- (how to climb the ranks)
- think about the enemy comp and how it is countered
- communicate and ping your teammates to help
- only play in suitable conditions, cool weather- after eating not before- not stressed/bored
- practice warding and gold management, keep playing games to develop a muscle memory
- play mindgames to prove to yourself what u did good and bad
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- (weapons' abilities names)
- gravitum q > eclipse
- calibrum q > Moonshot
- severum q > onslaught
- crescendum q > sentry
- Infernum q > Duskwave
- every ability that has gravitum as secondry weapon is named Binding
- every ability that has calibrum as secondry weapon is named Precision
- every ability that has severum as secondry weapon is named Resurgent
- every ability that has crescendum as secondry weapon is named Arcing
- every ability that has infernum as secondry weapon is named Incendiary
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- (runes)
- Conqueror {extended fights, or really short one shot fights}
- Press the attack {short trades, single target dps}
- Lethal Tempo {lane prio available, against lots of tanks}
- Fleet Footwork {against two pokes and with a useless support}
- Precision: overheal {sustain early, late game}- Presensce of mind {spell spam, extended lane perma fights}
- alacrity {damage option}- bloodline {if you lack healing}
- coup de grace {starting d.blade}- cutdown {starting cull}
- sorcery (against scaling): (nimbus cloak- absolute focus), gathering storm {late game damage and mobility}
- Domination (against early): taste of blood (trading), Ravenous Hunter (clutch) {no gathering storm :<, gives you alacrity}
- inspiration (situationals): magical footwear (on safe pasive lanes that you won't recall often on/ or kills are easy)
- Biscuit delivery (use on low health-mana), cosmic insight (items and flash cooldown)
- stopwatch (zed if going kraken)
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- runes combinations: biscuit delivery/boots + overheal {needs early sustain and scaling}
- domination tree + presence of mind {needs early game}
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- (mythics)
- shieldbow: against burst and soft cc - when you can duel - needs armor pen
- kraken slayer: damage - your team peels you
- galeforce: snowballing - against wombo combo comps - dodging dives (free flash) - cheating positioning
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- (lvl ups)
- max lvl damage first then either attackspeed or lethality
- Lethality when you rely on spells and auto reset, good with galeforce collector build
- attackspeed when you rely on auto attacking, good with kraken and shieldbow, can be done with galeforce
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- (legendaries)
- essence reaver: good for spell spamming, weapon management
- Runaan's Hurricane: early item for perma push and stealing jungle, late clustered fights
- mortal reminder: (delay it) only buy executioner, against lifesteal and heal
- infinity edge: 3rd item against squishies, good with infernal drake
- Lord Dominik's Regards: Core item, buy last whisper against squishies with armor
- scimitar: (delay it) only buy qss, against hard cc and heavy ap
- ~stormrazor~: weirdge, lacks damage later, not good if behind, feels like a bait item
- rapidfire cannon: gives calibrum more punching power, long catches with gravitum
- Phantom Dancer: gold efficient for pure damage stats and a movement speed buff
- collector: snowballing item
- Bloodthirster: against burst, sustain and dueling, pure attack damage and lifesteal stats
- edge of night: against unavoidable cc like vi,malph,naut..
- Serpent fangs: against mountain drake soul and shields
- Guardian angel: when you have to initiate (4th-5th item)
- maw: against heavy ap
- deathdance: with shieldbow/ heavy ad
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- (builds)
- {note: qss is better than mr boots as an adc, go either tabis or berserkers, unless all the enemy team is magic}
- Poke/siege: Galeforce -> ER -> LDR/IE -> situational
- snowballing: galeforce -> collector -> IE/LDR -> situational
- Dueling/survival: galeforce/shieldbow -> BT -> IE/LDR -> GA -> situational
- damage: Kraken -> LDR/RH -> IE -> situational
- pushing/powerfarming: mythic -> RH -> LDR/IE
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- (starting items)
- cull if cutdown// doran's blade if coup de grace// doran's shield if the enemy is poke and your ally doesn't heal
- on first back: if you are powerfarming when there's no catcher you can get noonquiver/cull
- if you are poking/all in then pickaxe+long sword is good, or boots for mechanical trading
- if you are getting poked down then get vampiric scepter then noonquiver on second back
- if your opponent heals a lot get executioner asap
- if your opponent has catch abilities BUY BOOTS
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- (double combos explained)
- note: galeforce can affect the playstyle of these combos, there's a note under each combo
- note: numbers are rating of the combo usability common (1) to niche (10)
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- I_calibrum-severum {the hit and run} 10
- only good early game with PTA easy proc and triple combo
- you use calibrum for backline damage
- severum to control gaps and some sustain
- good combo late game because of simplicity and usability
- works as a disengage in protect and split comps to be able to fire back after disengage
- ((galeforce enhances survivability, and make a cali q ult surprise combo))
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- II_calibrum-gravitum {the bird hunter} 2
- one of the best combos for snowballing and catching
- calibrum and gravitum q can loop in early game if you time it right
- you use calibrum to set up catches with gravitum like the cali ult>aa>w>q>w>q>aa combo
- good for catch, siege, and can work in attack with grav ult or Runaan's
- ((galeforce enhances the catch ability with gravitum by dash->aa->q instead of calibrum q,
- gives cali q surprise element to catch people off guard, and the dash->ult for both
- it makes the combo mobile by using galeforce to kite then aa->q catch for an ambush))
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- III_calibrum-infernum {the rain of fire} 6
- the dps combo in multiple champions fights, better with a frontline
- you w to calibrum if the target is out of range of infernum and is low, or to kite further
- you w to infernum if the targets are reachable and no risk of being dived
- good in attack, protect and can work for siege
- ((galeforce can make the combo mobile, it gives better infernum q landing on multiple targets,
- it can give a better infernum ult landing, it gives cali q ult surprise combo,
- unlocks the aa q infernum burst combo which is good for catch with PTA))
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- IV_calibrum-crescendum {the rain of blades} 1
- a combo that controls fights and suprises enemies
- put the sentry in bushes that the enemy will come from to create dps advantage
- use calibrum ult to hunt down lower targets or use crescendum ult for crescendum dps
- you use the w to keep crescendum stacked or to get targets slightly out of range
- good in siege, split, and protect because of precision sentry
- ((galeforce reduces the risk of putting a sentry down, unlocks galeforce > sentry > ult combo for catch))
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- V_severum-gravitum {the deal with the devil} 8
- gap control combo, probably has the worst dps, not good in teamfights but good escape, good in picks
- pure utility combo that focuses on controlling gaps using "binding onslaught" can save a teammate
- is bad for early game because of lack of range and damage but can be effective in a gank
- good in catch, maybe protect and split, can work in attack with grav ult and runaans
- ((galeforce makes using gravitum easier with dash>aa>q))
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- VI_severum-infernum {the errupting hellfire} 5
- one of the best combos in teamfights, can control gaps with big damage, scary combo late game
- farming with this combo is the fastest, but can deplete fast so you either wanna use it to farm or to teamfight
- use severum as a gap tool and infernum as dps, only use severum as dps against windwalls
- the ult can be a saving grace with severum or a devastating force with infernum so choose wisely
- good in attack/protect comp with runaans and conq
- ((galeforce makes this combo even scarier, you can dash with "Incendiary onslaught" to pick a kill,
- or you can dash to use "Resurgent Duskwave" to heal on multiple targets))
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- VII_severum-crescendum {the shredder} 9
- The snowball combo early game, falls off later cuz of usability, pair it with GA late
- the combo is "Arcing onslaught" to stack crescendum mirrors and auto attack with crescendum
- get AS items or level w for effectivity, use sentry to get more health/dps, best against no cc
- good in protect and split threatening overwhelming objective clear
- ((galeforce is great with this combo for gap closing a stacked crescendum, or you can try "Arcing onslaught"
- on a nearby champion and have galeforce as back up escape making it "better" for catch))
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- VIII_gravitum-infernum {the tarred flame} 4
- best combo for teamfighting because of the utility and dps
- the combo is aa > "binding eclipse" > w > aa > "binding duskwave" for best dps in early
- you can get creative with how you use the two weapons but always use aa between the abilities if you can
- good in attack and catch comp, can be good in protect with infernum damage and LT
- ((galeforce makes this combo mobile and easier to execute a nice multi people root with "binding duskwave"))
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- IX_gravitum-crescendum {the deal with the dark} 7
- gap creator, very useful to control objectives and against lost teamfights
- is only good early if your opponent is someone who likes gap closing, and with ult available
- can be paired with LT to give damage and heavy utlity in teamfights with sentry
- sentry can be used to make it easier for siege comp to land their abilities
- the weakness of this combo is sentry blowing up fast
- good in protect and split with sentry, good in attack and catch with grav ult
- ((galeforce unlocks the root > ult > crescendum aa combo with the mobility from galeforce,
- gives safety to deploy the sentry making it effective with siege))
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- X_crescendum-infernum {the blazing blade} 3
- immobile glass cannon, which makes it the best dps in teamfights
- has the same spike as {the shredder} in early, you can use it to poke instead of all in
- the best usage of this combo is combining LT proc timer with sentry spawning and infernum aa
- good in attack, protect, siege, and split because of double usage of the combo
- ((galeforce makes this combo mobile and viable to teamfights but only temporarily, time getting this combo
- with galeforce cooldown for the best teamfighting outcome))
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- (matchups)
- jhin: weak against: (severum-crescendum-calibrum), infernum-gravitum, calibrum's max range
- ezreal: weak against: (severum-crescendum-calibrum), infernum-gravitum
- samira: weak against: severum aa, gravitum root
- miss fortune : weak against: (severum-crescendum-calibrum), infernum-gravitum on ganks/all ins
- tristana: weak against: severum q and ult, calibrum-gravitum as punish, strong against: crescendum all in
- kalista: weak against: gravitum-calibrum, infernum clear
- kaisa: weak against: calibrum range, crescendum-gravitum/calibrum, on par: infernum
- vayne: weak against: infernum clear, gravitum, calibrum as punish
- ashe: weak against: calibrum range(behind minions), severum and/or gravitum on chase, cres-cali
- draven: weak against: crescendum-gravitum/calibrum, calibrum on lvl 1
- jinx: weak against: severum's sustain -calibrum on no mana, sentry(to block), on par: infernum
- caitlyn: weak against: gravitum-infernum-sev, on par: infer, strong against: cali, grav
- sivir: weak against: calibrum range, grav, on par: infer, strong against: cali-grav
- senna: weak against: gravitum, severum, infernum, strong against: calibrum
- lucian: weak against: infernum-gravitum, (severum-crescendum-calibrum), strong against: calibrum
- twitch: weak against: infernum, severum, stacked crescendum, calibrum range if no ult
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- (laning basics)
- (tips)
- instead of trying to run from the early laning phase; build and play against it (limit test)
- watchout for your support type, you have to play according to his gameplan:
- (yuumi=defensive with poke, leona=aggressive and follow her calls, thresh= play to his catch)
- (ally support formula)
- if your support focuses on poke: use calibrum to poke, use severum to farm, avoid all ins, zone the wave
- if your support focuses on all in: rotate severum calibrum as fast as possible for infernum
- if your support scales: play defensively (farm with calibrum) with cull until you reach the required spike for all in
- if your support focuses on catches: if they pressure use the pressure/ if they don't: farm safely
- (jungle related)
- if your jungler focuses on ganking and theirs focuses on farming play lane aggressively
- your jungler is farming and enemy jungler is ganker play defensively
- if lanes are in a stalemate play passively and wait for enemy mistakes
- for leashing hit the camp with 3-4 severum autos and fall back to lane with a calibrum auto
- if your enemy botlane is leashing you can deny them cs by standing in front of the wave then going back when 6 minions targetted you
- you can use infernum to push the lane and set up prio for drake
- (weapon usage)
- watch out your mana usage, be at half mana bar at all times
- you can hold out calibrum q aa after landing it to prolong having conquerer stacks
- if you auto attack moonmark the animation can be punished from the nearby wave or the enemy
- do not waste q ineffectively make it always for either poking, pushing, sometimes farming
- watch out for minions aggro when you poke with auto attacks, sev will make out for it
- use calibrum to poke/farm - severum to farm/attack on close range -
- infernum to shove/all in on lvl 3/poke - gravitum for ganks or guarantee escaping kills
- stack crescendum for all in on lvl 5 and do not waste ammo if the sentry is unnecessary
- don't try to go for 200 stacks on crescendum 5 to 7 are the best threshold
- use abilities and sub abilities between crescendum auto attacks at long range
- (wards)
- early ward effectively for map info or lane info, like spotting a sly brand/zyra
- ward always before 4 mins in the game then before every 3 mins
- watch your LvL for blue ward purchase at base
- use the bushes to your advantage to escape targetted skills or attacks
- always have a ward in stock for revealing an enemy in the bush, or use cali/infer/cres
- (dropping weapons)
- depleting severum first is optimal for a potential sev-cali-grav combo kill
- calibrum can be depleted first for a cali q-w-aa root combo but severum must be low as
- well to avoid sev/grav
- sev-grav is good for ganks only, do not use it to all in it doesn't have the damage
- use infernum push power for cheater recalls/stealing jungle/ganking/drake, if you don't
- wanna push use gravitum
- if you'll get sev-cres after grav-infer you can drop either grav/infern first but you
- must balance the ammo
- if you'll get cres-cali after grav-infer you must drop grav first for a better triple combo
- (mechanics)
- don't over extend against burst and all in
- match your support's range and aggro
- never commit to sure lost fights, don't mistake this with possible fights and must fights
- count the enemies values to determine wether the fight is winnable or not
- (attain game knowledge)
- study minions behaviour to improve your farming
- learn the abilties and cooldowns of other champions to use to your favor
- assist in kiling dragons to gain legend stacks
- a champion with low/no mana has 0 value in fights