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League of Legends Team Comp Guide Part 2: Team Composition

June 30, 2010 Leave a comment

Alright, the part of the guide most people will read.  If you skipped the previous section, go back and read it.  If you didn’t, it might even be better to read it again.  Team composition is entirely irrelevant if you don’t have access to enough characters.  Now, assuming you do, we can move on and get a few simple points out of the way.  One.  When you and your buddies are discussing team setups, be wary of falling into the trap of saying “This is our team; I play X, you play Y, he plays Z, she plays AA, and the robot plays Mundo.”  If you all have one set champion for your team setup you are just asking to get countered hard.  What if your key character gets picked/banned?  What if the opposing team is running characters that are literally direct counters to your comp, you wouldn’t just keep picking it and hope you can win, would you?  This is why, before even touching the concept of what to have on your team, you must always remain flexible in your champion choices.  Try and get a few little combos available to you; my personal favorite is Nidalee, Warwick, and ideally Zilean, as this gives your team a huge exp advantage across the mid game.  There are many little two or three champion combos to work with, and they’re going to be the easiest to capitalize on.

Sometimes, however, you’ll find that whatever combos you have thought up just aren’t practical.  In these cases, the most important factor is your knowledge of all the characters.  What is your team lacking in?  Generally, a randomly picked team will be too heavy on single target DPS and lacking in AoE, support, or general pushing power.  If your team doesn’t seem to be lacking in anything in particular, I’ve found that a safe bet is to just go with a character who can rip through a turret like Warwick, Nasus or even Tristana.  This, or someone like Katarina who just does a lot of AoE damage.  These seem to be the two universally useful champion skills, so while they may not be the best for a certain situation, they’re something.

Finally, when making a full team setup, you’re going to want to have a balance of everything with a focus in something for the most part.  You can always try and get away with just using the best champions you can get, but sometimes that isn’t an option.  If you can take a combo like Amumu/Fiddlesticks, then focus on AoE.  If you get a combo like Nidalee/Warwick, then focus on pushing towers hard and fast.  If you get Ashe/Janna, focus on kiting and trying to outlast your opponents.  But always remember you need people to take hits, you need initiation, you need team fight-capable champs or combos, and you need map control.  If you lack too much in any of these aspects then the opposing team has a good chance of just punishing you for it over and over.  It’s not hard to force team fights or get in a decent pushing situation, so if you aren’t ready for things like that, pick a champ to make up for what you’re lacking.  Shen, Amumu, Gragas, Malphite, etc, most of the tanks, are all great for initiating and being your frontline champs.  All you really need is some way to close distance and take a bit of a beating (or dish out a ton of damage really fast; Annie is a great initiator, and Fiddlesticks can be decent but only in the right situation).  Map control is a lot more than taking a Teemo or Shaco and calling it a day.  Nidalee, even without traps, has powerful map control because of her mobility.  Shen, TF, and Pantheon have very obvious map control with their global ultimates.

Really, if you’re looking for a balanced team composition, a very simple way to look at it is as such: Tank, Off Tank, Mage, Carry, and a wildcard.  Here are some examples of each.

Tank: Shen, Gragas, Amumu, Alistar, Singed

Off Tank: Nasus, Olaf, Dr. Mundo, Udyr

Mage: Annie, Fiddlesticks, Veigar, Katarina

Carry: Ashe, Ezreal, Nidalee, Tristana, Twitch

Now, obviously many teams will deviate from this setup.  However, if you can get these four core character types, you’ll probably have a well balanced team.

When it comes to your wildcard, most of the time you are not gonna want another squishy without changing either your mage or your carry (depending).  A character like Zilean does great with squishies, but a character like Heimerdinger doesn’t.  If you absolutely must bring a squishy, get another hard tank instead of an off tank.  Having three characters that drop fast in a team fight is a recipe for disaster, unless those three are one hit wonders and you are trying to simply burst a team down, or you’re stacking support characters or something.

Obviously this is just a guide line, but it’s a good way of getting a relatively balanced team composition.  You aren’t going to want to follow this template exactly for every match with your premade team, but it’s a good starting place for when you simply don’t know who to pick.  Just remember all the pointers about character combos, pushing power, etc, and then choose a character to fill your team’s holes.

In this section, I was considering writing a guide to specific combinations of characters that work well, but these simply change all too often, and if the guide somehow became really popular, I wouldn’t want to be responsible for over centralizing these setups.  Plus, most of the fun is figuring it out yourself!

Cheers,
-Logan
Part 1 at my blog at CABC’s Blog.

Current Goals in Life and Tank Guide

June 26, 2010 Leave a comment

In no specific order,

Gaming:

-Win a larger than local Smash Melee tournament

-Run a recognized League of Legends livestream

-Finish a D&D campaign, 1 to 30

Arts:

-Learn to draw at a satisfactory level.  Nothing fancy, but able to put together some decent looking doodles

-Explore musical composition.  I did finally finish a song (piece, technically *looks at Edwin*) though!  E-mail if you’re interested, it’s not great, but it’s something

-Learn to sing.  Again, nothing fancy, but I’d like to be able to hold a tune

Education/Career:

-Become a AAA-class video game designer

Life:

-Clean up my room

-Become less lazy overall

-Visit Europe, Asia, Africa, or South America.  I want to, at least once, leave this continent

-Extension of the above: go on a plane

——————————

A quickie tank guide for LoL!

All of this is being written off the top of my head, but I feel like tanks are both the most underrated and underused type of champions at low-mid levels of play, and one of the most devastating if played correctly.  There are four things you must learn to have/be to maximize your abilities as one of these characters:

Dynamic:

-Tanks, even at lower levels of play, do not handle like a DPS or a support.  They, more than any other type of champion, must build and play to their opponents’ team setup.  At the most basic level, you wouldn’t want to build MR vs a team of 5 physical DPS, would you?  However, it’s not limited to just your item build.  A tanks playstyle changes with each team you face, and within each team fight of each match.  You are the initiator, you are a disabler, and you are also the designator most of the time. It is your job to hold off those Annies and Ezreals long enough for your team to finish them off.  So remember, as a tank, you’re the leader.  You make the first move.  Side note: if you’re NOT a tank, then you SHOULDN’T make the first move.  Unless you’re built to, it won’t end well for you.   Never be static.  Taking a second or third best option is better than taking no option, so when given the chance, be dynamic and adapt.

Confidence:

The number one area where tanks at lower levels of play seem to fail.  I always see tanks staying in the back of a group, or being deathly afraid of a turret.  If you’re Nasus and that Ryze is getting away with no mana and no cooldowns and 10% health, run up to the freak and shove your big green staff… somewhere safe.  Seriously though, turrets don’t hurt that bad.  People don’t hurt that bad.  Know your limits and take them to the fullest.  If you end up dying, but you ace the other team and get a turret, or two, or an inhibitor, or baron, you did your job. I cannot stress this enough.  Let’s say you’re Malphite, for a moment.  A team fight starts, and you start to panic and wonder what to do.   Just remember this: You’re a giant rock.  Play like one. Get in there and start head butting people.  Ult 2 people, ground pound another 3, pick a target, toss your shard out and beat the living crap out of him.  After you’ve blown your cooldowns, you are little more than wasted space for your team.  If you’re getting attacked, don’t run away!  Run in further!  Freak your opponents out, make them panic, make them think “HOLY FUCK ITS A FUCKING GOLEM,” not “Oh lawl that Malphite just used all his cooldowns.”  Once people start panicking, they can’t coordinate and become easy pickings for the rest of your team.  A tank doing his or her job is absolutely brilliant in a team fight, and it’s like a work of art to see one doing what they do best.

Commitment:

As covered in number two, as the tank, once you pick a target, don’t let up until all hope at killing them is lost.  Even then, if it’s a team fight, either keep going or pick a new squishy to run over and headbutt into a wall.  You’re large and you’re in charge, and when you pick your target, you want to make sure you do everything in your power to make their life a living hell for the duration of the teamfight/chase/what have you.  Go in past a turret to get that last hit, or to knock them into your friends.  Is it risky?  Yes, it is, and that’s why it’s good.  Take risks, be unpredictable, and most importantly, melt some faces.  When you’re the big guy around (or little guy; hi there Amumu!) make sure everyone knows.  If people aren’t scared enough to attack/CC you, you aren’t doing your job as a tank.

Leadership:

Perhaps the most important tool in a tank’s box.  Rallying your allies behind you as you rush into a team fight is an amazing feeling, and keeping your team under control like that is extremely powerful.  A lot of this was covered in number one, so I don’t want to repeat myself too much, but quite simply, take the initiative and do what your gut tells you to.  Chances are it’s right.

All in all, you simply want to be aggressive and effective.  This is tough for a lot of people.  You’re going to fuck up, you’re going to make mistakes, you’re going to have plenty of matches where you go 0/10 and everyone on your team hates you and thinks you’re the worst player in the world.  But don’t be discouraged by these; learn from them.  LoL, like any competitive game, relies heavily on experience and adaptation.  Every time you make a mistake, the next time you’re in that situation, do something new.  Eventually you’ll learn the limits of your character, and it’s an amazing feeling when you tower dive past two turrets, get a double kill, body slam over a wall, toss a barrel to knock back that Fiddlesticks just waiting to drain you to death and make it out of your opponents’ base with less than one hundred life to show for it.  When your teammates simply have nothing to say but “Holy shit,” you’ve done your job.

Now, on to character choice.  The following is a list of characters that can both fill the “hard tank” role and that I have enough experience as/with/against.  For example, many see Nunu as a tank, but I have never used the character and do not know enough about him to give him a spot on this list.

Alistar: The king of once-was.  For the newer players, Alistar used to be the single best tank in the game.  He healed way too much, way too often, was impossible to kill, and absolutely destroyed turrets.  Now, he is much more tame but he fills a similar role.  He is a great tank for pushing teams, has solid initiation, two very good CC spells (a knock-up and a knock-back), his heal which is still very nice for sustaining a push, and an ult that might as well be an invuln & cleanse together.  His passive allows him to do good damage to turrets, even without the massive OP combo of Sheen + his old heal.  A very solid choice overall and he’ll see a lot more use when draft mode is out I’m sure.

Amumu: The go-to choice for AoE teams.  He has amazing synergy with Nasus, Rammus, Twitch, Nunu, Gangplank, etc, and above all, Katarina and Fiddlesticks.  Anyone with solid AoE damage can make use of his ultimate, but that is far from the extent of its power.  Characters like Jax and Master Yi are basically allowed to straight up run through a team for a few seconds, which is often all they need towards endgame.  As for his other abilities, his stun is nice and a great initiator, and the other two add up to a lot of damage overall in team fights.  He may not do as much damage to turrets but around midgame he destroys creep waves and has, overall, some of the highest DPS output of any tank.

Dr. Mundo: Often picked as a hard tank, I do not feel this is his best role.  He doesn’t have the same oomph that other tanks have when built that way, as his damage does not scale with anything after level 9.  However, he deserves special mention for a few reasons.  For one, I absolutely love this character.  He’s good at every phase of the game, has map control, rapes turrets, and above all is very fun to play.  He also only needs one item- Spirit Visage- to become one of the best tanks in the game.  Due to his reliance on Spirit Visage as is, he has a lot of synergy with Soraka and other healers, though all tanks do.  Overall, on Summoner’s Rift he’s a good choice, not the best though and should definitely be built for DPS in my opinion; the tank build simply isn’t strong enough.

Gragas: My current tank of choice.  This man is a beast.  I build him for AD/Tank, and he fills both of those roles extremely well and can switch between the two builds at ease thanks to the fact that they both rely on his Drunken Rage.  Overall, this man is a walking, booze-filled abomination that can run through an entire team.  I love this guy and would not hesitate to put him as a tier two champion.  The only tank who is better overall right now, in my opinion, is Shen, and even that is iffy.  Gragas simply has amazing initiation, chase, damage output, and one of the best tanking abilities in the game (pretty much second only to like, Defensive Ball Curl in its utility, maybe even better since it is always up).  He pushes like a beast too.  I highly recommend all tank fans learn him, and he should be one of your top picks as a tank in draft mode.  He synergizes particularly well with Taric, in my opinion, as the combination of stun/slow and Taric’s AoE and heal, and Gragas’s ability to dominate a lane and destroy turrets in mere seconds is amazing early game, and late game, those two on your frontline are almost invincible.  Also, he can solo 1v1 and 1v2 extremely well, and can jungle too.  One of the most versatile and enjoyable champions Riot has added so far.

Malphite: An extremely awesome and fun to play champion.  His major issues are mana and cooldowns.  He’s a great jungler, which gives a huge advantage in the current metagame.  A good bit of AoE, a great initiating move, some decent chasing (great chasing later on in the game), the bonus of jungling, and an awesome passive.  Pick him against physical heavy teams.  Fills mostly the same role as Rammus.

Mordekaiser: I will say this right now.  I do not see Mordekaiser as a hard tank on any viable team.  Mordekaiser fills a few niche roles: for one, he is one of the best characters at soloing 1v2, right up there with characters like Nidalee.  However, he may not be the best choice for this since he can’t really carry a team to victory.  His second niche role is that he makes an amazing aura platform.  The reason for this is that he can make use of every stat except mana/mana regen, and he isn’t very item dependent and farms incredibly well.  If taking him as the only tank on your team, I would still build him for auras, as he is pretty naturally tanky.  Other than that, building him for DPS or magic penetration can work well.  As I get better though, I start to see why this guy is more of a pubstomper and less of a viable champion in his own right.  Don’t get me wrong, he still works on a team well, but he’s for sure a tier four champion, at least in my eyes.

Nasus: Oh.  My.  God.  I love this guy.  Not only does he have some of the coolest animations and voice acting, but he’s one of those tanks with some extreme miracle potential and he cannot be ignored.  The general strategy is to farm up your Siphoning Strike until you hit level eleven and get your second level ultimate, at which point you can really just go around raping team fight after team fight.  You literally become the best character in the game for the duration of your ult.  His slow is, as far as I know, the most powerful slow in the game and it shows (Nunu’s ult may slow for a bit more, but still).  People look like they’re snared by the end of Wither.  As far as builds go, some of my staple items include Sheen, Aegis of the Legion, and Mercury Treads.  Other items that work well for him, I’ve found, are Banshee’s Veil, Chalice of Harmony, Randuin’s Omen, and Stark’s Fervor. The way I play Nasus, Sheen is the only damage item I find myself needing, and I still hit for some really stupidly high numbers on my SS.  However, late game SS crits with an infinity edge are freaking hilarious, so while it’s not the optimal build in my opinion, it’s still a very fun and effective one.  Overall, most people tend to build him for pure DPS which doesn’t use him to his full potential.  His best damage output in a team fight comes from his ult, and the armor reducing abilities of Spirit Fire, neither of which need any AP at all to be effective.  As a side note, I used to run magic pen reds as this guy, but recently switched to armor pen and I definitely feel they’re better despite a lot of his damage being magic.  This is probably due to magic getting an easy 15% penetration and the armor pen runes giving almost twice as much penetration.  As for lane mates, if you can get a Soraka, do it; it very well may be the most powerful lane in the game as far as pushing goes.  Other than that, if you’re taking Teleport or Clarity (I don’t) or get a Chalice plus MP5 runes (what I do), you can do well with pretty much anyone who either has a stun or can destroy turrets.  Once again, this guy fills a similar role to Gragas and thus works well with a lot of the same characters.  Overall an amazing champion, and definitely should be considered a top pick for amazing survivability, jungling skills, damage output, massive AoE, and chasing capabilities with Wither/Randuin’s.  A tier two champ at the lowest, and I would not be surprised at all if I saw him in tier one.

Rammus: A fun tank who used to be extremely effective.  He’s mostly outclassed by Shen now, but will be a good second choice.  He’s a brutal counter to melee carries like Master Yi, and can push well, as well as put out some great AoE DPS with tremors.  I wouldn’t take him as a first choice tank, but as a second pick, he does everything a tank needs to do reasonably well.  He has the most trouble with casters, as compared to Shen/Gragas/Alistar/etc, he has no pure damage reduction, and MR is a lot less effective against casters than armor is against physical DPSers.

Shen: Probably the current best tank out there, even with the recent Feint nerf.  He has global map presence with his ultimate, and an AoE taunt is way too good, not to mention a very powerful laning phase.  Honestly I would put him below Nasus and Gragas if I made a tier list, but others disagree with that.  There’s really nothing special about him; he does well with anyone, and can make almost any team composition a lot better.  Definitely fun to use as long as you don’t mind being labeled as a try hard.  Items without too many mana bonuses (Rylai’s, Leviathan, Force of Nature, Thornmail, Randuin’s Omen, etc) are all good choices for him, as is Banshee’s Veil if you need the bubble is always a good investment.

Sion: A rare AP tank that actually works.  I would put him in an off tank role on a team, though.  In my opinion he has the best stun in the game, and with two abilities (one of which is a shield) on a 1:1 AP ratio, building him AP is the way to go.  I’ve never done an AD or pure tank build so I cannot comment on those.  As far as items go, as far as I know pure AP is good enough for him.  Again, not the first choice, but definitely viable.

Taric: Healing is OP right now, and Taric’s heal is extremely good.  The combination of a powerful laning phase and amazing pushing, as well as a great stun and general team fight presence with built in AoE armor/damage buffs make him a great choice for almost any team.  Try to pair him up with someone else who has a stun, or someone who can drop a turret early game like Ezreal or Kayle, if not another tank.

That’s all for now.  Hope someone makes use of it!

Cheers,

-Logan

ATTACK SPEED ZILEAN

January 30, 2010 Leave a comment

Highest Basic Attack damage in the game plus the large attack range he has, can equal quite the abomination I must say. It doesn’t seem like it’s supposed to work but it does. Zilean can even reach Nunu outside his ultimate. Here is what happened the first time we tried running an attack speed Zilean. See what you think. Also, forgive the constant snickers because it was obviously hilarious.

Why I play Ashe (In League of Legends) *OUTDATED*

December 7, 2009 5 comments

If you play League of Legends, then you most likely hate Ashe and her ultimate. What most people don’t realize is the majority of the Ashe players out there fire her Enchanted Crystal Arrow (of broken justice) at point blank, meaning very short stun times. You can avoid this easily by strafing a lot, bringing Cleanse, or wearing a Banshee’s Veil. I have proven that an Ashe that utilizes distance gets the most kills. Since the length of the stun increases with the distance that the arrow travels, you get the most stun time from very far away. As far away as the spawn area.

Now most people avoid playing Ashe because she is considered an easy/newbie character. While others use her simply because she’s in rotation and she’s extremely powerful. I started League of Legends playing Corki, then Master Yi, then Tryndamere, then Katarina, then Alistar, then Malphite, then Cho’gath, then Veigar and then finally… ASHE. (because I was asked to by my friends) I wasn’t horrible at the other champions. I actually looked into builds to bring out the best in their abilities, chose appropriate summoner spells, masteries etc. Of course, it wasn’t till recently that we had runes and after that the games changed slightly. After learning Ashe, I continued trying other characters like Evelynn, Twitch, Rammus, Annie, Amumu, Fiddlesticks and Kassadin, in that order. Based on what character I want to play as, I will change my masteries before the match to suite one of these characters. I only have two rune builds right now which I juggle between characters. One is for AP per level and the other is ability cooldown. I choose the cooldown one for Ashe and with all Tier 3 runes I’ve brought her ultimate’s cooldown to almost under 50 seconds. That’s spam-happy for me. As I said before, too many Ashe players use their ultimate at point blank and although that can sometimes be good for a gank (I do it too at times), I prefer to fire mega-stun missiles across the level.

After several games of practice (and I DO NOT mean practice matches because it is far too easy to hit the computer) you should be able to narrow hot spots to get brilliant stuns. For some video footage of what I do, check my Youtube here: http://www.youtube.com/user/rockmanneo12

Looking at Ashe’s abilities:

Frost Shot: you use when an enemy is fleeing to slow their escape. Contrary to popular belief this effect is like a weak poison and can get a last hit seconds after they escape. Get this up second.

Volley: Used for farming minions, slowing enemies, and pissing everyone off, especially in the early game. Get this up first.

Plentiful Bounty: USELESS, get this last when there is nothing else to level.

Enchanted Crystal Arrow: Whenever given the opportunity to level this, DO SO. Can be used to kill enemies with low health, whether they be hiding on a tower, recalling in a bush or anywhere on the fucking map. Time your shot, help ganks, and then grief the QQers.

Ashe is cheap to unlock in both Riot points and Influence points. She is effective in any situation against even her worst pairings. She also has a nifty skin.

Build:

Here’s a link to my complete build. Including Runes. Just click the image. At the bottom I will explain how to get the most out of it, and why I choose what I do.

#1 Philosopher's Stone
  • +22.5 Health Regen per 5 sec +10 Mana Regen per 5 sec Passive: Gain an additional 5 Gold every 10 seconds.
  • Build this first, then sell for Banshee’s Veil Later. This item is only a good choice because of health Regen early game + gold!
#2 Boots of Swiftness
  • UNIQUE Passive: Enhanced Movement 3
#3 Sword of the Occult
  • +10 Attack Damage UNIQUE Passive: Your champion gains 2 damage and +2% critical damage per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks, your champion’s movement speed is increased 15%.
  • Note: This only comes in handy if you are actually getting kills/assisting in kills + NOT DIEING
#3 Alt: Phantom Dancer
  • +45% Attack Speed +30% Critical Strike +20% Dodge Chance +12% Movement Speed
  • Get Zeal first, then move on to Last Whisper, then finish Phantom Dancer. If you choose this instead you will almost never get enough money for Infinity Edge afterwards so you might just want to get Black Cleaver.
#4 Banshee's Veil
  • +500 Health +400 Mana +60 Magic Resist UNIQUE Passive: Blocks one negative spell every 30 seconds.
  • This is my favorite counter to so many stuns such as Ashe’s own ultimate being used against her.
#5 Last Whisper
  • +20 Attack Damage +40% Attack Speed UNIQUE Passive: Attacks penetrate 40% of the defender’s armor.
#6 Infinity Edge
  • +80 Attack Damage +20% Critical Strike UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
#7 Black Cleaver
  • +75 Attack Damage Passive: Physical attacks reduce your target’s Armor by 12 for 5 seconds, (maximum 5 stacks).
  • This is your endgame item that you won’t always have time or money to build.

UPDATE: I noticed myself that sometimes you just can’t get kills due to too many tanks or healers and I discovered that swapping the sword of the occult for the Phantom Dancer is wonderful. Hell with that much movement speed you’ll be all over the place and could get the sword of the occult later on. If you like that idea better than put phantom dancer in for #3 and if you can live without it, forget the Banshee’s Veil till later and go straight for the Infinity Edge.

Summoner Spells:

  • Teleport: After 4 seconds, teleports your champion to target friendly minion or turret.
  • Exhaust: Blinds the Target (100% miss chance) and slows its movement speed by 40% for 3 seconds.

Runes: (Assuming you are lvl30)

  • Greater Mark of Desolation x9
  • Greater Seal of Focus x9
  • Greater Glyph of Celerity x9
  • Greater Quintessence of Celerity x3

Totals: 17.46 Armor penetration & 17.73% Cooldown Reduction at lvl18

Masteries: (21/0/9)

Offense:

  • Deadliness (3): Increase your Champions Critical Strike Chance by 2.00%.
  • Cripple (1): Improves your Exhaust spell to also reduce the target’s armor and magic resistance by 25 for the duration, and increases its duration by .5 seconds.
  • Sorcery (4): Reduces the cooldown of your champion’s abilities by 3.00%.
  • Alacrity (4): Increases your champion’s attack rate by 4%.
  • Archaic Knowledge (1): Your magical spells penetrate 15% of target’s magic resistance.
  • Sunder (3): Your physical attacks pierce 6 of the target’s armor.
  • Brute Force (1): Increases your champions attack damage by 1.
  • Lethality (3): Increase your champion’s critical strike damage by 10.00%.
  • Havoc (1): Increase your physical damage and magic damage by 5%.

Utility:

  • Spatial Accuracy (1): Reduces the Delay on your teleport spell by 0.5 seconds, and reduces it’s cooldown by 5 seconds.
  • Perseverance (3): Increases your total health and mana regeneration by 4%.
  • Awareness (4): Increases the amount of experience your champion gains by 5.0%.
  • Expanded Mind (1): Increases your champion’s mana by 1.25% of your maximum mana.

Summary:

I focus on Cooldown reduction because I aim to make use of Ashe’s ultimate. Whoops.. made an Ashe joke. With all the cooldown reduction, your Crystal arrow cools down around 60 seconds. I’ve seen mine lower than that but this is just an estimate after doing the math. The armor penetration runes and masteries add to your effective damage throughout the game.  Regardless if you’re in a lane with Ashe or soloing mid, you can be an effective killer. Be aggressive early game, keep them off your minions by firing at them when they are in range. You want to learn Volley first to annoy the shit out of them + effectively killing all their minions. Don’t let anyone sneak up on you, pay attention to the minmap. Learn Frost shot second to slow their escape and make it easier to get the first kill. I’ve gotten the first blood many times with this, or at least the second blood. Max Volley first, then Frost Arrow, then Crystal Arrow BEFORE ever putting a single point in Plentiful Bounty. It’s honestly a worthless skill to me.

When attacking, try to save volley for last hit. I don’t use my Crystal Arrow to steal last hits like so many do. I will sometimes use it to kill someone recalling in the woods or on a tower. most of the time I use it from across the map for MAXIMUM stun time. As soon as i fire it, I teleport to the nearest friendly in that area. So just as my arrow hits them, I am there to *CRIPPLE*, then *FROST ARROW*, then *VOOLLEEEEHHH!!!*. = KILL +1

Sword of the Occult only helps you IF you get kills or assist in them. Which is why I get it early game. I almost always get a few early assists. By mid game I will have enough stacks to get the movement speed bonus and I’ll be all over the place. Usually this combination helps me escape a lot easier as well as gank. If you are quick enough with your Crystal Arrow, Teleport, Cripple (exhaust), and 1,2 Frost Arrow, then Volley; THEN you should be able to easily execute a Ryze with full health, same level as you, on a tower. Just an example.

Banshee’s Veil will help you more than you know, especially endgame. Needless to say I’ve laughed at so many dumb Blitzcranks that would try to grab me when it’s up or other Ashe’s who fire their Crystal arrow at point blank range. It works on just about anything.

End Game LoL’s

Occasionally I have found myself at endgame with tons of money but not enough for Infinity Edge but not enough time to continue saving for it. If this happens you should have your boots, Last Whisper, and Phantom Dancer at least because you do not always need Banshee’s Veil but if you have it, that’s fine. So you could either go ahead with Black Cleaver for yet even MORE Armor penetration or go for some other funny options. I put this info down here instead of up in the build area because it is purely out of choice in your game strategy OR out of humor.

Example 1:

Stark's Fervor
  • +20% Attack Speed UNIQUE Aura: Gives nearby allied Champions 20% Lifesteal, 25% Attack Speed, and 30 Health per 5 seconds regenerated. Reduces the Armor of nearby enemy champions by 25.
  • Reason: I know Bloodthirster can benefit yourself but by endgame you are with your other team mates and having this is funny because everyone around you will be lifestealing. It’s even funnier if you have a Shaco on your team with the build that includes this item because the effect will stack from both of you.

Example 2:

Wit's End
  • +40% Attack Speed +30 Magic Resistance UNIQUE Passive: Physical Attacks remove up to 42 mana from the target and deal additional damage equal to the amount of mana removed.
  • Reason: Wonderful when the enemy team is fully of mana batteries like Ryze and Twisted Fate. :D

Example 3:

Sword of the Divine
  • +55% Attack Speed UNIQUE Passive: Every fourth attack deals 100 extra Magic Damage. UNIQUE Active: Your attacks cannot be dodged and you gain 30 Armor Penetration for 5 sec.
  • Reason: To better destroy armor tanks and anyone who gives you trouble. Probably the best choice actually.

Stay smart, stay cautious, and ultimately, STAY FROSTY!

(And don’t forget to yell “VOOLLEEHHH!!“, every time you do)

The latest addition to this guide is posted here.

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