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Skill usage
- strength as a mage comes from his overall high damage, the CC potential of his , and mage-killer . This combined with his theoretical infinite AP stacking makes him a dangerous opponent as a mage. He suffers from abnormally high mana costs, low ranges, mobility, and durability, making him reliant on his allies to protect him.
- If you don't already use smart cast, consider it when playing . His kit has high damage but is heavily reliant on landing his combo of spells as fast as possible; choosing smart cast will make it easier to use all spells at once, especially when using additional skills or items such as or .
- Consistent use of ability power.
- Keep track of your mana pool, especially in the early game. If you simply use only to farm, the enemy will soon start to harass you; juggling between using with auto attacks on enemies while still farming minions is key to dominating a lane early game.
- Be firm about getting . Having the extra CDR on will let you hit every minion with it and have the mana to sustain farming and harassing.
- Early ranks of have a higher cooldown, so remember to also use your auto-attacks to get last hits.
- An easy way to last hit with is to let the tower hit melee minions twice then follow it with a . Let the tower hit caster minions once along with one auto attack and a .
- Starting from rank 3 harassment tool. becomes a mana-efficient
- If possible, try to finish off enemy champions with . It'll give you 2 more AP, in addition to the passive AP gain after killing an enemy champion.
to last-hit minions is key to amassing - AoE. With practice, it's easy to stun or cage at least 2 or 3 players.
- While being chased through the jungle can be used to block off a choke point for a successful escape.
- is effective if enemies attempt to tower dive, if you land the stun after the tower has started to target them they will suffer many hits for it often landing you kills early game.
- Consider further leveling of this skill early game if the stun isn't holding enemies long enough for to land. Since is one of the hardest hitting skills in your kit, it is another key to dominating your lane all so that you can farm using with less harassment from a passive enemy.
- Practice aiming so that enemies are on the edge and thus immediately stunned, it is vital in trapping champions with escape mechanisms such as .
- Always be more cautious when is not available, as it is one of most important abilities. It has a long cooldown, making an easy target when it's unavailable, especially against enemies with high mobility and damage (like ).
is one of the strongest stuns in the game - it stuns for 2.5 seconds at max rank and is - You can use
- Starting from level 4 of minion waves, as it instantly kills minions by then. you can use it for killing half or whole
impact animation to cordon off your foes; place the spell near the champion but angled towards the direction in which he is most likely to retreat.
- Placing a ward at the enemy wraith camp means you can use and to clear it whenever it spawns for easy gold and XP that the enemy jungler is denied. Care should be taken as to missing opponents and the location of the jungler when attempting this, however.
- Using your against enemy champions with high ability power can have devastating effects, due to it scaling off your target's AP as well as yours. As such, prioritize mages with your ult.
- Using with can crush an AP carry before their team can react.
- Use to increase success rates in landing . Remember, enemies in the center can move into the stun-ring just to avoid .
- When shoving the lane so you can recall or leave, consider using on the enemy minion line as it approaches, concentrating the minions to an area and then landing .
- Practice using nuke combo in the right order, initiating with to stun, followed by , and if you're going for a kill, cast now, and lastly to pick up the kill for permanent extra AP. Due to and being targeted spells, they should always be used after casting since they are sure to always hit.
- An advanced tactic is to use before landing . While it is difficult to master, if you have aimed both spells correctly the enemy won’t be able to escape before the can land.
- Another advanced tactic, you can sometimes use to bait an enemy with a skill / ability such as , place the stun just near them but without actually stunning them, they may activate their simply believing they are removing your stun and then still walk into your stun ring.
Build usage
- magic penetration in particular is an excellent stat for him. , like most mages, benefits most from building AP, cooldown reduction, and mana regeneration. However, due to his decent base damages and scalings,
- Getting mana regen items such as a
- If you've decided to build mana which in turn increases your ability power due to the passive on . , it is worth considering building as well, as it provides a substantial increase to your max
- The changes to have delayed its power spike, and thus is not as recommended.
is one route to take, besides granting mana regen it will also increase mana pool. A charged carries the potential to grant AP matched only by .
- Optionally, will synergize well with , effectively doubling your mana regen. With it, will almost never go out of mana and it can later be upgraded into for more cooldown reduction.
or early game allows to stay in lane as long as possible to farm . Even a can help, as the mana regenerated is still increased by .
- A is almost always a necessary item for as enemies will likely be building a lot of magic resist to survive your damage output.
- Alternatively, an can be built as a more defensive item since must come dangerously close to deal his full combo.
- The cooldown and active effect of
- In addition, combined with and , it gives you the possibility to nuke even tanks or characters with about 150 magic resist from full to zero in less than 2 seconds. Building right after completing the boots is therefore never a bad choice.
- Be sure to cast before as the delay time is long enough to cast and hit before lands, therefore increasing your burst speed while maintaining the maximum damage on . This also helps to ensure will hit before the stun from runs out.
synergize very well with kit. Make sure it is the first to deal damage in your combo as it will increase your damage on the target for 4 seconds.
- is a prime offensive item on , since it amplifies the ability power gained from .
- While would usually benefit any AP caster, it isn't necessary on since he gains permanent AP from killing enemy champions and it is a rather risky purchase considering his vulnerabilities.
- One option is buying a
- The passive on that grants mana regeneration upon leveling up will also be boosted by .
, it gives health and mana for a good early game. It also opens him up to upgrading to a for extra health, mana and ability power.
can often become a target to be shut down by an enemy team, especially early game. Investing in health may sometimes become necessary to survive, whether it's surviving long enough for allied champions to peel enemies off, or to last long enough for spells to come off cooldown.
- One option is buying a
- Spell vamp items/runes can improve survivability against champions, especially the ones with good poking abilities. Though it will hinder his damage output.
- If you did equip Spell Vamp, using the long range on is a safer option over if the enemy is harassing you well, however, it has a high mana cost and 1/3 effectiveness.
- , while lacking the additional power, offers CDR and the same mobility and an active to catch enemies out or escape.
can scale well with . In addition to the slight increase in mobility, the proc adds another nuke to his kit to be amplified by , making him very good at instantly deleting priority targets.
Recommended builds
Countering
- Zoning during the laning phase will deny him from farming ability power from last-hitting minions with his as he is fairly squishy and weak at early game.
- Although deals massive damage, it has a considerable delay before it lands. Use this to avoid the spell.
- If the wall of misses you during placement, avoid walking into the wall as it will still stun you for the full duration.
- Forcing to use leaves him vulnerable for its long cooldown afterwards, which can be an opportunity to go on the offensive.
- If you are playing a mage, avoid approaching until his has been used as it can spell instant death or bring you close to it.
- As a purely combo based mage, buying a
- A is a cheaper but no less useful alternative, primarily as you can negate the stun from at will and thus avoid the standard follow-up .
is an excellent way to counter him as it essentially negates one of his spells, making him unable to initially unleash a full combo upon you.
- The majority of magic resist, and mainly due to the tenacity that reduces the stun duration of . damage output is magic damage, hence items such as will mitigate his damage output by a large margin. are a good choices of boots, partly due to the
- If is giving you a hard time in early game, try rushing a and build it into an as he will no longer be able to successfully harass you until he has his . Champions like with a naturally high magic resist have the advantage over .
- Because is dependent on the target's ability power, champions who mainly benefit from AD items such as , , , and are effective counters against .
- If you are laning against as a mage, consider build alternatives that invest in relatively low ability power, such as magic penetration and cooldown reduction builds. Your own damage may be reduced, but this could well prove an acceptable trade-off to being less vulnerable to being gibbed by . If compatible to your playstyle, Lich Bane would be a good pick up as while it does not give the highest raw AP it adds substantially to your burst.
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