Thread:Double Slap/@comment-3017217-20150224212358/@comment-4091261-20150417011712

Experimented on all the builds. Here are my results. One thing all the builds had in common is the bursting nature. Due to that fact, low health targets are easily wiped out to any of these three builds.

Build A specializes being an undying monstrosity. Many times have I just jumped in the midst of a 1v5 and lasted longer than 20 seconds. It happened alot due to being a 3v5. In that game I realized the importance of, or some movement speed buff. was TERRIBLY slow that game; kiting was a large issue. Laning with smite was not as bad as expected; it actually was good for sustaining in lane--healing for a whole 850 health with one smite. The sustain was frightening actually. Come mid-late game, going back was always at near full health. Damage was ok on champions, but weak against minions. Magic damage, in particular, was quite painful when the game drew on. At every point in time, was incredibly tanky.

Build B was excrutiatingly painful to play as. Due to the lack of sustain, poke was a major issue. 1v5 don't work at all. Careful planning must be made with engaging the enemies. Despite these issues, kiting was nonexistant. I do mean nonexistant. There was no way that would get poked and be unable to strike back. The slows were a bit overkill though. Rylais + Randuins + Blood Pool, so much that it is incredibly inefficient. Penetrations were astonishing, the burst was heavy for a bruiser. I am considering replacing with  to capitalize on this benefit; as well as, be the only build that can do something against the frontline. The mr reduction also proved to be quite an asset for in terms of jungling.

Your build exited the realm of bruiser and went heavy mage. The AP is nothing to scoff at. Due to the lack of smite, ignite proved quite useful for securing the earlier kills. The build begets snowballing, a lot of it. Kills to gold to kills. was also quite difficult to be kited due to the heavy slows and movement speed. Farming was insane due to the heavy AP. The sustain was good, even though it didn't reach the level of Build A, because killing them quicker is another way of defending oneself. Tanks were a signficant problem however. The spellvamp sustain was crushed due to being unable to deal a significant amount of damage to the tank. The tank then proceeds to maul face. On that note, penetrations were weak. Even the slightest bit of magic resistance crushed damage output. This is a strong hazard due to reliance on spellvamp in this build.

My observations using these three builds gave me 3 solid objectives that needs to fullfil.

1) must sustain. Sustain on, in any form, is necessary for his wellbeing. The health cost on the  adds up with health and needs greater or equivalent sustain to maintain the health. A clear flaw in Build B, although incredulously successful in Build A.

2) cannot let enemies kite him. If enemies are kiting, he is unable to drop a massive portion of his damage output as his ranges are quite low  case, this is essential due to his sustain relying on this damage output.

3) The frontline must be accounted for. is insanely powerful against the backline as a bruiser. However, offtanks and tanks just ruin . Burst is quite useful on, but if nobody is building to strike down the tanks of the group,  must build against these tanks as they are incredible nuisances.

Well that is my individual conclusion. What are your thoughts on the matter? How do you think the build should look like in the end?