghouls block your pull)

Olaf (Spams True damage all day.)

Jayce (has a very strong melee trade.)

Playing AS/VS:

As:
  • Use your ultimate before walking in the baron pit if you have an oracles or a vision to clear a ward, as the lightning will pull them on you.
  • Play passive until 6 as that is when you gain most of your burst damage.
  • If possible try and use your knockup followed by your Q as it is a safer way to be guaranteeing the pull damage.
  • Invade the enemies jungle and pull the buff you think they are starting at over the wall to hurt their jungle time.
Vs:
  • Do not stand near walls and let blitz pull you.
  • Do not underestimate a low hp blitz, you may find yourself dead on the ground while hes laughing with a mana shield on.
  • Use your ultimate to harass the enemy whenever possible as it will prevent your passive from making you miss CS as well as dealing decent damage and letting the cooldown start ticking again.

Big Item Choices::



Nomad's Medallion, Heart of Gold, and kage's Lucky Pick - Keeps your gold amount healthy as well as giving you useful stats. Also upgrading them makes them useful items.

Trinity Force- All the stats are very useful to you, and the utility it provides is just AMAZING.

Frozen Heart- Gives you a big mana shield as well as hurting the enemy ADs.

Abyssal Mask- Makes enemies weaker to your ultimate as well as your AP carry.

Will of the Ancients- Well if you want to run a double Wota comp.

Banshee's Veil- Makes you strong against CC and vs mages.

Gametypes:

SoloQ:

Blitz is strong in soloQ as 1 good pull can win the game.
Ranked 5s:

Blitz is a strong pick in ranked 5s as enemies will not expect him top, and you can coordinate invades and such so much better.

Pros and Cons:


Pros:

-Amazing CC
-Good pull
-High burst
-Low cooldown ult.
-Safe

Cons:

-Ultimate has negatives
-High mana costs
-Weak early on.
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Cho' Gath


Champion Overview:


Cho'Gath (Will be called Cho from here on) is a Tanky DPS champion, with strong disruption and tanking abilities. Cho is the biggest champion in the league at lvl 16 with full 6 stacks. Cho has a slightly weak early game, but he picks up and scales well into late game.

Skills Overview:


Passive: Carnivore- Whenever Cho'Gath kills a unit, he recovers 34 - 68 (+2.5 each level) health and 3.5-7.75 mana (+0.25 each level).
This passive is very nice as it provides you sustain for both your mana and your health, like a mini catalyst every time you last hit.

Q: Rupture- Ruptures the ground at target location. After a short delay, enemies are launched into the air for 1 second, dealt 80 / 135 / 190 / 245 / 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds. Cooldown 10 seconds. Cost 80 / 90 / 100 / 110 / 120 mana. Range 950.
This skill is an AoE knockup after a delay, It is useful in teamfights where everyone is clustered together. The CD is decently long, but you will typically get 2-3 of these in in a teamfight.

W: Feral Scream- Cho'Gath screams in a cone in front of him, silencing enemies for 2 / 2.25 / 2.5 / 2.75 / 3 seconds and causing 75 / 125 / 175 / 225 / 275 (+70% of ability power) magic damage. Cooldown 16 seconds. Cost 70 / 80 / 90 / 100 / 110 mana. Range 300.
Quick, Nice Damage, and A 3 SECOND SILENCE! QUIEEEEETTTTTTTTT! This skill is nice as it has no delay after cast, does nice damage, and applys the 3 second silence to everyone it hits. A 3 second silence on the enemy team can win a fight for your team easily.

E: Vorpal Spikes- Toggle: Cho'gath's physical attacks launch spikes which deal 20 / 35 / 50 / 65 / 80 (+30% of ability power) magic damage to a line in front of him. Range 40.
This ability is essential if you are playing attack speed cho. It is like your Hiten Style or Righteous Fury. On Tanky Ap cho maxing this skill is not as important as the damage will mostly be coming from the ratio and your other skills.

R: Feast- Deals 300 / 475 / 650 (+70% of ability power) damage to target champion, or 1000 damage to target minion (ignores resists). If the target is killed by Feast, Cho'Gath grows, gaining 90 / 120 / 150 maximum health (maximum 6 stacks). Cho'Gath loses up to half (rounded up) stacks upon death. Cooldown 60 seconds. Cost 100 mana. Range 100.
True damage with a nice scaling. This skill is the most important tool to mastering Cho. Your ultimate does 1k true damage to minions, which allows you to beat any jungler's smite with this spell; The skill has a .7 AP RATIO, making you do tons of damage if you get some AP; and This skill gives you free stats for last hitting with it (Up to 6 times). End game if you have this stacked you gain 900 hp (As well as being really big)!
Note: You gain more size / stack every time you level the skill. At lvl 16 Cho will be at his biggest with 6 stacks.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Tanky Ap cho, You will be tanky, and you will deal alot of damage with your feast.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Atk speed cho, with a wits end you deal alot of damage and are tanky from your ult.
Combos:

Q-W-(R when you want to kill, or for alot of damage if you have 6 stacks)

Matchups:

Easy

Yorick (Sustain off his ghouls, use them as a snack if needed)
Malphite (Both are tanky, you can do an AoE knockup multiple times in a fight though, while he only has his to initiate.)
Jax (Farm to 6, you will get very tanky. Your ultimate can kill him in his)
Fizz (Ignore and farm),
Galio (Both farm all day long).
Hard

Vayne (Wont touch her, and she will scale hard into late game)
Olaf (He will spam true damage),
Warwick (To tanky/sustainy to kill),
Rumble (Hes a bully),
Teemo (Pokes you all day),
Lee Sin (To much mobility and sustain)
Irelia (You cant stop her from becoming a monster).

Playing AS/VS:

As:
  • Balance out your harass with your passive so you do not run out of mana.
  • If you hit a squishy with your Q, you may be able to flash R-W for a quick kill.
  • Do not try and kill enemies in one go, wear them out over time then go in for the kill with your ultimate.
Vs:
  • Do not underestimate Cho's burst with his feast spell.
  • Cho may be big but do not focus him.
  • Cho has long CDs, if he blows them in lane commit on him for a fight and do some damage.

Big Item Choices::


AP tanky

Rod of Ages- Tanky, mana, and Ap.

Rabadon's Deathcap- Makes your ult do alot of damage

Abyssal Mask- Gives you MR and Ap

Frozen Heart- Gives you CDR, armor, and mana.

Randuin's Omen- Tanky, lets you kill enemy ADs

Shurelya's Battlesong- Gives your team mobility in fights.

Deathfire Grasp- Gives you a burst.

Atk speed

Atma's Impaler- Gets you free AD on autos and some armor

Madred's Bloodrazer- Atk speed, good vs tanky teams.

Ionic Spark- Makes you push better, and do more AoE damage.

Malady- Lowers resistances, more AS, more magic damage on every hit.

Wit's End- More damage on hits, MR, and atk speed.

Nashor's Tooth- Ap, CDR, and Atk Speed.

Black Cleaver-More Damage on your attacks, and you help your AD carry.

Frozen Mallet- Allows you to stick to a target.

Gametypes:

SoloQ:

Cho is decent in soloQ as if he wins his lane he can be a pretty big factor in the late game.
Ranked 5s:

Cho is good for a ranked team that is running a CC/Quick burst comp. He can silence the enemy team making them helpless for 3 seconds while your comp does its magic.
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Darius


Champion Overview:


Darius is an "all in" type AD caster champion, who excels at running into fights and chopping off a bunch of peoples heads. Darius's kit revolves around his bleed making his harass and trades deal extra damage over time, comparable to the actual damage you received in the trade. He is a very strong duelist, but will go down very quickly when focused in a team fight. Remember that even though your damage may make you feel like it, you are not a god.

Skills Overview:


Passive: Hemorrhage- Darius' basic attacks and damaging abilities cause enemies to bleed for 12 / 15 / 18 / 21 / 24 / 27 / 30 / 33 / 36 (+0.4 per bonus attack damage) magic damage over 5 seconds, stacking up to 5 times. Darius gains 5% movement speed for each bleeding enemy champion.
A nice move to make your trade, harass,and overall DPS even stronger. This move is the centerpiece of your whole kit as 2 of your moves REVOLVE around this skill.

Q: Decimate- Darius swings his axe in a wide circle. Enemies struck by the blade take more damage than those struck by the shaft, taking 50% additional damage. Physical Damage: 70 / 105 / 140 / 175 / 210) (+0.7 per bonus attack damage). Cooldown: 9 / 8 / 7 / 6 / 5 seconds. Cost: 40 mana. Range: 425.
A good source of damage, the key to utilizing this skill is knowing which part of this moves radius is for the blade, and being able to land harassment hits on the enemy with this whenever possible.

W: Crippling Strike- Darius' next basic attack deals 120 / 140 / 160 / 180 / 200% additional damage and slows the target's movement and attack speed by 20 / 25 / 30 / 35 / 40% for 2 seconds. Crippling strike's base cooldown is reduced by 1 second for each stack of Hemorrhage on the target. Cooldown: 8 seconds. Cost: 30 / 35 / 40 / 45 / 50 mana. Range: 300.
This skill is nice, its like a single target Malphite ground pound, except it does alot more damage, and this skill resets auto timer and is spammable with bleed. Overall great skill and an amazing part of your kit.

E: Apprehend- Darius hones his axe, granting him 5 / 10 / 15 / 20 / 25% passive armor penetration. When activated, Darius sweeps up his enemies with his axe's hook and pulls them to him. Cooldown: 24 / 21 / 18 / 15 / 12 seconds. Cost: 45s. Range: 550.
Blitzcrank pull aimed via a cone. This skill is mainly used to get enemy's BACK to you after you engage them and they flash or use their escape, you can use it as an initiate if you have no other choice but it is not as powerful. This skill also gives you REALLY good armor pen making people trying to stack armor get wrecked.

R: Noxian Guillotine- Darius leaps to target enemy champion and strikes a lethal blow, dealing 160 / 250 / 340 (+0.75 per bonus attack damage) true damage. For each stack of Hemorrhage on the target, Noxian Guillotine deals an additional 20% damage up to 320 / 500 / 680 (+1.5 per bonus attack damage). The cooldown is refreshed if Noxian Guillotine kills the target. Cooldown: 100 / 90 / 80 seconds. Cost: 100 mana. Range: 475.
Its like giving chogath an ultimate with an instant refresh. This skill does tons of damage and can secure you alot of kills. It refreshes on skill so go buck wild in a fight and get some pentas.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

from close range:
Q-auto-W-(E when they run)-(R when you can kill)

From long range:
E-Q-auto-W-(R if it can kill)

Matchups:

Easy

Shyvana (She has to get in melee range, when she does she gets owned)
Udyr (Wreck him if he comes in close),
Renekton (Do not let him sustain, keep up the pressure and you win.),
Irelia (ez lane),
Cho'Gath (He wont get any farm here),
Fiora (She wins in trades earlier, but as the fight goes on you win hard),
Hecarim (Lol free farm all day),
Jarvan IV (If he trys to combo you you wreck him),
Lee Sin (he can avoid you and try and farm, thats about it),
Rumble (He wont come near you with his toy if he dosn't want it broken),
Warwick (Can't sustain if hes mauled everytime he tries.)
Hard

Malphite (You will get wrecked if you try and fight him)
Yorick (He will take full zone control of this lane very fast once he hits 3, at which point he will poke and zone the hell out of you.)
Teemo , Kennen, Kayle, Sivir, Vayne, Graves, Urgot, Draven(Ranged>Darius. Teemo is easier then the rest due to his lower range),
Nidalee (Wrecks you),
Olaf (He will true damage you whenever you try and come in),
Garen (Copy cant beat the real deal),
Vladimir (Ranged poke and sustain)
Shen (Poke, wont die, and more useful later on).


Playing AS/VS:

As:
  • Remember your ult will only refresh on killing blows, so do not waste it unless you really need to.
  • Try and poke your enemy with the outer edge of your Q this allows for a good flow of damage.
  • When fighting a ranged champion juke into the brush, if they come in to try and kill you wreck them.
Vs:
  • Try and bait his skills and jump in on him if they are down.
  • If a Darius misses his ult (refresh), you can almost ignore him, as his damage output just took a major drop.
  • Try and poke Darius from ranged as much as possible. he will have no way to react but to try and pull which you can easily avoid.

Build Options

Last Whisper- Armor Pen for when they stack armor

Bloodthirster - Sustain and damage

Force of Nature- MS and MR is nice.

Frozen Mallet- Allows you to stick to targets and makes you do more damage.

Wit's End- Gives you good damage and tanky stats.

Aegis of the Legion- Helps your team alot and makes you tankier

Randuin's Omen- Good tanky stats, lets you shutdown AD lanes.

Maw of Malmortius- Allows you to have good resistance vs mages AND makes you need to be focused if you get lower on hp.

Gametypes:

SoloQ:
People in SoloQ won't know what to do when they see the KDA. When people don't know what to do they look for the surrender button. I would not fp Darius here as he can be easily counter picked.
Ranked 5s:
Darius can work here, but its harder to fit him in. You need to get a team that can get an engage for you, or let you get close to them. Darius is really weak to a poke comp team as he cant really do much to counter or stop it.
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Diana


Champion Overview:


Diana is a tanky-dps assassin. Though this term may seem like it would be really strong and broken it is in fact not. Diana does not do the damage standard of an assassin champion ( Akali or Talon) nor is she as Tanky as other tanky Dps champions ( Jarvan IV or Renekton) she is a mix of the two types. The champion I would most attribute this field to would be Fizz. She brings alot of potential to the table with her ability to combo skills as well as her initiation, defender, and anti-carry abilities. She does not have any escapes and she is forced to all in having very little invested in the escape department. Due to her lack of escapes and love of pushing Diana is very easy to gank, and she should play as safe as possible. Diana best fits in the category of a push ganker, as she can push the lane and go gank other lanes very well.

Skills Overview:


(Passive) Moonsilver Blade- Diana gains 20% Attack Speed. Every third strike cleaves nearby enemies for (20 / 25 / 30 / 40 / 50 / 65 / 80 / 95 / 110 / 125 / 140 / 155 / 175 / 195 / 215 / 240 / 265 / 290) + (+0.6 per ability power)additional magic damage.

This passive is both loved and hated by diana in the top. It is loved as it is just like Jax's R passive in that it offers you another way to harass the enemy free of mana cost every few attacks. This attack has a decently high base damage and ratio making it like a skill that gets ranked for you. The reason that this skill is easily dislikable is due to its PUSH power. Your 3rd auto will do an AoE attack which will push the lane most of the time. However you can counter this negative by SPACING OUT your autos. The passive has a time limit during which you need to auto to stack/use the passive. If you are able to last hit minions one at a time with a decent 1-2 second delay in between last hits you will refrain from using this passive and pushing the lane.



Q Crescent Strike- Unleashes a bolt of lunar energy in an arc dealing 80/125/170/215/260 (+0.8) magic damage. Afflicts enemies struck with Moonlight, revealing them for 3seconds. Cost: 55 Mana. Cooldown: 10/9/8/7/6 Seconds.

This skill is Diana's main source of harass and initiation. This skill is aimed in a crescent shape from your right so remember it will shoot differently based on which base you are facing (As the shot perspective will have changed.) This type of skillshot is unique to Diana and CORE to any players who are looking in to mastering her. This skill will apply "moonlight" to the targets hit which will give you sight of them and will have a unique reaction with your ultimate.
Note: In Top Lane Diana's Q works better ON PURPLE TEAM. When you are purple your Q can be thrown through the majority of the brush to check for foes, however while you are on blue team you can only throw it into a certain area of the bush as a guess.


W Pale Cascade- Creates three orbiting spheres that explode on contact with enemies dealing 20/36/52/68/84 (+0.2) magic damage. Lasts 4 seconds. Also gains a temporary shield that absorbs 55/80/105/130/155 (+0.45) damage. This shield is refreshed if the third sphere detonates. Cost: 60/70/80/90/100 Mana. Range:750. Cooldown: 10/10/10/10/10 Seconds.

This skill is AMAZING for trading and fighting. If you use this as you go in for a trade, you can block their counter-trade with the initial shield AND use the secondary shield you got from damaging them to back out. This skill will push the lane if you use it to recklessly.



E Moonfall- Draws in all nearby enemies and slows them by 35/40/45/50/55% for 2seconds.
Cost: 70 Mana. Range: 450. Cooldown: 26/24/22/20/18 Seconds.

This skill is very good for roaming to gank, receiving ganks, and pulling in an enemy who tries to quickly poke you under your tower. This is like a Darius pull in a circle around you. This move is AMAZING in combination with AOE team comps, as if you catch enough enemies in the general range of each other you can pull them in and let your AoE team-comp go wild.



R (Ultimate) Lunar Rush- Becomes the living embodiment of the vengeful moon, teleporting to an enemy and dealing 100/160/220(+0.6) magic damage. Lunar Rush has no cooldown when used to teleport to an enemy afflicted with Moonlight. Cost: 50/65/80 Mana. Range: 900. Cooldown: 20/16/12 Seconds.

This skill is like Akali's ultimate, but it does not need stacks to be used more then once, it needs moonlight. This skill is best used as a followup to your Q as you can dash in and quickly get the reset. The main decision that needs to be made with Diana players is when to use the ultimate on a target without moonlight. If you use this skill for damage, or to catch someone without moonlight and they are able to flash away, chances are they will get away from you.


Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

Q-R-W-E-Q-R-R (Autoing whenever possible)

Main burst damage combo.

Q+R (Wall hopping)



Q+R (Quick Draw dash) -Ignore the Fact I say Zyra in the video-


General Matchups:

Easy

Teemo (Land Q, hop on him and Kill.)
Vladimir (Outdps his sustain.)
Gangplank (Q when he does, dash in and kill.)
Nasus (Zone him from farm.)
Hard

Olaf (True damage spam.)
Garen (Demaciiiaaaaaa)
Renekton (High damage and sustain early on.)
Riven (Riven has alot more power early.)

In Depth Matchups:


Will Be added to as I play them and get video footage.

Singed 6/10
Spoiler: Click to view

Playing AS/VS:

As:
  • If you know your Q will hit use R, as it will refresh as you get there.
  • If your team has AoE, look for the best way to use your E to get as many members of the enemy team as possible into their AoE.
  • Use your shield to run as you are getting ganked, it will offer a threat of damage and another shield if the enemies get close enough to you.
Vs:
  • Avoid Dianas Q, avoid a big chunk of her damage. As she does not get the Qs damage and if she decideds to R to you, she will not get a second Rs worth of damage.
  • Try and bait her shield, if you do not let her refesh it you can go in and fight hr relatively easy.
  • Diana has no real escapes, gank her whenever possible to shut her down.

Big Item Choices::


Rod of Ages- Makes you tankier and makes you do more damage.

Lich Bane- Good with your passive.

Deathfire Grasp- Makes you have a good assassin burst.

Rabadon's Deathcap- Makes your damage skyrocket.

Void Staff- Build if they stacked MR

Abyssal Mask- This item is nice as when you jump in their team they all lose MR, you gain MR vs your enemies, and you get more damage.

Guardian Angel- Allows you to stay in the fight and tank-assassin more.

Gametypes:

SoloQ:

Diana is strong in SoloQ as she is an assassin and has the ability to get kills and snowball very well.
Ranked 5s:

Diana is good in ranked 5s as her E is an AMAZING setup for AoE comps.

Pros and Cons:


Pros:

-High Damage
-AoE burst
-Good gap-closing abilities.
-Good trades
-Recieves ganks well
-Good at roaming.

Cons:

-No escapes
-Pushes
-Hard skillshot
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Draven


Champion Overview:

Welcome to the League of Draven!


Draven's a one man show, he goes top lane because he doesn't want to share the show with a support.



Draven is a ranged AD champion. Draven has good lane matchups as well as an amazing scaling into late game as an AD carry. His kit is very strong to counter many of the popular top laners, and does it all with style. Draven has hands down THE FUNNEST laning phase in the game =D. When you play Draven top lane and last hit with your Q, it feels like a completely different game.

Draven's early laning phase power, allowing me to easily pick up FB on a Teemo.

Skills Overview:


Wicked Blades- Draven's critical strikes deal 30 + (4 × level) bonus physical damage over 4 seconds. Spinning Axe also causes this effect even if it does not critically strike.
This passive is good for all points of the game. In lane this passive will do that extra damage you need to last hit a minion when you misjudge the amount as well as offering more damage on your Qs to enemies. Late game this passive is still very helpful, but you will be relying on it more from plain crits then your Q.

Q: Spinning Axe- Draven's next attack will deal an extra 45 / 55 / 65 / 75 / 85% of his attack damage as bonus damage. This axe will ricochet off the target high up into the air. If Draven catches it, he automatically readies another Spinning Axe. Draven can have two Spinning Axes at once.
THIS MOVE IS SOOOOO FUNNNNNNN. This is a game to play while you CS. This skill costs a single mana cost to start up and as long as you are catching the axe, your mana will stay high. If you are running out of mana, that means you are spamming W too much or you are missing too many Qs. This skill makes your early lane damage really strong.
Notes about this skill:
-Where the Q lands is determined by an invisible cone in front of you as illustrated below. In lane I find the best way to use this knowledge is to throw your Q then turn around as it hits to be able to catch your Q backwards to avoid most enemy retaliation (The bleed will do even more harass, .


Your Q goes by a different landing range when you are standing still and is more of a cricle around you like below.

-Your Q does not bounce off towers, however the period the buff (Of having the Q stack/s) stays on you, meaning while attacking a tower you can easily reach 2 stacks of your Q without ever having to catch it.
-If you are in position to catch your Q (In the circle) and it is still in the air, throw and auto attk for extra damage, you are wasting time waiting for a Q as an AD carry.
-You should always try and keep 2 stacks of your Q up if there is a possible engage, when you have 2x Q stacks on and you have another one off CD ready, you can avoid having to worry about catching one if it goes to a bad positioning and just activate a new Q effect instead.
-In teamfights later in the game you should not be trying to catch your axe if it will put you out of position, a common mistake I see Draven's make is they forget they are an AD carry and go for there axes like they NEED to catch it to do damage, instead of just throwing autos. (The note above this tells you how you can try and avoid this problem.)
- When using this move while blinded (And probably against a target who can dodge/block it) the blade WILL still bounce off the target and apply your passive, you Auto attk damage will not go off though.


W: Blood Rush- Draven gains 40 / 45 / 50 / 55 / 60% increased Movement Speed for 1.5 seconds and 20 / 25 / 30 / 35 / 40% Attack Speed for 3 seconds. The Movement Speed bonus decreases rapidly over its duration. Catching a Spinning Axe will refresh the cooldown of Blood Rush.
This skill (In my opinion) is one of the harder things to do when playing Draven. Being able to manage catching your Qs while renewing blood rush constantly will separate the good Draven's from the pros. With 2 Qs up you can keep this skill permanently on IF you are able to catch you axes and keep this skill up, all while auto attking for your damage as an AD carry.
Note: Remember this skill DOES give you attk speed as well as movespeed, a pro Draven will be able to be using auto attacks with the Attack Speed while catching axes.

E: Stand Aside- Draven throws his axes and deals 70 / 105 / 140 / 175 / 210 (+ .5 per bonus attack damage) physical damage by throwing his axes. Enemies hit are knocked aside and slowed by 20 / 25 / 30 / 35 / 40% for 2 seconds.
This skill amazing and is highly underrated. This skill is a nice CC, people do not realize that aiming it in different ways makes the enemies fly in different directions. The image below shows the path enemies take when they get hit by either of the blades, if they get hit in the center it is more of a knockup that will either bring them closer or further away from you.

Note: This skill can knock enemies with "Fly-Time" gap closers such as Irelia, Wukong, or Akali out of the air and not let them make it you, learning how to use this component of the skill is ESSENTIAL to being able to play draven against top lane Bruisers.

R: Whirling Death- Draven hurls two massive axes dealing 175 / 275 / 375 (+ 1.1 per bonus attack damage) physical damage to each unit struck. Deals 8% less damage per unit hit, down to a minimum of 40%. This resets when Whirling Death changes direction. Whirling Death slowly reverses direction and returns to Draven after striking an enemy champion, or upon reactivation, or upon reaching the boundaries of the map. 110/100/90 second cool-down and costs 120 mana at all levels.
This ultimate is useful for damage, stealing buffs, dragon, and baron, and securing kills globally. This skill is one of the hardest to aim and master in the game due to all the details you have to factor in for its use (I will say them in the notes). Below is a video showing a good use of his ultimate.


Notes on this skill:
-This skill has 2 parts, a going there and a coming back. The coming back can happen one of 3 ways: Hitting an enemy champion, reaching the end of the map, or being manually clicked off. When aiming this remember DO NOT hit any champions before you reach your intended target, if you end up hitting a full hp champion on the way to your target the ult will begin to return to you making little effect, this part of the ult is both a curse and a blessing (More often a curse), it can be helpful if you do not notice it hit and enemy or are trying to kite and enemy and do not have time to activate it a second time (Which is still not really worth the forced come back, but that just adds more skill requirements to this skill.
-This skill can essentially be used as a double hawkshot, if you use this skill, and it does not hit an enemy champion you can reangle it so that on the way back it can give sight of a key area.
-Make use of a missed ultimate, if you miss your ult and your enemy is in lane try and get between them and your coming back ultimate so that it can at least do some damage to them on the way back and offer some harass (WTF!!! NINJA ULT WHERE DID IT COME FROM)!
-Ward an enemies jungle buffs so that you can use this skill to steal them from the jungler, a Draven with good timing can EASILY deal enough damage with his ultimate to steal alway a jungler's buffs (Especially blue buff when he is trying to donate it to mid).
-You need to learn the timing of this ultimate. You need to have a feel of how long it will take to get to a location, and how much the locations of allies and enemies will have changed by the time it gets there.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

Q (And all the mechanics with it)- W(use again whenever you catch a Q)- (E to peel off the enemy or slow them down)- R(to burst for damage/ want to kill enemy).

Matchups:

Easy

Cho'Gath (Bully him in lane all day long)
Darius (The Little brother is stronger then the older brother Hue.)
Fiddlesticks (You can burst him down so fast, save your stand aside for his drain)
Fizz (You can E him out of his dash)
Galio (Poke him out,note that he can sustain off your passive with his shield, when he looks like he is going to ult E
Garen (Kite all day long)
Hecarim (You have stronger early damage and can E him out of his charge, Still need to test if you can E him out of his ultimate)
Irelia (You have higher early damage, and can E her out of her dash. This lane quickly becomes hard if you do not abuse your early advantage)
Katarina (You have a better trade, and you can E to cancel her ultimate)
Nasus (Zone him from farm)
Nidalee (You do more damage pre 6 and your E and W can keep her away in cat form)
Olaf (Out range all day long)
Riven (You can poke her with range and E-W to escape. Once you get a Phage you gain a considerable advantage)
Rumble (Poke from a distance, E him when he tries to shield at you with his Q on)
Shen (Need to test if you can E his taunt off, You get free farm when he ports, and you have range to poke him down well when he is there)
Shyvana (You can kite her all day)
Singed (Destroy him early on, dont let him get in the game)
Skarner (Kite him all day)
Swain (Out range him and poke him out of lane)
Teemo (Even with his blind factored in you win trades.)
Udyr (Kite him all day)
Tryndamere (Avoid his shout, kite him, E him out of his spin)
Vladimir (beat him out earlier)
Volibear (E when he Qs at you, kite him all day)
Warwick (Poke him out of lane, you out damage his sustain. Care after lvl 6 if he gets a phage OR if you ever get low).
Wukong (E him out of his dash, avoid him after that).

Hard

Akali (You can hardcore beat her pre 6, if she is able to safely make it this lane is hell.)
Fiora You can't peel her off of you. NOTE: Your E has the ability to END HER ULTIMATE if you hit her right)
Jarvan IV (You have range advantage and can E him out of his flag-Q combo, BUT you have no escape from his ultimate aside from your flash, which is a longer CD then his ult)
Jax (He can dodge most of your damage, he scales well into late game, Still need to test if you can E him out of his Q.)
Kayle (Your best bet here is to play safe and wait until he uses her E to farm and then go in for some trade, if you confront her head on she will win)
Kennen (He has a longer range, and his burst damage is really high)
Lee Sin (Has mobility, His cripple wrecks you, you can knock him out of his Q at you AND you can knock him out of the air as he is flying to shield an ally, both still get the shield)
Malphite (To tanky, he receives ganks to well)
Nautilus (He can ignore you and farm, he does more damage then you in the early game, he can CC lock you in a fight or for a gank)
Pantheon (He wins in trade offs)
Poppy (Has alot of armor and will destroy you late game
Renekton (He can 1 shot you early game if he gets close enough)
Sion (AP sions combo hits yo to hard to fight)
Talon (Bursts you down hard)
Yorick (Poke and sustain all day long)



An ok game showing off Draven's abilities top lane.

Playing AS/VS:

As:
  • Keep up your Q as long as possible in lane, it helps with harass and last hitting.
  • Do not go after a Q that puts you in a bad position.
  • Use your E to knock enemies out of their dashes.
Vs:
  • Gank Draven with CC as he does not have good escapes vs 2 people.
  • Do not let Draven pick up his axes, it greatly lowers his combat power.
  • Always be ready to burst down buffs as Draven may try and steal them with his ultimate.

Big Item Choices::


Trinity Force- This item is really good on Draven as your W procs the sheen component for your Q throws, The slow allows you the mobility to easily kite enemies, and the movespeed helps you for catching axes.

Phantom Dancer- More AS, crit, and Ms.

Infinity Edge- Crit, Damage, AND CRIT DAMAGE INCREASE. NICE!

Bloodthirster- Sustain and Damage

Guardian Angel- Revive is helpful.

Last Whisper-Armor Pen for late game.

Gametypes:

SoloQ:

Draven is strong in SoloQ (after you make it through champion select), he has good lane matchups AND he scales into late game really hard.
Ranked 5s:

Draven (Like all other ranged carries top) allows your team to run a kill lane bot or an early game AD carry bot such as Urgot.

Pros and Cons:


Pros:

-2 AD carries on your team
-Fun to play
-Laning phase FLYS by.
-Nice Poke
-Has very good matchups
-Global Ultimate
-Enemies will think he is AD carry and try and counterpick.

Cons:

-Certain bruisers will get tankyness fast a make you lose your early kill potential.
-Draven is easy to gank.
-If your ultimate hits any target other then the intended on it will not serve is main use.
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Elise


something to listen to while you read


Champion Overview:


Elise is a semi tanky AP semi assassin champion. The reason I have the semis in there is due to the fact that she does not excel at either, BUT she does both. Just because I say semi, that does not mean she cannot make them work BUT it takes a decent deal of knowledge of knowing when to be in each mode. The versatility of her kil allows her to excel in the top lane as she has poking abilities as well as the ability to dual enemies 1v1 as well. Her matchups are very good as well in laning phase BUT her lategame does require you to have a team that can engage for you.

Skills Overview:


Spider Queen (passive): When Elise's Human Form spells hit an enemy, she readies a Spiderling. When Elise transforms, she summons Spiderlings to attack nearby foes. The maximum number of spiderlings increases with Spider Form's level.

Elise's passive is the move that gave her appeal to me. This skill stores up a spiderling every time you use a skill in human form (Note the skill must hit an enemy to get the charge). When you morph into a spider you release all of your spiderlings you have to fight alongside you. These spiderlings do not do much damage individually, but when they all come together as a collective force they can do a good deal of damage.
Notes: When you die you will respawn with full spiderling charges.
The spiderlings will stay at the health they were at when you were in spider form even if you morph to human and redeploy them.
Spiderlings gain MS with your boots



Human Q Neurotoxin / Venomous Bite- Deals magic damage equal to a base amount (50 / 95 / 140 / 185 / 230) plus a percentage (8% (+2% per 100 AP)) of the target's current health. Damage is capped against monsters (60 / 120 / 180 / 240 / 300).COOLDOWN: 6 seconds COST: 60 mana.

Elise's Q ability in human form is absolutely AMAZING in the bruiser filled top lane. This skill will allow you to safely ware down you enemy laners health and in most cases it will be a FREE TRADE, meaning you will take no damage in return.

Spider Q Neurotoxin / Venomous Bite- Elise lunges to a target with a poisonous bite that deals magic damage equal to a base amount (50 / 95 / 140 / 185 / 230) plus a percentage of the target's missing health(8% +2% per 100 AP). Damage is capped against monsters (60 / 120 / 180 / 240 / 300). COOLDOWN: 6 seconds

Elise's spider form Q is AMAZING its just like Nidalee's cougar form Q in that it does damage based on targets missing health (Making it have an amazing synergy with your human Q) it also does not have the weakness of being an on-hit move (that is a strength and a weakness, it resets auto attack timer BUT damage can be reduced by ninja tabi OR blocked by moves like fiora's riposte.) The other strength this move brings is it's manaless (all spider form skills take no mana) AND it's a gap closer for you and your spiders.


Human W Volatile Spiderling / Skittering Frenzy -Summons a venom-gorged Spiderling that moves to target location and explodes, dealing 75 / 125 / 175 / 225 / 275 (+80% AP) magic damage to nearby enemies when it nears an enemy unit or after 3 seconds. The Spiderling will chase down enemy Champions, if it does not hit an enemy at target location.COOLDOWN: 12 seconds COST: 60 / 70 / 80 / 90 / 100 mana.

This move is Elise's main poking ability late game as well as her wave clearing ability. This ability is like a maokai sapling. It will move towards the target location then chase after any nearby enemies, this skill will detonate if it hits anything before it reaches the target location.
Note: This skill does give sight as it moves so it is a VERY GOOD scouting tool.

Spider W Volatile Spiderling / Skittering Frenzy-
PASSIVE: Spiderlings gain (5 / 10 / 15 / 20 / 25%) bonus attack speed.
ACTIVE: Increases the attack speed of Elise and her Spiderlings (by 60 / 80 / 100 / 120 / 140%) for 3 seconds. While active, Elise is healed for a small amount (4 per attack (+2% AP)) when she or her spiderlings attack. COOLDOWN: 12 seconds.

This skill is your AS steroid and sustain, pop it in a duel or when you need to get some hp back in lane. This skill also makes you an insanely good pusher endgame.


Human E Cocoon / Rappel- Elise fires a web that stuns the first enemy hit for 1.5 seconds. RANGE: 975 COOLDOWN: 14 / 13 / 12 / 11 / 10 seconds COST: 65 mana.

This skill is a ranged skillshot stun, this skill is very strong for receiving ganks and catching off enemies, the main thing to remember for this skill is it does 0 damage, it is a utility skill 100%.

Spider E Cocoon / Rappel- ACTIVE (ON ENEMY CAST): Elise reveals nearby enemy targets, while she and her Spiderlings lift up into the air, and then descend upon the target enemy.
ACTIVE (ON GROUND CAST): Elise reveals nearby enemy targets while she and her Spiderlings lift up into the air, becoming untargetable for 2 seconds. During that time she can cast Rappel again to descend upon a nearby enemy. RANGE: 975 COOLDOWN: 26 / 24 / 22 / 20 / 18 seconds COST: No cost.

THIS SKILL IS AMAZING. This skill is an insanely fun Zhonya's style gap closing move that can also be used as you escape. You rise into the air gaining sight of every enemy in the circle and you can chose one to come down on with your spiders. Using this skill to an enemy minion will be your main method of escaping enemies.
Note: You can hop to enemy wards you have sight of with this skill.


Human R Spider Form / Human Form: ACTIVE: Elise transforms into a menacing spider, granting access to arachnid abilities. While in Spider Form, Elise deals 10 / 20 / 30 / 40 (+20% AP) bonus magic damage with her autoattacks and gains 10 movement speed as well as 10 / 15 / 20 / 25 bonus armor and magic resistance.While in spider form Elise gains spiderlings. Spiderlings deal (10 / 20 / 30 / 40 (+10% AP)) physical damage and take 10 / 20 / 30 / 40% reduced damage from multi-target abilities. The maximum number of spiderlings is increased with Spider Form's level (2 / 3 / 4 / 5). COOLDOWN: 4 seconds.

This skill is your transform. Remember this skill gives you armor and MR as well as movespeed, so when you are moving around the map you should be in this form.

Spider R Spider Form / Human Form- Elise transforms into her human form, granting access to regular abilities. COOLDOWN: 4 seconds.

Nothing much to say, morphs you back to a human.

Combos/Skillorder:


Lower the enemies health with human Q and W then.

Q-W-E-R-Q-W-(E when they try and run or use a big skill)

Skill Order:

Standard Lane
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Sustain/Farm Lane
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

General Matchups:


Strong Vs

Garen- You Poke him out, just kite. If he gets in a brush throw your human W in and smoke him out.

Darius- You Poke him out, just avoid his pull.

Olaf- You Poke him out, use your rappel away if he tries to ult and fight you.

Cho'Gath- You Poke him out, your Q continues to counter him all game.

Gangplank- You outtrade him.

Weak Vs

Fiora- She has to much burst for you to handle if she jumps on you.

Akali- She has burst, sustain, and 3 gap closers.

Yorick- To much sustain and poke.

Jax- You will win early on, but post 6 he should crush you.

Riven- She has burst and a LOT of gap closing.

In-Depth Matchups:


Gangplank 4/10

In depth matchup

Playing AS/VS:

As:
  • Always make sure to have something to rappel to if you get ganked.
  • If possible let another ally use their stun before you use your cocoon so you can reliably stun the enemy as a follow up.
  • You can use rappel to dodge moves with fly time if used right.
Vs:
  • Elise can instantly kill anyone below 25% health, watch out and make sure you are not with range of her rappel.
  • If Elise rappels and their are no nearby ally units just treat it like she zhonyas and kill her when she comes down.

Big Item Choices::


Rod of Ages- Grants you needed sustain and tankyness.

Rylai's Crystal Scepter- Gives you tankiness and a slow.

Abyssal Mask- Gives you tankiness as well as makes you stronger vs enemies.

Zhonya's Hourglass- Gives you armor as well as a really good active to let you get your cooldowns back.

Lich Bane- gives you a DPS increase with all your AP

Rabadon's Deathcap- Increases your damage... By alot.

Gametypes:

SoloQ:

Elise is a decent champion for soloQ as she brings burst and poke and can fit into a team with all kinds of players. Elise also is very strong in lane although she does not snowball very hard.
Ranked 5s:

Elise is strong when put with teams that can engage and hold enemy aggro so she doesnt get instantly focused and CCed down. She also can work well with poke comps as she has her poke spider and a skillshot stun.

Pros and Cons:


Pros:

-2 forms
-Has minions
-Sustained
-Good pusher
-Versatile

Cons:

-Escape is situational
-Meh scalings
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Ezreal


Champion Overview:


Do You Require a Map? No.

Ezreal is a versatile champion that can either be played as an AD ranged carry OR as an AP carry. Each version has different uses and fits differently into team comps. There are times when you will need to be one Ezreal and times you will need to be another. Ezreal is very fun to play and has a very high skill cap. As of the 29th of June Ezreal also has the best skin in the League.

Skills Overview:


Passive: Rising Spell Force- Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times.
This passive is nice for AD Ezreal, as the attk speed you get counts s your "Steroid". This passive is ok for AP ez early game, end game it will mostly be used to get lickbane procs off faster.

Q: Mystic Shot- Ezreal fires a bolt of energy that deals 35 / 55 / 75 / 95 / 115 (+1.0 per attack damage) (+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second.
This skill is AD ezreals min move as it gives you CDR, has high damage, and procs on hit life steal etc. For Ap ezreal this skill will proc your Lich Bane making this skill have a 1.2 AP ratio once you get that.

W: Essence Flux- Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage and have their attack speed slowed by 20 / 25 / 30 / 35 / 40 % for 5 seconds, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds.
On AD Ezreal, many players VASTTLLY underrate this skill, The AS decrease is so strong against enemy carries, and in top lane, champions who rely on their auto attacks to do alot of their damage. On Ap Ezreal this skill will be your major damage source as it has a good base and a decent ratio.

E: Arcane Shift- Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75 / 125 / 175 / 225 / 275 (+75% of ability power) magic damage.
This skill is useful as an escape/mobility tool on both Ezreals, however on AP Ezreal this skill will also be a good damage move as well with essentially the same damage as your W.

R: Trueshot Barrage- Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal 350 / 500 / 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage).
This skill is your snipe, Initiate, and buff steal move. This skill is key on both Ezreals though AP Ezreal NEEDS to hit this move as it is a big part of his damage. The best way to use this skill is to ult into the enemy team at the start of the fight to give you full passive stacks and do a lot of damage to the enemies. Also if you use your ult at the start of a fight you can start using your Q in the fight to get the CD down. On Ezreal if you ward the enemy Red/Blue there is a good chance you can steal it with a well timed ultimate (Especially if your AP).

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AD Ezreal
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ap Ezreal
Combos:

Q-W-(E for mobility)- (R for kill/burst damage)

Matchups:

Easy

Cho'Gath (Poke him down do not get caught)
Darius (Out range him completly, you can E his apprehend)
Garen (He can't reach you)
Jarvan IV (E out of his flag combo and away from his demacia range)
Olaf (E from his axes if need be, Poke him with Q and autos)
Nasus (Zone him early with your range)
Singed (Beat him out early or you will fall behind)
Udyr (Can't touch you)
Volibear (You can keep him away with your E until you get a phage, then you can kite him).
Hard

Akali (You will zone her pre 6, but then 6 your dead)
Fiora (She has a double dash to keep with you)
Fizz (To many gap closers)
Pantheon (He can Q harass you to death, and his shield blocks your harass)
Lee Sin (If he touches you, you are dead. His cripple hurts you hard.)
Jax (He will dodge and hop)
Malphite (At 6 be ready to dodge his ult, never let him ground slam you)
Nidalee (She has range AND at 6 she gets the melee to kill you)
Riven (To many gap closers)
Yorick (He will poke you to death)


Still practicing Ezreal skill shots xD

Playing AS/VS:

As:
  • Try and hit as many members of your team and the enemy team with your W as you can.
  • DO NOT MISS!
  • Your Arcane shift is your escape, be careful if you use it to engage on your enemies.
Vs:
  • Force Ezreals blink before you try and kill him.
  • Ezreal can be played 2 different ways watch and see what he builds.
  • Deny Ezreal early and he wont make it to the late game.

Big Item Choices::


AD Ezreal

Trinity Force- This item is nice on top Ezreal as it makes you tankier, and all the procs on this item work off you Q.

Phantom Dancer- More AS, crit, and Ms.

Infinity Edge- Crit, Damage, AND CRIT DAMAGE INCREASE. NICE!

Bloodthirster- Sustain and Damage

Guardian Angel- Revive is helpful.

Last Whisper-Armor Pen for late game.

AP Ezreal

Rod of Ages- If the enemy has some burst and you need to be tankier.

Rabadon's Deathcap- Makes you do alot of damage

Lich Bane- Core for your Q, gives it an extra 1 ratio.

Deathfire Grasp- More burst

Void Staff- Screw MR

Will of the Ancients- Good if your mid has it, in teamfights you will heal alot from your W.

Gametypes:

SoloQ:

Ezreal is decently strong in soloQ. Ezreal has a strong early game and most players will get raged at by their team if they lose to an Ezreal top.
Ranked 5s:

Ezreal can fit into team comps very well. His use in team games depends on your teams organization and making sure that Ezreal fits into the comp.

Pros and Cons:


(Ad Ezreal)
Pros:
-Team gets another AD carry late game
-Ezreal can counter champions without a gap closer and a strong burst.
- Ezreal has a global ultimate that can help other lanes.
-Good escape mechanics from ganks.
-Enemies will think he is AD carry and try and counterpick.
-PULSEFIRE EZ
-Dance

Cons:
-Does no scale as hard as other top laners
-Certain bruisers will get tankyness fast a make you lose your early kill potential.
- Horrible at responding to ganks from his jungler.

(AP Ezreal)
Pros:
-Nice Poke
-Has very good mtchups
-Global Ultimate
-Good escape mechanics from ganks.
-Enemies will think he is AD carry and try and counterpick.
-PULSEFIRE EZ
-Dance
-Kite

Cons:
-Falloff
-No CC
-Your only AP skill you can use on minions is your ultimate,
-Does no scale as hard as other top laners
-Certain bruisers will get tankyness fast a make you lose your early kill potential.
- Horrible at responding to ganks from his jungler.
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Fiora


Champion Overview:
Fiora is a melle DPS champion capable of DPSing like an assassin in team fights if she can get a lead. She has strong early game thanks to her Riposte and can use that skill to beat out certain champions very hard. She loses to some of the FOTM champions in pure 1v1 fights in lane but if you have a strong CC jungler gank you can get a kill and snowball very hard. One of the scariest parts of Fiora is if she is allowed to farm or get kills she can CARRY a game hard if their carrys did not invest into a good amount HP.

Skills Overview:

Passive: Duelist- Fiora regenerates health over 6 seconds each time she deals damage. Striking champions will cause this effect to stack up to 4 times.

This passive will give you slight sustain in lane, you may not notice it but over the laning phase it could save you some pots. This passive will also heal a decent amount if you force a short trade (Which Fiora is good at)

Q: Lunge- Fiora dashes forward to strike her target, dealing physical damage. Fiora can perform the dash a second time within a couple seconds at no mana cost.
Fiora dashes forward to strike her target, dealing 40/65/90/115/140 (+60% attack damage) physical damage. Fiora can perform the dash a second time within 4 seconds at no mana cost. Cost 60 Mana. Range 600


The double dash is very useful, many fioras I see use this completely wrong and will just double tap the skill for damage. I CAN NOT STRESS HOW IMPORTANT USING BOTH DASHES EFFECTIVELY IS. Your first one will close the gap allowing you to damage and fight only use the second one when the stack for a second use is about to run out, or the enemy burns their escape. The damage on this skill is not high enough to make it an effective double tap, think of it as a utility gap closer.
Note: You can use this skill on a target and then dash to another target farther away effectively giving you a 1200 range dash, this is the only time you should double tap the skill.

W: Riposte-Fiora's Attack Damage is increased. When activated, Fiora parries the next basic attack and reflects magic damage back to the attacker. Works against champions, monsters, and large minions. Passive: Fiora's Attack Damage is increased by 15/20/25/30/35. Active: Fiora parries the next basic attack within 1.5 seconds and reflects 60/110/160/210/260 (+100% ability power) magic damage back to the attacker. Works against champions, monsters, and large minions. Cost 45. Mana Range 20

Passive AD is nice, and the effect is strong at all points in the game. You can block an enemy's auto trade in lane when they want to harass and reflect damage back at them. You can also block on next hit abilities (Damage, not the CC or bonus effect component.)
NOTE: With this you can block Gangplank's Q and Ezreal's mystic shot since they apply on hit effects.

E: Burst of Speed- Fiora temporarily gains additional Attack Speed. Each basic attack or Lunge she lands during this time increases her Movement Speed. Killing a champion refreshes the cooldown on Burst of Speed. Fiora gains 60/75/90/105/120% additional Attack Speed for 3 seconds. Each basic attack or Lunge she lands during this time increases her Movement Speed by 7/9/11/13/15% for 3 seconds, stacking up to 3 times. Killing a champion refreshes the cooldown on Burst of Speed. (Assists reduce the cooldown by half of the base amount.) Cost 55 Mana. Range 500

This skill is strong. It is a mini yi ultimate with a refresh effect and everything. And whats even better is that if you get a kill its a fully refreshed cooldown and with an assist its a half cooldown so in essence, you don't need to have the buff on to get the refresh. Also turn this on when you push an enemy tower it will drop FAST.

R: Blade Waltz- Fiora dashes around the battlefield to deal physical damage to enemy champions. Successive strikes against the same target deal less damage.
Fiora dashes around the battlefield striking random champions 5 times for 160/330/500 (+120% attack damage) physical damage. Successive strikes against the same target deal 25% damage. The first and last attack will be against the same target. Each strike applies on-hit effects.
Cost 100 Mana. Range 400


AMAZING ultimate. Does a lee sin kick damage to the target the first time they are hit, and will do the damage to them again over a few seconds if they are alone. You life steal while in this and since you also have a 1.2 AD ratio a bloodthirster gives you 2 good stats that work with your ult.In a team fight you will wreck the enemy squishy line with this if you can catch them away from tankier champions.
NOTE:
-You are untargettable while you are in this ultimate use it when the enemies look like they are going to focus you or when you can gib a squishy.
- you end up on the person who you target.
- If a champion goes stealth and there are no other targets around your ultimate is canceled.
-When getting dove under tower let the enemy champion hit you then ult, they will take damage from tower shots and your ult.


Combos:

Harass/Dps
Q-E-Q (W whenever they hit you)
Your damage comes from auto attks mainly so there is no real skill combos.

(Ult after you do your initial harass combo if you wish to try and kill)

Matchups:

You win against most champions with oh hit effects but will lose to ranged poke champions (That are survivable).

Easy:

Nasus (Block his Q and you are strong enough to deny him farm all day early on if you do not deny him he will grow stronger and wreck you.),
Gangplank (Block his Q and destroy oranges dont make it K.),
Garen (You wont kill him but you can farm and block all of his Qs and scare harder.), Irelia (Can block her Q and do more in an auto fight early, mid game she can beat you, but late you should be able to do your job in a team fight and win),
Wukong (Block his Q beat his ***, note that you can ult when he does to negate his damage but he can decoy when you ult to cancel your ult.),
Jarvan IV (Block his auto attk harassment and you are stronger in fights earlier on, zone him and avoid his skill shot harass and you win)
Riven (Block her Passive and you out trade her in Autos give her hell when her skills are on CD.)

Hard:

Jax (He can block everything with his dodge even your ult.),
Malphite (Atk speed and slow to hard, he wins trades and can poke you),
Olaf (axe poke and true damage),
Singed (All your moves force you to chase him -.-),
Pantheon (Poke all day has a shield to block autos),
Shen (hes shen),
Yorick (Poke all day evry day),
Teemo (pokes all day blind stops AAs),
Poppy (Most poppys have massive armor and can out trade you, her Q is an on hit yes but it does magic damage meaning it wont be blocked)


Playing As/Vs

As:
-Try and trade off frequently early on and last hit to sustain with your passive.
-Punish enemies who try and CS your passive will heal off the damage the minions will do.
-Play smart in teamfights, you are not the tank do not initiate go in when the ranged carry does.
-Learn to time your Ws that will be key in teamfights knowing which champions auto is coming and when to W to block it (Always want to block enemy AD carry autos)
-Do not use an ult that will put you in a bad spot( IE enemy flashes you under the turret and has CC)

Vs:
-Get ninja tabi the 10% damage off all autos is a worth it investment.
-Lane as if your against an irelia, watch that she has nothing to double jump to you from, letting her last hit will result in sustain for her, and avoid her when her burst of speed is on
- If you deny her farm and prevent her from getting kills she wont scale into late game well.
-Try and bait her riposte and when its down hit her with your on hits typically the on next hit effect lasts longer then riposte does.

Big Item Choices:

- Bloodthirster- Works with your kit so well

- Last Whisper- Armor pen because with a fiora and an AD carry they will stack armor if their smart.

- Trinity Force- Good final item slow speed boost and an "artificial crit" after a skill.

- Maw of malmortious- Get this vs a team with more than 1 magic damage source save your ult until your about 20% then use it. Apocalypse.

- Infinity Edge- All your critting needs.

- Guardian Angel- 2 lives <3. good finisher if your high priority (fed or farmed)

Special case: Stacking Tiamats- This works if you have an AoE CC/bust team allowing fiora to be part of the AoE meta your ult will deal insane damage with this and make you rofl.

Solo Q:
Stomp you lane hard, carry to win the game. If you pick fiora, shes better picked later on as her role is very obvious. Vs squishy teams or teams that lack CC she will CLEAN HOUSE.

Ranked 5s:
Tell your team to play strong guard, buff, or lockdown champions. You can also tell you AD carry he does not need to be a late game AD he can be something like Urgot or Ezreal who win lane, and dont get typical builds.
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Fizz


Champion Overview:


Fizz is a mobile magic damage assassin. Fizz employs a high array of darting and dashing to weave around the battle field doing good damage. Fizz is strong top lane as he is safe, has decent matchups, and scales well into late game.

Skills Overview:


Passive: Nimble Fighter- Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 less physical damage from basic attacks.
This passive is nice for weaving around the lane, and trading off against the ememy.

Q: Urchin Strike- Fizz dashes through his target, dealing normal attack damage plus 10 / 40 / 70 / 100 / 130 (+70% of ability power) as magic damage. This ability can trigger on-hit effects. Cost: 50/55/60/65/70 mana. Cooldown: 10/9/8/7/6 seconds.
This is a very nice skill, it is INSANELY important to remember that this skill will go its full length regardless of where the enemy is. This skill applys on hits so it can trigger your W passive. This makes sheen/lich bane amazing items on fizz.

W: Seastone Trident- Passive: Fizz's attacks rend his enemies, dealing 30 / 40 / 50 / 60 / 70 (+35% of ability power) plus 4 / 5 / 6 / 7 / 8 % of the target's missing health as magic damage over 3 seconds. Max 300 vs. minions. Active: For 5 seconds, Fizz's attacks deal an additional 10 / 20 / 30 / 40 / 50 (+35% of ability power) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%. Cost: 40 mana. Cooldown: 10 seconds.
This passive is what makes fizz.... fizz. This skill gives you bonus damage passively on your autos and if you active the ability the damage increases AND you apply a healing reduction debuff on your hits. This skill does more damage the lower our targets hp, so using this on a low hp enemy is like igniting them if you get enough AP.

E: Playful / Trickster- Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70 / 120 / 170 / 220 / 270 +(75% of ability power) magic damage to nearby enemies and slowing them by 40 / 45 / 50 / 55 / 60% for 2 seconds. Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70 / 120 / 170 / 220 / 270 +(0.75 of ability power) magic damage in a smaller area to enemies nearby, instead of slamming the ground. Cost: 90/100/110/120/130 mana. Cooldown: 18/16/12/10/8 seconds.
This skill is AMAZING, scratch the trident making fizz, fizz. It is this skill. Fizz gets to hop (Becoming invulnerable while in the air) and for a brief period gets to chose whether to land or to hop again.This skill gives fizz great mobility and allows him to be very safe from ganks.

R: Chum the Waters- Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50 / 60 / 70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it. After 1.5 seconds, a shark erupts from the earth, dealing 200 / 325 / 450 (+100% of ability power) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50 / 60 / 70% for 1.5 seconds. Cost: 100 mana. Cooldown: 100/85/75 seconds.
This is Fizz's CC. Think of it like an olaf axe when throwing, So many Fizz's undershoot this. If you hit your target in lane you can lay down some MASSIVE hurt and usually pick up a kill.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

(R if going in for the kill)-W-Q-E

Matchups:

Easy

Vladimir (You can dash up and lower his healing while you fight)
Warwick (You can poke him out of lane and he cant sustain it)
Teemo (You have the mobility needed to keep up and destroy him)
Nasus (Can heavily deny)
Cho'Gath (deny him before he gets tanky, dodge everything he has)
Swain (You can burst him before he sustains)
Hard

Ryze (Halts your mobility)
Riven (Shields skills stuns you in your Q)
Gangplank (Pokes you all day, you cannot instaburst him)
Yorick (Spams all day and zones you)
Kennen (Has the mobility to escape/kite you)

Playing AS/VS:

As:
  • Remember you have 2 jumps, you can use this skill to scout by hopping over a wall and then quickly hopping back.
  • If you jump as a projectile is flying to you, you can block the damage and save yourself.
  • If an enemy is catching up you you can Q through him and run in the other direction, when your Q is up do it again if needed.
Vs:
  • Keep something in between fizz and you to block the fish.
  • Keep a fair distance from fizz if missing hp, fizz has insane mobility
  • Try and avoid using moves that have travel time through the air while fizz has playful/trickster up.

Big Item Choices::


Rod of Ages- Makes you tankier and makes you do more damage.

Lich Bane- Adds to your Q damage, the sheen helps you early.

Deathfire Grasp- Good burst

Rabadon's Deathcap- Makes your ultimate pentakill

Void Staff- They built MR?

Abyssal Mask- If your team has a decent amount of magic damage this item is nice for your Mpen.

Guardian Angel- Allows you to stay in the fight

Fizz can also be build as a tanky-Dps with a tri-force. He does less damage with abilities but will do more with his Q and basic attacks.

Gametypes:

SoloQ:

Fizz is an assassin and is naturally good in soloq. Teams are not typically organized enough/or ready to guard there carry from a fizz assassination.
Ranked 5s:

Fizz works well in set team comps where the enemy picked a champion like Kog or Varus that can be brout down fast and does not have much escapability.
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Galio


Champion Overview:


Galio is a tank champion excelling at Disruption and increasing his team abilities. Galio has a very strong initiation and has the goal of ending the fight with just that. Galio can lane vs most champions in the game and the best part is that he does it SAFELY. Galio late game is a monster that can win the game for his team with just 1 skill.

Skills Overview:


Passive: Runic Skin- Galio converts 50% of his total Magic Resistance into Ability Power.
Makes you really strong against enemies who have magic damage. Free gold for building tanky, even if you do not itemize for the MR you will still get AP when you use your shield. =D

Q: Resolute Smite- Galio fires a concussive blast from his eyes, dealing 80/135/190/245/300 (+70% of ability power) magic damage to enemies near the impact location, and reducing their movement speed by 24 / 28 / 32 / 36 / 40% for 2.5 seconds. Cost 60/65/70/75/80 mana. Range 900. Cooldown 7 seconds.
Good harassment and farming tool.

W: Bulwark- Galio shields a friendly champion for 3.5 seconds, increasing their Armor and Magic Resistance by 30 / 45 / 60 / 75 / 90. Each time the unit suffers damage, Galio is healed for 25/40/55/70/85 (+30% of ability power) (-20% healing for each consecutive hit). Cost 60mana. Range 800. Cooldown 13 seconds.
Basically puts Rammus's defensive curl ball on target of your choice, and whenever they take damage you get healed.
Note:The MR you get from this gets you AP.

E: Righteous Gust- Galio unleashes a gust of concussive wind that deals 60/105/150/195/240 (+80% of ability power) magic damage to all enemies in its path. A directional draft remains for 5 seconds, increasing the movement speed of allies passing through it by 20/28/36/44/52%. Cost 70 / 75 / 80 / 85 / 90 mana. Range 10000. Cooldown 12 seconds.
Good for poking and farming. In teamfights it is like a mini shurelya's.

R: Idol of Durand- Galio channels for 2.5 seconds, taunting nearby foes and blocking 50% of incoming damage. After channeling, Galio deals 220 / 330 / 440 (+85% of ability power) magic damage to surrounding enemies, plus an additional 10% damage for each attack he suffered while channeling. Max 80% bonus damage. Cost 100 / 145 / 190 mana. Range 550. Cooldown 170 / 150 / 130 seconds.
Using this makes you pull the whole team off your allies, this move is GAME CHANGING. W before you go into this and you will be healing for the first 1/2 of your ult and the pain you will feel from your enemies will be reduced.
Note: I recommend taking flash on galio as flash is very good for the placement of this skill.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

Initiation
W-(Flash)-R-Q-E

Poke
Q-E

Matchups:

Easy

Yorick (Heal off his ghouls and outscale him into late game)
Vladimir (Can't do anything to you)
Rumble (You can shield his flamethrower damage and counterpoke harder)
Akali (You are to tanky and outtrade her)
Malphite (You both serve the same roles, you just serve it better)
Hard

Olaf (True Damage> your shield)
Udyr (Bear stance>your ult),
Garen (Beats you up early),
Nautilus (To much CC and sustain),
Mordekaiser (Blocks your trades and pushes harder).

Playing AS/VS:

As:
  • Tell your team the timings on your ultimate and when you want to initiate.
  • If you are down on health, you can shield an ally before they run into minions or jungle creeps so you heal off of it.
  • To farm, run past the melee minions and make them follow you into the ranged minions, then Q-E and you will get the whole wave.
Vs:
  • Make sure you are not in ranged for Galio's flash ult combo.
  • Do not hit him with small damage moves when his shield is up.
  • Save a stun (Oh-hit is best) to stop galios ultimate.

Big Item Choices::


Rod of Ages- Makes you tanky, solves mana issues

Frozen Heart- CDR ,armor, a build in debuff aura, and mana if you get this in lane GG autoattkers. <3. rush this vs AD champions

Abyssal Mask- A good source of MR a strong amplifier for your teams AP and gives you decent damage.

Banshee's Veil- Makes your ult harder to stop and gives you nice stats.

Thornmail- More damage off your ultimate

Abyssal Mask- Alot More ultimate damage, Ap MR and the enemy MR drop all help your ult.

Rylai's Crystal Scepter- Good vs tanky team comps, or comps where mobility is key to fight.

Will of the Ancients- Gives you and your team sustain, get this if you have a mid who it works well with.

Force of Nature- Movespeed and magic resist.

Gametypes:

SoloQ:

Ok here. If you are able to win your lane you can do decently to carry your tem, however they need to know how to fight off your engages.
Ranked 5s:

Galio shines here. He is a strong counterpick and every single move in his kit works well with a coordinated team. He can be picked early as enemies will think he is mid and will not try and counterpick him.
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Gangplank


Champion Overview:


Gangplank is a physcial DPS champion that is typically build with some tanky items and some crit. He has a pistol shot that applies on-hit effects and can crit (Essentially giving him 1 fed ranged carry auto whenever its up). Gangplanks ultimate can apply global pressure as well as gangplank having safety himself from most ganks and enemies with some oranges.

Skills Overview:


Grog Soaked Blade- Gangplank's basic attacks apply a poison debuff for 3 seconds that can stack up to 3 times. Each stack deals 3 + (1 x level) magic damage per second and slows the target by 7%.
This is a nice passive for duels and just overall utility. It has a slow which is nice for early lane fights, and it has a poison effect which I have gotten kills with before.

Parrrley- Gangplank shoots an enemy with his pistol, dealing 20 / 45 / 70 / 95 / 120 (+1.0 per attack damage) physical damage. Gangplank refunds half the mana used and gains 4 / 5 / 6 / 7 / 8 extra gold if Parrrley deals a killing blow. This ability can critically strike and applies on-hit effects, including his passive.
This skill allows gangplank to poke, farm, and be overall much more useful of a champion. This skill can crit, meaning critplank is a relatively popular build due to this skill.

Remove Scurvy- Gangplank consumes a large quantity of citrus fruit which removes any crowd control effects on him and heals him for 80 / 150 / 220 / 290 / 360 (+100% of ability power).
This skill is GPs safety. Its a cleanse AND sustain. This is really nice in duels for the effects it offers.

Raise Morale- (Passive): Permanently increases Gangplank's attack damage by 8 / 10 / 12 / 14 / 16 and his movement speed by 3 / 4 / 5 / 6 / 7 %. (Active): Gangplank fires into the air, disabling his passive boost but inspiring himself to gain an additional 12 / 19 / 26 / 33 / 40 attack damage and 8 / 11 / 14 / 17 / 20 % movement speed, with nearby allied champions receiving half that amount for 7 seconds. He regains the passive when the buff ends.
This skill is a good buff for your team, the passive component is really good for gp as the free stats are all good for top lane.

Cannon Barrage- Gangplank signals his ship to fire 25 cannonballs upon target area for 7 seconds. Each cannonball deals 75 / 120 / 165 (+20% of ability power) magic damage to all enemies hit. Enemies caught in the area of this ability are slowed by 25% for 1.25 seconds, with the duration refreshing if one stays in the area.
This skill is a global ultimate that provides a slow and some damage. This skill is really nice for gangplank as it allows him to help his team from top lane AND get some gold doing it to make his laning easier.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

(R to start a fight)-E-Q-(W when you get CCed)

Matchups:

Easy

Skarner (Parley all day)

Renekton (Pistol to farm, eat oranges if he stuns you, sit and wait for lategame.)

Darius (Your pistol outranges his apprehend. Never let him get you)

Nasus (Kick back Farm minions and bully him)
Hard

Pantheon (Blocks parlay with passive)

Poppy (To much armor)

Jax (Dodge parlay and kills)

Malphite (Hes rock solid)

Irelia (Stacks armor, better nerf irelia)

Playing AS/VS:

As:
  • Farm as much as possible with your Q.
  • Always watch the map for your ultimate.
  • Raise moral has a long range, use it at the start of a teamfight and get alot of assists.
Vs:
  • Get early armor to survive his harass
  • Do not plan on having any CC used when yo fight him as he is always running cleanse.
  • Remember to have your jungler smite anything that is of value so GPs ult cannot steal it.

Big Item Choices::


Bloodthirster- sustain off your Qs

Last Whisper- If they stack armor

Trinity Force- This item is useful for you in every way

Maw of malmortious- Good to build if the enemy has a strong A

Infinity Edge- Makes your Q hit really hard

Phantom Dancer- More AS, crit, and movespeed.

Gametypes:

SoloQ:

Gangplank is strong in soloQ as he can get farmed and carry games. He also has an ultimate to apply global pressure.
Ranked 5s:

Gangplanks major use in ranked 5s will be aiding his team with his ultimate and raise morale.

Pros and Cons:


Pros:

-Free gold for Q lasthit
-Global ultimate
-Good damage
-Decent poke
-Free sustain/Cleanse

Cons:

-No cc
-No escapes
-No Big impact aside from ultimate in teamfights
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Garen


Champion Overview:


Garen is a tanky Dps champion with a dominant early game that can completely shut out some champions. Garen is the original champions to possess Spin 2 Win which is his trademark skill. Garen likes brushes as if he is in them and the enemy walks in he can typically burst them down and kill them. Garen does have a falloff lategame, but the falloff can be somewhat mitigated IF Garen builds right. Garen is relatively low skill cap and can deliver good results (Even without runes) so he is the champion I would recommend for new players trying to learn top lane.

Skills Overview:


Perseverance- Garen regenerates 0.5% of his maximum health per second after not receiving damage for 7 seconds. The regenerative state will stop if Garen receives damage.
This will act as you sustain in lane. This passive is a threat of sorts as it states "Come in range and stop this or I will heal". This will force the enemy to either: A. Use a ranged move on you to knock it out, B. Come up and try a trade with you to turn it off, or C.Let you sustain your hp back.

Decisive Strike- Garen gains 15 / 20 / 25 / 30 / 35 % movement speed for 4 seconds. His next melee attack within 6 seconds will deal 30 / 45 / 60 / 75 / 90 (+1.4 per attack damage) physical damage and silence his target for 2.5 seconds.
An on next hit silence that does decent damage, the primary use of this skill is to use before you spin so that enemies cannot use their blink/escape ability to get away from you.

Courage- (Passive): Garen's armor and magic resistance are permanently increased by 0.5 every time he kills an enemy unit (maximum 25 additional armor and magic resist).(Active): Garen places a defensive shield on himself, decreasing all damage taken by 20 / 24 / 28 / 32 / 36 % for 3 seconds.
The passive on this skill is REALLY strong, it allows you to get 2 rune pages of flat armor and MRs worth of runes after just 50 cs. The active on this ability allows you to be able to build some damage items and still be extremely tanky in endgame teamfights.

Judgment- Garen rapidly spins his sword around his body for 3 seconds, removing all existing slows and reducing the duration of new slows by 50%, and dealing 25 / 45 / 65 / 85 / 105 (+0.7 per bonus Attack Damage) physical damage to nearby enemies every half second. Garen can deactivate Judgement early by activating the ability again after 0.5 seconds. Garen cannot use Decisive Strike or Demacian Justice while Judgement is in effect. Damage to minions and neutral monsters is reduced by 50%. Judgment's damage can critically strike, in which case, only the bonus damage will be multiplied.
SPIN 2 WIN!!!!!!!!!!!!!! This skill is your main damage source, it acts as a cleanse from slows as well as your main damage tool. This skill can crit too, you will know when it does as you will hear a sound and a small sword will appear on the enemy.

Demacian Justice- Garen brings down Demacian Justice on his opponent, dealing 175 / 350 / 525 magic damage plus 1 additional damage per 3.5 / 3 / 2.5 health his opponent is missing.
This skill is your KO move. When an enemy gets below 40% hp use this and you will probably kill them. This skill does MORE DAMAGE based on the enemies hp missing so building hp DOES NOT counter this skill. It also does magic damage, so the enemy will not be able to build against it or they will be destroyed by your physical damage.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Max vs standard enemies.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Max vs enemies who you will not be able to spin on and will only have time for 1 hit.
Combos:

Q-E-(W when you start taking damage)-(R to K.O.)

Matchups:

Easy

Akali (Sit in her circle and spin -Puts on shades- to win)

Nasus (Zone him hard)

Riven (She can't beat you in an upfront fight in lane.)

Renekton (Your spin keeps going his stops. Hue)

Darius (DEMACIA SHALL PREVAIL!)

Irelia (better nerf irelia, she gets zoned by Garen.)

Wukong (Spin when he decoys, yours is low cooldown his is not =D)

Rumble (If he gets close hes dead.)

Skarner (Just spin b4 he trie to pull you, he will kill himself.)

Xin Zhao (You stop his early snowball and screw him over.)
Hard

Teemo (Ranged)

Yorick (Poke and sustain all day.)

Kennen (Ranged)

Udyr (Tiger out trades you.)

Nidalee (Ranged and safe.)

Jayce (Ranged, if you make it close he kncoks you back.)

Olaf (True damage spam)

Malphite (Rock solid, takes no damage. YOU WILL LOSE!)

Kayle (Ranged and can kite)

Janna (A good janna will poke and kite you ALL DAY EVRY DAY)

Playing AS/VS:

As:
  • If you cast ult while you in your spin and do not click anything afterwards, you will ult the target you clicked.
  • Building crit gives you a decent damage increase.
  • the brush is your best friend.
Vs:
  • Avoid brushes.
  • Stack armor to live in lane.
  • Do not underestimate garens burst with his ult.
  • The best time to fight Garen is when his spin is down.

Big Item Choices::


Trinity Force- Despite none of the sheen stats helping you this items overall utility is AMAZING.

Phantom Dancer- More AS, crit, and Ms. Makes your spin good for chasing and critting.

Infinity Edge- Crit, Damage, as well as a damage increase on your crits.

Bloodthirster- More Sustain and Damage.

Last Whisper-Armor Pen if the enemies stack armor.

Maw of Malmortius- Strong item vs an ap laner.

Yomuu's Ghostblade- The bruta gives you CDR in lane. The full item gives you crit for your spin and an active for chasing and fighting.

Gametypes:

SoloQ:

Garen is a good pub stomper in soloQ games as he can deny and zone alot of early game champions.
Ranked 5s:

Garen is not as strong in ranked 5s as he does not really fit into any of the current meta team comps.

Pros and Cons:


Pros:

-Tanky
-High early damage
-Spin 2 Win
-sustained
-Can shut down champions with weak early games and keep them out of the game.
-No mana

Cons:

-Weak to kite
-Doesn't scale insanely hard
-Hard to place on a team
-No hard CC
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Graves


Champion Overview:


Graves is a ranged AD carry that has free Armor/MR as well as being decently tanky. Graves has a very strong early game as well as scaling into the late game as ranged carry. Taking graves top allows your teams to have 2 AD carries and allows graves to build decently tanky instead of going the standard AD carry build. Graves has good matchups and is a strong early pick due to the fact he is a popular AD carry. Graves is the best AD carry to use to learn how to play a ranged carry top, as he is safe with a strong kit.

Skills Overview:


(Passive) True Grit- Graves gains 1 / 2 / 3 bonus armor and magic resistance every second he remains in combat. This bonus stacks up to 10 times. Graves is considered in combat if he has dealt or received damage in the last 3 seconds.
This passive is nice for top lane as it gives you more armor/magic resist to help you in the early game.

Q: Buckshot- Graves fires three bullets in a cone, dealing 60 / 95 / 130 / 165 / 200 (+0.8 per bonus attack damage) physical damage to all enemies in their path. Enemies at close range can be hit by multiple projectiles, but each bullet beyond the first will deal only 35% damage up to a maximum of 109 / 173 / 237 / 301 / 364.5 (+1.5 per bonus attack damage) physical damage.
The damage on this skill insane early on. This is mostly just a part of your burst, early game this skill +Your smokescreen can clear a minion wave.

W: Smoke Screen- Graves fires a smoke canister at the target area, dealing 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage upon landing and creating a cloud of smoke for 4 seconds. Enemies inside the smoke cloud will be slowed by 15 / 20 / 25 / 30 / 35 % and will have their vision reduced to only what is inside the smoke cloud and enemies attacking them, everything else will look like it is in the Fog of War.
This skill is strong in teamfights, duels, and for juking. The overall utility this spell provides is just amazing. You can use it on your enemy so your jungler to pass by the enemy's wards.

E: Quickdraw- Graves dashes forward, gaining a 40 / 50 / 60 / 70 / 80 % attack speed boost for 4 seconds. Attacking enemy units with autoattacks lowers the cooldown of Quickdraw by 1 second each attack.
A mini blink with an AS steroid, use it to avoid enemy skillshots and counter-trade.

R: Collateral Damage-Graves fires an explosive shell in a straight line, dealing 250 / 350 / 450 (+1.4 per bonus attack damage) physical damage to the first target it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing 140 / 250 / 360 (+1.2 per bonus attack damage) physical damage in a cone behind the target.
A giant chunk of burst damage. Q-R can easily dominate most enemies health bars.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

W-E-Q-R

Matchups:

Easy

Cho'Gath (Poke him down do not get caught),
Darius (Out range him completly, youcan E his apprehend),
Garen (He can't reach you),
Jarvan IV (E out of his flag combo and away from his demacia range),
Olaf (E from his axes if need be, Poke him with Q and autos),
Nasus (Zone him early with your range)
Singed (Beat him out early or you will fall behind),
Udyr (Can't touch you)
Volibear (You can keep him away with your E until you get a phage, then you can kite him).
Hard

Akali (You will zone her pre 6, but then 6 your dead),
Fiora (She has a double dash to keep with you),
Fizz (To many gap closers),
Pantheon (He can Q harass you to death, and his shield blocks your harass),
Lee Sin (If he touches you, you are dead. His cripple hurts you hard.),
Jax (He will dodge and hop),
Malphite (At 6 be ready to dodge his ult, never let him ground slam you),
Nidalee (She has range AND at 6 she gets the melee to kill you),
Riven (To many gap closers)
Yorick (He will poke you to death).

Playing AS/VS:

As:
  • When running from enemies: run in a direction, smokescreen, then run in a different direction. JUKED!
  • Save your E until the enemy reaches you/ uses their gap closer for the blink effect.
  • Do not dash in to buckshot an enemy that has strong close range damage (IE: Darius).
Vs:
  • Try and fight/Poke him if you see his passive goes down.
  • Get out of smokescreen ASAP the information you lose in there could cause your death.
  • Get early Armor, as all of graves moves (Save smokescreen) deal physical damage.

Big Item Choices::


Heart of Gold + Vampiric Scepter - This is a trend I say some AD carrys beginning to do, It does not work as well on bottom as it does on top lane. This allows you to use your range and farm to late while getting some hp early to survive enemies. Bot lane the enemy has ranged as well so you need the damage, but here you get free trades so it is less needed. This also allows you to scale into late game faster.
I would recommend double doran's instead if you are fighting a weaker early game champion to use your advantage.

Trinity Force- This item is nice on top graves as all of the parts are used (Save the small bit of Ap), this items components allow you to fight other top laners very well

Phantom Dancer- More AS, crit, and Ms.

Infinity Edge- Crit, Damage, AND CRIT DAMAGE INCREASE. NICE!

Bloodthirster- Sustain and Damage

Guardian Angel- Revive is helpful.

Last Whisper-Armor Pen for late game.

Gametypes:

SoloQ:

Graves top does decently in soloQ as he has decent matchups and you have a strong carry power late game. If your bot lane does well/Wins your team will have 2 strong AD carrys.
Ranked 5s:

Graves works well here as you can run alt bot lanes such as Jarvan-Leona, you can run a strong early AD bot such as Urgot, and you will have a much stronger late game if your jungler is tanky.
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Hecarim


Champion Overview:


Hecarim is a mobile tanky dps. He leads the charge into battle, all of his moves allow him to stay mobile while dealing out damage or providing CC and utility.

Skills Overview:


Passive: Warpath- Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
This passive gives you some AD for your move speed. This skill also gives you the ability to ignore unit collision, which allows you to weave around minions to harass with your Q.
Note: Do not build movespeed to try to make use of this passive, just benefit from it as you build.

Q: Rampage- Hecarim cleaves nearby enemies, dealing 50 / 85 / 120 / 155 / 190 (+60% of bonus attack damage) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy unit with this attack, he gains a stack of mpage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.

This skill is a spammable AoE damage source. You can use this to harass your enemy while staying mobile. This will be a constant source of AoE damage in teamfights.

W: Spirit of Dread- Hecarim surrounds himself with the spirit of dread for 4 seconds, magic damage per second to all enemies within its reach dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power). Additionally, Hecarim is healed for 10 / 15 / 20 / 25 / 30% of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped at 60 / 90 / 120 / 150 / 180 per cast.
This skill does a small amount of AoE damage to all targets around Hecarim. The main use of this skill is the heal it gives you. You will heal a percentage of all damage done to enemies in this circle, making you deceptively tanky. This skill allows you to engage a fight at low health (And following the initiation bursts) be at almost full again.

E: Devastating Charge- Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration, with a minimum of 40 / 75 / 110 / 145 / 180 (+50% of bonus attack damage) to a maximum of 80 / 150 / 220 / 290 / 360 (+100% of bonus attack damage).
This skill gives you an increasing movespeed boost for a small amount of time (Like a powerball), your next basic attack will give you a slight gap close and knockback on your enemy you hit.

R: Onslaught of Shadows- Hecarim summons spectral riders and charges forward, dealing 100 / 200 / 300 (+80% of ability power) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.

This ultimate is your initiation, it does decent damage and applies a "flee" to nearby enemies forcing them to run in a direction away from you. If you use this ultimate in to the enemy team it will scatter and disperse them.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Use this max order for standard lanes, it allows you to deal some damage early on.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Use this max order if you fall far behind and can do nothing in lane but farm. This order will keep you sustained in lane.
Combos:

(R to initiate)-E-Q-W-Q

Matchups:

Easy

Fiora (You can use your mobility and outplay her)
Singed (Ride alongside him, out of poisons range, and kill him with your mobility) Vladimir (Both of you are weak early, you scale better)
Shen (You can sustain and when he ults away you get to farm)
Hard

Riven (Kills you)
Darius (Too much damage)
Nasus (he gets to farm and wither wrecks you)
Olaf (True damage spam]]
Kayle (Range and tons of damage)
Udyr (Never get close)

Me as top lane as hecarim vs kayle. Kayle generally has an advantage in the matchup until teamfight phase (I do not play hecarim as well as some others due to the fact you need to master your Qs timing for CS).

Playing AS/VS:

As:
  • Use your E to get behind the enmy then auto them to shoot them back.
  • Your ult forces enemies to run away fom you, use it in the middle of all the enemies to disperse them and allows your team to pick up kills.
  • Keep your Q charged before a teamfight.
Vs:
  • Have good ward coverage at all times, hecarim may do low damage in lane but his ability to recieve ganks is superb.
  • Do not allow hecarim to lane safely, if he makes it to late game your team is in trouble.
  • Do not allow hecarim to land his ult on your whole team or its game over.

Big Item Choices::


Philosiphers Stone and Heart of Gold- Help you get through early game. Both items that build off these are useful to you

Trinity Force- All useful stats, makes you get strong.

Sunfire Aegis- Ride with your enemies for more damage.

Maw of Malmortius- Makes you stronger at low hp and makes you stronger vs casters.

Frozen Heart- Good debuff for when you ult.

Guardian Angel- Lets you revive, then W to full hp.

Gametypes:

SoloQ:

Hecarim is meh in soloQ. His matchups are not that good and he needs his team to follow up for his kit to get its full effect.
Ranked 5s:

Hecarim is AMAZING here. If you get a lane you can farm in you get a really good chance at winning. Hecarim receives ganks well and his kit works very well in coordinated teams.
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Irelia


Champion Overview:
Irelia is a very strong champion that can ,come late game, carry a game on her back. She is a Mobile Tanky-Dps Assassin champion capable of destroying the enemies back lines in team fights. She exerts a very strong presence in a game and is hard to keep down, she can sustain in lane and has a very fun way to last hit. BETTER NERF IRELIA!

Skill Overview:

Passive: Ionian Fervor- Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia. 1Champion: 10% 2Champions: 25% 3Champions: 40%

VEERYY Nice passive for when your getting ganked or teamfights, its just an overall great passive like free merc treads not much more to say.

Q: Bladesurge- Irelia dashes forward to strike her target for 20/50/80/110/140 (+1 per Attack Damage). If it kills the target, Bladesurge's cooldown refreshes and refunds 35 Mana. Cooldown 14 / 12 / 10 / 8 / 6 seconds. Cost 60/65/70/75/80 mana. Range 650

Strong move, your gap close refreshes the CD and 35 mana if you get a kill. Does strong damage and applies on hits.
Note: To gain ALOT of distance you can lasthit a minion from almost max range and with the refreshed cooldown jump at your enemy champion, good if they are trying to stay back and play passive because you are ahread. this skill resets auto attack timer if your within range of the enemy auto them then Q.

W: Hiten Style-Irelia is skilled in the art of Hiten, passively giving her physical attacks 10 / 14 / 18 / 22 / 26 health restoration. Activating Hiten Style adds 15 / 30 / 45 / 60 / 75 true damage to her physical attacks for 6 seconds. Cooldown 15second. Cost 40mana

A very nice skill for laning, gives you sustain off your auto attacks, and when you activate you get a very nice little boost of true damage on your auto attacks. This applies to blade surge to when its turned on. Giving it extra damage as well.

E: Equilibrium Strike-Irelia's attack balances the scales, dealing 80 / 130 / 180 / 230 / 280 (+50% of ability power) damage and slowing the target by 60% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead. Cooldown 8 seconds. Cost 50 / 55 / 60 / 65 / 70 mana

A very nice skill that gives a feel of I can win this fight. The slow is pretty big as well and it has a slightly longer range allowing you to use this on fleeing targets.

R: Transcendent Blades- Irelia summons 4 spirit blades that she can fling to deal 80/120/160 (+60 of attack damage) (+50% of ability power) physical damage to enemies they pass through. She heals for 25% of that damage against champions and 10% against minions. Cooldown 60 / 50 / 40 seconds. Cost 100 mana.

Sustain wave clear, and a little bit of nice extra damage all on a low cd so you can use it for whatever purpose you wish.

Combos/Skillorder:

Skill Order:
Max R>W>Q>E

Combos:
W-Q(Q to minion then Q again to champion for distance Q initate)-E-(Ult for more damage and heal)

Matchups:

Irelia is generally like a riven there is no real "counter" to her, but she does have lanes that are harder.

Easy:

Jarvan IV (You can out damage him past lvl 5 and kill him),
Akali ( do not try and trade with her until ~lvl 4, at which point your combo will out damage hers),
Tryndamere (get cloth 5 engange him at lvl 4 and get lucky and hope he dosn't crit 5x), Poppy (Your true damage ignores your passive allowing you to put ALOT of damage off on her)
Gangplank (when he comes to parley harass you can dash up and kill him)
Shen (You survive him, and when he ports away you get freefarm and carry late)
Sivir (she cannot escape and you can win in a 1v1 committed fight.)

Hard:
Garen (He spins to win and screams demacia how do you beat that?)
Renekton (Has alot of harass and can just generally beat you, also hes an interior crocodile alligator),
Riven (This lane is a match of skill, the better player will come out on top here.), Jax (He is the champ, and will win any direct straight up fight to prove it)
Olaf (True damage to true)
Rumble (Another matchup of complete skill and timing.)
Warwick (can outsustain you and will win in an open fight).

Playing As/Vs:

As:
-With sheen and your W on you can 1 shot minions with your Q, use this to your advantage.
-At level one you can get a very strong trade off against average trade champions, you let them hit you then as soon as you take damage E them and get in like 2 autos.
-Your job in fights is to zone the enemy carries, but do not get carried away and try and run in multiple people v 1.

Vs:
-Watch your minions in order to prevent her from jumping to you.
-Do not trade when her W is turned on.
-Never underestimate Irelia even at low health she is VERY deadly.

Big Item Choices:

Trinity Force- All the stats help you, and this item makes you a carry monster

Warmog's Armor- Gives you tankyness

Atma's Impailer- Gives you damage off your tankyness

Force of Nature- MS , MR, and hp regen

Wit's End- Strong item for dmg(Magic which they probably wont itemize against, this plus your true damage means a good bit of your damage is almost unaffected by resistance), Atkspeed, and Mr.

Ionic Spark- Good for split pushing

Randuin's Omen- Good item in general for tanky DPS

Gametypes:

SoloQ:
Strong pick here, if you know what your doing you can outplay alot of players and carry yourself. If you can get an advantage early you will become a monster late and wreck thier team. Irelia can be picked early on in the draft although she is good to be picked later on in.

Ranked 5s:
If you coordinate with your team Irelia can be a GREAT pick. Your team will know your strengths and your weaknesses and fill them in. They can let you farm to late where you become a beast and pick comps that synergize around your fighting style.
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Janna

Champion Overview:


Janna is a supporty-Ap champion, Janna is fun to play and grants her team amazing utility. Janna has a strong lane phase as well as unconditionally will scale into late game. janna is strong as she can be run in many comps and brings alot to her team. She NEEDS a jungler who can deal out alot of physical damage when they gank to be effective.

Skills Overview:


Passive: Tailwind- Increases the movement speed of all allied champions by 3%. The bonus is lost when Janna is dead.
This passive is nice as it gives your team a movement speed boost (Which makes you constantly helping other lanes from top lane).

Q: Howling Gale- Janna summons a mighty whirlwind, which she can release to deal 60 / 85 / 110 / 135 / 160 (+75% of ability power) + 25 / 30 / 40 / 50 / 60 (for each second it charges) magic damage to all targets in it's path, in addition to knocking them into the air for 0.8 seconds and an extra .1 second for each second charged. The damage done and distance traveled by the whirlwind also increases for each second it channels to a maximum of 3.
This skill is your CC and main farming ability. A fully charged gale can easily clear a minion wave with some AP. When your jungler comes to gank lock the enemy laner down with this spell.

W: Zephyr- Passive: Increases Janna's movement speed by 8 / 10 / 12 / 14 / 16 %, and allows her to move through units. Active: Janna launches her elemental at the target dealing 60 / 115 / 170 / 225 / 280 (+80% of ability power) magic damage, and slowing their movement speed by 24 / 30 / 36 / 42 / 48 % for 4 seconds. Janna loses the passive benefit while Zephyr is on cooldown.
This skill makes you VERY SAFE and makes you VERY STRONG vs champions with no gap closer. This skill does insane poke and the slow is enough to let you back off after the harass, or chase the enemy down with your shielded autos.

E: Eye Of The Storm- Janna shields her target, absorbing 80 / 120 / 160 / 200 / 240 (+90% of ability power) damage and buffs them, increasing their attack damage by 14 / 23 / 32 / 41 / 50 for 5 seconds (can target Turrets) or until the shield is broken.
This skill is nice as it gives a shield as well as giving AD. You can use this on your jungler as he comes in to gank for more damage. This skill will allow you to trade really well in lane with your autos as well.

R: Monsoon- Janna knocks surrounding enemies back 875 units and channels healing winds, restoring 70 / 110 / 150 (+35% of ability power) health to nearby allies each second for 4 seconds.
This ultimate is AMAZING. This skill can sustain you, push enemies away, AND it has a high ratio to heal your team with later on.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Farm Janna (Max shield when teamfights start to happen)
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Kill Janna (When you want to kill people)
Combos:

W-E-Q-(R whenever needed)

Matchups:

Easy

Kennen (You win in lane, and you prevent his ult in teamfights)
Galio (Blow away from his ultimate)
Udyr (Kite and poke all day)
Garen (You have to much mobility)
Darius (Ranged slows, knockback and mobility
Olaf (Dodge axes, poke him down)
Riven (You have mobility control)
Skarner (Cant reach you)
Hard

Yorick (Sustains your poke, and he pokes back hard)
Akali (Cant stop her at 6)
Poppy (Can farm safely to late game)
Nasus (peacefully farms)
Cho'Gath (Gets big)
Pantheon (Spear spam)

Playing AS/VS:

As:
  • When you receive ganks it is your job to lock down targets and your junglers job to do damage.
  • get in front of an enemy trying to run and use your ultimate to shoot him back.
  • Even without many items you are still very useful to your team, if you fall behind just get gp/10s and wait until late game.
  • Use your ultimate as sustain if your team needs it on a push, you will get more out of the heal out of a fight then in it.
Vs:
  • Remember where she sets up her Q the knockup will be coming from that area not where she is.
  • Wait to use an AoE ult until janna's ultimate is down.
  • Janna's CDs are low, just because you see her use a skill it does not mean it is safe to jump on her.
  • The best thing to do vs janna in lane is to buy gp/10s and farm

Big Item Choices::


Philosiphers Stone, Kage's lucky pick and Heart of Gold- Your safe in lane so these items are nice on you. They also build into useful items later on.

Rod of Ages- Makes you tanky, solves mana issues

Rabadon's Deathcap- Makes you get soooo much AP, especially with your passive when your low hp.

Deathfire Grasp- Cdr and with your burst combo amazing damage. If you rush this you can leblanc assassinate people.

Lichbane - A finisher Item, makes your autos strong low on HP.

Gametypes:

SoloQ:

Janna top can do ok in SoloQ but it does not have much carry potential so it is not that good there.
Ranked 5s:

Janna excells here. Janna top allows you to run a protect the kogmaw comp or run a bot top switch.

,Pros and Cons:


Pros:

-Always scales into late
-Good utility
-Safe Pick
-Strong passive or the team

Cons:

-Low kill potential
-Lower damage then some other tops.
-Ultimate needs to be mastered in order to be effective.
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Jarvan IV


Champion Overview:


Jarvan IV is a tanky DPS champion that can initiate fights with a strong burst, followed up by good DPS throughout the fight. He excells at disrupting the enemy team, and destroying enemy squishies all while guarding your support line. Making the best use of Jarvan comes from taking advantage of his amazing early laning phase and using it to propel you into an amazing position for the rest of the game. Jarvan is one of those champions who can pick up the slack for his team and is a kind of Do-Everything in the fight kind of guy.

Skills Overview:


Passive: Martial Cadence- Jarvan IV exploits his target's opening, dealing 6/8/10% of the target's current HP as magic damage. This effect cannot occur on the same target for 6 seconds.
This skill gives Jarvan a stronger low level than alot of other champions due to how much of a damage boost this is for you at the lower levels. This skill is worth using on your enemy in lane whenever it is up and you are safely able to as it gives you a good amount of poke and fighting ability.


Q: Dragon Strike- Jarvan IV extends his lance, dealing 70/115/160/205/250 (+110% of attack damage) physical damage and lowering the Armor of all enemies in its path by 10/14/18/22/26% for 3 seconds. If it contacts his standard it will pull Jarvan IV to its location, knocking up enemies in his path. Cooldown 10/9/8/7/6 seconds. Cost 45/50/55/60/65 mana. Range 500.

A very good move to poke with in lane. Auto+Q does a TON of damage. If you connect it to your standard it is a knockup AND a gap closer/Escape.

W: Golden Aegis- Jarvan IV forges a 50/90/130/170/210 (+20/25/30/35/40 health for each nearby enemy champion) health shield for 5 seconds, which slows surrounding enemies by 15/20/25/30/35% for 2 seconds. Cooldown 20/18/16/14/12 seconds. Cost 75 mana.

This skill is nice, Just not really in lane. This skill has a decent mana cost, and the shield value is not high enough with 1 enemy to really matter. The slow is decent but again on one person feels wasted.

E: Demacian Standard-Passive: Grants Jarvan a bonus 10/13/16/19/22% attack speed and 10/13/16/19/22 armor. Active: Jarvan IV throws a Demacian flag to a nearby area, dealing 60/105/150/195/240 magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds. Cooldown 13 seconds. Cost 60 mana.
NOTE:IF AN ALLY HAS TELEPORT, THEY CAN PORT IN ON YOUR FLAG. OP!!

VERY NICE SKILL. Gives armor and attack speed for learning, and if you throw it out it gives you the bonus again AND gives it to your team. Its like a mini Aegis for team fights. This is the intiation to your knockup combo so position it behind your enemy. This skill also acts as a ward to where it is thrown, so if you are scared of going in a brush or want to check a position over the wall give it a throw.

R: Cataclysm- Jarvan IV heroically leaps at an enemy champion, dealing 200/325/450 (+150 of attack damage) physical damage and creating an arena of impassable terrain around them for 3.5. Activate again to collapse the Cooldown 120/105/90 seconds. Cost 100/125/150 mana. Range 600.

GET DUNNNKKKEEEDDDDDDDD. This skill is your main initiator, a good source of damage, sounds cool, and is just all around awesome. DEMACIIIIAAAAAA.

Combos/Skillorder:


Skill Sequence:

Max R>Q>E>W

Combos:

E-Q-Auto-W-(R if you want to kill)

Matchups:

Easy

Gangplank (When he pistols you combo and rape),
Kennen (You can jump at him and trap him in your ultimate. Proceed to rape)
Renekton (Big spear kill crocodile)
Mordekaiser (Fight him away from your minions, make him choose to fight you or get shield.)
Rumble (Combo-Dead, beware of him ulting in your circle),
Singed (Abuse early game, win lane)
Vladimir (He cant outsustain your pain.).
Hard

Yorick (Zombie apocalypse),
Udyr (Oh deer, Its Udyr),
Shen (He will poke and sustain all day long, just like a yorick),
Olaf (TRUEEEE DAMMMMAGEEEEE),
Pantheon (Where does he get all the spears -.-),
Nidalee (SPEAR HEAL SPEAR HEAL SPEAR HEAL, CAT!)
Worst Last Hits NA!!! I can't take last hitting serious in normal games for some reason, even if I am fully awake, As long as im able to zone my enemy out enough to win the lane and get enough gold to be useful to my team im fine though.

Playing AS/VS:

As:
  • Use your flag for scouting.
  • Do not lock your teams high priority targets in your ultimate, if you do let them out ASAP.
  • Do not dunk enemies for fun, no matter how tempting it may be.
Vs:
  • Do not let Jarvan abuse his early game damage on you.
  • Take Flash against a Jarvan, Getting locked in a wall can be very problematic.
  • If you see Jarvans flag go down RUN he will probably try and kncok you up or get in range of his ult.

Big Item Choices::


The Brutalizer - Good damage early, allows you to hold lane advantage.

Trinity Force- All around good item for a tanky DPS, J4 is no exception.

Last Whisper- Good pen if you are needed for damage

Frozen Mallet- Good if you fall behind and need to be tanky

Maw of Malmortius - Strong item for carrying allows you to be stronger at lower HP.

Atma's Impailer - Converts tankyness to damage, and your very tanky.

Sunfire Aegis -Tanky item gives you health and defence, more damage from atmas, gives you a nice extra bit of damage in fights.

Bloodthirster - More damage, alot of lifesteal I tend to buy this if we have a tanky team and need more dps.

Infinity Edge -More damage, helps your crit rate, makes more crit dmg, pretty good item if you are going DPS.

Thornmail - good for fighting heavily dps warriors like trynda,xin,and GP returns 30% of their damage to them.

Banshee's Veil - good for M def more, more hp, more mana, more dmg off atmas, Gives u immunity to one hostile spell.

Force of Nature - good for magic defence more run spd and hp regen.

Aegis of the Legion - gives you team a nice boost while your around which you should be tanky enough to be.

Frozen Heart- A good item if the enemy team has a few auto-Attk ADs.

Gametypes:

SoloQ:
Jarvan is strong in soloQ, He can pick up slack for another lane if he is doing well. You can pick him early in as most people will not think he is going top lane. Most teams will not know how to react to your ultimate causing them to split or be confused.
Ranked 5s:
Jarvan is also a very strong champion in ranked 5s. He works AMAZINGLY with AoE team comps as his ultimate forces enemies to stay in the AoE. Jarvan also works very well with coordinated ganks being able to respond much better than many top lane champions.
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Jax


Champion Overview:
Jax is a Mobile sustained burst assassin. Jax excels at farming into late game and can carry his team like a Riven or an Irelia. Jax is the only champion in the game that is capable of "Dodge". Meaning basic attacks will not be able to hit him when his E is on. Jax deals hybrid damage and is thus very hard to itemize against. Jax can also build to counter his opponents with his ultimate, meaning if the enemy team has a lot of magic damage he should build Ap, and if they have alot of physical damage he should build AD.

Skills Overview:

Passive: Relentless Assault- Jax's consecutive basic attacks continuously increase his Attack Speed. (4-10% attk speed per stack depending on his level.)

Ok passive, is ok for getting last hits and it gets to be a decently sizable amount late game.

Q: Leap Strike- Jax leaps towards a target. If it's an enemy, he attacks it and deals an additional 70/110/150/190/230 (+100% of Bonus attack damage) (+70% of ability power) magic damage. Cooldown 10/9/8/7/6 seconds. Cost 65 mana. Range 700.

Your Gap closer AND escape move as you can use on enemies or allies.
Note: You can hop to a ward with this move.

W: Empower- Jax charges his weapon with energy, causing his next attack to deal 40/85/130/175/220 (+60% ap) bonus magic damage. Cooldown 7/6/5/4/3 seconds. Cost 30 mana.

A very nice damaging move, its on a low CD and it resets the auto attk timer.

E: Counter Strike- Jax enters a defensive stance, dodging all incoming basic attacks for 2.0 seconds, and reducing the damage of AoE attacks by 25%. At the end of the effect, Jax deals 50/75/100/125/150 (+0.5 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 20% damage (up to 100%) for each attack dodged. This attack can now be ended early to deal the instant stun. Cooldown 18/16/14/12/10. Cost 100 mana. Range 400

The Original Esports titl.... Oh wait Jax's counter strike. This move gives you auto attack immunity for a set period of time AND after a few seconds or when you cancel it, this skill will stun nearby enemies.
Note: Your E dodges all moves that would apply on hit effects while spinning such as Fiora or Warwicks ultimates.

R: Master-At-Arms- Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
Active: Jax Strengthens his Resolve, Gaining 25/35/45 Armor (+30% of your AD) and 25/35/45 Magic Resist(+20% of your Ability Power) For 8 seconds. Cooldown 80 seconds. Cost 80 mana. Range 100


The passive of this skill makes your auto attacks deal a good amount of damage, this will be a good part of your damage output do not underestimate this passive. The active component of this skill makes you very durable while it is on, so remember to use it when you go into a fight.
Passive Note: When your passive attack speed stacks wear off, your consecutive attack count resets.

Combos/Skillorder:

Skillorder:

Max R>W>Q>E

Combos:

E-Q-Auto-(Keep E on if they try and fight, E instantly if they try and run)-W-(R if a full fight starts)

Matchups:

Easy:

Tryndamere (all autos, hes gonna miss them all and die)
Fiora (Same as tryndamere AND you dodge her ultimate and stun her after lol)
Irelia (The majority of her damage is autos and you out trade her)
Renekton (Dodge his stun damage component, which is a big portion of his damage)
Riven (She needs to auto to deal a good portion of her damage)
Gangplank(Dodge his pistol hop to trade back stun and DPS- Profit.)
Master Yi (See tryndamere and Fiora)
Jarvan IV dodge his auto harass and once you get your skills you will be able to out trade him.

Hard:

Lee Sin (Sustain all Day HUEHUEHUE), Yorick (Your Death Will only be the beginning), Warwick (Yea, Try hurting him its not fun.), Mordekaiser (Numero Uno, beg for ganks), Teemo (He will blind you making you miss your autos, and he will lay a mushroom for if you want to fight him).


Playing As/Vs:

As:
-Count your ultimate passive. When its at 2 you can be aggressive with your Hop-Auto-E Which will deal ALOT of quick burst damage.
-Time your dodge use so it will be up when their skills are down and they want to auto you.'
- Remember to use W as an Auto attack reset.
-Having a ward at all times in essence gives you another flash resource.

Vs:
-Avoid fighting Jax until his dodge time is over
-Do not underestimate a Jax's burst damage he can wreck you very fast.
-DO NOT DIVE A JAX IF HIS STUN IS UP, HE WILL DODGE YOUR ATTACKS AND STUN YOU UNDER TOWER.

Big Item Choices:

Trinity Force- All the stats help you, and this item makes you a carry monster

Hextech Gunblade- Sustain, Damage (In both types to benefit your ultimate), and a slow damaging active effect.

Wit's End- Strong item for dmg(Magic which they probably wont itemize against, this plus your true damage means a good bit of your damage is almost unaffected by resistance), Atkspeed, and Mr.

Ionic Spark- Good for split pushing.

Maw of Malmortius- Gives you durability against mages and warriors at the same time.

Guinsoo's Rageblade- Good gold value item, use it if the enemy team has an up close fighting comp that will allow you to auto.

Gametypes:

SoloQ:
Who wants a piece of the champ? In soloQ you can use Jax's snowbally nature very well, he snowballs and can effect games in the exact same way as a riven. He has very good matchups and on top of that can transition very well into late game, making him a VERY strong pick to carry people in SoloQ.

Ranked 5s:
Hes been in the tournament scene alot recently, His ability to get one good gank and be a very beneficial carry for his game is amazing. He also has the ability to recover from a bad laning phase if your team helps you by letting you farm, trading, or ganking form you when your down.
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Jayce



Champion Overview:


Jayce is a ranged AD carry/Melee Dps champion capable to dealing TONS of damage, both from afar and close and personal. Jayce has the ability to adapt to many team comps, lane opponents, and roles for the team. Jayce has his ultimate at level 1 like karma, however unlike karma he still can RANK his ultimate at the normal levels giving him nice little bonuses. Jayce has amazing harass in lane and is capable of killing many enemies in just 2 combos of his harass.

Skills Overview:


Hextech Capacitor- Jayce gains 40 movement speed and ignores unit collision for 1.25 seconds each time Transform is cast.
This passive is nice to jump into your combos, or keep up in the fight as your switching your weapons around. In lane the ignore unit collision part is VERY helpful as you can switch weapons and run straight at them or switch weapons, run through them, and hammer them abck.

To The Skies! / Shock Blast- To the Skies: Jayce leaps to an enemy dealing 20 / 65 / 110 / 155 / 200 (+1.0 per bonus attack damage) physical damage and slowing enemies by 30 / 35 / 40 / 45 / 50% for 2 seconds. Shock Blast: Jayce fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing 60 / 115 / 170 / 225 / 280 (+1.2 per bonus attack damage) physical damage to all enemies in the area of the explosion. If fired through an Acceleration Gate, Shock Blast's damage, range, speed, and explosion radius are increased by 40%
In human form this skill is your gapcloser and slow. In cannon form this skill is your main source of poke as well as your ability to last hit from a long range when combined with your E.

Lightning Field / Hyper Charge- Lightning Field: Passive: Jayce restores 6 / 8 / 10 / 12 / 14 mana per strike while in Hammer form. Active: Jayce creates a field of lightning that damages nearby enemies for 100 / 170 / 240 / 310 / 380 (+100% of ability power) magic damage per second for 4 seconds. Hyper Charge: Jayce gains a burst of energy, increasing his attack speed to the maximum amount for 3 attacks. These attacks do 70 / 85 / 100 / 115 / 130% of his attack damage.
This skill is a good 1 pointer. The mana gain from your hammer passive is nice and should b used whenever possible. The active in hammer is like a weaker Shyvana burnout, it does ok damage in fights and can help you push the lane. In ranged form this skill gives you max attack speed for 3 autos, this component is very strong when combined with on-hit items, BUT you should not build on hit Jayce just for this skill as it is too unreliable.

Thundering Blow / Acceleration Gate - Thundering Blow: Jayce deals 40 / 70 / 100 / 130 / 160 (+1.0 per bonus attack damage) + 8 / 11 / 14 / 17 / 20% of targets maximum health as magic damage and knocks them back a short distance. Damage to monsters is capped at 200 / 300 / 400 / 500 / 600 magic damage. Acceleration Gate: Jayce deploys an Acceleration Gate, which increases the movement speed of allied champions who pass through it by 30 / 35 / 40 / 45 / 50% for 3 seconds. This movement speed bonus rapidly decreases over its duration. If Shock Blast is fired through the gate, its speed, range, damage, and explosion radius are increased by 40%.
The hammer form skill is the CORE ability of Jayce's kit. It is a KNOCKBACK THAT DEALS % DAMAGE. This allows you to go in with your Q followed up with an E and you will be able to walk back untouched with an enemy left with a giant chunk of their hp missing. The cannon form of this ability is like a stuck in place karma tether your allies can run through for a nice bit of MS, it also allows you to escape ganks, Oh and ye it doubles your Qs range if you shoot it through the field.

Mercury Cannon / Mercury Hammer- Mercury Cannon: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist by 10/15/20/25% for 5 seconds. Mercury Hammer: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increases Jayce's Armor and Magic Resist by 5/15/25/35. The first attack in this form deals 20/60/100/140 additional magic damage.
This is just your transform between close ranged and long ranged and gain your new skill sets. Your first hits also have bonus effects, be sure to use the autos on the enemy is possible for the extra effects.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Max for enemies that cant attack you after you combo them.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Max for enemies who want to fight from a range/ have no gap closer and you can poke out.
Combos:

Starting from cannon: E-Q-W-R-W-Q-E

Starting from hammer: W-Q-E-R-E-W-Q

Matchups:

Easy

Olaf (You can outrange him all day, use your E if he gets close.)

Gangplank (When He Qs, Q-E him.)

Darius (Kite all day, if he manages to yank you knock him away.)

Sion (You burst hard, and you wack him away when he ults. )

Garen (See Darius)

Singed (Use ranged, beat him up and zone him out.)

Wukong (HEY BATTER BATTER SWINNNNGGGGGG!)

Riven (Keep away from her all day long.)

Renekton (Send him blasting off before he can do much hard.)
Hard

Malphite (TO TANKY WONT DIE!)

Yorick (Spams ghouls all day.)

Akali (She has MANY gap closers.)

Jax (Dodge-Jump-Bursted-Dead you.)

Fiora (Dash (Knocked away)-Dashes again. Hihi. ~You have been slain~)

Irelia (BETTER NERF IRELIA! (Sustained, True damage, spammable dash. OP!))


Playing AS/VS:

As:
  • Watch the form you are currently in and plan your best skill use accordingly.
  • Getting lifesteal early on is a good investment.
  • When getting chased place the cannon form E in front of you and as you run through it fire the Q backwards.
Vs:
  • Get hybrid defense runes as jayce deals both magical and physical damage.
  • Dodging Jacye's E-Q combo takes a good chunk of his mana to do nothing.
  • If jayce is last hitting in hammer form, that means he is trying to get mana back, you should abuse the fact and attack him.

Big Item Choices::


Trinity Force- All the components are useful AND all the procs go off your ranged form W.

Phantom Dancer- More AS, crit, and Ms. Good if your team needs you as the AD carry.

Infinity Edge- Crit, Damage, as well as a damage increase on your crits.

Bloodthirster- More Sustain and Damage.

Guardian Angel- The GA can save your life and allow you to burst down enemies when you come back alive.

Last Whisper-Armor Pen if the enemies stack armor.

Maw of Malmortius- Strong item vs an ap laner.

Madred's Bloodrazer- This items makes your ranged form W do a TON to a tanky team.

Gametypes:

SoloQ:

Jayce is strong in soloQ due to his versatility and ability to fit different roles for him team.
Ranked 5s:

Jayce is strong in ranked 5s due to his ability to work in many different comps (Such as Poke or All in).

Pros and Cons:


Pros:

-Second AD carry
-Strong tradeoff
-Good poke
-Has a source to regen mana.
-Ultimate at rank 1 and 2 sets of abiities.
-Recieves ganks well.
-Decent escapes.

Cons:

-Squishy
-Can't win an all in fight.
-Lacks sustain
-Weak until he gets all of his skills
-High skillcap
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Karma


Champion Overview:


I think karma is a sleeping giant of a champion that people have just yet to realize her true power , she can carry a game hard early on and then fall into a support role for her team. People have thought of this as a bad thing as they think champion does no damage=bad champion. They also say her lack of CC is a very hard downfall. These two flaws can be easily overcome by having karma in any solo role. When you play karma top you can take 1 point in tether vs most melee champs and out maneuver them hard, your goal in top will be to deny farm to the enemy champion while hard farming yourself. Karma has the ability of SAFETY in lane which is her greatest asset. Karma can support your team better than most other champions in the game however to do this support she is required to have farm, however with farm karma can annoy the hell out of your enemys with her 1k hp shields (Also dealing 1k dmg to the enemy team) clutch team heals comparable to the summoner spells, and a teamwide shurelias+Randuins all in one skill (requires allies that know what karma can do). A big advantage to karma is that no one knows what she does. Ive known people with high elo that did not even know her passive that gives her massive amounts of ap when shes low hp, Ive known people who say that passive is worthless for a support champion like karma and then are surprised when she is low hp and bursts them. Overall karma is a good champion to get farmed so she can god support your team (Like the concept of Soraka or Lulu mid).
Karma does not have an ultimate and can instead get 6 points in her Q, W, and E abilities.

Skills Overview:


Passive: Inner Flame- Karma gains increased Ability Power corresponding to her % of missing Health.
This passive is nice as it allows you to win low hp death standoffs

Q: Heavenly Wave- Karma sends forth hidden blades from her fans, dealing 70 / 110 / 150 / 190 / 230 (+60% Ability Power) magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone for 35 / 55 / 75 / 95 / 115 / 135 plus 5% (+%) of their missing Health. Cooldown 6 seconds. Cost 65 / 75 / 85 / 95 / 105 Mana. Range 500.
This skill is nice damage early, it is your main source of damage in lane and provides you with sustain.

W: Spirit Bond- Karma creates a beam between an ally or enemy for up to 5 seconds. Allied anchors move 10% / 12% / 14% / 16% / 18% faster and enemy anchors are slowed by 10% / 12% / 14 %/ 16% / 18%. The beam deals 80 / 125 / 170 / 215 / 260 (+70% Ability Power) magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through. The beam breaks if the bonded target is stealthed. Mantra Bonus: Karma strengthens the bond to double the effect of the movement speed modifier. Cooldown 15 / 14 / 13 / 12 / 11 / 10 seconds. Cost 65 / 75 / 85 / 95 / 105 Mana. Range 800.
This skill is HIGHLY underrated. This skill makes karma very strong against anyone who needs to come into range for a gank as you will never let them get there. The mantra effect is situationally useful, only for chasing and escaping really though.
Note:If the enemy gets between you and a minion you can use this skill on the minion (Or whatever is behind him) and do damage with it.

E: Soul Shield- Karma summons a protective shield that absorbs 80 / 120 / 160 / 200 / 240 (+80% Ability Power) damage for 5 seconds. Mantra Bonus: In addition to casting the shield, energy radiates out from the shield dealing 70 / 110 / 150 / 190 / 230 (+80% Ability Power) magic damage to enemy units around her target. Cooldown 10 seconds. Cost 70 / 80 / 90 / 100 / 110 mana.
VERY NICE skill, this skill should be maxed first vs champions with a strong gap close as you can burn it when they come in to trade and you will win the trade. The mantra on this shield is one of your main sources of damage and a very strong skill for teamfight presence.
Note: AN AMAZING WAY TO UTILIZE THIS SKILL INTO LANE IS USE A MANTRA SHIELD ON THE MINION WHEN THEY ARE ABOUT TO LAST HIT IT (ALSO U CAN NORMAL SHIELD A MINION YOUR ENEMY WOULD LAST HIT UNDER TOWER AND USUALLY CAUSE HIM TO MISS IT) IT WILL MAKE THE ENEMY MISS THE LAST HIT (THUS FALLING BEHIND IN CS) AND WILL TRADE.

R: Mantra- Karma empowers her next ability with an additional effect. Karma gains a charge every 25 seconds up to 2 charges. The refresh rate is reduced by Cooldown Reduction. Cooldown 30/25/20 seconds at levels 1/7/13.
This skill is what makes karma karma. It is not an ultimate and is auto learned at lvl 1. This skill empowers your other abilities.
Note: You can "cook" your mantra (Like you can with a grenade), and hold it to allow the 2nd mantras CD to start coming back. This is useful if your team is running in to fight as it allows you to get 3 mantra charges right from the start of a fight, doing this separates good karmas from bad karmas.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

In a lane where the enemy has no real way to reach you, or they want to poke you from a distance.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

Q-W-R-E (Mantra whatever skills you need the bonus effect for)

Matchups:

Easy

Nasus (Deny his farm and zone him with your early burst),
Garen (Wont ever reach you),
Riven (with well managed shields and tethers this lane is relatively easy, save your flash for when she flashes to try and kill you),
Jax (shield when he hops in, tether, trade and heal the harass back. You have a stronger early burst.),
Wukong (When he hops in shield and Q. The AoE will hit him through the stealth and you will counter trade hard,
Darius (Avoid his painfully obvious pull, Shield if he ever grabs you tether yourself away and poke him),
Renekton (You can shield his trade and countertrade hard, prevent him from sustaining by mantra shielding a minion in the wave he wants to heal off of.)
Volibear (Will not touch you, and you poke him to hard.)
Teemo (You can sustain his harass and poke him hard).
Hard

Vladimir (Pokes, sustains, and scales harder than you),
Poppy (will outscale you, and you cannot pressure her enough),
Fizz (Healing debuff, CC and a gap close he can actually kill you),
Nidalee(has the same basic concepts in lane as you),
Warwick (Just sits in lane and farms all day TO TANKY!)

Playing AS/VS:

As:
  • Cook your mantra stacks for bonus use.
  • Think of yourself as mordekaiser, with your pushing abilities and act accordingly.
  • block enemy CSing with your shield
Vs:
  • Avoid standing between karma and a minion, she can use her tether to damage you.
  • Do not get baited by a low hp karma, that is when she is strongest.
  • Think of karma as singed, you need to win b4 she gets a catalyst or you are screwed.

Big Item Choices::


Rod of Ages- Makes you tanky, solves mana issues

Rabadon's Deathcap- Makes you get soooo much AP, especially with your passive when your low hp.

Rylai's Crystal Scepter- Good vs tanky team comps, or comps where mobility is key to fight.

Abyssal Mask- Gives you MR and makes the enemies more susceptible to your burst abilities.

Will of the Ancients- Gives you and your team sustain, get this if you have a mid who it works well with.

Deathfire Grasp- Cdr and with your burst combo amazing damage. If you rush this you can leblanc assassinate people.

Lichbane - A finisher Item, makes your autos strong low on HP.

Gametypes:

SoloQ:
Karma typically will not work as well here. You will probably win lane (Enemies do not know how to fight a karma well), but your team will probably think you are a troll just for being karma and will not want to work with you. If your AD bot gets fed it should be GG though.
Ranked 5s:
Works well in protect the AD carry comps due to her massive amount of burst support abilities. Couple that in with the fact her laning is amazing and she can deny enemy champions and you got one strong top laners. Also your tether should be well used here and reach its full effect. (A shurelya's and a Randuin's in one skill that does pretty decent damage).
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Katarina


Champion Overview:


Katarina is a mobile assassin champion. Katarina is not limited by a resource and can bring a big chunk of damage to the table. The trade off she brings with this damage is a lack of CC. Katarina is very safe in lane and in the hands of a skilled player can bring alot of diverse combos to the table.

Skills Overview:


(Passive) Voracity- Scoring a kill or assist will refresh the cooldowns of Katarina's basic abilities and reduce the cooldown of her ultimate by 10 seconds.
This passive is very nice, as it allows katarina to stay very mobile and keep a damage threat in teamfights if she is not focused.


Q Bouncing Blades- Katarina throws a dagger that bounces quickly from enemy to enemy, dealing 50 / 85 / 120 / 155 / 190 (+0.5 per ability power) magic damage and marking them for 15 / 30 / 45 / 60 / 75 (+0.2 per ability power). Each subsequent hit deals 10% less damage. Bouncing Blades hits a total of 6 unique targets (5 bounces), each striking the closest next target. Striking a marked target with an ability or basic attack will consume the mark to deal additional magic damage. Range: 675. Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds.
This Q is good poke and a decent source of your damage. It is really good for farming, BUT can easily push the lane when you do not want it to.



W Sinister Steel- Katarina whirls her daggers around her, dealing 40 / 80 / 120 / 160 / 200 (+0.35 per ability power) (+0.5 per bonus attack damage) magic damage to all enemies in the area. If she hits an enemy champion, Katarina gains 12 / 20 / 28 / 36 / 44 % Movement Speed for a short duration.
This skill is your trade, farm, and main source of reliable AoE damage. This skill allows you to escape after your harass with some movespeed boost.



E Shunpo- Katarina instantly moves to her target's location and takes 20% reduced damage from enemies for 3 seconds. If the target is an enemy, she deals magic damage. Range: 700.
This is your escape and initiate ability. This ability makes kat sooooo good for getting in getting the kills having the passive refresh and getting out. This skill provides damage reduction when used on enemies, so you have a trade advantage when you use this skill.



R Death Lotus- Katarina becomes a flurry of blades, channeling for 2 seconds throw up to 30 blades to nearby enemy champions. Katarina throws up to 3 blades at 0.2 second intervals, dealing Magic Damage Per Dagger: 40 / 50 / 60 (+0.3 per bonus attack damage) (+0.175 per ability power) and applying grievous wound to the closest 3 enemy champions. Grievous wound reduces incoming healing by 50%. An enemy champion can be hit by an optimum of 10 daggers over the 2 seconds. Diameter of AoE: 550. Cooldown: 60 / 55 / 50 seconds.
This skill is your most damaging threatining move. It is a channeled move that will deal a good source of AoE damage to the enemy team, as well as applying a grevious wound to all enemies hit hurting their ability to heal. CC cancels this ability, so watch your positioning as you use it.


Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Poke
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Combat Kat
Combos:

Kat Main damage combo


Kat Ward hop


Kat skillshot dodge


Kat minion Farm

General Matchups:

Easy

Teemo (Can easily burst down, he has no CC to stop.)

Olaf (Poke all day long.)

Nasus (Can deny him farm and beat him up early)

Zyra (No hard CC, you can burst her fast.)

Ryze (No hard CC, squishier early game. If hes top he gets no blue so mana is a decent issue for him.)

Ezreal (Squishy)
Hard

Riven (Quick spammable CC. High burst.)

Talon (High burst, good poke. CC)

Garen (Silence, and he can spin better.)

Poppy (She can farm and scale, she can E you out your ult.)

Rumble (Better closeup damage, can sustain your Q with his shield. )

Irelia (If you start winning she will stun and kill you. BETTER NERF IRELIA!)

Kayle (She can ult anyone your targeting and nullify Kat's damage)

In Depth Matchups:


Will Be added to as I play them and get video footage.

Rumble- Difficulty 10/10

Spoiler: Click to view

Playing AS/VS:

As:
  • Keep a ward handy for your shunpo.
  • Do not be afraid to use your R when the enemy is trying to freeze the lane/ last hit, as it will not hit minions thus not push the lane.
  • Watch how your dagger will bounce, as you do not want to needlessly push the lane.
Vs:
  • Avoid going in on Kat until she uses her shunpo.
  • Kats skills aside from her W have decent CDs, abuse this if you see her using skills to farm.
  • Save a CC for kats ult.

Big Item Choices::


Hextech Gunblade- This gives you more damage and a slow.

Rylai's Crystal Scepter- Tankyness, Slow, and damage.

Rabadon's Deathcap- Gives you a massive damage increase.

Void Staff- Buy if they stack MR

Zhonya's Hourglass- This is a good item if you are getting focused while you are waiting for assists.

Abyssal Mask- Decreases enemy MR, as well as increasing your only damage.

Gametypes:

SoloQ:

Katarina is good in soloQ as she can burst down targets who get fed and do a bunch of damage for her team.
Ranked 5s:

Katarina is good in teamfights as if you make a comp around defending her she can be really strong and have a high DPS. (IE: Kayle ult + Morgana shield makes her ultimate unstoppable).

Pros and Cons:


Pros:

-No mana
-Good cleanup
-Safe
-Mobile
-AoE damage

Cons:

-Pushes on accident
-Kinda weak early on
-Countered by CC heavy teams
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Kayle


Champion Overview:

Kayle is a VERY UNDERESTIMATED top lane champion. She has been reincarnated over and over again with different passives. I believe as she is right now she is a very strong champion both in lane and throughout the game. As a champion with support abilities even if you do not do well in lane you can still be very useful to your team through your utility. Kayle can beat most of the FOTM champions right now and in the right hands can snowball and carry games.

Skills Overview:

Passive: Holy Fervor-Kayle's basic attacks against enemy champions now reduce their armor and magic resistance by 3% for 5 seconds (stacks up to 5 times)

Gives slight amount of pen. Main use of this passive will not come until the late game comes.And then its just like a malady or cleaver effect of reducing stats.

Q: Reckoning -Blasts a target, dealing 60 / 110 / 160 / 210 / 260 (+100% of bonus attack damage and +100% of ability power) magic damage and slowing its movement speed by 35% for 4 seconds. While the target is slowed, Kayle inflicts 6/7/8/9/10% increased damage to them. Cooldown 8 seconds. Cost 70/75/80/85/90 mana. Range 650

A really good ability to harass with, gives you a damage boost for a followup if you wish as well as slowing the enemies so they cannot trade back. The ratios on this are pretty good making building damage profitable).

W: Divine Blessing-Blesses an allied champion, healing them for 45/85/125/165/205 (+35% of ability power) health and increasing their movement speed by 15/17/19/21/23% for 2.5 seconds. Cooldown 15 seconds. Cost 60 / 65 / 70 / 75 / 80 mana. Range 1000


The heal on this can offer some sustain in lane, but it should not be spammed and it should mainly be used for the MS component. This skill is very good as it allows you to escape ganks easier, and it allows you to position yourself in fights.
NOTE: The range on this skill is fairly long, you can save allies with the ms boost if you correctly know the range of this skill.

E: Righteous Fury- Kayle's attacks strike at range. These attacks splash, dealing an additional magic damage to her target and nearby units take 20 / 25 / 30 / 35.5 / 40% of her attack damage plus magic damage. The total bonus damage is 20/30/40/50/60 base damage plus (+20% of ability power). Cooldown 16 seconds. Cost 45 mana


This skill is what makes kayle strong in lane. This skills damage level 1 is unmatched, and will destroy anyone stupid enough to try and fight it. Along with the range it essentially gives you a tiamat.
NOTE: The flame AoE does not bounce off towers.

R: Intervention- Bathes Kayle's target in a holy light, rendering them immune to all damage for 2 / 2.5 / 3 seconds. Cooldown 90seconds. Cost 100 / 75 / 50 mana. Range 1200

Low CD mini tryndamere ultimate in essence. Makes you unable to take damage. Very useful to use when the enemies start swarming a high priority target.
NOTE: Use this ult early as many of the enemies burn their skills early into the fight, also note you can snipe allies for the save with this ult.

Combos/Skillorder:

Max:
R>Q>E>W

Gives you the most damage.

Combos:

Use your Q then immediately E and use your W for mobility. Use your R if they commit a fight.

Matchups:

Easy:
Warwick (cant touch this)
Gangplank ( When he Qs you Q-E and destroy)
Nidalee (Poke her all day you can sustain to even if its only a little)
Riven (Ult when she ults and make her combo do like nothing, you also have full zone potenital on her at all times Q her shield out and use your E to hit her.)
Mordekaiser(Zone from creeps).

Riven Matchup:

Hard:
Jax (Strong champ can dodge you poke and has a gap closer to counter harass easily), Teemo (Your blind you cant see it but your losing.)
Olaf (When he gets ult he will destroy you, try and zone him and get as far ahead of then as possible, his true damage trades are very strong.)
Pantheon ( He has a stronger trade then you and in general will win lane).

Playing As/Vs:

As:
- Use your ult early in engages its low cd and serves its purpose better if used early.
- Watch your E and do not try and fight when its about to end/not up.
-Know the range on yours skills, both your utility team spells have a fairly long range.
-Harass early whenever possible.

Vs:
-Do not let Kayle harass you early on.
-Force trades or zone when her E is on CD.
-Do not get baited to diving a Kayle unless it is immediately after she uses her ult its a very short cooldwon and may catch you off guard.

Big Item Choices:
Black Cleaver- Works decently with your shred, gives you AS and good damage.

Infinity Edge- Makes you strong in a fight.

Phantom Dancer- Gives you AS crit and MS very good for you.

Last Whisper- Armor Pen for when they stack armor

Bloodthirster - Sustain and damage

Special Case: Tiamat stacking- Aoe comps and works with your E.

Gametypes:

Solo Q:
Good for kayle, you are versatile and can fill in for roles on your team. If your bot lane fails you are there as a backup. Teams will love you if you snipe save them with your skills. Pick later in the selection as kayle is easier to counterpick.

Ranked 5s:
Kayle is very strong with a coordinated team, You will have 2 AD carrys and can coordinate when to ult and other utility moves with your team. In this you will be able to get kayle as a later in pick and win lane easier. You respond to ganks decently by speeding up you jungler and slowing your enemy.
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Kennen


Champion Overview:


Kennen is a very strong and fun champion. He is the only ninja to fight from a distance, he is VERY mobile and can be used either as AP or AD (like Nidalee). He brings a large amount of stuns as well as having the lane poke of a teemo. Kennen is picked mid alot, so people will not know whether he is top or mid.
You have energy as your resource.

Skills Overview:


Passive: Mark of the Storm- Kennen's abilities add Marks of the Storm to opponents. Upon receiving 3 Marks of Storm, an opponent is stunned for 1 second and Kennen receives 25 energy. This stun is subject to diminishing returns on subsequent occurrences in a short time frame. Marks of storm last 8 seconds on the target.
This passive gives you your CC. Watch this passive and manage your stun marks well.

Q: Thundering Shuriken- Throws a shuriken that damages the first enemy it hits for 75 / 115 / 155 / 195 / 235 (+66% of ability power) magic damage and adds a Mark of the Storm. Cost 65 / 60 / 55 / 50 / 45 Energy.Range 900.
Very strong poke, this skill allows you to farm safely even if you are behind.

W: Electrical Surge- Passive: Every 5 attacks, Kennen deals magic damage equal to 40 / 50 / 60 / 70 / 80% of his attack damage and adds a Mark of the Storm to his target. Active: Surges electricity through all nearby targets afflicted by Mark of the Storm, dealing 65 / 95 / 125 / 155 / 185 (+55% of ability power) magic damage and adding another mark. Cost 45 Energy. Range 800.
Gives you bonus harass and makes your autos stronger. Allows you to do some magic damage as AD kennen, making your damage come in a hybrid form.


E: Lightning Rush- Kennen moves very fast and gains the ability to pass through units, dealing 85 / 125 / 165 / 205 / 245 (+55% of ability power) magic damage and adding a Mark of the Storm to any hostile unit he passes through. For 4 seconds Kennen gains his base movement speed again as a flat movement speed bonus, as well as increased armor and magic resistance and the ability to pass through units, but he is unable to attack. Kennen is refunded 40 energy if he passes through an enemy while using this spell, but can only gain this effect once. Lightning Rush deals half damage to minions. Armor and Magic Resist Bonus: 10 / 20 / 30 / 40 / 50 Cost 110 Energy. Range 200.
This skill is your mobility skill that gives you safety in lane and the ability to position in fights.

R: Slicing Maelstrom- Summons a magical storm that deals 80 / 145 / 210 (+33% of ability power) magic damage to a random enemy champion near Kennen every 0.5 / 0.4 / 0.33 seconds. This storm attacks up to 6 / 10 / 15 times and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies on the first bolt they are hit by. Cost 40 Energy. Range 20.
This skill is your AoE CC. This skill makes you respond to ganks well as well as making you very strong in teamfights.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

Q-W-E-Q-(R if you want to commit)

Matchups:

Easy

Darius (He would win... If he could ever touch you),
Singed (You can fight him ranged and outrun him with your e),
Olaf (see Darius, remember though he can avoid your stun),
Warwick (Poke him, only his ult will be able to reach you, after which you can e and continue to kill),
Udyr (He wont be able to touch you),
Garen (see everyone lol),
Renekton (Hes water type, your super effective)
Riven (You can avoid her completely).
Hard

Lee Sin (he can Q you when you Q him and come up and trade, he has alot of sustain too and kicks you away when you ult.)
Janna (shields everything you want to do, and she trades harder. When you ult she does.)
Swain (Lockdown!!!)
Fizz (He has more mobility)
Irelia (If she gets anything to get even a tiny bit ahead of you she wins, Better nerf irelia.)

Playing AS/VS:

As:
  • When you have your special auto up try and hit the enemy with it.
  • If you ult then zhonya's your ult will still go on, and you will be untouchable.
  • Do not blow your E unless you need to, you will need it to avoid ganks.
Vs:
  • QSS will stop his stun, It is a worthy investment.
  • If you make him waste his E you have a period you can jump on him.
  • Getting a champion with a knockback on your team will hardcounter kennen.



Big Item Choices::


AD kennen

Wriggle's Lantern - Sustain, damage, armor, and keeps your lane warded what more could you ask for in an item?

Trinity Force - kennen can make use of this item very well as AD.
What part of the trinity force do I build first?
Good Question. This is all situational You build Phage if you want survivability health and chasing power, Zeal if you want movespeed for escapeing, and sheen if you want to be able to burst down enemies faster and can spare the survivability of the phage.


Black Cleaver- Works decently with your shred, gives you AS and good damage.

Infinity Edge- Makes you strong in a fight.

Phantom Dancer- Gives you AS crit and MS very good for you.

Last Whisper- Armor Pen for when they stack armor

Bloodthirster - Sustain and damage

AP kennen

Rabadon's Deathcap - More AP more spearkills.

Lich Bane - All you AP is converted to damage and with your spammy nature you'll proc it alot.

Void Staff - more pen, screw the tanks.

Rylai's Crystal Scepter-You need to live through your team

Will of the Ancients- Really good sustain

Zhonya's Hourglass- You can use this then ult, you win xD.

Gametypes:

SoloQ:
You can work very well here as enemy teams will typically not try as hard to counterpick. You have a very good laning phase and can beat most of those "Im highest Elo, so I will first pick a top laner people". Enemies also will not know where you are laning top or mid.
Ranked 5s:
You can make an AoE comp with your team, your ultimate is very strong for coordinated fights, and you can win most lanes. These factors make you a really strong pick in a ranked 5s game.
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Kha'Zix


Champion Overview:


Kha'zix (who from this point on will be referred to as Kha) is a high sustained DPS Assassin. Kha is capable of doing decent damage very rapidly with his low cooldown Q making him a good duelist. He also have the option of poking enemies from a range with his skillshot W and being very mobile with his tristana-esq jump. To put the icing on the cake here he can go into a short burst of stealth. Up to 3 times when fully upgraded. While all of these qualities make him a good top laner his best quality is his ability to EVOLVE, at rank 6 Kha gains an evolution point which can be used to enhance his looks and abilities based on the situation. All of these traits come together make him a very adaptable strong top laner.

Skills Overview:


(Passive) Unseen Threat- When Kha'Zix is not visible to the enemy team, he gains Unseen Threat. Unseen Threat causes his next basic attack against an enemy champion or Evolved Void Spike to deal 15 / 20 / 25 / 35 / 45 / 55 / 65 / 75 / 85 / 95 / 110 / 125 / 140 / 155 / 170 / 185 / 200 / 220 + (0.5 per ability power) bonus magic damage and slow by 35% for 2 seconds. Unseen Threat lasts until consumed, and is not lost if Kha'Zix becomes visible to the enemy team.
Kha's passive ability is a really good move for damage trades and holding an advantage once you get one. Your first hit after not being seen by enemies SLOWS and does bonus magic damage. The extra damage is really nice for a trade and the slow is really good to followup/back off after. Going somewhere where the enemy does not have sight will bring this passive up, making it nice for top lane as there are alot of brushes to hide in.



Q Taste Their Fear- (Passive): Kha'Zix marks enemies that are isolated from their allies.
(Active): Deals 70 / 100 / 130 / 160 / 190 (+1.6 per bonus attack damage) physical damage to a single target. Damage against isolated targets is significantly increased to 100 / 145 / 190 / 235 / 280 (+2.4 per bonus attack damage). When evolved this skill increases damage to isolated targets by 12% of their missing health (max 200 vs monsters). Cost: 25 Mana Cooldown: 3.5 seconds.
This skill is THE BEST DPS part of his kit imo, this skill will wreck an isolated enemy. This skill has a low cooldown as well as low mana costs, this skill allows you to get a decent damage advantage if you are able to zone the enemies from his minions.
Note: An enemy standing next to his tower is not isolated, do not bank for the isolated bonus damage for a kill if the enemy retreats there. The evolution of this skill overall just enhances your damage and ability to use it (As well as giving you Syther hands).



W Void Spike- Kha'Zix fires spikes that explode on contact, dealing 75 / 115 / 155 / 195 / 235 (+0.9 per bonus attack damage) physical damage to all nearby enemies. Kha'Zix is healed by 40 / 70 / 100 / 130 / 160 (+0.5 per ability power) if he is within the explosion radius. When evolved causes Void Spike to fire three spikes in a cone. Void Spike will consume Unseen Threat to slow and damage all enemies struck. Cooldown: 8 seconds Range: 1000 Cost: 60 / 70 / 80 / 90 / 100 mana.
This skill is very good poke and sustain. This skill is essentially untapped until you evolve it making it shoot in a cone. The sustain at that point becomes REALLY GOOD and it allows you to use this skill to apply your passive AoE, making this skill have a slowing utility to it as well.



E Leap- Kha'Zix leaps to an area, dealing 65 / 100 / 135 / 170 / 205 (+0.8 per bonus attack damage physical damage to enemies in the area. When evolved Increases Leap's range and causes kills and assists to refresh Leap's cooldown. Cooldown: 22 / 20 / 18 / 16 / 14 seconds Range: 600 Cost: 50 Mana.
This skill is your free gap closer/escape move. It does decent damage but most of the time you will be using it for mobility. Upgrading it gives it about a 20% range increase on the jump and the ability to refresh on kills/assists which is always a fun thing to have for getting mutikills and making plays.
Note: You can use other skills while midjump.



R Void Assault- (passive) Each rank of Void Assault allows Kha'Zix to evolve one of his abilities, granting it an additional effect. (Active): Kha'Zix enters stealth for 1 second, gaining 40% bonus movement speed. Entering stealth grants Unseen Threat. Void Assault can be cast a second time within 10 seconds at no cost. When evolved Void Assault can be cast three times. Kha'Zix takes 40% reduced damage while in stealth. Cooldown: 100 / 90 / 80 seconds. Cost: 100 mana
I love/hate this ultimate so much. It feels so fun, while at the same time feeling bad. The main reason alot of people will have this feeling is the duration of his stealths are only 1 second, this skill will be mostly for escaping/close duels in lane and will see its main use come to play in teamfights to stealth in kill a carry and then stealth out. Evolving this skill gives you a cool color change as well as giving you another stealth proc and making your stealth reduce incoming damage by 40%, The main use of ranking the ultimate is if the enemy has an AoE comp OR if the enemy carry is to strong for you to kill in 1 ability rotation.


Combos/Skillorder:


Skill Order Will Appear Once Kha is added to the database

Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Standard assassin
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

W evo first: farm/poke lane
Evolution Order:

A Kha'Zix should ask himself these questions to choose his evolution.

  • Do I need more raw damage? If yes get Q evolution.



    This evolution is really good and almost necessary for you to do your duties as an assassin. Moar DPS!
  • Do I need ranged poke, better chase, or better sustain? If yes get W evolution.



    This ability is really good in a losing lane or just any old farm lane.
  • Do I need the ability to get in assassinate and get out? If yes E evolution.



    This is BY FAR, my favorite evolution. It adds so much to your mobility, gives you more AoE damage in teamfights, and lets you snowball a fight if your team gets the advantage.
  • Do I need the ability to stealth around the enemy team, wearing down my enemies as the fight goes on? If yes get R evolution.



    This evolution is nice vs AoE comps, or comps that are decently tanky, and wont be bursted down to fast. I normally will not get this evolution though.
    Note: It does have the coolest change in your looks.

Getting A 4th Evolution Point


Combos:

E-Q-W-Q-(R can be used to chase enemies who run away)

Burst combo


Early game


Mid Game


E refresh

General Matchups:

Easy

Rengar (Avoid the brushes and you can outburst him.)

Singed (Make his early game hell. You have a slow to be able to stick on him)

Nasus (DEstroy him early game)

Akali (You can Q when she appears to hit you in her shroud. You can out trade her damage.

Teemo (Assassin>ranged)

Warwick (Max W and farm, out scale)
Hard

Lee Sin (Can stick to you and out damage you.)

Jayce (Kites you all day, has a knockback for your gap closer.)

Yorick (Who isn't yorick hard to?)

Renekton (His early game is very strong)

Darius (Get dunked.)

In Depth Matchups:


Kha'zix X/X
Spoiler: Click to view

Playing AS/VS:

As:
  • In between last hits auto the enemy and go into the bush, This method of harassment will make use of your passive to add a good amount of free bonus damage to your trade in lane.
  • If you have your Wings evolution, always use your E on an enemy if you are guaranteed a kill or assist, this adds damage for no loss of CDs.
  • In a teamfight stay back until the initial enemy CC is blown.
Vs:
  • Watch Kha'Zix's appearence to know his evolution's.
  • Do not let a kha get out of your sight if at all possible, this will refresh his passive.
  • A ward in the bush closest to kha will make optimal utilization of his passive very hard.

Big Item Choices::


Trinity Force- The stats are useful, the slow is almost guarenteed to apply during the time your passive slow is on an enemy, the MS is nice, and the sheen proc will keep activating after every Q or R.

Bloodthirster- <3 this item, good damage and sustain. I like to build 2 if possible.

Last Whisper- For when the enemies get armor.

Maw of Malmortius- Good for surviving AP burst and increasing your DPS

Youmuu's Ghostblade- If I bought a bruta in lane (LUXURY ITEM ONLY) then Ill get this.

Guardian Angel- If you get fed and can clean house easily, buy this. You will clean house 2x as hard and will be less appealing to focus.

Gametypes:

SoloQ:

Kha'Zix is like other assassins and if he gets a few kills can snowball the game very well and carry.
Ranked 5s:

Kha'Zix is not as good against organized teams as he is stomping soloQ, but he can still do his job. Use him in comps that have a hard initiation burst where he can clean up.

Pros and Cons:


Pros:

-High Damage
-Sustain
-Safe
-Good at roaming
-Snowbally
-Adaptable

Cons:

-No hard CC.
-Relativity Squishy.
-Weaker early game.
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Lee Sin


Champion Overview:


Lee Sin is a mobile champion that can either be built as a tanky-DPS or an assassin. He runs on energy and can have a very dangerous (Kill Lane) laning phase or a very safe laning phase. Lee sin has 2 parts to all his moves and thus takes alot of time and effort to master.

Skills Overview:


Passive: Flurry- After Lee Sin uses an ability, his next 2 basic attacks gain 50% Attack Speed and return 10 energy each.
Your "energy management" skill. Mastery of this skill allows for more DPS and the ability to not run out of energy easily.

Q: Sonic Wave / Resonating Strike- Sonic Wave: Lee Sin projects a discordant wave of sound to locate his enemies, dealing 50/80/110/140/170 (+90% of bonus Attack Damage) physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next 3 seconds. Resonating Strike: Lee Sin dashes to the enemy hit by Sonic Wave, dealing 50/80/110/140/170 (+90% of bonus Attack Damage) physical damage plus 10% of their missing health. Cost 50/30 energy. Cooldown 11/10/9/8/7 seconds.
This skill is amazing for laning. This skill is a poke, gap closer, and a move to safely last hit all in one.

W: Safeguard / Iron Will- Safeguard: Lee Sin rushes towards a target ally, shielding them both from 40 / 80 / 120 / 160 / 200 (+80% per Ability Power) damage. After using Safeguard, Lee Sin can cast Iron Will for the next 3 seconds. Iron Will: Lee Sin's intense training allows him to thrive in battle. For 5 seconds, Lee Sin gains5/10/15/20/25 lifesteal, spell vamp, and armor. Cost 50/30 energy. Cooldown 8 seconds. Range 700.
This skill is a better udyr turtle stance. It is ranged, you can use other skills and still have the sustain, and you can shield on your minions forcing enemies to miss last hits.

E: Tempest / Cripple- Tempest: Lee Sin smashes the ground sending out a shockwave that deals 60 / 95 / 130 / 165 / 200 (+0.6 per bonus Attack Damage) magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next 3 seconds.
Cripple: Lee Sin cripples nearby enemies revealed by Tempest, reducing their Movement and Attack Speed by 30 / 37.5 / 45 / 52.5 / 60 % for 4 seconds. Movement and Attack Speed recover gradually over the duration. Cost 50/30 energy. Cooldown 10 seconds. Range 450.

This skill makes lee strong against melee champions top lane. It is a malphite ground pound with the added benefit of its magic damage on a melee champion allowing lee sin to be really hard to itemize against.

R: Dragon's Rage- Lee Sin performs a powerful roundhouse kick launching his target back, dealing 200 / 400 / 600 (+1.5 per bonus Attack Damage) physical damage to the target and any enemies they collide with. Enemies the target collides with are knocked into the air for a short duration. Cost 0 energy. Cooldown 90 / 75 / 60 seconds.
Knock back that knocks up all enemies hit. This skill does amazing damage, and if it is well aimed in a teamfight it can be a complete game changer.

Combos/Skillorder:


Skill Order:

R>Q>W>E

Use this if you want to be more of a DPS assassin or want to have more of a kill lane then a safe lane.

R>W>Q>E

Use this skill order if you want to be more of a sustained " Warwick" type of fighter. With this max you can stay in lane forever.

Combos:

From melee range:

E-auto-E-W-auto-W-Q-auto-Q-(R for kill)

From a distance:

Q-Q-Auto-E-Auto-E-W-auto-W-(R for kill)

Matchups:

Easy

Akali (No circle for her)
Wukong (Decoy not very tricky, kick you away when you ult)
Kennen (Both energy, if you Q me I Q you. Kick you away when you ultimate)
Fiora (Your E will wreck her)
Garen (Use gorilla warfare, Dash in at him to bait his Q or E then shield away before/right as you reach him.)
Talon (sustain your poke, see through your ultimate)
Jarvan IV (Demacia, oh wait you just shielded out -.-).
Hard

Udyr (In lane hes a better you.),
Yorick (Max shield and farm, you wont kill him),
Olaf (He will true damage spam all day, it does more damage than you can trade/hope to heal back),
Renekton (He will beat you up pretty bad early on)
Jax (Hes the champ).

Playing AS/VS:

As:
  • If you are in melee range save your dash from the Q until: 1. Its about to run out, 2. You kick them and use this to close the gap back, or 3. They flash and you can use this to catch them.
  • If you Q and enemy dash and as you are dashing shield to a minion you can make them waste some skills.
  • Tempest before you enter a bush, It gives you sight and allows you to land your Q easier as a followup if they were there.
Vs:
  • If Lee has a ward in his inventory pretend he has flash up.
  • Remember lee sin's kick has no energy cost, if you try and fight him because he has no energy factor in that damage.
  • Do not let lee kick you into your team, make it so if he kicks you, you will not makethe rest of your team suffer.

Big Item Choices::


Bloodthirster- Sustain, Damage <3.

Wriggle's Lantern- Good in lane if you are maxing shield, as the heal from th shield goes of wriggle proc's.

Frozen Mallet- Allows you to keep on a target, and makes you harder to kill

Last Whisper- Screw Armor

Maw of Malmortius- Good vs AP lane, gives you a strong lategame when you are low with the sustain on your W.

Guardian Angel- Keeps you alive and kicking. xD

Gametypes:

SoloQ:

Lee Sin is strong in soloQ as his mobility and damage allow him to be a strong solo champion. Lee sin also has very good matchups and can fight vs almost any lane.
Ranked 5s:

Lee Sin is a strong pick here if your team is coordinated. If you have a team that can force enemies into position for your kick you can get the best possible ultimate.
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Lulu


Champion Overview:


Lulu is a supporty Ap top laner OR she can be played as an Onhit/ Ad type of champion. The reason she is so diverse is due to her skillset. Her passive is a free bonus magic damage BASED ON HER LEVEL, this is the main reason people will build AD/AS lulu top, as you do not need AP for the passives scaling. Lulu's other skills are very nice support abilities with decent ratios (Ap top lulu) BUT with good base amounts as well (Ad/As Lulu). Lulu is a very diverse high skillcap champion who's kit can offer a lot to her team both offensively an defensively. One of the main aspects of Lulu that takes learning is when to use your abilities offensively and when to use them defensively (As most of her abilities have 2 abilities that differ when used on an ally or an enemy.) She brings a good amount of CC to the team and can help her jungler in ganks by turning the enemy into a fluffy creature and slowing them. She also has a knock up on her ultimate that turns her ally bigger.

Skills Overview:


(Passive) Pix, Faerie Companion- Pix fires a barrage of 3 bolts, dealing 5 + (3 per 2 levels) magic damage each, totaling 15 + (9 per 2 levels), at whomever Lulu attacks. These bolts are homing but can be blocked by other units.
Lulu's passive is one of the main reasons she can viably go top. A on hit damage magical damage bonus. This keeps you with a good ability to harass even if you are out of mana.
Notes: The Onhit effect CAN be blocked by the enemies (Like a Caitlyn snipe) . Something to always remember is that this skill is shot from PIX'S location not yours. Also note that when you are last hitting if you shoot at a minion in the middle of the wave YOU WILL DAMAGE MINIONS IN THE FRONT. Even if it may not seem like something that is a big deal, it is. This can result in pushing your lane and being in an unfavorable position.

Glitterlance- Lulu and Pix each fire a piercing bolt that deals 80 / 125 / 170 / 215 / 260 (+50% of ability power) magic damage, slowing enemies hit by 80% for 1 / 1.25 / 1.5 / 1.75 / 2 second(s). This slow decays over time. An enemy can only be damaged by one bolt.
Lulu's Q ability is a straight skillshot shot from BOTH her and Pix (A single enemy can only be hit by 1 of the skillshots.) It has a VERY HIGH slow as well as a really strong base damage. The slow keeps her safe from most close range champions that want to harm her and will give her time to escape champions that use their gap closers to harm her.
Note: This skill can be trick shot very easily. Shield/damage a minion and use it as a 2nd shooting angle. The enemy will be having to keep track of 2 enemies instead of just 1.

Whimsy- On ally cast: Target ally gains 35% movement speed and 20 / 30 / 40 / 50 / 60 bonus ability power for 5 seconds.On enemy cast: Polymorphs an enemy champion for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds, disabling their ability to attack or cast spells and reducing their base movement speed by 60.
This skill can be used both OFFENSIVELY AND DEFENSIVELY. If used on an enemy you turn them into a fluffy creature slowing them and rendering them unable to do anything but run around.
If this skill is used of yourself or an ally, the target gains movement speed and an Ap bonus. Now when you think of it both of these have an offensive and defensive purpose. It can be castes on an enemy offensively to prevent retaliation in a fight or trade. It can be used on an enemy defensively if they get to close for comfort and could try and CC you. It can be used on an ally AP like Veigar to set up a good fight by using the mobility to get in range for his CC and the AP to help burst. It can be used defensively on a team mate to give them a ghost effect for a short duration.
Note: This does not stop channeled abilities, the enemy will just be a fluffy creature channeling a deadly spell.

Help, Pix!- On Ally Cast: Commands Pix to jump to an ally and then follow and aid their attacks instead of Lulu's for 6 seconds. Upon arrival, Pix shields them from 60 / 105 / 150 / 195 / 240 (+60% of ability power) damage for 6 seconds. On Enemy Cast: Pix deals 80 / 130 / 180 / 230 / 280 (+60% of ability power) magic damage to target enemy unit. Pix then follows and grants vision of them for 6 seconds.
This skill is Lulu's "Choice between offense and defense" skill. You can use this on yourself or an ally to give them a shield for safety OR you can forgo safety and instead choose to use it on an enemy for more damage and sight of them if needed to chase. This skill is not as in depth in top as bot lane, as you are the only person you need to worry about. Though it should be noted that with this skill Pix will fly on your picked target (enemy or ally) so it can be used as a positioning move for your Q. Many players overlook all the strategy an move combinations Lulu brings to the table.

Wild Growth- Lulu enlarges her ally, knocking nearby enemies into the air. For 7 seconds her ally gains 300 / 450 / 600 (+50% of ability power) bonus health and slows nearby enemies by 30 / 45 / 60% for 1 second.
This is Lulu's ultimate ability, and quite frankly its pretty awesome :P The ability acts as a Nasus or Renekton ultimate as it makes the champion it is casted on bigger an have more health. However unlike their ultimates it does not have an AoE damage aura, it has an AoE slow aura. This allows your new Godzilla creature to stay on it's targets. Though me saying this is still leaving out some of the biggest parts of this skill. It also KNOCKS ENEMYS BY THE TARGET UP INTO THE AIR. The Hp amount on this skill has an AP ratio as well meaning of you decide to build AP this skill makes your target Insta-Tanky. The skill is very good for baiting ganks as well as aiding in team fights with CC.
Note: The hp gained on this skill is BONUS HP ADDED, it is not "healed" so healing reduction effects such as ignite do not effect the amount of health gained at all.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the standard lulu skill order that allows you to make use of her high glitter lance damage and poke most enemies out of lane.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This skill order can be used if you will be jumped on a lot and want to shield a lot of the enemies harass.
Combos:

Auto-Q

General Harass

Auto-Q-W enemy-E (yourself if the enemies trying to fight, the enemy if he is trying to run.)

Matchups:

Easy

Nasus (Deny his farm and zone him with your early burst)
Garen (Wont ever reach you)
[Riven]] (Poke and do not let her reach you)
Jax (shield when he hops in,poke, make him fluffy and back off.)
Wukong (When he hops in shield and Q. The AoE will hit him through the stealth and you will counter trade hard)
Darius (Avoid his painfully obvious pull, If he ever does hit you just make him fluffy and back off)
Renekton (You can shield his trade and countertrade hard, prevent him from sustaining back his hp with more poke)
Volibear (Will not touch you, and you poke him to hard.)
Teemo (You out trade him).
Olaf (Doesn't trade well with you.)
Hard

Vladimir (Pokes, sustains, and scales harder than you)
Poppy (will outscale you, and you cannot pressure her enough)
Nidalee(has the same basic concepts in lane as you)
Warwick (Just sits in lane and farms all day TO TANKY!)

Playing AS/VS:

As:
  • Remember Lulu's abilities for the most part all have offensive and defensive uses. Try and plan ahead as to which uses of each skills you will want when you go to fight the enemy.
  • Throw autos out whenever possible, the bonus damage may seem small but it adds up fast.
  • You should typically factor in your AD carry when deciding how to build Lulu. If they are strong early and weak late consider AD/AS. If they have a stronger late game consider AP lulu.
Vs:
  • Do not dive a lulu. Polymorph and her ultimate make her way to safe.
  • Get hybrid defense runes against Lulu as she deals out both physical and magical sources of damage.
  • Lulu has amazing poking potential. Always watch for her Qs as they HURT and prevent you from counter trading due to the slow.

Big Item Choices::


Ap Lulu

Philosopher's Stone, Heart of Gold, and kage's Lucky Pick - Lulu is pretty safe, so if you are fighting a laner you feel you can't kill and just want the lategame stack these and farm.[/color]

Rod of Ages - If you are vs a high burst lane OR a lane that is not limited by mana this item choice can help you survive and stay in lane. The item will also make you pretty tanky for the rest of the game.

Rabadon's Deathcap- This item makes your numbers on your skills SKYROCKET!

Deathfire Grasp- This will keep your burst potentially decently high as the game goes on.

Void Staff- The penetration is nice if the enemy team is stacking MR.

Abyssal Mask- This item is good if you are laning vs another AP. This is also good if your team has an AoE AP caster mid.

Will of the Ancients- Gives you sustain, only get this if your mid laner will use it.

Zhonya's Hourglass- Good for when you start to get focused and have skills on CD. The chain vest. An be build in lanes vs heavy AD damage dealers.

AD/AS Lulu

Wit's End- More magic damage on your autos and makes them go off faster.

Madred's Bloodrazor- Makes your autos chunk out a % of targets hp.

Malady- More As, gives you a sure effect, and adds more magic damage on hitting the enemy.

Bloodthirster- Gives you some sustain as well as a good amount of AD.

Frozen Mallet- The slow on this allows you to kite enemies all day long.

Phantom Dancer- As and Crit. Only build after you got some AD items.

Maw of Malmortius- Good to build in lane vs an AP. The passive ability works well with your ultimate giving you more HP.

Gametypes:

SoloQ:

Lulu top is decent in soloQ, though Lulu's kit generally works better in organized teams.
Ranked 5s:

This is where Lulu shines. She has the ability to fill in so many different roles in comps. Such as Poke or All in. She has great synergy if your team has a strong late game carry.

Pros and Cons:


Pros:

- Good poke
-Versatile
-Fun Kit
- High Skillcap
- Offensive and Defensive uses on skills.
-Underestimated

Cons:

-Mana
-Can't hard carry, needs team
-Only ultimate cancels channeled abilities.
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Malphite


Champion Overview:


Malphite is a tanky champion with one of the best burst initiates in the game. Malphite has very good lane matchups as well as having a strong lategame. Malphite has the ability to lockdown and debuff enemies and allow your team to kill them.

Skills Overview:


Passive: Granite Shield- Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 10 seconds, this effect recharges.
This passive sort of acts like your "sustain". If you balance out your trading (Which keeps your mana pool high as well) with your shield, you will keep a pretty high hp gauge though the laning phase.

Q: Seismic Shard- Malphite sends a shard of the earth through the ground at his target, dealing 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage upon impact and steals 14 / 17 / 20 / 23 / 26 % movement speed for 4 seconds.
Good poke, the slow and speedboost are nice for positioning. This skill does a good deal of damage if i maxed first and allows you to harass the enmy while keeping yourself pretty safe.

W: Brutal Strikes- Passive: Malphite's attacks hit units near his target for 30 / 38 / 46 / 54 / 62% of his attack damage. Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40 % for 6 seconds.
This skill goes unnoticed by alot of malphite players, but it is INSANE. This skills passive essentially gives you a tiamat (Which is actually kind of bad in laning, as it pushes the lane), but the active is SOOOOOOO good. A % increase in armor and AD, this allow your autos to be able to trade with champions who are building AD while they will be dealing minimal damage to you.

E: Ground Slam- Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+50% of his Total Armor) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50 % for 4 seconds.
Such a fun skill. An decent damage AOE AS slow that scales off ARMOR =D, I pray for an AD who has to fight you.

R: Unstoppable Force- Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage, knocking enemies into the air and stunning for 1.5 seconds in 325 area around impact. Malphite cannot be interrupted during this charge.
Gap closer, knockup, and good damage source. This skill has it all. :P

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Vs champions who can poke or who beat you in melee range.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Vs champions who auto for damage.
Combos:

Q-E (W whenever you need the armor and AD) (R whenever you want to full on fight).

Matchups:

Easy

Darius (Is that a bug hitting me?),
Jarvan IV (IM ROCK SOLID HAHAHAHAHAHA),
Jax (LOL WHY UR ATTK SPD SO SLOW NUB),
Pantheon (Poke war, guess whos shield works on the others poke :P)
Fiora (Have fun in the afterlife! :D),
Talon (Ugh poke and AD, sucks for you),
Lee Sin (Ye have fun sustaining all day, Ill just farm)
Tryndamere (Have fun using 1 auto every 5 seconds),
Riven (You can force her off and farm),
Irelia (I wonder how many autos you will get to do while your hiten style is up?).
Hard

Vladimir (Sustain and poke),
Yorick (Sustain and spammable poke -.-),
Rumble (Rumble can engage when CDsa re down, and he does magic damage so Malphite's Armor stuff doesn't help),
Olaf (True damage sapm, BROMACIA!!!! Cannot be disabled!Cannot be disabled!Cannot be disabled!Cannot be disabled!Cannot be disabled!Cannot be disabled!Cannot be disabled!Cannot be disabled! WTF!!!!!),
Kennen (range, poke, and builds sustain.

Playing AS/VS:

As:
  • Remember your Q gives you movespeed based BASED OFF the enemy movespeed. If you wait until they use a skill to speed them up you steal from there faster speed.
  • Use your E to hurt your enemies ability to CS.
  • When ulting try and get the enemy AD carry so you can follow it up by slowing their attack speed.
Vs:
  • Have your flash ready to avoid Malphite's ult.
  • Avoid Malphite until he blows some of his skills, his CDs are decent so you can poke when this happens you can get some easy damage.
  • Gank malphite frequently. His W passive will push the lane if he is last hitting.
  • Malphite cannot effectively last hit under turret without blowing mana, when in doubt push, but do not let him freeze the lane.

Big Item Choices::


Philosiphers Stone and Heart of Gold- You will survive through the early game fine, these Gps make you scale into late faster, and they provide useful stats.

Rod of Ages- Tanky, mana, and Ap.

Rabadon's Deathcap- Makes your ult do alot of damage

Abyssal Mask- Gives you MR and Ap

Frozen Heart- Gives you CDR, armor, and mana.

Randuin's Omen- Tanky, lets you kill enemy ADs

Shurelya's Battlesong- Gives your team mobility in fights.

Gametypes:

SoloQ:

Malphite is strong in soloQ as he has good matchups (As champions who rely on AAs for alot of their damage are screwed) and he is not as likely to get killed in ganks. His ultimate is devastating and if he can engage a good teamfight can win his team the game.
Ranked 5s:

Malphite excels working with a premade. He can be put on many different comps, his ultimate when coordinated is devastating and he provides so much utility to the team.
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Maokai


Champion Overview:
Maokai is a very tanky champion that is strong and scales into late game very well. He is very adept at fighting AoE comps and he is a strong laner vs most Energy/Alternate resource champions. Maokai can be played as a full tank or if your doing well an AP tanky DPS. Maokai is very good at recieving ganks as well so junglers will LOVE to have you at top lane.

Champion Skills:

Passive: Sap Magic- Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, his next melee attack drains energy from his target, healing Maokai for 7% of his maximum health.

(╯°□°)╯︵ ┻━┻ What is this, a sustain move based off how many skills the enemy uses. And also what is this energy champions spam skills all day. SUSTAIN!. In team fights this makes you VERY durable if you just continue Autoing :D. THIS IS A % HEAL SO BUILDING HP RAISES THE AMOUNT IT HEALS.
Note: this skill is VERY STRONG as a heal bait.


Q: Arcane Smash- Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, dealing 70 / 115 / 160 / 205 / 250 (+40% of ability power) magic damage and slowing his enemies by 20% / 27% / 34% / 41% / 48% for 2 seconds. Cooldown 6 seconds. Cost 55 mana

Your melee range move. Lowest CD move, I max this first if im fighting a champion who is weaker in melee range as I Can advance in and Q them. This skill also does a mini knock back like Riven's third broken wings hit, this disrupts channeled moves, remember that.

W: Twisted Advance-Maokai transforms into a cloud of arcane energy, quickly traveling to a target enemy. The target takes 80 / 115 / 150 / 185 / 220 (+80% of ability power) magic damage and is rooted in place for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Cooldown 13 seconds. Cost 75 / 80 / 85 / 90 / 95 mana.

Your gap closer/Root. AMAZING for recieving ganks. You dash up to them AND they get rooted. You can follow this up with your Q for the enemy being held in place for a decent amount of time.
Note:You fly to where the enemy is with this skill, If they flash you go with them, don't get baited to flying under their tower.

E: Sapling Toss- Maokai hurls a sapling, dealing 40 / 75 / 110 / 145 / 180 (+40% of ability power) magic damage on impact. The sapling becomes implanted in the ground, warding a nearby area for 35 seconds. When enemies approach, the sapling attacks, exploding in an arcane blast that deals 80 / 130 / 180 / 230 / 280 (+60% of ability power) magic damage to enemies. Cooldown 12 seconds. Cost 70 / 80 / 90 / 100 / 110 mana.

One of the funnest spells ever (for me at least) You become Olimar(pikmin reference) and chug a sapling at the enemy dealing decent damage and then it will get up and run and explode on stuff :D. This gives you sight if you use it in a brush, I usually get this level 1 sapling the places the enemy can invade from (And the blue buff for the leash), recall and come to lane with full mana. You should rank this first vs an enemy susceptible to poking or in a lane where you are behind, as you can throw this in the minion wave instantaneously clearing the wave it hit(Might need a Q afterwords to finish.) the mana costs are decently high so do not rely on this as your only wards. If you are maxing this get a Rod of Ages as it will help their damage and manage the mana cost.

Level 1 Jungle guarding video:

R: Vengeful Maelstrom-Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area by 20%. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal 100 / 150 / 200 (+50% of ability power) (+2 bonus damage per damage absorbed) damage to enemies within the vortex. Maximum 200 / 250 / 300 bonus damage.Cooldown 40 second. Cost 75 mana + 30 mana per second.

Think of it as an anivia circle or a swain ult in that your mana will be constantly consumed while using this. This skill is AMAZING, you will love it, and your team will love it. 20% damage off of enemy attacks in the circle, and exploding the circle results in a decent amount of damage to the enemy team. Use this skill every time there is a skirmish or anything that even looks like it could be a fight as the CD is very short, and the effect is very helpful.


Combos/Skillorder:

Skill Oreder:

Max R>Q>E>W

Aggressive lane, want to do damage and zone the enemy off.

Max R>E>Q>W

More of a passive lane want to farm and poke an enemy down.

Combo:

E in-Q-E-(If they begin fighting you and you want to fight them or they have no sustain.) R

Matchups:

Easy: (Easy does not mean all of them will be easy it means the lane in general will be easy for you)

Shen( He will spam alot and when he trys to ult out you can E-Q him for the cancel),
Skarner (very spammy top laner youll sustain alot),
Garen (If you have your against garen you can sustain and survive the lane easily {Easy does not mean you have to kill them} You scale better into late),
Gangplank (unless he uses all his parrleys on you you will easily sustain all of his damage off, You can poke him well and he will generally go OOM if he spams oranges or will be weaker in fights if he maxed oranges to sustain you.),
Riven (Yes riven can give anyone hell if shes very good, If you play this lane smart you should win easily. All of Her Qs charge your passive, so if she ever just Qs for mobility you get to heal. When you W her she can not use her Q or E {She can still stun you and ult, but your root is longer then her stun so your can just Q her and walk away} Ult when she does her ult and you'll block 20% of the damage off each of her skills.),
Nidalee (Your utility allows her to be ganked AND whenever she goes cougar she will spam and you can enjoy the sustain.),
Rumble (once you get your catalyst just force trades, try and harass him as much as possible when he dosnt have much "Heat".)


Hard:

Olaf (Max saplings and farm, do not get close to him or you'll get a face full of true damage),
Malphite (Hes just like you, sustains with a shield he will just sit there and farm so you should to, hes very responsive to ganks so be careful.)

Note: I have not really had trouble with many other matchups, and even these are not that troubling since I can just sit back and farm with saplings.

Playing As/Vs:

As:
-Initiate if you see a good opening stick to a high priority target force them to choose focusing you (and letting your team kill theirs) take your DPS, Or escape the fight.
-Use your saplings for scouting and level 1 map control(on defense).
-If somethings hidden but in range of your W throw a sapling in first and with the sight use your W(can go over walls or be aggressive to someone in a bush.
-Watch your heal stacks they can be used for epic baits :D.
-Play Like a Singed more passive until you get a catalyst.

Vs:
-Play aggressive early down, you have to shut him down or the lane will become very hard.
-Ward very well junglers like ganking for him.
-Be cautious for invades as his saplings will prbably see you.

Big Item Choices:

Rod of Ages- Mana regen and hp regen on level, More damage, and more hp (more sustain for your passive)

Philosopher's stone- Mana regen hp regen and GP5, Farm lane item

Heart of Gold- Hp better sustain off passive another farm lane item.

Abyssal Mask - Vs an MR team gives you damage, defense, and a good AoE debuff

Quicksilver Sash- Stong vs teams with heavy CC, When you engage on the carry they will usually try and burn their CC on you to escape.

Frozen Heart- Armor , Mana, and CDR with a nice aura, build vs AD heavy teams.

Aegis of the Legion- Get if no one else on your team has it a very strong item in teamfights.

Sunfire Aegis- Decent armor amount and does AoE damage constantly
NOTE: WHOEVER SET THE CHRISTMAS TREE ON FIRE IS GONNA GET ARRESTED.

Sherelya's Reverie- Upgrade late for team mobility.

Game Types:

SoloQ:

[/color]Strong for his unexpected pick value, also factor in soloq tanky people are OP people focus them. He can win a lot of lanes and transitions into a very strong late game. Hes a good pickup if your team is being greedy and no one wants to pick a tank or initiator.

Ranked 5s:

Very strong pick here due to the fact your team can pick around it bait picks etc and the ganks up top will be coordinated allowing pretty much any matchup to be ganked and turned in your favor. The sight from your saplings is also very good information that you can coordinate your team with about better than most solo Q players.
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Mordekaiser


Champion Overview:


Mordekaiser es Numero uno. Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue Hue. Mordekaiser is an AP Tanky-Dps champion. Mordekaiser is probably the best farmer in the game and has the ability to carry his team very hard even if they are behind. Mordekaiser is one of the only champions in the game, who has the ability to turn a fed enemy carry into his ultimate weapon. Mordekaiser has very good matchups but his nature causes him to push and he has no escapes to get away from ganks. This can be played to your advantage however if you have your jungler counter-gank.
Mordekaiser does not have a mana gauge and instead his spells run on health, and give him a shield for the damage he does.

Skills Overview:


Passive: Iron Man- 30% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage. Shield regeneration is half effective versus minions. Minimum shield strength is 120 health, and the maximum is 630 health. The shield decays by 3% per second.
My favorite passive in the game, this skill makes Mordekaiser deceptively tanky, and dangerous no matter what his hp is. I have seen mores 1v5 with under 100 hp and win because of the shield.

Q: Mace of Spades- On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing his attack damage plus 20 / 40 / 60 / 80 / 100 bonus damage (+40% of ability power). If the target is alone, the bonus damage is increased by 65%. Cost 30 / 35 / 40 / 45 / 50 health.
This skill is amazing in 1v1s. The amount of damage this skill will do is insane, getting to the levels of this skill+ultimate= Enemy AD carry dead.

W: Creeping Death- Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance by 10 / 15 / 20 / 25 / 30 and dealing 20 / 35 / 50 / 65 / 80 (+15% of ability power) damage per second to enemies in the cloud for 6 seconds. Cost 26 / 32 / 38 / 44 / 50 health. Range 750.
This skill is VERY nice. It allows you to gain shield from far away, AND gives the target Armor and MR. Using this on yourself and running into the enemy minion wave makes you very hard to kill.

E: Siphon of Destruction- Mordekaiser damages enemies in a cone in front of him, dealing 65 / 110 / 155 / 200 / 245 (+40% of ability power) magic damage. Cost 24 / 36 / 48 / 60 / 72 health.Range 700.
Mordekaisers main harass,Nuke and Farming tool. Get used to aiming it.

R: Children of the Grave- Curses an enemy champion for 8 seconds, stealing 3 / 3.5 / 4% life per second, plus an additional 0.1% per 50 AP. If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 25% of their ability power, and attack damage. The spirit gains 65 / 75 / 85% + (+100% of ability power) of Mordekaiser's adjusted damage, ability power, and 50% + (+100% of ability power) of Mordekaiser's health. Pets can be controlled by holding the alt key and using the right mouse button. Range 850.
BEST SKILL IN THE GAME. This move is INSANELY game changing. I have been in a ranked game where the enemy had a 23-0 tristana, I landed this ultimate on her and we managed to kill her. I got a quad with the ghost and we pushed in to win the game. The skill forces the enemy carry to buy a QSS delaying them about the gold of a BF sword (about 300 less) and when they do that you can just pick a new target to ult, or wait until they use it to take away enemy CC and throw it on.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Combos:

E-W-Q-E-(R for kill)

Matchups:

Easy

Shen (Ignore him and farm, you can kill him if he trys to stop you),
Vladimir (You can trade when he comes to sustain, and if you had shield before hand you win out.),
Fizz (You can trade harder then him, and you have ranged poke),
Pantheon (When he tries to spear, trade back back harder),
Darius (He can't out damage shield to kill you in lane, Your ult trumps his in late game)
Olaf (Poke from a distance, if he comes in kill him),
Udyr (Same as Olaf).
Hard

Yorick (Pokes through your shield, your ult gets nullified by his)
Skarner (you will die in the time you are suppressed.)
Garen (Can burst through your shield and kill you)
Riven (A good riven can shield your harass and out burst your shield.)

Playing AS/VS:

As:
  • If the enemy AD carry has a QSS save your ultimate for the killing blow.
  • W a minion if the enemy is zoning you from getting shield.
  • If you aim your cone so that the diagonal corner hits the enemy, you get more range.
Vs:
  • Stay to the side of morde making him chose between harassing and farming.
  • Call for ganks often, morde is always pushed and has no escapes.
  • Get a QSS if you are mordekiaser's ultimates target.

Big Item Choices::


Rylai's Crystal Scepter- Makes you tanky and allows you to stick to a target

Will of the Ancients- Allows you to negate the health costs of your skills

Rabadon's Deathcap- Gives you massive burst

Lich Bane- Makes your Q instakill

Zhonya's Hourglass- Gives you time to get your CDs back, and the invul can save you from CC spells or casting time spells

Void Staff - If they stack MR

Abyssal Mask- Use if the enemy has multiple sources of magic damage.

Deathfire Grasp- All the stats work for you, and it increases your DPS.

Gametypes:

SoloQ:

Mordekaiser is a pub stomp, and can hard carry games. If you win your lane hard enough to kill the enemy AD carry, you win.
Ranked 5s:

Mordekaiser works well in organized teams that have CC. Mordekiaser is a good pick if the enemy takes something like a Tristana or a Vayne Who get really strong late game.
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Nasus


Champion Overview:


Nasus is a Tanky Dps late game carry, who revolves around being a farmer for 75% of the game and harvesting the crops for the rest =D. Nasus has a weaker early game then many champions, but has the potential for the most late game damage on one skill in the game.
Nasus also has a bad *** voice which makes him 30$ more awesome.

Skills Overview:


Passive: Soul Eater- Nasus drains his foe's spiritual energy, giving him a natural 14/17/20% lifesteal. The lifesteal value increments at levels 1, 6, and 11.
Passive lifesteal, Nice as it keeps you in lane as you farm. Late game if you farmed your Q alot this gives you VERY HIGH sustain.

Q: Siphoning Strike -Nasus's next attack will deal an additional 30 / 50 / 70 / 90 / 110 damage. Siphoning Strike permanently gains 3 damage whenever it kills an enemy. Cooldown 9 / 8 / 7 / 6 / 5 seconds. Cost 20 / 25 / 30 / 35 / 40 mana.
FARM ALL DAY, GET SHEEN, PROFIT!

W: Wither- Nasus ages his target, slowing their movement and attack speed by 35% and reducing it further by 3 / 6 / 9 / 12 / 15% each second for 5 seconds. Cooldown 15/14/13/12/11 seconds. Cost 80 mana. Range 700.
A spammable mini exhaust. <3

E: Spirit Fire- The target area becomes desecrated. Enemies in the area have their armor reduced by 20 / 25 / 30 / 35 / 40 and are dealt 55/95/135/175/215 (+60% of ability power) initial damage and 11/19/27/35/43 (+12% of ability power) magic damage each second for 5 seconds. Cooldown 12 seconds. Cost 70 / 85 / 100 / 115 / 130 mana. Range 650.
Reduces enemy armor, good to increase your teams damage output.

R: Fury of the Sands- Nasus becomes empowered in the sandstorm for 15 seconds, gaining 300 / 450 / 600 health. While the storm rages, he drains 3 / 4 / 5 (+1% of ability power)% of nearby enemies' health120seconds. Cost 150mana. Range 20.
Who let the Dog out, Go this when you want to kill OR as a heal bait. You deal % AoE damage while in this mode making you even more threatening.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

W-E-Auto-Q-(R if going for the kill)

Matchups:

Easy

Hecarim (Your W WRECKS him),
Irelia (K farmfest begin),
Tryndamere (Oh look I just clicked E and your screwed),
Darius (Get some armor, ignore him and farm),
Cho'Gath and Galio (They wont shut you down early and this will just turn to farm) fest.)
Hard

Teemo and Kennen (ranged),
Riven, Olaf, Rumble, Garen, Fiora, and Renekton (Zone you out early prevent farm QQ),
Vladimir, Karma (Sustainy and tanky, they both have great scalings).

Playing AS/VS:

As:
  • FARM (Siphon)
  • FARM MORE (Siphon)
  • Get Gp/5s if you are fine in lane to make late game come faster.
Vs:
  • Do not let him farm
  • Force objectives so his team will fall behind before he can help.
  • Bait his ultimate out and then avoid him, it is very annoying to fight against.

Big Item Choices::


Philosopher's stone- Mana and Hp regen in lane + Gold bonus

Heart of Gold- Nice if you are behind for the health and gold.

Trinity Force- core item you use every stat, makes you a carrying monster.

Frozen Heart- Cdr and mana get this if they have alot of ADs.

Maw of Malmortius- Makes you scary vs AP teams, You can be low with your ultimate as an insurance card. Do not forget to use it!

Bloodthirster- If your team needs an AD carry (Your farming your Q anyway).

Last Whisper- Good if the enemy team gets alot of armor.

Guardian Angel- When you get fully farmed Nasus, this makes you godlike.

Gametypes:

SoloQ:

Weaker in this mode. If your team loses early they will surrender before you can do anything, even if you are ahead in your lane.
Ranked 5s:

Better here. His W can cripple an enemy AD carry, A farmed Q can wreck any enemy, the E provides more damage fr all physical attackers on your team. You also have a jungler you know to help you get ahead early game to snowball into late game.
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Nautilus


Champion Overview:
Nautilus is a Tank/Tanky Ap top lane. Nautilus top lane revolves around his Titan's Wrath allowing him to trade,DPS, Sustain, and Farm. Nautilus can receive ganks better than most champions in the game with a clicked knock up, a root, and a pullback. He is strong vs many lanes and can actually BEAT many popular FOTM top lane champions right now.

Skills Overview:

Passive: Staggering Blow

Nautilus's first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.

Very good skill makes last hitting very easy once you learn the animation, and gives bonus damage in trades. The root is very nice in teamfights for locking down targets as you can root multiple enemies if you manage your passive on the enemy team.

Q: Dredge Line

Nautilus hurls his anchor forward. If it hits an enemy unit, Nautilus drags himself and the target together dealing 80/120/160/200/240 (+75% of ability power) magic damage and stunning them briefly.If the anchor hits terrain, Nautilus will drag himself forward and the cooldown is reduced by 50% (7/6.5/6/5.5/5). Cost: 60/70/80/90/100 mana. Cooldown: 14/13/12/11/10 seconds Range: 950.

A Blitzcrank pull combined with an Amummu bandage pulls you to them while pulling them to you. Also has the ability to go to terrain for increased mobility. This skill is amazing when chasing down an enemy.
NOTE: You can use skills while moving with dredge line.

W: Titan's Wrath

Nautilus surrounds himself with dark energies, shielding him from the next 80/130/180/230/280 plus 10% of his bonus health (+10% of bonus health) damage for up to 10 seconds. While the shield persists, Nautilus' basic attacks apply a damage over time effect to all units around his target. The effect deals 30/60/90/120/150 (+40% of ability power) magic damage over 2 seconds. Cost: 80 mana. Cooldown: 26/24/22/20/18 seconds. Range: 350

THE BEST SHIELD IN THE GAME. 10% of bonus hp+ base shield amount also with an amazingly high DPS AoE DoT on you Autos while its on. Mastering your timing on this ability will be key to being a good nautilus
NOTE:THIS SKILL RESETS AUTO ATTK TIMER AUTO THEN USE THIS SKILL IN A TRADE.

E: Riptide

Nautilus slams the ground, causing the earth to explode around him. Each explosion deals 60/100/140/180/220 (+50% of ability power) magic damage to units in the area and slows them by 30/35/40/45/50% for 2 seconds. This slow diminishes over time. A unit can be hit by more than one explosion, but they take 50% less damage from additional explosions. Cost: 60/70/80/90/100. Cooldown: 10 seconds. Range: 400

A good AoE slow useful as a followup to your Q and extra DPS with your W.

R: Depth Charge

Nautilus fires a shockwave that chases an enemy champion. This deals 125/175/225 (+40% of ability power) magic damage to enemies it passes through and knocks them into the air. The shockwave explodes upon hitting its target dealing 250/350/450 (+80% of ability power) magic damage, launching them into the air and stunning them for 1/1.5/2 seconds. Cost: 100 mana. Cooldown: 120/100/80 seconds. Range: 825.

An AMAZING ultimate its a guaranteed knock-up on the target you choose and if they are behind allies it will knock them up as well. This move sets up for ganks and allows you to catch runners. In teamfights a well positioned Depth Charge can win a fight. It is impossible to escape HueHueHueHue.

Combos:

Harass/DPS

Q->Auto->W->E

This combo will deal sizable damage you may stay fighting them after until your sheild is about to crack and use the remaining amount to back off.

Note:when recieving ganks simply ultimate then use this combo.


Matchups-

Nautilus Will win most match-ups where the enemy is unable to quick burst the shield down then follow with sustained damage.

Easy:
Galio (You can shield his burst and he will go out of mana faster),
Singed ( So many ways to halt his mobility and he does not really have anything to take out your shield fast),
Warwick (Can sheild his harass and if you know hes about to ult a well timed depth charge can cancel it.),
Irelia (Sheild while she true damages),
Nidalee ( You can shield her trade and trade back harder,
Shen (You can shield his harass and farm peacefully, you have more CC in team fights).

Hard:
Olaf( can instantly take out your shield with his True damage)
Jarvan IV (Can burst out your sheild instantly.)
Udyr ( Can break your shield fast and has a spammable shield of his own to sustain it back).

Playing As/Vs:

As:
-As nautilus you want to be careful at earlier levels as your shield is easier to break and you will not have the mana upkeep for it.
-Use your shield as your source of sustain and harass in lane you rely on your shield for everything in lane.
- Bounce around your passive on the enemy high priority targets in teamfights hindering the enemy teams mobility.
-When chasing Q to terrain and then with the reduced cooldown follow it up on the enemy champion

Against:
-Watch Nautilus's shield if you know its on cooldown you should trade off with him
-Unless you know you can burst out a good 400 hp and then continue to do more DPS than Nautilus after that then do not try and trade
-Stay behind minions to avoid getting hooked in with his Q.
- If nautilus ults you it means hes going in for the kill or opening up for a gank.
- Ward very well vs a nautilus as junglers like ganking for him.
- Nautilus's only escape is his Q if he is away from a wall and gets ganked you can most likely pick up a kill.

Big Item Choices:

Philosopher's stone + Heart of Gold - Your early game goals as they allow you to spam your shield and gives you extra sheild all the while giving you gold and transitioning into good items for your late game.

Frozen Heart- CDR ,armor, a build in debuff aura, and mana if you get this in lane GG autoattkers. <3. rush this vs AD champions

Wit's End- Atk spd more Magic damage on your Autos and MR get this vs a team that has a magic damage threat you will do alot more damage and be tankier.

Abyssal Mask- A good source of MR a strong amplifier for your teams AP and gives you decent damage.

SoloQ:
Nautilus is strong soloQ as typically players will let Gp/5s get to late game and with all that gold its GG enemy team. Nautilus is also a good pick as the enemy team will think he is the jungler and pick to counter your jungler (Who they think is solo top).

Ranked 5s:
Really good jungler for ranked 5's strong CC he can roam and do a coordinated gank really well. The enemy team when they see him will either
A. Pick a counterjungler thinking its a nautilus jungle (Easier to escape ganks and if your ally takes a fast clear jungler no real worries)
B. Pick a slow clear jungler like ammumu allowing your team to pick up the fast jungler and counter jungle.
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Nidalee


Champion Overview:
Nidalee is an EXTREMLY moblile champion that can be built in 2 diverse ways: A. AP Nidalee or B.) Tanky AD Nidalee. The first of which does well in poke comps, but is weaker in more direct fights and thus takes more of a support role to the team. The latter of the 2 jumps right into the heat of the fight being very tanky and hard to kill. Both builds are completly viable but they serve 2 different purposes to the team. Nidalee in top lane has all of the needs from the shop a top laner could need free wards and hp heals (In toned down spell versions). Nidalee is capable of fighting a great moajority of top laners in the game and coming out ahead. At 6 Nidalee gets a whole new set of skills and becomes a different champion, the mastering of both forms is the key to mastering Nidalee.
NOTE:You must play 10 hour nyan cat while playing Nidalee no exceptions.

Skills Overview:

Passive: Prowl- Moving through brush increases Nidalee's movement speed by 15% for 2 seconds.

A very strong passive for top lane, this allows you to have the mobility to outmaneuver most other top laners in the game. When running away or chasing always try and run through brush if possible.

Q: Javelin Toss / Takedown- Human: Nidalee tosses her javelin, dealing 55 / 95 / 140 / 185 / 230 (+65% of ability power) magic damage on impact (deals up to 250% damage the further away the target is). Cougar: Nidalee's next attack deals additional damage based on how low her opponent's life is. Cooldown 6 seconds. Cost 50/60/70/80/90 mana. Range 1500

Your core damage move on both AP and AD Nidalee, In different ways though. As AP Nidalee it will be your human version that will be your main damage, while on AD Nidalee it will be the cougar component. The spear is INSANE damage as AP Nidalee and can realistically 1/2 hp a squishy target. On AD Nidalee the bite will do surprisingly high amounts of damage and will catch alot of players off guard.
Note: A way to increase spear damage is to throw the spear and run back which will increase the distance between you and your target, as AD Nidalee remember the Q resets your auto attk timer so that you can auto then Q instantly for some good damage.

W: Bushwhack / Pounce- Human: Nidalee lays a trap that deals 80 / 125 / 170 / 215 / 260 (+40% of ability power) damage over 2 seconds, reveals the target, and reduces their armor and magic resistance by 20 / 25 / 30 / 35 / 40% for 12 seconds. Traps last for 4 minutes. Cougar: Nidalee lunges forward, dealing damage to surrounding enemies. Pounce is not affected by cooldown reduction. Cooldown 18seconds. Cost 60 / 75 / 90 / 105 / 120mana .Range 900

I do not have works to speak about how well I love this skill it is freaking amazing Both components for AD and AP Nidalee and makes her what she is. In human form you can provide mini wards for yourself that last LONGER than real wards AND reduce armor/MR. In cougar this skill is YOU, it is what makes you so godly uncatchable. These traps also reveal stealth units like a jungle twitch eve etc...
Note: If the enemy who got hit by your trap is standing on a ward they layed you will get sight of the ward.

E: Primal Surge / Swipe- Human: Nidalee heals an ally champion for 50/85/120/155/190 (+70% of ability power) and grants them a 20 / 30 / 40 / 50 / 60% attack speed for 7 seconds. Cougar: Nidelee claws at enemies in front of her. Cooldown 10 seconds. Cost 60/80/100/120/140 mana. Range 600

In human mode this is your sustain, both nidalees like this. AP nidalee does massive heal and the buff is nice for tower pushing and to give to allies. AD nidalee likes it for the attack speed and lane sustain.

R: Aspect Of The Cougar- Passive: Each additional rank increases the effectiveness of Nidalee's cougar abilities. Nidalee transforms into a vicious cougar, gaining 20 movement speed, 10/20/30 armor and magic resistance and a new set of abilities. Cooldown 4 seconds

The gate beween the 2 Nidalees. This skill allows you to transform into a whole new different just as fun character.
NOTE: IF you are chasing an enemy in cougar who is about to get away with little hp morph into a human and auto him. If you have a sheen the morph will proc it for the damage.

Combos/Skillorder:

Skill Order:
Max E>Q>W

Combo:
starting in human Q-E-R-Q-W-E-W-R-Q-W-R-W-E-Q

Yea something like that.

Matchups:
All of the logic for the easys is the same, they cant survive your hit and run warfare.

Easy:
Olaf (Sustain makes his true damage result in only hurting himself),
Trundle (troll got no gap closers),
Riven (You both live off trading, you trade harder, back off if she trys to full commit.) Garen (Play human used range-Profit),
Singed (auto him, you wont be in poison.)
Nasus (You can zone him hard)

Hard:

Yorick(sustains harder, pokes harder he has a slow and a speed up to keep on you), Renekton (No mana he will eventually out sustain you),
Akali (Burst very hard at 6 and can kill you easily),
Nautilus (Shields a s sustain and wins out)
Lee Sin (Plays just like you if he maxes shield first).

Playing AS/VS:

AS:
-At level one lay traps everywhere on the map to give your team enhanced vision.
-Lay a trap at the buff your jungler is starting at and then go your lane you will not miss a single CS.
-Force trades and heal them off you will come out on top.
-Trap the lane brush to completely prevent lane ganks

VS:
-Gank Nidalee early past 6 shes almost ungankable
-Avoid stepping on her traps or she will use the pen and destroy you.
-Do not let nidalee trade with you unless you have some way to sustain her damage back.

Big Item Choices:

AD Nidalee

Wriggle's Lantern - Sustain, damage, armor, and keeps your lane warded what more could you ask for in an item?

Ninja Tabi / Mercury's Treads - good to out run the enemy, there is power in speed (Kiting, escaping, chaseing)
((OPTIONAL Doran's Blade - Helps with last hits, gives some damage, survivability, and Life steal.))

Trinity Force - Nidalee can make use of every statpoint here especially in cat mode.
What part of the trinity force do I build first?
Good Question. This is all situational You build Phage if you want survivability health and chasing power, Zeal if you want movespeed for escapeing, and sheen if you want to be able to burst down enemies faster and can spare the survivability of the phage.


Warmog's Armor - Tanky item Nid CSes very well so u can get this item this late and still fill it up.

Atma's Impaler - By this point you are a VERY tanky cat that will do massive damage at this point the game will be nearing conclusion.

Banshee's Veil - Strong Defensive item for MR and it can block 1 CC/ skill the hp will go for the atmas so in all this works out well for you.

Aegis of the Legion - gives you team a nice boost while your around which you should be tanky enough to be

AP Nidalee

Sorcerer's Shoes - They WILL buy MR for your spears so you will need the pen.

Rod of Ages - Gives you mana to hum spears and heal all lane and be tanky a pretty good all around item.

Rabadon's Deathcap - More AP more spearkills.

Lich Bane - All you AP is converted to damage and with your spammy cat nature you'll proc it alot.

Morello's Evil Tome -More spears ( AP nids trademark).

Void Staff - more pen, screw the tanks.

Gametypes:

SoloQ:
Nidalee will stomp this. You can destroy most lane opponents you will get in SoloQ. You can split push towers down all day, No one can stop you due to your insane mobility. You can complete carry games by pulling enemies away from fighting your allies to come stop you. If you are ahead you can just completely destroy them.

Ranked 5s:
Nidalee is strong here as she can be run in set comps (Poke comps/Bruiser comps) and you can tell your team that you will not need as many ganks and other things to help them win the game. Also be sure to have a microphone and turn on.. NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN NYAN.
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Nunu


Champion Overview:


Nunu is a tank/ tanky DPS champion capable of EMPIRE!. Nunu can slaughter teams and burn down nexuses if left unchecked. Many people have been underestimating him recently as he has only been used as a support. As a top laner Nunu has strength to fight most lanes, as well as the ability to be useful to his team through his utility regardless of his score.

Skills Overview:


Passive: Visionary- Nunu can cast a spell for free after 7 attacks.
Gives you free harass after you last hit enough. This skill is nice in top lane where most of the lane phase you will be auto attacking.

Q: Consume- Takes a bite out of target minion, dealing 400/525/650/775/900 damage and restoring 125 / 200 / 275 / 350 / 425 (+100% of ability power) health. Cooldown 35 / 30 / 25 / 20 / 15 seconds. Cost 60 mana. Range 125.
Gives you sustain in lane, this skill also will help your team later in the game as you will have another smite. This skill also allows you to counter jungle very well.

W: Blood Boil- Increases an allied unit's attack speed by 25 / 35 / 45 / 55 / 65% and movement speed by 11 / 12.5 / 13 / 14.5 / 15% for 15 seconds. Nunu also gains the effects of Bloodboil if casted on an allied unit. Cooldown 20seconds. Cost 50mana. Range 700.
This skill gives you nice mobility in lane (AS is ok but not really amazing), End game this is the reason why you will ALWAYS be useful. No matter how you are doing, giving your carry a 65% atk spd boost and a 15% movespeed boost will be a BIG deal in teamfights.

E: Ice Blast- Nunu throws a ball of ice at an enemy unit, dealing 85 / 130 / 175 / 225 / 275 (+100% of ability power) magic damage and slowing their movement speed by 20/30/40/50/60% and attack speed by 25% for 4 seconds. Cooldown 6 seconds. Cost 75 / 85 / 95 / 105 / 115mana.
Spammable harass move that slows and reduces attack speed as well as having a 1 AP ratio. <3
Using this on the enemy carry can put them in a very bad position.

R: Absolute Zero- While channeling for 3 seconds, slows nearby enemy units' attack speed and movement speed. After channeling, enemies caught in the area are dealt 625 / 875 / 1125 (+250% of ability power) magic damage. Cooldown 150 / 120 / 90seconds. Cost 150mana. Range 550.
EMPIRE!!!!! This skill is AMAZING, you channel slowing all enemies in your circle as well as lowering your attack speed. At the end of your channel you explode it and deal TONS OF DAMAGE. This skill singlehandedly wins teamfights. This skill will Zone, make enemies focus you, debuff all the enemies who try and fight, and best case scenerio... PENTAKILL!!!!!

Combos/Skillorder:


Skill Order:

Max Q before W only if you need the sustain.
Combos:

E-W-R-(Q if there is anythign to heal off of)

Matchups:

Easy

Fiora (As slow and mobility slow, you have complete control of aggression. If she ever ults begin charging YOUR ult shen will die when hers ends.),
Darius (You can poke him down early on, if he apprehends you you can ult in his face), Garen (You have to much mobility),
Jax (You can poke him really hard, if he jumps in on you and stuns you, you can ultimate as he blew his CC and escape),
Nasus (Your harass early will zone him out of lane),
Irelia (She cant outtrade your harass and if she jumps on you to try you just ultimate), Riven (You hold mobility control, your snowball does more then she shields),
Teemo (You can snowball trade whenever he blinds and heal off his harass),
Kayle (Sustain off her harass and if you snowball when she E's she wont get anything out of it]]
Yorick (Fun matchup, you just farm and he gives you free food =D).
Hard

Vladimir (Can sustain when you poke, he becomes really strong really fast)
Dr.Mundo (Sustains all day long)
Warwick Sustains and can cancel your ultimate]]
Galio (His ultimate cancels yours and he has a better initiate

Playing AS/VS:

As:
  • Ultimate from a brush if possible the enemies will have no sight
  • If you KNOW the enemy jungler will start at blue on purple team, take consume level 1 and go eat their blue wraith.
  • Bloodboil the cannon minion if you want your lane to push faster.
  • You can freeze the lane really well with your tankiness/Consume, if the enmy comes by you can push them away with snowballs.
Vs:
  • Save a CC for nunu ultimate.
  • Get some MR in lane or nunu will get free win
  • AVOID BRUSHES!

Big Item Choices::


Rod of Ages- Makes you tankier and makes you do a lot more damage with your ultimate.

Banshee's Veil- Try to keep them from stopping your ultimate

Rabadon's Deathcap- Makes your ultimate pentakill

Sunfire Aegis- Gives you armor and hp

Void Staff- They built MR?

Abyssal Mask- If your team has a decent amount of magic damage this item is nice for your Mpen.

Gametypes:

SoloQ:

Nunu works ok here, but most people in soloQ wont acknowledge this and calll you a troll hurting your teams chances of winning.
Ranked 5s:

Nunu works really well here. The enemy team will think you picked nunu as you support and will pick something trying to guess your top. Your Atk speed buff and ultimate are also much better when coordinated with allies.
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Olaf


Champion Overview:

BROMMAACCCCIIIIAAAAAAAA.

Olaf is a tanky-Dps Anticarry. His goal on a team is to Rambo into the enemy team and kill their carries. He has amazing laning abilities capable of wrecking most solo tops. Olaf has the ability to spam true damage in lane essentially Darius Ulting you every-time you come close to him (If you like playing darius, I think you would like olaf). Olaf has the power to kill even the most fed of enemy squishies with his ultimate.

Skills Overview:


Passive: Berserker Rage- For each 1% of health missing, Olaf's attack speed is increased by 1%.
This passive allows you to last hit better, win closer fights, and kill that squishie your ramboing at when the enemy team trys to kill you off.

Q: Undertow- Olaf throws an axe to a target location, dealing 50 / 90 / 130 / 170 / 210 physical damage plus 50% of his attack damage to units it passes through and slowing them by 16 / 22 / 28 / 34 / 40% for 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds. Cost 55 / 60 / 65 / 70 / 75 mana.Range 1000.
This skill is very nice, you NEED to know how to aim this axe to play olaf. It is his chasing power and a source of poke in certain matchups.

W: Tough It Out- For 6 seconds, Olaf's attack damage is increased by 7 / 14 / 21 / 28 / 35 base damage plus 1% of his max health. While active, Olaf gains 9 / 12 / 15 / 18 / 21% lifesteal and spell vamp. Cost 40 / 45 / 50 / 55 / 60 mana. Range 700.
This skill is your sustain, its like udyr's turtle stance. This skill also gives you an mini atma's impailer while you have the active on.

E: Reckless Swing- Olaf deals 100 / 160 / 220 / 280 / 340 true damage to his target and inflicts 40 / 64 / 88 / 112 / 136 true damage to himself. Cost none. Range 325.
This skill is AMAZING, its like darius ulting the enemy every 4 seconds <3. This skill allows you to wear down and easily kill enemies who have to get into melee range to CS

R: Ragnarok- Active: For 5 / 6.5 / 8 seconds, Olaf is immune to disables and reduces incoming damage by 20 / 30 / 40. Passive: Olaf has 10 / 20 / 30 increased armor penetration. Cost 100 / 75 / 50 mana.Range 400.
This skill is what makes olaf a Berzerker, this allows you to run at the carries worrying nothing about your HP bar, and theirs. Who dies first?

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Use this max if the enemy laner will be coming close to CS.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Use this if the enemy laner likes to sit back and poke, or is stronger then you in melee range.
Combos:

(Q repeatedly pick up and throw as you chase)-(E whenever its up)-(W If you get into an auto fight)-(R to go full Berserker mode.

Matchups:

Easy

Riven (A good riven can kind of manage this matchup, but all you need to do is spam E, her hp will get wrecked unless she maxes shield first, which already hurts her),
Jax (No dodging true damage spam),
Irelia (Dash to that minion I dare you),
Warwick ( Can't out sustain BR POWER),
Shen (If hes going ranged shen throwing stuff all day at you, then throw back at him and if you hit him you can go get more free harass, if he wants to try and fight you spam EE all day evry day),
Nasus (Good luck farming Q),
Lee Sin (A good lee sin wont die, but he also won't get as much farm)
Renekton (Your early and late game is stronger)
Fiora and Shyvana (All their damage moves require them to be in auto range <3)
Darius (For him its like fighting another darius.... Thats spamming ult every 2 seconds)
Hard

Teemo (Poke and move quick),
Yorick (trades harder, sustains harder),
Vayne (Her kit counters yours, she can tumble away from axes, knock you away when you want to true damage her, and just run away when you ult. She will get farmed and scale into late game well.),
Kennen (Ranged, and has good escapes),
Nidalee (She can wear you down from a distance and come in for the kill),
Vladimir (He has ranged poke, and his pool for when you get to close),
Mordekaiser (Numero Uno Hue)
Akali (I cant see whats murdering ME!!!!!!).


Playing AS/VS:

As:
  • Make sure you know how to aim, and follow up on your axes
  • Do not get caught up in your strength and think you can 1v5.
  • Remember your ultimate can be used as a cleanse.
Vs:
  • Do not get baited by olaf's ultimate.
  • After olaf throws his axe, run in a path that forces him to go out of the way to get it.
  • Sending an AD carry top (With an escape) gives your team an advantage over olaf.

Big Item Choices::


Wriggle's Lantern- Gives you sustain off your W.

Heart of Gold and Philosopher's Stone- Believe it or not these work AMAZINGLY on olaf. The majority your damage is true, so these items do not even weaken you. They both build into useful items later on.

Trinity Force- The stats here are useful, when you are chasing your axes get the sheen procs for you to hit the enemy with.

Frozen Mallet- This item allows you to stick to a target, pick this over trinity force if you are not doing well in lane or your team lacks CC.

Atma's Impailer and Warmog's Armor- Both items go really well with your W. You can build the chain vest for atma's early in lane to make the enemys not even hurt you.

Force of Nature- Allows you to run around faster.

Guardian Angel- Revive and spam more.

Maw of Malmortius- Strong vs Ap lanes, allows you to rambo even better.

Aegis of the Legion- If no one else got it.

Bloodthirster- More rambo damage and sustain.

Infinity Edge- Stronger Auto's.

Gametypes:

SoloQ:

Olaf is really strong in soloQ as he can win lane hard AND can rambo kill any enemies who got fed <3.
Ranked 5s:

Olaf is strong as a counterpick to CC comps. Olaf has a great ability to get in and kill who he needs to ignoring all there Stuns and such.
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Pantheon


Champion Overview:


Pantheon is a melee assassin, that is essentially the solo-top twisted fate. Pantheon is strong due to the fact he can reach his team quickly through any positioning. Pantheon has a strong early game capable of winning most lanes. Pantheon is a pub-stomper, he is meant to win his lane and try and use the snowball to win his team the game.

Skills Overview:


Passive: Aegis Protection- After attacking or casting spells 4 times, Pantheon will block the next normal attack that deals more than 40 damage to him.
VERY STRONG PASSIVE for top lane. This is a Fiora riposte after every 4 attacks/skills. This skill can even block tower shots. So good in top where autos are a lot of the harass/Dps.

Q: Spear Shot- Pantheon hurls his spear at an opponent, dealing 65/105/145/185/225 + 140% of his bonus attack damage in physical damage. Certain Death causes Spear Shot to critically strike for 1.5x damage. Cooldown 4 seconds. Cost 45 mana. Range 600.
Spammable ranged poke. Allows you to wear down enemies very quickly to go in for the kill.

W: Aegis of Zeonia -Pantheon leaps at the target enemy champion and deals 50 / 75 / 100 / 125 / 150 (+100% of ability power) magic damage and stuns them for 1 second. Pantheon also instantly refreshes his Aegis Protection. Cooldown 13/12/11/10/9 seconds. Cost 70 mana. Range 600.
Now most people look at this skill and say "A gap closer that stuns SWEET". That is overlooking the best part of this skill! This skill REFRESHES your passive instantly. The best way to use this skill is to run up to an enemy auto them, let them auto your shield passive out (That you would have up from spearing), then stun them and keep autoing and once they break the new shield backoff. Best trade.

E: Heartseeker Strike- Passive: Pantheon gains 100% critical strike chance against targets below 15% of their max health. Active: Pantheon focuses and deals 3 swift strikes in front of him for 13/23/33/43/53 + 60% of his bonus attack damage as physical damage per strike. Deals double damage to champions. Channels for 0.75 seconds. Cooldown 10/9/8/7/6 seconds. Cost 45/50/55/60/65 mana. Range 400.
The passive on this ability is nice, makes you secure every kill =D. The active ability is strong, just not in lane. This skill has a great ratio (3.6 to champions if they get hit by the whole attack) and in team fights if you are able to make it into the enemy team so they get hit by this your team will most likely win the fight.

R: Grand Skyfall- Pantheon gathers his strength and then leaps high into the air for 2 seconds, crashing down at the target area 1.5 seconds later. Deals up to 400 / 700 / 1000 (+100% of ability power) magic damage to units at the center (down to 50% at the edge) and slows them by 35% for 1 second. Cost 150 / 250 / 350 mana. Range 5500.
Allows you to aid other lanes. This skill has a long CD and charge time. The important thing to remember is that 90% of the time aim behind the enemy, on very rare occasions will the enemy not be able to make it out of your circle. Eventually if you learn how to stun the enemies from your ultimate before you land you can negate this and ult on/nearby the enemy.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

From afar

Q-W-E-Q

From melee range

Auto-Q-W-E-Q

From base/jungle

R-Q-W-E-Q

Matchups:

Easy

Gangplank (Passive blocks pistol shots, spear is more manly then his gun),
Wukong (Spear all day, shield his harass combo),
Fiora, Tryndamere (All autos easy lane, fiora especially due to the lack of sustain), Jax (Spear all day, Poke him so he WONT jump on you),
Darius (Unless he gets his pull off you can win this with just Q),
Teemo (Spear whenever he tries to auto you, your shield blocks his auto so only his blind dart lands)
Nidalee (she can't out sustain your spears).
Hard

Malphite (Builds armor and does not die while dealing tons of damage),
Yorick (He has a better long range trade),
Riven (Blocks your spears with her shield, goes in when you are oom),
Mordekaiser (Beg for ganks),
Shen (Qs when you do, he will sustain your harass of though), and Lee Sin (shield and sustain).

Playing AS/VS:

As:
  • Let your passive shield burn before using your W
  • Only build tanky if you are behind.
  • Save your ultimate to ult in on the squishy lines in team fights.
Vs:
  • Get early armor and pots, do not let pantheon get an early lead.
  • Pantheon has no escapes ask for an early gank to help.
  • A little sustain goes a long way in this matchup.

Big Item Choices::


Bloodthirster- Sustain, Damage <3.

Last Whisper- Screw Armor

Maw of Malmortius- Good vs AP lane, gives you a strong lategame when you hop on the enemy ap carry.

Infinity Edge- Makes you passive 100% cirt even better =D

Youmuu's Ghostblade- Rushing the bruta in lane allows you to spam spears, the crit is useful end game for bursting carries.

Sword of the Occult- If you get ahead in lane buy this and snowball the game.

Gametypes:

SoloQ:

Pantheon stomps here. He will typically win lane, and with his ultimate he can make others win lane. You need to snowball the game in SoloQ otherwise panth will fall behind.
Ranked 5s:

Pantheon CAN be used here, but he is more of a counterpick then anything. If the enmy does not have a good guard line pantheon can be picked and can be pretty strong.
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Poppy


Champion Overview:

Poopy, err I mean Poppy is a melle Dps, Ap DPS tanky burst assassin. She is one of the funnest champions to play in the league as well as having probably THE STRONGEST late game presence of any champion in the league. She can hold her own against most top lane champions, and can beat many popular "Win top Lane" champions like Garen. Her laning phase is her biggest "weakness" (if you want to try and debate shes weak there), and once she gets a couple of items and makes it to late game she can rip enemy teams apart. She is 1000000% capable of taking a game on her shoulders and completely carrying it, however be warned she has a pretty decent skillcap and will take time to get used to.

I got addicted to poppy for awhile I loved being able to hard carry :D

Skills Overview:

Passive: Valiant Fighter-Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.

OP PASSIVE. Really hard to kill, and atlow health is deceptively durable. With this passive people will fail dives and rage so hard will make you <3. Whenever this happens always remember to say Poopy OP :D.

Note: Lets clear up a common misconception of this passive right now, this does not 1/2 the 10% of the hp damage you take, it halves any amount after the 10%. (IE: Annie tibbers you, it would do 40% of your HP BUT with your passive 40%-10%= 30%/2 it reduces 15% of the damage meaning you will still take 25%. In essence, subtract out 10% before making the reduction calculation because the first 10% will always hit and wont be reduced.)


Q: Devastating Blow-Poppy crushes her opponent, dealing attack damage (+60% of ability power) plus 20 / 40 / 60 / 80 / 100 and 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75 / 150 / 225 / 300 / 375. cooldown 8 / 7 / 6 / 5 / 4seconds. Cost 55mana. Range 600

Whew this skill is an on hit yes, but its a lot more complicated( and better IMO) than a lot of other on-hits in the game. You deal % damage (making HP stacking champions wet their beds in fear at night), + All your AD (W gives you bonus damage here), AND a .6 Ap ratio. The best part, it works with Sheen HUEHUEHUE. When you Ult end game just this will 1/2 hp the enemy its pretty hysterical and with its low CD endgame you'll wreck face in fights :D.

Notes:
-This Does reset auto timer always auto then Q if possible for maximum efficiency.
- All damage done by this skill is magic even the sheen procs.


W: Paragon of Demacia- Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased by 1.5 / 2 / 2.5 / 3 / 3.5 for 5 seconds. This effect can stack 10 times. Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17 / 19 / 21 / 23 / 25% for 5 seconds. Cooldown 12seconds. Cost 70 / 75 / 80 / 85 / 90 mana. Range 600

This skill is very good to get one point in early on (Like level one), Unless im invading I will always take this lvl 1 15 AD and 15 armor is just to much to pass up, you can bully any AD in the game lvl 1 with that ( even something strong lvl 1 like a Riven). The active is a free ghost which will make ganking you hard. Your utility skill get a point early maybe 2 and max out last.



E: Heroic Charge- Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 / 75 / 100 / 125 / 150 (+40% of ability power) magic damage. If they collide with terrain, her target takes 75 / 125 / 175 / 225 / 275 (+40% of ability power) magic damage and will be stunned for 1.5 / 1.5 / 1.5 / 1.5 / 1.5 seconds.Cooldown 12 / 11 / 10 / 9 / 8seconds. Cost 60 / 65 / 70 / 75 / 80 mana. Range 525

This skill gives poppy a skillcap and makes flash a good choice(positioning uses, although I typically take ghost.). You always need to be watching your enemies position in top lane and if they ever stand to close to a wall let them have it! In team fights hitting an AD carry or an AP carry with a wall stun is almost guaranteed kill if you had ult on.

R: Diplomatic Immunity- For 6 seconds, Poppy is immune to any damage and abilities from enemies other than her target. In addition, Poppy's attacks deal 20 / 30 / 40% increased damage to the marked target. Cooldown 140 / 120 / 100seconds. Cost 100 mana. Range 900

Godmode Poppy, This skill amplifies your absurd damage, makes you invincible to everyone but your target ( The choice here is do you ult the Carry for instagib or do you ult the support for safety while invincible.) With this skill you can nuke, towerdive, and lift a team on your back, no matter how fed someone is if their doing no damage to an assassin they are probably gonna die.

Note:When you kill the target you ulted the (invulnerable) ult effect will end.
Also note that the bonus damage from your ultimate effects all sources of damage from you, red buff, ignite, and items like gunblade or DFG.


Combos:

E-auto-Q-(E to chase for more Qs)

R before you combo if you want to go in for a kill.

Matchups:

Easy:
Gangplank (You have to much armor ignore him and farm, kill if jungler ganks or if he does something stupid.),
Tryndamere (You can bully him around, your ult is longer than his and you scale scarier), Renekton (No damage against your armor, his ult just makes your Q do more damage), Garen (You can literally sit there autoing him and do more DPS to him then he does to you with his whole combo),
Fiora (Cant block your Q, you trade much better with your W passive),
Jax (Get hybrid defense his W and R do magic damage, you out DPS him and scale harder, you can survive the lane and win).

Hard

Olaf (True damage>your passive, he will win trades everytime with him E unless your jungler gets you VERY far ahead),
Kennen (Long range poke all day long, Lightning rush when you dash at him),
Teemo (same logic as kennen but a little easier, But everyone hates teemo sooo -.-), Irelia (She destroys you when her E is on, or if you let her get ahead),
Shyvanna(Does alot more Damage that you can take and 1/2 of it is magic, she gets both armor/mr from her ult, you scale better into late game if you get through the lane), Yorick (General yorick always poke and sustain never die, just try and live and farm), Warwick (He can sustain any harass, and can poke hard try and farm it off.)


Playing As/Vs

As:
-Do not play aggressive if you do not have your ultimate, unless you are ridiculously far ahead.
-Always be looking for good Es and who to place your ult on.
-Try and trade off level one vs close ranged ADs.
- If your lane is getting ahead ask your jungler if he can hold and you can roam and gank, Poppy ganks hard as hell.

Vs:
-Never stand near walls
- Wait to use your blink until after poppy uses her E, otherwise it may pull you with poppy even though u blinked away
-Try and avoid poppy while her ult is up.
-Deny poppy late game or your team will have it VERY hard.

Big Item Choices:

Philosopher's stone- Mana and Hp regen in lane + Gold bonus

Heart of Gold- Nice if you are behind for the health and gold.

Trinity Force- core item you use every stat, makes you a carrying monster.

Hextech Gunblade- Sustain and slow.

Frozen Heart- Cdr and mana get this if they have alot of ADs.

Maw of Malmortius- This plus passive makes a low hp poppy a dangerous poppy, you can get low then ult on their support (Who wont do much damage) and wreck face. get this vs teams with a decent amount of AP.

Solo Q:

Poppy is really strong in soloQ as most people dont fight her often, and wont gank top as much. She can snowball in peace and carry the game. If you are going to pick poppy either ban out olaf or pick her later in the selection.
Poppy is perfectly capable of carrying to high elo as seen with zekent/spamhappys sucess.

Ranked 5s:
Poppy is a really strong force with a coordinated team as you jungler knows you better and will help you get past the early game. You can tell your support to CV top if you know they are in the bush and get a free wall slam :D. As with soloQ pick her later in or ban olaf. Once you get to late game reap the rewards of being poppy and own face with your frends xD.
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Renekton


Champion Overview:



Renekton is a tanky DPS champion who does very high damage in the early to mid game but will have a damage drop as it goes later in the game. Renekton wants the game to end as early as possible or get his team to an advantage point by the time the drop begins to happen. Renekton uses no mana and can sustain very well in lane making him a good top lane choice.

Skills Overview:


Passive: Reign of Anger- Renekton gains 5 Fury per autoattack. Having sufficient fury empowers Renekton's abilities with bonus effects, but this drains Fury. Out of combat, Renekton loses 5 Fury per second.
Gives Renekton a fury gauge as opposed to mana, this skill explains what that is, and gives you reason to auto as much as possible.

Q: Cull the Meek- Renekton swings his blade, dealing 60 / 90 / 120 / 150 / 180 (+80% Attack Damage) physical damage to nearby enemies and gains 5% of the damage dealt as Health, up to 50 / 75 / 100 / 125 / 150. Each hit grants 5 Fury, up to 25. Enemy champions grant 400% additional health recovery. 50 Fury Bonus: Dmage increased to 90 / 135 / 180 / 225 / 270 (+). Heal percent increased to 10%, up to 150 / 225 / 300 / 375 / 450. Cooldown 8 seconds. No Cost or 50 Fury. Range 340

Your sustain, and a decent source of Poke, Also does AoE damage. Try and hit as many targets as possible with this skill.

W: Ruthless Predator- Renekton's next attack strikes twice dealing physical damage 10 / 30 / 50 / 70 / 90 (+150% of his Attack Damage) and stuns for 0.75 seconds. Each hit applies on-hit effects. 50 Fury Bonus: Instead, Renekton attacks three times dealing physical damage 15 / 45 / 75 / 105 / 135 (+225% of his Attack Damage) and stuns his target for 1.5 seconds. Cooldown 13 / 12 / 11 / 10 / 9seconds. No Cost or 50 Fury. Range basic attack range.
A good sorce of burst damage when you have fury, and its a CC as well. This skill resets auto timer, with above 50 fury auto+W is MASSIVE burst.

E: Slice and Dice- Renekton Slice: Renekton dashes, dealing 45 / 75 / 105 / 135 / 165 (+) physical damage. Hitting an enemy grants the ability to use Dice for 4 seconds. Dice: Renekton dashes dealing 30/60/90/120/150 (+) physical damage. Dice - 50 Fury Bonus: Damage increased to 67.5 / 112.5 / 157.5 / 202.5 / 247.5 (+). Enemies hit have 15% / 17.5% / 20% / 22.5% / 25% reduced Armor for 4 seconds. Cooldown 18/17/16/15/14. No Cost or 50 Fury Range 250.
2 part skill you need to get the first dash to hit a target to get the second. Do not underestimate the distance you can gain with this skill 2x + flash.

R: Dominus-Renekton surrounds himself with dark energies for 15 seconds, gaining 300 / 450 / 600 Health. While active, he deals 40/70/100 (+10% Ability Power) magic damage to nearby enemies and gains 5 Fury per second.
Gives you health, an AoE magic damage aura, aand best of all fury regeneration. This skill makes you VERY dangerous. Use this as a heal bait or when you want to commit a fight.

Combos/Skillorder:



Skill Sequence:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Standard sustain lane.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Bursty Renekton, use this vs enemies who have low-no sustain and you just want to kill over and over.
Combos:

E up Q-W-E out (or after them for a kill) (R whenever you commit fight.)

Matchups:


Easy

Irelia (Damage and sustain to high)
Rumble (Warning,warning, warning, hes dead)
Kayle (Sustain hard, burst hard)
Riven (You should win trades, zone and win lane.)
Nidalee (Sustain when she does , never go out of mana.)
Hard

Udyr (He just ignores you with turtle and rapes you with tiger, What do?)
Kennen (Pikachu beats Feraligater, its super effective!)
Jax (Dodges your Stun, wins fight and scales harder)
Malphite (Can't stop the rock).

Playing AS/VS:

As:
  • You can heal bait very well with your ultimate.
  • Know your damage early game and capitalize.
  • With Cull of the Meek in a team fight you can heal very well, so do not be afraid to initiate.
Vs:
  • Do not underestimate a low hp Renekton, he has 3 moves that he can use to bait you.
  • Renekton is very strong early, it is recommended to just get a few Gp/5s and play passive
  • If you have an against garen page (40 armor) use it.

Big Item Choices::


The Brutalizer - AD armor pen and cooldown a good item to get if your ahead. I typically will sell this item later on in the game.

Youmuu's Ghostblade - (If I didn't sell bruta)attack speed crit ,dmg, and cdr. It also has an active that is the same as a master yi ult but without the immunity to slows.

Atma's Impaler - turns you high amount of hp into attack damage + gives u crit AND def. The base staple tanky dps item.

Warmog's Armor -Tanky item gives you HP if you have atmas will also give you a fair amount of AD, and gives you more hp regen.

Sunfire Aegis -Tanky item gives you health and defence, more damage from atmas, gives you a nice extra bit of damage in fights.

Bloodthirster - More damage, alot of lifesteal I tend to buy this if we have a tanky team and need more dps.

Infinity Edge -More damage, helps your crit rate, makes more crit dmg, pretty good item if you are going DPS.

Thornmail - good for fighting heavily dps warriors like trynda,xin,and GP returns 30% of their damage to them.

Banshee's Veil - good for M def more, more hp, more mana, more dmg off atmas, Gives u immunity to one hostile spell.

Force of Nature - good for magic defence more run spd and hp regen.

Hexdrinker -good for living through mages while adding more damage.

Locket of Iron Solari - Hp , team wide hp regen aura, and a team wide shield. A good item for you to buy to help your team win teamfights.

Frozen Mallet - AD HP and allows you to lock down targets with slow.

Aegis of the Legion - gives you team a nice boost while your around which you should be tanky enough to be.

Wriggle's Lantern - An ok item if you behind in lane against a physical attacker, do not buy if you are in the lead.

Frozen Heart- An almost MUST-BUY if you start to do badly. Allows you to stay tanky, and help your team.

Maw of Malmortius- A good item if you need damage and are fighting AP champs.

Gametypes:

SoloQ:
Where Renekton is stronger (IMO), He wins lane and will most likely make the enemies surrender at 20 if you do really well and go down and help your team at least once. He can be counter picked if you pick him early in remember that.
Ranked 5s:
Renekton can work in certain team compositions, if you know what you are doing. Renekton has the potential to destroy top lane and make fast work of the enemy team. However if you are unable to do this, come late game you will not be as effective as other champions.
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Rengar

The coding should work as soon as Rengar is added to moba database.
Making this to add to my complete top lane guide.

Champion Overview:


Rengar is a Semi Tanky Assassin champion. Rengar has a very strong burst when setup well, he has good damage and if allowed to reach the enemy carry he can burst them down instantly. Rengar snowballs very well and he is one of the few top laners that can go reliably gank mid lane with his ultimate. Rengar has no mana cost and instead uses a ferocity system (Essentially Rage). Rengar's kit is very versatile and he can max different skills to fit his enemies and situations. Rengar has a very strong low level burst and it is not uncommon for him to easily pick up first blood.

Skills Overview:


(Passive) Unseen Predator- While in brush or stealth Rengar will leap at the target when using his basic attack. Also Rengar builds 1 point of Ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar's next ability becomes empowered, granting it a bonus effect.

This is a dual passive and in full honesty both passives feel very good, very strong, and play a very big role in mastering his kit. His first passive is that he can jump on an enemy if he is in a brush. This passive acts as a gap closer that will make running through brushes to chase after enemies a profitable idea, this also allows you to wait in brushes to easily ambush enemies as they pass by and catch them by surprise. Now the other part of your passive essentially gives you a fury bar that does not go down and gos up 20% every time you use a skill. When the bar reaches max you get access to the "Ferocity skillbar", which holds all your ferocity skills. These will all be off CD REGARDLESS of whether the normal skill was on CD (Ie: You used your Q to finish filling your bar, you can instantly use it AGAIN for another Q!)



Q Savagery- Rengar's next basic attack deals 30 / 55 / 80 / 105 / 130 (+1.0 per attack damage) bonus damage and grants him 30 / 35 / 40 / 45 / 50 % increased attack speed. Ferocity Bonus: (Empowered Damage: 30 / 55 / 80 / 105 / 130 (+2.5 per attack damage)) Additionally deals 150% of Rengar's Attack Damage in bonus damage, and the Attack Speed bonus is doubled. Cooldown: 6 seconds.

What I compare this to is a Renekton stun as far as damage is concerned. This skill is also your steroid to allow you to fight better for a few seconds after you use your Q.
Note:This skill resets auto attack timer, so a really good way to use this burst is to auto-Q (When you have 80% of your gauage filled)-auto-Q.


W Battle Roar- Rengar lets out a battle roar, magically damaging enemies (75 / 120 / 165 / 210 / 255 (+1.0 per ability power)) and gaining 20 / 30 / 40 / 50 / 60 bonus armor and magic resist for a short duration. Ferocity Bonus: Heals Rengar for 15% of his max health. Cooldown: 15 / 14 / 13 / 12 / 11 seconds.

This skill is your commited trade skill and sustain. This skill gives you a good amount of Armor and MR as well as dealing some decent trade damage (The damage is MAGICAL, so enemies who are stacking armor will still take a decent amount of damage from this skill). The ferocity version of this skill will act as your main sustain in between fights and trades AS WELL AS a bait mechanic for trading.



E Bola Strike- Rengar throws a bola at his target dealing 60 / 105 / 150 / 195 / 240 (+0.7 per bonus attack damage) Physical Damage and slowing them by 50 / 55 / 60 / 65 / 70 % for a short duration. Enemy Movement Speed recovers over 2.5 seconds. Ferocity Bonus: Roots the target for 1 second. Cooldown: 12 / 11 / 10 / 9 / 8 seconds.

This skill is your CC tool to respond to ganks, BUT it also has another use, a ranged harassment tool. This skill will allow you to do very well in lanes vs a champion with low sustain.



R (Ultimate) Thrill of the Hunt Rengar activates his predatory instincts, stealthing and revealing all enemy Champions in a 2000 / 3000 / 4000 range radius around him. He gains 10 / 15 / 20 % movement speed and generates 1 Ferocity per 0.75s while stealthed. Lasts 7 seconds or until he uses an ability. Cooldown: 120 / 80 / 40 seconds.

This ultimate is EXTREMELY AMAZING. This has so many purposes and is the skill defining difference in Rengars. This skill can be used to escape an ganks, be used as a "Timeout in a fight to get your Ferocity, A gapcloser, a tool to find enemies, and a tool to gank enemy lanes if you roam.


Combos/Skillorder:


Skill Order Will Appear Once Rengar is added to the database

Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Use this max if you are in a standard lane.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Use this max if you are in a lane where your enemy is as strong or stronger then you in a close up fight.
Combos:

(R for the kill or Be in a brush)- (Have 4 stacks of rage before you fight)-Q-Q-E-W-Q

Burst example done on Nasus Bot


Bola Poke

Burst example done on Nasus Bot

General Matchups:

Easy

Nidalee (The brush hath turned against her)

Garen (Bola spam. Win Lane.)

Akali (If you get 2 Qs in when she comes at you, you will typically out trade her.)

Cho'Gath (Poke him down with all your burst and Bola)

Nasus (Abuse your strong early and his weak early.)
Hard

Fiora (Blocks all of your Q damage. If shes able to stop one she gimps your fighting power hard.)

Yorick (Hes Yorick did you think you'd stand a chance?)

Jax (He can dodge you 2x Q combo -.-)

Irelia (Stacks armor... Doesn't Die.... Does Tons of Damage(Tm))

Malphite (So... much.... armor.....)

In Depth Matchups:


-Pending Videos(Somethings wrong with my LolRecorder Atm)-

Playing AS/VS:

As:
  • Try and push your lane to go roam, filling your necklace is a high priority
  • Don't push out unless you have your ultimate, ganks will murder you without it.
  • Utilize your passive whenever possible. In lane it prevents some of the enemies counter harass.
Vs:
  • Avoid the brush.
  • Always expect Rengar to be there if you are low.
  • Avoid rengar while he has full/close to full ferocity.

Big Item Choices::


Bonetooth Neclace- The Values on this item are actually pretty good and it is very good if you are able to get some stacks.

Trinity Force- Gives you more Q damage, a slow on your most devistating combo, and more MS. <3

Bloodthirster- More sustain and damage off of your Q (Main skill)

Last Whisper-Armor Pen if the enemies stack armor.

Maw of Malmortius- Strong item vs an ap laner/Ap heavy team.

Youmuu's Ghostblade- The brutalizer gives you CDR and damage in lane. The full item gives you a nice active for when you go predator mode.

Gametypes:

SoloQ:

Rengar is a stomper in soloQ. He has an item that just screams snowball, an ultimate to let him roam around and use her stuffed stomach, and a reliable escape from ganks.
Ranked 5s:

Rengar is not much of a ranked 5s champ, but that is not to say he can't be used there. He is like Darius or Garen in that he needs his team to cater to him, he cannot cater to the team.

Pros and Cons:


Pros:

-Strong Lane.
-Versatile Max order.
-Sustain.
-Safe.
-Burst Damage.
-Unique stacking item.
-Stealth.
-No mana.

Cons:

-No CC.
-Relativity Squishy.
-Gap closer is unreliable at times.
-Low mobility in fights(Susceptible to kite).
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Riven


Champion Overview:
Riven is a melee carry (like Fiora), but is more along the lines of an AD caster (who autos in between her spells) she is manaless (meaning she only relies on cooldowns. Riven like Fiora and Poppy (No one carries as well as Poopy) is capable of carrying the game in her favor. She uses all physical damage has a really strong early as well as a really strong late. She can lane vs any champion in the game with her kit, having champions that are strong against her but they are not exactly "counters". Her skills have a weird feel to them the first time and will take a little getting used to.

Skills Overview:

Passive: Runic Blade-Riven's abilities charge her blade, causing her basic attacks to deal 5 / 5.59 / 6.18 / 6.76 / 7.35 / 7.94 / 8.53 / 9.12 / 9.7 / 10.29 / 10.88 / 11.47 / 12.06 / 12.64 / 13.23 / 13.82 / 14.41 / 15 (+100% of bonus attack damage) bonus physical damage. Riven's blade may be charged up to 3 times and expends one charge per attack.

A VERY STRONG PASSIVE. Almost as strong as like Poppys ALMOST. Its essentially a mini sheen proc after every skill. Management of these stacks so they don't go to waste will separate the good Rivens from the great Rivens.

Q: Broken Wings- Riven strikes out in front of her in a short line. This ability may be reactivated 2 additional times.
1st Use: Slashes forward, dealing 30/50/70/90/110 (+60% of bonus attack damage) physical damage to all units she comes in contact with.
2nd Use: Slashes forward, dealing 30/50/70/90/110 (+60% of bonus attack damage) physical damage to all units she comes in contact with.
3rd Use: Leaps into the air and slams the ground dealing 30/50/70/90/110 (+60% of bonus attack damage) physical damage and knocking nearby enemies away from the point of impact.
Cooldown 13 seconds


Stacks her passive very well. when you max this it does good damage. Gives small movement on each use, can use when running or chasing. Her third hit makes a shock wave that makes a small knock back (Like maokai's Q).
Note: If you flash right after after you click the 3rd Q You will jump forward from the flash and deal the AoE damage and knock effect usually surprising your enemies.

W: Ki Burst- Riven's sword emits a burst of runic energy that shocks nearby enemies, dealing 50/90/130/170/210 (+100% of bonus attack damage) physical damage and stunning them for 0.5 seconds. Cooldown 11/10/9/8/7 seconds


A good quick stun, valor+this+auto is your harass. Max this if you are fighting an enemy who wins trades typically like an Olaf. You can quick trade and use your Q to get away.

E: Valor- Riven does a quick dash in the direction of your cursor and becomes shielded, blocking up to 40/70/100/130/160 (+100% of bonus attack damage) incoming damage for 2.5 seconds. Cooldown 11/10/9/8/7 seconds

This is your artificial sustain, a no mana shield on a really short CD AND it scales off AD. This makes riven very dangerous as building AD will make you tankier as well. Vs an opponent who likes harassing or trades a lot harder than you get this early (and max first if its really bad).

R: Blade of the Exile- Riven's weapon surges with spiritual energy for 15 seconds, granting her 20% bonus attack damage, increased range on her damaging spells and attacks, and the ability to use Wind Slash once.
Wind Slash: Riven fires a shockwave that deals from 80/120/160 (+60% of bonus attack damage) to 240/360/480 (+180% of bonus attack damage) physical damage to all enemies hit, increasing based on how much health they are missing.
Cooldown 75/60/45 seconds


REALLY STRONG ULTY. Gives you bonus AD for use and an AoE garen execute. ALWAYS pop it before you do any kind of fighting it. It makes your damage skyrocket and is on low cd. With ignite and your combo you can usually drop someone from full to zero with your ult on. Use this when you get ganked or need to escape the extra amount on your sheild helps and if the enemy gets out of place (IE: Caitlyn flashes on you) you can just melt them.

Combos:

Harass
Q-Auto-Q-Auto-Q-Auto-W-Auto- E away.

Ult before hand to go in for kill.

Matchups:

Easy:
Gangplank (sheild parrleys and destroy.)
Pantheon (shield his harass)
Shen (shield and destroy)
Wukong (your full commit is better.)

Hard:
Teemo(f teemo)
Trundle (steals AD and Armor -.-)
Kayle (Strong poke and safe against you, she can ult against your ult.)
Olaf (True damage cannon),
Renekton (really strong in lane)
Kennen-(Cant touch him normally, he'll poke all day, if you do....)


Video Breaks near the end, will film a new one soon (The video in Ganking is a full game of riven, so you can watch that as a good substitute).

Playing As/Vs:

As:
- Auto in between Qs to efficiently use your passive.
- Use your ult whenever you fight
- When an enemy comes to harass stun and sheild away.
-You can kill enemies level one with Q and a dorans blade.
Vs:
-Bait Rivens ult, rivens will typically ult if you fake a commitment, Once its down fight her for real.
-Get armor/ armor runes all rivens damage is physical.
-Riven likes to play harass and trade games do not let her.

Big Item Choices:
Doran's Blade- These make you VERY strong early game

Bloodthirster- Core item, most AD in game when stacked and lifesteal.

Last Whisper- You're all phys damage, penetrate their armor

Guardian Angel- 2 Lives are better than one

Maw of malmortious- Makes you stronger and more survivable at low hp.

Gametypes:

SoloQ:
Riven can carry soloQ games hard. She has a very good set of matchups so can be picked up early on if you do not have a team that wants to trade. If you abuse your early advantage you can easily gain a league and cause the enemy team to begin raging and go into confusion making you snowball even better. Riven is very capable of carrying games at all elo range.

Ranked 5s:

Riven is very good here as well. She is still a very good pick that can be gotten at any time. She works very well with ganks and teamplay. If you coordinate ganks early you can snowball ahead very far and carry your team to a win.
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Rumble


Champion Overview:


Rumble is an AP Tanky-Dps. Rumble relies on proper management of a unique system, heat. Rumble is capable on unleashing HUGE amounts of damage and zoning enemies out of lane. He is a good source of magic damage and his ultimate is a complete game changer.

Skills Overview:


(Passive) Junkyard Titan- When Rumble reaches 100 heat he overheats, silencing himself for 6 seconds to cooldown completely and causing his physical attacks to deal an additional 20 + (5 x level) + (30% of ability power) magic damage for the duration.
Management of this passive is NECESSARY to mastering rumble. Correctly managing your heat is the difference between subpar damage, and insane rumble damage.

Flamespitter- Rumble begins torching the area in front of him with his flamethrower, dealing 30 / 60 / 90 / 120 / 150 (+45% of ability power) magic damage per half second to all units in a cone in front of him for 3 seconds. Flamespitter only deals half damage to minions. He can move, attack and use other abilities while the flamethrower is on. While in the "Danger Zone", this spell deals 30% additional damage.
This skill is a good skill to "Bully" your enemies in lane if they get in melee range. This skill is very spammable and if in the "Danger zone" hits very hard.

Scrap Shield- Rumble creates a shield blocking 50 / 80 / 110 / 140 / 170 (+40% of ability power) incoming damage for 2 seconds, in addition Rumble receives a 10 / 15 / 20 / 25 / 30% movement speed boost for 1 second. While in the "Danger Zone", the shield’s strength and movement speed boost are increased by 30%.
This your "trading Skill" that will keep you healthy. It gives you a good amount of shield to block harass as well as giving you a good amount of movement speed.

Electro-Harpoon- Rumble shoots a taser that deals 55 / 85 / 115 / 145 / 175 (+50% of ability power) magic damage and applies a 15 / 20 / 25 / 30 / 35 % slow on the enemy hit for three seconds. A second shot can be fired for no additional cost within the next three seconds, even if Rumble overheats. If the second taser slows an enemy that has been slowed by the first, the slow is refreshed and its movement speed reduction is doubled. While in the "Danger Zone", the damage and slow percentage are increased by 30%.
This skill is your poke ability and your only CC to respond to ganks.

The Equalizer- Rumble calls down a line of rockets over the target linear location, it uses click and drag targeting. The rockets deal an initial 150 / 225 / 350 (+50% of ability power) magic damage to all enemies hit on arrival, and also leave a trail of destruction for 5 seconds that slows by 35% and deals 100 / 140 / 180 (+20% of ability power) magic damage per second to all enemies standing on the area.
This skill is rumbles main teamfight ability. I call it laying out the red carpet (Of death), because any enemies walking on this will take alot of damage. This skill is VERY hard to aim and will take alot of time to get used to, but if you are able to master this you will be VERY STRONG in teamfights. A well placed equalizer can be the difference between a win or a loss.

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Lane where you will get in melee range for all the fighting.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Lane where they beat you close up or they fight you from far away.
Combos:

E-E-w-Q-(R to kill)

Matchups:

Easy

Jax (He can't dodge fire.)

Teemo (One harpoon spells death for the teemo)

Nasus (The cycle of life and death continues, you will live. He will die.)

Malphite (His skills have a long CD, after he burns them zone him out.)

Akali (Pre6 you can zone her hard. After 6 she can give you some trouble, but if you manage your heat correctly you should end up as the victor)

Gangplank (Oranges do not make flamethrowers ok.)

Nidalee (You can trade off with her with your harpoons, once one hits her you can go in for your combo.)

Cho'Gath (You have the powers to zone him out.)
Hard

Riven (She can zone you out early on and once 6 comes murder you.)

Renekton (INTERIOR CROCODILE ALLIGATOR! Weeeeeeeeee)

Yorick (He zones you all day, ghouls make your harpoons sad.)

Warwick (He gets wits end and sustains all day.)

Garen (Spin to Win!)

Olaf (TRUE DAMAGMACIIIAAAA)

Lee Sin (He has the ability to disengage from all your skills.)

Kennen (Pokes you all day long.)

Playing AS/VS:

As:
  • Remember to manage your passive as you will need it for a fight. Getting silenced for 6 seconds will not be good if an enemy jumps on it.
  • Typically you will want to go into overheat off of your Q as it maximizes the damage you will deal.
  • Do not randomly spam Q and push the lane or you will get ganked.
Vs:
  • Avoid clumping up with your team or the equalizer will destroy your team.
  • Getting MR runes allows you to destroy rumble early on.
  • The best times to fight rumble are when hes not in the danger zone or when hes overheated.

Big Item Choices::


Will of the Ancients- Good Sustain and allows your team a double WotA comp.

Rylai's Crystal Scepter- Core, the slow is amazing and the tankiness is very nice.

Rabadon's Deathcap- Makes your damage skyrocket.

Zhonya's Hourglass- You can Q then zhonyas for safe DPS. It gives you the option to build a chain vest in a tough top lane.

Abyssal Mask- Most of your damage is close range so this is a nice addition to your arsenal, the MR is good to buy vs an AP laner.

Void Staff- They built ALOT of MR?

Gametypes:

SoloQ:

Rumble is strong in soloQ due to his MASSIVE damage output in teamfights. Rumble can demolish the enemy team if you are able to get ahead in lane and carry the game.
Ranked 5s:

Rumble is strong in ranked 5s due to the fact he can fit into double wota comps as well as offering massive teamfight damage with a well placed ultimate.

Pros and Cons:


Pros:

-High amount of damage
-No mana
-Can fit in 2x WotA comps.
-Good matchups
-Strong all game.

Cons:

-Hard to manage system.
-Ult is hard to aim.
-Hard to catch up if he falls behind.
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Shen


Champion Overview:


Shen is a tank, he brings alot of utility to the team as well as being able to soak up good amounts of damage as well as deal ok damage himself. Shen provides the team sustain, Defense via an AoE taunt, and A shield that allows him to aid allies anywhere on the map. Shen is very durable in the top lane, and with his sustain and early game damage he can WIN vs most matchups right now.
Shen uses the energy resource which is like having alot of blue buffs on at once in your regen but you cannot build any more of it so you have to use your skills in moderation.

Skills Overview:


Passive: Ki Strike- Every 8 seconds, Shen's next attack will deal bonus magic damage equal to 4 + (6 × level) + (10% of his bonus health). Whenever Shen hits an enemy unit with a basic attack, the cooldown is reduced by 1.5 seconds. Shen restores 10 / 20 / 30 energy when he Ki Strikes.
Pretty simple skill, but even though it is simple in meaning it does ALOT in gameplay. This skill is your main source of damage output. The damage on this is based off your HP which makes building shen tanky make him deal good amounts of damage with just hit passive.

Q: Vorpal Blade-Deals 60/100/140/180/220 (+60% of ability power) magic damage to target unit. That unit becomes life tapped for 5 seconds, healing any champions who attack it for 6/10/14/18/22 (+1.5% of his maximum health) health over 3 seconds, with the duration refreshed upon subsequent damaging. If Vorpal Blade kills a target, Shen is healed for 33% of the normal amount over 1 second. Cooldown 6 / 5.5 / 5 / 4.5 / 4 seconds. Cost 60 energy. Range 475.
As a ninja in league of legends you must be able to throw something at the enemy, this is Shen's throw. This skill does a decent amount of damage, however the main use of this skill is not in the damage it is in the fact that the target that gets hit with this skill becomes life tapped making him heal allies for a % of Shen's max hp plus an okay base amount of health whenever they do damage. Gives your allies incentive to focus the enemy with this on, allows you to command and direct your teams attacks.
Last hitting with this skill sustains you in lane, remember that.

W: Feint-Shen enters a defensive stance, shielding the next 70 / 115 / 160 / 205 / 250 (+60% of ability power) damage. Lasts up to 3 seconds. While Feint is active, Ki Strike's cooldown reduction on hit is doubled to 3 seconds. Cooldown 9 / 8 / 7 / 6 / 5 seconds. Cost 50 energy.
A shield ability, however this is not like other shield abilities where you want to just blow it to block damage (Yes you CAN do that for this but your wasting potential) this shield
makes your passive refresh faster if you attack with it on, meaning like nautilus you do more damage with your shield up and are thus a bigger threat. Use this skill to get enemy attention on to you.

E: Shadow Dash- Shen rapidly dashes to a target location, Taunting enemy champions he collides with for 1.5 seconds and dealing 50/85/120/155/190 (+50% of ability power) magic damage. Restores 40 Energy per champion he collides with while dashing, and Shen has 50% physical damage reduction from taunted targets. Cooldown 10 / 9.5 / 9 / 8.5 / 8 seconds. Cost 120 energy.Range 600.
A skillshot dash that taunts any enemies it goes through. Not much to say, strong tank skill.

R: Stand United- Places a shield on both a target allied champion, absorbing 250/550/850 (+150% of ability power) damage for up to 5 seconds. After channeling for 3 seconds, Shen teleports to the target's location. Cooldown 180 / 150 / 120 seconds. Cost none. Range Global.
This is why you ban Shen. Its Teleport, but works on allied champions... and gives them a massive shield while the porting is going on. Yea.....

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

(r if ally in danger)-Q-E-W or E right after port if you need to lock down the enemy.

Matchups:

Easy

Darius (You have both his counters: sustain and poke)
Pantheon (Throwing war, whoever goes out of mana first loses... oh wait.)
Riven (Poke her, taunt her, shield her bursts, outplay her.)
Wukong (Taunt when he decoys)
Poppy (Poke her all day, don't let her smash you.)
Jarvan IV (Poke him dodge his combos and screw him over)
Skarner (Cant touch this. Du dun duh dun.)
Hard
Yorick (His kit counters yours)
Warwick (proceeds to ignore you and farm)
Olaf (True damage!!!!)
Udyr Turtle and farm
Mordekaiser (Always shield never die, Hue)
Irelia (Sustains your harass. Guess who gets free farm when you leave).

Ranked 5s Game I decently showcase shen's potential here despite a few mistakes on my part.

Playing AS/VS:

As:
  • Stick to the high priority targets in fights, keep your Q on the most focused enemies to grant your team a sustain advantage.
  • Know when you can/cant taunt what walls you can go over what you can and have the range down to heart.
  • Splitpush a lane and try and get enemies to come for you, if the enemy team engages just stand united into the fight.
Vs:
  • Keep the lane at shen's turret so he cannot easily port away without losing alot.
  • Gp/5s are very effective against shen as it will most likely be a farm lane due to his difficulty to kill
  • Get some MR otherwise his passive and Q will hurt.

Big Item Choices::


Warmog's Armor- More passive damage. ALOT MORE.

Frozen Mallet- Allows you to stick to targets and makes you do more damage.

Wit's End- Gives you good damage and tanky stats.

Aegis of the Legion- Helps your team alot and makes you tankier

Randuin's Omen- Good tanky stats, lets you shutdown AD lanes.

Maw of Malmortius- Allows you to have good resistance vs mages AND makes you need to be focused if you get lower on hp.

SoloQ:
Shen can stomp games and carry here due to his strength right now. Most players do not know how to counter-play shen well here so will end up letting you establish an advantage for all of your lanes. Shen will typically be first pick/ban
Ranked 5s:
Shen SHINES here. Shen is very strong with his ultimate on coordinated teams due to the strategies that can be run because of it. Shen will still be a first pick/first ban here. Many players will try and bait the pick for him here. Shen also provides a very tanky line that can decimate enemy teams.
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Shyvana


Champion Overview:


Shyvana is a tanky-Dps champion who deals both physical and magical damage. Shyvana has no gap closer or CC aside from her ultimate. She brings VERY HIGH burst damage early and will scale into an unkillable raidboss monster late game. Shyvana does not use mana and instead uses a "rage" system starting at level 6 when she gets her ultimate. Her ultimate can only be used when she has a full rage bar and will morph her into a dragon gaining new effects on all her abilities (For the most part making them AoE.) 

Skills Overview:


(Passive) Fury of the Dragonborn- Shyvana's melee attacks enhance her abilities. Twin Bite - Reduces the cooldown by 0.5 seconds. Burnout - Extends the duration by 1 second to a maximum of 6 seconds. Flame Breath - Deals 15% of the ability's damage to debuffed targets. Dragon's Descent - Attacks generate 2 Fury and Shyvana passively gains Fury over time while in human form. 
Shyvana's  passive is just a big mouthful to say auto attacking while using your abilities will give them bonuses. That is not to say this is not an AMAZING passive, it is just to say its made to look complex even though it is really simple once you read it all  :P

Twin Bite- Shyvana strikes twice on her next attack. The second attack will deal 80 / 85 / 90 / 95 / 100 % of her attack damage as physical damage. Both attacks trigger On-Hit effects and Fury of the Dragonborn effects. Dragon Form: Twin Bite cleaves all units in front of Shyvana. Each unit hit will be dealt on-hit effects and grant Fury twice.
Shyvana's Q ability is a double hit. It deals her damage 2x and as far as skulking wards and other things to that degree that factor in you hits it counts as 2. This skill resets your auto-attack timer, so autoing before using this skill is recommended as it will allow you to quickly burst off a pretty good amount of damage.
The dragon version of this skill makes your next auto swing in.a cone in front of your for AoE damage. This is useful for clearing the wave quickly OR being a threat to a clustered enemy team in a fight.
Note: If you see the enemy top laner come to lane with a ward, go into the area where you think he will lay it. 1 auto-Q will KILL his ward while it is still visable.

Burnout- During the next 3 seconds, Shyvana will deal 25 / 40 / 55 / 70 / 85 (+0.2 per bonus attack damage) magic damage each second to nearby enemies and her movement speed will be greatly increased by 30 / 35 / 40 / 40 / 50 %. Shyvana's movement speed bonus itself will be reduced multiplicatively by 15% for every second that passes.  Dragon Form: Shyvana now scorches the earth where she walks, leaving a trail of fire for 5 seconds that will continually deal magic damage to enemies that pass over it.
Shyvana's W ability is an AoE circle of fire dealing magic damage BASED OFF YOUR AD. This is an insane skill as the damage is high, you are free to do whatever you want while it is going, AND you will be dealing a source of damage a lot of top laners are not prepared to take (BOTH TYPES HUE).  The dragon form of this scale essentially allows you to lay your fire in a singed style trail wherever you go while it is on. If you are being chased and are forced to ultimate away, use this skill and leave a trail of flame on the ground for some extra damage.

Flame Breath- Shyvana unleashes a fireball forward in a line that will hit the first enemy it hits, dealing 80 / 125 / 170 / 215 / 260 (+60% of ability power) magic damage to it and reducing their armor by 15% for 4 seconds.  Dragon Form: Flame Breath engulfs all units in a cone in front of Shyvana.
Shyvana's E ability is a skillshot that deals magic damage (does not scale off AD sadly) and shreds the targets armor. This ability will really just be used for last hitting from a distance, poking the enemy for 10 damage, and the Armor debuff when you go to attack them. The dragon form makes this ability  a skillshot cone that goes through targets applying the debuff to them all. 

Dragon's Descent- Passive: Shyvana reinforces her scales, increasing her armor and magic resistance by 10 / 15 / 20. These defensive bonuses are doubled while in Dragon Form.  Active: Shyvana transforms into a dragon and dashes to a target location. Enemies along her path take 200 / 300 / 400 (+70% of ability power) magic damage and are pushed toward her target location. Shyvanna must have a full fury bar to use this spell.  While in Dragon Form, Shyvana will lose 6 fury every second. Once her Fury bar is empty, she will return to her normal state.
Shyvana's R ability is her escape and light CC ability. It does a slight amount of magic damage (scaling off Ap :/)  The ability is useful for chasing,escaping, and fighting. The ultimate also PASSIVELY gives you a nice chunk of armor and Mr which gets boosted even further once in dragon form. This passive itself allows Shyvana to be very tanky and hard to kill from 6 onwards. The ultimate keeps her safe from ganks as well as allows her to cancel channeled abilities of needed (It also makes you a badass dragon, what is not cool about that?

Combos/Skillorder:


Skill Order:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Combos:

(R to go in for kill)-W-E-auto-Q

Matchups:

Easy

Cho'Gath (More damage in a straight up fight, can bulky him out early.)

Fiora (For the most part you OUTDAMAGE her. Your W is really strong when vsing the damage outputs and your free armor also helps out alot.)