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League of Legends: Champion Builds

Role: Tanks  |  Casters  |  Fighters  |  Support  |  AD Ranged Carries

Tend to have Average HP; Average Defense/Survivability and still deal high damage; Ability Based Fighters tend to be low CD Burst Damage Champions contrary to outright Mage Casters; Fighters tend to still rely on Auto Attacks to deal substantial damage and therefore Attack Speed increasing items such as a Guinsoo Rageblade; AP/AD increasing items such as Hextech Gunblade; and Auto Attack on-hit items like Bloodrazor are key to the effectiveness of Fighters

 
Burst Damage
Damage Per Second
Damage Over time
Info Sample Build List


Jax

Jax is an interesting DPS melee champion in the sense that he has the fastest and hardest hitting DPS damage with just a Guinsoo Rageblade and his Ult charged up with 10 stacks. Jax is very much still a late game champion as the attack speed increase on his level 3 Ult is very exceptional compared to level 1 and 2. That being said, Jax's strength lies in charging up his Ult stacks on a wave of minions before engaging in champion fights. Consider that point early game especially if Jax is killing minions, he will more than likely have full stacks on his Ult and be ready to kill literally anyone who engages him. Since Ninja Tabi is the only item that adds dodge other than runes, it is an essential item on Jax and normally the first item to get as it stacks with his E. As noted, Jax only requires a Guinsoo Rageblade which I get after Ninja Tabi; from there I recommend building Hextech Revolver and upgrading it into a Gunblade when possible. The 20% Lifesteal and Spell Vamp are key to Jax's survivability late game, while the extra damage and slow from Gunblade Activation gives him a very useful extra CC effect for chasing or retreating. After this, item builds can vary according to situational match needs. As with most DPS Fighters, Jax does well in the jungle and since he remains more of a late game champion, jungling can be Jax's overall safest and most efficient initial role. I recommend building Phantom Dancer after Gunblade to ensure 2.x+ AS/Crit/Movement Speed. From there, building Banshees if required and/or building Rylai/FMallet last rounds out the build.

AD Jungle
Cloth Armor

Ninja Tabi
Guinsoo's Rageblade
Phantom Dancer
The Bloodthirster
Sword of the Divine
Madred's Bloodrazor

AP
Doran's Ring

Ninja Tabi
Guinsoo's Rageblade
Hextech Gunblade
Rylai's Crystal Scepter
Lich Bane
Rabadon's Deathcap



Master Yi

Yi is possibly the most fearsome DPS fighter when farmed and fed. Yi can reach 2.x Attack Speed with just a Youmu Ghostblade and his Ult activated. With the extra movement speed also given by this item and ability, and a free Bloodthirst damage given by his E ability and free farmed Bloodthirst if Highlander is active when he kills a champion, Yi can do devastating damage with just a Ghostblade and Bloodthirst. As Jungle Yi: since Alpha Strike is his main Jungle Farming ability, Yi can especially be built into an AP Alpha Strike Burst Damage Caster with a Lichbane. Since Yi can be built to serve an AD DPS role or a AP Burst damage role or hybrid, it makes him a pretty versatile damage dealer. For DPS Yi, it's especially crucial to build a Phage/Frozen Mallet after finishing his Ghostblade, Bloodthirst, and Starks Fervor, otherwise Yi will remain a squishy DPS fighter while you build a Phantom Dancer. Therefore, consider building a Mallet prior to a Phantom Dancer, or at least build a Phage prior to a Phantom Dancer. Also, since Yi is pretty squishy prior to building a Mallet, it can be crucial to build a Quicksilver Sash against AP oriented enemies with a lot of stuns, snares, taunts/fear/dance as any of these CC effects on Yi can render him vulnerable to quick death.

AD Jungle
Cloth Armor & Hp Pots

Berserker's Greaves
Wriggle's Lantern
Youmuu's Ghostblade
Stark's Fervor
Infinity Edge
The Bloodthirster

AP
Doran's Ring

Sorcerer's Shoes
Rabadon's Deathcap
Deathfire Grasp
Lich Bane
Void Staff
Abyssal Scepter



Tryndamere

Tryndamere is arguably the most feared champion late game especially if he has been fed and built with high attack damage and critical strike. That being said, it can be hard to get to late game if Tryndamere is not careful early game as he is especially vulnerable and ineffective early game until level 6 and until he does finally stack critical strike items and/or damage. Since Tryn can struggle in lanes especially without full crit runes and 2% from masteries, I do recommend learning to jungle with Tryn. A Tryndamere with Red Buff is very hard to get away from especially since most champions die in a few seconds from percentage Red Buff damage and Tryndamere's critical strikes. Tryndamere can Ult to save his life even through silences, stuns and suppressions, though if those CC abilities are cast on Tryn while his Ult is active, they are effective to cripple him and finish him off. That being said, building a Quicksilver Sash mid-game can be very helpful, especially to remove late-Ult ignites which otherwise ensure his death afterwards. AD Jungle
Brawler's Gloves & Hp Pots

Berserker's Greaves
Phantom Dancer
Infinity Edge
Phantom Dancer
The Bloodthirster
The Bloodthirster


Shaco

Shaco is a hybrid Assassin and late game backdoor pusher. As with most squishy melee fighters, Shaco can struggle early game if he is laning and mainly building a DPS build. AP Shacos tend to do better laning since stacked Jack in the Boxes in side lane bushes lead to easy bush control advantage and early game kills. Since Shaco is very squishy early game without max Deceive levels mainly for the CD and Hallucinate both to aid survivability, I do recommend Jungling Shaco from the start especially for DPS builds. For AP builds, they are also viable in the jungle since JitBs are extremely helpful to fear creeps to negate damage and to add a bit of damage themselves. A crucial note to consider is that if you jungle as Shaco and attempt Blue first (which is generally required due to his low Mana pool/regeneration), Shaco does require cover at the two critical paths, otherwise enemies can easily destroy his JitBs and ruin Shaco's jungle right away. Shaco's Hallucinate Clone also activates on-hit effects which is possibly the most effective way of playing Shaco. For this reason, getting on-hit items, especially Bloodrazor can lead to big damage by Shaco. Getting Sheen on Shaco ensures early heavy damage right out of Deceive. Sheen can be upgraded into a Lichbane for AP builds or upgraded into a TForce last item. The active on Two-shiv should be avoided early in ganks as the passive is good enough to poison and slow enemies. Make sure you get close enough to auto attack and use Two-shiv to mainly finish off fleeing opponents unless you have Red Buff and can Two-shiv to get close enough to auto attack and slow from Red Buff. Jungle
Cloth Armor & Hp Pots

Wriggle's Lantern
Mercury's Treads
Trinity Force
Youmuu's Ghostblade
Banshee's Veil
Guardian Angel


Xin Zhao

Xin is one of the strongest DPS champions right from the start of the game coupled with arguably the best defense among his DPS peers. With his main damage from Three Talon Strike, exceptional HP and Armor at low levels and jump slow E, Xin is among the best early turret dive for kills champions out there. With this, Xin is an exceptional Jungler and when Red Buff is acquired, early ganks are ensured when laning opponents stray away from turrets. Xin excels with just a Wriggle's Lantern whether Jungling or Laning as his first item as it is an ideal item with significant stat increases (Armor, AD, Lifesteal, %chance minion nuke) for a low price. I do recommend building items with flat AD increases as they stack with his abilities rather than just having on-hit items. Black Cleaver is a great buy followed by a Bloodthirst as these ensure that Xin hits hard enough and fast enough to survive almost any fight and can take down literally anyone he focuses. The lifesteal from Wriggles and Bloodthirst, and his 3rd hit heal is usually enough for Xin to finish off enemies who build Thornmail to try and save their lives, and if not, Starks to add to this build assures that outcome. To finish off this build, I go with Thornmail against DPS enemies, Randuin's for turret dive/turret BD capability, or Banshees against AP/CC enemies. Xin is arguably the best DPS Fighter as he fits on any team. His 3rd hit popup on his Q negates charge Ults such as Nunu, Fiddle before jumping, Galio while taunted. When his Q is activated prior to Xin being blind, he still hits without missing. The only weakness on Xin is his Ult as it is generally useless other than the damage reduction component as his Ult hits squishies for little damage and 20% damage against tanks with high defense is equally useless. Do not expect much out of it and don't hesitate to farm waves with it or use it to help with Blue/Red Buff, Dragon, and Baron. Jungle
Cloth Armor & Hp Pots

Wriggle's Lantern
Mercury's Treads
Youmuu's Ghostblade
Randuin's Omen
Banshee's Veil
The Black Cleaver

Sion

Sion



AD/AS Hybrid Sion builds are very effective as similar to Yi, Sion has a very nice E ability to give him effectively a free Bloodthirst. When you couple this with the passive ability to increase his HP permanently for the rest of the game, it means that Sion easily has the highest HP among DPS champions and the extra Shield and Burst damage from Death's Caress still make Sion very tanky. With these three key abilities, it's pretty much unfair when Sion is built AD/AS hybrid and gets farmed up as he's got a free 2.5 second normal ability stun and a free massive lifesteal and AS gain from his Ult. What this all means is that a late game farmed Sion really means an unstoppable force in solo fights and even 1v2s, let alone team fights. My build for AD/AS Hybrid starts with Doran Ring for some simple Mana Regen and HP to help in the early laning phase, alternately you can start with a Meki Pendant into a Chalice or Manamune later, or if you have Mana Regen runes or don't depend on his Q/W in the laning phase then you can start with Speed Boots and HP Pots. In any case, buy Speed Boots when you return if you didn't start with them, and then proceed to build Zeal, Vampire Scepter, Upgrade shoes according to match dynamics, Finish Bloodthirst, Build Black Cleaver against heavy Tank/Fighter teams or build Starks against Heavy Caster/Squishy teams, Finish Phantom Dancer, build the alternate of Black Cleaver/Starks depending on what you built earlier and depending on whether you need more damage or more lifesteal OR build another Phantom Dancer for Permanent Haste, More Critical Strikes, and even more Attack Speed. If the game is still not over and you acquire more gold then sell your Chalice for Banshees, Thornmail, or Trinity Force. GG

AP
Doran's Ring

Sorcerer's Shoes
Rod of Ages
Morello's Evil Tome
Deathfire Grasp
Rabadon's Deathcap
Abyssal Scepter

AD
Boots & Hp Pots

Berserker's Greaves
Stark's Fervor
Last Whisper
Trinity Force
The Bloodthirster
Youmuu's Ghostblade

AD / Tank
Doran's Shield

Berserker's Greaves
Infinity Edge
Trinity Force
Warmog's Armor
Atma's Impaler
Phantom Dancer

 



Warwick

Warwick


Warwick is one of the easiest DPS Junglers/Mid-game Gankers/Mid-game and beyond pushers. WW excels in the Jungle and should be played there, Laning on the contrary and trying to farm in the lane is horrible even though he heals easily. Since WW heals so easily with every auto attack and also bite heals with Q, Jungling is a sinch. Since WW heals so easily, he is hard to Counter Jungle/Gank against as he always maintains decent HP while slaying creeps. WW's Suppression Ult is very OP especially Mid-game starting at level 6 when he gets it, as Suppression damage + Blood Scent + Red Buff means guaranteed ganks out of the Jungle until the team fighting phase. Since WW heals so easily, he needs only to build Bloodrazor which can normally be enough damage for him the rest of the game, contrary to many other Junglers who benefit greatly from building Wriggle's Lantern. Since WW is very strong from level 6 to 16, he must get ganks to finish off Bloodrazor and build defense items to survive late game Ult jumps rather than be killed after jumping. Banshees and Guardian Angel are must haves in most games after building his Bloodrazor. WW is one of the few Junglers who can still solo Dragon at low levels and solo baron late game with enough lifesteal so take advantage of those opportunities if they present themselves. With all that has been stated, WW remains one of the easiest DPS champions to learn to play and recommended as a starting melee DPS Fighter to learn for those who have little or not experience with playing fighters. If you can perfect WW, other DPS Fighters become a lot easier to learn to play.

Jungle
Cloth Armor & Hp Pots

Madred's Bloodrazor
Sorcerer's Shoes
Wit's End
Stark's Fervor
Malady
Banshee's Veil

Other Good Items:
Hextech Gunblade
The Black Cleaver
Guardian Angel
Sunfire Cape

 

Evelynn


Evelynn

Evelyn is listed as a DPS Fighter because she can be built with exceptional Attack Speed with Nashor's Tooth, Ragebade, and her Ult. Those items can also be built with more Ability Power such as Rylai, Mejai, Lichbane, and Deathcap, making her more focused on her Burst damage attributes. Eve should mainly be played in the duo lane as she has strong ganking capability in duo lanes with her team mate. From level 5 and beyond, Eve excels Counter Jungling and ganking enemy Junglers, as well as ganking solo lanes from then on as well. Later game when team fights become the norm, Eve should seek opportunities to backdoor enemy turrets and gank unsuspecting enemy champions who are caught alone in side lanes and the Jungle. Successful Evelyns will capitalize on those ganks and followup with sidelane turret pushes OR hurry back to her team where odd-man advantage team fights should be initiated. Eve should let others initiate and react quickly to stun and cripple enemy carries. Her job is more to cripple and damage enemy carries more than outright finishing them off as she is very vulnerable being visible in the sight for more than a couple seconds. Evelyn's purpose is not for sitting invisible while her team mates are fighting and then coming out of stealth to KS team kills after your team has already taken all of the damage. The Job of Melee Assassins is to cripple and help kill enemy carries, not to sit invisible until the end of the fight and get double+ kills and survive. Melee Assassins are among the least useful to Push/Defend turrets once the rest of your team has died: the purpose of killing enemy champions is to push turrets and the enemy nexus down. It is more important to have Ranged DPS and Melee DPS Fighters survive fights than Assassins therefore. Regrowth Pendant & Hp Pots
Philosopher's Stone

Sorcerer's Shoes
Mejai's Soulstealer
Lich Bane
Rylai's Crystal Scepter
Rabadon's Deathcap
Nashor's Tooth
 

Nidalee

Nidalee

Nidalee
  Doran's Ring
Mercury's Treads
Guinsoo's Rageblade
Rabadon's Deathcap
Lich Bane
Void Staff
Zhonya's Hourglass
 

Irelia


Irelia
 

DPS:
Long Sword & Hp Pots

Mercury's Treads
Trinity Force
Stark's Fervor
Infinity Edge
Banshee's Veil
Hextech Gunblade

Off Tank:
Rejuv Bead + Faire Charm
Philosopher's Stone
Mercury's Treads
Trinity Force
Banshee's Veil
Randuin's Omen
Madred's Bloodrazor
Force of Nature

 

Akali


  Long Sword & Hp Pots
Mercury's Treads
Rylai's Crystal Scepter
Rabadon's Deathcap
Hextech Gunblade
Void Staff
Guardian Angel
 

Katarina


  Boots & Hp Pots
Ionian Boots of Lucidity
Rylai's Crystal Scepter
Rabadon's Deathcap
Hextech Gunblade
Zhonya's Hourglass
Void Staff

Poppy


  Doran's Shield
Berserker's Greaves
Trinity Force
Phantom Dancer
The Bloodthirster
The Black Cleaver
Infinity Edge
 

GangPlank

GangPlank


If you know your team makeup has the capability and likelihood of surviving to late game then building BankPlank is viable and leads to a strong CritPlank late game. Brawler's Gloves & Hp Pots
Ionian Boots of Lucidity
Avarice Blade
Trinity Force
Infinity Edge
Phantom Dancer
Last Whisper

Pantheon


  Long Sword Mana/HP Pot
Boots of Swiftness
Sword of the Occult
The Brutalizer
The Bloodthirster
The Bloodthirster
The Bloodthirster



Udyr
  Jungle
Cloth Armor & Hp Pots

Mercury's Treads
Wriggle's Lantern
Madred's Bloodrazor
Warmog's Armor
Banshee's Veil
Stark's Fervor

Trundle


Trundle
  Jungle
Cloth Armor & Hp Pots

Mercury's Treads
Wriggle's Lantern
Trinity Force
Randuin's Omen
Force of Nature
Atma's Impaler

Olaf


Olaf
  Jungle
Cloth Armor & Hp Pots

Berserker's Greaves
Wriggle's Lantern
Frozen Mallet
Banshee's Veil
Atma's Impaler
Youmuu's Ghostblade
Warmog's Armor

JunglerHas the Ability to Jungle. Jungling is an act of not being in a lane but instead leveling trough killing neutral creep camps found scattered all around the map in areas known as jungle. Most junglers start out with cloth armor and health pots then upgrade to madred's razor ASAP. Smite is more or less a must have for jungler these days. It increases your gold gain in jungle, accelerates your jungling, gives you the ability to steal neutral buffs of other players (by warding/scouting them in some way) and possibly even steal dragon/baron when you get the chance.

Initiate2Initiate2 means a champion has an ability that tends to isolate one enemy champion such that that enemy champion is killed leading to odd man advantage opportunities. Initiate2 abilities tend to only kill that one targeted champion even though the ensuing sequence can lead to killing more enemies. By their nature, Initiate2 champions can manufacture varying levels of advantage by being able to isolate and kill key enemy champions rather than random ones.



Nocturne
  Jungle
Cloth Armor & Hp Pots

Mercury's Treads
Madred's Bloodrazor
Banshee's Veil
The Bloodthirster
Phantom Dancer
Infinity Edge
 

Lee Sin
    Doran's Blade
Boots of Swiftness
Trinity Force
The Bloodthirster
Frozen Mallet
Hextech Gunblade
Phantom Dancer
   

Wukong
    Doran's Blade
Ionian Boots of Lucidity
Trinity Force
The Bloodthirster
Youmuu's Ghostblade
Banshee's Veil
Atma's Impaler
   

Skarner
   

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