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
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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max lvl damage first then either attackspeed or lethality
Lethality when you rely on spells and auto reset
attackspeed when you rely on auto attacking
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Conqueror
Press the attack
Lethal Tempo
Fleet Footwork {against two pokes and with a
Precision: overheal {sustain early,
alacrity {damage option}- bloodline {if you lack healing}
coup de grace {starting d.blade}- cutdown {starting cull}
Biscuit delivery (use on low health-mana), cosmic insight
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 -
kraken slayer: damage -
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
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
not
only good
you use calibrum for backline damage
severum to control gaps and some sustain
works as a disengage in protect and split comps to be able to fire back after disengage
((galeforce
it can
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II_calibrum-gravitum {the bird
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
((galeforce enhances the catch ability with gravitum by dash->aa->q instead of calibrum q,
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
the dps combo in multiple champions fights, better with a frontline
you w to infernum if the targets are reachable and no risk of being dived
((galeforce can make the combo mobile, it
it can give a better infernum ult landing, it
unlocks the aa q infernum
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IV_calibrum-crescendum {the rain of
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
((galeforce reduces the risk of putting a sentry down,
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V_severum-gravitum {the deal with the
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
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VI_severum-infernum {the errupting
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
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
The snowball combo early game, falls off later cuz of
the combo is "Arcing onslaught" to stack crescendum mirrors and auto attack with crescendum
works with lethality because of the mirror's damage type and sentry,
is the strongest powerspike early game if there isn't strong cc with the opponent so use it carefully
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
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VIII_gravitum-infernum {the tarred
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
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
gap creator, very useful to control objectives and against lost teamfights
is only good early if your opponent is someone who likes gap
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
may look bad for dps but you can make
good in protect and split with sentry, good in attack and catch with grav ult
((galeforce
after using "arcing moonlight vigil" and you can surprise an enemy
gives safety to deploy the sentry making it effective with
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X_crescendum-infernum {the blazing
immobile glass cannon, which makes it the best dps in
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
try to keep crescendum stacked, use
good in attack, protect, siege, and
can be bad in late game teamfights
((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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(rotations)
note: combo rotation is the perfect rotation for any game generally
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(1st) combo rotation/: calibrum-gravitum-infernum-severum-crescendum-
description: attacking weapons(crescendum-infernum-calibrum)
ability weapons(severum-gravitum-calibrum)
has the best weapon combinations for use of weapons and damage outcome
excels at siege and picking - works in teamfights and against dives
could switch between infer and grav for better late game damage
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(2nd) damage rotation/: calibrum-infernum-gravitum-severum-crescendum-
description: attacking weapons(crescendum-infernum-calibrum)
ability weapons(severum-gravitum-calibrum)
damage at the price of having grav-sev, have to cycle fast through grav
good if you know positioning and have a good front liner
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(3rd) inverted combo rotation/: calibrum-crescendum-severum-infernum-gravitum-
description: attacking weapons(crescendum-infernum-calibrum)
ability weapons(severum-gravitum-calibrum)
gives practice for the combo rotation
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(4th) Safe rotation/: calibrum-severum-infernum-gravitum-crescendum-
description: attacking weapons(gravitum-calibrum-infernum)
ability weapons(severum-infernum-crescendum)
good against "windwalls", kiting and creating gaps, disengaging from fight
has significantly less damage without infernum mid-game, pokes good
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(5th) catapult rotation/: calibrum-gravitum-severum-infernum-crescendum-
description: attacking weapons(calibrum-infernum-crescendum)
ability weapons(severum-calibrum-gravitum)
become more immobile for best damage, used to catch opponents off guard
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(6th) Manipulator rotation/: calibrum-crescendum-gravitum-infernum-severum-
description: attacking weapons(calibrum-infernum-crescendum)
ability weapons(severum-crescendum-gravitum)
manipulates the gaps in teamfights and strong all around
use your ult when you have crescendum against dives, save it otherwise
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(7th) ruler rotation/: calibrum-infernum-severum-crescendum-gravitum-
description: attacking weapons(calibrum-infernum-crescendum)
ability weapons(severum-calibrum-gravitum)
focuses on engaging, rotates cres-grav fast
use grav to root then cres ult the rooted target to attack it, use sentry for cc
this rotation works better with front to back teamfights, it hates comps full of ranged champs
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(special) The Grand Rotation: drop order early: severum-calibrum-infernum-gravitum-
after dropping gravitum: (severum-calibrum-infernum) with crescednum off hand
(drop crescendum before gravitum)
after dropping crescendum: (sev-cali-inf) with gravitum off hand
(drop gravitum before crescendum)
repeat.
Note: depeleting grav or cres at a different time will change (sev-cali-infer) order
note: this can work on any 2 weapons you choose in place of grav-cres
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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
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
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
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forbidden section: (if you somehow got this file please stay away from here):
there will be consequences...
i warned you...
aphelios jungle:
farm the camps
a champion with