Buy your core, then read the lobby
Rush the two or three items that make your hero function, then branch based on the enemy. Heavy magic damage means magic defense; a fed assassin means an active item or armor; lots of healing means an anti-heal item. The first few items are routine, the rest are decisions.
Emblems set your identity
Match your emblem talents to your job. Damage dealers want penetration and damage talents, tanks want sustain and durability, supports want cooldown and utility. Pick the path that amplifies what your hero already does well rather than patching a weakness.
Quick tips
- Anti-heal is cheap and game-changing against sustain comps. Buy it early.
- Boots matter: pick the movement, defense, or penetration variant for the matchup.
- Sell an early situational item late if a better one fits the closing game.
- Do not skip defense on a carry just to chase damage you will not live to use.