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Recommended Items
Runes:
1
2
Domination
Inspiration
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Items
Ability Order
Unseen Predator (PASSIVE)
Rengar Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Zac
Can't win.
Ideal
Strong
Ok
Low
None
Champion Build Guide
**All examples given in this guide will be for blue side (bottom left), but everything works for redside too (top right side of the map)**
First objective of the game is putting your yellow ward down before minute 1.
You have 4 options
Option 1)
Safest option that works every game: Redside entrance

This ward shows you whether the ENEMY places a ward and whether the enemy late-invades.
So place this ward if you want to avoid late-invades, or if you want to see whether the enemy wards your raptors.
Option 2)
Fullclear from red: Krugs

If you're planning to full-clear from red and don't need to place ward from Option 1, place your ward here so you can jump from the bush and increase your clearing speed.
Option 3)
Avoid invade: River Over Wall

If the enemy has an invade-threat champion with a dash, like Kindred, Nidalee, Jarvan, Graves, etc. you need to place the ward here. This way you can see them jump over to your buff IN TIME. If you were to place this ward at your blue, it's already too late usually to run there. When you place it here, it gives you information in advance. As long as it's not Jarvan, you should be able to contest it (with your team).
This ward will also allow you to see whether the enemy top/bot leashed them on their buff usually, so take that as a bonus!
Option 4)
Best Ward (My favorite): Enemy Wolf Entrance

This is by far the best ward you can place in every scenario. The plan here is to invade their blueside with your team. While you're invading, sit in the bush at wolfs (where the blast cone spawns). This ward combined with other basic information, like looking at lanes to see who leashed, will allow you to see whether the enemy does 3 camps, full clear, etc. You will also soo their HP and the amount of smites they have left.
Now that you know all ward options, place the ward between 0:50-1:00 and recall. Get oracle (the red one) and run to your red!
You now have a red trinket (oracle). The game can finally begin. You can go ahead and start at your red. Red buff is ALWAYS a good starting point, so don't worry about blue buff start/invade. You can win any game with starting red.
After red buff, you have 2 options:
Option 1) Full clear

Full clearing from red is always a good option. You're able to kill all your camps, meaning that they will spawn in 2min 15sec with higher value. This then translates into tempo, which basically means that you're at the "right place, right time". 90% of your games, you'll be doing full clear.
Option 2) Agarandom clear

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