Thursday, October 16, 2014

General Build Guide for a Mage in Mid Lane

So you want to be a wizard...

So in order of build diversity from most standard to least standard you have:  Adc, Support, Jungle, Mage, and then finally Solo.  Solo is the most diverse because you can play it as a warrior, assassin, and mage.  So if you had to pick a build for mid, not knowing which mage you would be playing and not knowing either team's comp, what would it be?  You need a little bit of survivability and whole lot of magic power with a little pen on your 2nd to last or last item.  Hence:
  • Vampiric Shroud, Bancroft's Talon (1st tier to start then skip upgrading until later) CDR Boots, Warlock Sash, Book of Thoth, Bancroft's Talon (Finish), Obsidian Shard, Rod of Tahuti
This is a high damage build for just about any mage.  Warlock Sash gives you some health, and you will do a ton of damage.  If you are new to league and need a little more "wiggle room" you can go with Hide of the Urchin or Magi's Blessing instead of Book of Thoth.  This will however greatly reduce your damage during midgame and slightly reduce it at the end, but has the added advantage of you not feeding the enemy team.  Some times playing mid is just not dying and saving your jungler/solo from your opponent's mid's rotations.

Before I get into alternate builds or items for situations, let's take a look at the viable mid mages.  We have, in no particular order:  Kukulkan, Poseidon, Janus, Chronos, Scylla, Isis, He Bo, Agne, Ra, and Nu Wa.  These gods in particular, as opposed to other mages, all have one thing in common, some manner of speed boost, teleport, or lunge.  Mobility is key in mid as you need to rotate around to the mid harpies and to help the jungle with back harpies as well as potentially helping with speed and damage buffs, not to mention rotating to either duo or solo lanes occasionally.  The mobility also helps when the jungle and or support suddenly crash your lane to gank every 3 minutes when the harpies come up.  The other advantage many of these gods have are the area denial abilities.  These are persistent fields that can be put down that essentially box the enemy into an area.  Kukulkan has the tornado, Poseidon the whirlpool, Janus the speed bump, Scylla the red glowy circle, He Bo the wet paper, Agne the oil slick/bombs/dash fire, and Nu Wa the fog.  Many of these gods also have roots or slows, which can then be countered by Isis's wing gusts and Chronos speed booster.

So which ogds will you get yelled at for picking in mid and why?  Anubis, Aphrodite, Chang'e, Freya, Hel, Vulcan, Zeus, and Zhong Kui are all poor mid's because they have no or next to no mobility abilities.  Anubis, Vulcan, and Zeus are somewhat viable due to still having zoning abilities.  Aphro, Hel, Chang'e,Ahong Kui and Freya are all decent solo's duo to their sustain but their lack of mobility and zoning make them poor mid's.  I want to point out that Vulcan has made a resurgence of late, people still don't like seeing him, but he does have a very high win percentage with a decent play rate.  He defies the general mid strategy of mobility but you can't really argue with his burst.  One of his main drawbacks was that his ult was hard to hit, but the resurgence of Ymir, the new Nu Wa, and the bug fixed Serqet, the combo potential has really made the ult much easier to hit.

Let's take a look at items, as this is a build guide, that are commonly found in the mid lane:  Vampiric Shroud, Bancroft's Talon, Chronos Pendent, Warlock Sash, Book of Thoth, Obsidian Shard, Rod of Tahuti and either the Pen or CDR boots.  Then you have items that are situational to certain gods or certain situations.  Demonic Grip on more in hand based gods like Chronos.  Spear of the Magus on gods with high ability uptime like Isis, He Bo, and Poseidon.  Polynomicon and Soul Reaver on burst mages like Scylla, Janus, Agne and Poseidon.  Some situational items are Breastplate of Valor which would replace a Chronos Pendant and is good if you keep getting ganked by a Loki or Serqet and is best when teamed with a Book of Thoth.  Magi's blessing if you have a high amount of cc coming at you like Khumba, Ymir, Artemis.

So a CDR rush build looks like:

Vampiric Shroud, Lost Artifact (Chronos Pendant 1), CDR boots, Chronos Pendant (Finish) Warlock Sash, Obsidian Shard, Rod of Tahuti, Polynomicon.

A more defensive CDR rush will leave Lost Artifact until its time to build Rod of Tahuti and instead get Breastplate of Valor before Warlock Sash.  This delays stacking the Sash for a bit but well worth it if you have a Loki jumping down your throat.  Also you can start with Tiny trinket instead of Lost Artifact for a 5 magical power increase in initial laning phase and just leave it at rank 1 until its time to build Poly.  Poly works well with CDR for obvious reasons.

You never want to go too tanky in mid as your team will absolutely need your damage the longer the game goes on.  The most you would want to do, if you are really getting hurt in mid is to get Sash, Breastplate and either Magi's Blessing or Hide of the Urchin.  If you try to build any more defense than that then you become pretty much useless to your team.

Alright lets talk about actives.  Its pretty straightforward here as most of the time you will want beads and aegis.  If you are on Ra you can swap one for heavenly agility.  If you are on Nu Wa you can swap one for Girdle of Inner Strenth and combine with damage buff to do a lot of damage during Ult.  Pretty simple really.  For consumables, some mana pots early and then just get wards and sentries.  Its ok if that sentry just stays in your inventory all game, its better to have it, and never need it, than to need it, and no one has one.

So, as I've said before there is a lot of options for mid lane mages and these are only two very general builds.  There are a lot of custom build guides created around specific gods and as you find the 2 or 3 gods you want to specialize in, it is worthwhile to look at those guides  Also, it is really dependent on how much cc the other team has, how much spike damage the other team has, how mobile is the other team, which god are you laning against, which god are you using, and finally are you going to need to function as a hyper carry in end game given your team comp.  I've outlined some of the major things to think about when you are buiding, so good luck!


No comments:

Post a Comment