I'm gathering opinions and such from all of the "KZ first impressions thread" and testing them here and there to see what works.
So far i've determined that the tanky Tri force build is inadequate (played a couple games with it as well as played against several KZ's running the build.). His bases are too low, doesn't benefit much from the AP from sheen and doesn't benefit at all from the attack speed.
NO Infinity edge, not good as his Q does not crit. Q is your main source of damage. If you wanted to go more auto attacker AD KZ then yes but this is not that build.
NO Black Cleaver, Last whisper gives AD, more armor pen against opponents with >100 armor (which is almost always all of them).
So What does my end build look like? (in theory)
Ionian (as an ad caster/assassin you need CDR. these can be replaced with mercs against heavy CC/AP teams.)
Bruta/g.blade. (Bruta gives the stats you need, upgrade to g.blade much later)
phage/mallet OR entropy. (Mallet if you're being focused a lot and need the hp, entropy if your game is even or you're fed)
hexdrinker/maw (necessary)
Last Whisper (as with any ad caster, arpen and AD)
Glacial/FH OR FoN (usually you'll get glacial for the CDR as well as the armor. FoN if the enemy team is primarily AP.)
Level Order. R>Q>W>E
Evolution Order E>Q>W/R
Q is your primary nuke and is for this reason maxxed first. No exceptions.
W is a good ranged poke and helps with interrupting caps. The mana cost gets kinda hefty so you're not going to spam this until you're actively assassinating someone in melee range (for the heal)
E is your escape, don't use it to engage unless it's evo'd and you're GOING to get a kill by using your E-W-Q combo.
R is good for chasing, escaping, dueling. Just be aware that on capture points that are neutral or enemy owned, they will see you. Same goes for the storm shrine. I can't tell you how often i'm seeing people stealth into the turrets thinking they're being sneaky and they aren't.
Evoing order.
E is evo'd first just because it's necessary. Longer range leap as well as a reset on kill/assist makes you an extremely slippery assassin.
Q is next always for the bonus damage and bonus range. The range is noticeably larger and can make the difference between a kill and an enemy getting away in some cases. NOTE: People think the bonus damage is based on total or bonus HP and it's not. it's based off of missing HP. Making it an execute like Lee's second Q activation. For this reason it means (once it'd evo'd) your combo should be W>Q always to maximize the amount of damage it's doing.
W I evo this at 16 if the enemy team is very kitey or very good at dodging. The slow is invaluable when ganking and the extra missiles can help stop entire groups from capping a point on a relatively low cooldown at max rank with CDR.
R I evo this when the enemy team has a lot of damage i may find myself wanting to avoid (karthus/fiddle/darius/jayce/etc/etc).
Always adapt to your enemy team and build/level accordingly. There is no one set way to play a champ and if you run the same build in the same order every game, you're going to lose more often than win.
I'm taking advice/criticism for my build and tweaking/altering before publishing a guide on solomid and DD.
League of Legends Community
|
Sazdek
|
|
|
Orphane
|
|
|
RCIX
|
|
|
Goronok
|
|
|
Orphane
|
|
|
Catnium
|
|
|
Sazdek
|
|
|
Idune
|
|
|
Sazdek
|
|
|
Phourc
|
|


