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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Acknowledgements

Today I want to touch on

The perfect way to play a champion comes from analysis and experience: react to the game in progress. Build items according to who's fed and farmed. Visit a losing lane to even the score, jump on an enemy with escapes on cooldown, protect yourself from counterjungling and invades with wards. Whether you win or lose, do so with a positive attitude, know you will improve after you make a mistake, and focus on what you can do to carry.
Learn. Adapt. Improve. Grow.
This is how you climb!




Playing

In my experience,








So long as


Click here for a link to several videos that can teach you how to Attack-Move and Orb Walk. These words basically mean that you're moving between auto-attacks, and, when done correctly, will cancel your auto-attack animation, but not its damage. Practicing this mechanical skill will increase your chances of winning games, as it maximizes your damage output as you chase down or flee from enemies.



When

As an engage tool,








With this ability, she can dash through most jungle walls. This benefit helps your clear times and chances to escape an enemy, but if you use it for the first part, then it likely won't be up for you to use for the second, so use it wisely! To conserve mana, I don't always use this ability to help me farm my jungle, relying on



Please consider leveling this ability to max rank first every time you jungle, despite its small nerf in Patch 5.6. The benefits you get from maxing this ability first outclass the other two abilities you could max by a wide margin. For one, it deals magic damage based on the target's maximum health (this used to mean structures as well, until Patch 5.2). Secondly, the mana cost goes down, helping your jungle sustain.
Lastly, this ability scales well with both ability power and maximum health. For this reason, you should consider grabbing

As a final note: this ability resets your auto-attack, so, try auto-attacking your target right before you activate this ability for maximum damage output. Also, the extra magic damage based on the target's maximum health comes from the auto-attack portion, not the damage-over-time portion, so, for maximum damage output, try to avoid reactivating this ability. If you don't have time to auto-attack (let's say you're fleeing a superior foe), then reactivate this ability for the



Prior to her rework in Patch 4.21,


Let us go over those factors now: first, the percent of target's maximum health magic damage portion of the old






You can't activate this ability if no nearby enemies are under the effect of the





The Winter's Wrath receives a huge power spike after she gets a point into her ultimate,




Her ultimate explodes on contact with an enemy champion, or at maximum range. When it strikes an enemy champion, it freezes that champion and all enemies around it, stunning them for 1.25 seconds at first rank, 1.5 seconds at second rank, and 1.75 seconds at maximum rank. If the bola reaches 1175 units, it explodes and slows enemies in the area by 30% instead, changed in Patch 5.6. This, again, makes


For the most effective use of the




With the right team composition, it is entirely possible to burst the enemy team down before they have a chance to fight back, in what players call a "Wombo Combo." Notable mentions in this technique include



















OPTIMAL LEVELING SEQUENCE
I prefer this leveling sequence in a majority of my games:
>
|
>
|
>
|
You might want to deviate from this, so long as you have reason to. For example, if you have


Now that we covered her kit, let's move on to how to optimize her start at champion select.
Runes
These runes are for three things: gank pressure, damage mitigation to prevent death, and a mid-game power spike. It's about using the best runes in slot.

Greater Quintessences of Armor are the best of all runes for flat armor, granting +12.88 armor. Remember, in Patch 4.5, when they nerfed Flat Armor Seals, all champions gained +4 base armor. However, having 3 Flat Armor Quints means you won't have Movement Speed Quints, which then means you'll need to buy and upgrade your boots early for strong gank pressure.
I use Marks of Magic Penetration to increase damage dealt against enemy champions, as nine of these Marks penetrate 7.93 magic resist. As monsters do not have Magic Resist to penetrate, these runes do not help your clear times. I also suggest trying Flat Armor Marks, as they will increase your Armor by +8.19 armor.
My personal favorite to run on



Since their buff in Patch 4.5, Flat Health Seals are the superior option if you think you will have the most trouble in the early game. Having +72 Health will help push you past your weaker early game phase, as well as survive in the jungle and prevent your death during ganks. You could also try Scaling Health Seals, which will grant you +1.33 Health per level, or +11.97 Health at level 1, matching the Flat Health Seals around level 6 at +71.82 Health, and scaling to +216 Health at level 18.
I now prefer to mix my Flat and Scaling Magic Resist Glyphs, . I've seen people mix Flat and Scaling Magic Resist Glyphs, and I think this might be the best option mathematically: 3 Flat and 6 Scaling, for 4.96 magic resist at level 1, 12.64 magic resist at level 9, and a total of 21.28 magic resist at level 18. Remember, Scaling Magic Resist Glyphs beat their Flat counterparts at level 9: 1.44 to 1.34, comparatively.
Masteries
First, I will show you what I reset my mastery page to after every game. Then, I will discuss other viable masteries, and what makes them viable. A Mastery page, unlike a Rune page, can change during this phase of the game (champion select), so, it's important to use the best masteries for the game at hand!

Defense Tree: 16 Points
I take
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The noteworthy masteries here are ![]() ![]() ![]() |
Utility Tree: 14 Points
I take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Noteworthy masteries here are ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Offense Masteries
![]() ![]() ![]() ![]() ![]() ![]() |
Defense & Utility Masteries
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Summoner Spells
I urge you to take one of these. While I do acknowledge how



Since the changes to the Season 5 jungle, a jungler who doesn't run









Picking Sejuani





She does amazing Area-of-Effect magic damage, and has the ability to lock down targets with lots of crowd control. She loves

Now that we've loaded into Summoner's Rift, let's go over the first stage of the game: the laning phase.
Farming the Season 5 Jungle

As you can read from the mouseover text,



Taking


There are several factors that should go into picking which upgrade to




Great item if you prefer to live in the enemy's jungle, as using ![]() |
I strongly prefer this item, as it covers up your weakness in early game clears. That said, unlike the next two items, ![]() |
Definitely helps cover up your weakness in dueling enemy champions, especially ones who rely on stealth mechanics to survive. Consider purchasing this item if you want to camp the enemy ![]() ![]() |
Since the change to this item in Patch 5.1, it now steals 20% movement speed from the targeted enemy champion. Great item to reduce the enemy's ability to kite you, so, consider getting it against extremely mobile threats. ![]() ![]() |
Given that we accept our role on the team as an AP-(off)tank, this gives us two optimal enchantments for our





All around great item, since you stack health as ![]() ![]() |
Enchantment: Magus
Magus Enchantment |
I adore this item for many reasons, yet prefer to pick it up when I'm ahead of the enemy jungler and don't plan on stacking a lot of health. The added damage -- especially to the percent maximum health portion on ![]() |
Before moving on to the more exciting parts of being a jungler, I would like to talk about the monster-specific

![]() Gromp |
Using ![]() ![]() |
![]() Greater Murk Wolf |
Casting ![]() ![]() ![]() |
![]() Ancient Krug |
Using ![]() ![]() ![]() |
![]() Red Brambleback |
Using ![]() ![]() |
![]() Blue Sentinel |
Casting ![]() ![]() |
During my average first clear of the jungle, I start with Gromp, casting


- Gromp (
Smite for Gift of the Toadstool)
- Blue Sentinel
- Red Brambleback (
Smite for maximum health return)
- Gank nearby lane (Middle or Bottom lane for Blue side, Top or Middle lane for Purple side)
- Krugs (
Smite Ancient Krug for Gift of Heavy Hands)
- Raptors
- Wolves (
Smite the Greater Murk Wolf for the River Spirit buff)
- Gromp (You might go back to base before doing this camp, waiting for
Smite to come back up)
- Base for items and healing
Now that we've figured out how to farm our jungle optimally, let's move on to the most strategic part of the game: applying pressure!
Applying Pressure
For example, you ganked the enemy



An example of a low-risk, high-reward play comes when your laner gets the enemy laner to blow a


Now that we've talked about how to assess risk versus reward, let's talk about the monster-specific buffs for ganking that the jungle has to offer:
![]() Crimson Raptor |
Using ![]() ![]() |
![]() Rift Scuttler |
Killing the Rift Scuttler -- which counts as a large monster, by the way -- creates a shrine just outside of the pit of ![]() ![]() |
Now that we know about monster-specific

Ideally, your first gank in a game should come when you have all of your pre-6 abilities, double buffs, and enough health to survive if the enemy turns on you. Dying on your first gank can weaken the morale of your teammates, so play smart and take what the enemy gives you. I prefer to gank the lane that is most pushed to my allied turret, as the enemy will have a long way to retreat to safety. If I can't do that, then I try to gank the lane that will have the most early game impact. This usually means ganking mid, as they can roam to either lane with me for a two-person gank on the unsuspecting lane. Barring that, I will gank a lane that needs my help the most, such as a

One thing you can do to help communicate your desire to gank a lane comes from pinging. Using an "on my way" ping to signify your presence in an ally's lane will help coordinate your efforts, hopefully securing a kill. Try to ping when you're in range to aid your ally, though, as some people think a ping means that they should immediately dive the enemy champion! The default key binding for pings is the G key, then you press and hold the left mouse button down. This will bring up a menu of four pings you can use: up for Danger, left for Enemy Missing, right for On My Way, and down for Assist Me.

Another thing to consider is minion and turret aggro. Be mindful of both of these during the early phases of the game, as they do a lot of damage in fights, yet can go unnoticed. You should try to avoid diving turrets at this stage in the game, yet, balance that with the notion that you don't know your limits with

As you can see, there are a lot of factors to consider when ganking. The easier you can make your job for yourself -- through ganking a lane with escapes down, low health, aggressively pushed to your turret, and so on -- the better quality of life you'll have. Also, it isn't the end of the world if you gank a lane and the enemy blows an escape that has a long cooldown, especially a Summoner Spell. You can fake them out by moving into the Fog of War, waiting a second or two, then trying another gank. Honestly, the Art of Ganking won't come from text, but experience. Practice makes perfect!
Itemization
A lot of people suggest rushing a complete item first, while others claim getting a bunch of mid-tier items is better. So long as you continue to plan ahead and react to the game at hand, you should win. For example, I wouldn't want to build


Furthermore, on deciding between




Now that we've covered how to react to a game at hand, I'd like to go over the list of items I posted above as items you'll want to build during this phase. I will weigh the pros and cons of each, including what stats they give, what stats they lack, and what compositions they shine against. The list of items will be in order according to cost, from least to most expensive!
Item Sequence
















I covered



450 gold to upgrade 750 total gold |
A simple upgrade from ![]() ![]() ![]() ![]() |
385 gold to upgrade 820 total gold |
A great item for extra ability power and cooldown reduction. Builds into either ![]() |
350 gold to upgrade 850 total gold |
A simple upgrade from ![]() ![]() ![]() ![]() |
450 gold to upgrade 850 total gold |
A simple upgrade from ![]() ![]() ![]() ![]() |
250 gold to upgrade 950 total gold |
A great item for extra armor, cooldown reduction, and mana. Builds into ![]() |
520 gold to upgrade 1000 total gold |
Grants extra armor and health regeneration. Great for besieging turrets, thanks to the Point Runner passive,. Plan to build this item into ![]() ![]() |
600 gold to upgrade 1000 total gold |
A simple upgrade from ![]() ![]() ![]() |
600 gold to upgrade 1000 total gold |
A simple upgrade from ![]() ![]() |
450 gold to upgrade 1050 total gold |
Builds out of ![]() ![]() ![]() |
150 gold to upgrade 1150 total gold |
A superb upgrade to your jungle item that uses ![]() ![]() |
300 gold to upgrade 1200 total gold |
Perfect mid-tier item for fighting off poke-heavy teams, as it grants bonus health, magic resist, and a passive that increases your health regeneration when you take damage from an enemy champion. |
Enchantment: Magus
Enchantment: Magus |
680 gold to upgrade 1500 total gold |
Decent upgrade to your jungle item that uses ![]() |
820 gold to upgrade 1900 total gold |
Great item against teams that either try to poke you down, or have a lot of AoE magic damage, as it grants extra magic resist and health regeneration to nearby allies in an aura. Also grants you additional health and magic resist. Builds into ![]() ![]() |
Now that we've gone over how to itemize in the laning phase, let's talk about common pitfalls, and how to avoid them.
Troubleshooting
First and foremost, as you clear camps, keep an eye on the mini-map. Mind roamers, and help your allies by pinging, as they might focus too much on last-hitting minions to notice. Do not spam pings! If you see a teammate in trouble on the mini-map, begin to go to his or her aid if you think you can turn the tide.
The moment you run into the enemy jungler, ping him or her, and assume the enemy jungler has already pinged you. This will alert your allies to your current struggle, and they will most likely come to your aid. The incentive for them to come is a free kill AND the buffs the enemy jungler has, and who doesn't want double buffs?
Your first set of double buffs is important. If you die in a gank and give them over to your opponent, then you single-handedly lost that lane for your ally. You'll need to make up for that mistake elsewhere, but the best way is to avoid making this mistake altogether.
A lane will tell you when they're struggling. Try to aid them immediately. Do not encourage toxic behavior by arguing with them, as typing can get one of you killed, and then it becomes more about winning the argument and less about winning the game.
I will add more as I discover them. For now, let's move onto the final phase of the game: the teamfight phase.
Objective and Vision Control

Case in point: this game back in Season 3.
Ward placement can be tricky to anyone who doesn't think about it, but it remains a useful skill that, when done well, can and will lead to more victories. Placing an optimal ward means getting the most vision you can, often putting them just inside Brush to keep line of sight on enemies who attempt to hide or juke into them. As I plan to create a guide simply around vision control, I won't go into much more detail than that.
Controlling an objective usually means controlling the vision around it. Taking the Rift Scuttler before you attempt






However, a lot of players prefer the

Sometimes, when nobody has purchased



Lacking vision of an objective means the enemy team can sneak it or, worse, bait it. This includes using their own trinkets to clear your wards of the area, then taking the objective, or lying in wait inside one of the nearby Brush, waiting for your team to come contest or re-ward the area. Having a

Now that we've learned about vision control, let's look at what items we'll need to complete to close the game.
Itemization
It remains important that you keep an eye on what the enemy team builds, too. This will influence your item building choices. If the enemy marksman has yet to build any lifesteal, then consider picking up a

Without further ado, the items I listed in the Teamfight Phase above, again from least to most expensive:
Item Sequence
















250 gold to upgrade 250 total gold |
Consider picking this trinket if no-one on your team built ![]() ![]() |
250 gold to upgrade 250 total gold |
I prefer this trinket when I'm ahead, because it allows me to secure ![]() ![]() ![]() |
250 gold to upgrade 250 total gold |
I get this trinket upgrade when I'm behind, as it allows me to easily sweep the wards that the enemy team might have in my jungle, which they mean to get picks on my team with. |
575 gold to upgrade 1485 total gold |
A great damage item to pick up as a last item, it builds into ![]() ![]() ![]() ![]() |
730 gold to upgrade 2440 total gold |
This item works well in tandem with ![]() ![]() |
300 gold to upgrade 2500 total gold |
A great item on ![]() ![]() ![]() ![]() |
600 gold to upgrade 2600 total gold |
Great item for extra armor, cooldown reduction, and mana. The unique aura slows attack speed in around you, so great against AS-heavy teams. Does not provide extra health, though. |
750 gold to upgrade 2600 total gold |
Perfect item for diving turrets, as the unique active shuts down an enemy turret for 3 seconds (on a 120 second cooldown)! Provides armor, cooldown reduction, health, and extra movement speed around turrets as well. |
700 gold to upgrade 2750 total gold |
Extra cooldown reduction, health, magic resist, health regeneration, and a unique passive that increases self-healing and regeneration by 20%. Great in tandem with ![]() |
1150 gold to upgrade 2750 total gold |
A better build for your ![]() ![]() |
50 gold to upgrade 2800 total gold |
Perfect teamfight item against a team that deals a lot of burst magic damage, as its unique active grants a shield based on character level to yourself and your nearby teammates. Builds from ![]() |
950 gold to upgrade 2800 total gold |
Great item for besieging turrets, especially against a team that deals equal amounts of magic and physical damage. Its unique active creates a destroyable portal that spits out uncontrollable Voidspawn every 4 seconds to attack nearby enemy structures. The first and every fourth Voidspawn gain extra damage scaling from your resistances. |
1200 gold to upgrade 2800 total gold |
Great against teams with assassins who mix their damage, or have a Wombo Combo of their own, as this item will revive your champion on death with 30% of your maximum health and mana once every 5 minutes. Also provides armor and magic resist, since it builds from ![]() ![]() |
800 gold to upgrade 2850 total gold |
Superb late-game teamfight item, as its unique active slows enemies around you by an amount that scales from your resistances. The extra armor, attack speed slow when struck, and health are great too. |
980 gold to upgrade 2900 total gold |
Here it is: the one damage item I won't shut up about. It's got ability power, health, magic penetration, and a unique passive that causes the enemy to burn damage equal to their current health when they take spell damage from you, doubling this burn damage if their movement is impaired! I don't see why you wouldn't want this item on ![]() |
280 gold to upgrade 3000 total gold |
If the enemy team has weak physical damage but great magic damage wave-clear, consider building this item from ![]() ![]() |
Now that you're aware of your itemization options, let's go over your role in teamfights.
The Art of Teamfighting
Say you're behind and a high-priority target, like a fed marksman, steps too far forward to harass, and the enemy team collapses to protect them. Since they're grouped up, and there's a high-priority target out of position, and if your team is in position to follow-up, you should hit them with your




If you're ahead, you'll want to siege objectives and wait for the enemy to make a mistake. When the enemy team dives you in desperation, jump on them, peeling for your fed carries. Your gold and item advantage should carry the fight. Try to have faith in your carries to carry: whether you can or cannot, build accordingly!
I'll try to add more as I think of them. For now, I believe this is the end!

Thanks again for reading this, and I wish you the best on the Fields of Justice!
∞ Gizladlo on Monday, March 30th, 2015 CE
- Nothing currently. Help me fill this up with your suggestions?
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