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Choose Champion Build:
-
Build 1
-
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Mirror Image (PASSIVE)
LeBlanc Passive Ability
Introduction

Have you grown tired of the enemy


Or do you simply want to troll your queue partners by building in an unorthodox manner then carrying them to victory?
Look no further!
This guide is your comprehensive source for learning how to play







Furthermore, playing





SURGEON GENERAL'S WARNING: AD Carry LeBlanc is not for the faint of heart. She has a skill cap that makes Lee Sin look like the easiest champion ever, and is not like



- Having an extremely strong early game that makes her dominate in lane, causing the enemy
Karthus to weep as he dies over and over again every time he comes back to farm.
Distortion allows her to pull off excellent escapes and jukes as well as making her ungankable, causing the enemy jungler infinite rage.
- A passive
Shaco ultimate in the form of
Mirror Image.
Mimic adds huge depth to her gameplay that allows skilled
LeBlanc players to do sick maneuvers.
However, other than these common elements, LeBlanc's strengths and weaknesses vary greatly depending on how you build and play her.
- Pros:
- Deals ridiculous burst damage once she has some items, sufficient to 100-0 any enemy carry.
- Great roaming potential if she wins her lane, allowing her to terrorize top/bottom.
- One of the greatest ganks in the game due to the sheer speed with which it occurs; by the time the enemy realizes that they got ganked, they are already dead.
- Cons:
- Can't sustain herself.
- Can't kill blue buff without a leash, even after she builds her core items.
- Uses mana very quickly if forced to use her skills.
- Easily countered if picked first, either by stacking magic resist or counterpicking.
- Very hard to farm with; her only AoE spell is her only escape mechanism. If you use it to farm, the enemy jungler will jump on you for a threesome you cannot get away from. This forces
LeBlanc to farm almost exclusively with her autoattacks for the early game.
- Drops off rapidly late-game; after you kill their carry, you are now on cooldown and cannot contribute much to the rest of the teamfight aside from maybe a single
Ethereal Chains, turning it into a 4v4.
Frankly, after playing hundreds games with LeBlanc, I have grown extremely tired of the cons of an AP Mid




- Pros:
- Deals ridiculous early game damage even with no AP, ensuring first blood if your support plays well.
- Stays relevant the entire game and snowballs hard enough to carry in teamfights, something an AP Mid
LeBlanc cannot do.
- Farms more easily than an AP
LeBlanc because your autoattacks actually deal a lot of damage now.
- Great sustain like most carries, and can kill jungle creeps easily.
Ethereal Chains and
Distortion allow you to CC the enemy and chase them down more easily than many other ADCs.
- Your opponents will try to counterpick
LeBlanc if you choose her, not knowing that you went ADC. Confuse and disorientate the enemy by not going mid lane, leaving the enemy AP feel unloved and unwanted, potentially being counterpicked by your team's other AP instead.
- Cons:
- None of your skills scale with AD, forcing you to autoattack enemies until they die like
Master Yi and
Vayne.
- Lower attack range than some enemy carries like
Caitlyn.
- Low base attack speed makes attack speed items like
Phantom Dancer give a less noticeable boost.
- Your skill burst no longer kills enemies instantly, so it's best to save your skills to burst a fleeing enemy down. Using it to chunk half their HP at the start of a fight allows them to run away before they get too low, which is not what you want.
- Will get you reported by people who adhere to the meta like religious zealots.
- None of your skills scale with AD, forcing you to autoattack enemies until they die like
If you are new to





Properly playing





Gapclosing/escaping and overall mobility:
- Dash/Blink:
Caitlyn,
Corki,
Ezreal,
Graves,
Tristana,
Vayne
- Movespeed buff:
Draven,
Jayce,
Miss Fortune,
Quinn,
Sivir,
Twitch,
Vayne
- Stealth:
Twitch,
Vayne
Innate DPS boost and damage augmentation:
- Attack speed buff:
Draven,
Ezreal,
Jayce,
Kog'Maw,
Miss Fortune,
Sivir,
Tristana,
Varus
- Attack damage buff:
Draven,
Jayce,
Quinn,
Twitch,
Vayne
- True damage:
Corki,
Twitch,
Vayne
- %-health damage:
Kog'Maw,
Varus,
Vayne
- High AD scaling:
Caitlyn,
Graves,
Jayce,
Miss Fortune,
Sivir
- Armor shred:
Corki,
Jayce,
Kog'Maw
- Autoattack reset:
Sivir,
Vayne
Crowd Control and disruption:
- Slow:
Ashe,
Caitlyn,
Draven,
Graves,
Miss Fortune,
Quinn,
Tristana,
Twitch,
Varus
- Snare/stun:
Ashe,
Caitlyn,
Varus,
Vayne
- Knockback:
Draven,
Jayce,
Tristana,
Vayne
The two other attributes that benefit AD carries are, of course, AD scaling and long autoattack/ability ranges. Note that all AD carries are great in at least one category and have at least some attribute that fall into other categories.


- greater quintessence of hybrid penetration: Your skills do not scale with AD, so these are actually better quints than
Greater Quintessence of Attack Damage on an ADC
LeBlanc. Hybrid penetration ensures more early game damage than armor penetration, which ensures more kills, allowing you to snowball harder.
- greater mark of hybrid penetration: Same as above; even though they got nerfed, they are still great on runes.
Greater Glyph of Ability Power: Some extra damage on your skills throughout the game, these will add 15-40 damage to your typical combo. Nothing to write home about, but damage is damage.
Greater Seal of Armor: I do not take mana regen seals on
LeBlanc because frankly, she doesn't need them if you are smart about your mana usage. The armor will help immensely with survivability.
Greater Quintessence of Magic Penetration: Gives you slightly more early game damage for the first blood, but sacrifices late-game potential.
- greater quintessence of armor penetration: Gives you slightly more late game damage on your autoattacks.
Greater Quintessence of Attack Damage: More attack damage for easier last hitting, but you give up a bit of armor and magic penetration for this.
Greater Quintessence of Health: If you really suck at surviving you can take these, but surrendering damage for survivability is not ideal on
LeBlanc because
Distortion and
Mimic should be more than enough to get you out of sticky situations.
Greater Quintessence of Gold: These are actually mathematically the best quintessences to take, because they generate enough gold to make up for the other lost stats around ~15 minutes into the game. Take these if you feel like being adventurous.
- greater mark of armor penetration: The same rationale as armor penetration quintessences apply.
Greater Glyph of Magic Resist: While you should already win every single trade, less damage taken early game is always good, especially against an AP jungler.
Greater Seal of Mana Regeneration: I never run out of mana, but if you suck at managing your mana consumption, these seals could help you out. Alternatively, enslave
Soraka to be your walking mana potion.

Ignite adds that last bit of damage necessary to kill someone in your burst and can secure a kill when otherwise the enemy would have gotten away with 50 HP. A few kills on an AD



This is perhaps the most overpowered summoner spell out there, allowing you to engage, disengage, gank, escape from a gank, reposition yourself to land critical





Note that







This is like a





Increases your burst when combined with


Debatable usefulness on ADC






This spell is still useful for teleporting you out of sticky situations where you are surrounded by enemies and



A possible alternative for people who think



You have



You have


You are not



Shut up and buy wards, Billy!

Revive's cooldown is so long that you will most likely only get to use it once in a game, ostensibly to change the outcome of a pivotal teamfight that your team was going to lose. However, you are giving up


You also aren't


While I would love to get some sick frags with


You really shouldn't be playing ADC








Similarly, if using


The reason I take points in Defense instead of Utility is because you really don't need any of the bonuses in there. Need mana? Conserve it better instead of blindly spamming your skills every time they go off cooldown. As ADC

The extra armor and health in the defense tree, on the other hand, are enormously useful for giving you early-game survivability as well as making you take less damage with every trade.

An excellent passive with a huge amount of potential should you know how to use it properly. Soviet already explains in great detail how to use

Sigil of Silence
Your single-target nuke, which should be maxed first for high early game damage. Even though you are not building AP, you deal so much damage without items that it is essential to max Sigil of Silence first for maximum early-game burst.
Remember that this skill has a second part: the silence. The sigil proc deals a considerable amount of damage while silencing the enemy and preventing them from fighting back, thus you should try not to use this skill for poking without triggering its second stage.

Your only AoE spell and your only escape mechanism. This should be maxed second for the reduced cooldown. This skill is, however, picked at level 1 in the skilling order because it's extremely useful should a level 1 teamfight break out due to its AoE damage and higher base damage, not to mention that Sigil of Silence is worthless without a second skill to trigger the silence.
The range on




Arguably, you can take



A mini


You can also throw this into bushes as an alternative to facechecking it. If it hits something, you know somebody is there.
Note: Opponents who know that this skill hits minions will sometimes hide behind a minion wave with low health thinking you cannot hit them with the snare. WRONG! You can easily


An excellent ultimate on a ridiculously low cooldown, this skill is what defines

- Mimicking Sigil of Silence allows you to silence opponents for up to 6 seconds while melting their life bar away with your autoattacks.
- Mimicking
Distortion allows you to either deal heavy AoE damage to clear a minion wave/finish off running opponents, or just to substantially widen/close a gap between you and your enemies.
- Mimicking
Ethereal Chains allows you to either snare a single champion in place for a really, really long time, or snare two people separately and get your team two kills.
The cooldown is so short that it is almost guaranteed to be up every time you need it. Using this skill to its fullest is what makes or breaks



Note:



Because of her ability to silence the enemy, there are precisely zero bottom-lane champions who can win against LeBlanc in a trade for pure damage; abuse that and harass your enemy every time it is safe to do so; their only way to retaliate is with their autoattacks, which are weak because they have no items.
As the game goes on and you get your core items, things start to change drastically as the majority of your damage shifts from skills to autoattacks. Do not neglect your skills, however; they still do a considerable amount of damage and can finish off an opponent who is running away with 1/3 health.
I cannot tell you the specifics of how to play your game; every match is different, and even different people playing the same champion can behave very differently. Analyze your opponent, figure out what they can do and how they react to what you do, and exploit any deficiencies you find.
Their





PvP success in the League of Legends requires you to know your opponents and be able to think ahead, not follow some bland template outlined in a guide on Mobafire and expect victories to automatically show up in your match history.
Remember, as


With that said, let's have a look at the starting item choices:
Possible starting items:



A long sword gives you much-needed damage on your autoattacks and leaves enough money to buy two


No boots? Are you insane?
Not quite. While the






An alternative that gives you more sustain at the cost of 10 AD. This is not recommended due to the flask nerf, so if the enemy carry has great pokes that are guaranteed to hurt you, ask your team to pick a sustain support in champion select.




If you insist on taking these, I can't stop you; ever since the flask nerf, this start has become more lucrative. These are beneficial for avoiding skillshots like

What to do when laning:
- Farm, farm, and farm. League of Legends is a very farm-centric game; you cannot afford to lose CS even if you are intent on pewpewing an enemy
Ezreal in the face with your staff. 10-15 CS is equivalent to a kill, and last-hitting well will make you significantly stronger than your opponents by virtue of getting your core items before them.
- Harass, but keep moderation.
LeBlanc excels at making her enemies lose half their health in an exchange, but the ultimate goal here is to kill them, instead of harassing them so low that they will just recall to base and heal to full.
- A good way to harass is by doing damage to the enemies when you have a safe opening to do so. If the enemy ADC used their skills to farm or failed at harassing you, they are on cooldown and you can immediately retaliate safely. This will cause them to run back and lose CS, as well as take heavy damage without a chance to dish it back in return.
- Save your high damage burst for finishing people off; most people want to stay in lane as long as possible, and if you continuously deal only minor damage with your harass, they will stay in lane with low health, thinking you can't kill them because you are dumb and built AD on
LeBlanc. As soon as you see a chance to 1-shot them, go in for the kill and erase their remaining life in one burst right underneath their tower, making them forever regret underestimating your damage potential.
- While you are perfectly capable of killing the enemy by yourself,
LeBlanc's synergy with jungler ganks is astounding. Not only does her ridiculously long silence prevent enemies from flashing away, but her
Ethereal Chains is a slow and long snare that gives your jungler enough time to get in on the action and deal serious damage. Letting your jungler come in not only demoralizes the enemy with a fierce threesome, but also allows your jungler to get the XP and Assist money, bringing your entire team more ahead.
- Keep track of when the enemy support wards river! Many people do not re-ward right before a ward expires, and instead opt to only ward again after the initial ward dies. Exploit this foolish behavior, as it gives your jungler a brief window to sneak in and either catch their support warding by herself, or perform a surprise gank during that brief moment of safety. Wards last 3 minutes; communicate this to your jungler so he doesn't waste time coming in when it's warded and knows exactly when the enemy will no longer have vision.
- As long as you do not die and are keeping up with CS, you are winning the lane. Don't tower-dive and instead get killed by the enemy team unless you know for a fact you can get out safely after immediately bursting them down. I have seen far too many greedy players die to try and last-hit the enemy champion, only to give him a double kill. When played well,
LeBlanc will never die, and you should make not dying your main goal. Remember, every death feeds the enemy, and a fed enemy is annoying as hell. Take your kills in relative safety and watch their team rage in all chat because their lane went 0/6 to an AD
LeBlanc.
As always, keeping on top of your early-game purchases is important:

Always carry one around if you have the leftover gold, because it's like a free

(The extra health gain is unaffected by

Sight Ward

Buy these if you want to win, because they are the most important items in the game. Your support is not the only one responsible for warding, and he or she may not always be there if you need an area near you warded. You will always have spare inventory slots before your full build is complete, so carry some around if you can spare the gold.


"But I have a

The answer is actually quite simple: 360 HP and 180 Mana is not enough sustain to prevent you from having to recall. Every time you go back to base, the




This item deserves its own section, because it is an extremely situational purchase. If you can buy a




General teamfight tips:
- Don't get ulted by
Mordekaiser.
- Don't engage in a teamfight just because you can; make the judgment call of whether or not your team will actually benefit from getting into a fight there and then.
- Pretending to be your clone while
Mirror Image procs can let you get off uncontested autoattacks.
- If you are guaranteed to die soon, instead of trying to run, use the last few seconds of your life to DPS the enemy.
- Pay close attention! Many players suffer from "I have no idea where the **** my champion is" syndrome during teamfights and end up being useless because of it.
- Focusing is secondary to actually dealing damage; if their carry is out of range and safely protected at the back, attack the closest enemy! Don't let a low-health champion turn into a ****** magnet.
- When ahead, get more ahead. Don't overcommit and squander your advantage by wasting time.
As the ADC, your role in teamfights is straightforward: To deal as much damage as possible to the enemy. It is up to you to decide who to snare with

There will be some obvious targets like




Therefore, the primary focus of this section will be on the various items available to you for purchase. If you already play an ADC champion, most of this will be familiar to you. If not, read on:




Core items, no way around it if you want to do damage.


I changed my mind on this item after being persuaded to try it by a friend of mine; you can actually substitute this for


- Crits for 250 damage with
Infinity Edge, which is absolutely huge for being completely free damage that comes on top of your normal autoattacks.
- This is guaranteed to constantly proc almost every other attack when you are chasing a low-health enemy.
- Gives you tons of assists even if you only attacked down two of their champions.
- Charges super fast if you kite around, which you should be doing anyway in order to avoid incoming damage.
- Both the initial dash and the return on
Distortion will charge
Statikk Shiv by at least 30 (more if you walk further away before returning), which means you will proc this AoE lightning at least 3 times in a teamfight for a maximum of 3000 free magic damage.





This is an assassin-type item, which synergizes well with your skillset's high single-target focus. Burst a high-priority target with your skills before unleashing this item's active on them while they are silenced, blowing through their entire health pool instantly. This item unfortunately does not grant you any stats other than attack speed, so it is arguably only useful if one enemy champion is the source of the majority of their damage and eliminating him/her can win teamfights.


Actually a decent pick on




Note: Both the initial Sigil and the silence proc will trigger






Surprisingly viable, because the AP on these items actually help her burst, unlike many other AD champions that take this item despite having no AP ratios on any of their skills.



These items are of questionable usefulness; they give you magic resist and a magic shield, but you can easily reposition yourself with





A good item overall, but you should not be dying in the first place as







These items don't give you a lot of attack damage and only provide a pittance of magic resist for their cost, but the items' active is well worth the money: all debuffs are removed from your champion, including the ones that




Note: Most people will wait until you are CC'd to unload their damage. This is not a good idea! Take advantage of this, because it gives you a critical window of time in which you can use


(Yes,





I generally do not buy this item because smart enemies will pop it with a token spell and massacre you afterwards, but there will be games where the spell shield saves your life from




You don't particularly need the slow because you already have




Normally an AP item, both of its stats benefit an ADC


It's an inexpensive snowball item, but losing 35 attack damage and 15% movement speed when you die with no easy way to get it back can be devastating.



Building



While I am a Touhou fan, I still would not buy this item. The CDR and active don't help


You don't need the CDR, and a



I am ambivalent about this item. You don't have an innate attack speed steroid like





In the general case,

It has great synergy with some items, and an experienced player who knows when they are appropriate purchases can opt to purchase this item if they have already built one of the other items for a specific reason.
Black Cleaver - Shreds the armor of three enemy champions.
Blade of the Ruined King - Chunks three enemies for 4% of their health per attack.
Phage/
Trinity Force/
Frozen Mallet - Slows half of the enemy team.
Statikk Shiv - Gains 30 charges per AA rather than 10.

It has a good active, but it just doesn't augment your damage enough against enemy carries, which should be the ones you are focusing down in teamfights. I can see an argument for this item if you are for some reason playing in a 700 elo game where everyone stacks several



As popular as this combination may be, Atmog's is garbage! Anyone who wants out of Elo Hell should immediately stop building this item combination, on any champion, because building this is what got you into Elo Hell in the first place. If I see someone building Atmog's, I immediately know that they can be ignored because they do no damage due to spending all their money on this item combination.


As always, remember that objectives are extremely important in League of Legends; don't forget to do the following:
- Maintain vision and control over monsters and buffs like
Dragon or
Baron Nashor by warding the **** out of the map. 125 gold for a
Vision Ward pays for itself many times over if it ensures your team a Dragon or Baron kill.
- Stealing buffs from the enemy jungle can cripple the potential of their ADC and AP. The enemy will also be aware of their own jungle timers, however, and trying to do this can possibly lead to being engaged on by the whole enemy team.
- Do not wait for the enemy team to be aced before doing Baron Nashor! Many low-elo players make the mistake of thinking that they cannot take baron when the enemy team is not dead. There are several reasons why this is not a good thought process:
- Trying to ace the enemy team often gets your own team aced instead, giving them either Baron or several turrets in the process.
- Trying to kill Baron Nashor after a teamfight when your team is weakened can often result in a failure to actually kill him, allowing the now-respawned enemy team to jump in and steal it while killing your low-health stragglers.
Vision Ward in the right spot), and when at least 1 or 2 of the enemy team members are somewhere far away, like bottom lane.
- If the enemy team has the Baron buff, do not fret! The game is not over yet. Even with the buff, they do not want to engage you under your tower, and every second in stalemate is a second of the buff wasted. Wait it out patiently and harass from the safety of your tower, and if they get cocky and start a 5-person tower dive, make them regret the decision by unloading all your CC while the turret is pounding away at them. While the Baron buff is game-changing, it is not a guaranteed win for the team that has it. Engage well, buy elixirs to offset the difference in stats, and you can still win a full-on teamfight.
- As always,
Oracle's Elixir is a good buy even after the nerf. Controlling vision in the late game is critical, and denying the enemy team of wards in highly dangerous jungle areas can allow your team to get a great initiate off.
- Remember to sell your
Crystalline Flask at some point to reclaim the gold and inventory slot. If you can afford a component of your next item (such as a
The Brutalizer) but the rest of your inventory slots are full, sell the flask; the extra stats outweighs the sustain from the
Crystalline Flask, and at this point you should have way more than enough sustain from your
Bloodthirster that you won't need the consumable.
If you tl;dr'd this whole section, there's only one thing left to say:
BUY A WARD, YOU **** **** ******** ******** ***************






Pros: |
![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
|
Taric is an exceptional support for most AD carries, including AD





Harass and Poking: Medium
Kill Potential: Very High
Gank Synergy: Extremely High
Anti-Ganking: Extremely High
Late-game Potential: Very High
Sustain:


Harass and Poking:



Kill Potential:






Gank Synergy:


Anti-Ganking:





Late-game Potential:









Pros:
|
![]() ![]() ![]() ![]() ![]() ![]() |
Cons: |
Blitzcrank is played as a support mostly to turn the bottom lane into a kill-fest; a good







Harass and Poking: Low
Kill Potential: Extremely High
Gank synergy: Very High
Anti-ganking: Medium
Late-game Potential: Extremely High
Sustain:

Harass and Poking:






Kill Potential:








Gank Synergy:


Anti-Ganking:





Late-game Potential:






Pros:
|
![]() ![]() ![]() ![]() ![]() consecration |
Cons:
|




Harass and Poking: Low-Very High
Kill Potential: High
Gank synergy: Medium
Anti-ganking: Medium
Late-game Potential: Medium
Sustain:

- Consecration gives you more MR than 9x
Greater Glyph of Magic Resist.
Astral Blessing has a ridiculous base heal of 350 when maxed, and gives you a temporary armor boost.
Infuse restores mana and doesn't cost anything.
Wish can heal teammates on the other side of the map.
While her AP ratios got nerfed several times since release,






If you are extremely good at avoiding incoming damage, you can ask the




Harass and Poking:




Some





Kill Potential:






Gank Synergy:






Anti-Ganking:



It is worth mentioning that a




Note: Most junglers will not be stupid enough to come in at half HP, but if they do,

Late-game Potential:




Pros:
|
![]() ![]() ![]() ![]() ![]() ![]() |
Cons: |




Harass and Poking: Very High
Kill Potential: High
Gank synergy: Very High
Anti-ganking: Very High
Late-game Potential: High
Sustain:




Since





(Alternatively, only eat the siege minions; 500 damage will not kill them, allowing you to last-hit the cannon.)
Harass and Poking:






(


Kill Potential:








Gank Synergy:




Anti-Ganking:




Late-game Potential:


Pros:
|
![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
|


Headbutt ->
Pulverize, knocking up the enemy before they are headbutted away.
Pulverize -> walk behind enemy ->
Headbutt, knocking the enemy towards your own tower.



Harass and Poking: Low
Kill Potential: Very High
Gank synergy: Very High
Anti-ganking: Extremely High
Late-game Potential: Very High
Sustain:


Harass and Poking:




Kill Potential:







Gank Synergy:

Anti-Ganking:








Even if







Late-game Potential:






Pros: |
![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
|
"High skillcap?!" you protest, "But

I call bollocks; when was the last time that Riot knew what they were talking about regarding champions? While it is true that you can be braindead and faceroll




Against a bad player using her, you can easily bully her out of lane and maybe even snatch first blood, but a good


I won't say this is an overlooked passive - even low-level





Harass and Poking: Very High
Kill Potential: High
Gank synergy: Medium
Anti-ganking: Medium
Late-game Potential: Very High
Sustain:


Harass and Poking:







Kill Potential:





Once



Gank Synergy:




Anti-Ganking:





Late-game Potential:





Note that




Pros:
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cons: |



Harass and Poking: Extremely High
Kill Potential: High
Gank synergy: Low
Anti-ganking: Medium
Late-game Potential: Medium
Sustain:



Harass and Poking:






Additionally,

Kill Potential:



Gank Synergy:



Anti-Ganking:


(Note:

Late-game Potential:







Fortunately, decent


Pros:
|
![]() ![]() ![]() ![]() ![]() ![]() |
Cons: |
If



Harass and Poking: Very High
Kill Potential: High
Gank synergy: High
Anti-ganking: Very High
Late-game Potential: Extremely High
Sustain:



Harass and Poking:






While her autoattack range of 475 is not impressive,

Kill Potential:




Gank Synergy:


Anti-Ganking:


Late-game Potential:


(Note:


Riot designed


- Forced to collect souls to match the normal passive scaling other champions have.
- Souls expire quickly, forcing
Thresh to walk into the middle of a minion wave and take burst/harass from the enemy team.
- Roaming means missed souls and puts him behind.
- Some of the worst AP ratios in the game.
- Soul drop rate is at the mercy of an RNG.
- Bad crowd control compared to champions like
Nautilus and he has nothing to make up for it.


The only thing



Harass and Poking: Medium
Kill Potential: Very High
Gank synergy: High
Anti-ganking: High
Late-game Potential: Low-Very High
Sustain:


Harass and Poking:



Kill Potential:








Gank Synergy:

Anti-Ganking:






Late-game Potential:



Pros:
|
![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
|

Harass and Poking: Very High
Kill Potential: Very High
Gank synergy: High
Anti-ganking: Medium
Late-game Potential: Very High
Sustain:


Harass and Poking:


Fortunately, just like


Kill Potential:




Once she hits level 6,

Gank Synergy:



Anti-Ganking:




Late-game Potential:









Harass and Poking: Very High
Kill Potential: High
Gank synergy: High
Anti-ganking: Very High
Late-game Potential: Extremely High
Sustain:


Harass and Poking:


Kill Potential:



Zilean's passive, while seemingly worthless, gives your team a crucial window in which your laners are level 6 when the enemy is level 5 (assuming nobody gets first blooded early). This can very easily lead to several early kills or forced

Gank Synergy:





Anti-Ganking:








Late-game Potential:





Did I mention that he can instantly plant two



With enough CDR,




Pros: |
![]() ![]() ![]() ![]() ![]() ![]() |
Cons:
|



Harass and Poking: High
Kill Potential: Extremely High
Gank synergy: Very High
Anti-ganking: Extremely High
Late-game Potential: Extremely High
Sustain:




Harass and Poking:



Kill Potential:






Gank Synergy:




Anti-Ganking:




Note that

Late-game Potential:






Rest Coming soon™!













Isn't
Malzahar better to build AD on if you just wanted to build AD on an AP Mid?
I am aware that



Plus, I like


I like messing with the meta, but I'm no good as an ADC! Can I still lane swap as an AP and be effective?
Sure! Lane swapping is a perfectly viable and legitimate tactic. In the specific case of

Many AD carries actually shut down popular AP mids hard with their early-game dominance and high non-spell damage, especially


How is it possible to build an AP Mid as an AD Carry and have it work in ranked games? This should be impossible!
Remember when


Why isn't <insert champion here> listed as a support?
Yorick: I haven't seen a
Yorick in forever, and when you win your lane this hard there is little reason to play him as a support character.
Singed: He wants to be an unkillable tank, and support gold does not allow for that, even if you get lots of kills. Plus,
Poison Trail steals CS from you.
Ashe: Are you serious?
Amumu: He is a godly jungler but only a mediocre support. Plus, no one likes him.
Maokai: When your ganks are this good, not jungling feels like a waste.
Sejuani:
Glacial Prison is OP, but she has to whack the enemy to CC them otherwise. Also has no damage or bulk when built as a support, so it's best to run her as a jungler.
Heimerdinger: Steals CS.
Cho'Gath: Top lane monster whose potential is wasted as a support.
Skarner: Better off in the jungle.
Rammus: You play him to
Powerball into the enemy lanes and get kills, not as an unsustained support who can't even poke well.
Nasus: Only good for
Wither when played as a support and I dislike massively wasted potential on champions.
Rengar: AHAHAHAHAHAHAHAHAHAHAHA no.
Sion: Worthless other than the stun, needs farm, or falls off hard without items.

If you enjoyed the guide, please remember to drop an upvote as it helps this guide gain more visibility. If you didn't, feel free to leave a downvote, but please take some time to explain in the discussion section what aspect of the guide needs improvement so I can correct it ASAP.
Above all, learn the game, exploit the meta, and you will be able to demolish your negligent opponents every game. (Unless, of course, they have also read this guide. In which case you are screwed.)
- Hahano, for his Who is your jungler and what does he do? guide that gave me the formatting for the support synergy section.
- jhoijhoi, for her guide to making a guide that helped immensely in the creation of this guide.
- Panglot, for his awesome warding helper guide.
- Rickk, for inspiring me to play League of Legends competitively.
- Shahiid, for his comprehensive ADC item math.
- Totallynotn00b, for his awesome AP LeBlanc guide that I shamelessly ripped o- err, used as a reference in the construction of this guide.
- Folks at lag.tv who told me about Siv HD's video on ADC LeBlanc, giving me a good chuckle. (It was a little sad to find out that I wasn't the first one to come up with this idea, though.)
- Mobafire, for hosting this guide and providing a great interface with which one can be designed.
- Riot, for creating the game we all have wasted countless hours playing, League of Legends.
- The gentlemen in solo queue whose trolling inspired me to pick up
LeBlanc in the first place, for the express purpose of murdering them over and over again in order to exact vengeance. :D


Jan 21, 2013 - Various formatting changes and minor updates in response to patch notes.
Jan 12, 2013 - Support section updated. Added a Traditional AP Build because somebody wanted it, not sure why. Added

Jan 9, 2013 - Corrected

Jan 7, 2013 - Support section updated.
Jan 6, 2013 - Manually fixed the [[Rune Prison]] glitch because it was bugging me (for some reason, it shows up as


Jan 5, 2013 - Support section updated.
Jan 3, 2013 - Formatting changes, added minor tips throughout the guide. Elaborated on

Jan 2, 2013 - Removed

Jan 1, 2013 - Guide published
To-do:
- Gameplay videos
- Support synergy analysis (I plan to cover most supports in here, so it will take a while; for now, I finished the
Taric and
Blitzcrank sections as a preview to what it looks like. Of course, I primarily play AD Carries and AP Mids, so if you think I am mistaken about a particular support, please don't hesitate to leave a comment!)
- Lane opponent analysis
- Evaluating viability of hybrid LeBlanc (spoiler: it's just going to be math showing why she should be built pure AD or pure AP, not half-way in between. Don't try it.)
If you have any suggestions for things to be added to this guide, don't hesitate to drop a message in the comments section. I read every message and will eventually respond to questions, even if not on the same day.
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