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Recommended Items
Runes: Phase rush with strong laning phase
1
2
3
4
Sorcery
Inspiration
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
4
Aggressive
Flash
Ignite
Items
Ability Order Normal skill order

Clockwork Windup (PASSIVE)
Orianna Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Malphite
Perfect ball delivery with his AOE ultimate.
Synergies
Ideal
Strong
Ok
Low
None

Malphite
Perfect ball delivery with his AOE ultimate.
Champion Build Guide

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Welcome to my in depth Why should you play |

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Pros
+ Queen of midlane + No hard-counters + Brings a lot of utility & damage + Powerful zoning ability As previously mentioned, |
Cons
- Hard to master It may sound wierd but |

The absolute best summoner spell in the game. It can help you reposition for a beautiful, game-winning 5 man
Allows you to recall early and teleport back without losing cs and gold, so you can stay even in difficult matchups. You can also help out your team around the map. Also a great choice against roaming champions like
My go-to secondary summoner spell on
Defensive choice with a much lower cooldown compared to the other summoners. Combining this with your
If the enemies are stacked with CC be sure to have this. 
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Clockwork windup (Passive): |

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Command: Attack (Q): |

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Command: Dissonance (W): |

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Command: Protect (E): |

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Command: Shockwave (R): |

When playing
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Lots of sustain with 3 charges that will be refilled at the fountain, so you never have to buy |
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Packed with a lot of useful early game stats. Can be bought if you're not looking to play aggressive in the laning phase. |

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The first big purchase on control mages as it's packed with much needed stats like AP, ability haste and mana which is enough to get champions like |
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The biggest statboost item for mages that will increase your damage output tremendously and make you stay a threat throughout the entire game. It's usually bought as 3rd item(excluding boots) or later depending on the type of enemies, and how they are itemizing. If they are building magic resistance, you want a |
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Bought as a counter to enemies stacking magic resistance. Enemies won't have that much MR early on, unless you're a full AP comp, so it's usually bought as 3rd item or later. |

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These are often purchased on |
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Buy these against opponents with heavy AP and CC. Even though |
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Usually bought as second item right after |
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Provides some some CDR and AP which mages loves to have, but it also gives MR and a spellshield. I buy this against champions like AP |
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Anti-AD item that's great into full AD teams or AD assassins in general. Against champions like |
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It's rarely seen on Ori since she already has a lot of built-in utility, so she isn't reliant on slows from items to stick to her targets like |
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A scaling item that provides you with a lot of mana and AP once fully stacked and transformed into |
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This item is focused around autoattacks, and is somewhat viable on |
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There is a certain type of CC that you can't manually cancel with |


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As a lane dominant champion, you want to take advantage of your strong early game, and harass the opponent whenever you get the opportunity. Start by auto attacking the minions from the first wave, and get level 2 first. The passive |

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Midgame is usually when the outer turrets start falling and people begin to rotate around the map. This is where If you somehow end up on the losing team: Don't lose focus because |
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Late game for The way you play her in teamfights is the same as most other mages. You need to stay with the backline with your ADC because you're incredibly squishy. Use your |

Combo 1: Harassing and Waveclearing

Combo 2: Trading
When you're trading with the opponent pre-6, this is the go-to combo.

Combo 3: Full Combo

Combo 4: Cheese Ultimate
I almost never use this combo but it's still possible so i will include it here. It's a high-risk cheese strategy that can be used to surprise your opponents since they will have no time to react. You use
So when can you use this? When the opponent is within kill-range, but they have summoners or movement abilities available. You wouldn't be able to kill them with a normal combo since they would dodge it, so that's when the cheese strategy can do work.

Passive:
Clockwork Windup
- This is part of why

Q ability:
Command: Attack
- Structures(For example turrets) can hide the ball, so you can use it to surprise the enemy.
- First level in this ability can help you farming caster minions if you somehow are getting shoved in levels 1-3. Hitting the minions once, will let you kill them with only 1 auto attack after a turret shot.
- Deals less damage when it passes through enemies, so if you want maximum damage, place it away from the minion wave, so the damage doesn't get reduced while it's travelling towards the enemy laner.
- Has a pretty low cooldown, so you can reposition it quite often. Zone the enemy as much as possible by moving it in-front of them, so they have to think twice whenever they want to farm a minion. You can also place the ball at entrances around objectives to keep enemies away, and force them to make bad decisions.
- You NEVER have to facecheck with

W ability:
Command: Dissonance
- While in base, use this ability to speed yourself up and get back to lane faster.
- It can also be used on allies to rotate faster around the map, or simply to kite opponents.

E ability:
Command: Protect
- While the ball is attached to an ally, they will receive bonus resistances, and a temporary shield. The ball will also stick to them until you input another command, or if they are dead/out of range. If you have someone who can engage and deliver the ball on top of 5 enemies, for example
- Be sure to have self-cast E on a shortcut (I use alt+E) so you can bring the ball and shield to you faster, instead of having to mouse-click on your champion.
- If you attach the ball to allies who are hidden, for example
- The low damage from

R ability:
Command: Shockwave
- You can use

What does it mean to freeze and how do i do it?
Freezing is a advanced technique that lets you deny your opponent exp and cs if done correctly. Freezing a lane means that you kite/tank the minions without letting your tower hit the creeps. You need to make sure the enemy minions always beat yours. After the enemy killed your entire wave, you let 2-3 of the enemy creeps live, and kite them until the next wave is here. When the next wave arrives, the wave will freeze right outside of your turret range.
By doing this, you are safe from jungle ganks, while your opponent takes a big risk everytime he overextends for a cs.
When to freeze the wave
You can Freeze the wave when you and the enemy are even or ahead, and it can be used to help you win back the lane after you screwed up and died. You can attempt to freeze the wave already from level 1, leaving your opponent vulnerable to jungle ganks or be within your kill range, if you are able to kill them. When you get a lead, and you can solokill an overextended enemy laner, that is exactly when you want to freeze the wave. You force the enemy midlaner to either be in your kill range, or miss a ton of cs and exp, putting them further behind.
Freezing a wave is a great way to snowball a lead, if you have no objectives to fight for, such as dragon, herald or towers.
Here is a youtube video that explains wave management very well. I recommend watching the entire video. All credits for this video goes to Blitz Esports LoL

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