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Choose Champion Build:
Spells:
Exhaust
Ghost
Ability Order
Prowl (PASSIVE)
Nidalee Passive Ability
About the stuff above
Pro’s
[+] Strongest single heal. Primal Surge / Swipe [+] Great escape with pounce. |
SPACE |
Con’s
[-] Requires lots of precision [-] Information Here |
Nidalee’s passive is Prowl. This allows Nidalee to move 15% faster when in a bush, and this also persists 2 seconds after she leaves the brush. Nidalee does not have many escapes however this movement bonus used strategically with a pounce over a wall makes Nidalee almost uncatchable.
Javelin Toss:
Nidalee’s Q spell is in her Human form, a Javelin Toss / Takedown. This is what gives Nidalee, even as a support, damage that puts tryndamere to shame. It has a whopping range of 1,500 as well as the bonus effect of the further away from the cast point that the Javelin Toss / Takedown his a target the more damage it does (WARNING! This is a miss conception the real effect is The damage bonus of Javelin Toss / Takedown is based on the distance between Nidalee and her target at time of impact, not the distance traveled by the javelin. As such, moving back immediately after throwing the javelin is wise). Now skipping the maths with a troll build of five Rabadons Deathcap’s and a Mejais with 20 stacks on full range of her Javelin Toss / Takedown, she is able to deal a shattering blow of 2,434 magic damage! This massive damage output is available very often with a 6 second Cool Down and massive range.
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Takedown:
When in Cougar form Nidalee’s Javelin Toss / Takedown changes to Takedown. This empowers Nidalee's next attack to deal additional damage, and then the total damage to be done will be multiplied based on how low their health is. The maths, the damage = your total AD + Base damage<100> (3 * (Missing health percentage/100). Now that’s a lot of damage if there low on health, add in the fact that when Nidalee activates this ability he attack become completely undodgeable. Played a champion where Jax got away because of the bloody stun? Well Nidalee is able to avoid the stun, and kill him with ease. This has a 5 second base Cool Down with no Mana cost in Cougar form.
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Bushwhack:
Her W spell, when in her Human form, is a Bushwhack / Pounce. Nidalee places a trap that deals magic damage when sprung over 2 seconds, it can be sprung by minions, champions, and neutral creeps. It applies a persistent effect revealing them for 12 seconds! and reducing their armor and magic resistance for 12 seconds. Each traps last for 4 minutes, or until sprung, and multiple targets can be hit with one trap. This ability provides little effect other than map awareness and stat reduction. It deals a weak 260 base a full level with 40% ap and cots a hefty 120 Mana. How ever, it reduces the person it traps, Armor and Magic Resist by greatly worrying 40%. That tank just became a lot less of a problem, and there weak attempts to fit Magic Resist into their build were negated.
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Pounce:
In her Cougar form Nidalee’s Bushwhack / Pounce turns into her most mobile ability, Pounce. Nidalee lunges forward, dealing magic damage to enemies around her landing area. She jumps about 225, dealing 225 base damage with 40% Abillity Power scaling. This has a 4 second Cool Down allowing Nidalee to pounce in deal some damage and then run and pounce away. Besides the obvious, Nidalee’s pounce allows her to cover distance when running, and even leap over thin walls.
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Primal Surge:
Nidalee’s Primal Surge spell is either your supporting ability or your ability to push towers with such ease. In her natural form, Nidalee’s E heals herself, or an allied champion for 190 health and 70% Ability Power. This can be used to turn around a battle for an ally or use its persistent effect to push towers at incredible speed. When healed the targeted ally gains a massive bonus of 60% attack speed for 7 seconds. This has a 10 second Cool Down, with a range of 600. There is not much else to say about this ability other than this is your bread and butter for support, and if you love recognition for saving peoples ***es, ie OMG THX, and HOLY CR** I THOUGH I WAS GONNA DIE xD thx.
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Swipe
When in Cougar form this becomes Swipe. Nidalee claws at enemies in a cone in front of her, dealing magic damage to all in front of her. This has a base Cool Down of 6 seconds and deals 300 damage with 40% Ability Power scaling. Bonus due to the AOE nature of of this ability you can kill invisible opponents and it is undodgeable. This is Nidalee’s most effective way of farming creeps.
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Aspect of the Cougar
Put simply, as it is simple, Nidalee’s ultimate, her R, toggles her between her Human form and her Cougar form gaining all the alternate abilities, 20 extra Magic Resistance and Armor, 20 bonus movement speed, but losing 400 range effectively becoming a melee character. Each point in her ultimate increases the effectiveness of her cougar abilities as the normal assignment of points only effect her Human abilities. This has a 4 second Cool Down.
Offensive This tree makes use of the improved exhaust mastery, increasing the slow potentially making a perfect target for your full ranged spear, assisting your team to catch up (as support nid) or saving your *** against an eternal slow (We all know you did it Ashe). |
Utility This utility tree is focused around mobility. On one hand we have the improved ghost ( Haste ) and improved move speed and on the other we have Awareness . This gives us the passive movement speed boost, (NID IS SQUISHY >.<) and ghost to get out of particularly sticky situations. If you change that masteries to suit you, I suggest that you do not change Awareness for anything! This is important for out-leveling your opponent. Utility Mastery is chosen as it allows me/and you, to gain more out of blue [2]Mana problems incoming [3]May as well get the {useless} Greed |
Just a quick note:
You will see that I do not get Greed even as tempting as it may seem, 1 gold ever ten seconds equates to 180 gold in a half hour game... A mere 360 Gold per HOUR!
You will see that I do not get Greed even as tempting as it may seem, 1 gold ever ten seconds equates to 180 gold in a half hour game... A mere 360 Gold per HOUR!
Offensive This tree makes use of the improved Exhaust mastery, increasing the slow potentially making a perfect target for your full ranged spear, assisting your team to catch up (as support nid) or saving your *** against an eternal slow... (Same as above) |
Utility |
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Viable, Best Summoner Spells
Exhaust: This is a good spell for a support, yet also a killing Nidalee. Exhaust with a point in your tech tree towards cripple
allows for a simple get away and also the CC that Nidalee lacks to stop an escaping opponent. A Pounce, putting Nidalee in range, then Exhaust gives you plenty of time and ease to catch your target. (I play Nidalee Exhaust and Ghost so I recommend this Summoner Spell)
Flash:Flash is a wonderful spell for any character in almost any siuation however with Nidalee it is plenty of the time, I find it wasted other than instant distance clearing. Collect this Summoner Spell if you are against two or more opponents that you need to clear away from very quickly. Ie a Nunu & Willump or Fiddlesticks.
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Ghost:This is a better escape than Flash in many situations if you can control Nidalee and her Pounce. There are many places on the map at which Nidalee is able, in her Cougar Form, to clear and with a Pounce placed carefully (Effectively a Flash) and then a ghost with only one Summoner Spell on cooldown is very good. If taken make sure to get the Haste upgrade
. (I play Nidalee Exhaust and Ghost so I defiantly recommend this Summoner Spell)
Clairvoyance:If you plan on playing a support Nidalee and are personally effective at predicting movement of your opponents for Ganks, their Jungler, or clearing a safe path for yourself than Clairvoyance is an ok option.
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Viable, Best Summoner Spells
Exhaust: This is a good spell for a support, yet also a killing Nidalee. Exhaust with a point in your tech tree towards cripple
allows for a simple get away and also the CC that Nidalee lacks to stop an escaping opponent. A Pounce, putting Nidalee in range, then Exhaust gives you plenty of time and ease to catch your target. (I play Nidalee Exhaust and Ghost so I recommend this Summoner Spell)
Flash:Flash is a wonderful spell for any character in almost any siuation however with Nidalee it is plenty of the time, I find it wasted other than instant distance clearing. Collect this Summoner Spell if you are against two or more opponents that you need to clear away from very quickly. Ie a Nunu & Willump or Fiddlesticks.
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Ghost:This is a better escape than Flash in many situations if you can control Nidalee and her Pounce. There are many places on the map at which Nidalee is able, in her Cougar Form, to clear and with a Pounce placed carefully (Effectively a Flash) and then a ghost with only one Summoner Spell on cooldown is very good. If taken make sure to get the Haste upgrade
. (I play Nidalee Exhaust and Ghost so I defiantly recommend this Summoner Spell)
Clairvoyance:If you plan on playing a support Nidalee and are personally effective at predicting movement of your opponents for Ganks, their Jungler, or clearing a safe path for yourself than Clairvoyance is an ok option.
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Useless, Non-Viable Summoner Spells
Heal:Heal is pointless. In very rare low level situations it may save your life, but after lvl 6 it heals less than Primal Surge and is significantly less Spamable. I do not recommend this item other than the obvious ARAM application.
Graded: C
Clarity: The Mana bonus is helpful if you plan on being very aggressive early game in your lane. A lot better than Heal as it gives you the Mana to heal yourself or toss a Javelin Toss / Takedown/ Bushwhack / Pounce that bush, yet again it looses effectiveness mid to late game and you should be able to get yourself Blue Buff whenever possible and regain your Mana, and blue doesn’t take up a Summoner Spell slot.
Graded: C
Revive: Revive should not even be on your mind if you are above lvl 15. Just to reason with you, it has a long 6 min cooldown, and if you require it because you keep dying then you will only die more... Dont use it...
Graded: D
Cleanse: Cleanse does not receive a C- for its attempts as it can be very useful to get yourself out of one of those lockdown situations where you cant do anything. However cleanse will NOT remove ignite and dots off of you! For the duration your heal is almost pointless on yourself. If Malzahar is really an issue just grab a Quicksilver Sash.
Graded: B-
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Ignite:In very few situations as Nidalee will you leave the opponent with enough health to be killed by an ignite. With your knowledge of how Javelin Toss / Takedown works and Takedown you will most likely way overkill your opponent or not be able to take them out at all. Not very suggested unless against a team of healers or assassins.
Graded: C+
Fortify:Fortify is an effective spell that holds off well when you are unable to protect a tower and there are multiple enemies pushing it. This is because with the mastery Fortify makes the turret invulnerable, attack twice as fast and also cause splash damage to those squishies who thought they could stand around as the tank tanked that turret. This Summoner Spell however is not for you!
Graded: C-
Smite: I do not recommend this summoner spell if you plan on laning but I do plan on giving you the information required to play a Jungle Nidalee. Wait!@! Jungle Nidalee??.... Yes, Jungle Nidalee
Graded: C/A++ |
I suggest on your first play though as Nidalee that you grab a Meki Pendant. This gives you:
[+] An item that can be built into something useful late game.
Not enough Mana. I suggest that you try purchasing a Mana Manipulator
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If you find that you can conserve your Mana. I suggest that you try purchasing a Dorans Ring.
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laning with... Mana
AD/AP Mana using Caster
I suggest you look at getting an item from this range if you are laning with one of these champions on your team.
AD/AP Mana using Caster
I suggest you look at getting an item from this range if you are laning with one of these champions on your team.
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Enemy Jungler:
If the enemy team has a Jungler, in the majority of games, the enemy’s top lane will be a solo and the other lanes will be the
same. Note: The enemy team will have a champion with
when you press tab, and will normally start at either Blue Buff or at Golems. An early gank in the jungle and wards ensue safty and dominance over their jungler.
Allied Jungler:
If you have a Jungler on your team, someone will need to solo top. This is ideal for Nidalee, as it allows a more important
carry to have mid, but gives you an easy job of getting high level quickly. Get top whenever you have a Jungler and get your ulti ASAP! In a solo top situation there is no excuse for not getting E first, as the opponent will have to shut you down quickly.
Wait? Why top solo?
Only top should solo as it give bottom the dominance over dragon, so they may get it easily, if need be.
Only top should solo as it give bottom the dominance over dragon, so they may get it easily, if need be.
DualJunglers:
By this I mean that there is an Allied Jungler and an Enemy Jungler. Just apply the tactics from both of the above. ie. Warding
and grabbing top...
While in each lane there are two approaches. For Top and Bottom there is 2, and Mid has 2 more. When laning on the border lanes you will want to avoid pushing and only make attacks against minions when they are on low enough health to guarantee the kill to you. As a general rule it is important to allow champions with unlimited farmable abilities to have as man last hits as possible, ie Veigar. If you are laning with a champion who needs last hits for a passive, the best way to know is to look at all the champions and their abilities (which will help you play better) , and only make last hits when either they have died or recalled, or if they have just used the ability to kill a minion or failed to kill one. Communicate and ask your Laning partner how long the Cool Down is on their ability, then try and accomidate the Cool Down into your Last Hitting schedual so that they are able to effectively farm up their passive. The second tactic is to remain very aggressive to the enemy champions while last hitting with your Laning partner. The idea is to sit back and heal your ally as they jump in and out of the bush.
This is not going to focus on how to Last Hit, or the importance of actually last hitting, but rather looking at when you should be last hitting against when your laning partner should be Last Hitting. As a Solo Lane Nidalee you should take advantage of Last Hitting at every opportunity. Take your time to learn how much damage you can deal, but rather than looking at the minions health use the Health Bar to establish whether you can kill a minion. Ideally you would like to hit a minion which is on 1hp to avoid having any impact on the movement of the lane. Any and every carry come above you if you plan on playing as a Support Nidalee! If you are playing as your teams AP Carry make it clear to your laning Partner that you would on like to last hit, not auto attack, and that you need the gold for your build, more than they do. Unfortunately in the majority games this has to be spelt out to your ally. You will never take preference over a character such as Veigar, but this places us in an unusual position that his Q isn’t so Spammable and so after he has tossed it you may take Last Hits off the minions, who really don’t need it much for their builds. :P You can do this for about 4 seconds. Make sure that you laning Partner understands that its free reign if you B or if you start roaming, but DON’T let them push…
TBA - This is to contain all the choices for following my guide and also skilling your own order.
When you start off as Nidalee, I suggest that you decide what you aim to do throughout the coming game.
When you start off as Nidalee, I suggest that you decide what you aim to do throughout the coming game.
If you plan on playing as a support I would suggest either Primal Surge / Swipe or Bushwhack / Pounce. As a support this gives you the tools to help keep your Carry alive. Bushwhacks should be placed at any position that an enemy jungler could plan on ganking you from. These include
This is because Primal Surge / Swipe will give you great lane sustainability as you can heal yourself or ally and stay in lane for longer. Now to discorage you from getting Javelin Toss / Takedown remember how you got that Mana Manipulator or even the Meki Pendant you will realize that you have no AP at all… You will do so little damage with Javelin Toss / Takedown that it is completely pointless. If your planing on getting Bushwhack / Pounce and you take some substantial damage you will have no choice but to recall or risk your life until you level up. Primal Surge / Swipe will be the spell of choice for the rest of the game as you are able to single heal for the most in the game. Your aim is to begin by gaining, ideally, one point in Primal Surge straight up, then one into Bushwhack, then the rest into Primal Surge. Once you are unable to put points into Primal Surge, not necessarily at its max level, you will next put points into Javelin Toss. Javelin Toss / Takedown is your next spell of choice as by the time you get yourself a Rabbadon’s Deathcap Javelin toss will be dealing enough damage to make up for your early game. Now that your opponent is completely scared out of their wits hoping that a spear wont come out of nowhere and one shot them, they will have Magic Resist on the top of their list. Force of Nature can really screw up AP and so it will be their item of choice as they believe that you cant do any damage to them now. But their wrong by this point you will have 2 points on Aspect Of The Cougar maxed out Javelin Toss / Takedown and Maxed out Primal Surge / Swipe you will now put the remaining points into Bushwhack / Pounce.
Why you don't get Javelin Toss / Takedown early
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If you have the opportunity to get yourself an early game Blue Buff then you must. Communicate with your team to establish whether another champion needs it more, and its not quite possible with a Jungler as you will destroy your own jungle route. If they have a Jungler and you are playing a Ranked Match then it is not the best idea to head off alone to their jungle. As they may be waiting to protect their Jungler, and you will find yourself amongst 5 of them. Blue buff should be used for you to ward everywhere. Bushwhack / Pounce should be placed almost without question when off Cool Down if you have Blue Buff. This mass use of Bushwhack / Pounce means that you are using the full potential of the massive Mana Regen and the map becomes greatly warded, so you are able to understand the enemies movement patterns and establish the Bot should run for their life right now.
Although many characters have an obvious passive that can be checked on their in-game skill sheet many have hidden passives. • Nidalee's hidden passive is that periodically gives experience to nearby lower level teammates. This is a pop culture reference to older ladies who prefer younger mates being called cougars. This hidden passive was mentioned by Riot staff in the IGN versus Riot Staff match video.
The damage bonus of Javelin Toss is based on the distance between Nidalee and her target at time of impact, not the distance traveled by the javelin. As such, moving back immediately after throwing the javelin is wise.
Teleport cannot be used on Bushwhack's.
Traps from Bushwhack are invulnerable and non-targetable, but can be seen on the mini map.
Bushwhack no longer reveals stealth units such as Twitch and Evelynn.
o Bushwhack Also does not reveal Sight Wards or Vision Wards (it will no longer reveal them even when triggered by an enemy when next to them).
o Bushwhack will trigger when a stealthed enemy (ie. Shaco, Wukong...) step on it, but it will not reveal them until they go out of stealth.
Bushwhack no longer reveals Teemo's Noxious Trap or Shaco's Jack In The Box even when triggered by another unit near it.
Takedown refreshes Nidalee's attack timer on cast.
The Sheen proc does not receive increased damage from the Takedown multiplier but just adds the attack damage portion again after the Takedown multiplier.
Takedown cannot critically strike but will add the additional damage from the crit, just like the sheen effect. This skill will bug often though and instead result in both the critical strike damage multiplier and the Takedown damage multiplier canceling each other out.(building crit. is not recommended!!)
Takedown does not count as a crit. and will not receive bonus damage from crit. damage.
Pounce can be used to travel through thin walls.
The damage bonus of Javelin Toss is based on the distance between Nidalee and her target at time of impact, not the distance traveled by the javelin. As such, moving back immediately after throwing the javelin is wise.
Teleport cannot be used on Bushwhack's.
Traps from Bushwhack are invulnerable and non-targetable, but can be seen on the mini map.
Bushwhack no longer reveals stealth units such as Twitch and Evelynn.
o Bushwhack Also does not reveal Sight Wards or Vision Wards (it will no longer reveal them even when triggered by an enemy when next to them).
o Bushwhack will trigger when a stealthed enemy (ie. Shaco, Wukong...) step on it, but it will not reveal them until they go out of stealth.
Bushwhack no longer reveals Teemo's Noxious Trap or Shaco's Jack In The Box even when triggered by another unit near it.
Takedown refreshes Nidalee's attack timer on cast.
The Sheen proc does not receive increased damage from the Takedown multiplier but just adds the attack damage portion again after the Takedown multiplier.
Takedown cannot critically strike but will add the additional damage from the crit, just like the sheen effect. This skill will bug often though and instead result in both the critical strike damage multiplier and the Takedown damage multiplier canceling each other out.(building crit. is not recommended!!)
Takedown does not count as a crit. and will not receive bonus damage from crit. damage.
Pounce can be used to travel through thin walls.
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