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Pros / Cons
strong late game
good ganking ability
high damage output
good sustain
great for dueling
very fun
hard early game
susceptible to cc
weak to magic damage

I'll be updating this guide again... hopefully soon, but I hope it helps you guys out.

I usually take his Puncturing Taunt at level 2 just in case my lane opponent makes the mistake of pushing close to my turret. You'll generally be facing melee champions at top so this is an ideal ability for when they're underneath your turret trying to push. Combo this with your W and your enemy will be taking damage from the turret, your W, you basic attacks, and any nearby allied minion.(Your opponent will usually be too scared to push your tower after the first time you've done this.)
Rammus'







If you find yourself needing more sustainability in lane get a


The next item you will need is a

Your final two items are to help with your critical damage. The


HERE'S SOME MATH YOU DON'T HAVE TO READ IT:
Infinity Edge + Phantom Dancer + Trinity Force = 65% critical chance. If you include the passive of Infinity Edge that means if you attack 100 times in a row with 325 AD and 65 of them crit, you will deal [325AD * 2.5 * 65 + (325AD * 35)] = 64,187.5 physical damage(not taking account opponent's armor)






Mercury Treads is a good replacement for Ninja Tabi if you are going against a team with high magic damage, and the tenacity is nice for heavy cc.




Sorry the guide is so short and incomplete right now. I was pretty excited to post it. I'll be updating it regularly to make sure its the guide you guys deserve.
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