Style Picks: Weird Builds to Try in Normals
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9 Sep 15

Guides

Lynari

Style Picks: Weird Builds to Try in Normals

Why not be a little weird?

As a disclaimer, I want to make clear that I really don't advocate pulling any of these out in ranked. There are, of course, some high-ranking summoners out there who play unusual things, but all of these builds are certainly suboptimal compared to established meta picks. They're logical enough to be totally workable in normal games, and it's just fun to surprise enemies by playing strange things.

ADC Ahri

Ahri's first drawback compared to a conventional ADC is poor physical base stats. While her base attack speed is pretty good and her attack speed scaling is fairly average, her base AD and AD scaling are some of the worst in the entire game. This means you need to be patient in the very beginning and concentrate on farming. The further into the game you go, the greater proportion of your champion's stats are made up by items, and the differences in base stats matter less.

The second problem is that she has no AD ratios, removing that little bit of burst most ADC's have. You can make up for this in a big way by making Trinity Force your first item. Not only does ADC Ahri benefit from every stat, she is one of the best champions in the game at making the most out of that Sheen damage proc. Now she has an AD ratio and it even almost recreates her AP assassin play pattern.

Max-rank Charm lasts for 2 seconds and I have it maxed by level 9. AD carries can eliminate a squishy in almost that amount of time, especially with a Tri Force proc and even more so if you get a crit or two. AP Ahri's burst is definitely higher, but not by quite as much as you might think. The real advantage for AP Ahri compared to AD Ahri is that AP Ahri's zone of danger is much larger: 880 range for Orb of Deception compared to Ahri's 550 auto range.

ADC Ahri plays unlike any other ADC. The reason she was appealing to try, and I'm not the first, is that she boasts some of the most mobility in the game, making her a very difficult ADC to reach. For the same reason, I've seen some people try LeBlanc. LeBlanc technically has one more dash available to her than Ahri and the dash range is a bit longer (especially the return trip, if she walks away from her point of origin before reactivating), but she is much more limited. The return pad is only available for 4 seconds, whereas Ahri has a full 10 seconds to use up her remaining Spirit Rush charges, and opponents know where LeBlanc could potentially return to. Additionally, LeBlanc has to Mimic her W in order to make use of her ult as a dash, and it may be desirable to use another ability before R. Ahri's dash is tied to a longer cooldown, which is a disadvantage, but she has more than enough kite potential between Charm and the speed boost from Q, and significantly, Ahri's autoattack range is also 25 units longer. If you're going to play a mage as ADC, Ahri is the one.

I recommend regular ADC runes and masteries except that hybrid penetration marks can improve your lane phase. While it is an expensive build path (as I said, AD Ahri requires patience), I've found that Trinity Force and Infinity Edge as your first two big items bring AD Ahri into the game the fastest. Sorcerer's Shoes and Berserker's Greaves both work.

I like this build enough that I actually have brought it into ranked (albeit on a smurf) – it hasn't let me down, I really recommend it!

AS Devourer Diana

The addition of Devourer has motivated many new and unusual jungle picks, many of which seem to be pretty viable. Diana, while definitely not the best beneficiary of the new item, is an interesting choice that I haven't really seen other people trying. I have had mixed success with this build, but I'm going to continue fiddling with it because it's just so satisfying to see all those passive procs.

On paper, Diana is not that farfetched as a Devourer-user; she is already a formidable jungler with Runeglaive and it is already considered reasonable to build attack speed on her in the form of Nashor's Tooth. While not the best thing ever, it's a fun build to try. Obviously, it is a significant change to her damage pattern. Instead of her damage coming all at once, like most AP champs, it's more consistent, like a bruiser or ADC. Using her ult without the Moonlight debuff from Q is still an option when you need burst, but without stacking AP, the incentive to do it is significantly reduced. Instead, her ult serves as a big, big gap closer on a relatively short cooldown once Q has a few ranks and you've got a little CDR. You can still melt squishies pretty quickly, they just don't altogether disappear.

Of course, given that you need time behind enemy lines to make the most of this build in teamfights, it demands you get a little tanky. Diana is an inherently survivable champ, but you don't want to be forced into retreating before activating your passive a few times.

Once your Devourer is sated and you're activating Moonsilver Blade every other attack, AS Diana clears jungle camps very quickly, enabling you to counter-jungle with the efficiency of someone like Master Yi or (almost) Nunu.

Of course, rush the jungle item with Devourer and Nashor's Tooth. Ranger's Trailblazer and Skirmisher's Sabre are both viable, but I prefer the former as it gets you sated a little quicker. Because most of your damage is magic and I took attack speed marks, I chose to build Sorcerer's Shoes over Berserker's Greaves.

This is all for now, but I might write about Devourer Kennen and Jungle Leona in the near future. I invite you to try something weird today!

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