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All Guides Lucian Guides Some call it magic...[A mathcrated guide to Itemization]
1 month ago

Lucian Statistics for CrimsonCore

Author's performance with Lucian compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score


  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top


4.png[Flash|CD: 5min|Range: 400]

Take Flash as your primary summoner. Flash is a crucial tool due to its assortment of offensive and defensive uses.

After patch 4.5, you have a ton of viable options for your secondary Summoner. You can choose Barrier, Heal, Cleanse or Exhaust.

Barrier and Heal serve the same purpose, damage mitigation, and thus will be your main choices.

21.png[Barrier|CD: 3min 30sec]

Opt for Barrier vs predictable burst damage likely combo'd with ignite (assassins). Or when your support wants to take Heal.

7.png[Heal|CD: 4min|Range: 700]

Default to Heal.

After the most recent Heal nerfs, using Heal applies a debuff that halves the effect of other Summoner Heals for 30 seconds. It's still viable to run double Heal but it's no longer so strong that it overpowers other options.

  • As of patch 4.6 Heal no longer removes healing debuffs.
  • Movement speed duration halved to 1 (4.10)
  • Heal decreased to 90-345 (4.13)
  • Despite these nerfs, Heal is still the default option.

1.png[Cleanse|CD: 3min 30sec]

Opt for Cleanse vs hard CC. Like 22_64.png[Ashe], 89_64.png[Leona] or 33_64.png[Rammus].

Note: Cleanse will not work on crowd control that "suppresses" you. (90_64.png[Malz] 19_64.png[Warwick] and  72_64.png[Skarner] Ults)

3.png[Exhaust|CD 3min 30sec|Range: 650]

Opt for Exhaust for dueling potential or vs  divers.

Why not ___?

14.png[Ignite|CD: 3min 30sec|Range: 600]

Ignite is better used on Bruisers, Mages  and supports. It will give you a bit of added kill pressure early on but the trade off of survivability isn't worthwhile. You're likely to deal more damage by surviving longer.

Note:Ignite deals (at most) 82 damage per second. Most champions, Marksmen especially, are capable of dealing more DPS with a single damage item.

Example: At level 18 Ignite deals it's maximum of 82 damage per second (DPS). Lucian's base DPS with standard runes and nothing more than a Doran's blade will deal ~79 DPS with auto attacks alone and about 142 DPS including abilities.

At level 1 Ignite deals it's minimum of 14 DPS. Lucian with just a Doran's blade will deal ~42 auto attack DPS and about 61 DPS including abilities.

Note: Average AR values (from all champions) were used to calculate Lucian's DPS.

Runes Back to Top

  • 2x
    +2.25 attack damage Greater Quintessence of Attack Damage
  • 1x
    +4.26 armor Greater Quintessence of Armor
  • 4x
    +0.28% critical chance Greater Glyph of Critical Chance
  • 5x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 5x
    +8 health Greater Seal of Health
  • 4x
    +0.16 armor per level Greater Seal of Scaling Armor
  • 5x
    +1.28 armor penetration Greater Mark of Armor Penetration
  • 4x
    +0.95 attack damage Greater Mark of Attack Damage

Current Test: Mana Regen (MPR) Glyphs

The trade off between 1 flat MPR Glyph and 1 MR Glyph on Lucian is about 3.96 MP restored per minute for a loss of ~.94% Magical Effective HP.

For perspective, 3.96 MP is ~1.46% of your Max MP at level 1, ~0.58% of your max MP at level 11 and ~0.41% of your Max MP at level 18.

Also, Lucian's "Consumption" (a theoretical measure of MP use per second) is  5.56, 19.29, and 22 MP/sec at levels 1, 11, and 18 respectively. Note these numbers are driven higher by CDR (a common stat for Lucian currently).

Overall, this means you can use up all of the mana gained from 1 MPR Glyph over the course of a full minute in a single second even at level 1.

On the other hand .94% Magical Effective HP (in terms of how much more magical damage you could endure) is only ~7.638 at level 1, ~18.358 at level 11, and ~25.862 at level 18.

The standard split of 4 MPR + 5 MR Glyphs offers 15.84 MP restored per minute for 3.77% Magical Effective HP. Meaning in ~3 to ~5 minutes you gain enough MP for a single extra ability cast, at the cost of ~30.5 to ~103.5 Magical EHP.
Having ~30-100 less Magical Effective HP isn't a condemning weakness, nor is having 1 more cast every 3 to 5 minutes a massive advantage. I've given you the trade offs, it's up for you to decide.

Note: this is an example analysis to showcase the level of depth I can output using the "Master Craft".

My up to date rune pages: Here (Note: subject to testing)

Defensive Rune Analysis spreadsheet:Here

Note: the Grand Database is public again.


AD vs aPen vs AS

General Briefing

Flat AD

  • Standard Option
  • Best for farming


  • More difficult to last hit
  • Better damage output vs champions as compared to AD.
  • Best for ability damage


  • Can be useful for last hitting  under tower (you won't hit as hard as flat AD but you may hit twice with proper timing)
  • Best for auto attack DPS (note outputting full DPS during laning isn't practical; you are far more likely to trade quickly in which case hitting harder with that first hit is more important.)

All of that said, Note: it's better to devote a rune page for a specific niche than try to do everything at once. Pick 1 or 2 stats rather than trying to take all 3.


Your choices for Seals are Flat HP, Flat AR,  and Scaling AR.

Note: Scaling HP as been removed as an option because there's never a good reason to get it over other options for Lucian.

General Briefing

Flat HP

  • Defends against all damage types (Physical, Magic, and True)
  • Most effective HP offered early game compared to the other 3 options.
  • Falls off heavily as the game progresses. (Can be worth if it allows you to win early game)
  • Ineffective vs physical poke heavy lanes.

Flat AR

  • Synergizes with all forms of healing (Life Steal, HP regen, and potions)
  • Second most effective HP offered early game.
  • Doesn't fall off as hard (Offers roughly the same percentage of increased survivability all game long)
  • Ideal vs physical poke lanes. (Best for trading)

Scaling AR

  • Lowest effect during the first few levels
  • Scales best (in terms of physical effective HP)


At the moment there aren't any great options for Glyphs. Flat MR is simply the best option.

Note: I've removed all MPR (Mana Point Regeneration) suggestions as they proved ineffective.

General Briefing

Flat MR

  • Strongest Laning Option
  • Best option vs magic poke damage

Scaling MR

  • Defensive late game option
  • Does basically nothing in lane especially in early all ins
  • Take this when there is no early magical damage threat
  • Out scales Flat MR after level 8

Note: I've been straying away from scaling MR on Marksmen for a few reasons

  • Marksmen don't build a lot of HP items (which would stretch the effective gap between flat and scaling MR going into late game) TL;DR Scaling MR is better for tanks/bruisers people who will be building HP items in their core.
  • If you REALLY need MR late game, you'll need to devote a full item slot to a MR item with or without the MR from runes. So you might as well take something else instead (Flat MR for laning power or CDR/Mana regen).

Critical Chance Option

It's nothing new to take a few Critical Chance runes to give you a chance at a lucky crit in lane. Glyphs are the least impactful runes for Marksmen, so I suggest you trade them for this variation instead of Marks or Seals (which are both massively more important).

Anyways, take 4 Critical Chance Glyphs if you want this variation.


Choose a from Flat AD, Flat AR, LS, and AS Quints.

Flat AD (1-3)

  • If you take AR pen reds, take all 3 Flat AD quints; otherwise take any number of Flat AD quints
  • Default to Flat AD to fill in any "gaps" with other options

Flat AR (1 or 2)

  • Game long boost to effective HP (roughly 4% per Quint).
  • Armor is an essential stat for early laning.

AS (2)

  • Strong early all in potential
  • Early AS can help you last hit (especially under tower).

Note: The trade off between 1 AS Quint and 3 AS Marks is 0.6% AS in favor of Marks; coincidentally the trade off between 1 AD Quint and 3 AD Marks is also 0.6 AD in favor of Marks. It's my preference to swap out an AS Quint for 3 AS Marks and take an AD Quint instead if I was only going to use one AS Quint. You'll see what I mean in the examples.

LS (1-2)

  • Best option for Early sustain
  • Offers nothing if you all in too early; instead aim to trade and out sustain if you opt for this.
  • Try to farm until you have a BF if you opt for LS Quints; an early 1053_32.png[Vamp Scepter] while effective, is a bit redundant.
  • With the new 1055_32.png[Doran's Blade], there's almost never a need for LS Quints.

Example Page

[Luc] Some call it Magic I've updated my Lucian page to address some early game weaknesses, I'll add the pic soon.

Masteries Back to Top


Offense: 21


Defense: 9


Utility: 0

Update Notice:

Master Craft Analyzed Masteries

Priority Terms

  • Never Take - The trade off of taking this mastery over other options is never worthwhile

  • Optional - The trade offs between these choices aren't black and white;
    choose based on preference

  • Low Priority - Take some points from this mastery

  • Recommended - When considering your options, favor these

  • Not Optional - The trade offs of other choices aren't worthwhile, always take these

  • Not Recommended - This isn't a terrible option, but it is out classed by other choices

Relevant Terms

  • DPS - Damage per Second; a measure of potential damage output

  • CDR - Cool Down Reduction

  • AS - Attack Speed

  • AR - Armor

  • aPen - Armor Pen

Offense [21]

Tier 1

Double-Edged_Sword_mastery_S4.png[Double Edged Sword] (Not Optional)

  • Increases damage dealt and taken by 1.5%
  • Analysis with the Master Craft has proven this to be the best option
  • It seriously increases your damage output without giving you a condemning weakness

Fury_mastery_s4.png[Fury] (Not Recommended)

  • 5% AS equates to a ~5% increase in base DPS from auto attacks
  • The Master Craft has proven this is completely out classed by  Sorcery_mastery_s4.png[Sorcery] for Lucian.
  • Due to the Range nerf, AS is a lot less worthwhile as you won't have nearly as many opportunities to attack.

Sorcery_mastery_s4.png[Sorcery] (Not Optional)

  • 5% CDR equates to a ~5% increase in average ability DPS, due to having your abilities more often.
  • Due to Passive.png[Lightslinger], CDR effectively increases Lucian's average auto attack DPS as well as his ability DPS

Butcher_mastery_s4.png[Butcher] (Recommended)

  • Better last hitting = more gold = more items = stronger = win more often
  • 2 damage isn't much, but for a single mastery point this isn't bad at all
  • If you opted for AR penetration, this can help compensate for lost last hitting power
  • If you opted for no life steal, this point will unlock Vampirism_mastery_s2.png[Feast] which will offer a great deal of early sustain

Tiers 2, 3 and 4

Expose_Weakness.png[Expose Weakness] (Not Recommended)

  • The Master Craft has debunked my mistaken theory that this could compare to Double-Edged_Sword_mastery_S4.png[Double-Edged Sword]
  • Allies would need to output well over 1,000 damage during the 3 second debuff for this to break even with D-E S damage wise; hardly praticle
  • Lucian uses his abilities often enough that this is almost always in effect on your primary target

Vampirism_mastery_s2.png[Feast] (Recommended)

  • This will greatly improve your early sustain and can help compensate for lacking life steal.

Brute_Force_mastery_s4.png[Brute Force] (Not Optional)

  • Alone this isn't a very impressive option
  • Take all 3 points to unlock Martial Mastery

Martial_Mastery_mastery_s4.png[Martial Mastery] (Not Optional)

  • 4 AD is extremely helpful for last hitting and trading early on.

Spell_Weaving_mastery_s4.png[Spell Weaving] (Not Recommended)

  • Despite Lucian's deep synergy with Spell Weaving due to Passive.png [Lightslinger] it is not the optimal option
  • The Master Craft has proven that Spell Weaving is out classed by a single point in  Warlord_mastery_s4.png[Warlord]

Note: Spell Weaving only amplifies spell damage and Lucian deals ~70% of his DPS with Auto Attacks.

Blade_Weaving_mastery_s4.png[Blade Weaving] (Never Take)

  • Despite being a Caster/Carry hybrid, Lucian only has 2 basic abilities that deal damage, making it difficult to reach full potential from Blade Weaving without R.png[The Culling].
  • Even in the theoretical ideal case where both Spell and Blade Weaving are fully stacked for the duration of your entire combo, a single point in Warlord_mastery_s4.png[Warlord] out classed them both.

Executioner_mastery_s4.png[Executioner] (Not Optional)

  • As a Marksman your job is to kill, this mastery helps you do just that.
  • Take all three points

Dangerous_Game_mastery_s4.png[Dangerous Game] (Recommended)

  • Having tested this for months now, I can confidently say this is worth the point investment

Warlord_mastery_s4.png[Warlord] (Low Priority)

  • Warlord sounds a lot better than it actually is. While it is true in certain niche situations, Warlord will slightly out damage Devastating_Strikes_mastery_s4.png[DS] the Master Craft's analysis suggests it's never worth while to invest in Warlord over DS

Tier 5 and 6

Frenzy_mastery_s4.png[Frenzy] (Not Optional)

  • After the rework AS is not as important on Lucian as it once was
  • Despite that fact, Frenzy is the best point investment
  • This will provide enough AS that you aren't burdened with buying AS items.

Devastating_Strikes_mastery_s4.png[Devastating Strikes] (Not Optional)

  • Take all 3 points
  • The trade offs of other options are never worthwhile

Lethality_mastery_s3.png[Havoc] (Not Optional)

  • 3% increased damage?!
  • 1 point?!
  • no side effects?!
Yes pls. As a Marksman, this is extremely worthwhile.

Defense [9]

Tier 1

Block_mastery_s4.png[Block] (Not Optional)

  • Best option in the first Tier of the defensive tree for Marksmen
  • Take both points to unlock Tier 2

Recovery_mastery_s4.png[Recovery] (Not Optional)

  • Offers 24 HP restored per minute
  • Not a very impactful option, but still better than Enchanted_Armor_mastery_s4.png [Enchanted AR]

Enchanted_Armor_mastery_s4.png[Enchanted Armor] (Never Take)

  • Unless you're building resistances, these points are completely wasted. (The small amount of resistances from the single defensive item you may get aren't enough to justify Enchanted Armor)
  • Under no circumstances are points in Enchanted Armor worthwhile for a Marksman especially now that AR seals are optional

Tough_Skin_mastery_s4.png[Tough Skin] (Never Take)

  • This is probably one of the most widely misunderstood masteries. Read it closely. "Reduces damage taken by MONSTERS by (the number of points invested). There is a distinction between minions and monsters. Minions spawn in lanes; monsters spawn ONLY in the jungle. So unless you're jungling with Lucian (very much, not, recommended) this won't help you at all.

Tier 2

Unyielding_mastery_s4.png[Unyielding] (Not Optional)

  • Take this point

Veteran's_Scars_mastery_s4.png[Veteran's Scars] (Not Optional)

  • Take all 3 points
  • 36 HP is too good to pass up for early durability

Tier 3

Juggernaut_mastery_s4.png[Juggernaut] (Not Optional)

  • Worth about the same as a single point in Veteran's Scars early on, and scales into late game.

Hardiness_mastery_s4.png[Hardiness] (Never Take)

  • You will only have one point left when you reach this tier of the defensive tree.
  • The effective HP you gain from 1 point in Hardiness is less than the effective HP you'd gain from 1 point in Juggernaut AND the point in Juggernaut defends from both physical and magical damage. This claim is now backed by the Master Craft.

Utility [0]

Never take any points in Utility on Lucian. The trade offs to your damage or durability simply aren't worth anything the utility tree has to offer.

20px-Meditation_mastery_s4.png[Meditation] (Never Take)

  • Offers 36 MP restored per minute, meaning it'd take about 2 minutes to gain a single extra ability cast

20px-Fleet_of_Foot_mastery_s4.png[Fleet of Foot] (Never Take)

  • Realistically this mastery will give you ~5 Movement Speed (with all 3 points)
  • You'll build enough movement speed, this is never worthwhile on a Marksman.

Abilities Back to Top


Skill priority: R > Q > E > W




After using an ability, Lucian's next auto attack within 6 seconds will strike twice. The second shot deals 50% of Lucian's AD, but fully applies on-hit effects. Minions and monsters take full damage from the second shot. The second shot can critically strike. If the target is killed before the second shot can go off, the second shot will automatically shoot at something else.


  • Due to Lightslinger, Cool Down Reduction effectively increases Lucians Auto-Attack DPS as well as average ability damage; this isn't true of any other Marksman.
  • Both attacks will proc persistent on-hit effects like 3153_32.png[BotRK]'s passive. Note however, that only one attack will consume on-hit effects that apply only for a single hit (for example, the Spellblade passive of 3078_32.png[Trinity Force]).
  • Critical strike chance is calculated on each attack individually. The second attack's critical strike will deal damage based on 50% of Lucian's AD.

Q.png[Piercing Light]

Range: 500 (cast range) 1100 (effective range)

Cd: 9 / 8 / 7 / 6 / 5

Cost: 50 / 55 / 60 / 65 / 70 MANA

Physical Damage: 80 / 110 / 140 / 170 / 200 (+ 60 / 75 / 90 / 105 / 120% bonus AD)


After a 0.35 second delay, Lucian fires a laser in the direction of the target enemy, dealing physical damage to all enemies in a 1100-unit line. Minions take 75% damage. 

Piercing Light is a line area of effect ability that is fired in the direction of a target enemy unit.

Additional Information:

  • Piercing Light will attempt to lead the target if it is moving but does not adjust further during the 0.35 second cast time. As such, a unit can dodge the laser if it changes its velocity by a sufficient amount during the delay.


This will be your main damage tool. Maxing Piercing Light first will increase the AD ratio (which scales with skill rank) and lower the CD.

Take a point in Piercing Light at level 1 and max it as soon as possible (by level 9).

Note that, despite being a targeted ability, Piercing Light can be dodged during the 0.35 second delay.

W.png[Ardent Blaze]

Range: 1000

Cd: 14 / 13 / 12 / 11 / 10

Cost: 60 Mana

Magic Damage: 60 / 100 / 140 / 180 / 220 (+ 90% AP) (+ 30% bonus AD)


Lucian fires a shot that explodes in a cross pattern upon hitting an enemy or reaching the end of its path, dealing magic damage and marking enemies hit for 6 seconds.

If Lucian damages a marked target with his basic attacks or abilities, he gains 40 movement speed for 2 seconds. This does not consume the mark.

Ardent Blaze is linear, colliding skill shot that explodes in a cross pattern.

Additional Information:

  • The mark can be removed with Quicksilver.
  • Lucian will only gain bonus movement speed from damaging an enemy. Attacks that are Counter Strike.png dodged, Aegis Protection.png blocked or Riposte.png parried, or miss due to blindness will not activate the buff.


Max Ardent Blaze last. This ability is mainly a kiting utility  (Movement Speed buff/Vision), and all of the utility it brings does not scale with skill rank, so there's no rush to max this. Perhaps you're thinking "But...but..damage D:". Don't worry! Ardent Blaze has a decent AD ratio (60% Bonus AD) that keeps its damage relevant as you itemize.

Take a point in Ardent Blaze at level 3 or 4 and max it last  (by level 18).

E.png[Relentless Pursuit]

Range: 425

Cd: 18 / 17 / 16 / 15 / 14

Cost: 40 / 30 / 20 / 10 / 0 mana


Lucian dashes a short distance.

Relentless Pursuit's cooldown is reduced by 1 second for each of Lightslinger.png Lightslinger's strikes; the reduction per strike is doubled against enemy champions.

Relentless Pursuit is a linear dash.

Additional Information:

  • Relentless Pursuit will reset Lucian's attack timer on cast.
  • Runaan's Hurricane item.png Runaan's Hurricane has no effect on the flat cooldown reduction per hit of Lightslinger.png Lightslinger.


Maxing Q first is the accepted standard of most Lucian players, here's where I deviate from that standard. W typically has 3rd priority in maxing order (so R>Q>W>E). I choose to max Relentless Pursuit with 3rd priority for two reasons:

       1. The cool down on this ability is extremely long at low ranks (18/17/16/15/14), maxing it early gives you more crucial mobility by bringing the cool down in line with your other abilities.
       2. Due to having 500 Range, Lucian desperately needs the mobility to function.

Take a point in Relentless Pursuit at level 2 and max it second (by level 13).


  • Relentless Pursuit no longer removes slows
  • Relentless Pursuit will reset Lucian's attack timer on cast.
  • Runaan's Hurricane item.png Runaan's Hurricane has no effect on the flat cooldown reduction per hit of Lightslinger.png Lightslinger.

R.png[The Culling]

Range: 1400

CD: 100 / 75 / 50

Cost: 100 mana

Physical damage per shot: 40 / 50 / 60 (+25% bonus AD) (+10% AP)

Shots Fired: 7.5 + (7.5 / 9 / 10.5  × attack speed at the time of cast)

Maximum Shots: 26 / 30 / 33

Maximum Total Damage: 1040 / 1500 / 1980 (+650 / 750 / 825% bonus AD) 

(+260 / 300 / 330% AP)


Lucian starts firing shots in the target direction for 3 seconds, each shot dealing physical damage to the first enemy it hits. The number of shots fired scales with his attack speed. The Culling deals quadruple damage to minions but not monsters.
While using The Culling, Lucian's basic attacks are disabled and he cannot activate Piercing Light or Ardent Blaze. He can, however, move freely and activate Relentless Pursuit.
The Culling can be reactivated to end the effect early and it is interrupted by crowd control effects that inhibit basic attacks. (Silences and Snares won't stop The Culling. Stuns and Knock Ups will).


As with any champion, Max your ultimate ability as soon as possible. Rank it at levels 6, 11 and 16.


  • While similar to a channel, The Culling is only interrupted by crowd control effects that inhibit attacking - namely: airborne, forced action, stun, suppression, entangle and polymorph. Silences will not interrupt it.
    • Interestingly, blind will also not interrupt The Culling as Blind does not actually prevent the target from declaring attacks.
  • Factoring only Lucian's base attack speed at levels 6, 11 and 16, he will fire a minimum of 13 / 15 / 17 shots.
  • An alternate formula for calculating the number of shots fired is 13 / 15 / 17 (+1 per 20.9% / 17.4% / 14.9% AS). This formula may prove more useful for calculating the efficiency of builds outside of the game where AS is presented as a % bonus rather than as attacks-per-second.
  • Temporary attack speed steroids that are active on-cast will influence the shots fired, such as 20px-Youmuu%27s_Ghostblade_item.png Youmuu's Ghostblade and 20px-Blood_Boil.png Blood Boil.
    • That said, The Culling will ignore the bonus attack speed from 20px-Sword_of_the_Divine_item.png Sword of the Divine. This is a special case to prevent abuse.[2]
  • Lucian can also activate 20px-Ghost.png Ghost, 20px-Flash.png Flash and interact with 20px-Dark_Passage.png Dark Passage while using The Culling.
  • For the purposes of skills such as 20px-Backstab.png Backstab and 20px-Mocking_Shout.png Mocking Shout, Lucian is facing the direction of his movement, not the direction his model is facing.

Source: http://leagueoflegends.wikia.com

Ability Use

Proper use of Passive.png[Lightslinger] will greatly increase your DPS. Chain it in between ability casts but don't ignore your positioning. As an Attack Damage Carry your main goal is to deal as much damage as possible; dying stops your DPS all together so it's usually better to live to fight another day than to attack at the cost of your life.


To trade use the combo, AA (Auto Attack), Q, AA w/ Passive. If you do the initial AA + Q properly your auto attack will be animation canceled (meaning it will take full effect without showing the full animation; I'll explain this further in a "Advanced Techniques" section).

Note: if you opponent has a dash (Vayne's Tumble, Grave's Quick Draw, Ezreal's Arcane Shift) you may want to wait for them to put that ability on Cool Down to use this method of trading). For that reason this method is most effective on non mobile ADCs (Ashe, Jinx, Miss Fortune).

Don't use W or E to trade because the damage isn't worth the mana cost. (There are match up based exceptions to this rule. As expected, those will be covered in the match ups section).


To harass, try to angle Piercing Light off of minions from a safe distance. There's no need to use your other abilities to harass.

All In-ing

When going all in rotate through your abilities being sure to use your passive in between each cast.

Open the fight by attempting to land Ardent Blaze (W). Note: It's OK not to get the passive proc from your W if it wouldn't be safe to do so.

If possible follow up with The Culling (R) (FROM A SAFE DISTANCE, at 1400 range your ultimate out ranges pretty much EVERYTHING! If you're not taking advantage of that range, you're doing it VERY wrong.)

Try to save Relentless Pursuit for either dashing in to finish the target off or retreating.

Note: Think of it this way, if you dash forward how are you going to get back out? For that matter why dash forward when you can walk?! The only time to dash forward is when chasing down a kill or catching your opponent off guard. Be extremely cautions when dashing just to join the fight especially if your ult is off Cool Down.


If an opponent is attempting to close the gap treat it like an All In. Open with Ardent Blaze (W) and follow with The Culling (R). The move speed from Ardent Blaze should allow you to kite backwards and keep your ultimate aimed. Save Relentless Pursuit (E) to reposition The Culling or to dodge their gap closers/Crowd Control.
Once the Culling is used Kite them using attack move.

Team Fighting

If there is someone on the enemy team who is a massive threat, save your ultimate to deal with them. If not open the team fight with your ult and attempt to focus down a single target rather than split it's damage across several people.

Once you've ulted attempt to angle your Q to maximize it's Area of Effect, being sure to use your passive in between each cast.

Be careful not to dash forward until you're finishing off a priority target or the enemies have used all their gap closers and crowd control.

Items Back to Top

Starting Items

    Sustain, AD, enough said. Don't hesitate to dual wield if you end up in a tough lane.
    If things are going rough, grab some Sustain and first tier boots.
    If you have spare change during laning, get some pots. Limit yourself to 3 total per shop trip, (not 3 of each) or this will become too large of a gold sink.
    Consider getting this late game against stealth. (Twitch Rengar Vayne Shaco)

Core Items

    Either boot option is fine, if you feel you need Attack Speed mid game, go for Greaves

Situational Items

    Defensive Options; see notes for details.
    6th slot Damage Options for when you don't need defense.
    More 6th slot Options

The traditional forums got archived so I started up a new thread.

The polls are closed, here are the results.

Progress Update:

Unfortunately, there's going to be a bit of a delay in the rest of the updates. I'm putting the Build Matrix back together in a more efficient form, so this will speed things up in the long run.

Analysis Explanation:

To determine the optimal core build, I first made a few "practicality" assumptions:

  1. Infinity Edge and Last Whisper are vital core components to any Physical DPS, Auto Attack Oriented, build and thus will be in every consideration.
  2. Two inventory slots will be reserved. One for boots and one for a situational Option (either Defensive or Offensive).
  3. The fourth and fifth slots will be reserved for a Crit/AS option (Shiv/PD/TF/GB) and a Life Steal option (BT/EsR/BRK).
  4. The relevant numbers will be calculated using the exact same runes/masteries at champion level 18 vs the Average defensive values of all champions (at lv 18).

Following these rules, we end up with 12 unique combinations. From there I examined the trade offs vs various target statistics and chose the build that performed the best. I'll detail exact tradeoffs in each items own section.

I've begun updating, so far I've only covered IE and GB. The rest will come soon.


3031_64.png[Infinity Edge] Price: 3800

Infinity Edge is the cornerstone of Auto Attack DPS builds. It is also tied for the most AD offered from a single slot, making it a strong augment to AD scaling abilities. It's build path is not the easiest and it's overall cost is rather high, but the math backs it's worth.


  • 80 Attack Damage
  • 25% Critical Strike Chance
  • Unique Passive: Crits (short for Critcal Hits) deal 250% damage instead of 200%

Trade offs

3031_32.png[IE] vs 3153_32.png[BRK] vs 3078_32.png[TF]  as a first item:

              This is a fair comparison due to the similar costs of these 3 items. This analysis uses the Runes and Masteries specified in this guide and assumes your champion is near level 10 with 1055_32.png[D-Blade] already built.

In terms of...

  • Auto Attack DPS Potential [IE] wins. [TF] deals ~61.23% and [BRK] deals roughly ~91% Auto Attack DPS compared to [IE]
  • Life Steal Sustain [IE] provides ~25.3% and [TF] provides ~16% compared to [BRK]
  • Ability DPS Potential [BRK] deals from ~45.2% to ~64.79% and [IE] deals from ~57% to ~81.2%compared to [TF] based on how efficiently you use the Spellblade procs
  • Total DPS Potential [BRK] deals ~88.84% compared to [IE] and [TF] deals anywhere between ~75.92% to ~87.52% compared to [IE] based on how efficiently you use the Spellblade procs
  • Culling Damage [BRK] provides ~96.87% and [TF] provides ~95.33% compared to [IE]
  • Combo Damage [BRK] provides ~76.53% and [TF] provides ~67.07% compared to [IE]
  • All In Potential [BRK] provides ~89.95% and [TF] provides ~77.71% compared to [IE]

              In conclusion, [IE] beats the other two options in 5 out of the 7 categories. Albeit it does have the "hardest" build path. I've prepared a flexible build plan that should allow you to easily rush [IE] on a consistent basis. That said, there are cases where I recommend building alternative options first, but in general Infinity Edge will be your go to first item.

Recommended Priority

              Rush. Follow this priority hierarchy:

  1. Don't buy duplicates of any of 3031_32.png[IE]'s components while building it.
  2. If at any point you back with enough gold for 1038_32.png[B.F.] (1550), buy it.
  3. If you end up backing early and can afford 1037_32.png[PickAxe] (875), buy it.
  4. After considering rules 2 and 3, if you can afford a 1055_32.png[D-Blade] (440) buy it. But never buy more than 2 total D-Blades including the one you started with.
  5. Buy 1018_32.png[Cloak of Agility] only if you already have 1038_32.png+1037_32.png+1055_32.png(x2).
  6. If you already have 1038_32.png+1037_32.png+1055_32.png(x2), but can't afford 1018_32.png, buy 1001_32.png[Boots]
  7. Use any extra gold on 2003_32.png[HP Pots], but never buy more than 2 of these at a time. You have the option of picking up 2004_32.png[A Mana Potion].


              I push early to rush the level 2 advantage and our level 2 all-in works really well, but we don't get a kill. We control the lane from there and I'm able to CS well. Around level 5 we turn around a gank for a kill, shove lane, and recall. At the Shop I have ~1400 gold, just short of 1038_32.png(1550 gold) so instead I buy 1037_32.png+1055_32.png(1315 gold) 2 2003_32.png (70 gold; 1385 total) and return to lane.

              Eventually I'm able to back with ~2000 gold; enough for 1038_32.png and something extra. So I pick that up, and get 1001_32.png with my extra gold since I already have 2 1055_32.png. I grab 2 2003_32.png and a 2004_32.png.
              Finally I complete 3031_32.png GGWP

Note: In case you're wondering, the 4.10 "Final Analysis" build priority of rushing 1038_32.png+3035_32.png got out classed by 3031_32.png due to the 10 AD buff IE received.

3142_64.png[Ghost Blade] Price: 2700

              Contrary to popular belief, 3142_32.png[GB] isn't a niche item for Lucian, that you should only get if you want a stronger Culling. The base stats themselves work well with his entire kit and due to inter-scaling with IE, GB is actually gold efficient. ./proof

  • 30 AD
  • 15% Critical Strike Chance
  • 10% Cool Down Reduction
  • Unique Passive: +20 Armor Penetration
  • Unique Active: Gain 40% Attack Speed and 20% Movement Speed for 6 seconds  45 second Cool Down

Trade offs

  3142_32.png[GB] vs 3046_32.png[PD] vs 3087_32.png[Shiv] vs 3153_32.png[BRK] as a second item:

              This is a fair comparison due to the similar costs of these 4 items. This analysis uses the Runes and Masteries specified in this guide and assumes your champion is near level 14 with 1055_32.png+3031_32.png[IE] already built.

Note: 3078_32.png[TF] is not considered as a 2nd item, because it is the second most expensive item in the game; right behind 3031_32.png[IE], your first item. Attempting to build the two most expensive items in the game is simply impractical, especially considering they don't synergize together that well (TF only has 10% crit, the lowest of all completed items).

In terms of...

  • Auto Attack DPS Potential [BRK] wins. [GB] deals ~91.97%, [Shiv] deals ~87.82% and [PD] deals ~91.24% in comparison
  • Life Steal Sustain [BRK] wins with [GB] providing ~20.55%, [Shiv] providing ~20.73% and [PD] providing ~21.67% in comparison.
  • Ability DPS Potential [BRK] deals ~78.32%, [PD] deals ~67.7% and [Shiv] deals ~72.8% compared to [GB]
  • Total DPS Potential [GB] deals ~97.23%, [Shiv] deals ~88.74% and [PD] deals 90.8% compared to [BRK]
  • *Culling Damage [GB] deals ~96.52%, [PD] deals ~94.14% and [Shiv] deals ~94.12% compared to [BRK]
  • Combo Damage [BRK] deals ~90.4% to ~93%, [PD] deals ~84.8% to ~86.1% and [Shiv] deals ~87.8% to ~90.2% compared to [GB]
  • All In Potential [BRK] deals ~94.5% without it's active and 98.3% with it, [PD] deals ~89.3% and [Shiv] deals ~89.9% compared to [GB]

              In conclusion, [Shiv] won 0, [BRK] won 4, [PD] won 0, and [GB] won 3 out of 7 categories. All of this with the [GB]'s active turned off. Activated, [GB] wins 6 of the 7 categories, losing only to [BRK] in terms of sustain. Of course the [GB] active only lasts 6 seconds and has a 45 second cooldown, but even without it, [GB] shows up strong.  Overall this makes  a fairly compelling argument for Youmuu's Ghost Blade as a core item for Lucian.

Playstyle Variation

              When using 3142_32.png[GB]'s active, keep in mind the active only needs to be in effect the instant you start channeling The Culling for it to benefit from the added attack speed. This means you can activate the Ghost Blade and then use the attack speed boost to DPS for a few seconds and then follow up with a super charged R.png[Culling].

Recommended Priority

              Under normal circumstances, build this immediately after 3031_32.png[IE] and your choice of tier 2 boots (3006_32.png or 3158_32.png)

Special Case {Fed}

              If you get massively fed early on, and recall with enough gold to buy 3142_32.png[GB] right out, DO IT. Skip 3031_32.png[IE] and do it. Even if you have ~4k and could buy a full [IE], rush [GB] + 1037_32.png[PkAxe] instead. Then use the [GB] active to all in your lane opponent and assert your dominance.

3153_64.png[Blade of the Ruined King] Price: 3200

              Blade of the Ruined King has yet again returned to core itemization. It provides life steal and a crucial mid game attack speed boost.

  • 25 Attack Damage
  • 40% Attack Speed
  • 10% Life Steal
  • Unique Passive: Basic attacks deal 8% of a targets Current Health in bonus Physical damage.
  • Unique Active: Deals 10% of targets Maximum Health, heals that amount, and steals 30% of their move speed for 3 seconds.

NOTE: All damage calculations for BotRK use the average HP of all champions at different stages of the game. This means vs tanks (or any champion that builds HP) Blade will be slightly more effective, and vs squishes it will be slightly less effective.

Trade offs

  • Soon...

Playstyle Variation

  • Look for opportunities to make plays with the BotRK's active unless you feel you need to save it to survive fights.

Recommended Priority

  • Typically, build this after IE and GB are completed, unless you don't feel especially threatened, and need 3035_32.png[LW]
  • In rough lane match ups, where you can't survive long without Life Steal, rush this first.

1001_64.png3158_64.png or 3006_64.png[Boots] Prices: 325|+675 (1000)


  • 25 (+20) MS
  • (+15% CDR) or (25% AS)

Recommended Priority

              Pick up 1001_32.png[Boots of Speed] on an early back but hold off on building a second tier option until laning phase ends and you need the mobility.

3158_32.png[Lucidity] provides noticeably more mobility via lower CD on your dash, takes ~7.5 seconds off the Culling's CD late game.

3006_32.png[Berserker's] provides slightly more DPS, and will noticeably smooth out early game ability combos.

I'll detail the exact trade offs once I have the Master Craft back up and running.

Trade Offs


Note: Do not get 3111_32.png[Mercury's Treads]; if you feel you need CC reduction, you should opt for the 1.png[Cleanse] Summoner spell.

Boot Enchants

As a general rule, always prioritize actual items over Boot Enchantments.


  • These are my go to option.
  • These can help compensate for the lack of constant MS since 3142_32.png[GB] only offers MS when activated.

  • If you're facing a threat that requires you to flash often, consider these.


  • Excellent for kiting. Consider this if the game erupts into constant mid game skirmishing.
  • Requires a bit of Attack Speed to make efficient use.
  • With this build Alacrity enchant is flat out better because GB only provides MS when activated (compared to it's alternatives which have passive MS increases).

  • Use these when you need to shop quickly and rejoin the battle. (typically when your team is behind)

Build Up to this Point

  • 1055_32.png3031_32.png3158_32.png3142_32.png3153_32.png(maybe 1053_32.png or 1055_32.png if you needed more sustain in lane)

3035_64.png[The Last Whisper] Price: 2300

  • 40 Attack Damage
  • Unique Passive: 35% Armor Penetration
    • Due to the way percentage AR pen is calculated this will effectively be a 32.9% increase in AR pen when combined with the 6% from Devastating_Strikes_mastery_s4.png[Devastating Strikes]
    • Overall, you will have a total of 38.9% AR penetration

Playstyle Variation

              Purchase your Last Whisper with confidence; knowing that your damage contribution, from both abilities and auto attacks, will be, forever relevant.

Recommended Priority

  • Normally, buy 3035_32.png[LW] 4th.


Situational Items:

Zeal Branch Trade offs:

3087_64.png[Statikk Shiv] Price: 2500


  • +40% AS
  • +20% Crit
  • +6% Movement Speed
  • Unique Passive: Moving and attacking builds Static Charges. At 100 charges, your next attack expends the charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.

3046_64.png[Phantom Dancer] Price: 2800


  • 50% Attack speed
  • 30% Critical Strike
  • 5% Movement Speed
  • Unique Passive: Your champion ignores unit collision.

3078_64.png[Trinity Force] Price: 3703


  • 250 HP
  • 200 Mana
  • 30 AD
  • 30 AP
  • 30% AS
  • 10% Crit Chance
  • Unique Passive - Rage: Basic attacks grant 20 movement speed for 2 seconds on hit. Minion, monster, and champion kills grant 60 movement speed for 2 seconds. The movement speed bonus is halved for ranged champions.
  • Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus damage equal to 200% of your base attack damage as physical damage. (2 second CD)

              The Rage passive  (3044_32.png[Phage]) will proc off the Culling increasing your maneuverability while channeling. The early HP is crucial to surviving lane.

              The Spellblade passive (3057_32.png[Sheen]) completely fits Lucian's quick and powerful trading play style.

              The movement speed 3086_32.png[Zeal] offers often goes overlooked. That, with the Attack Speed allow you to make efficient use of Lucian's new Cool Down reducing passive.

Trade offs: 3087_32.png[Shiv] vs 3046_32.png[PD] vs 3078_32.png[TF]

In terms of...

  • Auto Attack DPS potential PD leads with 6% over Shiv and ~17% over TF
  • Basic Ability DPS potential TF leads with 8% on PD and 5% on Shiv
  • Total DPS potential PD leads with ~4% on Shiv and ~11% on TF

Overall,3046_32.png[PD] does the most damage in standard cases, vs higher AR targets and in combos 3087_32.png[Shiv] pulls ahead while 3078_32.png[TF] provides the highest Basic Ability,Culling damage and kiting utilities.

Recommended Priority


3071_64.png[The Black Cleaver] Price: 3000

Lucian's kit does an excellent job of applying BC stacks compared to other Marksmen.


  • 50 AD
  • 200 HP
  • 10% Cool Down Reduction
  • Unique Passive: 10 AR pen. (All this means is that if you happen to have multiple Black Cleavers, GOD FORBID, only 1 will give you flat AR pen.)
  • Passive: Dealing physical damage to an enemy champion will reduce their Armor by 5% (can stack up to 5 times for 25% total Armor reduction)

3072_64.png[The BloodThirster] Price: 3500


  • 80 Attack Damage
  • 20% Life Steal
  • Unique Passive: Your life steal overheals you, converting the excess healing into a shield that absorbs up to 50-340 damage and decays when out of combat for 25 seconds.

Trade offs


Playstyle Variation

              Try to build your shield before engagements.

Recommended Priority

3508_64.png[Essence Reaver] Price: 3200

Retired Items:

These items no longer have a place in the build. They're not "bad" just out classed by other options.

3172_64.png[Zephyr] Price: 2850


  • 25 AD
  • 50% AS
  • 10% Movement Speed
  • 10% Cool Down Reduction
  • Unique Passive: Tenacity

Defensive Options:

These are situational items which you consider only if you have no chance of survival without them. Rather than complaining about no peel/protection, ZED OP etc, build some defense yourself because sometimes you're so squishy you're impossible to protect.

3143_64.png[Omen] Price: 3000

  • 500 HP
  • 70 Armor
  • Unique Passive: Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15%
  • Unique Active: Slows the movement speed of nearby enemy units by 35% for 2 (+ 0.5% armor) (+ 0.5% magic resistance) seconds. 60 second Cool Down (500 Range).

Use to defend against other ADCs and Bruisers (melee bruisers especially since the passive on-hit slow will auto peel them). Don't feel that the enemy team needs to be 100% AD for this to be viable; 500 HP will help you even against mages. But if mages are you main threat, this probably isn't what you need.

Note: This isn't typically optimal versus AD assassins(Zed, Talon), since they tend to stack AR pen.

4.10 Note: now that this no longer slows attackers, I'm reconsidering ever buying it. Further testing is needed atm.

3102_64.png[Banshee's Veil] Price: 2750

  • 450 HP
  • 55 Magic Resistance
  • Unique Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 25 seconds.
  •  Unique Passive: Grants 45 health regen for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.
This will be your main defense versus AP assassins, magical AoE, and hard engage. Assassins will have a hard time killing you with one of their spells absorbed. For that reason it is imperative that you are careful to keep your spell shield in tact.

3140_64.png>3139_64.png[Quick Silver Sash]>[Mercurial Scimitar] Price: 1550>3800 (1550 + 1550 + 700)

  • 45 Magic Resistance
  • Unique - Quicksilver: Removes all debuffs from your champion. 90 second Cool Down
A must buy against suppression (Warwick's Ultimate, Skarner's Ultimate, Malzahar's Ultimate). Check here for all of QSS's uses.

3026_64.png[Guardian Angle] Price: 2750

  • 50 Armor
  • 40 Magic Resistance
  • Unique: Revives your champion upon death, restoring 30% of your maximum health and mana after 4 seconds of stasis. 5 minute Cool Down.
Use this mainly against AD assassins like Zed; they'll have a tough time killing you twice since they depend on long Cool Downs for kill potential. This isn't that great defending against bruisers for the exact opposite reason; they don't tend to rely on long Cool Downs for their kill potential. So if they manage to kill you they have a better chance of killing you again.

3083_64.png[Warmog's Armor] Price: 2830

  • 1000 HP
  • Unique Passive: You gain HP regen equal to 1% of your maximum health.
  • and ironically, 0 AR
Despite the lack of AR this is your go to item when dealing with physical burst and poke damage. Think bruisers/assassins who attempt to burst you down with a single combo rather than DPS and are likely to stack AR penetration (LW and possibly BC) like  62_64.png64_64.png80_64.png91_64.png121_64.png107_64.png126_64.png122_64.png92_64.png254_64.png59_64.png58_64.png.

Viability level: Trolling

I wouldn't recommend buying these items in a serious game however they all have hilarious synergies with Lucian's kit.

3124_64.png[RageBlade] Price: 2600

  • This makes a fun "anti-assassin" tool. When you get low you suddenly gain Attack Speed, Spell Vamp, and Life Steal. The AS amplifies your ult and believe it or not, Spell Vamp procs 100% off each bullet of The Culling.

3146_64.png[GunBlade] Price: 3400

  • Spell Vamp which works surprisingly well with The Culling
  • Passive double procs the GunBlades CD reset passive.

3004_64.png(3042_64.png)[Manamune(Muramana)] Price: 2100

  • You'll never go OOM
  • Lightslinger will double apply the on hit from Muramana.

3209_64.png[Spirit of the Lizard Elder] Price: 2000

  • Mana regen + CDR both are both very useful
  • Note the true damage passive WILL NOT proc Ardent blaze

3025_64.png[Iceborn Gauntlet] Price: 3250

  • Another possible mana problem solution
  • Kiting utility and AR.

3022_64.png[Frozen Mallet] Price: 3300

I've listed this as troll rather than defensive because if you really need defense, there are always better options. The only time you'd build this is if you wanted to kite, but even then Furor enchants or a Tri Froce would get that job done well enough. This item is just better on other champions.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Annie
  • Ashe
  • Caitlyn
  • Corki
  • Draven
  • Ezreal
  • Graves
  • Jinx
  • Kog'Maw
  • Lucian
  • Miss Fortune
  • Sivir
  • Tristana
  • Twitch
  • Varus
  • Vayne




Difficulty: 4/5 "Go ahead, scare me."

This is one of Lucian's most difficult match ups. Annie support is extremely strong in the current meta, BUT like anyone else (even Lucian), she has weaknesses and counter play. If you can exploit those weaknesses you can even win this match up.

Range 625 (+75)

All of Annie's cast ranges are at least as long as her auto attack range, so if she's in range to attack you know she can unleash her full combo.

Her cast range is 625 for both her Q (targeted magic damage) and her W (Area of Effect magic damage); both of these abilities has the potential to stun.

Her E gives her extra AR and MR and returns some magic damage when she's auto attacked. This can't stun you but she can use it to quickly charge a stun.

Her ultimate has a 600 cast range (effectively 745 due to the AoE) and deals AoE magic damage on cast (which can stun) and then deals damage in a similar fashion to 3068_32.png[Sunfire's Cape] around the Tibbers.


Be aware at all times of how many charges Annie has. You can click on her to check how man stacks she's accumulated towards a stun. Even if her stun isn't ready if she has 3 stacks she can quickly prepare a stun. Note when Annie has a stun ready, she will laugh audibly; there will also be swirls around her character model.

Early on in lane try to harass her. One of her weakness is that she's quite squishy. If you can harass her hard enough you can force her to play less aggressively.

Wave Control

Annie's level two all in is insanely strong. Do everything you can to prevent them from getting level two first, except for allowing them to all in you at level 1, which is also one of Annie's strong points.


Add some Flat MR to your page for this match up.

Summoner Spells

Take 1.png[Cleanse].  Annie does a lot of damage so intuitively most people would take 21.png[Barrier] and for less mobile Marksmen barrier is often a better choice. Despite how insane Annie's damage seems, it isn't all in one spell. Even if she gets all of her spells off a good portion her damage comes from the Area of Effect burn from Tibbers, so if you can manage to cleanse the stun fast enough and dash/flash away, you can avoid a good amount of her damage.

Itemization Tweaks

An extra  1055_32.png[Doran's Blade] for extra HP is extremely helpful for surviving this lane.

MR and Tenacity can make a huge difference in this match up; consider 3111_32.png[Mercury's Treads] or an early 1057_32.png[Negatron Cloak] that you can later build into a 3140_32.png[QSS], a3102_32.png[BV] or a 3026_32.png[GA] to avoid assassination by Annie later in the game. Of course try to ensure you have enough damage to stay relevant, because ultimately being able to survive is pointless if you can't even do your job when you are alive.

Visual example of Annie with her stun ready:





Difficulty: 1/5 "There's a chill in the air."

I have no conflict with Freljord, but I will not allow this Princess to slow my Relentless Pursuit of Justice.

Range 600 (+50)

The first thing to consider in any Marksman match up is range. 22_64.png[Ashe] has 600 range which tops yours by 50. This gives her a slight advantage in early trades.


Be cautious of her trading tools (Her passive when stacked and her Volley). Click on her often to check if her passive is almost fully stacked and avoid trading if it is even if it means missing a few last hits. Note however that early on, the amount of time it takes for her passive to stack and the Cool Down of her Volley are both quite long. Her lack of mobility makes her an easy target, so punish her when her trade tools are down or safely from a distance using the "Geometric" method (angle your Q off a minion) and this match up should go over easily.

Wave Control

Verses Ashe, wave control isn't all that important. Her level 2 isn't much more threatening than her level 1 so you don't need to worry about power pushing to get level 2 first. Also due to your superior trading ability getting pushed on isn't as bad as with other match ups.

However, as a general rule always push. Forcing her to farm under her tower may give you a CS advantage. At the very least it will give you more opportunities to trade positively (via the trading stance), which can never hurt. The only down side to this is becoming more vulnerable to ganks. If your support is warding decently that won't be an issue until Ashe hits level 6. You should be winning the lane hard by the time she reaches level 6 but this is still a power spike for her. Be more cautious of ganks to avoid throwing the advantage back in her favor.


This is typically a free lane. I recommend specing to optimize your late game damage potential.

Summoner Spells

Consider 1.png[Cleanse] to alleviate her level 6 threat.

Itemization Tweaks

Getting 1001_32.png[Boots of Speed] on an early back can help mitigate the her range advantage and allow you to run her down.




Difficulty: 3/5 "Trick shot? The trick is not to get shot."

I admire her dedication to the law, but she has no grasp of the depth of my mission. I question how her resolve would hold up when faced with true abominations.

Range 650 (+100)

At 650 range, Cait has the highest base range of any Marksman. This is her only advantage. You will out scale her before the laning phase even ends as long as you can keep close to her CS.

Note: I say keep close (in CS that is), because  good a Caitlyn SHOULD always be ahead in CS.

Note: Even if she gets some kills don't be discouraged.  Early game a kill is about 15 CS  worth of gold and an assist is worth any where from 3 to 7. Use this as a general rule to see how far behind/ahead you really are.


As a general rule, avoid initiating auto attack trades. You can try to poke her down by angling your Q, but your goal in the early part of this lane isn't to fight her. However, if you see her attempting to auto attack harass you, trade back with your Q (despite it having 550 range it's easy to cast on her during her auto animation). Before the first back Cait is arguably the strongest Marksman (or at least the hardest match up). Just farm up, even if you are a bit behind.

Note: If Cait attempts to use her Net + Q combo, dodge it with your E, staying healthy is worth the mana. (In a way this is a type of trade. Assuming you dodge it, instead of trading damage, you trade resources. Mana and Cool Downs. She uses two and you only use one.)

If your support lands CC, follow up, but avoid dashing in, unless your finishing her off all together or chasing her down with a gank.

After your first back assuming you don't get forced back early and aren't horribly behind in CS, you can start to fight her. I'll detail the itemization goals below.

Wave Control

THIS IS THE MOST IMPORTANT PART OF THIS MATCH UP; controlling the wave well will determine whether Cait is allowed to dominate your lane.
When versing a good Caitlyn the early lane is often decided by who reaches the lane first. For this reason I don't recommend leashing (or leash really quickly) if your jungler starts on your side of the map. Having control over your lane so you're not begging for a gank is worth a slightly slower clear.
Unless you're pushing on Caitlyn (I'd recommend a Soft Push) she can zone you to deny exp and last hits or shove you under tower where it will be extremely difficult to last hit with low AD.
If for whatever reason you don't manage to push on her you essentially have to wait for her to allow you to cs, be it under your tower or otherwise. Trying to force cs will almost guarantee an unfavorable trade (Negative Trade) and that's never worth (unless you say so in /all of course).


There's a good chance you'll be heavily harassed and pushed under tower. To prepare for the worst opt for the "Knight" page.

Summoner Spells

Default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]

Itemization Tweaks

If things didn't go so well for you early game...IT'S TIME TO D-D-D-DDDDDDDDUEL-WEILD. Scavenge whatever you can in this order of priority.

1055_32.png[Doran's Blade] (now you'll have one for each hand) > 1037_32.png[Pick Axe] (opt for this if you're running life steal runes) =  1053_32.png[Vampiric Scepter]>1036_32.png[Long Sword] (only if you didn't get the vamp scepter)>1001_32.png[Boots of Speed]

If things went even worse than that (it happens to the best of us) and you get chucked at level 1 or 2, don't hesitate to recall. It's better to miss some CS to tower than to get zoned and potentially dove. Grab a few med-PAX (2003_32.png) and try to farm up. Don't worry even if you lose lane, you will completely out scale Caitlyn late game.




Difficulty: 2/5

Range 550 (=)

Corki's range isn't concerning. Note however that the range on his Gatling Gun (E) is 600.


Harass Corki from a distance until his Gatling Gun is on cooldown (it lasts for 4 seconds and has a 12 second cooldown, a very exploitable time window). His large character model makes him very easy to poke.

Save your dash to dodge Phosphorus Bomb (Q). If you can manage that, you'll win trades easily.

Wave Control

If he manages to push you under tower it will be very easy for him to land his harassment. As usual try to push on him instead.


This is typically a free lane. I recommend specing to optimize your late game damage potential.

Summoner Spells

Default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]




Difficulty: 5/5 "By all means, stand and fight."

Range 550 (=)

Even though you have equal range, it will feel as though Draven out ranges you when he trades with a spinning axe.


If you can avoid it, don't trade damage with Draven, you will not out trade him. That said if you do nothing at all it will give him the freedom to set the pace of the lane; you can't allow this to happen either.

Try to harass him from a distance and retaliate if he trades on you, but be cautious of getting all-in'd; there isn't a point in the game where he can't all in you at will. Don't give him the chance.

If you have no choice but to fight, try to get him to miss an axe. Pay attention to where his next axe will fall and run away from that location.

Care that your dash isn't canceled by Stand Aside (E). If this ever happens you're cooked.

Wave Control

Push for dear life. If he gets the level 2 advantage back off and don't give him a chance to all in you.

Also note if he is allowed to freely push the lane, it will be a walk in the park for him to build up a large amount of Adoration (passive). Meaning he'll get an absurd amount of bonus gold when he picks up a kill.

With that in mind attempt to push him under his tower. Doing so will slow his Adoration stacking and minimize his opportunities to trade, however it will make you susceptible to ganks. Be aware.


Take the "Leathal Eliminator" page

Summoner Spells

Default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]




Difficulty: 1/5 "You don't have the heart for this."

This kid must've explored his way into the wrong neighborhood. Typically I'd prefer to avoid fighting those who have nothing to do with my mission, but if he chooses to oppose me, I will not back down.

Range 550 (=)

At 550 range the advantage goes to neither of you. Auto attack range plays a small factor in this match up if any at all.


This is where you completely out shine Ezreal. Ezreal's main damage tool (Mystic Shot [Q]) can't pass through minions; yours on the other hand, can. Stay behind minions and Q + Passive proc him to trade. It's seriously that simple. The only thing you need to look out for is Arcane Shift [E]. With this Ez can potentially dodge your Q. It's much harder for him to dodge Piercing light than it is for you to aim it so don't worry to much about this. If for some reason you do have trouble landing Qs, resort to the angling your Q off the wave.

Beware if you get zoned away from the minion wave Ezreal will have a massive advantage. It will be considerably harder for you to avoid his harassment.

Wave Control

Ezreal's level 2 all in isn't crazy strong, but it is strong enough that it should be respected. Soft push early to attempt to level up first. If for some reason you fail to get level 2 first, back off, don't give him the opportunity to engage you. Even if it means missing a few CS, you'll make up for it later. Taking a negative trade or possibly being forced to back will only allow him a bigger advantage.

If you succeed in getting level 2 first, take advantage. Around this time it's highly unlikely that the jungler is ready to gank so it should be safe to [E] (Relentless Pursuit) and force a trade.


Take either "Lethal Eliminator" or "Some call it Magic"

Summoner Spells

Default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]

Itemization Tweaks

If for some reason you are forced to back early try to at least grab an extra  1055_32.png[Doran's Blade] or1036_32.png[Long Sword]. The 10 AD will help you last hit under tower.
Other than that rush your 3072_32.png[BloodThirster] as usual.

Note: One of the main reasons this match up is so easy is that Lucian's first core item is almost 600g cheaper than Ezreal's (3078_32.png[Trinity Force]), and has a lot more laning power in the individual components.  This means if you both return to lane without your core completed, you'll have the advantage. And even if Ezreal opts for a BT as his first item, Lucian will be stronger if both champions have a BT.




Difficulty: 3/5 "Tough talk for worm food."

Range 525 (-25)

At 525, you have a very slight range advantage on Graves. It is small but still exploitable.


Look to initiate auto attack trades early on when he goes to last hit. Follow with Piercing Light when available and don't forget to use your passive.

He will likely try to poke you down with his Buckshot (Q). Either back up to avoid it, dash sideways to dodge it, or trade back through it, but do not allow him to get damage on you for free.

The most difficult part of this match up is working around Smokescreen (W). A good Graves will blind you every time your support lands their CC, making it nearly impossible to know how to follow up. Avoid dashing forward through the screen unless you're confident you won't suddenly be out numbered.

At level 6 using the Culling will make you an easy target for Graves's ult. Use caution.

Wave Control

Graves may attempt to hard shove you under tower. If he does it will be difficult to push back out. Try to match his push. Also note he does pose a threat if allowed the level 2 advantage.


Due to his passive AR pen is less effective compared to other match ups. Opt for an AS page variation. The AS will help you abuse his range deficit.

Summoner Spells

Default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]




Difficulty: 3/5 "Everybody deserves a second shot."

Typically my mission does not concern the living, but I cannot ignore the threat she poses to the general peace.

Range 525 (-25) / 600 (+50) / 625 (+75) / 650 (+100) / 675 (+125) / 700 (+150)

Expect to be harassed early on and prepare yourself to trade back with Q and a passive if possible. This strategy will work easily until she gets her Q to rank 4 (level 7) by then you should have enough sustain to deal with her harassment.


If Jinx makes the mistake of taking something other than her Q first, capitalize. Initiate trades, Range Leash, use every tool you have to trade on her immediately. However no good Jinx should ever start with anything other than her Q (at least for this match up).

If you can trade cleanly you should be able to pressure her enough to farm or push her out of lane entirely. Attempt to angle your Q off minions, her lack of mobility makes her an easy target.

When avoiding her W  (Zap) don't wait until she has fired it to dash out of the way, it moves fast enough that it will typically hit you mid dash if she's aimed it well.

Most importantly, respect the support in this lane. If they land their cc it's extremely easy for Jinx to follow up with her Zap or Flame Chompers which will force you to burn summoner spells and/or die.

Be careful when fighting Jinx. Avoid getting so close to her that she can fight you with her minigun. Her rockets will hurt but in an extend trade you will out damage her assuming you can stay out of range of her minigun form.

Wave Control

Her ability to push early on is unmatched due to the free attack speed she gets at no mana cost and the AoE from her rocket launcher. If she manages to push you to your tower, it's unlikely you'll ever be able to push back. Do not allow this to happen. If it does happen, don't give up, you can salvage the situation, but don't make it easy for her.

Try to get to lane first and push hard early on. Save your Q to attack her the instant she gets into lane (this tip is a bit situational, it depends on the threat of her support). If you can safely go aggressive at level 1 do so, even if you don't score a kill you'll make it much easier to CS by bullying her early. It's important to follow the Q with your passive.


Opt for either "Lethal Eliminator" or "Some call it Magic"




Difficulty: 2/5 "Rise again, I dare you."

This isn't my first encounter with a creature of the void; after seeing the revolting things this creature has spat from his mouth, I'm hoping it will be my last.

Range 500 (-50) / 630 (+80) / 650 (+100) / 670 (+120) / 690 (+140) / 710 (+160)

Kog'Maw's W gives him a rather large amount of bonus range. This is manageable however, due to the relatively long cooldown on that ability. It lasts for 8 seconds and has a 17 second cooldown. This gives Kog about a 9 second window of vulnerability.


Don't allow him to trade on you from a distance with Bio-Arcane Barrage (W). When it goes on CD you have a roughly 10 second time window where you out range him by 50. If you bring the fight to him during that window it should be rather difficult to lose.

Wave Control

Follow the standard strategies.


Spec to optimize your late game damage potential.

Note: When Kog'Maw is killed he explodes dealing true damage in an AoE. Try to save your dash to avoid this damage or finish him off from a distance with The Culling (an appropriate end to this abomination).




Difficulty: 9001/5

Black on Black violence.


Miss Fortune


Difficulty: 3/5

Range 550 (=)

At equal range, neither of you have an innate advantage.


Either attempt to negate her passive from a distance or with an auto before attempting to trade on her directly with your Q.

Try to make sure there's a minion in between you and the front line of minions to ensure safety from her Double Up (Q).

Your ultimate abilities are very similar; her's is AoE but yours has the advantage of mobility. At level 6 try to wait for her to ult first. That way you can dash out of it's path and Cull her where she stands.

Wave Control

As usual push for level 2, but be aware Miss Fortune has the potential to go for a level 1 all-in. You'll know by what she ranks first that she's likely to try to all in you at level 1 or not. If she ranks up her Impure Shots (W) first it's very likely.


Lethal  Eliminator will allow you to trade blow for blow with MF.

Summoner Spells

In spite of her healing reduction default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]




Difficulty: 2/5 "Don't duck on my account."

I'll never understand how anyone can immerse themselves so deeply in material possessions while threats like the Shadow Isles exist.

Range 500 (-50)

A difference of 50 range is quite noticeable. During the laning phase this will be your main advantage.


Trading against 15_64.png[Sivir] isn't as straight forward as other dashless Marksmen due to her ability to block your main damage tool. However her spell shield has a very long cool down so try to bait it and then wait it out, being sure to capitalize while it's on cool down.

Be sure to avoid her Boomerang even if it means dashing out of the way; the mana cost is generally worth it.

Look to initiate auto attack trades while attempting to maintain your "Range Leash". This should be your main tactic for fighting Sivir since you'll save all of your mana to dodge her Boomerang.

Wave Control

Soft push for level 2. If you mange to get the level advantage, capitalize. Sivir's main advantage is her spell shield but if she's still level 1 it's highly unlikely she'll have it.


Opt for "Lethal Eliminator" in this match up.

Summoner Spells

Default to  7.png[Heal] unless your support takes it. In that case grab 21.png[Barrier]

Itemization Tweaks

An early pair of 3006_32.png[Berserker's Greaves] will help you Range Leash and avoid her Boomerang if you are having trouble. Otherwise build normally.

Note: Her spell shield cannot block The Culling nor will it stop you from getting the on hit move speed from Ardent Blaze (assuming you land Ardent Blaze before she shields). Also your ultimate lasts twice as long as her spell shield, meaning with proper timing you can negate her spell shield entirely. This puts all in fights heavily in your favor since you can kite backwards extremely well if she tries to run you down with her ult.




Difficulty: 2/5 "This is mercy."

No matter how young Tristana may be, the only form of mercy I can offer is to teach her how harsh this world can be.

Range 550 at level 1 (=) / +9 per level / 703 at level 18 (+153)

Her range advantage will start to be noticeable around level 5. Expect it and adjust quickly, losing trades due to not expecting her range increase is one of the easiest mistakes to make in this match up.


If you trade with Piercing Light and follow up with a passive proc you should be able to win all trades early on.

Be caution of her jump, if you're not confident you can dodge it all together save your dash to cleanse the slow.

At level 6 Trist has one of the highest burst potentials of any Marksman. Be warned.

Wave Control

Push hard on Trist. Due to explosive shot, she'll have a difficult time farming under tower; ideally this is where you want to keep her the whole lane.

Be very cautious not to give her the level 2 advantage. Her level 2 all in is actually one of the best.


Opt for "Lethal Eliminator" in this match up.

Summoner Spells

Typically you'd want 7.png[Heal] but Trist is a special case for 2 reasons

  1. She has healing reduction
  2. She has a predictable nuke
Heal is still a viable option but in general default to 21.png[Barrier] in this match up.




Difficulty: 3/5 "Something is rotten here."

Most abominations pose a threat to society by their malicious powers; Twitch on the other hand threatens the sanctity of  life itself with his putrid smell.

Range 550 (=)

At equal attack range, neither of you will have an innate advantage. You stand a fair chance; just try not to get cheesed.


Twitch, the cheese master, does exceptionally well in extended trades and all-ins; he also has a fierce body odor. For that reason try to harass him from a distance. His lack of a dash and large character model (he's a fatty) make him an easy target.

Due to his long range while ulting (850), Twitch is one of the few Marksmen who can combat you while you're using the Culling. If Twitch ever ults and you can easily disengage do so. You have no reason to fight him at his strongest; instead take the opportunity of his ultimate being on cooldown to fight him.

Note if Twitch goes for the cheesiest of builds (3153_32.png) and sneaks up to you in an attempt to cheese you, save your dash until he uses the BotRK active on you. If necessary flash first.

Wave Control

Try to keep twitch pushed under his tower, this will give him less opportunities to sneak up on you. Be aware any time he's out of lane that he may return to lane stealthed in an attempt to cheese you. Other than that play this lane normally.


Expect to fight all in early on, opt for the "Lethal Eliminator" page.

Itemization Tweaks

Consider investing in some anti stealth equipment. (3362_32.png or 2043_32.png or 3364_32.png)




Difficulty: 3/5 "Don't look so grim."

Varus shares my ambition for justice, but whether than seeking to purify this world, he has allowed himself to become corrupted. He must be put down. This is sure to be a Piercing fight. The only thing in question is will I fall to his Arrow, or will he be culled by my Light.

Range 575(+25)

25 is a small but noticeable range deficit. Be aware of him attempting to initiate auto attack trades early on.


Due to his stacking mechanic, Varus has decently strong extended trading potential. If you're going to trade with him, try to dictate the trading terms; get in his face but save your dash. Throw out your rotation quickly then asses weather or not to use your dash to chase or retreat.

Try to avoid his long ranged harassment. His Piercing Arrow has 1475 range if fully charged.

At level 6 avoid opening duels with The Culling. Doing so makes you an easy target for his Chain of Corruption. On the other hand if you're quick you can bait out his ult in this way and avoid it entirely.

Wave Control

If Varus manages to get level 2 first he'll be able to make full use of his slight range advantage. Try to out push him early on. But if you fail to get level 2 first back off, don't give him a chance to engage.

Around level 6 trying to freeze the lane near your tower can alleviate some of the threat from his Chain of Corruption.


Opt for sustain if your support lacks a heal. If they have one you can go for a more aggressive page.

Summoner Spells

Chain of Corruption (Varus' ultimate) is a serious enough threat to warrant 1.png[Cleanse]. At the same time 21.png[Barrier] or 7.png[Heal] can prevent you from being sniped down. Take into account the rest of his team's composition as you make your decision.

If you opt for 7.png[Heal] be cautious of his AoE healing reduction.




Difficulty: 2/5 "Some call it magic. I call it good aim."

When we first met, she didn't hesitate to attack me. From what I can gather we walk similar paths. Apparently, she's completely intolerant of magic, and makes no exception for my purifying light.

Range 550 (=)

At equal auto attack range neither of  you have an innate advantage.


Trading with Vayne becomes a bit of a game of chicken. If you fire your Q first she has an opportunity to dodge it with her tumble, but if she uses tumble first you can easily land a Q. This doesn't mean, "oh-em-ef-gee vyn conterz lushian soo h4rd." It merely means that you need to approach trading with Vayne a bit differently than most other match ups.

To trade with Vayne open with Ardent Blaze and use your passive. Vayne will be forced to use tumble to trade evenly; as soon as she starts to tumble cast Q and follow the cast up with another passive proc. Note: to employ this strategy you'll need to get W a bit earlier than usual; I recommend level 3.

The last note on trading with Vayne is respect her level 6. Around this time of laning it's common that you may be out of mana (oom). If you are out of mana or nearly out of mana and you can tell Vayne will reach 6 soon consider shopping. Her level 6 power spike is considerably stronger than yours because her ultimate is strong without items, while yours takes a bit of time to develop.

Don't be too concerned that you'll be out scaled, if you play the fight right you will be able to 1v1 Vayne, even going into late game.

Wave Control

Push for power. This isn't a match up where losing the level two advantage is utter gg, but you can only gain advantages from early pushing. Soft push and attempt to take the trading stance as often as possible.


Opt for "Lethal Eliminator" or "Some call it Magic"

Itemization Tweaks

The standard build order works fine here. Note that your core itemization components are more expensive than hers (1038_32.png vs 3144_32.png) but are also much stronger during the laning phase.

Consider investing in some anti stealth equipment. (3362_32.png or 2043_32.png or 3364_32.png)

Tip: The most important thing to note when versing a Vayne is that her condemn will cancel your ultimate EVEN IF SHE DOESN'T STUN YOU. Wait for her to use condemn or cast from out of her range when trying to ult. She may still cancel your ult with condemn but at least she will be forced to run into it to close the gap.

Laning Mechanics Back to Top

Terms to Know

Note: These are not rigid rules to laning. These are concepts to practice that can improve your laning. Some concepts apply to other lanes (or roles) as well but here I will describe each in relation to Attack Damage Carries.


Creep (Minions) - 17_64.png[Glorified minion champion; also known as Teemo A.K.A. SATAN]

Creep Score (CS) - Number of minions slain. This is a decent measure of how strong you are

due to the direct correlation between CS and gold

  • As a general goal, aim to get 10 cs per minute. Realistically it's very possible to exceed this rate, but you're doing OK if you can manage this much.
  • Ultimately all that matters is how far ahead in CS you are over your opponents. For this reason passively farming is not the most optimal way to lane. Taking advantage of opportunities and controlling the lane's momentum will get you farther ahead.

Farming (CSing/Last Hitting) - The art of last hitting

  • Early game a kill is worth a bit more than 15 CS. This is why CSing is so important; if you get good at it, it's like getting a free kill every 3 waves.

Wave Control

Push - Killing the minions faster than the natural flow of last hits

  • There are two main types of pushing: Soft Pushing and Hard Pushing (Shoving)
  • This can give you a level advantage early on which can be an opportunity for an "All In"

Soft Push - Killing the minions fast enough to level up early without moving the wave

  • This is mainly used as soon as the lane starts to attempt a level 2 "All in" while your opponents are still level 1.

Shove (Hard Push) - Pushing your minion wave to their tower

  • If your opponent is in lane this will make last hitting harder
  • If your opponent is out of lane this will deny them exp and gold

Freezing (Stilling) - Controlling the push so the wave stays in a single location

  • This is a method used mainly to zone your opponents out of last hits and possibly exp
  • This requires an advantage to already be set (be it a range, health, item, or level advantage)
  • To perform freezing, avoid killing some of your opponents minions (3 ranged creeps will do), tank their damage to keep them in place and then last hit once the new waves come in.
  • Freezing is easiest to perform after resetting the wave or when you opponent pushes but doesn't manage to shove.
Note: Exp, CS, or other "soft" advantages aren't enough. You need a "solid" advantage. A CS advantage becomes a solid item advantage after you've shopped. An exp advantage becomes a solid advantage after you've gained a level (being 30 exp up doesn't matter when your both level 5 but being level 6 while they're still level 5 is a huge advantage).

Wave Resetting - Causing the wave to push back toward the middle of the lane

  • The most common way to do this is to Shove
  • It's important that after their tower clears the wave to switch from shoving to Last Hitting; this will allow the wave to push out and "reset"
  • An alternative way to reset the wave is to heavily harass your opponents. If they have no sustain besides life steal, they'll need to auto attack more frequently to regain HP, thus pushing the wave. Again this will only work if you stop pushing and last hit
  • This strategy is most useful when you've run low on wards and want to farm safely near your tower or you know they have no wards and want to zone them with jungle pressure.


Trade - Any quick exchange of damage

  • A trade can be positive, negative or even.

Ideal Trade (Free Damage) - A trade where you output damage but don't receive any

  • This is ultimately what you're attempting to do every time you trade
  • Being able to perform this efficiently makes you a TRADE MASTER.

Negative Trade (Careless trading) - A trade where you don't care how much damage

you take

  • This strategy is utilized when you out sustain your opponent via a healing support (I refer to them as babysitters) or itemization (life steal when they have none).
  • In order for this to work  you need to have wave control; if you're zoned and thus can't life steal it's not likely to work
  • On the flip side this strategy will help keep a zoned enemy at bay. 

Note: Positive and even trading are both self-explanatory.

Range Leash - The concept of utilizing your range advantage by moving in between attacks

  • This is only possible if you out range or have equal range to your opponent.
  • The difficulty of the leash correlates to the amount you out range them by.
  • This is the ranged vs ranged version of kiting (which is ranged vs melee).
To perform a range leash:
  1. initiate an auto attack trade while your opponent is in the middle their auto attack animation (this timing takes some practice and can be different depending on what ADC they're playing)
  2. attack move to cancel the negative frames of your auto attack animation and begin to back off
  3. if your opponent attempts to retaliate continue to back off until your auto attack is "ready" then attack them (even if they manage to hit you back you've won the trade)
  4. if they try to run chase them and get in at least one more auto attack
To deal with an opponent attempting to Range Leash you:
  1. Try to note their positioning, a lot of times you can tell they're going to attempt to leash you.
  2. Even if you don't see it coming, when it happens DO NOT try to run, unless there are other threats (e.g. Leona attempting to initiate on you or a jungler showing up)
  3. Fight back with a Q if they stay in range use your passive but DO NOT run toward them to get the auto attack off, that will only play into their leash
  4. At all times, be ready to hard disengage if you can tell you'll be heavily wounded. Think of it this way, if you're going to be forced to flash, flash before you take damage. This will prevent your enemies from being able to flash and quickly finish you off. Likewise if you mess up and know you're 100% going to die, don't bother flashing.

Stances (Lane positioning)

Trading Stance - Positioning yourself in such a way to force your opponent to choose

between Last Hitting and trading with you

  • Imagine a Horizontal line running perpendicular to the curvature of the lane through your minions that are low on HP.
  • Try to stand on this line right when the minion is about to die.
  • If you time it correctly your opponent will be forced to either trade with you and miss the minion or get the minion and take free damage.
  • This stance is easier to perform when you have the wave Soft Pushing.
  • This Stance is an effective way to Zone if you have the wave Stilled (Frozen).

Farming (CSing) Stance - Positioning yourself defensively so if the opponent attempts to

 trade on you they grab creep aggro

  • Stand at the back of your minion wave and last hit passively; don't look to initiate trades
  • If your opponent forces a trade, don't back down, if you've positioned properly you have your minions helping in the trade.
  • This stance works best when you have a bigger wave then your opponent but for some reason want to play defensively. (Soft Pushing)
Note: Both Positioning strategies benefit from pushing, that is the advantage pushing gives you if you know how to use it.

The Theory Craft: OverPen Back to Top

To understand the theory craft, you must first grasp how damage mitigation works in League of Legends. Here's a graph that demonstrates the percentage of damage reduced at AR values between 0 and 500:

Damage Mitigation Curve.png

In this graph the slope represents the rate of change of the Total Percentage of damage reduced per point of AR. As you can see, the higher the AR values climb, the more the slope of the chart declines. This indicates that at higher AR values it takes a larger amount of change in AR values to change the percentage of damage reduced. Keeping this in mind let's now examine the effectiveness of Flat AR penetration.

Assume you have 10 Flat AR penetration from runes. Let's compare a few cases where you attack an enemy champion that has varying AR values. If you attack an enemy champion who has exactly...

  • 10 AR, your AR pen effectively reduces their AR to 0, which increases your physical damage by  ~9% allowing you to deal true damage with all physical sources of damage.
  • 100 AR, your AR pen effectively reduces their AR to 90, increasing your physical damage by ~2.63%; it would take 31 AR pen to get a ~9% increase in damage.
  • 500 AR, your AR pen effectively reduces their AR to 490, increasing your physical damage by ~0.28%; it would take 210 AR pen to get a ~9% increase in damage.
As you can see, Flat AR pen becomes increasingly irrelevant as an enemy champion gains AR from items and leveling. At the same time Flat AR pen is an excellent stat to increase early game damage.

Next we need to consider how other types of AR pen will effect the efficiency of Flat AR pen. To do that we need to know the order of operations for AR pen calculations involving multiple types of mitigation (both pen and reduction) for that I will reference the League wikia page:

When attacking, armor penetration and armor reduction are considered in the following order:
  1. Armor reduction, flat
  2. Armor reduction, percentage
  3. Armor penetration, percentage
  4. Armor penetration, flat

As you can see Flat AR pen is calculated last. Since we know that Flat AR pen is more effective against lower AR values, we can conclude that Flat AR pen synergizes with all other types of AR mitigation since all other forms will lower the AR value that will be in the Flat pen calculation. That truth is the basis of the "Theory of OverPen".

By combining the percentage AR reduction from 3071_32.png[BC], with the percentage AR penetration from 3035_32.png[LW], we can prolong the relevance of Flat AR penetration (3142_32.png[GB]) even into the late game.

Patch Notes Back to Top

  • Relentless Pursuit.png Relentless Pursuit
  • Mana cost changed to 40 / 30 / 20 / 10 / 0 from 0 at all ranks.
  • Relentless Pursuit.png Relentless Pursuit
    • No longer removes slows.
    • Cooldown increased to 18 / 17 / 16 / 15 / 14 seconds from 14 / 13 / 12 / 11 / 10 seconds.


  • Stats
    • Attack range reduced to 500 from 550.
    • Base movement speed increased to 335 from 330.
    • Base health increased to 500 from 470.
    • Base attack damage increased to 52 from 49.
  • Lightslinger.png Lightslinger
    • Fixed a bug where the first shot would incorrectly assume the killing blow on a champion and cause the second shot to fire at another target. Both shots will now always land on the primary target if they are near death.
  • Piercing Light.png Piercing Light
    • Now deals full damage to minions instead of 75% damage.
    • Cast range reduced to 500 from 550.
    • Mana cost reduced to 50 / 55 / 60 / 65 / 70 from 60 / 65 / 70 / 75 / 80.
  • Relentless Pursuit.png Relentless Pursuit
    • Cooldown is now reduced by 1 second per Lightslinger.png Lightslinger hit, doubled to 2 seconds per hit on champions.
    • Mana cost reduced to 0 at all ranks from 60 / 45 / 30 / 15 / 0.
    • Now resets Lucian's basic attack timer on use.
    • Cooldown reduced to 14 / 13 / 12 / 11 / 10 seconds from 18 / 16 / 14 / 12 / 10.
    • Cooldown no longer refreshes upon killing an enemy during The Culling.png The Culling.



  • Stats
    • Base armor increased to 19 from 15.


  • Piercing Light.png Piercing Light
    • Base damage reduced to 80 / 110 / 140 / 170 / 200 from 80 / 120 / 160 / 200 / 240.
    • Range reduced to 550 from 570.


  • General
    • Updated Lucian's recommended items.
  • Stats
    • Base mana regeneration increased to 7 from 6.
    • Mana regeneration gained per level increased to 0.7 from 0.65.
  • Lightslinger.png Lightslinger
    • When Lightslinger's target dies before the second shot hits, the second shot will now always attempt to find another target.
  • Piercing Light.png Piercing Light
  • Laser hit box width reduced to 100 units from 120.
  • Piercing Light now leads its target by 80 units when cast on an enemy champion.

V3.10a: Added

Source: http://leagueoflegends.wikia.com/wiki/Lucian/Background

Screen Shots Back to Top


My Lucian Gallery


A lot of people have reported great success using this guide, here's a list of screenshots submitted to share their success.

If you want to have you screenshot featured here: Take a screen shot of your lolking history and put the link in a comment.

Note: I will list screenshots with a nondiscriminatory policy, if you're screenshot is denied it will only ever be due to an apparent failure to demonstrate you're following the guide. You will never be denied based off of your ranking.

Pre 4.10 "Theory of OverPen" Era

4.10  "Final Analysis" Era

4.12 Rework "Dash Dash Revolucian" Era

About Me Back to Top

Who am I?

                I'm a high diamond Marksman main (specifically Lucian, ). I've been playing League of Legends since 2009 and I've always been a theorycrafter. This is my most extensive and in-depth craft to date, but I'm looking to do more for other Champions (Marksmen and others).

                My goal is to inspire the League of Legends community to be more open with their Champion customization, both in-game (builds) and pre-game (runes/masteries) or at the very least to understand itemization (why build X item at Y time or in Z situation).

                I don't intend to make "non-meta" builds for the sake of breaking the meta; rather I intend to analyze, via damage calculations and practical logic, the viability of alternative builds, and to explain why certain standard builds are as strong as they are.


                Currently I'm incapable of streaming. Long story short, I need to upgrade my CPU and the part I'm aiming for costs ~$200. If you want to help me get started faster, offer a donation to my PayPal using: crimsoncore114@gmail.com. If you do decide to donate, shoot me an email as well with your twitch user name and/or IGN. I'm not sure what privileges I can offer you once I'm set on track, but I'll keep note of anyone who sends their info and I will get you something.

(Long out dated) Currently ranked 4th best Lucian in the world according to Lolskill

Stream link: twitch.tv/crimsoncorelol

Goal Progress: $0 / $200

A Note From the Author

                You'll notice this guide lacks some features common to most guides (a support synergies section, a tips and tricks section). I may eventually add those features, but my focus when writing guides is on itemization, pregame customization (runes/masteries), and overall optimization of the champions kit. That's what you should expect from me; that's what I'll deliver.

My Other Guides Back to Top

It's been a long time since I've mentioned anything about "other builds". Once the Master Craft is complete this will become a much more likely reality, but I've got even bigger plans.

Update Log Back to Top


  • Started Update Log
  • Began Trinity Force Analysis
  • Added link to spreadsheet in "Notes" section
  • Updated Masteries
  • Added Sivir Match up
  • Fine tuned all match ups
  • Updated Graves match up (I'm unsure why I thought it was so hard but I still need more intel to finish writing the specifics of this match up)
  • Updated "proof" (added a link to lolskill.net top list to self introduction section)
  • Woke up to find out my guide got featured, WOOOOT!!
  • Added "Fan Screenshots" section
  • Updated Match ups section overall
  • Reorganized all spreadsheets into the "Theory Craft" Section
  • Added "Range Leash" tactic description in the "Lane Mechanics" section.
  • Added a "Why not __?" section to runes.
  • Added Jinx match up
  • Added a "Why not __?" section to summoner spells
  • Reorganized masteries explanation
  • Added "Team Fighting" description in the Ability section
  • Removed the "Why not__?" section from items (since I've now worked in an appropriate build path for those items).
  • Put IE analysis into Theory Craft section as it seemed to fit best there.
  • Began support synergies section
  • Added Patch Notes 3.15 (small nerf)
  • Updated items section to the current high HP + high threat level tanks.
  • Added a brief description of when to get Mercury Treads.
  • Added Annie match up (the first Support match up).
  • Added Stream link to "Self Intro" section
  • Added Screen shot to fan section
  • Updated Items section; Added "META" section that specifies build variations suited to the current meta
  • Sorry I STILL haven't finished the match ups section, I want to wait until I have detailed information before filling out the last few match ups and no one ever seems to play those ADCs xD.
  • Updated my Lucian Gallery; added two screen shots from my most recent Lucian game.
  • Added an important note to the "Theory" section.
  • Did some work on my spreadsheets
  • Updated Annie Match up, to remove a slight inaccuracy. (Apparently her range is only 625, not 650)
  • Added a short clause to the "Farming" subsection of the "Lane Mechanics" section to illustrate the importance of CSing early game.
  • Updated the "META UPDATE" in the items section. (adjusted the itemization priority to make the itemization more realistic with average game flow gold)
  • Major update to the "Runes" section; updates to masteries, abilities and items are soon to follow.
  • Major update to items section complete
  • Added Warmog's to defensive section
  • Added Trinity Force itemization option, I intend to detail Trinities strengths as well as why I don't prefer an early Tri soon.
  • Small change to the Masteries section. 9 points in defense has proven to be the absolute best option.
  • Began work on a few Videos, still trying to get the quality up to par.
  • Added a link to my "Movement Speed" analysis spreadsheet to the Theory Craft section.
  • Added another top list link for "proof"; Note: I'm still climbing my way back up the ladder for the lolskill toplist, but I think I'm on the first page still.
  • Extended my Item Analysis spreadsheet to include a comparison of the full standard build vs different variations of my build
  • Temporarily halted work on Tutorial.
  • Touched up the match ups section. I intend to finish it up soon.
  • Finalized Items section (may sill update description)
  • Updated masteries section and all references to masteries in the match ups section.
  • Added a link to my new teams site in the self introduction section.
  • Updated Runes section, finalized
  • Added a Pros and Cons section
  • Reorganized Abilities section
  • Tweaked Masteries slightly
  • Updates everywhere! (did a series of small rewordings to fine tune the guide)
  • Added new End Game screenshots to the Gallery
  • Overhauled the ability section.
  • Explained the "Theory of OverPen"... finally >.>
  • Completed a few match ups
  • Match ups section finished!
  • Masteries section revamped and finalized
  • 1 million hits as of this morning!
  • Updated "About Me" section (previously "Self Intro") and added my PayPal in case some generous reader wants to help me start streaming.
  • Completed Patch 4.5 Update
  • Summoner Spell and Rune sections overhauled
  • Fury Mastery added to the "Recommended" list; Sorcery dropped to the "Optional" second tier
  • Added a link to a new spreadsheet (Marksman Base Stat Database) in my "Other Guides" section
  • Added 3 example pages to the "Runes" section
  • Updated "Match Ups" section to include the rune and summoner spell updates.
  • Made a lot of progress in my analysis of Runes
  • Updated the Rune section with my new findings.
  • TL;DR Scaling AR and HP aren't bad at all, I admit I was completely wrong on those points.
  • Updated match ups to match new rune section
  • Removed redundant portions from match ups.
  • Fixed various typos


  • Updated the Rune Section now that I've fully analyzed both Offensive and Defensive rune options.
  • Completed my "Final Itemization Analysis" spreadsheet as well, I'll be updating the Items section soon.


  • Completed the "Final Analysis" update.
  • Items section overhauled. Now every recommendation is backed with mathematical fact.
  • Slight change to masteries to reflect the new build path.


  • Rune page update complete. This is likely my final rune update.


  • Added "A Note From the Author" to "About Me" section.


  • Hit 1000 likes today, so I'll reveal that I'm currently working on a much bigger project.


  • Added Lolskill link to "About Me" section (apparently I'm ranked 4th best Lucian world, 2nd best NA at the moment)


  • Updated the Items section with the first results of the re-hashed "Final Analysis"; I'll get to the details later


  • 2 mil views as of yesterday? Lol I'm unsure when it happened.
  • Finished the bulk of the 4.10 patch itemization updates. All that's left is the situational items section.
  • Added a "Final Analysis" screen cap summary to the front of the itemization section.
  • Updated instructions for "Fan Screenshots" section


  • Updated "Situational Items" section for 4.10
  • Minor mastery update for patch 4.10
  • Added a screen shot from my most recent Lucian game to my gallery. I misplayed and lost unfortunately but the power of the build was still shown.


  • Updated runes a few days ago, forgot to log the update
  • Got linked to probuilds.net it seems the pros are starting to get it. Idc if I played any part in this, I'm just glad people aren't blinded by Trinity Force anymore.


  • Updated the "Progress Update" at the start of the items section (including a link to a forum post I made about the new build)
  • Updated the build to reflect what I'm currently using.


  • Updated the "progress update" in the items section
  • Re-added 4.10 build to items section to clear up confusion about it no longer being a viable build path (it still very much is)


  • Added Progress Update section for quick and concise recent updates.


  • Updated Summoner Spells section to current patch. (4.14)
  • Updated Runes, Abilities, and Masteries sections.
  • I'm officially preparing for the DASH DASH REVOLUCIAN. /initiate hype


  • Added a minor update to rune section and realized in the process that I've yet to give you all the updated rune pages. I'll be doing that later tonight. For now you can just check my lolking profile directly for the pages titled "Lethal Eliminator" and "[Luc] Some Call it Magic..."


  • Completely forgot to update runes; doing so now
  • Re-added "Progress Update" section to inform you of where I am with the "Master Craft"


  • Started a strawpoll for input on who to analyze next
  • Added a new rune analysis: "MR vs MPR Glyphs"


  • Updated Runes section to my current preference; I'll update the notes later.


  • Rune section notes updated, I'll go back and give the VERY specific trade off options later.


  • Finalized runes, addressed core build errors after doing a thorough analysis.


  • Minor updates to itemization notes; still requires rewriting


  • Closed next analysis polls (results)
  • Began updating the item notes with a very in-depth analysis of Infinity Edge.


  • Things are progressing decently with the Build Matrix.
  • Completed core itemization notes, I'll have a bit more to add when I complete the Matrix.


As of last night this is the #1 guide on LoLking!!!!!!!


  • Added a link the ANOTHER new main thread, due to the traditional thread being archived. Stop by if you'd like to discuss or suggest something about this guide. link
  • Updated Abilities section to reflect patch 4.18's changes. Relentless Pursuit [E] now costs 40 mana at rank 1 and scales down to 0.

F.A.Q. Back to Top

Q. (Anything streaming related)

A: At the moment I'm incapable of streaming. I need a ~$200 dollar processor upgrade or an entirely new desktop.

If you're interested in making a donation Paypal me at: crimsoncore114@gmail.com

Q. Why aren't the pros building this?

A: I honestly don't know. Perhaps their builds are situational, perhaps they merely prefer having more consistently high AS, perhaps they know something I don't. I can't tell you why pros do what they do, all I can tell you is the exact trade offs from build to build, and that's what I strive to do.

Progress Update Back to Top


Started updating using the latest version of the Build Matrix. You'll notice slightly different numbers due  to  my changing the formula for Auto Attack DPS to include passive procs.

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