- (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
- 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 {match up winning, against lots of tanks}
- Fleet Footwork {against 2 pokes, instead of D shield}
- First strike {lane bully against 2 short range}
- 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 {default}- cutdown {starting cull/long sword}
- sorcery (against scaling): (nimbus cloak- absolute focus), gathering storm {late game damage and mobility}
- Domination (against early): taste of blood (trading), Ingenious Hunter (galeforce, ER)
- inspiration (Hack advantages): magical footwear (Gold advantage)
- Biscuit delivery (use on low health-mana)
- cosmic insight (items and flash cooldown)
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- runes combinations: domination tree + presence of mind {for early game}
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- (runes for bot match up playstyles)
- Peel vs (Burst, AoE) = conqueror, overheal, cutdown, SORCERY (cull, kraken/shieldbow)
- Burst vs (AoE, Sustain)= PTA, POM, Bloodline, coup de grace, DOMINATION (d blade, galeforce)
- AoE vs (Sustain, Poke) = Conq/fleet, coup de grace (d blade)
- Sustain vs (Poke, Peel) = LT/pta, overheal, INSPIRATION (heal/cull)
- Poke vs (Peel, Burst) = LT, overheal, coup de grace, INSPIRATION (d blade, galeforce)
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- (mythics)
- shieldbow: against burst - needs armor pen
- kraken slayer: damage - your team peels you - little threat of dives
- galeforce: snowballing - dodging dives (free flash) - cheating positioning
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- (lvl ups)
- max lvl damage first then either attackspeed or lethality (can alternate the leveling)
- Lethality when you rely on short trading, good with galeforce/shieldbow builds
- attackspeed when you rely on extended trading/all in, good with kraken
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- (legendaries)
- essence reaver: against a team of squishies, with galeforce
- 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: Core 3rd item
- Lord Dominik's Regards: Core item, 2nd 3rd or 4th
- scimitar: against heavy ap
- stormrazor: against squishies team, with kraken
- 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
- Guardian angel: when you have to initiate (4th-5th item)
- maw: against heavy ap
- 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 magic}
- If no one is getting legendary armor item: mythic -> IE + 2 cloak ->
- Against full squishies: Galeforce -> ER -> IE -> LDR
- against stacking armor: Kraken -> LDR -> IE
- support getting the kills: noonquiver -> RH -> mythic -> LDR/IE
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- (starting items)
- cull/long sword if cutdown (can farm/poke safely)// doran's blade if coup de grace (default)
- on first back: if you are winning trades get pickaxe+long sword
- if you are losing trades get noonquiver
- if your opponent heals a lot get executioner asap
- if your opponent has catch/burst 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} 6/5
- 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
- ((galeforce enhances survivability, and make a cali q ult surprise combo))
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- II_calibrum-gravitum {the bird hunter} 8
- 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
- ((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 after aa->q catch for an ambush))
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- III_calibrum-infernum {the rain of fire} 2
- 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
- ((galeforce makes the combo mobile, it gives better infernum q landing on multiple targets,
- 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, 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
- ((galeforce gives it mobility))
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- V_severum-gravitum {the deal with the devil} 10
- 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
- ((galeforce makes using gravitum easier with dash>aa>q))
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- VI_severum-infernum {the Dawn and Dusk} 4
- 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
- ((galeforce gives the option to dash > infernum q a lot of enemies for insta HP regen))
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- VII_severum-crescendum {the shredder} 7
- 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
- ((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} 3
- 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
- ((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} 5/6
- 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
- ((galeforce unlocks the root > crescendum ult > aa & dash combo,
- gives safety to deploy the sentry making it effective with siege))
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- X_crescendum-infernum {the blazing blade} 8
- 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
- ((galeforce gives chase and kiting))
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- (laning basics)
- (tips)
- know your limits and play according to them
- watchout for your support type, you'll have to adapt his style to counter their support
- study minions behaviour to improve your farming
- learn the abilties and cooldowns of other champions to use to your favor
- (ally support formula)
- if your support focuses on poke: use calibrum to poke, use severum to farm, avoid all ins, slow push into poke
- if your support focuses on all in: drop calibrum as fast as possible
- if your support peels: play defensively (farm with calibrum) with cull until you reach the required spike for carrying
- if your support focuses on catches and burst: if they pressure use the pressure/ if they don't: farm safely
- if your support sustains: keep your distance with them when poking and backing, don't die by getting isolated
- (matchup formula)
- poke (long range), sustain (regen), peel (cc and shield), catch (burst), all in (commitment)
- poke > peel, burst
- peel > burst, all in
- burst > all in, sustain
- all in > sustain, poke
- sustain > poke, peel
- if you rely on trade and won't all in early drop severum first, if you rely on all ins only drop calibrum
- ranged vs melee (severum first)
- melee vs ranged (calibrum first)
- stalemate (balance the ammo)
- ranged > melee (lvl 1 poke)
- melee > ranged (when 80% hp under their tower)
- (jungle related)
- 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 more if you have POM
- -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 mark
- -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 in the bush, or use cali/infer/cres
- (dropping weapons)
- depleting severum first is optimal for a potential sev-cali-grav combo kill
- 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 don't wanna hard push use the other weapon
- 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)
- 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
- -assist in killing dragons to gain legend stacks
- -being "weakside" means you are behind in matchup, level, gold, jungle focus, waveclear.. learn to play weakside
- -being "strongside" is being able to dominate your lane and transfer that to game, do it when you can
- -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
- -stay away from bushes early if the enemy has a strong level 1 to avoid cheese
- -you can't cast exhaust in cc
- -always use farsight on bushes near you that are a threat to you, if there aren't use it to spot enemies or enemy wards
- -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:
- where their jungler is, where your jungler is, where are the laners
- 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
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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 with infernum or crescendum in hand, gank with grav or sev in hand
- use calibrum on wolves and get rid of it