(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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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} _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ _____________________________________________________________________________________ (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) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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")) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ 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)) _____________________________________________________________________________________ _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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