Ever since early in Season 2, I've been really into on-hit builds. At the time, on-hit itemization usually focused on Madred's Bloodrazor, Malady, and Wit's End, with Frozen Mallet, Trinity Force, and Lich Bane as other options (Ionic Spark was another one, although I didn't care for it much). As items were modified, deleted and added to the game, on-hit builds, which are the most item-dependent builds around, changed considerably. In all that time, I've been continuing to refine on-hit builds for my champions that I think can pull them off and expanding my roster of on-hit champions. I've finally gotten to the point where I'm actually kind of proud of some of my on-hit champions. Although I still specialize in some champions that have nothing to do with on-hit itemization (Karthus and Singed, for instance), I'm becoming, at least as a secondary feature, something of an on-hit specialist. Some of the champions I build this way seem to be in pretty good spots right now. Here's a summary of where I'm at so far. This isn't a guide or anything like that, just me expounding on what I think is working for me so far...
Kayle: Blade of the Ruined King, Berserker's Greaves, Nashor's Tooth, Wit's End, Frozen Mallet, Zephyr
I've gotten to the point that I'm confident in my full on-hit Kayle build. For some reason, full AP and hybrid are the most popular approaches to Kayle right now. I think on-hit is better than ever. Kayle's whole kit synergizes with on-hit itemization. Early game is mediocre with this and mid game is a real struggle, but once the full items start accumulating, I think Kayle can carry harder than a traditional crit-based ADC.
Udyr: Blade of the Ruined King, Berserker's Greaves, Muramana, Feral Flare, Iceborn Gauntlet, Wit's End
I got tired of feeling underpowered when I played full tank junglers and couldn't carry my teams in Ranked. Even though I'm still a big fan of Amumu and Maokai, Udyr has once again become my go-to jungler. This build reaches the attack speed cap and adds massive on-hit damage to a fast, shielded fighter with a stun. Stacking Tear of the Goddess and Feral Flare takes time, but the utility that Bear Stance brings in skirmishes buys that time.
Teemo: Blade of the Ruined King, Berserker's Greaves, Nashor's Tooth, Wit's End, Frozen Mallet, Zephyr
My Teemo build is just a copy of my Kayle build. That's because I haven't been playing Teemo much on Summoner's Rift. I don't think my on-hit Teemo has much to offer that Kayle can't do better. If I actually played Teemo more, I'd work out how to optimize on-hit effects for him in particular. He doesn't get Kayle's awesome passive, but his base AS is much better. Perhaps Runaan's Hurricane or The Black Cleaver would be good here.
Skarner: Blade of the Ruined King, Berserker's Greaves, Muramana, Feral Flare, Trinity Force, Wit's End
Skarner was recently reworked, but I believe that my approach is still valid. I need more testing. My Skarner is very similar to my Udyr. I haven't figured out which I like more for late game performance, but Skarner takes longer to start contributing, which is problematic. Even if I mainly stick with Udyr, I'll be exploring Skarner more in the future.
Kog'Maw: Blade of the Ruined King, Berserker's Greaves, Statikk Shiv, ???
I gave up on on-hit Kog'Maw after the removal of Madred's Bloodrazor. While the champion remains one of my best, I've found that a physically focused, crit-based, life-stealing ADC Kog'Maw has so much to offer late game that I hesitate to try him as a full on-hit champion.
Twitch: Blade of the Ruined King, Berserker's Greaves, Statikk Shiv, ???
He's a newer acquisition, but my issue with Twitch is similar to the problem I'm seeing with Kog'Maw. I could go full on-hit. Twitch's kit would seem to synergize with that. But lifesteal and crits are so strong when Twitch is built as an ADC.
Lulu: ??????
I know that Paul (Lithormane) has some experience with on-hit Lulu. I've dabbled in her as a full support, and she's just so good at that. I'll have to figure out if I can find a place where I'd be comfortable playing her as an on-hit champion. Maybe solo top? But her whole kit provides support functionality! It just seems like a waste to make her a solo laner.
Shaco: Blade of the Ruined King, Berserker's Greaves, Trinity Force, ???
Not really my style of jungler, so I moved away from Shaco. I've trolled some ARAM and other really casual games with AP Shaco, which is gimmicky, but very fun. If I were to seriously play Shaco again, it'd be on-hit. I really do think it wins out in the end over AD Shaco.
Diana: Nashor's Tooth, Berserker's Greaves, Wit's End, ???
I used to play Diana, but gave up on her after her entire kit was nerfed. Generally, I hybridized between on-hit and AP. Diana has a lot of options. But I've moved on to other junglers. I don't see myself focusing on Diana again any time soon.
Warwick: Nashor's Tooth, Berserker's Greaves, Wit's End, Frozen Mallet
Whenever I've tried on-hit Warwick, it's been very cheesy. But I think it could still work. I might get back to this.
Elise: ??????
Tried it, but I found AP bruiser to be more reliable than on-hit here. I think I'm not good enough at Elise to play her anyway. She's tricky and probably requires more aggression than I am used to.
Gangplank: Ravenous Hydra, Berserker's Greaves, Statikk Shiv, Trinity Force, Infinity Edge, Phantom Dancer
Basically, I build Critplank. But it's sort of a hybrid on-hit build anyway. I don't see going full on-hit as being a more attractive option here, sadly.
Cho'Gath: Wit's End
When I have played Cho'Gath, which hasn't been often, I've been going tanky AP. It works. Wit's End is pretty good with his Vorpal Spikes though, and I dream of incorporating more on-hit items into that.
Orianna: Probably not
She gets an on-hit passive and has some utility that would make sense for an on-hit champion. But her shield, which is so very, very good when she builds AP, is ineffectual for a full on-hit build. When built as a mage, Orianna gets more range, more burst, a big shield, and can use her passive to threaten enemies that would press engagements against her. That passive would be even better on an AS-based build, but Orianna would lose the long-range burst damage from her spells and most of the magnitude of her shield. She'd have amazing DPS against enemies that stood in front of her doing nothing, but would be a short-range glass cannon. I just don't see that being viable.
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