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A skillset for a hybrid melee carry, top or mid...

Creator: Dzeno November 3, 2012 4:35pm
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May 19th, 2011
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So without much rambling I hearby present you a skillset for a hybrid carry, for stats you should think in the direction of master yi and tryndamere (with a tiny bit of akali).

It's meant for a melee champion with an base MS of about 325, please tell me your opinion about the skillset:

Passive (innate), Ring of choice:

Instead of having normal abilities all your abilities place a spell seal on the ground with a 325 range radius, a spel seal normally lasts 5 seconds. These seals are quite special, but can't over lap for several reasons.
However these seals can be combined, this gives you 3 extra abilties (so 7 in total + active on your item). I posted these abilities below the ultimate.

As innate passive you get an item just as Viktor has, which can be upgraded for 1250 gold.
This item is the "Ring of choice":
Grants +2 AP per 7 minion kills and +1 AD per 5 minion kills. Active (15 second CD): increases your MS for 3 seconds by 40% when walking towards an enemy champion.

it can be upgraded into, (they grant the same base stats as the ring so the AP and AD)
Amulet of the wicked:
Grants an extra 20 AP and 20% spellvamp. Active (15 second CD): Teleports you to cursor location (550 range) and deals 300 magic damage in 250 range radius.

Grants an extra 15 AD, 30 armor, 25 MS and a 10% slow on your auto-attacks. Active (15 second CD): increases your MS for 4 seconds by 40% when walking towards an enemy champion and your auto-attacks make the enemy bleed 15% of the damage over 3 seconds.

Belt of the wildmen:
Grants 250 HP, 40 armor and 40 magic resist. Active (15 second CD): snares enemies within a 575 range radius for 1.25 seconds.

Q, Bombardius seal:

Places a seal on the ground which duration is increased by 0.5 seconds for every kill you make inside of it up to a cap of a total duration of 9 seconds.
Enemies that die when on the seal will explode and deal 25/60/95/130/165 (+0.25 AP)(+10% of their max HP) magic damage in a 225 range radius.
Enemy champions that stay on the seal longer than 3 seconds will receive a combustion mark every second, when out of the seal they fall off at a rate of 1 mark per second.
These marks can be detonated by either hitting the enemy with an auto-attack or if the enemy is hit by an explosion, every stack deals an additional 15/27/39/51/63/75 (+0.22 AP) magic damage.

CD: 15 seconds -0.75 seconds for every chain explosion (an explosion caused by another explosion)
Cost: 70/75/80/85/90 mana
Range to center of seal: 675

W, Bewilderment seal:

Places a seal on the ground, every time an enemy champion attacks you or an ally(including minions, etc) wild roots will spawn at their location.
after a 0.5 second delay these roots will start attacking in a 125 range radius, attacking once every second dealing 35/45/55/65/75 (+0.3 AD) physical damage and slowing enemies by 15/20/25/30/35% for 1 second. These roots last a total of 3.5 seconds and thus attack exactly 3 times. (a maximum of 3 roots can be active oldest one dissappears)
After 5 auto-attacks instead of spawning roots the enemy will be snared for 1.25 seconds instead.

CD: 15 seconds -0.5*(the total slow duration that was received by the enemy) seconds
Cost: 70/75/80/85/90 mana
Range to center of seal: 675

E, Dreadfull seal:

Places a seal on the ground, when on the seal your auto-attacks will deal an additional +20% bonus AD AND +20% AP true damage and you gain 10/15/20/25/30 MS.
Every auto-attack on the seal that hits an enemy champion increases the duration of the seal by 0/0.1/0.2/0.3/0.4 seconds up to a maximum duration of 9 seconds.

CD: 15 seconds -1 second for every 2 seconds you don't auto-attack at all (not in nor out the seal)
Cost: 70/75/80/85/90 mana
Range to center of seal: 675

R, Power well:

You can use the next 1/2/3 abilities without setting them on CD and for 50% of the manacosts (within 8 seconds). meanwhile you while also be able to use your abilities, summoner spells and item actives the next 8 seconds. (you can't be silenced and from stuns and suppressions the silence part won't work)

CD: 60 seconds
Cost: none
Range: selfcast


When using a combination a seal that's part of the combination and was on the ground will dissappear. When looking at the lvl of a combination the average will be taken, thus lvl 5Q and 1W will grant a lvl 3QW, thus will be rounded downwards. (lvl 1 + lvl 4 will grant a lvl 2)

QW or WQ:
Upon placing the center of one of the two seal into the other a vine catapult will be created, this vine catapult will throw micro bombs at your enemies within a 600 range radius, dealing 45/65/85/105/125 (+0.2 AP)(+0.1 AD) magic damage and microstunning enemies for 0.25 seconds.
A vine catapult will throw a micro bomb once every 1.25 second and can be destroyed with 3 auto-attacks.

QE or EQ:
When you stand in one of the two seals and active the other one you will get a buff that lasts 6 seconds. Your auto-attacks wil now deal an additional +20% bonus AD AND +20% AP true damage and give you momentum charges. Every charge grants 20% AS and 7% MS, when you have 3 or more charges you will start rotating and continuously attack while moving, charges last up to 1 second and you can have a maximum of 5.

WE or EW:
When an enemy is on one of the two seals target him with the other seal (range 675), this will stun the enemy for 2 seconds and reduce their armor and magic resist by 15/20/25/30/35.

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