Has +50% AS (attack speed) with 70%/80% damage (explained in passive, game says 70% but several online sources including this wiki say 80%?), this does not reduce alternating current's damage though. AS reduces 2ed abilitie's CD and all abilities scale with magic providing extra damage and burst. Spin is not good with this build though, DO NOT use it 1v1, use it to reduce turret damage/other damage, tanking kraken and teamfights (if they're grouped or you're being focused).
This IS off meta and some people might not like it or you can be off balanced if people assume you're weapon damage, but I like off meta things in LOL, so trying to convert that over into this game.
Save jump (1st ability) for getting away, initiating and jumping from "pumpkin" to "pumpkin" (camps in middle).
Press advantage if gain lead by counter jg.
Has surprisingly high sustain with pots but recall if below 1/3 hp if in enemy jg.
Don't forget to gank (as always).
Look for trouble lv 2 with 2 swift shooter in enemy jg mathematically swift shooters give more attack speed than blazing salvo and work really well with 2ed ability reducing it's CD.
Can invade early if have other good early teammates and they want to.
FYI jg=jungle
1st spell overdrive is optional.
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