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Choose Champion Build:
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The Iron Maiden: Toplane
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The Ancient Fear: Jungle
Runes: Resolve + Precision
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Leveling (Rell)
Break the Mold (PASSIVE)
Rell Passive Ability
Threats & Synergies
Fiddlesticks
Terrify your enemies with your enormous healing, and become the ultimate, tank-oriented counterpart to Sylas. Jump into the fray of Fiddlestick's enemies, and pull them into his flock of scarecrows, ensuring they don't escape. A true synergy.
Fiddlesticks
Terrify your enemies with your enormous healing, and become the ultimate, tank-oriented counterpart to Sylas. Jump into the fray of Fiddlestick's enemies, and pull them into his flock of scarecrows, ensuring they don't escape. A true synergy.
Champion Build Guide
Nevertheless, this isn't your ordinary build. It's a synergy-build, which works only in the pretense of picking the right champions together. In essence, if either of the champions required is banned, the build falls apart. Well, for the poster girl that is.
The synergy spoken of is
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More about the guide itself. I've structured it in a few, to-the-point chapters to spare you the reading. It is not season-tied, unless riot decides to change anything regarding interactions between Rell and Fiddlesticks, and as such, does not have a season tag in its title. It is also not a meta-breaking build, as there's nothing stronger about it than just picking Sylas toplane. It is, however, an alternative in my eyes.
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From a champion design perspective, ![]() ![]() ![]() ![]() ![]() ![]() |
Speaking of abominations, isn't he pretty metal himself? ![]() ![]() |
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You see, the effigy itself counts as a champion for the purpose of targeting. The difference being that it is immovable, and doesn't last forever. With it, you are able to heal yourself and sustain prolonged exposure to minions, further increasing your current lieu in terms of xp.
Here is a small showcase of me struggling to replicate the interactions on a bot. In the botlane. Yes, everything done wrong, basically.
To take note of the important parts of the video:
- I used
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- I healed myself for a good chunk of damage whilst in tether range by hitting
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- I couldn't heal myself after having already used
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- Whilst it wasn't shown, you also cannot heal yourself outside of tether range.
As such, this build heavily relies on your
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In addition, here is a small map with annotated effigy placements. Please make note of the ones with the grey circles, as those are generally safe to use and hard to get rid of by the enemy. The rest are alternatives for when you believe that you can hold the lane in the middle, or are forced to farm under turret. |
Let me talk a little more about what one essentially wants to do in a match in the following chapter. This has been tested a few times, with varying results, and each time something was learned.
There are three things in total you want to abuse as an off-meta pick in the toplane.
(1) For one, everyone can see you tether to a clone. If you time it well and do it correctly, you may put indefinite pressure on the enemy by making them believe they're about to be ganked, essentially making it easier for you to farm.
(2) Secondly, the amount you heal with your
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(3) Thirdly, nobody expects you to be a danger to fight in any shape, way, or form. If the enemy does not expect the healing from your abilities, the shields, the stuns, they're in for a surprise. It is crucial that you are the one being engaged. It requires some getting used to, and many fights could quite well end in your demise. But if you feel confident enough, even the most treacherous match-ups could lead to you winning a 1v1 fight.
Mid- and Late-Game:
Mid-game is quite simple. In essence, you will be looking for team fights here and there, teleporting into the fray as need be. Thanks to your immense peeling and engagement potential, winning 5v5s should be an easy endeavor. It is important that you, yourself, avoid duels for as long as there aren't any clones placed by
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IMPORTANT: You can't "self-cast" the
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Given that, it is quite difficult to tell which is better. Not to mention that it destroys shields, takes away resistances, and heals your tether target as well. Going by gut feeling, it would seem that both are quite equal in regards to power.
One should also take into accord her scaling. It isn't horrible, but one wouldn't want to run her full-ap, either. 50%, 60%, 40%, 110% respectively for each of her abilities, damage-wise. That is exactly why she should be built as a bruiser.
Everything combined, there are two important calculations to be made. For one, her damage and shielding output upon hitting her entire combo at level 18 with a full build, and the healing she is effectively able to with three hits of her
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(0) Stats:
Total AP: 270
Total AH: 100 (50%)
Total Health: 3920
(1) Damage Calculation:
Q: 210 + 135 = 345
W: 210 + 176 = 521
E: 240 + 81 = 321
R: 280 + 297 = 577
Total: 1764
(2) Shielding and Healing Calculation:
W-Shielding: 160 + 510 = 670
Q-Healing: 3(30 + 81) = 333
(Note: Q-Healing is the bare minimum. It multiplies with the number of enemies hit and missing health, both of which weren't taken into account. 333 is, as such, the amount you would always get, in essence.)
I want to thank my friends, Baumanikus and JustalittleBBoy, for helping me playtest this abomination. It was a lot of fun, y'both.
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