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Choose Champion Build:
Spells:
Clairvoyance
Flash
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Introduction

I was going to test it, but my team wanted me to roam that game, and I ended up improvising a pretty fun build for that, too. This is Build 2.


Mana management is a huge issue.

AP is nice if you can get it. Mostly for the shields, but the tornado is no joke, either. If your team already has a jungler who's doing all the warding, then you can go ahead and spend more money building AP alongside everything else. In particular,

CDR is important, but pointless if you're just going to be OOM anyway. If you have to wait 30 seconds for enough mana to cast, then you've got +200% CDR, not -40%, no matter what your CDR stat claims.
Finally, GP10 is pretty important. Even if you lane, you won't be getting many kills and you won't want to take priority when it comes to killing minions. This is an expensive-ish build, so two GP10 items are taken.
So here it is as a list. As you can see by looking at the build, the progression is more or less how I described it.
Health management: Philosopher's Stone, Greater Seal of Replenishment.
Mana management: Philosopher's Stone,



AP: Kage's Lucky Pick (later sold),


GP10: Kage's Lucky Pick, Philosopher's Stone
CDR: 9% (masteries), 15%



Philosopher's Stone More mp5. GP10 because you don't go for kills much.
Kage's Lucky Pick Even more GP10. AP doesn't hurt.




That's it for the core build.


















Greater seal of replenishment because the Philosopher's Stone is all you have otherwise.






















As I said before, lane with someone. AD is better because of the AD bonus on








Note that I take

Ward ward ward ward ward, wards can cost an arbitrarily large amount of money, so get to it. When you're warding, your build is never done because you need more wards, always.


However, she's great at getting away. She's fast and she has a pop-up and an emergency knockback, AND we'll be taking

* Ward the **** out of everything
* If you think they're warding, get

* Keep track of the enemy jungler (wards+

* Help your team gank their jungler
That's right, in Soviet Russia, enemy jungler gets ganked by YOU. That's what's great about wards. A tornado from the bush is a great way to set them up to get ganked by one of your laners. Then




Kage's Lucky Pick For the GP10. We don't need Philosopher's Stone, so a little AP won't hurt.


The last two are throwaways, really. But they're nice.


BUILD 1:
Pros:
* Better shields
* Noticeable damage
* Spell vamp
* More slow
* Fight presence
* Double GP10
Cons:
* Expensive
* MP5 starts out ok and doesn't pick up until mid-game
* Loss of map control (if no one jungles)
* Squishy
BUILD 2:
Pros:
* Crazy map control
* Good anti-jungler (with coordination)
* Team will love you
* Sash & Flash
* Your team will have two solo lanes
Cons:
* Crazy underfed
* Team dependent for roaming safety (not viable in a bad solo queue)
* Damage in team fights just about ignorable




It was sort of a long game, and all I got beyond


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