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Skill usage
- Be careful what skills you learn as AoE damage and clearing minion waves. Depending on the skill build, sometimes it is wiser to have two skills at level 4 than to have one skill at level 3. cannot max out all of his skills. Each skill is capped at level 5, but the max level is 18, therefore one of skills has a lower level than its full potential. This may cause players to decide between and as their main source of damage. is often best suited for single target burst damage while is useful for
- Constantly activating attack speed from activating persists if you switch stances, so you can switch to and get the extra burst from the third hit sooner. Similarly, the AoE from the shield from and the increased movement speed from all persist in other stances.
- Rotating between stances gives movement and attack speed boost from his passive . But be mindful of his mana as his abilities have high mana costs at early ranks.
- minion waves. provides a shield to reduce damage from minions and heal from his damage output ensures the minions don't deplete his health. The attack speed from and with the area of effect magic damage from can take out huge minion waves. This can be further improved with or . can easily tank and clear
- When pushing a turret, alternating between AoE magic damage from can deal damage to enemy champions and aggro towers. and is very effective. Be careful though as the
- Late game attack damage), and (provides a shield which helps mitigate some of the damage). If the enemy team comes to interfere, you can quickly escape using the movement speed boost from . can solo a tower easily by alternating between (provides
stances is important to increasing his damage. The - Use
- Since the cooldown on is the same as the 'cooldown' for the stun, you can use cooldown timer to judge the second stun, possibly securing a kill.
to stun an enemy champion before switching stances or targets. cannot stun a unit recently stunned for 6 seconds, so it is a good idea to target another champion or to use or to deal higher burst damage during the stun.
- Try to time the stun and movement speed buff from so you can stun the enemy and then activate movement speed buff to create distance to escape. If that's not enough, there's always .
- kiting so avoid ranged harass and CC. You should wait for your allies to initiate and set up for you, or coordinate with them to encircle targets. is only melee with no ranged abilities. Therefore, he is vulnerable to
- mana costs can make ganking problematic sometimes. Having a strategy for getting into, and staying within, melee range is essential.
- A + combo is very effective during ganking as primary problem with ganking is reaching the enemy. Ask the person in the lane you'll gank if the enemy champion has used or a similar ability recently to make sure you don't waste yours or you risk your target escaping.
- Because of movement speed Quintessences and , you can either force a Summoner spell or kill your lane opponent, by chasing them through the lane. high early damage with , a good strategy to get early kills with in your team (using her passive),
lack of gap-closers and high
Build usage
Being a pure melee champion with no ranged abilities,
needs to stay in motion to be any use.- Since he has no gap closer, slows.
- kiting tool as it reduces the movement speed of whoever attacks you. is a good anti-
is prone to kiting. are a must-have if enemy team has lot of - Unless he gets some tenacity, is very susceptible to crowd control. On a jungling Udyr, is perfect, as it also makes him tankier. If laning and are not needed either, are good option, too.
As a full melee, health, armor and magic resistance accordingly. A dead or scared is very useless in a team fight.
is usually built as a full tank or an off-tank. Know your enemy and balance your- As for pure health, is enough, as many of the armor and magic resistance items give health as well. doesn't scale with health and his 's effectively relies on armor and magic resist rather than health.
- , or can be alternatively used.
- For armor, , or are great choices.
- By building both attack speed. and , you greatly decrease enemy
- is an offensive alternative to .
- For magic resist, is a very good early option with useful stats for . If you need more, it can be upgraded to and to further increase your endurance.
- cooldown reduction. It synergizes well with life steal and its own health regen. also grants handy
- gives more health. It only stops one spell though.
- or are viable for off-tank .
Full tank or not,
can build some offensive items as well. You should never rush damage over survivability, it would probably backfire. Your choice between and can also affect your build.- Spellblade passive as his cooldowns are very low. An early with later upgrade to or is advisable.
- movement speed and damage potential at the same time. is an expensive but versatile choice as it increases his
- cooldown reduction and a sufficient mana pool. is a bit cheaper alternative that grants a reliable AoE slow on-hit, allowing to stick easier to targets. It also grants good defense,
benefits greatly from - attack speed, the third hit procs more often. benefits from extra
- items containing ability power that work well with him. It boosts 's damage, 's shield and 's overall damage potential in one package. offers cost-effective, offensive hybrid stats and is one of the few
- attack speed and scales very strong with attack damage.
- attack damage combined with extra life steal. Combine it with for great sustain. or can give you huge
- Since health, is a great option for the bruiser path, provided there are strong magic or true damage dealers. can help survive even at low
offers great
item-dependent as some others in early game. He can have mana problems early, but the need of mana and mana regen items decreases gradually.
is not as much- If mana regen items at all. can access in the early to mid-game, you don't need to build any
- If you are troubled with your mana pool early, consider buying either a or , depending on your offensive or defensive needs.
Recommended builds
Jungling
jungler - allows him to gain his health back. Putting a skill point in it at level two after taking or at level one ensures effective jungling. He can also solo very early in the game.
is a natural- area of effect damage but has higher burst for more quick single target damage which may be more useful than for ganks or dueling the enemy jungler and scales favorably into the later aspects of the game with attack damage. Deciding on which stance to choose depends on build and the player's personal preference. has choices for jungling depending on whether which stance he relies to do damage, either his or his or even both. currently clears the jungle more quickly than due to the
- Be aware that mana dependent in the earlier aspects of the game because spamming his abilities with their high mana cost will easily drain his mana pool so be careful with how many times you activate his stances to clear a camp. He might need some mana regen like or at least s for a second jungle clear. is very
- area of effect damage and a faster clear time. offers more starting item options than .
- Starting items: , × 5 OR , × 5 OR , × 4
- Recommended Runes: Attack Speed, Armor
- Skill progression: → → →
- Jungling order: ( ) → → → ( ) → Gank
can jungle with for more - Starting items: , × 5 OR , × 5
- Recommended Runes: Attack Damage, Armor
- Skill progression: → → →
- Jungling order: ( ) → → → ( ) → → Gank
can also jungle with for better single target damage.
Runes and Masteries
Countering
- is a pure melee champion with no gap closers, and is thus very vulnerable to being kited.
- Ranged champions have a better chance against due to his all melee skills.
- Picking up Tenacity items such as can reduce the stun duration from , and make him a less effective ganker.
- When laning against mana pool, forcing him to regain his lost mana by either going back to the fountain or use potions. , it can be beneficial to bait him into switching stances to try and initiate, after which you quickly run away. This can easily drain his early game
- This can prompt the enemy to focus on leveling up , lowering mid game damage and giving you the advantage in skirmishes.
- alternating and is one of the harder champions in the game to chase down - and the stun of can easily make you regret chasing him if back-up arrives to aid him. Think very carefully about attempting to commit and kill him, and be very aware of the whereabouts of his teammates.
- is vulnerable if he is not attacking or is unable to attack, can easily counter on his because 's stun lasts longer.
- Champions who can slow for an extended period of time (Some examples being , , and ) or can run faster than (champions like and ) will be able to gun down better and run away if necessary. Also is a good counter pick for because has no major gap closers(Just make sure to buy movement speed items).
Champion spotlight
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