All-in on damage: Shadowflame, Void Staff and Bloodletter's Curse stack ability power, magic penetration and health. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
Builds
Todas as builds de todos os guias: itens, runas, talentos e ordem de habilidades para cada estilo. Cada uma leva ao guia que explica quando usá-la.
All-in on damage: Lord Dominik's Regards, The Collector and Infinity Edge stack attack damage, critical strike and armor penetration. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
The default path: Bastionbreaker, Black Cleaver and Serylda's Grudge give the attack damage, armor penetration and ability haste this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
For a team that kills with abilities: magic resist boots and a magic resist item in the core.
For a lane or a team that hits with attacks: armor boots and an armor item in the core.
For a team that kills with abilities: magic resist boots and a magic resist item in the core.
The default path: Bandlepipes, Zeke's Convergence and Locket of the Iron Solari give the health, magic resist and armor this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
Keeps enough damage while adding health, magic resist and armor through Jak'Sho, The Protean, Bandlepipes and Zeke's Convergence. Choose it against dive, assassins or a lane you can't win.
All-in on damage: Hollow Radiance, Knight's Vow and Locket of the Iron Solari stack health, magic resist and health regeneration. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
For games against healers, life steal or regeneration: the anti-heal item goes into the core instead of waiting.
For games against healers, life steal or regeneration: the anti-heal item goes into the core instead of waiting.
All-in on damage: Shadowflame, Void Staff and Bloodletter's Curse stack ability power, magic penetration and health. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
Keeps enough damage while adding magic resist, attack damage and life steal through Mercurial Scimitar, Maw of Malmortius and Bandlepipes. Choose it against dive, assassins or a lane you can't win.
The default path: Dusk and Dawn, Cosmic Drive and Morellonomicon give the health, attack speed and ability power this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
For a team that kills with abilities: magic resist boots and a magic resist item in the core.
One lane, non-stop fights and you only shop when you die: rush your core, buy boots after, and keep the defensive answers for your deaths once you've seen the enemy team.
Keeps enough damage while adding armor, ability power and magic resist through Zhonya's Hourglass, Banshee's Veil and Dusk and Dawn. Choose it against dive, assassins or a lane you can't win.
The standard build with only two situational answers: fewer decisions, so you can focus on your lane and your abilities.
Keeps enough damage while adding health, magic resist and armor through Jak'Sho, The Protean, Bandlepipes and Zeke's Convergence. Choose it against dive, assassins or a lane you can't win.
How to open: starting items, then the components of Black Cleaver on your first backs, and boots when the lane allows.
All-in on damage: Lord Dominik's Regards, The Collector and Infinity Edge stack attack damage, critical strike and armor penetration. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
For games against healers, life steal or regeneration: the anti-heal item goes into the core instead of waiting.
For games against healers, life steal or regeneration: the anti-heal item goes into the core instead of waiting.
Against teams with two or more assassins or divers. Immortal Shieldbow and Guardian Angel buy the second you need for your team to peel, and Fleet Footwork gives you sustain and speed in lane. You lose some damage, but a Jinx who survives the dive wins the fight anyway.






































































