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Introduction

IT IS CURRENTLY FINALS TIME FOR ME. ONCE FINALS ARE OVER IN 2 WEEKS I WILL GET TO FULLY UPDATING THIS GUIDE.
Welcome to my third guide here on Mobafire.com. This guide will be about






Release Date: 4/12/11
Attributes: Mage, Ranged
Cost: 975 RP or 4800 IP
Health: Weak
Attack: Weak
Spells: Strong
Difficulty: Medium
Attributes: Mage, Ranged
Cost: 975 RP or 4800 IP
Health: Weak
Attack: Weak
Spells: Strong
Difficulty: Medium


For my masteries I do a 21/0/9 setup with focus in increasing my early game damage as well as giving me some mana regen and extra time with blue buff in the utility tree. I will further describe my choices below.
Offensive Masteries
- Tier 1: Because I run
Ignite I take a point in
Summoner's Wrath to get the 5 AP and AD bonus when the item is on cooldown. It is not a huge difference maker but more AD or AP is nice. I also put 4 points in
Sorcery for 4% CDR. More CDR means lesser cooldowns.
- Tier 2: I put for points in
Blast for some more ability power per level. You will gain 18 AP at level 18. Only worthy place to put your points here.
- Tier 3: I put one point in
Arcane Knowledge for 8% magic pen to compliment my runes and magic pen items and deal more damage without the need for AP early.
- Tier 4: I put 3 points in
Mental Force for 6 more AP. I also put 1 point in
Spellsword to give my basic attacks some more power by having them deal 5% of my AP in magic damage.
- Tier 5 & 6: In these last two tiers I put 4 points in
Archmage to increase my ability power by 5% and my last point in
Executioner to increase my damage output by 5% on targets with 50% or less health. Useful for
Blaze and
Pillar of Flame.

Utility Masteries
- Tier 1: I put my first point in
Summoner's Insight because I take
Flash to reduce its cooldown by 15 seconds. Anything that will reduce the cooldown of
Flash is appreciated. I put 3 points in
Meditation for +3 mana regen per 5 seconds. I put the last point in this tier in
Improved Recall to reduce the time of my recall by 1 second.
- Tier 2: I put 3 points in
Expanded Mind to give me 10 more mana per level reaching up to 180 more mana by level 18.
- Tier 3: My last point I put in
Runic Affinity to prolong the time of buffs by 20%. This is really good for when you have blue buff. You will keep it 20% longer for mana regen and cooldown reduction.
These masteries are meant to provide a boost to you offensively as a carry while providing some extra utility for your laning phase as well as contributing to your mid to late game.

These runes are the runes that I use for my AP champions. Keep in mind that my choices are that of personal preference and you do not HAVE to use them. I will be listing other choices that I find viable. If I miss any runes that could work on

Runes




Quintessences
The
Greater Quintessence of Ability Power give an additional +5 AP per quintessence. So a full set would be 3 of these thus granting you +15 AP at level 1. Combine these and your magic pen marks and you will be able to deal a considerable amount of burst even at level 1 which is great if your team decides to invade the enemy jungle. In my opinion there are no alternative Quints.




The


Marks
The
Greater Mark of Magic Penetration will give you +8.5 flat Magic Pen. Magic penetration is what makes mages able to deal lots of damage to enemies even when they have Magic Resist. These marks combined with
Sorcerer's Shoes will let you go through the majority of early game magic resist and should hld you over until you purchase your
Void Staff. In my opinion there are no alternative Marks.

The




Seals
With AD caster becoming much more popular in mid in S3 you should take these if you know you will be facing one. They will provide some much need early game armor to help against them. Or if you do not need the mana regen then just automatically take these as even if you aren't going against and AD mid it will reduce the auto attack damage from AP mids.
Other viable seals to replace the
Greater Seal of Armor:

With AD caster becoming much more popular in mid in S3 you should take these if you know you will be facing one. They will provide some much need early game armor to help against them. Or if you do not need the mana regen then just automatically take these as even if you aren't going against and AD mid it will reduce the auto attack damage from AP mids.
Other viable seals to replace the

Greater Seal of Mana Regeneration Whenever I play as an AP mid champion that uses mana I have a habit of spamming my skills often for fast farming thus making me a player who pushes the lane. With
Brand this is no exception. To help fix this I take the
Greater Seal of Mana Regeneration to help increase my mana regen/5. With these runes you will gain +3/7 mana regen/5. This combined with your
Doran's Ring will let you have great mana regen for the times that you do not have blue buff on you.

Glyphs
I take these glyphs to provide some defense for going against AP champions. More than likely you will be facing an AP mid but in case you aren't they will still protect you from all magic damage. They will provide +12 Magic resist which will help protect you from early game magic damage until you can buy a
Negatron Cloak. You will lose offense and utility but will gain defense with these runes.
Other viable glyphs to replace the
Greater Glyph of Magic Resist:

I take these glyphs to provide some defense for going against AP champions. More than likely you will be facing an AP mid but in case you aren't they will still protect you from all magic damage. They will provide +12 Magic resist which will help protect you from early game magic damage until you can buy a

Other viable glyphs to replace the

Greater Glyph of Scaling Ability Power: I find these glyphs to compliment the
Greater Quintessence of Ability Power rather well as they contribute a little bit to your early game AP and then scale into late game. You should be able to burst down your enemies pretty well and hopefully get some early game kills. These are for the aggressive player.

My Preferred Spells:

Other Viable Choices:



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While ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Other Viable Choices:


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This spell is always a good spell to have on your team as it can really tear apart AD carries from being able to wreck you as hard. You can also use it to chase down enemy champs. The sad part about ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Brand's Skills:

Passive: Blaze
Blaze is an interesting passive.
Blaze causes all of
Brand's abilities to apply the "Ablaze" debuff to all enemy units hit. While active, the debuff deals magic damage equal to 2% of the target's maximum health every second. All of
Brand's abilities gain additional effects when used on a target that is ablaze.
Tips and Tricks:






Passive: Blaze





Tips and Tricks:
Blaze needs to be on the your target in order for you to stun with
Sear.
Blaze will draw tower aggro so be wary of that if your team towerdives or you are in range of a turret.
Blaze will active the slow from
Rylai's Crystal Scepter after the damage is done so even if your enemy runs from you they will still be slowed by 15%.
- Your combos become stronger when your targets have
Blaze. Try to get as many people
as possible ablaze before using your skills in teamfights.


Sear(Q):





Tips and Tricks:
Sear will stun your enemy if they are ablaze by
Blaze.
Sear will not activate on hit effects like
Sheen from
Lich Bane
Sear is a skill-shot so only with practice will you be able to increase you chance of landing it.
Sear can hit stealthed units like
Evelynn if they have
Blaze and stun them but it will not reveal them from stealth.


Pillar of Flame(W):




Tips and Tricks:
Pillar of Flame will deal 25% more damage when enemies have
Blaze on them.
- Make sure to lead
Pillar of Flame to get as many minions possible and your enemy if they are close enough to their minions. This will require great timing when facing champs like
Malzahar and
Xerath.
Pillar of Flame has the longest cooldown after
Pyroclasm so keep that in mind. If you feel that a teamfight might start soon save
Pillar of Flame for the right moment so
Pillar of Flame isn't on cooldown when you need it.


Conflagration(E):




Tips and Tricks:
Conflagration is
Brand's most reliable skill for delivering
Blaze to your enemies. So if you are having problems landing
Pillar of Flame then use
Conflagration to harass your enemies.
Conflagration will set enemies ablaze near a minion or enemy that already has
Blaze on them. If you use
Pillar of Flame on minions and your enemy gets too close to them use
Conflagration on the minions to spread the
Blaze to your enemy.
Conflagration will proc the slow from
Rylai's Crystal Scepter for all enemies hit with it.
Conflagration has the same channel time as
Pillar of Flame, 0.2 seconds.


Pyroclasm(R):







Tips and Tricks:
Pyroclasm's movement speed has been increased and will only prioritize champions over minions if the first target is ablaze. So make sure to hit as many people as you can with
Pillar of Flame and/or
Conflagration before launching
Pyroclasm.
Pyroclasm will hit 5 times and can hit the same enemy 3 times. This means that
Pyroclasm really shines in teamfights involving 3 or so enemies and away from minions. Make a mental note of this. If you can, wait a little bit to use your ult in 5v5 teamfights.
Pyroclasm will bounce to enemies that are in the Fog of War or are in bushes so keep an eye on where it bounces as there might be a hidden enemy waiting.
Pyroclasm will activate the slow on
Rylai's Crystal Scepter.






As shown above


At level 1





Levels 4-7: Continue to put points in




Levels 8-13: Since you cannot max your first skill by level 8 you must put another point into




Levels 14-18: With only


This skill sequence is meant to provide the greatest burst damage and harassment on the enemy as early as possible while still providing great damage into mid and late game. Granted in order to take full advantage of these skills you must be able to land your skill-shots at least 75% of the time.


Starting Items:

Early Game:

Mid Game (Core Items):
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You can take this start for some extra power at the lower levels. ![]() ![]() ![]() |
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Early Game:




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Next on the items list is a ![]() |
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On your first trip back to base to buy items pick up ![]() ![]() |
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These synergize extremely well to your ![]() ![]() ![]() ![]() |
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Mid Game (Core Items):



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With your main early game power and regen bought it is time to add some CC and some more health to your kit. ![]() ![]() ![]() ![]() ![]() ![]() |
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This is the new upgrade for ![]() ![]() ![]() ![]() ![]() ![]() |
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After ![]() ![]() ![]() |
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Find yourself in need of mana? Maybe you need some magic resist because the enemy mid is beating you up a little bit? If that is so then get ![]() ![]() ![]() ![]() ![]() |
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A decent defensive choice is ![]() ![]() ![]() ![]() |
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Before I get questions no I am not suggesting you get 2 pairs of boots. I am suggesting to buy these boots after you purchase your ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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This item is a purely situational item. If you are facing ![]() ![]() ![]() ![]() ![]() |
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This item right will allow you to continue to deal a good amount of damage all game. People who do not build Magic Resist against ![]() ![]() ![]() |
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Based on how you play your game could very well depend on how good you do. I will give an outline of how to play
Brand during all points in the game from the early game laning phases to late game fights.
For your early game laning phase you will be focusing on farming while harassing your enemy as much as possible. Last hitting and getting your creep score up plays a major role in League of Legends as it will give you the gold to build your items and make you the powerful force that you should be. You want to last-hit every minion that you can and it is crucial that your creep score is higher than your enemies at all points of game.
The second part of the laning phase will rely on your ability to harass your enemy while being able to dodge the harass thrown at you. A lot of AP champions rely on skill shots for harass. Practice constant movement in lane to make it more difficult for your enemy to land their skills. More missed skills by your enemy means less damage you take and less of a chance that you die. While doing this you must make sure to land your own skills to harass your enemy.
Champions that you should play very aggressively against are:
Akali *Pre-level 6*
Anivia
Annie
Diana *Pre-level 6*
Fiddlesticks
Gragas
Heimerdinger
Karma
Karthus
Lux
Morgana
Orianna
Ryze
Syndra
Twisted Fate
Veigar
Viktor
Vladimir
Xerath
Zilean
Zyra
Champions that you can play against aggressively but need to play passively at the same time:
Ahri
Cassiopeia
Katarina
Kennen
Malzahar
Mordekaiser
Nidalee
Sion
Swain
Champions that you need to play passively against and if you need to rush a
Negatron Cloak:
Akali *Post-level 6*
Diana *Post-level 6*
Fizz
Galio
Kassadin
LeBlanc
Pantheon
Kha'Zix
Talon
Zed *Post-level 6*
As mid lane it is important that if you push your lane you roam and go for ganks either top or bottom. Most of the time bottom lane will be the best option as you can co-ordinate with your jungler to have a 4v2 fight. Doing this will help ensure kill/assist gold for you and your teammates and you cause the enemy to miss out on gold and xp by killing them. If I take
Teleport it is because I plan on ganking OFTEN and it is great to be able to teleport to the lane getting ganked to countergank or provide extra power for a fight. Overall when your lane is pushed whether intentional or not use that time to see if you can gank another lane or recall if you have the gold to buy important items.
Last part for early game is to make sure that you never overextend unless you wards placed that will give you warning when an enemy comes to gank you. There are different zones in lane that determine how safe you are and if you are overextending or not. Below is a picture that demonstrates this:

To sum it up:

Early Game
For your early game laning phase you will be focusing on farming while harassing your enemy as much as possible. Last hitting and getting your creep score up plays a major role in League of Legends as it will give you the gold to build your items and make you the powerful force that you should be. You want to last-hit every minion that you can and it is crucial that your creep score is higher than your enemies at all points of game.
The second part of the laning phase will rely on your ability to harass your enemy while being able to dodge the harass thrown at you. A lot of AP champions rely on skill shots for harass. Practice constant movement in lane to make it more difficult for your enemy to land their skills. More missed skills by your enemy means less damage you take and less of a chance that you die. While doing this you must make sure to land your own skills to harass your enemy.
Champions that you should play very aggressively against are:





















Champions that you can play against aggressively but need to play passively at the same time:









Champions that you need to play passively against and if you need to rush a











As mid lane it is important that if you push your lane you roam and go for ganks either top or bottom. Most of the time bottom lane will be the best option as you can co-ordinate with your jungler to have a 4v2 fight. Doing this will help ensure kill/assist gold for you and your teammates and you cause the enemy to miss out on gold and xp by killing them. If I take

Last part for early game is to make sure that you never overextend unless you wards placed that will give you warning when an enemy comes to gank you. There are different zones in lane that determine how safe you are and if you are overextending or not. Below is a picture that demonstrates this:

To sum it up:
- Farm as much as possible
- Keep your creep score above your enemy's
- Practice constant movement to throw your enemy off
- Land your skillshots as much as you possibly can.
- Do not overextend without placing wards.

Early-Mid Game:
At this stage of the game you should continue to farm farm farm but you will be starting to get some kills as well. Your jungler should be very active in ganking your lane hopefully netting some kills and assists for you. This will help take some pressure off of you and allowing you to get some free farm in or go back to buy some items.
If you are having a good laning phase and feel that an opportunity presents itself to go and gank top or bottom lane then you should definitely do it. This could help the other lanes as well as maybe get you some kills or assists. If your attempt was successful then come back to mid lane and carry on. If not then go recall and return to your lane. These fights will be 2v2, 3v2, 3v3 or possibly 3v4 and 4v4. Most of the time they are mini team-fights but can sometimes be larger.
Once mid-game starts normally some towers will have been destroyed wither by your team or the enemy team. Hopefully your turret is still standing. When towers are destroyed usually the people in those lanes will start roaming a little bit looking to help other lanes take towers. When this happens full on 5v5 teamfights can possibly start to occur so be prepared and know when to use your full combo.
To sum it up:
- Continue to farm and go for kills when jungler comes to gank
- If you are able to gank top or bottom lane for potential kills or assists.
- When towers are destroyed people will roam to help out other lanes.Be wary of this.
- At this point in the game possible 5v5 teamfights can occur.

Mid-Late Game
At this point in the game the first layer of turrets will probably be gone for one or both teams. This means fights are now 5v5 99% of the time and the winner will have some time to push lanes and at least damage towers. Because of this you must try to win as many teamfights as possible. In a balanced game a fight could go either way but in a one-sided game most of the time the fights will also be one-sided.
Keep building your build adjusting to what you need to survive and deal damage. Hopefully you have your core items in



To sum it up:
- First layers of turrets will be gone.
- 5v5 Teamfights will occur 99% of the time.
- If you win a teamfight use this time to push lanes or get buffs.
- Your core items should be built.
- Continue to farm as much as possible if you fall behind and try to catch up.

Late Game
Towards late game you should have about 5 full items built and almost every teamfight will end in one team being Aced. This means that every single member of one team will die in a fight thus leaving only minions to defend any turrets and inhibitors still standing. The team that wins can decide to push the lane to destroy as many towers and/or inhibitors as possible or if enough of them are alive they can go and take Baron Nashor to gain boosts.
At this stage of the game warding is important. Getting


All it takes for you to win in some games is to win a teamfight and Ace the enemy team. I have won many games on one Ace and pushed threw to kill the nexus. To avoid this you need to focus the enemy champion who deals the most damage and you must prepare for it and execute it as a team. You take out their AD carry and AP carry before you and your AD carry get taken out and you should be able to win the fight late game.
To sum it up:
- When late game arrives you should have at least 5 items fully built.
- Avoid being Aced and Ace the enemy team.
- Ward Baron Nashor as well as other heavily traveled spots.
- Sometimes all you need to win is to Ace the other team, coordinate with your team to ensure a team-fight win.

Ahri






Tips:
- Do not allow yourself to be hit by
Orb of Deception. It is a skill shot and will do magic damage on the way out and true damage on the way back.
- To halt
Ahri in her tracks you must land
Sear after you get her ablaze to stun her.
Charm is a skill shot identical to
Sear in that it will hit the first enemy it hits whether it be champion or minion. Stay behind you minions and keep moving when you try to use your
Sear
Ahri's mobility greatly increases when she hits level 6 and get
Spirit Rush so keep this in mind when she is in lane and warn your teammates immediately when she disappears.

Akali



Tips:
- When you get hit by
Mark of the Assassin stay back and what for the spinning symbol above your head to go away. If she uses another ability that procs the mark on you she will do extra damage.
- Early game
Akali is weak. Call for ganks and decimate her laning phase making it harder for her to become a threat.
Shadow Dance is a gap closer. When you are low on health recall immediately as she can dive you and escape very quickly thanks to
Shadow Dance.
- When
Akali is in
Twilight Shroud use
Pillar of Flame in the shroud. It will hurt her if you land it. I have killed
Akali many times when she used
Twilight Shroud to escape and I used
Pillar of Flame in the Shroud.

Anivia


Tips:
Anivia will use
Flash Frost to try and stun you, getting you chilled. While chilled and stunned she will then use
Frostbite to deal a lot of damage to you. This is the only way for her to do this before level 6. Just dodge the blue ice ball and you will be fine.
- Constantly harass
Anivia with you combo as she has no built in Spell Vamp and will most like get a Catalyst the Protector as her first major item. If you can get her to her egg form by yourself that's awesome if not then call for a gank when you have her low.
Anivia's
Rebirth egg is her passive that when it is not on cooldown will allow her to go in a stationary egg form after you "kill" her. Once in that form you have 6 seconds to kill the egg before she comes back to life. If you cannot kill the egg in 6 seconds she will come back with the amount of health that the egg had left.
- Once
Anivia reaches level 6 good luck in trying to push to her turret while she is in lane. She get
Glacial Storm which is a pretty good sized AoE ability that acts like
Amumu's
Despair. You will be chilled if you stand in it allowing her to use
Frostbite a lot easier.

Annie

This little pint-sized girl can be a real b*tch. Personally I believe that







Tips:
- Keep an eye on
Annie at all times as you have to watch out for her passive
Pyromania. You will see a circle around
Annie (it's grey in her normal skin). She will hold onto it pretty long to try and stun you with
Disintegrate and leave you wide open for ganks before level 6 so try to make her waste her stun on minions before attacking her.
- After level 6 you really have to watch out for
Pyromania especially when 2v2 and 3v3 fights occur. This is because of the infamous "Tibbers Stun".
Summon: Tibbers is her ult and is an initial AoE skill then becomes a moveable object that will auto-attack and deal damage to those that get too close to it. The initial AoE WILL TURN INTO AN AoE STUN if she has
Pyromania up.
Annie will rarely leave the lane because she rarely goes out of mana. This is thanks to
Disintegrate which will refund her mana if it kills something. She will use this to farm constantly so the only real way to get her out of lane is to get her low or kill her.

Cassiopeia





Tips:
Cassiopeia will use
Noxious Blast on a constant basis to farm and harass you. If she hits you you will be poisoned and she will gain a short movement speed boost. Stay back from
Cassiopeia and away from your minions but do not let her zone you away. The proper distance will take experience to master.
- Along with
Noxious Blast
Cassiopeia will use
Miasma to farm and harass you.
Miasma is an AoE skill that starts out in a small circle and expands for 7 seconds. Avoid the circle on the ground and stay away from your minions once again.
- Avoiding
Noxious Blast and
Miasma is crucial because that leaves
Twin Fang to not be used as often which is a good thing. If you get poisoned then simply back off and wait because
Cassiopeia will just
Twin Fang you to death if you stick around as its cooldown gets reduced to 0.5 seconds when an enemy is poisoned.
- Avoid
Petrifying Gaze at all costs as it will immobilize you and do a lot of damage. Eventually you will learn when
Cassiopeia will most likely use her ult. When you do start turning your back to her so that
Petrifying Gaze only slows you instead of immobilizing you.

Diana





Tips:
Crescent Strike is
Diana's main harassing skill and damage dealer (not counting ultimate). It's a skill shot that is in the shape of a crescent moon. It will follow that path to you and will afflict "Moonlight" onto every target hit. As the game progresses
Crescent Strike will be able to clear a whole wave of minions with no problem.
Diana will use
Crescent Strike and if you get hit then she is able to consume that Moonlight by using
Lunar Rush, her ultimate. This is because if you are hit with Moonlight she can cast
Lunar Rush to teleport to you without it having to go on cooldown allowing her to use it again.
- Once she teleports to you she will most likely use
Moonfall to bring you towards her to stop you from escaping and slowing you. She can also use it to escape from you for the slow. Look for her to
Crescent Strike ->
Lunar Rush ->
Moonfall ->
Lunar Rush. This is dependent on when you use
Flash as well. Don't let her scare you into using
Flash before she uses
Moonfall.
Pale Cascade is a mix between
Ahri's
Fox-Fire and a shield. 3 orbs spin around
Diana and create a shield for her. It is a pretty OP shield as it scales on the amount of ability power that
Diana has. Also if all 3 spheres detonate then her shield is refreshed. She will use this to protect herself and do damage.
Diana is very strong and has a gap closer like
Akali. If you feed her a little bit she can spiral out of control and can dominate the game. For
Brand this is scary and is someone that I would not recommend to go against as
Brand.

Fiddlesticks





Tips:
- Early on in the first couple of levels or so you cannot really beat
Fiddlesticks because any harass that you give can be taken away by
Bountiful Harvest. So just focus on farming.
- When you get enough AP to combo
Fiddlesticks down harass him and wait for him to use
Bountiful Harvest then stun him in place with
Sear to cut his
Bountiful Harvest off. Then follow up with another combo.
Fiddlesticks will use
Reap to harass you. Simply stay away from your minions to avoid the damage and silence that
Reap brings.
Crowstorm is a powerful ultimate that can devastate teamfights especially when
Fiddlesticks get
Zhonya's Hourglass however he needs to channel first for 1.5 seconds before it activates. YOU NEED TO TAKE ADVANTAGE OF THIS!! Any type of CC will stop his ult so whenever you see him channeling try to land
Conflagration and
Sear as soon as possible to stun and interrupt him.

Fizz



Tips:
Playful / Trickster has a pretty long cooldown and is normally maxed last so take advantage of this. Whenever he uses it make sure to harass him as much as possible before he gets that skill back.
- If you go the route of getting Catalyst the Protector or use
Health Potions stay away from
Fizz as his
Seastone Trident will reduce the healing that these items provide by 50%.
- Once
Fizz reaches level 6 he gets
Chum the Waters which will slow you and knock you up in the air while dealing damage. There are multiple ways to dodge this. Look for the fish that gets sent out first and move out of the way, buy a
Quicksilver Sash and use the active to avoid the shark, use
Zhonya's Hourglass to absorb the damage, or use the shield from
Banshee's Veil to block it.
- Call for ganks early on
Fizz and try to stun him as often as possible so it is easier to harass him and kill him.

Galio

This guy is a big fat pain in the a*s. His passive converts Magic Resistance into AP. Yeah you read that right. So what can you expect to see a lot of on


Tips:
- Call for ganks early and when or if you get
Galio low to get him out of your lane as much as possible so you can farm peacefully without his constant harass.
Galio will use
Righteous Gust to conceal
Resolute Smite so that he deals considerable damage to you without letting you react. Keep an eye out for that constantly and keep moving to decrease the chance of getting caught.
- Do not attack
Galio while he has his shield
Bulwark up. He gets more resistances and the more you try to attack him the more he will get health back.
- When
Galio uses
Righteous Gust to try and catch you if you are retreating you must land one of your skills and then hit him with
Sear to stun him.
Righteous Gust grants
Galio movement speed in the wind tunnel s he can catch up to you.
- I recommend taking
Quicksilver Sash, or
Banshee's Veil to counter
Idol of Durand as well as taking
Flash so you can get out of it. You will need to break the taunt on you so that you do not get damaged. Be wary of the
Flash+Ult combo and
Galio hiding in bushes to increase your chances of avoiding the ult.

Gragas



Tips:
Gragas will use
Barrel Roll to constantly harass you. He can make it explode on impact or wait 5 seconds until it explodes on its own. Keep away from your minions as he will farm with this move as well. Try to avoid as many barrels as you can.
Gragas will use
Drunken Rage to restore mana but it leaves him vulnerable and unable to move for one second. Use this second to harass him or stun him if he already has
Blaze on him. Communicate with your jungler. Let them know when his mana gets low so if you can stun him your jungler can gank.
- Avoid
Body Slam at all costs you will be slowed by 35% if hit which leaves you vulnerable for ganks or more harassment from
Gragas. He can use
Body Slam to escape and go through walls so keep that in mind if you are chasing him.
- His ultimate
Explosive Cask is what makes or breaks a good
Gragas and can have a huge impact on a teamfight. He throws a cask that hits the ground and will knock any enemies caught in it back. If it is placed wrong he could save you from dying. If it is placed right you could be killed instantly.
Banshee's Veil and
Zhonya's Hourglass can protect you however
Zhonya's Hourglass will require excellent timing.

Heimerdinger

This little yordle is a pain in the butt early game because of his turrets. They produce a lot of damage the entire game and can wreck you early on. Because of his turrets


Tips:
- Thanks to
Heimerdinger's
H-28G Evolution Turrets he will push your lane rather quickly. You can either let him and farm under your turret or once you get some AP fire back at him by using your farm combo to try and keep the lane neutral and frozen. I would farm under the turret until I get that AP and then try to counter-push him.
- Avoid
Hextech Micro-Rockets by keeping your distance from
Heimerdinger. Some players will max this first. In this case you really need to stay back as this skill will hurt you pretty good.
- Since
Heimerdinger is so squishy you should kill him rather quickly. Do so will land a kill but will also destroy any of his
H-28G Evolution Turrets that he has placed on the ground.
- Be careful of
UPGRADE!!! as it will make every single one of
Heimerdinger's abilities stronger and more powerful for a period of time. His turrets will change color and slow you so pay attention to the color of the turrets so that way you do not get CC'ed.

Karthus

"Press R to Win"



Tips:
Karthus will use
Lay Waste to farm and harass you at the same time.
Lay Waste will do double damage if it only hits one unit.
Karthus is famous for his ultimate
Requiem. This is an ultimate that will hurt EVERY SINGLE MEMBER OF YOUR TEAM regardless of where they are on the map. When
Karthus reaches level 6 you must warn your team immediately as well as let them know whenever Kathus is missing because he might be off channeling
Requiem.
- If
Karthus channels
Requiem right in front of you try to get him ablaze and stun him with
Sear so that you interrupt his channeling. Otherwise
Banshee's Veil will protect you from it if the shield is up and
Zhonya's Hourglass will protect you just make sure to activate it in time.
Death Defied will allow
Karthus to continue to use any of his spells for 7 seconds after he dies. In a teamfight
Karthus will save
Requiem until after he dies. He will also activate
Wall of Pain to slow you and keep you in
Defile while hitting you with
Lay Waste. So once you kill him try to move the fight away.

Kassadin

I really hate



Tips:
- Before level 6 you must harass
Kassadin and deny him farm as much as possible. If you can kill him that is even better. Try to get ahead of him as much as you possibly can so you can be more prepared for when he reaches level 6.
- In order to kill
Kassadin after level 6 you MUST be able to land
Sear and stun him as his
Riftwalk will allow him to just escape very easily. He can go through walls with
Riftwalk and will also use it to combo you.
- To help against
Kassadin's harass get a
Negatron Cloak and if you have to buy a
Hextech Revolver. ALWAYS keep
Health Potions on you at all times.

Katarina


Tips:
- You must pay attention to what
Katarina is maxing first. Keep an eye out on how much damage
Bouncing Blades does. If it increases and
Katarina hasn't gone back for any items then she is maxing
Bouncing Blades first. If it does not increase then that means she is maxing Sinister Steel first.
- Whenever
Katarina tries to use
Death Lotus try to stun her as quickly as possible with
Sear to stop it in her tracks and render her useless for a short time. This will help save your team and more than likely your own life.
- Thanks to
Voracity if an ally falls in battle and
Katarina gets a kill or an assist her cooldowns get reduced by 15 seconds which means that you can definitely expect
Katarina to not take a break in her onslaught and continue it again. Because of this passive it is possible to expect to see
Death Lotus more than one time in a teamfight.
- Sinister Steel is
Katarina's new "W" skill. This is an AoE attack that will proc the mark left by
Bouncing Blades to deal extra damage. Avoid getting near
Katarina if you get hit by
Bouncing Blades so it makes it harder for her to hit Sinister Steel on you.

Kennen

This little yordle can be a real pain the but and can and will hurt you a lot if you let him. He will build sustain and it will almost become impossible to kick him out of lane. As a




Tips:
- Avoid his
Thundering Shuriken as much as you can. It is a collision skillshot so it is exactly the same as
Sear. Stay behind your minions to avoid it. Getting hit by
Thundering Shuriken will add a
Mark of the Storm onto you.
Mark of the Storm is
Kennen's passive. It stacks up to 3 lightning balls on you. On the third ball you will be stunned. So keep a count on how many balls you have floating around you.
Thundering Shuriken,
Lightning Rush,
Slicing Maelstrom, and
Electrical Surge will all add a
Mark of the Storm onto you so be careful.
Electrical Surge has 2 ways of adding a
Mark of the Storm onto you. It's passive will let
Kennen supercharge an Auto-attack to get a mark onto you. Then the active will add another
Mark of the Storm onto you.
Lightning Rush is
Kennen's reliable escape mechanism. With this skill, unless he uses it to hit minions,
Kennen becomes virtually ungankable unless he is pushed really far or if your jungler has a lot of CC he can land on him.
Slicing Maelstrom is his ultimate that will probably end up getting you stunned at least twice in a 1v1 fight. Try to stun him with
Sear to have a chance to run back and attack him from a distance. This AoE ultimate is very powerful so do not underestimate it.

LeBlanc is a very very powerful and rather frightening snowball caster. The moment she gets a few kills early game she is already above you and can buy the items that will let her 100 to 0 you faster then you can hit the button to
Flash. She is an early-mid game champ though so if you can hold out till late game you should hopefully be able to recover.
- Best way to counter
LeBlanc is to build early magic resist. Whether you buy an early
Negatron Cloak or rush an early
Banshee's Veil a strong early defense will greatly help hold you till mid-late game.
- Watch out for
Distortion as she can teleport to a location and choose to teleport back or not. She will use this to escape especially against early ganks as well as use it to be aggressive against you.
- Keep the lane neutral and DO NOT FEED HER!!! At all cost do not ever feed
LeBlanc and make sure that you warn your team when she is missing with M.I.As as well as pinging the direction you see her go in.
- Do not get hit with
Ethereal Chains. They will latch onto you and if they stay will stun you and leave you wide open for
LeBlanc to whoop your butt from one side of Summoner's Rift to the other.
- If
LeBlanc hits you with Sigil of Silence stay far away from
LeBlanc so she does not use
Distortion to fly at you and trigger the mark about your head and silence you.

Lux




Tips:
Lux's range is pretty long and will throw
Lucent Singularity to slow and harass you. If you get stuck in the slow and you are wide open she might also throw
Light Binding to immobilize you leaving you open for more harass or a gank.
Light Binding is a skill shot that will collide with the first thing it hits however keep in mind that it will hit the first target and if you are standing behind it
Light Binding will hit you as well. Stay clear of your minions when she tries to combo.
Final Spark has a very long range so be very careful when you are low on health. If you have base do not just stand at your turret but move farther back. Also warn your team with M.I.A.s when
Lux goes missing as she can snip a kill or two in a different lane without them knowing she is there.
- When you get hit by one of
Lux's spells you will get a ball of light on you and that is her passive
Illumination. Like
Kennen's
Mark of the Storm, you want to wait until the ball of light leaves you to get in the range of
Lux because all she needs to activate it is to auto-attack you to activate it. Be extremely careful later because some
Lux's get
Lich Bane which will make it hurt really bad when
Illumination gets activated.

Malzahar


Tips:
Malzahar will use
Malefic Visions for free farming. If a unit dies before
Malefic Visions is over it will transfer to another minion or you if you are close enough. Stay away from your minions to avoid getting
Malefic Visions onto you.
Call of the Void is a skill shot that has a lot of range. You want to really avoid getting hit by this as it will deal a lot of damage early on and will silence you for a stupid amount of time late game. Constantly move around to avoid
Call of the Void.
- If
Malzahar gets fed or starts to become a big problem in the game buy a
Quicksilver Sash to counter his
Nether Grasp,
Malefic Visions and
Ignite. The moment you counter his
Nether Grasp the less useful he will become in a fight. When you get immobilized while taking damage use
Quicksilver Sash to stop it.
- Thanks to
Malzahar's skills and passive
Summon Voidling he will push the lane pretty hard very often so try to keep up in farm and if you fall behind or feel that you will then go the Kage's Lucky Pick route to keep up in gold.

Mordekaiser


Tips:
Mordekaiser is a natural pusher so he will keep the lane pushed while trying to harass you. His harass will hurt especially in the early game on you. Buy early magic resist to keep the damage down as well as use
Pillar of Flame on the ranged minions to farm them when he pushes.
Zhonya's Hourglass will help stall the damage on
Children of the Grave if it gets put on you. This is his ultimate. If you need something stronger then get
Quicksilver Sash to completely cancel the ultimate to get it off of you.
- Thanks to
Iron Man,
Mordekaiser will gain a shield increasing the more he damages targets with abilities. The best time to attack him is when he shield gets low and with a jungler by our side to take him down. Late game it might take more than 2 of you to kill him.
- If his harass gets to be too much for you to handle then play cautiously, try not feed, and try to keep
Health Potions with you at all times.

Morgana




Tips:
Morgana will use
Dark Binding to try and snare you and then use
Tormented Shadow under you do deal maximum damage. To avoid this stand behind your minions so that she has to use
Tormented Shadow to farm them and
Dark Binding will hit minions if they are inbetween you and
Morgana
Soul Shackles will deal damage on impact but will leash a pink line between you and
Morgana.
Flash away to try and break the line because if you do not it will deal extra damage and stun you. A combo that some
Morgana players use is to
Flash into a fight then use
Soul Shackles then use
Zhonya's Hourglass so that you cannot kill her and you get stunned.
Black Shield will protect
Morgana from a certain amount of magic damage and will negate the stun on
Sear so keep that in mind. Try to get
Morgana to waste the shield before going in for a kill. Also keep in mind that the shield WILL NOT stop AD damage. Some
Morgana players think it will stop them from getting hit from anything and it does not just magical damage.

Orianna



Tips:
Orianna will use
Command: Attack to harass you and weaken your minions. If you get struck by the wall she will probably use
Command: Dissonance to deal more damage and slow you for more harass from another
Command: Attack. Try to move around and avoid getting zoned by
Orianna. She is good at it thanks to her ball.
- To also avoid getting zoned harass
Orianna with your combo causing her to retreat and use
Command: Protect to save her. If her ball is away from her it will take a second or two for the ball to come back so use this to land
Pillar of Flame or
Sear.
- Watch out for
Command: Shockwave as it will cause you to be knocked back towards the ball if you are in range. It will deal damage and could knock you back into the enemy team which would most certainly get you killed.

Ryze





Tips:
Ryze has medium range and so you need to keep your distance to avoid being harassed. If you become overly greedy you will find yourself getting hit with
Rune Prison which will snare you and then he will hit you with
Overload.
Ryze's cooldowns are naturally short so be expected to get hit hard and often if you overextend.
Rune Prison will play a big role in helping
Ryze kill you when his jungler comes to gank you. SO STAY BACK!! and use
Pillar of Flame for long-distance harass.
Ryze can pack a punch but he is slow so try to gank him often and stun him with
Sear for an even easier fight. You will more than likely be hit with
Rune Prison to try and stop you but it can only hit one target so your jungler can continue to punish
Ryze.
- Mid-late game
Ryze will become very hard to burst down so you might want to focus on the AD carry first along with the next squishiest champion. Then tackle
Ryze with 2 or 3 people. It would be even better if you can catch him out of position and kill him away from his team.

Swain



Tips:
Swain is not the best of farmers however that does not mean that he cannot last hit. Thanks to
Carrion Renewal
Swain will recover mana everytime he kills a unit. This combined with blue buff and a Catalyst the Protector can let
Swain sit in lane all day without going out of mana.
- While
Swain has a lot of sustain and health a great way to counter this is to take
Ignite. The combination of these two items will decimate the healing done on
Ravenous Flock. You can also stick with
Deathfire Grasp to burst him down thanks to his high health. The choice is up to you.
Swain will use
Torment to harass you. It is a pretty strong damage of time skill so do not stick around with very low health.
Swain can and will use
Decrepify to slow you which will make it easier for him to land
Nevermove to snare you in place to further harass you with his ultimate. Do not get to close to him and constantly move around.

Syndra


Tips:
Syndra's main harassing tool is
Dark Sphere. This is her spam ability and is the ability necessary to make her combos work. It has a low cooldown and is pretty dodge-able. If you constantly move and keep your patterns unpredictable you will make landing this skill difficult for her.
Force of Will allows
Syndra to pick up a landed
Dark Sphere or enemy minion and throw in at a target location. If an enemy is hit then they are damaged and slowed.
Syndra can pick up many different things with this ability including:
Yorick's Ghouls,
Heimerdinger's Turrets,
Zyra's plants,
Shaco's boxes,
Annie's Tibbers,
Malzahar's Voidling pet, blue buff, red buff, and minions. This is another skill-shot so constantly move around to avoid getting hit and slowed.
Scatter the Weak is
Syndra's knockback skill and is rather inconsistent. The range by itself on the skill is very small making it pretty lackluster. If a
Dark Sphere is on the ground she can hit it backwards. Where it will go though is not visible to the player so figuring out where it will land it hard for the player sometimes. If you get hit with a sphere by
Scatter the Weak you will be stunned.
- Her ultimate
Unleashed Power is meant to be a huge nuking ultimate to one target namely you or your AD carry. To take FULL advantage of her ultimate however she needs to plant a couple of
Dark Spheres on the ground so that way she can hit you with as many spheres as possible. The 3 spheres floating around her and all the ones on the ground will hit you when she uses her ult leaving a bunch of spheres on the ground to be manipulated by
Force of Will or
Scatter the Weak.

Talon





Tips:
Talon should go mid 99% of the time. This usually means that in top lane there will be an AP champion so I recommend that you swap lanes with your bruiser to deal with
Talon in mid while you deal with the AP in top lane.
Rake is
Talon's main harass move. He will use it to farm and try to harass you as well. You will get slowed if hit by
Rake. Since
Talon is a melee champ try to harass him from afar when he tries to last hit if you have to face him.
Talon can open with
Rake to slow you and then use Cutthroat to jump to you and silence you then use
Noxian Diplomacy to amplify his damage and do some serious burst. If he didn't open with
Rake he will use it after
Noxian Diplomacy.
Shadow Assault will follow his combo after level 6 and does serious damage as his blades come out and come back in. When his blades go out
Talon will enter stealth and gain a movement speed bonus allowing him to escape you unharmed while you get dealt a lot of damage.
- Try to farm as much as you can and when the laning phase ends DO NOT go off by yourself to places that you cannot see in the Fog of War.
Talon is an assassin and can be hiding anywhere waiting for you. He will kill you faster then you can type or say "Help!". Same goes for teamfights. Stick with your team and do not get separated.

Twisted Fate




Tips:
Pick A Card will allow
Twisted Fate to have his next basic attack do something special based on what color card he chooses. Blue card will give
Twisted Fate mana back based on 65% of the damage his next basic attack does. Yellow card will make his next auto-attack stun you. Look for this card when you are ready to be ganked. Red card will slow you movement speed and deal extra magic damage. This card will be used the least out of his cards.
- When
Twisted Fate gets some AP items
Wild Cards will start to hurt you pretty badly. He will throw three cards in a cone in front of him. They will spread farther out the more they travel. YOU HAVE TO DODGE THESE! If you don't you will find yourself at low health very often which is not what you want.
- After level 6 you must be on constant lookout for
Twisted Fate's ultimate
Destiny. To start you will see a symbol above your head. This symbol lets the enemy team see you for a short period of time. While this is up
Twisted Fate can teleport to anyone to assist in ganks. Make your team aware that he is level 6 and when he ults try to stun him with
Sear to halt him and call M.I.As whenever he leaves the lane.

Veigar

This tiny master of evil can be a devastating late game champion unless he is dealt with early game.



Tips:
- Early on in the laning phase,
Veigar will use
Baleful Strike to farm up AP. He will use it to last hit. Try to harass
Veigar as much as possible to prevent his AP farm and while he is most vulnerable.
- Because of low mobility
Veigar relies on using
Event Horizon to stun you so he has a better chance to land
Dark Matter. If he doesn't stun you on impact keep moving inside of
Event Horizon to make it harder for
Veigar to land
Dark Matter.
- If you have trouble against
Veigar buy some early magic resist and get a
Banshee's Veil or
Quicksilver Sash to wipe out the stun from
Event Horizon. Then try to keep up in farm and get as many ganks as possible.
Primordial Burst is absolutely ridiculous against AP champions. He does base damage and then more damaged based on the amount of AP that his target has. Against you it will hurt really badly and combined with
Deathfire Grasp you could be 100-0'ed before you can do anything.
Equilibrium will allow
Veigar to stay in lane for a long time without going out of mana. This combined with blue buff will have
Veigar staying in lane for a very long time. Get his health low or kill him to get him out of lane for a while.

Viktor



Tips:
- For maximum damage
Viktor will max
Hextech Ray first. If he does it he will be easier to harass as long as you can avoid
Hextech Ray. For maximum utility he will max
Power Transfer first. He will be harder to harass but his damage will be lower.
Power Transfer will do damage to you and will return 40% of that damage done to
Viktor in the form of a shield for 3 seconds. Wait to harass him until the shield is gone. Use
Conflagration first then stun him with
Sear. Lastly follow up with
Pillar of Flame.
Gravity Field is an AoE slow/stun however it will take a second or two to fully set up. Try to avoid it and escape it as quickly as you can. Once set up you will be slowed and if you stay in it for too long you will be stunned leaving you open for
Hextech Ray and potential ganks.
Arcane Storm will silence you for a brief time and will do a really good amount of damage to you over time. It can affect multiple targets. You want to shut
Viktor down before he gets his full combo off or before
Arcane Storm can do too much damage.

Vladimir


Tips:
Transfusion is
Vladimir's main harassing ability and source of sustain. Early game it has a long cooldown and so you must take advantage of that by successfully harassing
Vladimir. As he levels it up though the cooldown plummets to a very short cooldown. He will use it constantly to harass. Call for ganks when you feel overwhelmed.
Sanguine Pool will allow
Vladimir to dodge your skill with no problems. So whenever this skill is on cooldown you must make sure to MAKE YOUR HARASS COUNT! Land everything and stun him with
Sear to hit him hard. Make sure to set-up a gank where you land
Sear and his
Sanguine Pool is on cooldown.
- Thanks to
Vladimir relying on health regeneration and spell vamp he is one of the perfect champions to use the effects of
Morello's Evil Tome and
Ignite on. Reduce the amount of healing you can do by as much as you can and you will already be on your way of killing him.

Xerath



Tips:
- Smart
Xerath's will use their really long range to harass you. The combination of Locus of Power and
Arcanopulse has very long range and strong harass if he can hit it. The only bright side is that while he is in Locus of Power he is unable to move so if you can dodge
Arcanopulse then rush up to him and harass him with your combo and retreat.
- If you are targeted with Mage Chains stay back and avoid all of
Xerath's next abilities as much as you can until the orb above your head goes away. If you get hit with another ability you will be stunned leaving you open for harass and potential ganks.
Arcane Barrage gets to be cast 3 times within short periods of each other. Try to dodge them as much as you can because it will definitely hurt if you get hit will all 3 of them. This will stun you if you have Mage Chains on you.
Xerath likes to hide behind walls and flank you and use Locus of Power to take full advantage of his range. Use wards and keep an eye on the amount of enemies that are in front of you when a teamfight occurs. If it is 4 people then try to find
Xerath and stop him without getting yourself killed.

Ziggs

This little yordle can do a lot of damage very quickly and can harass very efficiently. However,


Tips:
Ziggs will max
Bouncing Bomb first and will use it to harass you the most. AS he levels it up and gets AP he can use it to completely wipe out your caster minions. You should move away from your minions and make him decide whether to farm or harass you. If you dodge
Bouncing Bomb do not run backwards as the bomb can bounce up to 3 times. So run sideways instead.
Ziggs will try to zone you with
Hexplosive Minefield and then throw
Bouncing Bomb at you. With not too many places to go you might get hit but try not to.
Ziggs will do this more when he gets desperate and it costs a lot of mana to keep it up. Make him go out of mana to chase him from lane.
- Watch out for
Short Fuse. This will allow
Ziggs to deal extra damage on his next auto-attack. Try not to let him hit you with it often. His bomb will light up so keep an eye on that. Makes him waste it on minions to save you from getting serious damage.
- Call M.I.A. whenever
Ziggs leaves the lane. He could be moving to get in range of throwing his ultimate
Mega Inferno Bomb. If he throws it at you during a fight watch the circle indicator on the ground. Do not stand in the middle of the circle as you will be the dealt the most amount of damage if you do. If you cannot move out of the way either use
Flash to escape or use
Zhonya's Hourglass to soak up the damage.

Zyra





Tips:
Rise of the Thorns will activate when
Zyra dies. It will deal true damage in a certain direction and will go through any champions in its path. Whenever you kill
Zyra continue to move around to try and juke this. If you don't and you are low enough she can kill you.
Zyra's skills revolve around her usage of
Rampant Growth. She will place a seed in a location. If she uses Deadly Bloom (an AoE effect spell) over the seed it will turn into a plant and shoot at you dealing magic damage.
Grasping Roots is a skillshot and if it hits you it will end up rooting you in place. She can use this time to drop
Rampant Growth beneath you and hit you with Deadly Bloom dealing a lot of damage from her spell and the plant made.
Stranglethorns is a huge AoE ultimate that will deal initial damage and then will knock-up all enemies still in the ultimate's area when her "thorns' recede. This is can be a huge turn around in teamfights if you all get too bunched up together. To make it easier for her to land she can cast
Grasping Roots on a seed to make a plant that will reduce your movement speed. Be careful in teamfights and try to take her out as quick as possible.


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