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Beginner's guide to Assassins






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Choose Champion Build:
Spells:
Flash
Ignite
Introduction
1. Do we need more AP/AD?
2. Is my lane winable? (Is their mid an anti-assassin? ie. Kayle, Lissandra)
3. Do I blend with the teamfight?
4. Am I comfortable with the champion? (MOST IMPORTANT!)
If you're champion fulfills all of the criteria than you've made a good pick. Some examples of this could be picking Katarina when you have a Morgana support because they have a nice ultimate chain, or picking Talon because they have a Lux mid, or getting Rengar because you need a fighter/assassin to jungle. Make sure you try to consider the synergy when picking your champion.
Laning Phase:
Assassins are bullies, but they generally do not hit their power spike until lvl 6. However, most assassins have some sort of ranged poke ability (Damn you Fizz!) that lets you wittle down your target until you can collapse on them with a KO combo and an ignite (generally). However, since you are weak(er) before lvl 6, most mids will try to bully you. Play safe, focus on shoving the wave out and rushing the ultimate. If you have poked down your midlaner a little and you have hit lvl 6 before they have, collapse on them, get your kill, push the wave to the tower, and back up to base and get ready for the lane bullying to commence.
Ganking Phase:
Once you have a lead (hopefully) on your midlane, you can now start roaming! Generally, you will want to roam botlane to keep the adc as weak as possible, so you can focus your attention towards the midlane during teamfights. Make sure that before you gank, you push your midlane as close as you can to the tower so you don't completely lose your midlane while you're roaming. The ganking phase is similar for jungle assassins too. Collect a buff or two and try to burn a summoner or even secure a kill on the enemy botlane. Keeping the adc down is the easiest way to win.
Midgame Phase:
Prepare for total domination. By this stage in the game, you should have hopefully completed your first core item, your burst item (Generally deathfire grasp/brutalizer) and some boots for mobility. This is around the time when you can start 1-shotting people with your combos. One mistake that a lot of low-elo players make is that once they get a couple kills, they get hungry for more, although your main focus should ALWAYS be turrets. Being strong, yes, it allows you to kill people, but it ALSO allows you to split push! Once you're in a situation where you can 1v1 anyone on their team, it means that they have to send a minimum of 2 people to stop your push. As soon as they do that, your team can fight a 4v3 and take an objective like Dragon, Baron, or maybe an Inhibitor.
Late Game Phase:
By this time, the enemy carries will be packing a punch, and chances are it's become a LITTLE more difficult to 1v1 them. Now, you should fight with the team, and wait until the enemy crowd control effects are on cooldown to strike. This is also VERY effective if the enemy carry has blown their escape spell offensively (arcane shift, rocket jump etc.) Once you eliminate the enemy carry, your job isn't finished. You now have 2 options. 1: Stay and put some more damage out before you get focused...or 2: Escape back to your team and wait for your cooldowns to refresh before going in again. Option #1 is a lot riskier but it could allow for some great plays if done correctly.
Since assassins peak in the midgame, there IS potential to come back, and for junglers its very simple. Ward your jungles, don't invade, and farm up. However for midlaners, it's not that simple. If you've lost lane hard, you probably don't have an outer turret, and your cs probably isn't very good, so farming/pushing the wave is out of the question. The better option would be to stick with your toplane/jungler and move as a unit, shutting down objectives and making picks (assassinating). This puts you into more of a supporting utility role until you have caught up and can bring yourself back into the game
Armor/Magic Penetration
Movement Speed
Damage/Ability Power
Lifesteal/Spellvamp
An example for an AD assassin build:
Guardian Angel, Mobility Boots, Youmuu's Ghostblade, Ravenous Hydra, Last Whisper, Hexdrinker
An example for an AP assassin build:
Zhonya's Hourglass, Sorceror's Shoes, Void Staff, Deathfire Grasp, Rabaddon's Deathcap, Abyssal Sceptre
Keep in mind that all assassins have their own core items so these builds should be used as recommendations, and nothing more :) (eg. Zed gets BotRK, Akali gets Gunblade etc.)
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