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Recommended Items
Spells:
Exhaust
Ignite
Ability Order
Battle Fury (PASSIVE)
Tryndamere Passive Ability
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Hi, my name is Apotheosis and here you will find all of your



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- Snowballs harder than many champions
- Is extremely mobile which allows for great jungling flexibility and the ability to catch or escape an opponent oftentimes with ease
- Is provided Fury which increases the amount of Critical Strike Chance he can obtain without items
- Can slow opponents to provide the team with kills or ally escapes depending on how the ability is used
- If triggered correctly, becomes immune to death for 5 seconds through his ultimate
Cons
- Unfortunately, is more of a late game based champion due to the reliance of items for damage.
- Is easily harassed by other champions who utilize Crowd Control abilities, those with large amounts of early game damage and ranged carries

When laning, you need to make sure that you're maintaining your Fury. It needs to be as close to full at all times if possible. Don't waste your Fury on



The key to using this ability is paying attention and forseeing events happening. Trigger timing is important in team fights. Too many people use




This ability can be used to catch an enemy, flee from an enemy, save allies and locate hidden/stealthed enemies. It can also serve as a way to cripple the Attack Damage of carries on the opposing team in fights to give your team a bit more of an edge. This, however, can void your capability of slowing an enemy for the duration of the ability's Cooldown.

I shouldn't have to explain



Not too much to talk about here. Primarily, don't stall when using this ability. Team fights are usually where individuals can fail to use their ultimate properly to avoid death. Familiarizing yourself with other champion's abilities and constantly looking at their items can better help with this. Keep in mind that this ability can also be used to grant Fury when you need it. Some of the only times that you'll want to prematurely use



Mastery: Improves

This is an universal, amazing spell for all Attack Damage carries. This allows teams to help shut down other enemy carries in team fights so that they're all around less effective at their job. Using this spell, you can also catch up to or escape from enemies to obtain kills or saves other allies, including yourself. Why is this spell so necessary for us? For the above reasons, but also is amazing paired with


Your Champion ignores unit collision and moves 27% faster for 10 seconds.
Mastery: Increases movement speed bonus to 35%.
This is an extremely necessary spell because it helps you stay on target and/or escape death threatening situations. You don't realize how much easier it is to stay on target until you have used it and done so. Granted,






Ignites an enemy unit, dealing 50 plus 20 x level true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%.
Mastery: While your Ignite spell is on cooldown, your champion gains 5 Ability Power and 5 Attack Damage.
I would say that


After 4 seconds, it teleports your champion to target turret or friendly minion (making it invulnerable for the duration). Can be canceled.
Mastery: Reduces cast time by 0.5 seconds.



Runes




So, why do I choose these rune types? They all provide the early essentials for laning solo top. The Critical Strike Chance runes allow you to go headstrong with your opponent. They occasionally grant more critical hits to build Fury, ease farming and create more damage more often to lower and finish off your laning opponent's health while your defensive runes provide resistance against both Attack Damage and Ability Power that opponents will deal for better sustain. I can personally pledge that these defensive runes will save your life several times, whether you believe it or not. Just ask yourself how many times you've survived with 10 Health or whatever.

These mobility runes are for extra mobility in your lane. That's pretty much it. They're great
for kiting opponents and their abilities such as



I only recommend these runes for more early game Critical Strike Chance for the ability to crit more often and build up Fury quicker. Fury is a big deal for last hitting minions and delivering large hits to the opponent(s) in your lane. Also, tagged along with


Paired with


Why does a carry even want Armor? Isn't that stuff for tanks? I'm a big fan of these runes because they are very helpful when it comes to better sustain your lane. They ward off quite a bit of Attack Damage over time if you really think about it. Minions and other enemy champions will auto attack you a decent amount and many abilities are based from Attack Damage. It saves you from having the need for several more






No questions should arise here.
I hate having to trade out






HOWEVER, if you absolutely want to play










Remember, don't be an arrogant little bi*ch, if you clearly shouldn't be playing as

*Read the abilities for help in your laning phase.*

Starting Items




A general item to choose is





Choosing The Right Boots

These will aid with your


If I'm losing my lane, I may decide to purchase these boots if I'm against an opponent who deals a lot of Attack Damage through items and/or basic attacks. I also consider the team that I'm facing when selecting these boots. If they are Attack Damage stacked, then I will highly consider






Returning From Lane



We're going to purchase

Finishing Our Core Build


Again,










Every game usually has a time-frame or window of opportunity for us to get so much gold to establish our core build. We, as individuals, can't always account for everyone on the team because we don't have the option of being in several places at once, obviously. When other players on our teams die to opponents, they are making our early game, leading into the later game, more difficult to work with. So, it's very crucial to build cheap, but effective throughout the game.

This item is almost prime because it's great against heavier teams consisted of Crowd Control and/or



You absolutely need this item eventually if you have the gold to continue on after



You will most likely be getting this item if you have a hard time killing an opponent(s) that keeps you from doing your job in team fights. Why? because that individual(s) probably has a great deal of armor. 200 Armor or more is an indicator to go ahead and get this.





This item is actually a huge counter to many mages or those who deal Ability Power through their abilities. It also gives you an extra 40 Attack Damage when your ultimate is activated (When you have no health). If you want, start off with a



I don't particularly recommend this item because I'd just rather have red and call it a day. The rest of the stat's are nice, but I'd put the extra money to better use.

I don't entirely recommend this item either because we'd really just be benefiting from the Magic Resistance. If you follow this guide, then Movement Speed isn't an issue and there's really no reason for the percentage Health Regeneration because we're not a tank with a massive amount of Health.

I want to touch up on this item a bit so that you're not all partially confused as to why I recommend it as a core item. I've already mentioned that you want it for sustain, creep score, and Lifesteal, but you also have to look at the big and small pictures that establish the picture as a whole with this item. This item is somewhat expensive, but is completely manageable for a first core item, especially if you're going to use it. The item cost 1600 gold and sells for 1120 gold. You're not meant to keep it the full length of the game if the game does last for some time as most do. So let's think about this item and what it can do for us and our team:
It can be used for lane control, granting the ability to clear minion waves faster than the opposing team and keep them behind their tower as the tower takes creep score from the enemy while using the free ward to prevent being surprised by an enemy gank. It provides sustainability while in lane with the Lifesteal and allows "farming" minions more effectively. This item is also great if you are losing the lane as it helps you continue farming and stay in lane. It is also very useful for controlling major objectives such as Dragon and Baron Nashor, as it greatly decreases the time required to kill them.
You have to realize that












So the small picture: laning phase; big picture: setting up for late game.

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