- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Armor Penetration+2.56 armor penetration
Greater Mark of Armor Penetration+1.28 armor penetration
Greater Seal of Armor+1.41 armor
Greater Glyph of Scaling Magic Resist+0.15 magic resist per level (+2.7 at champion level 18)
Quints: Armor Penetration
Reds: Armor Penetration
Yellows: Flat Armor
Blues: Scaling Magic Resistance
You want Armor Penetration because it will improve your damage throughout the game and allow you to do basically true damage (ignoring all armor) from early to mid game. Armor will allow you to stay alive in lane and take less damage in your vulnerable melee position, while you want magic resistance for endgame to survive high-burst AP champions. Because you (for the majority of games) won't be encountering any AP champions bottom lane, you want to gear yourself more towards defending against magic damage in endgame fights.
- Points Available: 30 / 30
IgniteIgnites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
FlashTeleports your champion a short distance toward your cursor's location.
Flash and Ignite are a combination of summoner spells that every assassin should go. Because Flash allows you to reach your target or escape after your target has been killed, it is the perfect summoner spell. In the current state of the game, Flash is simply the best summoner spell and should be your choice on almost all champions.
Ignite will make sure that your target is dead after you've dealt your devastating damage combo on them. It will also help you against champions that generally counter burst damage through healing, such as Mundo, someone being healed by Soraka, Irelia, Udyr, etc. Ignite will allow you to secure many more kills throughout the game.
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