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Choose Champion Build:
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Prowl (PASSIVE)
Nidalee Passive Ability
Introduction
this is Customtm with my new guide "Trinida - Multifunctional Cats" which contains three




However there is a problem: She scales very good at AD and AP at the same time. A 1 to 1 AD ratio with the option of tripled damage and a 60% attack speed buff vs. a long range spear with the option of a 1,6 AP ratio, multiple low CD abilities with ok scaling and the second strongest heal at the lowest cooldown in the entire league.
Something that is often overlooked remains: The potential to reduce the armor and magic resistance of enemies. This is so incredible strong that I wanted to mention it earlier and it's the reason why

While all her abilities are uberstrong, they don't synergy with each other. Both Qs require different positions, the attack speed buff cannot be abused as AP, while all the small AP ratios and the heal would be wasted as AD and so on. But to be fair, this is not a bad thing.

Because runes, masteries and everything in general is different, I'll split the section per build, so you can find what you want without scrolling the entire guide.

Second is that you should bind your E


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A really strong passive. Enables you to kite the enemy very easily if you stick to brushes. No one can escape you and you can escape everyone. Use brushes to travel around the map faster.

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Monstrous damage on long range because the base damage and the AP ratio increase up to 575 damage with 1,6 AP ratio at maximum range. The animation is hidden when thrown out of the fog of war. Walk or hop in the opposite direction to boost the damage.
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This is a melee finisher that triples the damage based on the % missing health. Scales 1 to 1 with AD and resets the auto attack timer on cast. If performing a combo use this at last to maximize it's damage.

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A trap that stays up to 4 minutes which is a very long time. If something steps on them, themselves and the area around them gets revealed, showing even stealthed units. They suffer reduced armor and magic resistance meanwhile and take magic damage over two seconds. Don't let minions walk over it, it will trigger. Same goes for pets.
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A mini gap closer that can be spammed, dealing AOE magic damage. Use it to go faster around the map, it also enables you to jump through smaller walls and cliffs at e.g. dragon or blue buff. Warning for smart cast user: You jump in the direction your CHARACTER faces NOT the one your MOUSE is hovering over. This can end in very nasty situations when used wrong.

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A strong heal and a nice buff for you or your teammates on low cooldown and monstrous AP ratio which is 0,7.
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You stand still and claw in a cone. This has range so use it to get minions in the back while in cat form. Also note it doesn't get smart casted either, she claws the area in front of her character. It deals more damage than pounce and is better for last hitting.

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Switching between her two forms is really important. In general cougar is the better form when in combat because it makes you tankier and faster while all your burst damage is applied here. Still you should always be wary when to switch as the ability has a cooldown.
a

Pros
- Very versatile champion that cannot get countered while countering everybody
- Very high mobility with
Prowl and
Pounce
- Tons of damage paired with high survivability
- Very fun to play
- Suits in almost any role
- Naturally supportive with
Primal Surge and
Pounce
- Pretty much unknown in solo que
Contras
- Squishy when focused
- Hard to master
- No kind of CC
- Somewhat mana reliant
- Hard to itemize :)



- Greatest spear damage
- Greatest heals
- Greatest
Pounce and
Primal Surge damage
- Traps may even finish people off
- Still mixed damage, thanks to
Takedown and
Lich Bane procs
- Useful in all 3 lanes
- Able to tank, carry and support at the same time
Of all




Greater Seal of Vitality: Synergies with your






- AD and damage to minions for last hitting early game
- Cooldown reduction
- Magic penetration
- More AP
- Increased damage in general
- Less CD on flash and faster teleporting
- Mana per level which will converted into AP by
Archangel's Staff
- Mana regeneration for early game harass
- Longer buff durations
I consider my build tanky enough to not go 9 21 0 and enjoy the extra mana in the early game if you are doing bad and have to spamm your heal or just see the options to poke.


















Cooldown reduction is very important for AP

- increase your overall DPS, making
Takedown,
Pounce and
Primal Surge more spammable
- increase your amount of heals and allow you to keep the buff active nonstop
- keep the reduction nonstop because your
Pounce will be off cooldown before the old debuff wears off
- allow you to place more traps before the old one expires, covering larger areas
- give your spears a higher chance to hit because you can spamm them more
- let you travel even faster because of more
Pounce per second
- let you escape more easy if you failed a
Pounce because it will be faster off CD
- give you more opportunities to switch between cat and human form, making your game play much more flexible than usual
Take elixirs whenever you are going for objectives or you got some spare money. It will be most effective when you hit level 18 as it then provides most AP.
Once you finished your build, your damage is nowhere near normal and you are absolutely independent from the blue buff or team auras. You are going to heal for 715 every 6 seconds and spears gonna hit for 1800 magic damage.






Note: You have a lot of freedom here, do not stack to this guide but adapt. If the enemy is good at dodging, maxing






- You run out of mana. Teleport back and problem solved
- You run out of health. Teleport back and problem solved
- You need to hit level 6 as fast as possible. Teleport to miss no XP or gold
- You need a lane advantage. Teleport back and get the item advantage
- You want to gank. Tell your support to ward a brush, teleport and kill someone
- Your tower is under attack. Teleport and defend it
- Your teammate asks you to hold the lane. You can walk there and teleport back loosing nothing but gaining additional XP and gold
- You got caught and must escape quick. Use teleport and let them guess where u went
- Another lane gets ganked. Teleport to countergank
- Your team wants to do dragon or baron and needs you really fast. Teleport to a nearby ward
- You need to splitpush which is easy with
Lich Bane. Teleport to join teamfights or escape
Teleport CAN be canceled by yourself. If you see it would be wasted press the button again and it goes on a 180 minutes cooldown instead of 300 minutes.
As you can see there are so many reasons to use teleport that I barely can list all of them. The spell has the most impact on the game if used correctly. In combination with your high mobility, there is noting that can stop you from having a global lane presence like


Pounce doesn't work at all walls because there is not enough room to land. Flash instead and escape 100%. Also allows you to bait their
Flashes easily
- Everyone has
Flash and the best thing to counter
Flash is
Teleport or
Flash
- Need to finish someone?
Nidalee got no long range gap closer, flash to him and Q or flash backwards after throwing a spear which will result in additional damage
- Dodge skill shot based abilities. If you failed or can't dodge them,
Flash to make it alright
a


One last thing: We need only one mastery point for both of them!
3031 Health
15,8 Health / 5 secs
4221 Mana
44 Mana / 5 secs
203 Armor
128 Magic resistance
427 Movement speed
751 Ability power
40% Cooldown reduction
a
a

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718 - 1795 magic damage / 3,6 secs
200 - 600 physical damage / 3 secs

-
560 magic damage / 10,8 secs
525 magic damage / 2,1 secs

-
715 heal / 6 secs
600 magic damage / 3,6 secs




- Almost mana independent
- Ranged poke still impressive while in human form
- AS steroid used properly
- Strong scaling finisher move with
Takedown on 1 to 1 AD ratio
- Giant health pool and regeneration to abuse your catform resistances
- Almost ignoring armor, thanks to
Pounce and massive flat armor penetration
- While having no boots, the fastest cat with 431 movement speed
- Still dealing magic damage with
Pounce and
Primal Surge, hard to counter early
- Can be tank and carry in the same person
AD




Greater Quintessence of Desolation: Same as above
- Improved
Ghost and
Exhaust
- More attack damage and improved damage versus minions for easier last hitting
- Attack speed
- Armorpenetration %
- Attack damage per level
- Higher crits
- Lifesteal
- Even more armor penetration
- Stronger finishers
- Armor
- Health per level
- Instant health
When your match up seems really squishy and you expect to be the main tank you can also go 9 21 0 if that fits the game better. But usually you should be tanky enough.






























- Great for roaming the map as you should do
- Helps you escaping on routes that don't have brushes or after you went to deep
- Great at improving your
Javelin Toss's damage by walking faster
- Amazing for chasing enemies with your
Takedown
- Enables you to follow ther carries forever in team fights




- Reduces armor and magic resistance by 10
- Let's you win 1 vs 1 confrontations early
- Your only source of CC
- Significantly decreased damage on the enemy carry
- Can be used defensive to slow down enemies



3884 Health
32,8 Health / 5 secs
1280 Mana
3,2 Mana / 5 secs
168 Armor
176 Magic resistance
431 Movement speed
302 Attack damage
1,781 / 2,183 Attack speed
96% Crit chance
70 Ability power
10% Cooldown reduction
a
a

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275,5 - 688,75 magic damage / 5,4 secs
402 - 1206 physical damage / 4,5 secs

-
288 magic damage / 16,2 secs
253 magic damage / 3,15 secs

-
239 heal / 9 secs
328 magic damage / 5,4 secs




- Greatest burst potential of all builds
- Every single ability is enhanced
- Can't be countered
- Can adapt easily in the game
- Both long range poke and devastating melee actions
- AD and AP carry at the same time


Greater Mark of Desolation: Based on which damage you deal more you, need the fitting pen.
Greater Seal of Vitality: While we lack both armor and health, I prefer health because it synergies with our





Greater Quintessence of Desolation: Same thing here, more penetration
- More attack damage and improved damage versus minions for easier last hitting
- Attack speed
- Armorpenetration %
- Cooldown reduction
- Magic penetration
- More AP
- Increased damage in general
- Less CD on flash
- Mana per level
- Mana regeneration for early game harass
- Longer buff durations
9 21 0 would be better for tanking but I feel that both penetrations are just to yummy for a hybrid to skip them. It also helps out with the AP part.














Now comes the tricky part: The selection of the AD item. Basically there are 4 options:









Depending on what you need, you should choose one of the four items for increased mana, sustained AP, sustained AD or crits. It all comes down to the game what to get.







3106 Health
16 Health / 5 secs
2221 Mana
30 Mana / 5 secs
128 Armor
129 + 20 Magic resistance
443 Movement speed
235 Attack damage
1,948 / 2,203 / 2,5 Attack speed
270 + 90Ability power
10% Cooldown reduction
a
a

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405 / 464 - 1013,75 / 1160 magic damage / 5,4 secs
335 - 1005 physical damage / 4,5 secs

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368 / 404 magic damage / 16,2 secs
333 / 369 magic damage / 3,15 secs

-
379 / 442 heal / 9 secs
408 / 444 magic damage / 5,4 secs







Always use

The harder part is before you reach level 6. Here good

You can also use your spear to finish minions that you wouldn't reach.
However, make sure you don't push your lane too hard by spamming your abilities on minions. This gives the jungler the opportunity to gank you way easier and denies this option to your jungler.
Purchase your boots as fast as possible and run into the lane. Place up to three traps either in mid or in the brushes at the side to either force the enemy to take the traps or avoid them and prevent junglers from ganking. Then base, refill your entire mana, buy your pots and pull blue or whatever you want. If you have done the second stick to the covered side early.
Test your enemy: Does he know how to dodge your spear? Does he take all your traps or does he avoid them? Once you figured that you either harass him with spears and traps or you stay extra safe. Throw you spears out of the fog of war or the side brushes to prevent the enemy from dodging them. But NEVER give up farm to harass. Farming pays of 100%, harass doesn't.

Once you got your cat form, always look for opportunities to give them your





Always look around on the map. Map awareness is the key to win your lane. If you can't kill your opponent gank other lanes or defend them to get an advantage. Use


If your jungler is busy and his Wraiths are up, take them with your catform. It will costs you no time nor mana and they will be up once he returns. A win win situation. Also throw blind spears at the enemy Wraiths to kill the big blue one and steal some money.
Mid game:
Your job now is push, push and push! Keep your enemy locked at the tower and force dragon as often as you can. Trap the area around it and take it. Take the tower if you feel like you need more jungle presence and join every mini team fight you can. Trap their blue to see when it's up or put a sight ward for a spear steal.
On top, the situation is different. Here you need a large ward coverage and great map awareness because your job is to split push until you are in their base. Ward their red so you can steal it and take Double Golems whenever you can. If something happens, just

As support, you need to take care of your teams vision. Buy tons of wards and if you get a kill invest it in an oracle. NEVER die, that's your biggest job as support. Try to soak up all the XP and gold you can, otherwise you will be useless later on. Always keep baron and drake trapped and warded. Keep the guy that deals most damage buffed with your

Late game
Your main goal is to poke them to death. While a siege, trap the area around first and then their ***es until they cannot dodge a spear without getting hit by a trap. Your traps are as strong as


Go in after your tank and try to knock down their AD or AP carry. Your preferred target is the AP carry because he can wreck you apart easy. However if no one is going for their AD you have to take him out. Your traps should hit their offtank or tank because reduction means a lot to them when they try to tank damage.
Always look for fleeing enemies that you can finish with your spear. Whenever you can save teammates with your heal or buff them up if you got the mana.
If the game is struck or you are loosing try to splitpush and get some tower advantage.

There is one problem though: All your abilities are skillshots and to deal damage you have to hit them. You need to train her very much to unleash her full potential but if you have mastered her, she's one of the most rewarding champions in the game.
I hope I could help you with this guide and give you an idea how to play

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