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Choose Champion Build:
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Rhaast
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Shadow Assassin
Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
The Darkin Scythe (PASSIVE)
Kayn Passive Ability
Introduction
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I am Vapora Dark, an EUW player who's been Master tier every season since season 5. Vicious Skittle is a friend of mine who's been too busy to keep up with MOBAFire in recent times, and so I've taken on the task of keeping his guides updated. I hope I can do him justice and that you will benefit from this guide just as much as if he were still maintaining it.
I am Vicious Skittle, a high Diamond player on EUW/NA. I've been playing
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This guide focuses on both of
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For the rest of the guide, unless I'm talking specifically about an ability SA will mean shadow assassin, and Rhaast will be Rhaast.
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Pros
+ Fast early clear + Very high damage + High mobility + Unique gank paths + Deep item pool + Multiple playstyles in one champion |
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Cons
- Lots of abilties = high skill floor - Low range - Once you pick a side you can't change - Average base stats - Vulnerable to peel - Feast/Famine |
space
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In the Skimirsher form, Rhaast takes control of
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Overall, both forms have obvious weaknesses and strengths which cater to ones playstyle on a game to game basis.
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I'll cover more specifics about the different form's abilities below but this section will cover the basic versions of each ability.
However, regardless of form you plan to choose you'll be maxing your abilities in the same way. R > W > E > Q. I cover it a lot more in depth in the section below, but basically W and E offer a lot more once you transform in comparison to Q. You take 3 points in it early for the jungle clear, then don't touch it until you have to.
Ability Description
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![]() | The Darkin Scythe |
The Darkin Scythe: ![]() The transformation can only be performed by interacting with their portrait while on the summoning platform, permanently changing their abilities. Shadow Assassin: ![]() ![]() Rhaast: ![]() |
Basically, he has no passive early game. Dealing damage to melee champions gives you red souls that will allow Rhaast to take control and become
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The only thing to note is that you can pick the "loser" after 4 minutes so you'll always be able to choose if you wait long enough. As they both have huge difference in playstyles and neither is strictly stronger than the other I cover their kits in depth below.
On patch 8.7 they hyper buffed Kayns passive orb generation pre 10 minutes. You can reliably get a form 7-8 mins into the game (or earlier!) now. This means you can easily just gank bot over and over to get double the orbs and wait the lockout to get Rhaast. You can put out so much more pressure early because all damage dealt is way more impactful for
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Ability Description
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![]() | Reaping Slash |
![]() Cooldown: 7s/6.5s/6s/5.5s/5s Mana Cost: 50 |
As your bread and butter ability, this is what most of your gameplay revolves around. It's your jungle clear tool thanks to the monster damage passive, and it allows you to dash overwalls if they're thin enough. Not really too deep. Press Q to dash into an enemy and then you'll automatically spin.
When you're trying to kill something keep 2 things in mind. First is the dash is a fixed distance and that to deal maximum damage you'll need to hit them with the dash as well. It's very similar to Yasuo's E+Q combo.
I take 3 points in this skill pre 6, then max it second. W offers more reliable damage in both forms and is all around more useful than this ability early on.
Ability Description
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![]() | Blade's Reach |
After a short delay in which he can't perform any other actions, ![]() Cooldown: 13s/12s/11s/10s/9s Mana Cost: 60/65/70/75/80 |
Another fairly basic ability, a short delay into an AoE slow with a decay. It deals a lot of damage (infact, at max rank it's just 10 flat damage less than landing both Q parts) so it's very important to land it. The delay is very short so it's not a huge problem to lead with, but there is a delay so keep that in mind.
This in conjunction with your Q deals 550 + 260% bonus AD physical damage. That's a lot (as he IS an assassin) so it's very important to hit this skill. With some CDR and a couple levels, it's CD is also pretty short which is a nice feeling.
I max this ability by level 10 because it offers either a boat load of utility with an incredible AoE knockup for Rhaast or an incredibly smooth kite/chase tool for SA which is a must have for assassins to work ATM.
Ability Description
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![]() | Shadow Step |
![]() ![]() |
Very similar to
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This is what lets you gank from random places, but keep in mind that if you're in combat it's duration is *really* short. That doesn't mean it's useless im combat though, fighting then quickly fading into a wall can give you that extra space to dodge skillshots and it'll heal you. In the jungle you take this at level 3 because of it's 100 healing base.
Press E, walk into a wall and you'll be able to float inside it for several seconds. Once you hear a gong sound, you'll be popping out very shortly after.
You should also note that the enemy can see which wall you're inside if you're in their vision radius. There will be a small black/orange circle on the edge of terrain (which is where you'll be popping out from) meaning that it's not perfect surprise like Talon's. However it has a lot more options (and lower CD) than his.
I max this ability last as it is now a one point wonder and the 7 second duration is enough for most of the game, making the lower CD/increased Q damage more valuable.
Ability Description
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![]() | Umbral Trespass |
![]() ![]() Cooldown: 120s/100s/80s Mana cost: 100 |
This ultimate has a lot of uses outside of the damage it deals. First, it makes you untargatable for 2.5s which is amazing for dodging spells and the like. Second, any damage you deal will mark the target (So
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I max this ability 6/11/16 (whenever I can) like 95% of other ultimates in the game.
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First, we'll talk about why we take 3 points into Q pre 6. This is for your early jungle clear. You need the lower CD and higher base damage to keep your clear speed up. As you won't be one shotting camps with just a W until level 13+, the Q points are super important.
Second, we max W after this because it offers the most for the points. Lower CD + higher damage is the same as your Q, but when you transform your W gets a lot more valuble in both forms.
For
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For
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With the E buff, we no longer max it second. The duration at a single point is plenty to carry us throughout most of the game in both forms. It is now a pure one point wonder.
Ability Description
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![]() | Shadow Assassin |
PASSIVE: ![]() |
![]() | Rhaast |
PASSIVE: ![]() |
Shadow assassin makes
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Rhaast is a lot more simple. Your abilities heal you for a % of the damage they deal. (Yes, this stacks with the ult healing for some absurd amounts of seal healing). With the extra CC and % damage you'll be doing with your new kit, this allows for some incredibly long duels and spicy outplays. It's weakness is Grevious wounds. A very accessible tool to every type of champions. Mages get
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Ability Description
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![]() | Reaping Slash | ACTIVE: For The shadow Assassin, Reaping slash is unchanged from the default form. It only has a unique icon. |
![]() | Reaping Slash |
ACTIVE: Both instances of ![]() |
As SA it is unchanged, so I will not be talking about it.
For Rhaast, this changes the ability to deal a boat load of % damage. It'll still chunk squishies thanks to the base damage being similar (50% total AD is very similar to the 135 base damage) and that because of the sheer amount of AD you get you'll be doing a lot of % damage to squishies. It is slightly weaker vs ADC's/champions with no HP items, but if you're wanting to focus only them you shouldn't be Rhaast.
Ability Description
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![]() | Blade's Reach |
ACTIVE: ![]() ![]() |
![]() | Blade's Reach |
ACTIVE: ![]() |
I love both of the changes each form offers to this ability. SA gets extra range/damage/usability. The extra damage is negligable, but is nice. The extra range is great because it allows you to catch people out from further away. The slow duration increase is also nice as it allows you to be even more sticky. The important part though is the living shadow. This means you can press W and keep moving/attacking/use another ability. This is godlike when it comes to chasing/kiting/anything. Similar to Zed's E it will not stop ANYTHING you do. Basically good all round.
For Rhaast, this changes the ability to simply knock targets up for 1 second. This is a pretty small change, but has huge implications. Think of it like
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Ability Description
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![]() | Shadow Step |
ACTIVE: Casting ![]() ![]() ![]() ![]() |
![]() | Shadow Step |
ACTIVE: For Rhaast, ![]() |
A very simple buff to the ability as SA. Being able to remove slows is huge for a lot of peels, things like
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As Rhaast it is unchanged, so I will not be talking about it.
Ability Description
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![]() | Umbral Trespass |
ACTIVE: ![]() ![]() |
![]() | Umbral Trespass |
ACTIVE: ![]() |
The SA gets a interesting dynamic with his version of
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Rhaast gets a different kind of ultimate. As it deals a huge amount of % max HP damage, it becomes a tank killer and a pseudo-execute. If you have armour pen the amount of damage you can deal to a tank is incredible. Squishies are still squishies, so this dealing 50% of their max HP is actually probably *more* than the SA version of the ultimate. However it's dynamic is a lot more binary. You ult to deal max hp damage or you ult to heal yourself. As the passive
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Whilst ![]() ![]() |
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Offence: Attack Damage +6 |
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Flex: Attack Damage +6 |
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Defense: Health +15-90 |
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Whilst ![]() ![]() |
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Offence: Attack Damage +6 |
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Flex: Attack Damage +6 |
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Defense: Health +15-90 |
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I want to emphasise however that you can build either with any of the situational items. Rhaast can make great use of lethality items thanks to his % damage scaling so hard with pen/AD and SA can make great use of hybrid items as his burst window is incredibly long (and he deals a lot of magic damage meaning that lethality isn't the be all end all). Play based on the enemy team and your team. Pick the form based on enemy champions and pick your items off of their playstyle.
You'll want to become the shadow assassin if the enemy team has a lot of ranged champions. I don't say that because ranged = SA souls, but the kit is designed to be able to close the gap and stay close. You should ALSO become the shadow assassin if mobility or maximum damage is required. Champions like
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As Rhaast, your goal is to cause mass disruption through your damage and utility. Never really focusing down a single target, but viciously cleaving everything infront of you. Hybrid items like
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You'll want to become Rhaast if the enemy team has a lot of high hp targets or champions that require preperation. Usually melee champions fall into this category however that isn't always the best option. Champions like
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I am also using a full 24 lethality and 216 HP@18 rune setup, just to show you that you can clear super easily without any need for armour/AD. They both help and I usually take a mix of them, but you don't NEED them.
Your route is fairly straight forward. You should pretty much always start at the Raptor camp because you will take next to no damage. The best way to clear it is to start at the back of the pit, auto attack the large raptor then wait a split second (halfway through the auto attack cooldown) for the baby raptors to group up. Then cast
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Start to take your red buff, this will do a lot of damage so you'll probably chug a potion and you'll be smiting it. Walk in between auto's to make sure you take minimal damage. Don't be afraid to miss an auto attack or 2 to wait for your Q cooldown. Your HP will recover still due to the talisman passive.
Once they're both dead you'll be about 50% HP with a pot ticking. Walk across the mid lane but make sure to fade through a wall to regen another chunk of health then once you get to the other side attack the large wolf. Wait for all three to be close enough that your Q will hit them easily. Auto attack the small wolves so they won't do damage anymore. (You'll still be healing off of them even though they're dead)
Take your W and phase through the wall again, gaining about 102-107 HP depending on how much AD you have. Kill the blue buff by kiting it. If you step around properly you should get 2 auto attacks in for every 1 attacks it deals. Run away so you don't take any damage from it's last attack and finish off with a W/Auto.
Lastly phase through the wall again to heal and proceed to attack gromp. Hit him then walk away during his momentary rage before dashing into him with Q. Smite when it's up and just finish it off.
Once this is done, you're level 4 and are able to look for a gank on either top or bot (depending on team) and mid lane/scuttle regardless of side.
After your first clear, I would suggest
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Probably the most important part of the game for the junglers outside of deep vision and neutral objective control in the mid/late game is how you impact the map in the early game. After your first full clear, you're level 4 and have all 3 abilities ready to go. Your first target is almost always going to be the blue side lane (So on blue side you'll be ganking top/mid lane and on red side you'll be ganking mid/bot lane. This is simply the closest destination to go to. Scuttle is also perfect to increase your HP and keep your jungle/laners safe from a roam.
If there is no gank opportunities, I personally take the relevant scuttle crab and loop around to attempt a mid lane gank. If this doesn't work, or there isn't an opportunity there either I then usually take the OTHER scuttle (however usually by this time, the enemy jungler probably has taken it). Once both scuttles are dead, I look to ward a camp in the enemy jungle (Wolves or Raptors based on where you are) then proceed to recall unless ganks show themselves.
It's really hard to put into a guide how to/when to gank and when to counter jungle so the most important thing to get used to is paying attention to the minimap when you're walking around/clearing the jungle. As you're
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If you're getting counter-jungled by someone like an
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As an assassin you need to snowball. This is simply the nature of the class arch-type. Thankfully, you have plenty of ways to do that.
I must emphasise to FARM YOUR JUNGLE. ON RESPAWN IF POSSIBLE.They take 1:40 to respawn. Or 100 seconds a camp. With how fast you clear the jungle with a
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Counting is easy, and once you do it you can determine what route they took and what will respawn. Buffs are 1, Gromp is 1, Wolves are 3 and Raptors are 6. Krugs are slightly harder to count as sometimes people only take the 2 big ones and leave the rest, meaning it can range from 2-10. However a lot of junglers actually just skip Krugs because they take so long to do early on.
Take your camps, look for ganks shortly, counter jungle. Rinse repeat.
This is pretty much the case until midgame where laners seem to want to take your jungle for some unknown reason and ADCs think red is theirs. However, you're the real carry. Oh it's more accurate when towers start to fall and people leave their lanes.
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Midgame is where
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More importantly however you'll want to aggressively look for skirmishes that will end with giving you gold/exp and objectives. The best way to do this is to spam ping where you want to go. For example, the enemy Red Buff is spawing in 30s. You spam ping "on my way" to the buff and ping for assistance on your nearest ally. 9 times out of 10, they'll shove and come with you. Then, being a 2v1 or simply there before the opponent you'll get an uncontested buff or a kill + a buff.
The aim of the midgame is PRESSURE.Your goal is to create map pressure by killing, warding and being aggressive on objectives. A good thing to do is take an enemy camp then immediately go to a lane and push it in and get a few hits on the tower. After 2-3 times you'll either have the tower or the enemy team will attempt to collapse. At this point, do the same tactic on a different lane. Repeat until all lanes are unsafe to farm for the enemy.
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You should also apply counter-pressure. Letting an enemy team do this to you is a big problem as I'm sure in your games you've noticed one team groups and the other follows suit. With the second usually losing/behind. Try to break that cycle by forcing fights at neutral objectives (Drag/Rift herald/Baron) or by split pushing. You're
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Always try to look for kills as it's very important to stay ahead of the enemy team. You're a carry, you need gold and XP to keep the enemy carries from doing anything ever.
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This is 5-6 items, bot lane carries become actual champions and the bruisers/tanks no longer hurt as much as they did 10 mins ago. This is your weakest point in most matches because this late into the game most ADCs can kill you in an auto or 5 whilst their supports are giving them 1k HP worth of shielding.
At this time, your big objectives are Baron, Inhibitors, Elder Dragon and towers. As a jungler, you'll be paying close attention to your
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Your job in late game fights is dependant on your form. As the Shadow Assassin your goal is to continue assassinating enemy squishies through flanks and vision control. You still deal a boat load of damage, so if an enemy isn't paying close attention to your position you can and should murder them.
If you're Rhaast you become a "mid-line" bruiser. Not a back line carry/assasin and not a front line tank/fighter. Your job is to disrupt the enemy team by getting in and dealing a lot of damage to several enemies before going into one of them or backing off and waiting for your cooldowns. As you'll probably be fairly tanky don't be scared to stay in the fight for a long time. Your ult at this point is a HP reset and you should use it as such.
As a jungler I've gotten to calling this end game dance "Outmatch and Outlast". You'll want to do both in order to clearly win a game (if you haven't won already).
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Outmatch
Outmatching is basically picking favourable fights. You'll take those 4v5's where you're the 5. You'll prey on the squishy weak ADC who still can't deal with you. You'll bait the support into overextending for wards. You'll outmatch your enemy team. Creating a pick can win games almost single handedly. How many matches have been decided by the loser, not the victor? Be the one to spot the loser and calculate how to best pry that loss out of them.
Outlast
When 2 even teams with solid vision control or lack of, fight the victor is usually who can stay standing. Being
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Don't let this fool you though, as it's your team that needs to outlast as well. Being the last man standing on your team, when 4 of them are alive isn't going to cut it. Take the hook for the bad
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I've won countless games simply by being the one in control.
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So in summary,
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Now, will you prove worthy? Probably not.
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Headers: Janitsu. His stuff is a lot nicer than anything I could make artistically.
ATM there is only one person, because this guide is built from the ground up by myself. That being said, edits/changes can always be added to here.
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