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Spells:
Ghost
Exhaust
Ability Order
Prowl (PASSIVE)
Nidalee Passive Ability
Introduction

Hello everyone and welcome to my AD

If anyone wants to contact me, I play in EuW and EuNE under the names Tarian and Lord Tarian, respectively.
NOTE: Although I may sound skilled in this guide, my stats are very poor. My ranked ELO is probably around 1100, I have around 300 wins on each server. Despite this, I claim to have grasped the concepts of this game and believe I can show other players something new.

Most characters have their benefits and drawbacks. Especially at the toplane, you'll notice that sometimes character matchups are essentially rock-paper-scissors. However, Nidalee has an edge because she counters more than she gets countered!
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Pros+ Great versus melee toplaners + High mobility due to passive + Great map and bush control (traps) + High burst after lvl 6 |
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Cons- Very farm dependent - Easy to shut down, hard to catch up - Lacks CC - Mana hungry, even with runes |
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Offense!
Tier 1:





Tier 2:


Tier 3:




Tier 4:



Tier 5:

Tier 6:


Defense!
Tier 1:


Tier 2:

Tier 3:


Runes




Marks:

Greater Mark of Desolation - Alternatively, you could take these marks. Although these are much better for later on in the game, after a lot of experimenting I feel that the reduced last-hit capability isn't worth the stronger poke.
Seals:





Glyphs:
Greater Glyph of Replenishment - My go-to glyphs. Most of the times I've had to leave lane as Nidalee is because my mana was not enough to cast a single heal. So long as you have mana, you can stay in your lane indefinitely. These are a free Faerie Charm at level 1, very useful.




Quintessences:

Greater Quintessence of Desolation - Now, if you're aiming at a more harass oriented lane, especially one against a



Best Choice
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A very underused spell. If I got a cent for every time I saw this spell instead of flash, I'd die a poor man. The thing is, as Nidalee, your ![]() ![]() ![]() |
Viable
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Ghost's famous alternative. I personally don't like this spell and don't use it a lot. As Nidalee, with your ![]() |
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This lets you tip the scales in your favor. Generally, in a 1v1 skirmish at toplane, if you don't have ignite and the enemy does, just run away. Chances are, you'll give first blood. If you get this, get the
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On very tough lanes that will make your life a nightmare, take this to be able to recall to base and get back on your lane without losing a tower. The only lane (for me personally) that deserves this is a ![]() |
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With this, you will only have to leave your lane for items. Although fairly useless later on in the game, an infinite mana pool will make you outsustain a ![]() |
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A free ![]() ![]() ![]() ![]() |
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I've done so many awesome baits under turret with a ![]() ![]() ![]() |
Outright Bad
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Now, I was thinking of making a "For the lulz" section, but decided against it. This spell can be either absolutely awesome or totally worthless. Perfect for a troll team is a ![]() ![]() |
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I find it ironic that a character like Nidalee is unfit for the jungle. Now, if Riot were competent and would make Nidalee have her ultimate from level 1 (like ![]() ![]() |
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Now, I did some experimenting to find out if the spell really is viable. I wanted it to be because it fits very well with Nidalee's character and her ![]() |

Human Form Skills:
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Places a trap on the ground for 4 minutes that deals damage, reveals and reduces the armor and magic resistance of the first enemy that walks over it. An awesome trap spell, almost up-to-par with ![]() |
Cat Form Skills:
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Nidalee's next basic attack deals greater damage, which is increased with the targets missing health. This spell is the reason AD Nidalee is viable. It really acts as an executioner if the target is bellow half health. The deal is this: the damage from Takedown is increased by twice the percentage of missing health the target has. If your enemy has 50% hp left, Takedown's damage will be increased by 100%. An important note is that the ability CANNOT crit. Probably a bug (or intentional, cause then it would be utterly OP), but even though the ability says it scored a crit, in reality it didn't. Also, the extra damage from ![]() ![]() |
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SPACE | Nidalee pounces forward in the direction she is facing, dealing magic damage when she lands. The spell that separates the good Nidalee's from the great Nidalee's. The most annoying thing is that unlike almost ALL other characters, Nidalee's pounce is in the direction she is facing and not her cursor. This makes proper pouncing through walls harder. This here is a map (credits unknown, tell me if you know please), which illustrates the places where you can jump over walls. I personally suggest playing at least once on an empty custom game to practice these jumps because there is NOTHING in this game more embarrassing than a Nidalee failing her Pounce! |
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Nidalee deals magic damage to all enemies in a cone in front of her. This spell damages ![]() ![]() |
NOTE: Yes, I know the icons for her cat form skills aren't correct. As far as I am aware, these icons are unavailable here at Mobafire, correct me if I'm wrong.
Skill Sequence:
The skill sequence is fairly simple. Max





Main Build
You should take this build when your team doesn't have a very tanky composition. In this case you'll be more of an off-tank than an assassin. Don't get me wrong, your

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+20 attack damage, +700 health, +40% slow on melee attacks, +25% slow on ranged attacks. An item that is almost a staple for melee bruisers. It gives you a huge chunk of health, a slight attack damage boost and an awesome slow. Combined with your ![]() |
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+68 Armor, +38 Magic Resist, +1 resurrection every 5 minutes! This is what makes Nidalee survive teamfights. If you've managed to get this far into the build, you'll be dealing some serious damage to the enemy. They'll likely focus you, where this kicks in. The extra armor and magic resist help remedy your natural squishiness. With ![]() |
This is the build I'd most often aim for by the end of the game. After a great deal of experimenting, I've come to the conclusion that this is the optimal way to build AD Bruiser Nidalee for maximum output damage while still being tanky. The reason why I don't get Infinity Edge and crit items is, as mentioned above, that her Takedown cannot crit.
Alternative Items
Of course, the above build does not account for all the possible situations that can happen in a game. There are several situational items that I can see to be worth their while. Although I haven't listed them in the main build, they can still be quite viable and - sometimes - almost necessary.
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+70 Ability Power, +40 Attack Damage, +15% Lifesteal, +20% Spellvamp, +300 magic damage and a 50% slow every 60 seconds. This item is often considered a luxury item. The reason why I place it in situational is the same as with ![]() |
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+30 armor, +23 attack damage, +12%, +20% chance to deal extra 425 damage to minions/monsters, +1 free ward every 3 minutes. Although the item is very cheap for the stats it provides, I can only see it worthwhile for a Push-All-Day lane. Using the ward passive every 3 minutes equals a 4 gold/10 item, which is lackluster. Taking it for the sustain is also sub-par, because for 450 gold you get 2% less lifesteal from ![]() |
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+80 attack damage, +15% crit chance, +50% crit damage. I've mentioned this before, but Nidalee's Takedown cannot crit. Due to the price of the item (800 more than Bloodthirster, less attack damage at max stacks) and the fact that you'll be getting high attack speed only after you buy ![]() ![]() ![]() |
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+45 ability power, +35 attack damage, +4%(+32%) attack speed and +6 (+48) ability power every time you auto attack or cast a spell (max 8 stacks). This item provides you with pretty much all the offense stats you need. The only reason I haven't put this item in the main build is because it is not considered a late-game item. Buying the Rageblade after, lets say, ![]() |
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+55 attack damage, +30% attack speed, your auto attacks reduce enemy armor by 15 (45, since it stacks three times). Another item that gives you a nice offense boost. Although the passive looks great (and it is, really), your goal in teamfights is the AP/AD carry. These two targets generally don't have nearly as much armor as the tanks, from where comes the need for you to build actual damage rather than armor penetration. The only case I'd see this item really being worth taking is if the enemy AP carry takes ![]() |
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Defense items, i.e. items that give only defensive stats, while not giving any significant offense boost. The goal of this build is to deal an adequate amount of damage while still being relatively hard to take down - i.e. a Bruiser. Frozen Mallet will bring you at a comfortable 2700 health. More health will hinder your damage, while more resistances will be of reduced efficiency due to diminishing returns. The only reason I'd see use in buying defensive items if the enemy team deals almost EXCLUSIVELY physical/magical damage. If the enemy team are 4 APs and an underfed, feeding carry, feel free to take a ![]() ![]() ![]() ![]() ![]() |

Build Aim:
During the early game, everyone except the jungler will be on their lanes, happily farming and harassing. Your lane is the toplane, which, sadly, is subject to most of the early game ganks. Unlike most toplaner's, your laning phase can go very smoothly if you don't harass and let your lane become a farm-fest. However, that is not your goal here. Your goal is not only to farm, but also prevent the enemy laner from farming equally. You have the added benefit of a ranged auto attack, which you must use to both outfarm, outharass and hopefully outplay your enemy. If you can, try to kill him, but if there is a chance for you to die in the process, instead go ahead and farm. During this phase, farming > killing, remember it!
There are two approaches I take when laning as AD Nidalee. The first one revolves mainly around bush control. Camp in the brush, leaving it only for last hits or to poke with your auto attacks. This allows for some hard poke if the enemy doesn't have a gap-closer. If the enemy doesn't ward the bushes soon the lane quickly turns in your favor. The second approach is to push the enemy to his turret, ward and bring the turret down asap. Especially against champions who can't farm easily under their turret, this tactic lets you outfarm the enemy while denying kills through proper warding. Both are effective, but only against certain champions.
The Poke-All-Day Farm Lane
This is the style I play most of the time. Most champions you'll see at the toplane have some sort of AoE ability to clear a lot of creeps fast, which kind of counters your extreme pushing power. This strategy is very clean and simple. At level one you take your trap, boots and three potions (or a potion and ward, whichever you like). By the time the creeps get to the lane, you should have one trap in each bush. Stay in the bush closest to the wave and leave it only for last hitting minions or harassing. The awesome thing is that most of the times, if you just leave the bush, auto attack and get back in, the minions wont even aggro you.
This strategy has greatly reduced effectiveness against champions with gapclosers, like






The Push-All-Day Tower-Doom Lane
A very situational strategy that can outright lose you the lane if played improperly. Nidalee has incredible push potential, especially after level 6. The idea here is simple - push your lane to the enemy tower, without forgetting to last hit, and while the enemy is busy to last hit under the turret, you poke at the tower as much as you can. This is where the

The most essential part of this strategy is proper warding. In most cases, pushing the enemy to his turret is a bad, sometimes outright suicidal idea. However, as Nidalee, you have the advantage of your passive and traps. Combine these with one or two wards and your lane becomes ungankable. The idea behind this strategy is not to outright kill your opponent, but take down his turret while making last hitting a nightmare. When executed properly and against the right matchups, this strategy will make enemies rage quit!
Creep Score
One of the most important things new players have to learn is last hitting. For those of you who feel they can't reach 10 cs/min on any champion except



This link here is for the last hit chart - Maximum Last Hitting Potential. Our build costs exactly 14,887 gold. Provided you could last hit every single minion in your lane, it would take you 40 minutes to reach full build. Of course, this is quite unrealistic and will probably never happen. A more realistic measure would be to have around 60-80 creeps per 10 minutes, depending on how hard your lane was. Hopefully, as AD Nidalee, you'll be making quite a lot of kills with your combo (especially Takedown), so creep score shouldn't be that big an issue.
You and Your Jungler
If you start out at the purple side and your jungler starts with Red Buff, I can almost guarantee you'll get a gank at level 2. A very important thing I have to mention is that your positioning matters! If your jungler is in the bush next to the river, awaiting to initiate the gank, it is important for you to get in the bush. This will force the enemy to move closer to the river because he'll try to avoid your poke from the bush. By moving into the bushes before a gank, you're setting up your enemy for a flawless


You and the Enemy Jungler
Early level ganks become an increasingly greater threat as you advance through the ELO ranks. Especially if you're facing a




Build Aim:
The midgame usually starts either when one of the lanes loses its tower, or after everybody has hit level 11. The laning phase ends here - you'll no longer be able to farm to your heart's desire at toplane, except the occasional time when you go to clean your lane's tower if it starts to get pushed.
This phase is characterized by frequent teamfights. During this phase, ganking becomes less of a threat, while map control and teamwork take precedence. Usually, if one of the teams is less coordinated or doesn't keep tabs on Dragon/Baron, the opposing team might build up an advantage. What you often see in higher tier play is one team winning before the 40 minute mark. This is due to the fact that pro teams can very quickly snowball from a slight advantage to a major advantage. The late game will come only if both teams are unable to snowball from their advantages - if both teams are evenly matched, expect a long and hard lategame.
During this phase Nidalee either starts to shine or to become lackluster. As Nidalee, your main goal during the laning phase is to make enough gold to support your build during the midgame. If you have a



As an AD Nidalee, and most bruisers in general, the midgame shows whether or not you've played your game correctly. Remember pre-nerf

Teamfight Scenarios:
To be able to shine in teamfights, you'll want to know how to react to the different circumstances in teamfights. For ease of reading, I'll divide this section into two main strategies: friendly initiate and hostile initiate.
Scenario #1: Friendly Initiate
This is the way you want to start teamfights. In almost all cases, it is better for you to attack the enemy first, rather than vice versa. A good initiate can easily be distinguished from a bad initiate. In a good initiate, your team's tank (offtank if no main tank is present) will jump onto the enemy with his gapcloser or

- your



- your

- your

- your

- your


Those are five examples of proper initiates that will most likely result in your team's victory. During friendly initiates, make sure that you are not the one who is initiating. Our Nidalee is might be a tanky bruiser, but she is not a proper tank, and lacks any crowd control spare the

Scenario #2: Hostile Initiate
Unlike friendly initiates, hostile initiates will most likely result in the partial/total death of your team. When the enemy team initiates, they are hoping to catch your team off position so they can easily kill your carries. If the enemy team manages to successfully initiate your team, it is your goal to protect the two carries from the enemy bruisers who have likely jumped at them. Jumping onto the enemy carries is not suggested: in this case, you don't have the element of surprise and will likely be focused. If you see an enemy



What you have to learn in teamfights is that things often happen very fast. An ulting



Build Aim:
The late game begins when everyone is nearing the completion of their builds. Generally, when the carries have 3-4 end-game items, the late game has begun. If you haven't won or lost by this point, map awareness and team coordination become even more important. A single ace can win or lose you the game. If teamfights during the midgame could also be won even with the carries dead, at this point the first team to kill the enemy carry really wins that teamfight. There really is no change in your role though. You still aim at the enemy carry at a friendly initiate and defend your own carry at a hostile initiate.
There is really nothing much to be said about this phase. If your support isn't warding enough, don't hesitate to buy wards yourself. Those 75 gold could mean the difference between victory and defeat!

With the new remake, I must admit I am quite confused. The gameplay of the map has shifted to a more Dominion-like playstyle, but the viable compositions should have remained the same. For some reason, they haven't, and unlike 5v5, I'm not even halfway into understanding the theorycraft behind the new Twisted Treeline. Although I do play assassin Nidalee on this map quite frequently with friends, I have yet to build-up enough experience to make a guide for this map. Don't panic, though, I'll fill this section up soonâ„¢.

UNDER CONSTRUCTION
This is the section where I cover Nidalee's opponents at the toplane. I'll start with the most common ones, slowly leading up to the less traditional ones. However, this section will take a long time to build. I'll be basing this only on experience I personally have versus that character and not on something somebody at some point said.
Ahri
Difficulty: 7/10

Akali
Difficulty: 8/10

Alistar
Difficulty: 3/10

Amumu
Difficulty: 4/10

Anivia
Difficulty: 6/10

Annie
Difficulty: 10/10

Ashe
Difficulty: 2/10

Blitzcrank
Difficulty: 4/10

Brand
Difficulty: 7/10

Caitlyn
Difficulty: 5/10

Cassiopeia
Difficulty: 9/10

Cho'Gath
Difficulty: 5/10


If you've reached this far into the guide, I want to say a big thank you for taking the time to read my guide.
I'd like to thank: maarto, UnknownSkills, DestinyAscender and Klejumir from EuW for their constant support in the making of this guide. It took a lot of writing, proofreading and testing until it appeared in this form.
I'd also like to thank jhoijhoi and her amazing How To Make A Guide, which helped me better organize and shape-up my own guide. Also the colorful section dividers at the top of each chapter are made by jhoijhoi, so credits to her for that as well.
The credits for the Pounce map are unknown. I found it in Google while randomly browsing for Nidalee pictures, but I was unable to track down its origins. If you know, don't hesitate to tell me! Also if you have any questions/suggestions/feedback, please share them with me in the comments section bellow!
Again, thank you for taking the time to read this guide and happy hunting on the Fields of Justice!

06.11.2012 - Build published!
16.11.2012 - Shifted the main build around, added more situational items, further explained the Early, Mid, and Late game.
17.11.2012 - Started work on the Champion Guide! So far Ahri, Akali, Alistar, Amumu, Anivia, Annie, Ashe, Blitzcrank, Brand, Cassiopeia, and Cho'Gath.
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