jueves, 20 de octubre de 2011

Special Edition Harrowing Skins and Runes Now Available!


Summoners!
The Harrowing has officially begun, and everyone down at the Institute of War is getting into the holiday spirit! But no one’s quite as prepared for the biggest holiday of the season as Annie, Blitzcrank, Nidalee, and Nocturne. As a matter of fact, each of them has been seen sporting limited edition Harrowing Skins down on the Fields of Justice!
If you’re feeling particularly mad today, and wouldn’t mind getting hitched to a teddy bear monstrosity spawned from a bit of weird science, you’ve probably got a few things to talk about with FrankenTibbers Annie. Don’t miss your chance to pick up this adorable Dark Child and her imposing yet cuddly companion!
On the other hand, if you’d rather be totally incognito this Harrowing season, you should probably take a few lessons from Definitely Not Blitzcrank. This is one Great Steam Golem who definitely knows a thing or two about blending into a crowd!
Alternately, if you’re a fan of black cats and pointy hats, you’ll definitely want to pick up Bewitching Nidalee! This is one kitty that your enemies won’t want to spot crossing their path!
Of course, if you’re the kind of person who likes to take the opportunity to jump out and startle people around this time of year, it’s likely that you’ll want to take notes on Haunting Nocturne. After all, there’s nothing more terrifying than the Eternal Nightmare in disguise!
Also, if you’re in the market for a few new runes this Harrowing season, you’ll be pleased to know that Harrowing runes are returning for this year’s festivities. If you want to save some valuable Influence Points, make sure that you snag some of limited edition quintessences while they’re on the market!
But remember these petrifying skins and runes are only available until October 31! Don’t miss out on your chance to pick up the latest in Harrowing fashion for your favorite champion! Head on over to the League of Legends Store to purchase your Harrowing skins today!
Click here to see these champions all decked out in their most horrific, limited edition Harrowing skins!

New Skins and Graves Bundles in the Upcoming Patch!



A rugged new champion has tracked his nemesis all the way to the League of Legends. And along with his typical traveling outfit, this notorious Outlaw has also brought along a bit of inner-city edge along with a more hardened, industrial look.
Graves Bundles
Graves, the Outlaw, has busted out of lockup and traveled all the way to the League. A crack shot, Graves punishes enemies at range before darting in to finish the job with a quick burst from his shotgun! If you think that every yellow-bellied varmint deserves a reckoning, you this is one gunslinger you’re definitely going to want to add to your lineup.
Not satisfied with his standard Outlaw attire? Graves is also sporting his more urban Hired Gun outfit for those looking to shed a bit of that rough-and-tumble look. On the other hand, if you’ve got a soft spot for a gentleman who’s just broken out of the clink, you might find that Jailbreak Graves suits your palate.
Hired Gun Graves Bundle
If you’re a bit more of a city-slicker than you are a frontiersman, then you might want to seize this opportunity to snag the Hired Gun Graves at 50% when you purchase the skin and champion together in the Hired Gun Graves Bundle.
- Graves Champion + Hired Gun Graves (Normally 1495 RP) will be only 1235 RP
Graves Double Bundle
Alternatively, if you’re if you think becoming an Outlaw is a lifestyle choice and you’re ready for some serious gunslinger action, you can pick up both Hired Gun Graves and Jailbreak Graves for 50% off in the Graves Double Bundle
- Graves Champion + Hired Gun Graves + Jailbreak Graves (Normally 2470 RP) will be only 1722 RP
But remember that these great bundle deals are going back into the slammer at the end of the weekend following the patch, so don’t miss your chance to acquire these awesome skins at a steal!



miércoles, 19 de octubre de 2011

Champion Spotlight : Graves , the Outlaw

The Graves Champion Spotlight is out! This delightful gentleman is out to blast through the competition in the League, and in order to get your first glimpse of him in action, I recommend you check out the video!

viernes, 14 de octubre de 2011

League Judgment: Graves, the Outlaw



Candidate: Graves
Date: 14 October, 21 CLE
OBSERVATION
Malcolm Graves is the picture of resilience. His body, a checkerboard of scars and cracked calluses, remains fit despite his age. His expression is grim, determined. He carries an oversized shotgun in one hand. Its weight is irrational for its function, but it complements him well.
However, the real story lies in his eyes. They seem stubbornly fixed on something beyond his vision, something unachievable, some goal that has always remained slightly out of reach. Nothing will steer him from his course. It’s as though he has pursued the carrot-on-a-stick for so long that, even though he learned the trick, it’s all he knows how to do anymore.
REFLECTION
Same old song and dance, Graves thought. Couple of big wigs trying to put on a show.
Graves wasn’t one for theatrics. He preferred to keep most of his social interactions 12-gauge and below. Things hadn’t always been this way. Once upon a time, he genuinely delighted in the game, fleecing marks and skipping town before the chips could fall. Back then he had a partner with a like-minded philosophy: the longer the con, the better.
Good times.
Then Twisted Fate turned on him faster than a foal in a firepit.
Graves was no stranger to the double cross, but somehow Fate managed to blindside him. Never again. He paid a fair chunk of his life for that oversight. It was a hard lesson, but then again the most important ones tended to be.
Now all that was left was to even the score.
The clank of crashing steel broke his thoughts. It was a tone of bitter finality, the chime of swindled life. He knew it well. He spun to find a familiar set of bars lined mockingly between him and the freedom he so recently won. Behind them, the oily face of the man who incarcerated him, Dr. Aregor Priggs, sneered in victory. He raised his arm, happy to put a slug between Priggs’ beady eyes, but his hand was empty.
He was trapped, again, in Priggs’ privately funded detention facility.
Well, this is a setback.
Priggs grinned broadly, gathering a froth of reeking spittle in the corners of his mouth. He was a bulbous, slimy man whose only redeeming quality, as far as Graves was concerned, was that he had the stones to look his captives in the eye while he kept them holed up like dogs. Graves had worked out that Priggs used this little sanctuary primarily as a place to make high-profile competitors disappear, but he had earned a special cell for taking two of Priggs’ more fetching mistresses for a week-long excursion on the sleaze’s dime. By the time Priggs’ retinue of head-bobbing corporate flunkies tracked all the funds Graves funneled, he and Fate were already in Demacia hustling vacationers on Conqueror Beach.
“I bet you thought you saw the last of me,” Priggs wheezed. He always wheezed when he talked.
“The last I cared to,” Graves said. “You looked a might improved with that pig face of yours spread across a wall.” Every word carried a consequence, so Graves chose to savor them.
“Aren’t you curious how I did it?” Priggs was pleased with himself.
“I don’t wonder why critters come crawling back, I just stomp harder next time.”
“I hope you still have that spirit when I’m through with you,” Priggs spat. Graves didn’t flinch. He may as well have been a tick for how long he’d held on in that place, with few friends and fewer decencies, tended by whatever trash Priggs found to run the outfit. Pain had long ago become a chore more than any kind of punishment.
“I hope you eat something lighter the next time I make you soil yourself,” he returned.
“Why do you want to join the League, Graves?” The question was unusually direct for the wheezing oaf, but when the subject was the most powerful organization in Valoran, perhaps even his chaps got a little chafed.
“Don’t know why you’d stop to wonder,” he said. “You know my history as well as anyone.”
“Miss me that much?” The new voice, a relic from the past, made Graves’ blood boil. He grabbed the bars, knuckles white, as Twisted Fate strolled into view behind Priggs.
“Fate! I know you’re crooked as a quarryman’s spine, but you got a real set of tires throwing in with this sack of stool again!” This wasn’t the reunion Graves had planned all these years.
“Why you-” the fat man sputtered.
“Why do you want to join the League, Graves?” Twisted Fate’s face was calm, unreadable.
“You let me out of this cage and I’ll show you-” Graves roared.
“Why do you want-” Fate started again.
“I’m going to ruin your con, Fate! The world may buy that you’re some kind of ‘champion,’ but I’m gonna show them what you really are. I will take everything you have, and when I’m done, you’ll be lucky to scam the heat off a campfire.” Graves took a deep breath. He didn’t realize how much Twisted Fate had gotten to him. He silently vowed never to give Fate the satisfaction of seeing him this angry again.
“How does it feel, exposing your mind?” Fate smirked, a simple gesture that was acid in Graves’ veins. He swallowed, determined not to lose his cool again.
“Feels like I just squatted with spurs on,” he muttered.
Fate chuckled. “It’s good to see you again, Malcolm.”
With that, he strode out of sight, Priggs close on his heels. Graves sat in his cell, smoldering, until the bars suddenly opened. Cautiously, he exited the cell…
…and found himself standing in the Institute of War, weapon in hand.
Always putting on a show.
Graves clenched his teeth and cocked his gun. He wasn’t one for theatrics, but if it was a show they wanted…

lunes, 10 de octubre de 2011

Champion Sneak Peek – Graves, the Outlaw


If you’ve ever had a nemesis in your life that made you want to call him out for a showdown like the no-good, low-down, varmint, snake-in-the-grass that he is, you’ll probably have a bit in common with this next champion. Allow me to introduce Graves, the Outlaw. In addition to being one of those crack-shot renegade types, Graves is possessed of a particular disinclination towards everyone’s favorite Southern gentleman, Twisted Fate.
Whatever the result of his arrival in the League, one thing’s for certain: Somebody’s going to go out with a bang!

jueves, 6 de octubre de 2011

New Skins and Xerath Bundles in the Upcoming Patch


A volatile new presence has manifested in the League of Legends today. And alongside this mysterious, arcane being, we’ve also spotted a couple of epic new outfits for a pair of your favorite champions.
New Skins
If you’re into authority figures, Officer Caitlyn is here to show you that a brush with the law doesn’t always have to be a bad thing. This is one police woman we’re certain that you’ll be happy to see, whether or not she has left the fuzzy cuffs at home.
On the other hand, whether you’re a pyromaniac, a gearhead, an unhinged physicist, a powered armor enthusiast, or just somebody with **** good fashion sense, you’re definitely going to want to have a look at Brand’s new Cryocore skin. And to celebrate the arrival of this hi-tech new skin, we’ll be reducing the price of Vandal Brand from 975 RP to 520 RP.
Xerath Bundles
Xerath, the Magus Ascendant, has broken free from his imprisonment and materialized in the League of Legends. A being of pure magical energy, Xerath uses wields his arcane powers to rain destruction down on his opponents. Harnessing the power of his enchanted sarcophagus, Xerath can reduce his enemies to scorched earth from a great distance away!
If you prefer your ancient, arcane beings to show a little bit of that rugged, rough-hewn edge, you’ll be pleased to find Runeborn Xerath also available on patch day. On the other hand, if that Avant grade science fiction look is a bit more your speed, you should definitely have a look at Battlecast Xerath.
Battlecast Xerath Bundle
If you’re ready to fire up your servos and hit the Fields of Justice, then you’ll be happy to know that you can pick up Battlecast Xerath for 50% off when you purchase the skin and champion together.
- Xerath Champion + Battlecast Xerath (normally 1495 RP) will be only 1235 RP
Xerath Double Bundle
On the other hand, if you’d like to have the option to invoke either the future or the olde world, you can pick up both Battlecast Xerath and Runeborn Xerath for 50% off when you purchase the skins together with this epic champion.
- Xerath Champion + Battlecast Xerath + Runeborn Xerath (normally 2470 RP) will be only 1722 RP

miércoles, 5 de octubre de 2011

News Lol Arena : Champion Guides Update [ 6 / 10 / 2011 ]

Updated the guides section champions. We have added these new champions:

- Gragas
- Malphite
- Morgana
- Nasus
- Nidelee
- Skarner
- Swain
- Tyrandmare
- Vayne

Aproax champion : Xerath , show the sptolight of Xerath

Champion Spotlight: Xerath, the Magus Ascendant


Xerath is coming to the League, summoners! This long-range mage provides a completely unique play style, focusing on bombardments from afar. Looking for an overview of his playstyle or some tips on how to play him in both Classic and Dominion? Look no farther: Watch the Spotlight!

Head to the video on YouTube to change your subtitles, comment on the video, and subscribe to the Riot Games YouTube channel.

lunes, 3 de octubre de 2011

Lol Riven Guide Dominion - Riven: The Road to Dominion




Alright, with the disclaimer out of the way, let's get to the good stuff. Dominion is a blast of fresh air for people who've been griping about Riven's shortfalls in Summoner's Rift and Twisted Treeline. Weak early game, easy bait for ranged DPS, suicidal to take into bushes infested by wonderful threats such as Shaco and Talon and Jax. Dominion throws all these issues out the window and gives Riven an arena where she can truly shine. The problem is, all the common builds meant for Summoner's Rift don't work so well in Crystal Scar. And I weep every time I see a tanky-built Riven dive into battle attacking or defending a tower, only to be torn to shreds by ganks before they can do very much, simply because their AD just wasn't up there.

Which is why I present to you this guide. I have always been a strong advocate for AD and CDR. With Dominion, I throw high mobility on top of that, and have been rewarded by a surprisingly successful streak. Riven was made for a rhythmic, fast-paced gameplay. Dominion requires a rhythmic, fast-paced gameplay. But building Riven to absorb damage and keep going doesn't help in a game where so-called tanks such as Nasus and Maokai get torn to shreds because of the fluid nature of gameplay. In Dominion, there's not many places to run and absolutely nowhere to hide. So instead of defense, I focus on standing and fighting. With Riven, it's easy to take down at least two of your attackers before you die in ganks, if you build her right. Which is hopefully what I've done.

Differences in Dominion

This is a guide to what to expect in Dominion. If you already know what to expect, skip this.


So you line up for your first fight in Dominion, not sure what to expect. There's two or three people in your team who've played before, and they're shouting out orders to you that don't make sense. After standing on the starting platform for about thirty seconds, you start to fall asleep, when suddenly, the path opens and everyone's shouting "GO GO GO!!!" and you're wondering "Why the rush?" And before you know it, your team's losing.

I will not lie, Dominion is brutally fast. I get goosebumps of joy every time I think about it. It's what Riven was made for - raw back and forth fights for inches of land, rather than cowering behind mobs of minions smacking them with your Q to slooowly build up exp. In Dominion, you start off at level 3. Goodbye half your early-game. Each team has 500 points in their Nexus, with your goal to force the enemy to lose points. How you lose points, I will discuss later. How you gain points...I will not discuss.

Dominion starts off with a long countdown on your starting platform in which you buy your items, assign your 3 skill points, discuss strategy with teammates, and otherwise just twiddle your thumbs while you stare at the map. There are five towers arranged in a pentagon, three top, two bottom. The usual tactic upon starting is to have one or two people rush the bottom tower closer to you, one person to rush the top-right tower, and two to get the tower at the very top of the map. It's key to hold at least three towers, because the team with more towers is the one that's winning, and is forcing the other team to lose points from their Nexus. Once one team's points hit zero, big explosion, congratz you win.

Killing doesn't matter as much any more because of a beautiful thing called the Crystal Scar Aura. What it does is passively give you exp and increase your gold income rate, along with a bunch of other buffs that make armor and magic resistance less useful than they were before. The nice thing about this aura, especially for Riven, is that you hit level 4 within the first thirty seconds of starting the game, meaning more Ki Burst, and less early-game. Wait, so why doesn't killing matter? Not only do you gain exp and gold passively, making gains from kills less important, but killing doesn't keep people out of the field too long, at least in early-game. The map is small, and towers are very close to spawning points. Sometimes, you might be doing them a favor by sending them back across the map in full hp to protect a tower under attack right next to their base. Sure, you force their team to lose two points, but you have to be selective about killing sometimes. That's a first.

There are buffs all across the map. One buff for each team in the center that increases hp and whatnot, speed wells at three points around the jungles that increase speed for a short amount of time, and my personal favorite - health packs. That's right, packs that give you health. Right away, not regen over time like poor health potions. And it's all geared towards the high-speed nature of the game. Low on health? Snag a health pack and keep running. Need to go faster? Dive into a speed well and watch Riven run like Usain Bolt. Still not feeling it? Go to the center and...wait...a...long...time...to get that random buff that's there. Alright, so that's not fast-paced.

In the end, it's all about taking towers. Towers do the same damage as always, but you can stop that by having someone start channeling their powah into the towah (ok that was bad) to keep it busy. Usually, unless you're sure all five champions are on the other side of the map, you want to bring a buddy when you take a tower. One to break off and keep the enemy at bay while the other finishes charging. As Riven, your job is to keep the enemy at bay if the need ever arises. More kills for you ;) Wait, kills don't matter! >:O Just do it for the dead bodies.

So, there you have it, my rundown on Dominion.


If you hear the Gods of War III theme song playing when you look at this picture, +1 rep from me.

Pros / Cons

Pros:
+Good Mobility
+High Damage
+High Damage
+High Damage
+No Mana Required
+Easy to get good positioning
+Deaths matter less in Dominion
+People don't care if you KS :D



Cons:
-Squishy (as always)
-Can't harass tower-sitters without backup
-Hard to aim Wind Slash in the thick of battle
-Hands are sore after a hard-earned victory

Summoner Spells

I know, I know. You're looking at this guide and thinking "WTF,  Ghost and  Flash? You noob, why so much mobility!?!?!?" Well, don't downvote me just because of that. There's a method to the madness. Like I've said, mobility is key to playing Riven in Dominion.  Flash is useful for chasing and escaping in general. Per-game, I can attribute at least one kill to a well-timed and well-aimed Flash. I've seen people bash it for its long CD and general lack of utility as compared to its usefulness in Summoner's Rift. But honestly, choose it or ignore it at your own risk. Pack it, or watch would-be kill get away to heal, then come back right away to fight for your towers.

The reasons for packing  Ghost are a bit more subtle. I've once gone against a team where every single opponent packed ghost, bought boots right off the bat, and used Ghost the moment the game began. They rushed top and bot, and had 3 towers before we even had 2. Then they played epic defense the rest of the game, and thrashed us the entire game. When we tried to attack, they ghosted in and saved their own asses. When we left towers undefended, they ghosted in and stole them before we had time to blink. Seriously, Ghost is the little boost you're dying to have when running to save a tower from falling into enemy hands when you can't afford to make a detour to grab a speed boost. It's the boost you use to get through minions and get away faster when Flash is on CD and your Valor has been tried and failed. It's useful in so many ways it's not even funny.


Alternatives
Not convinced? Fine -.- I'll give you the rundown on the alternatives.

 Exhaust
Works great carrying over from Summoner's Rift. Functions the same way, helps to slow down what would otherwise be a hectic and fast game. Especially great on stalling that annoying Tryndamere until his ult wears off. But, since killing isn't as important as defending or capturing towers, may not be the best choice.

 Ignite
Not my preferred spell, since the game is too fast-paced for DoTs, and heals aren't as common when you don't have time to sit around and heal, unless you're tower-sitting. And if you're standing still with Riven, you're not doing something right. Still, a nice thing to shut down Swains with...if you ever bump into a Swain.

 Heal
Don't laugh. It can help you stay in the field just long enough to reach that Heal Pack, then turn around to smack that Xin Zhao that's been chasing you all around the map because you were at half-life. I packed this one before I realized the full potential of Ghost.

 Garrison
Great for defending towers and attacking towers early-game. Late-game, not so useful.

 Cleanse
Oh the noes, you've been slowed by one of Teemo's shrooms while rushing to save one of your towers! Cleanse and get there faster! Mostly for survivability of yourself and your towers. Otherwise, not that important.


Bad Alternatives

 Clairvoyance
Some people like bringing this. I don't. Most of the map is illuminated anyways, and where it isn't, you can easily explore for yourself in groups. The map's so small that the only time you'll be using this would be to see how far that Teemo's progressed towards one of your undefended towers.

 Revive
I guess if you want to revive right away to save a tower in danger, this would be somewhat useful. But with the insanely long CD, you won't be using this much. I'd rather pack Flash.

 Promote
Cool, you now haz giant minion. Treat him well, feed him cookies, and he'll...well...he won't do much for you, to be honest. Again, I'd rather pack Flash.


No, Just No

 Smite
Cool, you can kill minions faster! With Riven and with this build, you can 1HKO them anyways with Ki Burst.

 Clarity
Oh no, you're out of mana! What's that, Riven doesn't use mana? Sucks for you once you've brought this into the game.

 Teleport Fortify, and  Rally
Damn hackers...


Skill Sequence



I'll admit, I'm a sucker for Riven's skillset. So much so that when playing with other characters, I sometimes catch myself accidentally hitting E to sidestep an incoming skillshot...only to find myself hit by said skillshot instead. Seriously though, don't brush off any of her skills as just things that are there to help build up charges for your passive, especially in Dominion gameplay. Each and every one is a beautiful piece of work that, in the right situations and in the right hands, can make the difference between victory and defeat.


 Broken Wings
Gives you key bursts of mobility when dancing in and out of range of enemy towers or bursting towards the speed boost areas of the map. Also great for building up charges while chasing down enemies fleeing back to their towers, then hitting them with a juicy crit that sends them back to their maker.

I max this last because the CD doesn't decrease with leveling and because the damage it offers pales in comparison to Ki Burst and the damage you get in between smacks with Broken Wings. But seriously, don't forget to pause in between each slash in order to let your charges hit. Otherwise, amid the Ki Bursting and Valoring that people do, you're wasting charges.


 Ki Burst
Easily the bread and butter of any Riven player in Dominion. Here, in the fast-paced gameplay, the supposedly insignificant stun that Ki Burst provides suddenly becomes key in holding people back just long enough for your teammates to come in and wipe the floor with the opposing team. And that's without touching up on the damage. Seriously, with this build. I can take down a third of the hp bar on the average champion, a quarter of the bar for tanks like Rammus, and as much as half the hp bar for Talons and Shacos.

And while Broken Wings may deal more damage altogether, the fact that this does all that damage at once, and stuns the enemy too, makes this the go-to skill for tearing down teams. Why would you pass up AD for off-tanking and other whatnot in face of such terrifying damage? WHY!?!?!?


 Valor
At first, people saw this skill and moaned over the short distance you move. But even that little distance is great when dodging skillshots or moving within the safe range of towers. And the shield, when stacked with AD, can be incredible. Again, why would you ignore AD when you can easily stack a couple hundred on a great shield like this? Max this as soon as you're done maxing Ki Burst.


 Blade of the Exile
The icing on the cake. Once you get this ability, and have sufficient cooldown with  Ionian Boots of Lucidity and  The Brutalizer, use it when you enter fights. Use it when you're going in for the kill. Use it when you see a guy running away with low HP and think you can finish him off with a well-aimed Wind Slash. Use it when you're about to go down, and want to leave your mark behind.

Use it before you die. Use it to keep from dying. Use it anywhere and everywhere, because the damage boost it gives you is a beautiful piece of work in and of itself. Add on a manageable cooldown and the fact that Riven doesn't run on magic, and you have one scary ult that makes Riven even more dangerous than she already is.

For Blind Picks, use it before the opposing Riven does. As I've learned both the easy and the hard way, the first to reforge her blade is usually the first to wipe out the other team.

Masteries

21/6/3

Don't blame me for being typical: the typical mastery tree for Riven is also the best one.  Good Hands becomes more useful in Dominion when a few seconds in revive time becomes the difference between winning and losing a tower. I keep the defensive points in even for this offensive build mainly because they're just nice to have and because the other typical boosts provided by the utility tree are pretty useless when you automatically get exp and gold. But other than that, that's pretty much it for Masteries. On with the show.

Runes

Runes are a mixed bag here. You don't have to follow them strictly, I just put what my personal choices would be. A note though: I use runes that increase with level because you start at level 3, and level up very quickly in Dominion. Why use runes that are inferior past level 11 or so when more than half the game will be spent at level 14+?

 Greater Mark of Might: With the Crystal Scar Aura, you already get natural armor penetration. So instead of building what's already being boosted by Last Whisper and a passive aura, why not build up the raw AD for abilities instead?

 Greater Seal of Shielding: With magic resistance a little on the low side, and Jax prowling the Crystal Scar, there's no reason not to bring up magic resistance to at least par with armor, even if both are a little on the low side. Not to mention, the Crystal Scar Aura increases magic penetration less than armor penetration, making any bit of magic resistance you have more valuable. This is about buying seconds of your life to take down an enemy with you.

 Greater Glyph of Focus &  Greater Glyph of Celerity: Cooldown reduction is critical for fast chaining of skills, making this one one of the more important runes for this build.

Credits to Firerebel for pointing out that straight Celerity Glyphs go over the 40% CDR cap, and that Focus Glyphs help to fix that.

 Greater Quintessence of Swiftness: This one is a tossup. I chose Swiftness because of the need for speed in Dominion, though anything from more to more CD can work just fine here.


For Riven, less armor means more defense. Can't touch this.

Items



Here we go. The big one.

Dominion generously gives you 1375 gold to start with, which opens up a huge range of possibilities. But of course, there's the catch. Speed being the crucial element it is, it's probably safe to sink 1k gold into a fully-upgraded pair of boots right off the bat. Which is what I do.


 Ionian Boots of Lucidity
It's funny how Noxian characters tend to be improved drastically by this item. First Katarina, now Riven. Start off with it before you even leave the platform; the speed and CDR are both worth it.


 Youmuu's Ghostblade
Most builds don't finish this item until late into the game. But with its myriad boosts and its relatively cheap component prices, unlike items building off of B.F. Sword, this is a great item to finish early on, piece by piece, with money you get early on. Start with the Brutalizer to round off your CDR and set you up for the rest of the game, then finish up with the rest of the item whenever you want, sooner if you're cheap like me, later if you're willing to tough it out and save up for the next item.


 Infinity Edge
I get it all the time. People trash Infinity Edge for Riven simply because it focuses so much on critical hit chance, which is useless for Riven's abilities. Yes, yes, yes, that is all true. BUT, ladies and gentlemen, have you all forgotten Riven's passive,  Runic Blade? Damage from this is at least, if not more, important, as damage from Riven's abilities, and one that critical hits actually benefit. Having gained more than half my kills through following up skills with regular hits, and having ensured many of those kills thanks to critical hits, I can safely say that this item does belong on Riven, and no player should ignore this item without at least considering the merits of this item.

Edit: As proof of power, I went ahead and ran some tests with this build. Sadly, screenshots don't seem to work while playing LoL. However, I will display the results. Trust me if you will.

At level 18, with the build complete, no bonus from passive, critical hit damage was:
958 on average
With bonus from passive, critical hit damage was:
1138 on average
With Blade of the Exile, critical hit damage was:
1358 on average

Now, this was against minions and creeps in Twisted Treeline, with Bloodthirster substituted for Sanguine Blade. Still, make of it what you will. With 42% crit chance with this build (not sure what other numbers are being shown) this will land stupidly good amounts of damage over a short amount of time. Even if the enemy has armor, this still does crazily good damage. In an actual Dominion match with all items up except Last Whisper, I still landed 600 damage crits on a Malphite with an armored build. So before you bash critical hit chance on Riven, consider the proof.


 Frozen Mallet
Wait, what? Isn't there an item that replaces Frozen Mallet in Dominion? Yes, yes there is. It's called  Entropy and in my humble opinion, it's inferior in almost every way. Frozen Mallet gives you many times more hp than Entropy, though at a cost of a significant chunk of AD. So, what in the world would cause me to choose hp over AD!?!?!? Well, come on. Riven needs something to keep her alive. Even the almighty raw AD itself can't save Riven if she's reduced to just another Yi or Talon who lands a half-dozen hits then bites the dust. 700 hp versus 200-odd hp is no contest, even in the face of 20 AD versus 70 AD. Frozen Mallet all the way.

But AD and hp can be gained through other ways, so is it still viable to get Entropy over Frozen Mallet? No. Why? Simply put, the passive. Entropy has the measly 25% chance of slowing the enemy on normal attacks, just like Phage. Frozen Mallet does it on all normal attacks. In a fighting style where you don't chain together normal attacks, 25% chance doesn't cut it. The passive of Frozen Mallet remains very viable in Dominion.

For those of you who say that it's impossible to get classic items in Dominion, think again. I have taken a screenshot, shown far below, of me winning a match in Dominion with Frozen Mallet. Yes, it's possible. And it's better in almost every way when compared to Entropy.


 Sanguine Blade
I've always been on the edge about Bloodthirster. Having to stack 40 times based off of kills, which you lose in huge chunks when you die, just doesn't appeal to me. Sanguine Blade, for Dominion only, is - in my opinion - a much better sibling of the Bloodthirster. Based off of hits instead of kills, with much bigger gains per stack, is a greater way to go. Of course, there's always the little things. The stacks last only 4 seconds, and added up, they're not quite up to the Bloodthirster's lofty standards. Still, they're nice to have, and the item is cheaper to boot.

Just note that this item, compared to other items, isn't as critical to the build. It's just a nice damage item with some added survivability for those who want it in the heat of battle. I personally get Infinity Edge first and get this after Frozen Mallet, but that's a personal choice that comes from a reckless playing style. Speaking of which...


 Last Whisper
Like many things of mine, this last item here is a tossup. You can go for Last Whisper for armor penetration. I included it here for variety's sake. I find that a second Infinity Edge is equally viable, and in some cases, a better choice. But Armor Penetration is always a nice thing to have in case some Malphite or Rammus comes along to ruin your day. Poke a hole in their armor and send them back to their maker.


Alternatives
Fine, fine, fine. I've shown you everything, and you still demand your Atmog's build or what have you in your glorious Dominion build. So I've included some other items here, what works, and what doesn't.


 Boots of Swiftness
Saw this mentioned in Zemiazas's description of Riven in the quintessential Dominion Guide. Yes indeed, Boots of Swiftness are viable on Riven. However, I personally do not recommend them over  Ionian Boots of Lucidity. The reason being is that while you get the extra point in speed, which this guide strongly encourages, the CDR from the Ionian Boots is still more valuable, at least in my eyes. But, if you find yourself struggling to catch that Janna and have no problems with CD, go ahead and make the switch.


 Boots of Mobility
They serve the same purpose as Boots of Swiftness, but are arguably far less valuable. Don't get me wrong, they're great for moving around the map. However, the time you'll want the speed the most is when you're chasing down enemies running away from your towers, towards the safety of their own towers. And that's where Boots of Mobility drop down to essentially Ionian Boots minus the CDR. I wouldn't pack them for Riven due to her tendency to be in combat rather than out of combat. But each to their own.


 Mercury's Treads
Arguably the most viable item on this list. With such a fast-paced game in Dominion, CC can be brutal. Tenacity in one form or another can only help, and Mercury's Treads are probably the best Tenacity item out there for Riven.


 Cloak and Dagger
A viable alternative to Mercury's Treads that also gives Tenacity. The other bonuses aren't that important, though the critical hit boost could be useful for auto-attacks.


 Thornmail
Defense in an AD build!?!?!? Yes. But not for the reasons you think. Thornmail is great for tactical retreats in the face of scary offensive auto-attackers, or for diving head-first into incoming ganks, hoping to take down as many people as possible. Reflect some of that incoming damage from Tryndamere or Yi, and watch them die before you do.


 Sunfire Cape
Another good item for charging into ganks. Arguably better than Thornmail with its generous amounts of hp and usefulness against AP casters in comparison to Thornmail. But it gives considerably less armor.


 Atma's Impaler
Increasing AD based on your hp is always a plus. Though this build doesn't focus on hp, you can always try to pair this with Frozen Mallet for some decent results, though nowhere near as good as packing that second Infinity Edge. Or you could get...


 Warmog's Armor
Invariable goes with Atma's Impaler as seen above, to form the infamous Atmog's build. Take this build, replace the Sanguine Blade with this and Last Whisper with Atma's, and you have an off-tank build. Fine, if you want to play it that way. But all that hp will result in only a few more seconds of survivability, and takes away much-needed damage to hit down runners who will come back to haunt you and your towers.


 Randuin's Omen
A more expensive Warmog's with lower hp and hp regen, in exchange for some armor, CDR, and a slow passive. Fine, if you want, but it's much less effective with Atma's, and doesn't really work in a build without Atma's.


 Spirit Visage
Good, but not great. Gives some Magic Resist and hp, along with some CDR, which doesn't do much after you have Ionian Boots and Youmuu's.


 Force of Nature
The better Magic Resist item. Its tremendous hp regen is somewhat diminished, due to the Crystal Scar Aura, but the other bonuses are nice.


 Quicksilver Sash
If you see an enemy  Warwick, get this so you don't get shredded by his suppress. Otherwise, don't.


 Guardian Angel
I would not get this, partially because the revive is just asking for you to be killed twice, and only actually brings you back into play if the enemies leave you, i.e. when friends come to beat them off your dead body. Otherwise, it's overpriced and lackluster. I guess its only use would be to force enemies to baby-sit you until you revive, then kill you again.


 Tiamat
Thought I'd go over this one, due to the popularity of a certain AoE build out there. No, Tiamat is not viable for Dominion. The passive it gives is a marginal bonus in comparison to the crucial sacrifices you'll make to have it on your lineup of items. Enemies tend to be grouped together less and will attack and retreat from several angles, limiting the chance of you actually hitting multiple enemies with Tiamat's passive down to a very low margin. So don't go bringing your AoE build into Dominion. It just isn't smart.

The Road



Alright. I've talked about the build, now how to use the build, and how not to.


Early-Game
Riven starts off with great speed, and with the boots and a  Ghost right off the bat, you'll have your towers before the enemy does. You can literally storm top, picking up the speed boost along the way, then camp till reinforcements arrive in the form of your slower teammates. Dying here doesn't matter much if you take one of the enemy down with you.

Riven excels at taking unguarded towers, and with towers changing hands often early-game, you should do it often to pick up some free points. You don't even have to fully take it, and it's probably safer to retreat the moment you see anyone coming, if you haven't finished neutralizing it, or if you see at least two people coming after you neutralize it. Going after the buffs in the center isn't worth it here. You as a mobile DPS are needed more in keeping the pressure up on the enemy. Let tanks take the buff instead. If you see friendly towers under attack, speed to them to keep them under your control. Defense is your first priority.


Late-Game
No mid-game!?!?!? Not really. I find that in Dominion, there are really only the early phase, where things are chaotic and towers change hands quite often, and late-game, when revive times start piling up and towers change hands much less. In late-game, Riven truly shines, able to tear through enemy ganks. Be careful here though, as dying 1 for 1 with the enemy isn't as worth it late-game where offense is involved and deaths tend to favor the defender more. If there's a lull in the combat and you count at least 2 enemies dead, feel free to pick up the center buffs to keep you in the field longer.

If you're losing, keep up the pressure. Practically half of my victories have come from pushing on from a bad start, one of them where my team was down by 200 points, but came back to win by 8. The trick is to stack points whenever possible, and to pick up minion kills on the road to enemy towers. All the gold will help you to build up AD and keep enemies off the field, and it doesn't matter if the enemy can see you walking on the road. If you're good, they'll learn to fear the Riven and either over-focus you with 3+ champions, or avoid you altogether in favor of easier roads.

By the end of the game, if you have 3 towers, sit and hold. Harassing for that 4th tower isn't worth it. If you have 2 or less towers, organize an all-out assault one one tower, and get a stealthy friend to go for another. You should play the draw for any assaults, keeping incoming champions busy while your friends take down the tower. Your AD will either kill incoming champions, or severely weaken them for friendly ranged or tanks to pick off. Either way, by the end of the game, given the right teammates and a little bit of luck, you will enjoy a hard-earned victory by following this road to Dominion.

The Proof



You can see me starting towards a second Infinity Edge rather than a Last Whisper here. That's because I was having too much fun critting people to death.