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Spells:
Ignite
Flash
Ability Order
Glorious Evolution (PASSIVE)
Viktor Passive Ability
Viktor & Rolf

Rys Aberdeen.

spaaaaaaaace |
Pros
+ Can be played numerous ways considering the possibilities offered by ![]() + Very good at initiating and using CC + ![]() + Amazing control champion - silence, slow, stun, speed up + Insane AoE damage AND CC means you win teamfights and thus the game + Think of the possibilities of having a third arm... |
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Cons
- Very weak single target / burst damage from only ![]() - Squishy for a DPS mage without any spell vamp - Passive requires money - Stupidly low base mana stats for a mage -.- - Generally outclassed for specific roles (e.g. support, AP carry) by other champions ( ![]() ![]() - Probably a serial killer |
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(Adeori if your reading, I COPYRIGHT THIS || :p lol jaykay.)
|| So while




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Flash: Your a mage. Now while certain mages like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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ignite: As one of the best early game laner's (range and damage on ![]() ![]() ![]() ![]() |
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Ghost: If you think I'm full ******, go ahead. The fact is when will this really be useful. Escaping? You'll be dead a few seconds after activating. Chasing? You could just use ![]() ![]() ![]() |
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sp | Teleport: Can be used very effectively in 5v5 in a telegank, teamfight or just defence. Not viable in 3v3 though as the map is small enough already. | sp |
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Utility
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Offence
Runes



Q
U I N T S |
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Q
U I N T S |

Runes



G
L Y P H S |
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G
L Y P H S |

Runes



S
E A L S |
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Runes



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A R K S |
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I will create a separate section on which I think is the strongest pick and why.



- // Great to exchange harass and auto attacks because you will always come out on top
- // Can be used to push people away then follow up with a
Hextech Ray
- // If your about to die you can cast on a minion to ensure your survival e.g. last tick of
Ignite
- // Remember shield is NOT instant, there is a slight delay
- // Decent for tower dive but dont rely on the shield
- // You can tank CS at your turret by drawing their aggro and letting the shield take the damage rather than the turret.


Cost 65 Mana. Range 625.

- // Cast on a fleeing enemy for maximum CC
- // Try to push enemies into this by using
Power Transfer and casting
Hextech Ray slightly behind them
- // Can be used to initiate a teamfight but is even better in the middle of one
- // Max CD for this spell
- // I take a point in this at lvl 5 in case of a jungle gank. Its not worth using for harass and kills probably wont come before level 5 anyway.


- // Strongest source of damage. Make sure to hit as many people with this in a teamfight, dont save to kill fleeing enemies.
- // Can outzone
Tristana with the range.
- // Difficult to cast while moving
- // Push enemies out of lane with
Power Transfer and auto attacks then finish them with
Hextech Ray


Cost 125/175/225 Mana. Range 700.

- // Save in teamfight as an interrupt. Can be used to interrupt
Fiddlesticks,
Caitlyn,
Nunu & Willump, etc. Any channeled ult.
- // Decent finisher especially comined with
Ignite
- // Can also be used after gravity field to scare opponents. After stun and silence their instinct will probably be to run after your team blows its CD. This equates to a few easy kills for your team.
- // Dont forget the visibility blocked by the cloud. In a heated teamfight you can hide a weakened teammate for maybe a second because of the cloud which could save their life.
So I choose to max my E and Q equally in the laning phase because both are potent and it dosent make sense to focus one immediately. DPSwise on the CD's its better to put two points in each by lvl 4. I take a point in




S
T A R T I N G I T E M S |
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H
E X C O R E |
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Rush this first (after boots) because stats are amazing for gold.
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E X C O R E |
M
I D G A M E I T E M S |
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Morello's Evil Tome

Fiendish Codex (1275) + Blasting Wand (860) + Recipe (215) = 2350
+75 ability power
+12 mana regeneration per 5
UNIQUE Passive: 20% cooldown reduction
Deathfire Grasp

Kage's Lucky Pick (765) + Fiendish Codex (1275) + Recipe (600) = 2610
+60 Ability Power
+10 Mana Regen per 5 Sec
UNIQUE Passive: 15% cooldown reduction
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum of 200 damage. 1 minute cooldown.

These two items are very similar except for a few KEY points. The difference is a 260 gold price increase on Deathfire Grasp for 15 Less AP, 2 Less mana regen, 5% less CDR, BUT an active that will do aroudn 30% of the opponents health in burst damage
And that price difference is almost negligible when you consider that Kage's Lucky Pick gives 5 gold/10 seconds as a passive and is uber cheap, meaning you can get it early on and within 8 minutes 40 seconds the price difference is made up.
If you feel aggressive and strong in lane, which you should, you can take an enemy down solo. Its a good idea to start with a









Its time to shine. If your team lacks CC you can initiate with







Not too hard when you pick someone off with




P
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Map Control: Because the map is so small and there is only 3 players there will be a lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Not to mention buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to barely win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle. Getting Gold: Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredible stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time. Laning: Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. As a burst champ it is possible to be more aggresive in lane without overextending so take advantage of this. Your enemy may be unable to DPS you if you stay further back in your lane. Careful when finishing kills though because despite their low health, chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill. Also be wary of your health as the lanes are smaller, you can be killed more easily. Now for Viktor. ![]() As Viktor it is definitely preferable to take the top lane. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. As ![]() ![]() ![]() ![]() ![]() |
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Order of priority; Use Sight Ward and Vision Ward where necessary:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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