I've actually found the Summoner's Rift guides to be quite in-line with ARAM. You would probably have to use more of the "Situational Items" listed under certain guides just due to the fact you're pretty much in permanent team-fight mode.
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Build situationally. If Nidalee is chunking you then build Banshee's Veil, if you need survivability and follow-up CC after initiating then build Randuin's Omen, etc.
Adapt and win. Don't get into the mentality of "one build per map".
Adapt and win. Don't get into the mentality of "one build per map".
I accept the wisdom of building situationally, however I am quite new to the game, and would still like a basic build to begin with. My issue with the existing Sorcerer's Rift builds is that many of them are designed with an early (e.g. farm, poke and lane sustain is king), mid and late game in mind; which have no equivalent in ARAM.
The main reason that there aren't many ARAM builds is because no one takes it seriously. It's also a relatively new (official) game mode.
That said, I don't think building on ARAM is very difficult to figure out if you have a reasonable amount of experience on SR. ADC builds are basically the same. Tanks build aura items like Locket of the Iron Solari and Runic Bulwark. AP carries often start Chalice of Harmony and then build normal stuff with maybe a Will of the Ancients in there sometimes.
If worst comes to worst and you have no idea what to build, you could probably just build some of the recommended items and still do fine. They're a lot better than they used to be.
That said, I don't think building on ARAM is very difficult to figure out if you have a reasonable amount of experience on SR. ADC builds are basically the same. Tanks build aura items like Locket of the Iron Solari and Runic Bulwark. AP carries often start Chalice of Harmony and then build normal stuff with maybe a Will of the Ancients in there sometimes.
If worst comes to worst and you have no idea what to build, you could probably just build some of the recommended items and still do fine. They're a lot better than they used to be.
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Hmm, the only thing I could see use for ARAM guides would be if you got a champion you never ever played before. Sometimes its nice to know the "basics".
But like Psi said, the recommended items do fine, and common knowledge. For example, the recommended items sometimes give you AP resist when you have an enemy team full of AD. So common sense would say to not build those items and go for armour. Right?
But honestly... not everyone has common sense. :)
But like Psi said, the recommended items do fine, and common knowledge. For example, the recommended items sometimes give you AP resist when you have an enemy team full of AD. So common sense would say to not build those items and go for armour. Right?
But honestly... not everyone has common sense. :)
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People've got their common sense eaten by peros (play an ARAM and you'll see the weirdest build in the world).
Common sense ask you too look at the situation: you can't heal quickly, your mana runs down easily, squishies get chunked. If you aren't naturally tank or you don't have a build in escape, you need: sustain, health and some damage. In a word, bruiser.
And, if you're the only tanky champ of your team, build full tank, you'll be the hero of the day.
Building full AP or full AD is good if you have good skill and your team needs the damage you can do.
Also, remember: aura objects help both you and your teammates to win.
Common sense ask you too look at the situation: you can't heal quickly, your mana runs down easily, squishies get chunked. If you aren't naturally tank or you don't have a build in escape, you need: sustain, health and some damage. In a word, bruiser.
And, if you're the only tanky champ of your team, build full tank, you'll be the hero of the day.
Building full AP or full AD is good if you have good skill and your team needs the damage you can do.
Also, remember: aura objects help both you and your teammates to win.
Be a grammar nazi with me, i need to improve my english T_T
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