Blogs
5 odd builds that could work
riggymortis
Sat 20th Jul 2013 - 5:49pm

We all know that League of Legends is a constantly changing beast. With various different builds, strategies or team compositions available, players tend to try either ridiculous or absolutely viable builds for their champions. In no particular order, we are going to look at five various builds which could be viable; or they might just be a little bit insane.
5. Support Heimerdinger
Support Heimerdinger is one of those builds which seems incredible in theory; but, in execution, this build is not the best. In theory it sounds great. Heimer's turrets can be used as weaponised wards, freeing up gold to be spent on items earlier or letting the player get some vision wards much earlier. However, there is an inherent flaw with this; the fact that they are visible to the enemy without having to use any detection. This isn't a bad thing and can stop ganks effectively but if they are killed off while Heimerdinger has no more turrets, then your vision has gone.
However, some positives of support Heimerdinger are of course his blinding grenade ability. This ability is great for harrassing an ADC or the enemy support and, with the blind, is very similair to Quinn's blind shot. Another positive is if the player decides to put the turrets in lane and goes for a more traditional item build, Heimer's ultimate can be incredibly useful for slowing enemies who are trying to escape from your ADC.
Simply put, Heimerdinger support is good in theory but takes a lot to execute it right.
4. AP Miss Fortune - 'Mage Fortune'
This build is actually great. With Miss Fortune having decent AP ratios on three of her four abilities, this build is very much viable. The idea is to change MF from an ADC to a AP mage character. However the flaw with this is that it changes MF into an ability focused champion rather than auto attacks, so cooldown reduction is very much necsessary. Having said that, and the passive on MF's E ability having a 5% AP ratio, means that her auto attacks still manage to stack up in damage even when not taking any AD items, and with her ultimate and Make it Rain ability benefitting from a big chunk of her AP, this build is certainly viable. This build will make her a much bigger threat during team fights but it dwarfs her ability to make decent trades early game.
3. AP Bruiser Taric
This build is insane and some of you may not agree with me but here's why I think that this is a good build. In personal experience, this build hasn't worked. However the theory of this build is great. Built a bit like a Rumble, this build probably could work in the right hands. All of Taric's abilities benefit from an above 50% AP ratio, this means he could deal out some serious damage with his W, E, and R whilst benefitting from an 84% ratio on his self heal with his Q. And with Taric's Shatter benefitting from armor, even after getting nerfed, Taric can do some serious damage if this build has some armor thrown in.
Again, however, this build would have to be used in the hands of a very experience Taric or solo top player.
2. Support Fiddlesticks
Support Fiddle has been proven to work, and here's why it works well. Fiddle has an insane fear, 4 seconds long at rank 5. A 4 second fear! This isn't the only thing that Fiddle has that makes him a great support though. He can effectively duel with the enemy support with his E which can easily silence both the support and the ADC without putting the Fiddle player at much risk. His ultimate doesn't stack so well with this build, but it is still really useful at repositioning Fiddle and still dealing some damage, and it is still usefull in a team fight. Fiddle also has some great sustain whilst in lane due to his drain ability, and if the enemy support overextends to damage you or your ADC then you can punish them and steal some health at the same time with this ability. His passive however is more useful with a champion that tends to build a little bit of AP or does a fair bit of magic damage with some of their abilities.
1. Super Sonic Jungle Rammus
This build is great and so fun to use. Rammus in the jungle isn't seen so much any more because a lot of champions can effectively shut Rammus down when he comes to gank. However, this build is crazy and because of his Powerball ability this build can be effective. The idea is to build items that increase Rammus's movement speed. So a player would build Boots of Swiftness and Shurelya's Reverie for example, and they would take movement speed quintessences. But the best part of this build is taking Homeguard boots and combining that with either teleport or Ghost to make some insane ganks or get in to lane and help an ally as fast as possible. This build is just more for fun than being viable, but it can be incredibly useful, especially when combined with his taunt and with a team that is up for some fun.
