bobez - EU
After a long time playing on this patch, I've came up with a relatively easy build to almost one shot squishy targets and heavily knock down support/solo's HP.
The build does over cap on magical power by 45, so it's not perfect, but who doesn't love a bit of over cappin'?
It includes Eye of The Jungle to ensure you always gain an advantage over mid XP camps and when you come to around level 4 you can take down damage buff a LOT faster than your opponent.
This starting build, relies on you being able to outlane your opposition by controlling the minion wave and the XP camps. They will out-damage you to begin with so you may need to play safer than usual.
With this starting build, I normally start to out-level them around level 10.
Eye of the Jungle
PASSIVE - You deal 30% increased damage to Jungle Monsters. Upon defeating a Large Jungle Monster you place a ward at its location that lasts for 30 seconds. While in the jungle you gain 3% Movement Speed, +20 HP5 and +15 MP5 Can be upgraded at level 20.
Lost Artifact
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Mana Potion
This consumable heals 150 Mana over 25 seconds.
Mana Potion
This consumable heals 150 Mana over 25 seconds.
Mana Potion
This consumable heals 150 Mana over 25 seconds.
Y10 Purification Beads
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 170s.
Personally I build in this order every time and it seems to work out, adapt the order as you please. You will eventually get rid of eye of the jungle, normally I replace this with Staff of Myrddin. As seen below (I remove this last to get a situational item).
The final build allows you reduce their healing (normally combined with pestilence on support), max cooldown reduction and an okay amount of magical penetration. As stated at the start, you do over cap on magical power so adjust as you wish.
Staff of Myrddin
PASSIVE - When your ultimate ability has finished casting you gain Myrddin's Rage which provides 15% Increased Damage Dealt decaying over 8s. At the end of the 8s you lose Myrddin's Rage. This can only occur once every 45s.
Doom Orb
PASSIVE - Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 4 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
Chronos' Pendant
PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.
Calamitous Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health. <n>GLYPH - Successfully hitting an enemy god with an ability calls down a meteor that lands after 1s, dealing 100 (+35% of your Magical Power) damage in a 15 unit radius. This effect can only occur once every 15s.
S9 Divine Ruin
PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.
Spear of Desolation
PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.