(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 (i'll call it precise for onslaught and duskwave) 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 _____________________________________________________________________________________ (lvl ups) 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 _____________________________________________________________________________________ (runes) Conqueror {default choice} Press the attack {against early game adc} Lethal Tempo {against late game adc/lots of tanks} Fleet Footwork {against two pokes and with a catch support} Precision: overheal {sustain early, against poke}- Presensce of mind {for early game spell spam, with engage support} alacrity {damage option}- bloodline {if you lack healing} coup de grace {starting d.blade}- cutdown {starting cull} sorcery: (nimbus cloak- absolute focus), gathering storm {late game damage and mobility} Domination: taste of blood (trading), Ravenous Hunter (clutch) {no gathering storm :<, gives you alacrity} inspiration: magical footwear (on safe pasive lanes that you won't recall often on) Biscuit delivery (use on low health-mana), cosmic insight (when you fight frequently) stopwatch (zed if going kraken) _____________________________________________________________________________________ (mythics) shieldbow: against burst - early sustain - bad against thornmail - needs armor pen kraken slayer: damage - needs backup against burst dives and cc galeforce: snowballing - against wombo combo comps - dodging dives (free flash) - cheating positioning _____________________________________________________________________________________ (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) _____________________________________________________________________________________ (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 _____________________________________________________________________________________ I_calibrum-severum {the hit and run} not good for early game because of lack of dps you use calibrum for backline damage severum to control gaps and some sustain good combo late game because of simplicity and usability ((galeforce can be used to kite instead of severum, it can gap close further with severum it can surprise enemies with calibrum severum sure-kill q ult combo)) _____________________________________________________________________________________ II_calibrum-gravitum {the bird hunter} 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 can be troublesome to the use in late game but is still great for catching ((galeforce enhances the catch ability with gravitum by dash->aa->q instead of calibrum q, it can enhance calibrum catch ability with dash->calibrum q, 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} the dps combo in multiple champions fights, better with a frontline you'll use w a lot in this combo to get targets that are either far or near you 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 do not use this combo if you won't teamfight in the game ((galeforce can make the combo mobile, it can give better infernum q one multiple targets, it can give a better infernum ult landing, it can surprise enemies with calibrum infernum sure-kill q ult combo)) _____________________________________________________________________________________ IV_calibrum-crescendum {the rain of blades} 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 can be used both in early and late but the sentry positioning is the most important ((galeforce reduces the risk of putting a sentry down, you can use it to gap close with stacked crescendum)) _____________________________________________________________________________________ V_severum-gravitum {the deal with the devil} 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 ((galeforce makes using gravitum easier with dash>aa>q, the combo itself can save u without galeforce)) _____________________________________________________________________________________ VI_severum-infernum {the errupting hellfire} 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 ((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} The snowball combo early game, falls off later cuz of usability but you can pair it with GA the combo is "Arcing onslaught" to stack crescendum mirrors and auto attack with crescendum works better with attackspeed because you get more mirrors so you wanna either get items or level w works with lethality because of the mirror's damage type and sentry, use sentry to get more health/dps is the strongest powerspike early game if there isn't strong cc with the opponent so use it carefully ((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, don't try to initiate if you know you'll be nuked)) _____________________________________________________________________________________ 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 use aa between the abilities if you can ((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} gap creator, very useful to control objectives and against lost teamfights is only good early if your opponent is someone who likes gap closing the key combo is against gap closer: "binding sentry" > w > "binding eclipse" > arcing moonlight vigil > aa may look bad for dps but you can make up for it using your ult on crescendum ((galeforce makes this combo unpredictable for the enemy team, you can continue to deal damage with it after using "arcing moonlight vigil" and you can surprise an enemy with galeforce after rooting them with sentry)) _____________________________________________________________________________________ X_crescendum-infernum {the blazing blade} immobile glass cannon, which makes it the best dps in teamfights but lacks efficiency has the same spike as {the shredder} in early, you can use it to poke instead of all in the combo is: use "arcing duskwave" on a minion wave > w > and use crescendum auto attacks try to keep crescendum stacked, use infernum to fight multiple targets and crescendum against dives can be bad in late game teamfights because it's immobile, but sentry can dish out surprising damage ((galeforce makes this combo mobile and viable to teamfights but only temporarily, time getting this combo with galeforce cooldown for the best teamfighting outcome)) _____________________________________________________________________________________ _____________________________________________________________________________________ (rotations) note: combo rotation is the perfect rotation for any game generally _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ (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 _____________________________________________________________________________________ _____________________________________________________________________________________ (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 with a calibrum auto (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 (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 (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 __________________________________________________________________________________________________________________________________________________________ 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/crescendum in hand, gank with grav or sev in hand