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Spells:
Exhaust
Flash
Ability Order
Loaded Dice (PASSIVE)
Twisted Fate Passive Ability
An attempt at an AP carry... Items
My Goal is for this build to synergize with the Stacked Deck ability, giving it the appearance of AS/AP:
He has 15% CDR from Stacked Deck, meaning he can rush a Nastor's and not have to get Either CDR runes or masteries to hit max CDR.
Sword of the Divine looks like a good item to get because it in essense gives him another Stacked deck, Pehaps right after the Nastors for better early game damage.
Because of the AP neccesity of Stacked deck, Rabadons would also be a necessity, for obvious reasons.
And to back up all of the magic damage on hit, A Malady seems good to help do your full damage to anyone who hasn't gotten M.Res Items, and coincidentally it stacks up to four times, which means your bonus damage is applied at the point where they have lost all of their base M.RES.
In addition to Synergy with stacked deck I'd like to have decent speed and mobility, to help with posiitioning, map awareness, and a few other terms which I have no clue what they mean:
Boots of swiftness seem like they are good for my boots as Beserkers greaves will be overkill as I'm already pushing 2.5 attacks a second, and the factor that noone but Singed really gets these, so chasing, running, etc will be better than anyone exept yi's, Renekton's, and a few select other people.
In the spirit of the whole speed thing, lichbane, because of obvious AP reasons.
in addition to the 7% speed.
Unless there is any outstanding eyesore in this, then the only thing I need to work on is the order in which I get them. And If you could give me a few tips on this then that would be great.
As Moba's numbers are a little wonky, I got the numbers from Leaguecraft and they seem to come out as 2.433 AS and 356.902 AP,
With my amazing skills of innovation, I have decided to go 8/0/22.
Going down the Utility tree with Mana increase and Regenerations, EXP gain, points in the relevant Summoner skill, one in greed, and one in good hands because I had to.
The Attack going AP scaling, As much as It pains me to waste the 4 points in sorcery, just go for the generic AP archaic knowledge build. I guess it helps with early game cooldown.
Of which I think I'd get Magic pen quints and marks, giving me 14 M.Pen, about as much as archaic knowledge would give you against a Force-of-Nature wearing tank. For Glyphs and Seals, I'd get scaling AP runes, because that 25 extra damage on your abilities late game is better than 7 extra damage early game, when you have no sustainable mana upkeep.
Going down the Utility tree with Mana increase and Regenerations, EXP gain, points in the relevant Summoner skill, one in greed, and one in good hands because I had to.
The Attack going AP scaling, As much as It pains me to waste the 4 points in sorcery, just go for the generic AP archaic knowledge build. I guess it helps with early game cooldown.
Of which I think I'd get Magic pen quints and marks, giving me 14 M.Pen, about as much as archaic knowledge would give you against a Force-of-Nature wearing tank. For Glyphs and Seals, I'd get scaling AP runes, because that 25 extra damage on your abilities late game is better than 7 extra damage early game, when you have no sustainable mana upkeep.
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