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
focus on playing for performing rather than playing to win
only play ranked when you are sure your fundementals are good to climb with, play normals if they aren't
focus on countring your opponent adc more
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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 all in}
Press the attack {short trades, single target dps}
Lethal Tempo
Fleet Footwork {against 2 pokes, instead of D shield}
First strike {lane bully against 2 short range}
Precision: overheal
alacrity
coup
Coup de
sorcery (against scaling): (nimbus cloak- absolute focus),
(cutdown: boots refill/4pots, longsword 3 pots, cull) (coup de grace: doran's)
sorcery: nimbus cloak/absolute focus, gathering storm {late game damage and mobility}
inspiration (Hack advantages): magical footwear (Gold advantage)
cosmic insight (items and
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
runes combinations: domination tree + presence of mind {for early game}
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(runes for bot match up playstyles)
Peel vs
Burst
All in vs
Trading vs (Poke) = PTA/Conq, POM,
AoE
Poke/trading vs
Sustain vs (Poke, Peel) = LT/pta, overheal, INSPIRATION (heal/cull)
Poke vs (Peel, Burst)
(if you win trading go trade runes and refillable)
(if you lose the trading/poking go all in/peel runes and never ever trade)
(if you lose the lane go late game focused runes)
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(mythics)
shieldbow: against burst - needs
kraken slayer:
galeforce: snowballing -
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max
Lethality when you rely on spells with short
attackspeed when you rely on
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(legendaries)
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
Runaan's Hurricane: +3rd Core item, take zeal after iE
Bloodthirster: +3rd Core item, take vamp scepter after iE if you have no healing
Lord Dominik's Regards: +3rd Core
Mortal Reminder: +3rd Core Against off-tanks and heals when your team doesn't have proactive greivous wounds
essence reaver: +3rd with galeforce cheese domination runes
rapidfire cannon: +3rd item against ranged damage with troublesome melee opponents, great with grav and cali
Phantom Dancer: +3rd with kraken or
collector: +3rd when ahead in game with galeforce, good with red buff
stormrazor: +3rd gold efficient item against squishies team with kraken
scimitar: against heavy ap
rapidfire cannon: goes against heavy ranged damage with troublesome melee opponents, great with grav and cali
Phantom Dancer: can replace stormrazor, giving movement speed instead of slowing opponents, less damage
collector: snowballing item, secures kills, good with red buff, good with chemtech
Bloodthirster: good against poke
edge of night: against unavoidable cc like vi,malph,naut..
Serpent fangs: against mountain drake soul and shields
maw:
deathdance: 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
If no one is getting legendary armor item:
Against full squishies: Galeforce -> ER
against stacking armor:
support getting the kills: noonquiver -> RH -> mythic -> LDR/IE
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(starting items)
cheater recall: crash cannon wave on 450 gold and get cull (perfect cs early is important)
on first back: if you
if you are
if your opponent
if your opponent
if your opponent heals and your support can't do proactive greivous wounds buy Executioner
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(double combos explained)
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I_calibrum-severum {the hit and run}
good early game with PTA easy proc and triple combo, best usability and safety in late game
you use calibrum for backline damage
severum for safety and punishment
works as a disengage in protect and split comps to be able to fire back after disengage
II_calibrum-gravitum {the bird hunter}
the best combo for poking
calibrum and gravitum q can loop in early game if you time it right (only worth with conq)
you use each weapon to set up with the other weapon's range and skillshot
good for catch and siege, the combo is stronger with Runaan's
it makes the combo mobile by using galeforce to kite after aa->q catch for an ambush))
III_calibrum-infernum {the
Burst and DPS combo, eliminates aphelios weakness in early-mid game
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 overall in comps but puts your other weapons in a bad state
unlocks the aa q infernum burst combo which is good for catch with PTA))
IV_calibrum-crescendum {the
a combo that controls fights and suprises enemies, has the best weapon synergy
put the sentry in bushes that the enemy will come from to create HP gaps
use calibrum ult to hunt down lower targets or use crescendum ult for crescendum dps
you use each weapon to keep crescendum stacked or to get targets slightly out of range
overall good in comps, except in attack without runaans
V_severum-gravitum {the deal with the devil}
movement control combo with lifesteal, good against melees
focuses on controlling gaps using "binding onslaught" can save fights
average early game, can farm but very sensitive to over stepping because it loses trades
good in catch, can work in attack with grav ult and runaans, bad against siege and long range
VI_severum-infernum
Best sustain combo, goes with sustain lane or peel lane
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 is double sided coin which can save you or kill enemies
good in attack comp or split/protect comp
VII_severum-crescendum {the shredder}
The power combo early game and objective clear, falls off later cuz of usability
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/split and catch comps
on a nearby champion and have galeforce as back up escape making it "better" for catch))
VIII_gravitum-infernum {the tarred flame}
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 aa before duskwave if you can
good over all in comps especially attack, bad in split
IX_gravitum-crescendum {the
gap creator, very useful for objective control and peeling, bush control
is good against melee match ups where you don't want to close gaps
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
good in protect
gives safety to deploy the sentry making it effective with siege))
X_crescendum-infernum {the blazing blade}
immobile glass cannon, best dps in teamfights
has the same spike as {the shredder} in early, you can use infernum to poke instead of all in
the best usage of this combo is combining LT max stacks deploying sentry and infernum aa
good in attack, protect, and siege because of double usage of the combo
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(laning basics)
(tips)
know your limits and play according to
watchout for your support type, you'll
study
focus caster minions
learn the abilties and cooldowns of other champions to use to your
(ally support formula)
if your support focuses on poke:
if your support focuses on all in:
if your support peels: play
watch out for their jungler's path and beware of lvl 2 cheese
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 when you don't see him on the map
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 xp by cutting their wave and making the 6 minions focus you
(weapon usage)
-watch out your mana usage, be at half mana bar at all times, aa
-you can hold out calibrum q aa after landing it to prolong having conquerer stacks
if you auto attack moonmark the animation pause can be punished from the nearby wave or the enemy
use calibrum mark to reset your auto attacks by attacking a different target then the
-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
-infernum to shove/all in on lvl 3/poke - gravitum for kill pressure
-don't commit on stacking crescendum if you can't use it, lvl 5 is a powerspike with crescendum
-you can't cast ult mid infernum or severum animation
(wards)
early ward effectively for map info or lane info, like spotting an early cheese
ward always before 4 mins in the game then before every 3 mins
watch your LvL9 for blue ward purchase at base
always have a control ward in stock for revealing an enemy you are attacking in the bush, or use
(dropping weapons)
depleting severum first is optimal
do not face-check. even for
drop calibrum first if your lane focuses on all in, drop severum first if it focuses on short trading
use infernum push for recalls/stealing jungle/ganking/drake, if you
never galeforce early as an initiator unless it's single targetted pick, do it in the
if you'll get sev-cres after grav-infer
you
if you'll get cres-cali after grav-infer you must drop grav first for a better triple combo
(mechanics)
only take trades when you know you win them
when enemy uses all spells on your allies that's your cue to all in on their adc if you can
match your support's range and aggro
never commit to int fights, look for the window where the enemy oversteps
count the enemies values to determine whether the fight is winnable or not
use the bushes to your advantage to escape targetted skills or attacks
(game knowledge)
-a champion with no mana/just used his long cooldown spells has near 0 damage in fights except adcs
-a huge minion wave counts as a champion, in terms or damage and gold
-being "strongside" is being able to dominate your lane and transfer that to game, do it when you can
-stay away from bushes early if the enemy has a strong level 1 to avoid cheese
-always stand in the opposing way of the enemy support (north side if support is south and vice versa)
-stand on the parallel direction of the enemy adc to poke him with calibrum when he goes for cs
-not dying at moments where the enemy is strong gives an automatic win, be aware of when the enemy is at their strongest and their weakest.
-you can flash the damage and effect of alistar's headbutt
-you can't cast exhaust in cc
-time limits to get starter, first, second, and third items when even in lane are: 3:00 (450~ gold cheater), 12:00, 18:00, 24:00
-play around the drake spawns in botlane, after 3rd wave cheater recall start slowpushing by removing 1 caster minion on the enemy wave to crash a big wave before the drake fight
-assist in killing dragons to gain legend stacks
-when you prepare for drake by pushing and jungler did not, crash the wave then either do it alone if you can or recall
-look for staying on top or mid after 20 mins
-splitting on adc works unless there's a baron up which then you don't go bot
-if you don't have safety in farming and will be getting dove learn to stick to someone to protect you even if you lose xp and gold in the process
-you can't cast exhaust in cc
-always stand in the opposing way of the enemy support (north side if support is south and vice versa)
-play around the drake spawns in botlane, start slowpushing waves by attacking caster minions or keep 1 minion less on the enemy wave before 60 secs of drake spawn to crash a big wave before the drake fight
-look for roam on top or mid after 10 mins
-don't stop csing and good splitting in 15mins or 20 mins or 25 mins or 30 mins
-time limits to get starter, first, second, and third items when even in lane are: 4:00 (1000 gold without kills perfect cs), 12:00, 18:00, 24:00
-when you prepare for drake by pushing and jungler did not, crash the wave then either do it alone or recall
-always take out 1 caster minion from the enemy wave and poke the enemy out when waveclearing
-you can flash the damage and effect of alistar's headbutt
-not dying at moments where the enemy is strong gives an automatic win, be aware of when the enemy is at their strongest and their weakest.
(map awareness)
assign trigger actions to make you look at the map and check tab for 1 second, for example: (every last hit)
or just stare at the map whenever you can (keep your eyes peeled)
examples to what to look for on the map:
the lanes state and what's happening on them, if there's a gank opportunity for enemy or not
where is the fog of war, where should you path/stand according to it
where are the critical points on the map and where you should get and deny vision
if it's ok to commit on a fight, if it's ok to step up for farming or pushing in lane, midlane, or sidelane
if it's important to hard shove to rotate for a good fight before the enemy does
if it's ok to splitpush, by looking out for who's away from that point from the enemy team and who you can 1v1
__________________________________________________________________________________________________________________________________________________________
forbidden section: (if you somehow got this file please stay away from
there will be
i warned
aphelios jungle:
farm the camps with infernum or crescendum in hand, gank with grav or sev in hand
use calibrum