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6. Champion Guides
Akali's Item Build:
Hextech Revolver, turned into a Gunblade
Rylai's Crystal Scepter
Why Doran's Blade? You'll activate your spell vamp discipline and gain lifesteal. Those who stack AP/AD runes only benefit at level, but drop behind after even a few levels, due to lack of potency.
You want Magic Pen in every slot and ability power in the slots you cannot fill. Doran's Blade activates your spell vamp, which is all you need at level 1. Your self heal, combined with lifesteal, will allow you to regain health faster than most champions, even at level 1. Do not set up a special rune page just for Akali. It isn't necessary and hinders you after about 5-8 minutes into the game.
21/0/9, picking up the +damage talents and one in ignite. Your rune sets should give you at least 6 AP and with the ignite, you should activate your twin discipline within a few levels, without AP items.
Flash/Ignite. No compromise. You absolutely want ignite on Akali. The ability to burst a player down and following through with an ignite ensures kill after kill. The ability for you to flash and ult at a player, means you can keep a hefty distance from someone and drop on them in an instant.
You want to prioritize Q first, getting it at 1/3/5/7/9. You'll get one rank of W at 2, and one rank of E at 4. After Q/R is maxed, you'll focus on E second. You can level up your stealth pool last. One rank is effective.
How to play:
Akali is versatile in any lane. She is great in mid, solo top or duo lane bottom. I recommend a duo lane until you've mastered her. Using her Q, you can harass players on a very short cooldown. If they want to exchange blows, your damage is very devastating, even at level 1. If you can get away with it, keep poking them with your Q. If they want to get into melee range, activate the on-hit effect of the Q and walk away. Depending on your timing, you can get a "double dip" on the Q, which means that your Q is off cooldown and the "proc" is still on the player. You would then auto-attack the player, hit them with Q and auto-attack them again. This double dip combo is very devastating and you should take advantage of it as much as possible.
Once you hit level two, the harassment increases significantly. You can box players out and force them to take significant damage, without retribution. Toss a stealth bubble in their creep wave. At this point, you harass opponents that are near. They'll realize quickly that their mana-based harass is doing little against your spell vamp/lifesteal and they'll go OOM quickly. Meanwhile, your energy based harass never runs out. They'll quickly learn to leave you alone. Eventually, you can box them out. If they stand too far back, use your Q to finish off minions. At level 1, you can Q + Auto attack to ensure a last hit. Once you get a third rank of Q (Level 5), you can begin insta-gibbing caster minions with that combo. In mid-game, when you finish Lich Bane, you should be able to insta-gib melee minions as well.
Use your ability to harass to safely farm. Don't spend so much time harassing that you miss out on minion kills. You'll get very few early level kills, due to your lack of sustained damage. Only when a champion sticks through with a battle to the end, will they die.
Once you hit level 6, you then have the ability to gank and kill. You generally have only your boots by level 6, making you very fast versus other champs who pick up +2 boots, or get a different starter item. Fortunately, Akali is not as item dependant as others.
Smart Casting: Akali smart casting is absolutely required. Properly comboing her is the way to victory. At level 6, her harass turns into possible kills. Use her Q to initiate and follow up with an R to the face. Land an auto-attack and proc your Q. Against most champions, this is at least half their health. Having stored 3 stacks of your ult, you should be able to kill many champions at that point, landing another Q and ult-combo-ing again. By holding down Shift and mousing over an opponent, you can spam your abilities on them and latch on them hard. Akali needs this to survive. You cannot manually shoot off her abilities at the rate required.
Harassing champs with Crowd Control: So you're up against a fiddle who fears you as soon as you fly into him, while he proceeds to drain you. Neither of you get very far and your down more than he is. How do you fix this? Smart casting. Mouse over that CC'ing champ, holding down shift and spam the R/W buttons. By doing this, you will fly at that champ and immediately toss down a stealth bubble on top of them. While they arrogantly try to wait for you to be CC'd, hit them with a Q and an auto. By now, they should realize that they're in bad shape. If they stay in the stealth bubble, wait for your Q to come off cooldown and hit them again. At some point, they'll consider fleeing. You should still have 2 charges of your ult left (with at third on the way). This is where you'll want to burst the champ down. Ignite, Q spam, and ult spam and finish the champ off. If you've got extra energy, use E as well.
Countering players with oracles: Some players think they're smart and get oracles. Like you give a shit. You're a chaser and an assassin, very rarely using that bubble. By the time someone gets oracles, it's because you're fed and you don't need that bubble. At that point, you're using that bubble to slow enemy champs who may be chasing you as you escape after another gank. Buying oracles against an Akali only works against Akalis who weren't doing well to begin with.
Akali is not an initiator: You're not the tank. You're the clean-up. In fact, you'll be focused so hard that you'll not actually enter a team fight until the opposite team is fully engaged with your team. If you're smart, you'll try to hide in a bush at the enemy flank. Your job is to fly and and take out their carries in the back. Since you have flash, you should have no problems flashing/ulting across the enemy field to burst.
Learn to use your Hextech: Put your Hextech Gunblade in the first item slot. Get used to using its on use ability. Not only does it have an awesome slow (which is a good filler until you get Rylai's), but it does 300 damage as well, allowing for an additional burst. Comboing can be brutal for Akali, but you need to use it. Hit them with an Q/R and once you're close, hit them with the Gunblade on-use ability. By putting it in the first item slot, you can use the "1" key to activate it. Gunblade, Q, R, E, Ignite, Lich Bane procs, with repeated Q/R follow-ups means nobody is surviving.
Item build never varies: Never. Do not swap for survivability. You cannot play as a partial tank. You need to assassinate, or never engage. If you're having problems picking people off, hide over in their jungle. Some carry will sneak up to their blue and you should be able to instagib them if they come up.
You will suck with Akali your first time: You will do horribly your first game with Akali. That's fine. Akali is a champion that takes several games of practice to understand. Do not get discouraged. Play her again and again until you figure her out and you will find she was one of the best carries in the game.
Akali is an amazing killer, but a poor pusher: You need a team to take advantage of your ability to annihilate the enemy team. When it comes time to pushing towers, Akali isn't the best at hitting towers, since she's AP based. You can, however, get decent hits on an enemy tower once you get Lich Bane. Lich Bane procs on abilities, so use your E on the tower. The E does 0 damage, but you'll proc the Lich Bane and that full damage hits a tower.
End-game build is devastating: If you're allowed to actually accumulate all six items, you will be absolutely devastating. Not only can you go toe to toe with any champ, you'll be capable of bursting down the squishy champions in under one second. I've dropped champions like Twisted Fate or Heimerdinger at level 18 with this build in one R/Q combo.
Cursed Touch (Passive): Amumus hidden gem. Any magic-damage dealer will love you, and it is one of the factors that make Amumu formidable in a 1v1 situation. It will reduce the magic resistance of any enemy you hit.
Bandage Toss(Q): Disable/Blink. Amumu has very short range on his abilities, and this is the exception. It gets you in close so you can do your damage. Use it over a wall for a nasty surprise. The enemy is stunned for the travel time plus 1 second, so move away from your target before casting for an extra 1/10 second of stun.
Despair(W): Amumus best ability, in my opinion. Used wisely, it uses much less mana than Tantrum. Super-effective if the enemy is stacking health. If you have Despair on when an enemy is not in range, you are wasting mana. Take advantage of the near-zero cooldown.
Tantrum(E): A good ability, and the main source of damage its cooldown is reduced every time you are hit, it also gives you physical damage reduction which is great for both jungle and against AD champions.
Curse of the Sad Mummy: One of the best ults in the game (read the best). It can change the course of a teamfight. Try to immobilize squshies as well as tanks to maximize effectiveness. Remember that some abilities can be used by champions caught in the ult (watch out for Katarina and Morgana), also you can move and attack after the ult fires without interrupting it
My Build usually goes, same for jungle or lane:
Flat Armor Yellows
0/9/21 (Lane Teleport/Flash) (Imp Tele, flash)
1/8/21 (Jungle Smite/Flash) (Imp Flash)
9/21/0 (Lane or Jungle)
Lvl 1 Boots
Heart of Gold
Aegis of the Legion
Force Of Nature
I like to start with Cloth Armor and a 5 x Health Pot.
Normal Route (Get W first):
Blue (With a leash, smite, get E next)
Little Golems (smite)
Back get Philo Stone and pots
Safe Route if Blue puts you at risk (Get E first):
Wraiths (smite blue one)
Back get Philo Stone
When you gank do not start with your bandage toss (Q) head to the champ and use it after the flash is used or when you pas the minion wave for best results.
He is a very good bottom laner, but he is very mana dependant that is why he is normally used in the jungle, if you are jungling and dont need the Blue Buff any Amumu will be happy to take it. If you get the opportunity to lane you start with:
On your first trip back to base you need to get:
Boots lvl 1
On your second trip back to base (when your teleport is up) you get:
Heart of Gold
Mercury Threads (Finish boots) or MR Cape
Your role is more about denying experience and preventing ganks / protection , while letting your lane partner last hit. Positioning is a good part of this, try to angle yourself so you are always on the same side of the most dangerous champion so you can bandage toss in case they initiate, always turn on Despair (W) as you are flying to your target and turn it off as soon as its not needed, this will save you enough mana to keep yourself in the fight, use Tantrum (E) when close to enemies to trigger the MR reduction from your passive.
You are the tank, you are expected to be at the front of your team, initiate and take it in the face (Im here to die first!! should be your battle cry), you can initiate in three ways Flash / Ultimate into the enemy team saving your bandage toss for later use, Bandage Toss / Ultimate or run towards enemy team. You need to be aware of what kind of CC (Crowd Control) the enemy team is capable off the idea is to have as many enemy champions in the AOE, after the stun wears off you can stay on top of them with Despair(W) and Tantrum(E) reserving your Bandage Toss (Q) to stun any high priority champion that tries to harm your team or any enemy trying to leave the fight. Positioning is a very important part of tanking and knowing what your team is capable off, communication is key, if you dont have voice communication a simple going in will get your team ready to fight.
Doran's Ring x3
Magic Pen Boots
Sell off the rings for -
Rod of Ages
The combo of Rylai's/RoA should give you signifcant HP. The other items are too important to get first to worry about how long it takes for a RoA to get to full stacks. If you're able to finish off your build, you should have no problems staying alive. If you're playing right, you should really never get hit in the first place.
9/0/21 - Standard Caster/Utility Build.
No compromise here. Brand needs large amounts of farm and you need flash to escape and to jump other champions who think they are safe. Ignite requires you to be closer than normal, even though it could be very appealing to ignite.
One rank in E/W/Q by level 3, in that order. Your priority is to max out E, W and then Q after having one rank in each. A lot of people suggest maxing out W first, but you're limited by your ability to skill shot, as well as your opponent's ability to dodge. E is instant, does great damage, and doesn't have line of sight or skill shot issues. That is your primary harasser skill.
Brand should get mid every time. His lane control is great, but his prone to ganks, so a solo top is not adviseable unless you ward your flank. By staying mid, you should be able to stay safely near your tower.
Brand is a mana hog. You want to ensure that you use absolutely zero mana on minions. You last hit minions with auto-attacks only. Not only will this ensure that your lane will not be over-pushed, but you'll be able to save all that mana for harass. If you spend money on mana-regen items, you'll lose out on the higher +AP items. You'll notice that the big ticket items in the item build leave no room for mana. That's why you have 3 Doran's Rings. The HP/Mana/AP/Regen on those three rings are cheap enough to keep your mana up while harassing enemy champions. Always leave yourself enough mana to blow your load. Only when you're intending on heading back home should you dump your mana pool on minions. Push the wave out, recall and come back.
How to combo:
This is the bread and butter of Brand. You learn to combo, or you feed horribly and do crap damage. Against a solo player your combo looks like this:
Hit with an E
Attempt to hit with a Q
If successful with a stun, finish with a W
The reason for this combo is to save mana and to maximize damage. You'll notice that each ability does something different when they're affected by his DoT passive ability(Damage over time). Each ability puts that fire DoT on a player, so essentially, the first spell you cast is basic. His E does nothing special when going against a solo player. His Q stuns if someone is affected by the DoT and his W will do 25% additional damage if a person is affected. Landing the E is easy. Landing the Q is skill-shot based. The difficulty is reduced if you have Rylai's. The W is a piece of cake to land if the player is stunned. All of that damage adds up to a significant chunk of HP removed, even if you have little or no AP. AP items are the only way to make Brand do better, hence the build order. You cannot deviate.
So you're in the mid/end-game fights and you're engaging in the 5v5 fights. How do you do massive damage? First off, do not expect many kills. Your job is to annihilate the health pools, putting the enemies into retreat mode, or to cause the enemies to get finished off by the remainder of your team.
Start off with your ult. Yes, your ult. It not only does great opener damage, but it also puts a dot on everyone it hits. From there, take the closest target you can, and hit them with an E. Because they'll have a DoT on them, you'll explode that E onto surrounding players. Land a pool underneath the most amount of players possible while maintaining your safety. Finally, toss in a Q. It'll hit the closest opponent, which is most likely the one coming for you. If you use smartcasting, many of these abilities will go off simultaneously. I recommend casting individually for team fights, however. You need time for your ult to bounce and for your E to land and to properly size up where you want your W. Once you've blown your load, get out. Do not auto attack. come back once some of your abilities are off cooldown and if you feel it is safe.
You won't get many kills this way, but you'll do amazing damage in an opener.
Brand is one of the best tower harassers in the game, making it possibly to kill someone standing underneath their tower at full HP. His W becomes the main source of harassment at that point instead of his E. The delayed response means you can back off before the tower hits you. You typically want to harass with your W, attempt to stun with a Q, and then finish off with a dive, using E.
You want to ensure that you use your ult when there are no minions nearby. Clear a minion wave and then use that ult. If you can successfully land a stun (W+Q combo). Hit with an E/R simultaneously for the kill. The most ideal situation in the world is two champs near each other, with no minions. With enough AP, your ult will hit a champion up to 3 times, guaranteeing your kill.
Learn how to properly combo. When against solo champions, E is your opener. Against team fights, your ult is your opener. Against tower harasses, your W is your opener. When you land a stun, take advantage of it and make them pay for getting stunned. Rank one of his stun is the same duration as rank 5. This is why you level it up last. Get practice with him and watch the kills come in.
21/0/9 - Standard AD Build
Exhaust/Flash - No Compromise. You need the ability to escape as well as lock people down. Her E/W allows for some crowd-control/escape as well. Cait is all about doing massive damage, but she needs to be able to kite as well. She will get focused and you have to anticipate that all you may be doing the entire game is running.
Armor Pen Red/Quints. Attack speed Yellow/Blues.
Doran's Blade x3
(Start selling Blades for)
Phantom dancer #2
Sixth Item (BloodThirster #2, Warmogs or Banshee's Veil or Frozen Mallet, depending on situation)
Caitlyn works well in all lanes. She does fine in the top lane, mid lane and duo bot lane. In a duo bot lane, her job is to lock down two enemy champions. Having a support champion to feed her health and/or mana is ideal. Since Caitlyn is a good pusher, you want to make sure that you always have a ward or two.
This is pretty simple. Max out Q, get one rank in E/W. From there, getting additional points in E or W is personal preference. They're garbage really, aside from their root/snare/escape effects. Those are the same at level as at level 5.
How to harass:
Caitlyn's biggest harass comes from her passive. When she has her big shot queued up, use it to hit an enemy champ. Follow through with a Q for devastating damage. Use your Doran's blades to get your HP back when you can. Last hitting is easy at this point. Do not use abilities on creep waves until late-game when your mana is usually in good shape.
How to lock down bottom duo lane:
Your partner should compliment you in the ability to either support you, or to guard you. You can force a team to their tower, denying them gold due to tower-minion kills. You can also out-range the tower, causing damage against tower huggers while keeping yourself from damage. When harassing against an enemy tower, make sure your river is warded. Don't let yourself get ganked. This is key. Secondly, make sure your positioning is correct. You should be hugging the trees, diagonal from the tower to harass. This ensures maximum range from the tower, while still being able to harass. You can flee by heading directly out, making sure that the tower never hits you. Harass with offensive traps and with your Q.
When someone stands in your trap, make them pay for it. Always. Eat a trap? They're going to take 1-2 auto attacks plus a Q shot. You'll deny a lane so hard, and even land kills, that you'll cause rage quits.
How to combo a player in a solo lane:
Alright, so you're level 6+ and you've gotten a player to half HP. How do you kill a player who is now overly cautious? Get your passive up until it's ready to proc the big shot. When ready, flash to the enemy champ, hitting them with the auto and a Q at the same time. Hit them with as many autos as you're allowed and then finish with the ult. Quite frequently, your first auto is going to be your only auto attack. At level 6, you can auto for approximately 150-200, Q for another 300 and ult for another 250+. A bursty 700-800 damage at that level is devastating and can guarantee a kill. The key is to flash in. The flash ensures that your Q cannot be dodged at short range, gives you the possiblity to land more than one auto and give you enough damage to make sure your ult will finish your opponent.
Cait wins by farming:
Cait does not win by ganking. She does not win by going toe-to-toe with champions. She wins by farming. She wins by accumulating items faster than everyone else and she needs the ability to farm to do this. Look in the FAQ for tips on accumulating wealth. The triple and quadra kills on Caitlyn come from the massive auto attack damage she does late game. Even then, she needs to farm like crazy in order to get to her end-game before everyone else does.
If she gets fed, there is no stopping her. She can push towers, annihilate players, melt tanks and harass extremely well.
Feedback received on this FAQ entry:
Masteries: 9/0/21 - Standard AP
Runes: Standard Caster runes, including Magic Pen and AP/Cooldown Reduction
Summoners: Flash (must have) and Teleport (if solo) or Ghost (if duo lane).
AP Cho *can* mid. His passive gives him good heals and the ability to sustain mana. His ability to harass/combo is decent and with a bit of AP under him, it can hurt.
AP Cho Item Build:
Doran's Ring x3
Magic Pen Boots
Rod of Ages
(Sell Rings for)
Rylai's Crystal Scepter
I find that this item build gives Cho the best survivability as well as the appropriate levels of AP. My AP cho requires the use of deathfire grasp. DFG is a must have. Using DFG, you can insta-gib any player of your choice. Here are two examples of how you can combo your way to a full HP insta-gib:
Example #1: Hiding in the enemy jungle. In one game, a Lee Sin was going for his red in his own jungle. I stood in the bush beside the red. I waited for him to blow a few abilities on Red and then proceeded my combo. I began my Q (stun), which has a slight delay time. Before it finishes, I hit him with my DFG, allowing for the full effect. The stun immediately lifts him up to the air. While airborne, I land a silence, ensuring he cannot flash or flee. When he lands, I finish up with my true damage ult. Within a split second, Lee Sin went from 100% to dead and couldn't do anything about it.
Example #2: Taric is sitting full health at his tower. If I begin hitting him, the tower will hit me and he'll stun, knowing full well I'll die. I begin by queueing up the stun underneath him. I immediately land with a DFG. I flash while he is in mid air and hit him with a silence. Upon landing, I finish him with a true damage ult. Because of my massive HP, I shrug off the few hits from the tower as I leave.
Example #1 gives you a full-health instagib on any champion. Upon hitting level 16, you can do this every minute. All necessary cooldowns are up in a minute or less. Even if multiple champions are roaming in their own jungle, you can still kill a champion and flee. While you may have insta-gibbed one champion, the others are slowed. Your combo is so instantaneous that the others will either flee in horror, or will not catch up to you in time.
Example #2 requires the use of flash and a lot more skill, but when pulled off, will absolutely demoralize the enemy team. You're a massive, melee-range Veigar at this point.
Max W over Q. Do not get E with AP Cho. You need to properly last hit, you want maximum ranks in your death-dealing abilities and it doesn't pay off for your build until you're accumulating serious items. If you're doing it right, you won't get your first rank in E until level 12. Your W/Q should be maxed by level 10.
Your priority is to get yourself up to 6 charges immediately. After that, then you're free to blow your ult on players. If you die, you'll lose half your stacks. Spend those first few minutes regaining those stacks before you go in for another fight.
Despite your massive size, AP Cho is squishy. You're a mage, not a tank. Your job in team fights, aside from the insta-gib, is to crowd control the enemy team from a distance. Your Q has massive range and your W has a long range cone effect. You're a natural focus target with your size, so try not to engage unless your team is coming out on top. Otherwise, keep your distance. With 500-600 AP, your abilities do great damage to the team. Cho has high AP ratios on his abilities. With a DFG and maybe blue buff, your cooldowns allow you to do this regularly. With a Rylai's, you should have no problems slowing down a team.
Tank Cho is beefy and bad ass. He is played entirely different than AP Cho
9/21/0 or 0/21/9
Summoners: Your choice
Max E first. Entirely opposite from before. You need E to farm, since you will have no AP. You need to be a persistant threat during team fights, which is why you need E up there as much as possible. Your Q/W do not increase in CC duration, so you only need one rank of those. Maintaining your ult stacks is more important than ever.
Optional Sixth Item: Guardian's Angel, Force of Nature, etc. Build purely defensive.
Playing Tank Cho:
Your item build is heavly armor dependent. Hopefully, you'll be going up against a heavy AD team. Even if you aren't, your job is to take on tower hits and engage/CC champions under their tower. No fear for Tank Cho-Gath.
You'll see there's a Frozen Heart/Randuin's Omen combo. Combined with thornmail, your armor should be through the roof and you'll reduce the attack speed of AD champions so much, they'll do no damage to you. At this point, you're basically playing "Don't give a shit" Cho. You go where you please and do as you please. Your care-free attitude and your massive size makes you a massive target. Your ability to crowd control and do persistant team damage makes you a threat. You laugh off ranged AD carries, ignoring them entirely, and your ult does significant true damage, a good way to open with or finish off an opponent. When you're standing square in the middle of a team fight, don't forget to activate your Randuin's. Chaining your Q/W/Randuin's, you're looking at 6+ seconds of crowd control of some sort. Inability to move, use abilities, or do anything for that long means that your team can do so much damage.
Have fun with either build. He does extremely well. Just don't try attack speed Cho.
When to pick DPS Garen? DPS Garen is an off-tank. You'll want to make sure you have another tank, or at least another off-tank. Yes, you won't be squishy, but you may not be the most ideal tank. However, there are times where I'm doing so well that my off-tank build ends up being more tanky than our main tank's build.
Runes: Armor Pen. Don't even bother with the rest of this guide unless you can purchase yourself a full set of Armor Pen Reds and Quints. Armor Pen is a must have. Yellow/Blues can be whatever. They were Attack Speed for me, but not really necessary.
21/0/9 Standard AD Build.
Exhaust/Flash Summoner's. Nothing says "fuck you" like a Q/R combo on a guy who is at 40% hp and is sticking around to keep their distance. Flash in, kill, get out.
Max E (spin to win). One rank of Q (silence), One rank of W (defense). Max Q after E/R. W gets done last.
E, Q, E, W, E, R, E, Q - You get the idea.
(Note: This build is pretty much the same, no matter who you're up against. AP, AD, whatever.)
#1. Doran's Blade x3. Yes, not shield. The HP is great, but you're looking for the extra +damage early on. With this blade and armor pen runes, your spin to win will tick 3 times and do approximately half a player's health early on. Follow that E up with an auto-attack and you have people running for their lives at level 1. With this setup, you are the #1 champ in the game at the Level-1-Bush-Facecheck-Skirmish. In a Level 1 2v2 bush skirmish, no one else can dish out over 500 damage between two individuals in less than 3 seconds.
#2. +3 Boots. You need the speed and you have built in abilities that remove and reduce slowing effects on you. Don't get MR boots. Don't get AS boots. Get the +3 boots.
#3. Sunfire Cape. Yes, obvious choice here. If you're low and need to recall, pick up what you can from this and come back and finish the Cape when you're done. If you have 1100 gold and can't decide between HP or Armor, decide against who you're laning against. Armor for AD champs, HP for AP champs.
#4. Warmogs. You may be wondering why Warmogs? It doesn't do damage. Not yet. It will later. You want Warmogs to give you that survivability so you can do your spin-to-win + sunfire procs. More HP means more time for you to last in fights. The regen is excellent. You'll see a pattern here later on. Your HP bar will intimidate the hell out of people, especially into the late game.
#5. Atma's Impaler. This item is the key to your entire build. Once you finish Warmog's, you're at a wimpy 120~ AD. Not really doing much. You're still a threat, but you've gone from overpowered, to on-par. Atma's Impaler at this stage will get you up to about 200 AD. A percentage of your HP is added to you as attack damage. The Impaler is fantastic for that. Also, your E can crit. Did you know that? The crit chance amplifies the damage done by your spin-to-win.
#6. Frozen Mallet. More HP means more damage by your Atma's. It has damage itself and when you land a Q or auto attack on a player, now they can't run away when you spin-to-win and shred their faces off.
#7. Warmogs #2 Baby. Sell that Doran's Blade and get yourself a second Warmog. If you can get this far in the end-game and you're buying potions, your end-game stats will have you breaking the 6k HP barrier, having a good chunk of armor, over 30% damage reduction (with W) and THREE HUNDRED ATTACK DAMAGE.
That's right. That's why this shit is OP. Garen can slow, chase, silence, AoE damage, tank, soak, initiate, harass, execute and do massive damage. How do you stop that? You don't.
This is so ridiculously powerful. During team fights, I will spin through the enemy team and then silence a silencing hit on their carry. This does great to shut down their carry early on, harassing their team. Their carry will either retreat or just simply get owned. Your ult scales to the end-game. It doesn't need AP or AD to benefit. It's all based upon a percentage of health. Ult means more kills for you and the big shiny blade is a giant middle finger of death to the team. Auto attacks between cool-downs means you slow people down to a crawl, letting your cooldowns come back up or letting your team beat the shit out of players who run away. All the while, sunfire is ticking away.
People can blow their cooldowns on you, but if they aren't running in fear, they have to chew through 6k HP, close to 200 armor and 30% damage reduction (W) on top of that. For AD champs, that's over 10k effective health. Not bad for a guy who does massive damage.
Standard caster runes. I use Magic Pen in every slot available and AP in the rest.
Teleport/Flash. No compromise. You need flash, and exhaust/ghost/ignite are worthless for her. You want teleport to keep you in lane without downtime.
Max Q first, getting one rank in E/W, and then max out W second.
Boots +1 / AP Tome (First trip back. Min: 775g. If you have extra, pick up 1-2 wards and 2-3 HP pots)
Magic Pen Boots/ Mejai's (Second trip back. Min: 1550g. Pick up more wards/HP pots)
Deathcap (At this point, people begin leaving their lanes regularly or abandoning them entirely. You want to save up for the +80 AP needlessly large rod first before finishing the rest)
Deathfire Grasp: Must have
Last two items are optional. I usually pick up a Void Staff and a Rod of Ages. Try to stay away from survivability items that don't have AP. If you're up against a Veigar, an Abyssal Scepter helps.
Le Blanc is all about combos. She has a multitude of ways to combo champions based upon what level you are, how much AP you have, who you're up against, the circumstances of how many people are in a team fight, etc. Because of this, Le Blanc takes practice until all of these become instinct. Even if your team loses, if you're coming out with more than 2-3 deaths per game, you're playing her entirely wrong. At no point does Le Blanc ever trade blows with anyone. She blows her load and then she's out. If you build her right, her load usually results in a kill.
Look at her skills closely.
Mirror Image (Passive): This is life saver for you. It is your get out of jail free card in case you screwed up. Technically, you shouldn't even be getting this far, but if you do, it's here. Take advantage of it.
Sigil (Q): This is a direct damage AP shot. If you land another ability on it, it will silence the target. Silence means no abilities, no summoner's spells, so no escape.
Distortion (W): Too many people use this as an escape mechanism rather than a harass. The proper combo is have a Sigil sitting on the enemy and then stomp on top of them with a W. If you hit W and then immediately hit W again, it'll put you back at your original spot. The #1 rule of a glass cannon is not to let them exchange blows with you. Because of the silence and immediate teleport back, you can deal massive damage.
Ethereal Chains (E): This skill gets leveled up last, due to its skill shot nature and that the other skills are better to level up first. You won't harass with this very much and the ability is pretty much there at the end of your combos to root in place to either: Wait for Q to come off cooldown to finish, or more likely: Root them in place so you can run away because you failed to kill a player.
Mimic (R): Really, this should be called Sigilx2. 9 times out of 10, you're going to use it with your Q. The other time, you'll use it for an AoE roflstomp that I'll talk about later.
Le Blanc takes mid, every time. If she can't, play someone else. You want to get last hits on minion and shut down the opposing mid as well. Your harass is minor at level 1, and picks up big time at level 2. Once you hit level 2, you should find a way to hit an opponent without taking hits yourself. At level 2, you'll have Q/W. You'll start off with a Q (standard nuke) and then land on top of them with a W. Immediately hit W to recall yourself back to your original spot. Once you hit level 4, you'll have an E to toss at them as well. None of these will actually kill someone, but can definitely begin to shut them out hard. At level 6, you'll toss your Q and then your R and then fall on top of them with a W, finish with an E and then port back.
The entire goal is to shut down the mid to keep them from farming, get first blood, and to last hit minions. Your auto attack hits like shit, so make sure you really understand when that minion is at its last drop of health. Don't use abilities on minions. Read earlier entire in the FAQ about how to properly lane. If you clear a wave faster than the enemy, do not cross the half way point in the lane, or you'll get ganked. If the person you're shutting down gets instantly aggressive, it's because a gank is coming. Retreat and laugh.
The bulk of this guide is really about combos. People say that LB is not much of a late game champ, but I disagree. She loses a lot of her momentum in the late game, but she can still help. If their team is careless and fails to roam in a pack, you can guarantee yourself a kill on *any* champ.
Q + R + E + W. By using shift-click, this should all be relatively simultaneous, all landing in about one second, but it needs to be done in that order. The Q/R combo is the meat of your damage. By landing an ability after your R, you'll amplify the amount of damage the player takes and keep them silenced. The E is there for added damage, and to root them while you decide to pursue or flee.
End-Game AoE Combo: So, you're not able to insta-gib everyone because they're too afraid to go by themself. You're harassing with your Q and E when you can, but the range is short. The team engages, but if you go in, you'll get focused to death. What do you do? W + R. Port in with your W, smashing the W key repeatedly so that you instantaneously port out. You'll do AoE damage. Go back in with an R and smash that R key repeatedly so you port out again. It's not a bomb, but it is good AoE damage. Better than doing nothing in the back while your team 4v5's. Just be sure that you don't get CC'd.
The one-second 5k HP insta-gib combo (the bush ninja):
This requires use of Deathfire Grasp. When you purchase it, put it in your upper left item slot (slot #1). From there, hide out in a bush. I usually hang out in their blue, their red or their wraiths. Hit (1) on your keyboard and be ready to fire it off. When you do, you land a Q, R, E, W simultaneously afterwards. If you're using smart cast (or shift click), this should all be done in one second flat, giving the player zero time to respond. This will devastate ANYONE. I took a 4.5k HP Garen at full health and killed him. This combo works on people who are solo pushing your lane. Lead in with the DFG and then resume your normal combo. When you're at 600-700 AP, that DFG will chunk off half of their health.
Helping your team flee combo:
E + R. If your team is fleeing and you need to help, toss an E at the player while running away. It'll shackle them in place. Leave your R up in case you need to get a second player. Root them in place. Keep running long enough and eventually your E will be up again. Hopefully, your team will get out. If they don't, use W to get some distance and then yell at your teem for feeding.
Ok, so you can't kill someone out right, but you got just enough time to harass someone. Q + R. This is the bulk of your damage anyways and it's back up in a fairly quick amount of time. This is what you use at level six to start shutting people out.
Le Blanc's playstyle means that you should almost never die. You never "duke it out" with another player. You shouldn't even be in combat range until you're ready to go into action. If you're dying with LB, you should read other entries in the FAQ about how to properly handle your lane.
A good description of her capabilities is you can make about any champ turn and run in fear when they see some crazy bitch with 5,000 health, a nice chunk of armor and magic resist, and 300 AD come steam rolling down their Lane
Ionian Fervor (Passive): Reduces the duration of stuns, slows, taunts, fears, snares, and immobilizes for each nearby enemy champion.
1 Champion: 10%
2 Champions: 25%
3 Champions: 40%
This passive with Mercury Threads gives you massive CC reduction and makes you unstoppable on team fights.
Bladesurge (Q): Irelia dashes forward to strike her target. If it kills the target, Bladesurge's cooldown refreshes and half the mana cost is refunded.
Hiten Style (W) : Irelia is skilled in the art of Hiten, passively giving her physical attacks health restoration. Activating Hiten Style adds true damage to her physical attacks for a short duration.
Equilibrium Strike (E): Irelia's attack balances the scales, dealing damage and slowing the target. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.
Transcendent Blades (R): Irelia summons 4 spirit blades which she can fire individually in a straight line to deal physical damage to enemies they pass through, and she heals for 25% of that damage vs. champions and 10% vs. minions.
My Build usually depends on what will be facing in lane / game:
W, Q, E, W, Q , R
This will let you stay longer in lane while recovering HP with your last hits
HP or HP/5 Quints
Flat Armor Yellows
0/9/21 (Teleport/Flash Ignite/Flash Exhaust/Flash) (Imp Tele, flash)
Heart of Gold
Trinity Force (Sheen First)
Force of Nature
Randuins Omen (against heavy AD damage)
There are two ways start with her:
Dorans Shield (Safer opener against and AD opponent in top lane)
Regrowth Pendant + Health Pot
On your first trip back to base you need to get:
Boots of Speed
Sight Wards x 2 (will last the whole Teleport cooldown)
On your second trip back to base (when your teleport is up) you get:
Heart of Gold
Mercury Threads (Finish boots) or MR Cape
From there, finish out Trinity Force (Sheen before Phage before Zeal) and instantly start towards Warmog's Armor (Giants Belt over Crystal over Regrowth).
Then depending on how the game is going, then either go into Atma's or Force of Nature because of the health regen and move speed on top of the magic resist, unless the entire enemy team is AD, that where Atmas and Randuins shine.
You must be top lane, solo if possible (get a jungler). Your role in lane is farm (and FARM!) and avoid getting killed, her Q is very good for farming under the tower on 2v1 situations since is refreshed on a kill.
If at any point the enemy tries to dive your turret dont panic use your E to stun the squishiest enemy champion (right under your turret) and use your R blades targeting the enemy minion wave to recover your health while help arrives, most of the times doing this will make the dive fail and may get you an easy kill.
Her ultimate has a very short cool down (30 seconds at max level) and it is very useful to:
- Clear full minion waves if your lanes is pushed on your side and you need to go back.
- Getting away from a gank by Bladesurging down a line of minions
- Catching up to that fleeing player by Bladesurging up a line of creeps.
If done correctly you have as much mobility as any champ out there and knowing when and where to do it can be the difference between life and death, yours and theirs
You are a bruiser, you are expected to make the enemy carries life horrible while soaking as much damage as you can (off-tank or main tank depending on team composition), wait for your tank to initiate and head straight for the highest priority carry, use your W to do true damage, your Q can be used either as an initiation or chasing tool, if you see an enemy champion trying to leave the battle use your Q to catch up, E to slow them and pop your R blades on top of them to finish them up (using smart casting or shift helps a lot on this) and heal back up. Most of the times if you get far enough into the game to build Guardian Angel you are almost unkillable.
Magic Pen Boots
Rylai's Crystal Scepter
Because she doesn't use mana and she doesn't attack, the shield is the best thing for her. Once you get the revolver, you'll never have to worry about health while in the laning phase. The rest of it is pretty obvious. The Rylai's slows people in your ult. You generally want to slow people before you ult. Shunpo applies a larger slow than her bouncing blades, because Shunpo is single target. Slow the target with Shunpo and then ult. Banshee's is the situational item that you get depending on how well you're doing. Read on later on how to play Katarina right and you may never need Banshee's Veil at all.
Magic Pen runes, cooldown reduction, and/or AP runes. Magic Pen is #1. Kat benefits significantly from CDR and none of her gear slots afford you a chance to pick any up. You may just have to accept that you'll have minimal CDR
With the new mastery setup, you can experiment. It is definitely beneficial to pick up the AD and the AP talents, but don't pick up the armor pen or the crit talents. Her Q and R benefit from AD, but they don't crit and they don't deal physical damage. You can dump most of your points into the offensive tree and spread the rest where you want. Until the masteries are settled in, you'll have to pick and choose what you prefer.
Flash/Ignite, that's it. You can ignite while your ult is channeling, without interrupting it. Use flash to get out after you dove a tower. The use of Shunpo plus flash means you're going to be unpredictable when it comes to bouncing aroudn the map.
You want to prioritize her bouncing blades (Q) first. This is your farmer, your harass and what gets you kills. People think your ult is what gets you kills. No, your ult is your finisher. Your Q is what sends people back to recall, denies them XP and keeps them from safely last hitting minions. It is also your farmer and you should be able to farm extremely well. Get one rank in Shunpo and then max Killer Instincts. The passive abilities on Killer Instincts makes your Q and your R do significantly more damage. This is a must have.
How to Play:
The reason why Katarina is unique is because she is played differently than any other champ. The game begins at the loading screen. The first thing you do is identify who all has the crowd control while the game is loading. Knowledge of every other champ pays off here. Let's say they have Blitzcrank, Alistar, Caitlyn, Teemo and Mundo. You know from looking at the champ selection that Cait, Teemo and Mundo can be written off completely. None of them have any methods of breaking up your ult. You have to worry about Blitzcrank's knock up, his rocket grab and his ult. You have to worry about Alistar's knock up and his punt. This sucks, right? Not really.
Patience is the number one way to win with Katarina. If you don't have patience, you cannot win. If you cannot sit slightly outside of a fight and do nothing while your team gets their a load blown on them, do not play Katarina. You cannot just dive into a fight just because your team needed you. Being sentimental is being retarded. What you're looking for is for all the CC to be blown. Most players blow everything in the first few seconds of a team fight. You're waiting patiently in the distance for Blitz and Alistar to blow everything. Once this is done, you go in. If a Katarina goes into a team fight with her ult, completely uninterrupted, it is one of the most devastating AoE ults in the game, but it requires absolute patience. I've seen so many Katarinas get shut down because they don't wait.
Poking is winning. Katarina has one of the longest range pokes in the game if you think about it. The great thing is that Katarina doesn't even focus on poke. She simply focuses on last hits. When minions meet up, I wait for a minion to get low and I'll toss a bouncing blade at it. It means that the first level is mediocre for farming, but once you get to level 3, it should be easier. Each rank of bouncing blades turns your farm fest into a great harass as well. At rank 4 and 5, you're hitting a champion on nearly every wave. It starts to become very difficult to recover from repeated hits when you can usually get 2-3 off per minion wave.
Rank 1 Shunpo is all you need to start, despite what people in other guides say. Since you're starting off with a Hextech, you aren't getting the heavy AP until later, where Shunpo shines. Your AP should increase aroudn the same time you dump points into Shunpo. Her Q is too awesome to put points elsewhere and Killer Instincts amplifies her Q and her Ult. Get Shunpo at level 2 and don't touch it again until you have nowhere else to go.
Katarina is not an auto attack champ. You should go almost the entire game doing almost no auto attacks at all. You should last hit minions with Q. When Q is on cooldown, you can last hit with Shunpo and then run back to safety. Because Shunpo is instant, it's difficult for an enemy to harass you if you're immediately running back after a Shunpo. Your job is never to burst anyone down. Your job is to farm. As you increase in levels, your farming will also harass your opponent as blades bounce to the enemy. They'll eventually learn they can't stand near minions, which means they can't get last hits on them either. It is a great way to farm and harass from a safer distance than even Caitlyn.
Remember when I spoke about patience? This is because Katarina is generally a team-fight champ in most situations. As the game progresses into mid/end-game, you'll roam as a team. Your job is clean-up. Once everyone else blows their stuff, your job is to go in and finish off the team. The only thing you can do is toss a Q into a team fight from max distance. Other than that, you sit and wait until you see that all Katarina-CC abilities have been spent. Once that's done, it's your job to go in.
Proper use of Killer Instincts, then Shunpo, then ult will ensure that you'll be deep into the enemy team, blasting off daggers in every direction. Your job isn't over when your ult is finished. You'll probably have killed someone, which means QWE are all off cooldown again. Shunpo to the next player around and toss a dagger at them. As players die, continually bounce around with Shunpo and daggers. If you manage to get three players killed, your ult may even be off cooldown again, allowing you to ult twice within seconds. Go for that pentakill.
When you're going toe to toe with a solo player, you have to take into consideration every possible method they can use to escape your ult. The goal is to whittle a player down as much as possible, via Q and E to get them into ult range. The closer they are to death, the less likely they are to escape. I know plenty of people who have died because they wanted to "juke" my ult by flashing out as soon as I start, only to find that I never would ult. I'd Shunpo, Dagger toss and ignite and that was enough to finish them off. If a player does decide to go head to head against you, don't immediately ult. They might have CC and they may be waiting to use it against you when you ult.
For example, if you're laning against an Ashe, she'll ult you when you ult, but if you wait, you can do significant damage to her with Q and E, which may pressure her to ult you when she gets low enough. After that short stun expires, ult her face off. Patience and strategy wins.
It took me a few games until I got Katarina down. It will take you the same. Don't give up. You'll get her eventually and then you can see how overpowered she is. She is one of the strongest solo laners, because of the bouncing blade distance.
Katarina combos are what makes her. Her W is specifically meant to be used in conjunction with other abilities. When laning, if you're playing against a champ with heals, use your W on Q every time you know you'll hit a champ with bouncing blades. It prevents heals. It's also great to use, even if you're not against a healing champ, as it will deal full damage, even on the last hit (which is frequently when it hits a champion).
When you're going to ult, save your W for Shunpo. This will place you behind the target, which means they have to run through you to get to safety. Queue up a W and then Shunpo to the target and immediately begin ulting. Toss an ignite on the player while ulting (will not interrupt) and click Q to toss at a target just as they are about to get out of range (dont smart cast it). Once you understand Katarina's boundaries, you'll begin to know exactly when they're in her kill zone. Also, when you use Killer Instincts with Shunpo, you take significantly less damage. When combined with the amount of spell vamp she has and the amount of damage she does, she is devastating in team fights and almost impossible to focus down if there is no crowd control available in a team fight.
Mark of the Storm (Passive): Kennen's abilities add Marks of the Storm to opponents which last for 8 seconds. An opponent is stunned for 1 second upon receiving 3 Marks of the Storm, and Kennen receives 25 energy. The stun has a diminished effect if applied more than once within 7 seconds.
Thundering Shuriken (Q): Kennen throws a charged shuriken in a line in front of him, dealing magic damage and adding a Mark of the Storm to the first opponent that it hits.
Electrical Surge (W): Passive, Every 5 attacks; Kennen next attack will deal extra magic damage equal to a percentage of his attack damage and adds a Mark of the Storm to his target.
Active, Surges electricity through all nearby targets afflicted by Mark of the Storm, dealing magic damage and adding another mark.
Lightning Rush (E): For 4 seconds Kennen gains his base movement speed again as a flat movement speed bonus, as well as increased armor and magic resistance and the ability to pass through units, but he is unable to attack. Lightning Rush deals magic damage and adds a Mark of the Storm to any hostile unit he passes through; but it only deals half damage to minions. Important!: Kennen restores 40 energy if he passes through an enemy while using this spell, but can only gain this effect once per cast.
Slicing Maelstrom(R): Kennen summons a magical storm that deals magic damage to a random enemy champion near Kennen every few seconds. The storm hits several times, increasing with level, and cannot hit the same target more than 3 times. A Mark of the Storm is applied to enemies each time they are hit.
9/0/21 (spell vamp, CDR, MS. Extra Energy)
3 x HP Quints
9 x MPen Reds
9 x Energy/5 Yellows
9 x CDR Blues
3 x HP Quints
9 x MPen Reds
9 x Armor Yellows
9 x MR/Lvl Blues
Top Lane - Flash/Teleport
Mid Lane - Flash/Ignite
You start with Doran shield if you plan to use your W's passive to harass a lot, this will draw minion aggro. This reduces that significantly and gives you passive lane regen along with a good chunk of health. Kennen is one of the few AP carries that uses his auto attack as a primary harass.
You can also start Boots lvl 1 + 3 HP pots depending on your opponent, if you need to dodge skill shots go boots otherwise the shield will give you enough sustain.
First trip back (1550g):
Boots 1 (if started with Doran's Shield)
Second trip back:
Will of the Ancients
Sorcere's Shoes (Mpen)
This will give you all the sustain you need to farm your lane and be aggressive
Will of the Ancients
If you are against a melee champion pick your Electrical Surge (W) first this will let you stack your auto attacks in order to harass, against a ranged champion get your Q first to last hit easier and harass.
The key to be successful with him is learn to control the Marks of the Storm, at 3 marks the target will be stunned and you will get 25 energy back so if you play your cards properly you can double stun a champion in a very short time.
- Charge your 5 auto attack on the target to put first mark
- Get close and use your Shuriken (Q) for the second one
- Use your W to stun him with the third mark
- Use Lighting Rush(E) to put a first mark
If the champion stays fighting you can use your ult to finish him off since it will only require 2 ticks to get a second stun.
Keep poking with auto attacks and your Shuriken(Q) until your tank initiates, take a close look on your energy since you are going to need it when the real fight starts.
Two main ways to initiate:
Flash + Ult if your team has heavy CC since you won't have that initial mark on the enemy team. That way you can keep your Lighting Rush (E) in order to run out or to put another set of marks.
Lighting Rush (E)+ Electrical Surge (W) + Ult if you don't have that much of CC and need to get your stuns faster.
Remember to use your W when your targets have 2 marks each since it will stun them right away and since your ult at max level lasts 15 ticks (each tick puts a mark) you still have enough for a second round of stuns.
Mordekaiser is a pusher, farmer and tanky DPS.
+ Very durable due to his shield and spell vamp you will get through items
+ Very good farmer through his abilities, able to clear creep waves with ease
+ Good AOE damage
+ Can turn a 5v5 into a 6v4
+ Can take on the AP carry role or the tank role
- Big target
- No CC abilities
- Easily kited
- No escape abilities
- Weak at low levels
Passive - Iron Man: A percent of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage.
Q - Mace of Spades: On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing damage plus bonus damage. If the target is alone, the attack deals extra damage.
W - Creeping Death: Unleashes a protective cloud of metal shards to surround an ally, increasing their armor and magic resistance and dealing damage per second to enemies in the cloud.
E - Siphon of Destruction: Mordekaiser deals damage to enemies in a cone in front of him. For each unit hit, Mordekaiser's shield absorbs energy.
R - Children of the Grave: Mordekaiser curses an enemy, stealing a percent of their life initially and each second. If the target dies while the spell is active, their soul is enslaved and will follow Mordekaiser for 30 seconds.
9x Greater Mark of Insight (+0.95 magic penetration)
9x Greater Seal of Resilience (+1.41 armor)
9x Greater Glyph of Warding (+1.49 magic resist)
3x Greater Quintessence of Swiftness (+1.5% movement speed)
Boots and 3x Health Pots
CORE ITEM BUILD:
Will of the Ancients
Rylai's Crystal Scepter
Force of Nature
Extra Hextech Gunblades
Ask for mid, as you will do best here, being able to farm extremely well and get an early lead on your enemy mid. If you are required to 1v2 top, you should also be fine, just make sure to last hit and harass using your W on minions.
Start out with your W, you may want to put your shield on one of your minions at the start, if you feel that you may be harassed by the enemy. Remember, you will always want to put it on the 2nd or 3rd minion, as the first one will die too fast.
Once you hit level 3 and you have level 2 E, you should try to harass the opponent, whilst lining up with minions, to ensure you get some shield out of it as well. Continue to whittle him down as much as you can.
Don't be afraid to push your lane, in fact, as Morde, you want to push your lane. At level 4, once you kill your creep wave - head to the opponent's Wraiths or your team's Wraiths if you don't have a jungler. With level 2 W and E you can kill Wraiths in time to get back to your lane before the next wave comes. This will ensure you maximum gold farm and experience gain.
At level 5, you should be dealing considerable amounts of damage with your E, so keep harassing. Ultimately, you want to get to level 6 one wave before your opponent. Once you hit 6, you want to make sure your opponent is relatively low on health, so that you can E > R > Ignite combo him to death for your first kill.
Your first trip back to base should hopefully be when you have 1200+ gold. Your first item should be Hextech Revolver. This will give you great lane staying power, and even better harass. If you can afford it, you'll want to buy 2 wards for each side of the river, in case of ganks. If you feel confident in your abilities, you may want to ward the enemy's Wraiths or Red buff. If you can catch their jungler on low HP, it should be an easy kill for you. Remember to always keep an eye on the other lanes, with your boots and move speed quints, you should be safe to move lanes and gank a low enemy.
Once you have enough money, buy your Will of the Ancients and Spell Pen boots, if you can. If you are going against a team with heavy CC, or in particular Galio or Malzahar, go for Merc Treads. With your WoTA, you should have near unlimited staying power in lane. Continue doing what you're doing. If you keep stealing enemy jungle, and have one or two kills on your enemy mid, you should be set for the rest of the game.
As you start to get out of the early game, and into the mid of it - Team fights will begin. In a team fight, always target the enemy AD carry and try going for him (Unless their AP carry is completely destroying your team, then go for them). You want to get your Ultimate off on them, and burst them down as much as you can. If you score yourself an enemy AD carry and manage to stay alive long enough to make good use of it, you should be able to be the victors in the team fight, as a 5v5 soon becomes a 6v4 in your favor.
As a general rule of thumb, I try to aim for 250 minion kills by the 25 minute mark, give or take a few depending on how much roaming/champion killing I'm doing. Morde's true strength lies in how well he can farm. A farmed Morde with more items than the enemy carry, can completely make a game one sided.
Blue golem and Red lizard while okay on Morde, he shouldn't be the first candidate for them.
If you can continue on with doing what you're doing, you should see the Victory screen soon enough.
Control your minion using ALT + RIGHT CLICK
You can self cast your shield by pressing ALT + W
Pushing your lane with mordekaiser is very easy, if you push your lane, look at other lanes for easy ganks - Especially if you are level 6+
A well farmed, well played Nasus can really tip the scales of a game in your team's favor. Let's evaluate how and why!
(Passive) Soul Eater : Nasus drains his foe's spiritual energy, giving him a natural 14 / 17 / 20% lifesteal.
- This is a nice little passive that can keep you in lane for a long long time without having to fountain. Don't rely on it in a duel but can help you stay in lane when being poked.
(Q): Siphoning Strike : Nasus's next attack will deal additional damage. Siphoning Strike permanently gains 3 stacked damage whenever it kills an enemy.
Cost: 20 / 25 / 30 / 35 / 40 mana
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Extra Damage: 30 / 50 / 70 / 90 / 110
- This ability is your bread and butter ability. Last hit with this as much as possible to permanently increase the damage output. Obviously you should focus on last hitting creeps with this in the laning phase as much as possible, but you need to do so throughout the course of the game for maximum effectiveness. Siphon strike minion waves. Siphon strike neutral creeps. Siphon strike Heimer turrets, JitB, etc. By mid-late game, if you have done a good job last hitting everything on the map, enjoy siphoning squishies for half HP with a sheen/Tri Force. An added bonus: siphon strike works on towers. Also, remember that you can auto attack and then rapidly SS by hitting Q the moment your normal attack lands. This makes last hitting much easier once your learn to take advantage of it, and also allows you to put out damage quicker on champs and towers.
(W) Wither : Nasus ages his target, slowing their movement and attack speed by 35%. Additionally, they are reduced further to reach an extra slow at the end of 5 seconds. If the duration of the slow is reduced, the extra slow will be applied faster for it to reach its maximum at the end of the duration.
Cost: 80 mana
Extra Slow: 15 / 30 / 45 / 60 / 75 %
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
- This is simply one of the best snares/slows in the game because of it's 5-second duration and the fact that it both decreases movement speed and attack speed, rendering a DPS carry essentially useless in a team battle for several seconds. Great for chasing down enemy champs trying to escape a battle and for lane ganks. Always target the enemy carries with this in team fights.
(E) Spirit Fire : A target area becomes desecrated for 5 seconds. Enemies caught in the area when the desecration occurs are dealt a burst of magic damage. Additionally, enemies in the area are dealt magic damage each second and have their armor reduced while on there and for 1 extra second.
Cooldown: 12 seconds
Cost: 70 / 85 / 100 / 115 / 130 mana
Initial Magic Damage: 55 / 95 / 135 / 175 / 215 (+0.6 per ability power)
Magic Damage Per Second: 11 / 19 / 27 / 35 / 43 (+0.12 per ability power)
Armor Reduction: 20 / 25 / 30 / 35 / 40
- Great ability that helps in many aspects of the game, be it laning, team fights, etc. If you are having issues keeping your lane from pushing to tower this can help balance things out and will bring creeps low for you to farm them with your Q. The armor reduction to champions makes it a great skill to drop on top of a team fight. You won't want to level this skill too fast as it will take away from your Q farm during lane phase but is also a great CS farming tool if you are being poked or zoned hard by a in your lane.
(R) Fury of the Sands : Nasus becomes empowered in the sandstorm for 15 seconds, gaining extra health. While the storm rages, he drains a percentage of nearby enemies max health each second (max of 240 magic damage per second per enemy) and converts 6.375% of the damage done into bonus attack damage for himself until the sandstorm wears off.
Cost: 150 mana
Cooldown: 120 seconds
Health Gained: 300 / 450 / 600
Max Health to Magic Damage Ratio Per Second: 3 / 4 / 5%
- The team fight changing ultimate. When used properly, this ult will really help tear through an enemy team. This is best used a few seconds into a team fight to make sure everyone has properly engaged so that you will hopefully be hitting as many targets as possible. Can also be used to save yourself when being chased if you get low on HP.
Recommended skill ups
Q > R > W > E
Of course this could change based on your game. You have to be able to adapt to any situation. Your lane easy to farm? Follow that order. Having a hard time farming/keeping your lane pushed? Pump a few extra levels in E early.
Armor Pen Reds
Dodge or Armor Yellows
Magic Resist/Lvl Blues
Move Speed Quints
These are just my recommended runes and not really set in stone. I like the MS quints as they allow you to chase down carries and allow you more mobility early game when trying to farm your Q.
Other options: Armor Pen Quints, HP Quints, HP Regen Quints
Nimbleness will help you mitigate damage and give you extra mobility. Teleport/Ghost/Greed
Teleport - Ghost
These I feel are best for Nasus. Teleport allows you to be a split pushing nightmare which means more Q farm for you or allows you to join team fights at a moments notice.
Ghost is great as it gives you a lot of mobility during a fight or to chase/escape.
Flash (not the greatest on Nasus since you are pretty tanky and can normally escape bad situations with Wither and Ghost)
Exhaust (not hugely required because of your Wither but still an option)
Smite (if you choose to Jungle which is an option but not covering that in this guide)
Cleanse (Can be useful while learning to avoid ganks/bad situations or heavy CC teams)
Philosophers Stone (Upgrade to Sherelya's later)
Heart of Gold (may or may not upgrade to Randuin's based on the game)
Trinity Force (Sheen first)
Frozen Heart (Cooldown Reduction ftw)
Force of Nature (Magic Resist & Movespeed)
This build, IMO, is best on Nasus. This puts you at the max 40% cooldown reduction which brings your Wither cooldown to 6.6 seconds (lasts 5 seconds) which means you can basically permanently lock down carries. Also allows you to spam your Q like crazy during team fights.
Situational Tanking Items:
Sunfire Cape (if enemy team is heavy on AD)
Randuins Omen (if enemy team is heavy on AD)
Quicksilver Sash (if enemy team is heavy on CC)
Guardian Angel (Hi, I'm unkillable now..)
Warmogs (if going Atmas)
Situational Damage Items:
Atmas Impaler (if you went with a Warmogs)
Last Whisper (if heavy on Armor)
Starks Fervor (only if your team is heavy on AD champions)
You'll want to start off with a Regrowth Pendant + 1 HP Pot. Try your best to farm up to 860 gold so you can go back to base to finish Philosophers, get Boots of Speed + a Ward.
If you are having a very easy time farming, you can wait for around 1300 gold so you can buy Heart of Gold at the same time.
After those items, you will want Sheen ASAP. At this point, finish your TriForce.
Now you will need to evaluate the team. If they have a very heavy AP team, might be a good idea to get a Negatron Cloak early or even finish your Force of Nature before the Frozen Heart.
1 word... FARM. You aren't going to win any 1v1 fights early on. Try your best to avoid engagements and focus on farming up that Q damage. Play like a pussy if you have to. Just remember, once you are farmed up, they will be the ones running from YOU! FARM FARM FARM!
Mid/Late Game & Team Fights:
You are an off-tank / bruiser. Remember that! You need to be in the thick of things. In team fights, try to let the fight take shape before you drop your E and before activating your ult. You want both these skills to be hitting as many targets as possible. If you use them too early, the enemy will move away from you and your ult/E will be wasted.
Find the high priority targets (AD carries) and W (Wither) them at all times. This will essentially take them out of the fights and allow your carries to take them out. If you can get close to them, Q their faces and watch their HP melt away.
Use your Teleport to split push when the opportunity arises. With your E and Q spam you can push a lane back very quickly. Either run to a lane and push while the enemy is distracted and save your Teleport to either join a team fight or escape or you can Teleport to a lane that is pushed to a tower and try to sneak a quick tower kill by hitting it with your Q. Just don't stay too long as you can be easily kited around if they jump you.
Rammus has always been known as a tank. His abilities scale well off of tank gear. He has a great initiate with powerball, tremendous survivability and reflective damage with his shield, and a taunt. You will find a million guides on how to play Rammus as a tank. This is not one of them.
What people do not realize is that Rammus is possibly the best DPS jungler in the game? Why is that?
1. Rammus can sustain jungling indefinitely from level 1 without going back to buy. You do not need health potions, so your valuable gold can be saved.
2. Rammus can float between creep waves faster than any other jungler in the game, allowing him an advantage.
3. Rammus has tremendous AoE damage in the jungle, which is great for clearing.
4. Rammus can chase down any player, even without boots and do amazing damage, as well as early crowd control, allowing for great jungle ganks.
5. If you build Rammus like I do, you can dive players at full health under their turret and kill them and escape without being killed by a turret.
6. Rammus can burst down a turret faster than any other player in the game, making him an insane tower pusher.
7. If you build Rammus the way I do, you will be able to out farm most of the players in the game, due to your move/attack speed. This snowballs into an amazing ability to rack up kills.
8. No matter how fed an enemy player is, DPS Rammus still makes them his bitch.
The only downside to DPS Rammus is that people still want to treat him like a tank and build him like one. You have to toss the tank mentality right out the window. Rammus is not a tank. He is also not a team fighter. Your job is to find that one player and pin them down.
Talent Point Setup:
Your choice. Either 21/9/0 or 21/0/9 or 0/21/9. I prefer 21/0/9.
Smite/Flash. No exceptions.
Armor Pen Reds, put Armor in whatever slots you can fill beyond that and then attack speed after that. Generally speaking, you want the same set of runes that any jungler would use. You do not require special runes for Rammus, just your jungler set of runes, which usually has armor in it.
Lifesteal Scepter -> Wriggles Lantern
Attack Speed Boots
Phantom Dancer #2
Infinity Edge or Banshee's Veil
6th Item Logic:
Each game varies and your build needs to vary with it. You cannot deviate from my build in the first five items. Do not say "Oh, +3 boots work for me" or "I get force of nature". I will stab you in the face. Your first five items are built exactly like I said. The 6th item is based upon how well you're doing. If you need to up your damage to do well, buy the Infinity Edge. If you're getting hit hard when trying to engage a player, build a Banshee's Veil. If you're screwed entirely from being able to kill anyone, buy the Infinity Edge and proceed to backdoor towers. Never engage in a team fight unless you can clearly get out a live. You are not playing tank Rammus. Pretend he never existed.
Level 1: Pick up Shield (W)
Level 2: Powerball
Level 3/4/5: Taunt
Level 6: Ult
From there, max out Taunt, then Shield. Powerball is maxed out last, outside of the obvious levels to advance your ult.
Start at blue. Get a leash. Rammus can sustain without a leash, but it makes it easier. When there's a leash, do not activate your shield until blue begins to hit on you. Activating early kills your survivability. Smite when in range and clear the camp. You should hit level 2. IMMEDIATELY pick up powerball and begin rolling right away. Time is money. Powerball right into the big wolf, hopefully hitting all three. Activate your W as soon as they start hitting you and clear the camp. Cut across the lane, but don't powerball yet. Your ball will expire before you get there. The AoE damage is nice. Without boots, you want to powerball once you reach the half-way point of mid's lane. It'll land just in time. Clear Wraiths and then come back up for red. The appropriate method of clearing red is to powerbal into all three minions and then activate W on the first hit. Hit both side minions once and only once and then proceed to hit red. All it takes is one hit on the side minions from Rammus and the passive from W will kill them the rest of the way.
Why does this work?
Rammus is strong at every stage of his itemization levels. I do not recommend ganking until you get your Wriggle's Lantern. The opener levels makes it difficult for you to gank without your taunt, which you won't get until level 3. Also, if you follow my route, exactly, you can keep up with mid, or even surpass mid in levels. There's too much rich jungling going on to be penalized for a failed gank. Once you have Wriggle's + Boots, you are free to start destroying anyone and everyone. No tower dives until you have thornmail. With Wriggle's, you get lifesteal, AD and armor, which converts into more AD. Unless someone is begging to get ganked, I recommend waiting until at least level 5 to gank. If there's someone with an inch of life left, go get them.
As you grow in levels, you'll pick up your first phantom dancer. This means you'll clear your jungle faster, because powerball speed increases with Phantom Dancer speed. With the armor bonus of your W, you will melt people extremely fast. You'll be able to chase people down, even without powerball and you can hit like a truck without getting similar AD items that other bruisers get.
It seems that right when you pick your next item is when you right when you would have otherwise fell behind. Right when AD carries can overwhelm you, you should have your thornmail, which turns them from overwhelming you, to getting 3-shot. Yes, that's right. Champs like Caitlyn, Trist, or any fragile AD carry can frequently get 3-shot at this stage. They start hitting harder, which means that while you're critting them in the face for massive damage, they're killing themselves on your W and the thornmail, reflecting up to almost half the damage that they would have dealt to you. Every time Rammus fights someone, it is like 2v1'ing the player, except the player is playing both teams.
You have to know when ganking opportunities persist. If you're dying because you thought you were invinceable, you're wrong. You need to find that guy who is sitting there by themself, with no real method of escaping. Even if they flash, you're running at them with up to 900 move speed, to catch them anyways. Taunt, attack, shield and ult. You will laugh at how fast they die.
Your job is to still beat others on CS while ganking. With the jungle changes, you can fly between jungle routes extremely fast and they'll keep respawning. Keep your jungle cleared while you wait for ganking opportunities. With powerball, you can be anywhere with short notice. Camping in a side bush for 3 minutes to wait for a gank is a good way to get yourself behind.
Rammus tips and tricks:
When you are ganking with powerball and a wave of minions blocks you from hitting an opponent, flash on top of them. It will stop them immediately and grant you a slight enough stun so you can taunt them. The combo is powerball, taunt, shields up and ult (r/w at the same time).
The harder an enemy hits, the harder they fall. You will mitigate a massive amount of physical damage with thornmail and your shield. You can take the hits from an enemy AD champ. If they become fed, this is great news for you, because now they will burst themselves down even harder. End-game build, you will have approximately a 2.0 attack speed, nearing almost 100% crit (If you got IE) and you'll be critting for somewhere between 400-500. That is upwards of almost 1000 damage per second. Combine that with your ult, doing 150+/sec, your W/Thornmail, reflecting unknown amounts of damage, you can easily take those squishy AD carries and drop them in the duration of your stun.
Thornmail, either by design or by bug, returns 30% of the damage a player would do you, if you were having zero armor. So, that player can end up receiving more damage than they're actually dealing to you. This is great news for you. The only way they can mitigate this is to stack Magic Resist, but then they can't carry as hard, and to be honest, it doesn't help that much. Thornmail reflective damage as well as W reflective damage is all magic. This makes it insanely difficult for champs to counter-build against you.
He can jungle, but is not recommended. Thus I will not worry about a jungle guide here.
Passive: Deadly Venom - Twitch's attacks infect the target with Deadly Venom, which deals damage each second, stacks up to 6 times, and lasts up to 6 seconds.
Ambush - Twitch hides in the shadows, waiting for a nearby enemy. If he attacks, he will gain bonus attack speed.
After 1.25 seconds, Twitch becomes stealthed for 10/20/30/40/50 seconds. If Twitch attacks a unit while Stealthed, he gains 30/40/50/60/70% attack speed for up to 10 seconds, depending on how long he was stealthed before attacking.
Cost: 60 mana at all levels
Debilitating Poison - Infects all nearby champions with Debilitating Poison, slowing their movement speed.
Slows nearby enemy champions' move speed by 30%, plus 6% per Deadly Venom they have.
2/2.6/3.2/3.8/4.4 second duration.
80 Mana at all levels
Expunge - All nearby enemies secrete Twitch's toxic venoms from their bodies, dealing damage for each stack.
Deals 30/60/90/120/150 (+1) magic damage to each nearby poisoned enemy, plus 20/30/40/50/60 additional damage per stack of Deadly Venom applied to them.
90 Mana at all levels
*** Ultimate*** Spray and Pray - Twitch closes his eyes and fires his crossbow, spraying powerful piercing arrows ahead of him.
Twitch's attacks become long range, passing through units, and he gains 15/25/35 Attack Damage.
Lasts 12 seconds or 5/6/7 attacks.
150 Mana at all levels
3 points in deadliness, 1 in archmages savy (or improved exhaust if you take it), 4 points in sorcery, 4 in alacracity
Go ahead and pick up archaic knowledge, the 15% spell pen can help with expunge damage.
3 in sunder, 3 in brute force, 3 in lethality, 1 in havoc.
On the utility side, get 3 in perseverance, 1 in good hands (get improved ghost if you run ghost), 4 in awareness
Reds- Armor pen
Quints- Armor pen
Marks- Attack speed, or armor
Glyphs- Attack speed
Using these setups, you will start games with 31 armor pen, 58 attack damage, and about .75 attack speed. End game with a complete build you are looking at around 375 AD, 2.5 AS when attacking from stealth, 76 flat armor pen(after 3 hits, BC procs), 57% crit, and 25% lifesteal.
If you are starting mid, start with boots + 3 hp pots. Do Dorans blade if you are in a side lane, you will need the HP with 2 champs possibly jumping you.
I build my twitch pure glass cannon. He is going to die if he gets focused, no matter how tanky you build him, so i figure i may as well take some one to hell with me. I run a balance of attack damage/speed, lifesteal, crit and armor pen.
If it looks like Im going to be ganking a lot(which you should be), get boots of mobility, otherwise, attack speed boots are not a bad choice for some early game damage.
I build executioners calling next, Its a pretty underestimated item, its cheap, gives lifesteal and crit, has a Dot, and an on use with a short cooldown, that will help vs champs that regain health.
Next i build a zeal. Next i go for a BF sword, then finish infinity edge in whatever order you want. Next we turn that zeal into a phantom dancer.
If you are against a tanky team, I will go for madreds bloodrazor, starting with the swift bow. If the enemy isnt very tanky, go BF sword into a Black Cleaver.
If you built a madreds, you are going black cleaver next. If the game still isnt over at that point, sell the executioners calling for a bloodthirster.
If you didnt build a madreds and went cleaver, go ahead and build a bloodthirster. If the game isnt over, sell executioners calling for a 2nd bloodthirster.
Flash- is an absolute must have, no question.
2nd spell can be ghost, exhaust, ignite, or teleport. This is personal preference.
Heal is also an option if you go mid. I know, it sounds dumb. You would be surprised how many people dont look at summoners spells. Its pretty much only good for 1st blood, but 1st blood can give you the edge to own mid the rest of the laning phase.
Level 1- take expunge. I know you will want to take stealth, but level 1 stealth only lasts 10 seconds, and twitch doesnt have enough early game damage to kill without expunge.
If you have melee champs who are overextending, go ahead and take your AoE slow at level 2(easy kill with a Jax or Garen with you), if not, take stealth.
1 rank in your slow is enough to last till end game, focus on your expunge and stealth. Personally I dont take spray and pray until around level 10, as i primarily use it for team fights.
Ok now down to the nitty gritty. If you get mid, focus on last hits, poke at the enemy when you can, if they try and get too aggressive, poke them a few times then expunge. The worst matchups you can get mid are Caitlyn, Anivia, and Lux. Trade out for a side lane if you see these champs mid. Side lanes are best played with a champ with a stun, aka Taric, Sion, etc. They stun, you smash, you both profit. When you have stealth level 2-3, you can start ganking, anything less doesnt give you time to setup.
Do not be afraid to leave your lane and go ganking. That doesnt mean ignore your lane and let the enemy smash your towers, but you are a champ your team should expect to be our ganking. Go gank a lane or 2, go buy, then come back and gank your own lane. Do not underestimate farming with twitch. With your ability to stealth away from a gank, you can easily farm a couple creep waves, stealth and move on. Twitch needs massive farm and kills to complete his build, so always be making money.
Make sure when you are ready to gank, you have enough time left on your stealth to position yourself. Nothing worse than going to gank and your stealth runs out, and the enemy sees you and can get away. This is why theres no reason to gank before level 6 or so.
Twitch's stealth takes about 1.5 seconds to turn on from when you hit it, so dont expect instant stealth. It is your greatest tool for escape, so if you see someone coming to gank you, hit your Q and head for a bush, that should give you enough time for your stealth to kick in, and you can just stroll away.
Youll notice that twitch's abilities are all 1200 range, which is huge. A champ running away with 6 stacks of your poison is begging to be expunged for a kill. His AOE slow will slow for 66% with 6 stacks of poison, the best AoE slow in the game. This means you need to be at the back of team fights, staying as far away from people as you can. Twitch wilts under pressure, so you have to be very good in your placement, and when and where you engage.
It can sometimes be tempting to open a team fight when you are BEHIND the enemy team, but dont do it. If they all turn to you, you will die in mere seconds, and your team wont make it to you in time. If your team has engaged, open from the side of them, or in the back with your ranged carries, pop spray n pray, then use your AoE slow, then expunge, and watch the kills rack up. If the enemy clumps, its very easy to get Quadra kills from spray n prays damage, with expunge cleaning up.
Your job in team fights is to assassinate the enemy carries, so focus them first. If a carry with low HP like Annie or Ryze isnt paying attention, you can easily kill them before they know what hit them. If you can kill 2-3 carries while your tank is engaged, you just turned the fight into a 2/3v5, even if you die, your team can clean up from there.
Now for the bad news. You have several hard counters. Oracles- the little floating eyeball over a champ, costs 400 g, and allows the enemy to see through your stealth, and lasts till you kill them. If the enemy team has oracles, those champs have to die, or you may as well not even bother stealthing (except for the AS bonus).
Thornmail- You might notice twitch only has 3 ways to do damage. 1) His stacking poison is true damage(ie cant be mitigated by armor or MR), 2) auto attacks. 3) Expunge.
Auto attacks make up about 95% of your damage, and as such, you are hard countered by Thornmail. You will take 30% of your auto attack damage back as reflective magic damage, which is enough to eat you alive when your build is complete. Avoid auto attacking any and all champs with Thornmail. Typically this will be the enemy tank, but Ive seen plenty of carries build one to counter me. Must also be careful using spray n pray around champs with Thornmail, as your auto attacks from spray n pray WILL trigger Thornmail.
My best game with twitch was 42/6/7, and i had a streak where i had 20+ kills for like 14 of 15 games. Games like those are few and far between at level 30, as so many people have seen, and know how to counter him. Still, Twitch is a snowball, once he gets rolling, hes hard to stop. He can easily 3 shot enemy carries in just over 1 second at end game. If he gets slowed down early game, farm farm farm, get caught up on items, try and snipe some kills on low hp champs, and dont get discouraged.
If the enemy team builds Thornmail and oracles to counter you, then you are doing your job. They arent spending that gold on finishing off their own builds, making it easier for your team. In those cases, try and help your team by pushing towers, if team fights break out, be very careful in your target selection, and remember you dont have your stealth to get you out of trouble. Situational awareness is invaluable with twitch(and any champ for that matter).
Let me know if you have any questions, and hope this gives you a little insight into the plagued rat.
Taric is one of the greatest support characters in the game. He provides almost anything a character requires to excel early in any match and throughout the whole game. His ability to zone a player out while letting someone else last hit is exceptional and any time an enemy chooses to initiate he can help dish out some pain with minimal harm to ones team.
Passive Gemcraft melee attacks regenerate 7.5% of damage done as mana
Q Imbue Taric heals an ally and himself. If he only heals himself, its only 140% of heal. CD is reduced by one second per melee swing on a minion and 3 seconds when melee'ing a Champion.
W Shatter (passive) Armor aura, stacks double for Taric (active) shatters the barrier doing damage to enemies around Taric and lowers enemies armor by the aura amount.
E Dazzle Stuns the target for 1.5 seconds (at any level), does more damage when Taric is closer to target.
R Radiance Deals a moderate amount of AoE damage and provides an aura that provides attack damage and ability power for 10 seconds, double buff for Taric.
Skill order depends on your lane partner, if I know the person Im laning with and they are an aggressive player I use: E>Q>W>W>Q>R>W>W>Q>W>R>Q>Q>E>E>R>E>E. This gives me my stun first, allowing a good opportunity to get first blood before minions spawn.
If the person Im laning with is a PuG, or a character that isnt strong early-game, I go with W>Q>W>E>Q>R>W>W>Q>W>R>Q>Q>E>E>R>E>E for the early armor aura and heal.
Since Taric is a support champion and his Dazzle stun is the same duration no matter what the skill level is we save this for last after the first point. You never, I repeat never want to cast your Q on yourself, its a huge waste.
Red Greater Mark of Resilience flat armor to help early game staying power
Yellow Greater Seal of Resilience flat armor to help early game staying power
Blue Greater Glyph of Clarity Mp5 per level, because Taric is a mana hog.
Quint Greater Quintessence of Swiftness because you need to be with your lane partner at all times, puts off having to buy boots a little bit longer, and makes it easier to land your E.
Masterys and Summoner Spells
Clairvoyance, no explanation necessary for this one. The second summoner skill should be based on what your team is missing, exhaust/ignite. I personally dont believe that flash is necessary because youre not a carry, so you shouldnt be in a position to be killed. If the rest of your team has enough ignite/exhausts I like teleport so you can move around the map supporting where necessary or getting back to your lane that much faster.
I take support masterys for the CDR, extra mana regeneration, extra gp10 and gold from assists, movement speed, and shorter CD for summoner abilities.
Start and Early-Game
Null-magic mantle, ward, and a Mana-pot are your starting items. This means you start with lots of armor from your runes, magic resist, and a large head start on your Aegis of the Legion.
Mid & Late-game
Aegis of the Legion
Chalice of Harmony
Ionian Boots of Lucidity
Soul Shroud/Starks Fervor/Abyssal Scepter depending on who your laning with
Defensive item if necessary
Save a slot for wards
As the support character, its your job to buy wards/oracles. This shuts down Teemo, Akali, Twitch, etc because if they cant hide or shroom up your escape route they just arent as effective.
Heres a scenario where Taric can really shine in a group fight. 5V5 getting ready to start in mid, one enemy is slightly outside of their group. Amumu ribbons in, starting the fight. The enemy teams heads to Amumu and the rest of your team heads in. As Taric, you want to go in (saving your stun) and use your ultimate on as many enemies as possible (buffing yourself and all your party members). Try and find where your AD characters are heading and use your W to lower their armor. You should have already used your Q to heal someone (probably Amumu) and with you meleeing someone the CD should be up soon to heal again so keep an eye out at party health bars. Your Dazzle (E) is saved for interrupting someones Ultimate (like Katarina or Fiddle) or keeping someone from escaping to score the Ace.
I really like the Abyssal scepter as my 5th item, because its got loads of MR, AP to buff your Q, W, and E, and also debuffs the enemys around you helping your AP carries. Glacial Shroud (45 armor, 400 mana 15% CDR) is also really nice when the enemy team is AD heavy.
If the game isnt going well for your lane, A Philo Stone instead of the Chalice will help speed up the buying of the rest of your items.
I really like playing Taric, I dont think its that hard to go 0/3/20+ and get through your build quite quickly. There really doesnt seem to be a support character that can feed/support a teammate quite like Taric.