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Spells:
Ignite
Flash
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction
What I ask of you is to try the build at least 3 or 4 times before you judge it. It really is a solid build
PROS
Great damage dealer
doesn't have mana issues
has a good escape
unique game play
good lane presence
good burst
great farmer
CONS
his escape can be countered with oracles elixir and vision ward
his Cyclone can be cced by a bind or stun
Might take some time getting used to the play style
Great damage dealer
doesn't have mana issues
has a good escape
unique game play
good lane presence
good burst
great farmer
CONS
his escape can be countered with oracles elixir and vision ward
his Cyclone can be cced by a bind or stun
Might take some time getting used to the play style
= reason I pick up ignite is for the extra damage or to finish off someone in a team fight its just good early and late game
= love this spell it can be used defensively or offensively whether it be to flash over a wall to get away or run and tower dive then flash out or if a team fight just goes bad to get out of there
Greater Mark of Desolation = good over all damage on auto attack and abilities used
Greater Seal of Armor armor mitigation for early game and works well with his passive
Greater Glyph of Scaling Magic Resist= magic resistance for late game
Greater Quintessence of Desolation =yes again more damage output over all
Other Good Rune Choices
Greater Seal of Evasion
Greater Glyph of Cooldown Reduction
Greater Quintessence of Health
Greater Quintessence of Desolation =yes again more damage output over all
Other Good Rune Choices
(Passive)= basically more armor and magic resist by 4 for every enemy champion present excellent for early/late game and team fights/1v1 fights
(Q Ability) = Hard hitting ability which also reduces there armor this also resets your attack timer meaning you get two attacks back to back after an auto attack plus crushing blow can be used on tower for extra damage and great for early/late game.
(W Ability) = a very interesting ability great for escaping or tricking a enemy champion into thinking your going one way. also works well when used in a bush cause you can pop it go stealth run out and open up with Crushing Blow and then with Nimbus Strike to close the gap. This also good for farming simply pop it in the middle of the minions this with nimbus strike can clear waves really well
(E Ability) = A good closing ability also good for farming essentially it hits up to 3 enemies with physical damage and gives you bonus attack speed for a short time. This ability does good damage overall early and late game
(R Ability) = This ultimate to me is like a mini tornado of damage spinning around knocking up enemies in its path and gaining speed. This in team fights works well because of the enemies has someone who has a channeled ability it can be interrupted by your knock up. I generally use this and then decoy so they blow all there cool downs on the clone and then I run back in with Nimbus Strike and follow up with Crushing Blow
Currently there is 3 ways I use
1.farming situation:
back three minions pop
and last hit
2.aggressive harassing: typically in a duo lane situation I go for whoever has the lowest health pool or lowest health period but if its a tank take out that squishiest of the two.
followed by
constantly all day everyday
3.team fight situation: Depending on which carry we need to focus is who I usually go for in team fights so wait for the tanks(your teams or there team's tank) to start the fight out of this there is two options
-3A.If your tank starts the fight go in with
and
right away followed by
and another
-3B.There tank has started the fight go for
1B.If Melee carry is needs to be taken out run up and
followed by
if it goes good keep on till they are dead with
if not
and get the hell out of there
2b.If range carry is needs to be taken out
followed by
and
basic rinse repeat rotation
and
if getting focused or fight didn't turn out to well
1.farming situation:
back three minions pop
and last hit2.aggressive harassing: typically in a duo lane situation I go for whoever has the lowest health pool or lowest health period but if its a tank take out that squishiest of the two.
followed by
constantly all day everyday3.team fight situation: Depending on which carry we need to focus is who I usually go for in team fights so wait for the tanks(your teams or there team's tank) to start the fight out of this there is two options
-3A.If your tank starts the fight go in with
and
right away followed by
and another
-3B.There tank has started the fight go for
1B.If Melee carry is needs to be taken out run up and
followed by
if it goes good keep on till they are dead with
if not
and get the hell out of there2b.If range carry is needs to be taken out
followed by
and
basic rinse repeat rotation
and
if getting focused or fight didn't turn out to well
2 ways I use decoy
1. escaping method: depending where the team fights starting you need to pick a route for escaping just keep it in the back of your mind so in case it goes bad
and run away.
2.I like to use it like how a shaco uses deceive except you pop
clone in the bush and run out must be done close to enemy cause you have 1.5 seconds to get out there and open up with
also I use this as a harassing tool on range when in a duo lane
1. escaping method: depending where the team fights starting you need to pick a route for escaping just keep it in the back of your mind so in case it goes bad
and run away.2.I like to use it like how a shaco uses deceive except you pop
clone in the bush and run out must be done close to enemy cause you have 1.5 seconds to get out there and open up with
also I use this as a harassing tool on range when in a duo lane





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