The theory behind Doran’s Blade Elise
Samsung Blue…is a team that has creative level 1′s
- You take very little damage. Going through an entire clear of his jungle (excluding golems), Spirit took approximately 70 damage. He took so little damage that he was able to camp Impact in the second game versus SKT to the extent that Impact was 0-3 by 09:00. It allowed Samsung Blue to take the bottom tower and a dragon for free. The first time he based in the second game against SKT was after he died around 09:35 to allow a PawN triple kill!
- Skittering Frenzy gives a lot of attack speed. At rank 1 it is 60% for 3 seconds. This means that extra attack damage and sustain from the Doran’s Blade is used very efficiently.
- You don’t “waste” 150 gold on health pots. On Spirit’s first back, he spent his money on wards and boots. 150g doesn’t sound like much and it isn’t much. But the gold that Spirit saves allows him to buy wards in the early game without it distracting from his overall build. This gives him greater map control (2 x sight ward or 1 x vision ward) in the early game for free. He made a play against Bengi with this in Bengi’s top jungle in the first game against SKT. The early game in League of Legends is all about snowballing your advantages, however small they may appear to be.
- You trade very effectively against a jungler who started with a Hunter’s Machete. Spirit ran into Bengi around 06:40 in game 1 against SKT T1. He used his combo which put Bengi at approximately 35% hp. Spirit’s Spiderlings tore through Bengi’s health. Spirit then continued chasing with his Rappel and then forced a flash from Bengi. Because of his dominating trade, Blue were then able to dive Impact to further extend their gold advantage.
- Dragon control. Spirit was able to tank dragon with his Spiderlings and then take very little damage from Dragon. Even though PawN’s Nidalee showed up, Spirit could have solo’d it.
Samsung Blue Spirit’s Elise Runes and Masteries
Spirit has 591 hp, 290 mana, 64 AD, 10 AP, 0.6AS, 345 MS (he’s not in Spider Form), 29 ARM, 30 MR.
You can see here that I have the same stats as Spirit.
This is what I think Spirit uses:
At first glance they appear to be odd choices. These masteries are not 100% accurate as it would be painstakingly hard for me to measure certain ones like the gold p/10.
Almost all of the mastery points are based around helping Spirit clear the jungle more quickly and more safely. It allows him to start Doran’s Blade. For example, he takes Tough Skin and Bladed Armour which reduce minion damage and quicken jungle speed. The Vampirism mastery point also gives him extra sustain in the jungle.
The cooldown reduction from Intelligence is great because it allows him to go through his rotations more quickly when attacking someone. Mastermind and Summoner’s Insight allow him to make more aggressive plays more often because he has a greatly reduced cooldown on flash.
The main reason I see for not venturing into the Offense tree is that he already gets a lot of penetration from his runes. It’s also possible that he needs the extra sustain he gets from the utility points to keep him topped up fully through his jungle path. He takes little to no damage in his jungle clear.
Some of these runes are educated guesses. I can’t be sure that Spirit used mana regeneration glyphs because he may have used magic penetration ones. I know he uses four attack damage marks and it would make sense to combine these with hybrid penetration marks too. Considering his emphasis on attack damage, it would have been wise to add a little bit of armour penetration to his runes.
The two ability power quintessences are definitely utilised and I would assume that he takes more penetration after that. It really helps his early-mid game damage due the huge amount of % hp Elise can remove from her enemy.
In summary, Doran’s Blade allowed Spirit to hinder Bengi’s jungle. It allowed him to play very aggressively because he didn’t have to recall and he traded well with the extra hp and attack damage.