-As an ADC, your job is to take towers, help your team, and not feed. Your job is not to initiate team fights unless you can catch someone that gets too close with your Spirit Arrow or World Weaver. Only do this if you have confidence in your team to capitalize on you blowing your cooldowns.
-Don't forget to call missing as many players don't have the ability to look at the map. They will then go into rage mode turning into pure NaCl. Nothing will throw a game faster than a salty dog blaming you for them not looking at the map. VGS is a courtesy, so remember to be courteous as you'll win more games.
-Let me know how this build does for you by Up Voting or Down Voting the guide as well as sending me a message on DIscord @King Cabbage #7530
-Forgo Critical Strike Chance items for Brawler's Beat Stick and The Crusher if your team needs Anti-Healing.
-Always build Transcendence first and Boots second. The remainder of items can be built at your discretion depending on your gold gain and enemy team composition.
-Purification Beads are a must on every ADC. Without them, you're just 1 CC away from feeding the enemy.
The second relic is your preference but; Heavenly Wings or Magic Shell are good picks depending on the enemy team's composition.
PASSIVE - 3% of your Mana is converted to Physical Power.
PASSIVE - Upon getting a kill or assist on an Enemy god you gain Atalanta's Agility for 10s. This effect increases your Attack Speed by 20% and decreases the Movement Penalty for attacking, backpedaling, and strafing by 30%.
PASSIVE - While below 35% Health, you gain an additional 30% Physical Lifesteal for 5 seconds. Can only occur once every 15 seconds.
PASSIVE - Critical Strike bonus damage dealt is increased by 30%.
-Almost every god can one shot or CC you until another rotates in to kill you if "Backflip" or Purification Beads are on cooldown. Remember to ward and use VGS. Vision and Callouts can help win games, even in bad matchups.
-First 5 levels to help in laning phase. The rest is up to you. I recommend maxing out Spirit Arrow as soon as possible second to World Weaver.
-Remember to utilize and understand Neith's passive. The addition of more CC and or healing can help turn the tide in team fights and skirmishes while also helping you escape.
-Taking advantage of an overly aggressive or passive enemy duo lane is key to winning your lane.
-When facing an overly aggressive enemy duo focus on poking down the aggressor as much as possible while keeping enemy minions out of your tower range. Make sure to place wards on your side of the jungle. Your jungle is more likely to gank your lane if they have vision and don't have the possibility of having to dive the enemy tower.
-When facing a passive enemy duo, ask your support to "zone" the enemy duo if they don't already. This means they keep them far enough away from your minions to gain gold or experience. You can maintain this by not clearing the enemy minion wave and letting your minion wave do the work. Having a gold and experience gap against the enemy duo will significantly help you win your lane and early team fights. Ward the middle area of the jungle as this is likely where zoning will occur. Your jungle is more likely to gank your lane if they have vision.
-If you're ahead in gold: Don't Feed>Take Towers>Help Your Team>Kill The Enemy Titan
-If you're behind in gold: Don't Feed>Help Your Team>Take Towers>Kill The Enemy Titan
-If you're ahead in gold, buy some wards. Your support, jungle, mid, and solo will thank you for it.
-Some games cannot be won. It may not be entirely your fault, but you are also to blame as you are on a team.
-If you find one or multiple teammates struggling with their lane, try to give them words of encouragement if possible. Even if you lose, this may give them a positive outlook to get better at their role for matches you may play with them again.
-If you see multiple teammates trash talking each other, it's best to not interject. Once you do, you'll have to pick a side. This alienates an individual lowering your chances of winning the match and heightening the chances of them throwing.
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
This is a ward that allows you to see enemy movements and other wards within 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed. Can only carry one at a time.