Introduction
Update: just added seeker's armguard to the list
Many of the builds detail items that are good for the specific character that they're building for, but they never really explain exactly why this item was chosen over another and the situation that demanded that choice. Guides offer a few builds for a champ and while this is generally a good way to learn how to play a character, it's not good for becoming a better player in general. There are too many team compositions for a single build to work in every case, thus a good player knows how to be fluid when building their items. This not only includes what items you buy but: what order you buy the components in, what items you buy at the start, what items to sell and when, and what items to build early so that they can reach their full potential.
The goal of this guide is to deliver an understanding of the items in this game and the phases of build order and to act as a reference for those who might forget about some of the lesser known items that could be useful in certain situations.
Many of the builds detail items that are good for the specific character that they're building for, but they never really explain exactly why this item was chosen over another and the situation that demanded that choice. Guides offer a few builds for a champ and while this is generally a good way to learn how to play a character, it's not good for becoming a better player in general. There are too many team compositions for a single build to work in every case, thus a good player knows how to be fluid when building their items. This not only includes what items you buy but: what order you buy the components in, what items you buy at the start, what items to sell and when, and what items to build early so that they can reach their full potential.
The goal of this guide is to deliver an understanding of the items in this game and the phases of build order and to act as a reference for those who might forget about some of the lesser known items that could be useful in certain situations.
Note:If you're looking for info on a specific item, just use ctrl+f and search for it.
Terms
Here's a quick list of terms and acronyms used throughout the guide:
AD = Attack damage
AP = Ability Power
AS = Attack Speed
Ar. Pen. = Armor Penetration
M Pen = Magic Penetration
H/M/GPX = Health/Mana/Gold per X seconds
CDR= Cooldown reduction
Nuke = Champion who deals a large amount of damage within a very short period, then waits for cooldowns
DPS = Damage per second, Champion who deals damage over time through auto attacks
CC = Crowd Control (slows, taunts, fears, stuns, snares)
AD = Attack damage
AP = Ability Power
AS = Attack Speed
Ar. Pen. = Armor Penetration
M Pen = Magic Penetration
H/M/GPX = Health/Mana/Gold per X seconds
CDR= Cooldown reduction
Nuke = Champion who deals a large amount of damage within a very short period, then waits for cooldowns
DPS = Damage per second, Champion who deals damage over time through auto attacks
CC = Crowd Control (slows, taunts, fears, stuns, snares)
The Basics [Basic Tier]
Before I get into anything I want to list the various basic items to help give an understanding of whether you should buy a
Pickaxe or wait for a
B. F. Sword and such. Items will be listed with a category as well as their gold efficiency
Consumables Explorer Ward (Mastery) Doran's Set: AD items: | SPACE | AP items: Armor Items: Magic Resist Items: Attack Speed Items: | SPACE | Critical Chance Items: Health and Health Regen: Mana and Mana Regen: |
Note: the stats on the doran's items are exceptional, thus you often see them being stacked to compound their effect. However, this should be done with consideration as they lose their effect as the game progresses and your only option is to sell them since they do not build into anything else.
You may be wondering why I would be listing this when it's all available in the Mobafire database. But I want to call attention to the way these items are grouped and the way the groups differ.
For the sake of this discussion I'll be referring to these items in "tiers."
You may notice that there is a tier 2 for health, but not for mana; also that a
You can see how important the order you buy your basic items in is. In most cases you'll find that the utility of the passive on an item like
All tier 1 items in this section can be bought at the beginning of the game and they leave a varying amount of gold left over for potions (generally 1-3) and wards (generally one). In most cases you'll want to spend most of the 475 gold you start with. For example, should you buy a sapphire crystal and 2 pots or boots and 3 pots? While this generally depends on what you plan on buying later, sapphire crystal will allow you to cast more spells early, while boots will give you higher mobility and better sustain with the 3rd potion. In the event that you were rushing
To illustrate how complex choosing your basic items can be, I'll use another scenario. Lets say you are an AD caster up against an AP carry mid and they are harassing you very well. The rest of the opponent's team is decently heavy on CC. On your first return to base, you have 780 gold. This is enough to allow you to buy a
So many shoes to choose from
If there is anything you need to know, it's what boots to choose. Boots are essential because everyone builds them. Although it might be possible in very special cases to build without boots, the base movement speed of EVERY champ is simply too low to keep them viable without them.
Enchantments
Before I go into the boots themselves, I'm going to go over the various enchantments that can be applied to boots so I can discuss specific combinations later.
The Boots
Unique like everyone else
This section will explain the term unique and the various types of items that have "unique" abilities.
Unique Passives
As you can see there are A LOT of items with unique passives. An item with a unique passive means that the passive isn't multiplied if more than one of the item is purchased (AKA stacking items). While some items like
You may notice that some unique passives have a special name like "mana font" associated with them. This terminology is used to clear up any ambiguity with how item passives interact with their upgrade. Simply, if two items share a unique passive with the same name, the passives will not stack with each other. For example,
To be clear, the Unique passive enforces a greatly diminished return on each purchase after the first of an item. The unique passive of an item is factored into its cost so no matter how enticing an item's stats are, in nearly every case it is more gold efficient to buy a seperate item.
Among the items with unique passives are the GP10 items. These items provide good early game stats and allow characters to increase their gold income when they feel they might be missing out on farm. Supports will often buy one or two and Avarice Blade is a strong pick for champions who are dependent on farm like
GP10 items run an average cost of 750 gold. With 5 GP10 this means it takes approximately 20-25 minutes for a GP10 item to completely pay itself off. It may seem like a long time but the GP10 items generally have strong stats. Therefore you have the benefits of the GP10 item's stats for the early game without actually having to pay for it. Plus, you can use this gold to buy things like wards.
Auras are a special type of unique passive. Auras have 2 different cases in who they effect:
- You and your teammates
- Just your enemies
Most unique actives have unique passives as well, but their strength truly lies in the active. Many of the actives are game changing and should not be forgotten. If you forget to use the active on an item, then you've essentially wasted money buying the item. The cost of the item factors in the active so spam it if you need to until you learn the proper times to use it, otherwise it's a waste. That the actives are unique means you can not have two
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