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
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
Press the attack {short trades, single target dps}
Lethal Tempo
Fleet Footwork {against
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
sorcery (against scaling): (nimbus cloak- absolute focus), gathering storm {late game damage and mobility}
Domination (against early): taste of blood (trading),
inspiration
Biscuit delivery (use on low
cosmic insight (items and flash
stopwatch (zed if going kraken)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
runes combinations:
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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
kraken slayer: damage - your team peels
galeforce: snowballing
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(lvl ups)
max lvl damage first then either attackspeed or
Lethality when you rely on
attackspeed when you rely on
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(legendaries)
essence reaver:
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
Lord Dominik's Regards: Core item,
scimitar: against heavy ap
stormrazor: against squishies team, with
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:
Phantom Dancer:
collector: snowballing
Bloodthirster: good against
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:
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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}
Against full squishies: Galeforce -> ER ->
snowballing: galeforce -> collector -> IE/LDR -> situational
Dueling/survival: galeforce/shieldbow -> BT -> IE/LDR -> GA -> situational
damage:
against stacking armor: Kraken ->
support getting the kills: noonquiver ->
pushing/powerfarming:
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(starting items)
on first back: if you are
if you are poking/all in then
if you are
if your opponent heals a lot get executioner asap
if your opponent has
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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}
only
good early game with PTA easy proc and triple
you use calibrum for backline damage
severum
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}
one of
the best
calibrum and gravitum q can loop in early game if you time it
you use
good for
((galeforce enhances the catch ability with gravitum by dash->aa->q instead of calibrum q,
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III_calibrum-infernum {the rain of fire}
the dps combo
Burst and DPS combo, eliminates aphelios weakness in
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
((galeforce
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IV_calibrum-crescendum {the rain of blades} 1
a combo that controls fights and suprises
put the sentry in bushes that the enemy will come from to create
use calibrum ult to hunt down lower targets or use crescendum ult for crescendum dps
you use
overall good in
((galeforce
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V_severum-gravitum {the deal with the devil}
gap
movement control
pure utility
focuses on controlling gaps using "binding onslaught" can save
is bad for
average early
good in catch,
((galeforce makes using gravitum easier with dash>aa>q))
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VI_severum-infernum {the
one of the best combos in teamfights, can control gaps
Best sustain combo, goes with
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
good in
((galeforce
or you can dash to use "Resurgent Duskwave" to heal on multiple targets))
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VII_severum-crescendum {the shredder}
The
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
((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}
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
good over all in
((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}
gap creator, very useful
is good against
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
((galeforce unlocks the root >
gives safety to deploy the sentry making it effective with siege))
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X_crescendum-infernum {the blazing blade}
immobile glass cannon,
has the same spike as {the shredder} in early, you can use
the best usage of this combo is combining LT
good in attack, protect,
((galeforce
with galeforce cooldown for the best teamfighting outcome))
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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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(tips)
watchout for your support type,
(yuumi=defensive with poke, leona=aggressive
study minions behaviour to improve your farming
learn the abilties and
(ally support formula)
if your support focuses on poke: use calibrum to poke, use severum to farm, avoid all ins,
if your support focuses on all in:
if your support
if your support focuses on
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
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
you can use infernum to push the lane and set up prio for drake
(weapon usage)
-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
-do not waste q ineffectively make it always for either poking, pushing, sometimes farming
infernum
stack
-don't commit on stacking crescendum
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
-you can't cast ult mid infernum or severum animation
(wards)
early ward effectively for map info or lane info, like spotting
ward always before 4 mins in the game then before every 3 mins
watch your
(dropping weapons)
depleting severum first is optimal for a potential sev-cali-grav combo kill
drop calibrum
well to avoid sev/grav
sev-grav is good for ganks only, do not use
use infernum push
if you'll get sev-cres after grav-infer you can drop either grav/infern
if you'll get cres-cali after grav-infer you must drop grav first for a better triple combo
(mechanics)
match your support's range and aggro
never commit to
count the enemies values to determine
(attain game
use the bushes to your advantage to escape targetted skills or attacks
(game knowledge)
learn the abilties
-a huge minion wave counts as a champion, in terms or damage and
assist
-assist in
-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
-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
__________________________________________________________________________________________________________________________________________________________
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
use calibrum on wolves and get rid of it