Hullbreaker Top - Patch 12.4
A guide to building Hullbreaker in the top lane
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January 1st, 1 ⸱ 11 min read
has been rising in popularity on champions in the top lane. Why though? There hasn't been any recent changes to the item, so what caused this spike in popularity?The main reason is the change to
. Before, top laners were able to influence other parts of the map with teleport; now, they cannot and are mostly stuck in top lane for the first 14 minutes of the game. In these 14 minutes, can be finished by around 9 minutes, giving you permanent lane priority and incredible split pushing power. What is Hullbreaker?
2800 gold
Stats
50 attack damage
400 health
150% base health regeneration
Unique - Boarding Party: While no allied champions are nearby, gain 20-60 (based on level) bonus armor and bonus magic resistance and deal 20% bonus damage against structures. Nearby allied siege minions and super minions gain 60-180 (based on level) bonus armor and bonus magic resistance, 10% bonus size, and deal 200% bonus damage against structures. Bonus resistances decay over 3 seconds while allied champions are nearby.
Let's breakdown the stats first.
2800 gold is cheap and makes
a very strong one item spike, with mythic items being 500 more gold on average.The unique active Boarding Party is very strong by yourself. A minimum of 20 armor and magic resist puts in on par with a tank mythic item, and the buff to allied siege minions means that the enemy top laner will have a hard time contesting your push in lane. Keeping the enemy top laner under their tower lets you do multiple things:
Harass the enemy top laner under tower to force them off the minions and take a bad base
Collect turret plates
Plant deep vision in the enemy jungle
Coordinate invades with your jungler
Setup for rift herald
The more levels you get, the more resistances
gives, making this a very good scaling item as well.Even without the active Boarding Party,
is still an insanely good item from the stats. 50 attack damage is a good amount of attack damage, 400 health makes you beefier (especially in the early game where health gets more value than resistances), and the extra health regeneration allows you to sustain in lane, keeping your lane dominance.Synergies with Hullbreaker
and synergize very well with . scales off 's Health and Boarding Party bonus damage to turrets. increases the bonus resistance from .For example, a level 11
Fiora will have roughly 91 armor from base stats and . Factoring in ,
Fiora now roughly has 105 armor.
is the mythic that synergizes the best with . is already the best mythic at dealing damage to turrets, and the amplified damage from makes it even better.On a side note, the combination of
and increases the value of .Health from and increases the shield value Base Attack Damage from increases Attack Damage gained from
Who can use Hullbreaker?
The short answer: champions that scale with attack damage.
The long answer: It depends. Generally any champion that push waves and take towers decently can build it. But one thing you have to think about is if building
will delay a champion's spike when necessary in the game; one such example is
Jayce , someone who spikes very hard on two items ( and ), and going would be inefficient on him.Here is a list of champions that I think can build Hullbreaker first or second viably.
Aatrox
Aatrox absolutely loves the stats that in the attack damage and health. While / is a good item on him (I lean more towards ), it's not a necessary first buy as it's more of a team fighting item, and
Aatrox has good wave clear built into his kit. You can build first and / second, or the other way around if you prefer.Akshan
Akshan is a champion that doesn't see much play in the top lane, but is a viable option on him, although it's not a must buy every game like some other champions as he does really like critical strike or on-hit items, especially with .
Akshan is also a champion that plays to roam rather than a champion that plays to dominate lane. I would build only if you rather play for lane rather than play for the team.Camille
Camille is a classic split push champion, so of course will fit perfectly on her. I would build second, as / is an insane first item on her, due to her
Precision Protocol converting the Sheen damage to true damage as well.Darius
Darius is a classic lane bully that loves to dominate lane, so fits in the sense that he loves his 1v1s and 1v2s. I would build first, as he doesn't rely on a mythic as his first item like
Camille . Afterwards, I would build mainly for the synergy with ; 's Sheen effect is the best at taking towers, especially when combined with . Of course, you can still go if you want.Dr. Mundo
A common misconception about
Dr. Mundo is that people often refer to him as a tank, while he plays a lot more like a bruiser. I'm not saying to never build him as a tank, but this build of , , and then makes him very hard to deal with in a side lane; the combination of these three items makes him shove waves and take towers quickly, and
Goes Where He Pleases combined with
Maximum Dosage makes him extremely hard to kill, even through Grievous Wounds.Garen
Similar to
Darius ,
Garen really likes to play for lane.
Judgment clears waves with one cast and he has very strong 1v1 power. I would go a similar build to
Darius with , and then or as mythic options.Gnar
Gnar is often known for his
GNAR! in team fights, but before team fights can happen, he has to build up his rage in order to transform. How would you do that? By side laning.
Gnar already harasses a lot of top lane matchups, and makes him even better at doing that. Being able to get the guaranteed push before you teleport for an objective fight has insane value. I would build first, and then usually go for survivability, especially with his Mega Gnar form, although is great on him as well.Graves
Graves is one of the best users of . He's a lane bully, can shove waves quickly, harass the enemy under tower, and gets insane amounts of armor from
Quickdraw . I would always go first. Afterwards, you can build or , with and being legitimate viable mythic options as well. The health, omnivamp, and heal from gives
Graves even more durability in fights, while the movement speed and slow from allows
Graves to kite enemies with ease.Illaoi
While
Illaoi can be massive in team fights with
Leap of Faith , she is also a massive lane bully with
Test of Spirit , can shove waves quickly, and can deal with ganks with
Leap of Faith . I would build first, and then either go or as mythic options.Irelia
While
Irelia spikes extremely hard with , is also a good first or second item.
Irelia spikes a lot harder on than any other mythic, and going second gives
Irelia some resistances and health that she lacks from building first.
Irelia also has diverse mythic options with , , , , and all being good on her.Jax
Similar to
Camille ,
Jax is a great split pusher and duelist; however, I would actually go third if you do build it, as
Jax is reliant on auto-attacks and likes to build and as his first two items, as he also synergizes very well with Sheen.Kled
Kled is another great duelist that can roam effectively with
Chaaaaaaaarge!!! , allowing you to get lane dominance with and either tower dive or make a play somewhere else on the map. I would build first, and then go either or as mythic options.Nasus
On
Nasus , is a bit different;
Nasus likes solely for the pushing power and usually goes it as a second or third item, since he synergizes with and wants to build that first. Nocturne
Nocturne top is not that viable because of nerfs to
Umbra Blades 's sustain on minions. However, if you do decide to play
Nocturne top, will give you some lane sustain with the health regeneration. I would build first, with or as mythic options. Shove the wave and look to make a play with
Paranoia if you can.Pantheon
Similar to
Nocturne ,
Pantheon doesn't see much play in the top lane and isn't that great there. I would build into or , and look to shove the wave and make a play with
Grand Starfall . Poppy
Poppy can be a huge lane bully with the combination of
Heroic Charge requiring the enemy to position smartly, and
Steadfast Presence stopping enemies from running away or stopping engages onto yourself. If you build , I would build it first and go second; I wouldn't bother building if you decide to build .Sett
Sett is a champion with extremely good survivability and trading patterns, allowing him to get dominance in lane. is an extremely good first item on him, especially with the bonus health giving him extra survivability and more damage on
Haymaker . If you do build , I would go straight into afterwards and completely skip .Sion
Sion absolutely loves , as
Glory in Death and
Unstoppable Onslaught helps him take turrets. Building first into and makes you shove waves and take turrets quickly.Urgot
Urgot 's
Purge makes him fast at shoving waves and taking turrets, so it's no surprise that has great value on him. A unique thing about
Urgot is that he doesn't rely on a mythic to function. I would build first into , and then build items such as , or go straight for a tank mythic such as or .Volibear
Volibear is a champion that can take very good trades and has the threat of tower diving with
Stormbringer . has insane synergy on him with his scalings as well, as
Frenzied Maul scales with health. I would build first, and you can honestly build almost anything on
Volibear and it would work; personally, I enjoy but is another great mythic option. Yorick
Finally, we get to one of the ultimate split pushers. With his ghouls and
Eulogy of the Isles ,
Yorick can shove quickly and take turrets almost instantaneously. I would build into for the extra Sheen damage to turrets.Other
There are definitely more top laners that can go
, but I decided to exclude because I feel that it's not worth on them. An example would be
Renekton ; he has a strong 1v1 without it anyways, and the item actually becomes useless on him late game because most of his value is being a stun bot with
Ruthless Predator and being a pseudo-frontline.How to play around Hullbreaker
Split pushing requires coordination between the split pusher and the rest of their team.
is necessary in order to draw pressure on the opposite side of the map while being able to contest objectives at the same time.You must coordinate with your team on which objectives you want to contest.
If your team doesn't want to fight for a drake, then they can keep the enemy team in the area while you split push
If your team wants to fight, you want to be able to prepare the wave to push and hold until you absolutely have to use it; be creative with your flanks on the enemy team
These are just some examples. It doesn't have to be strictly on the opposite side of the objective, and other things.
Example of split pushing
At around 35:30, Summit on
Camille starts to push the bottom lane while the rest of his team stalls TSM at the Elder Dragon. Keaiduo's
Ryze is forced to back to try and push back
Camille .
Camille keeps pressuring and dives
Ryze to keep him low so that he cannot walk up to the wave and cannot rejoin TSM immediately.
Camille was able to base quickly with an empowered recall and used to contest Elder Drake 5v4 while
Ryze was stuck in the base because he had to deal with the minions while being low on health.Notice that at the Elder Drake, Cloud 9 did not commit to any fight to buy time for
Camille ;
Paranoia was used defensively. Cloud 9 only then committed to a fight because two members of TSM walked into a
Command: Shockwave , and
Camille had an amazing flank to pick off
Jinx and
Xin Zhao , allowing Cloud 9 to end the game without forcing the Elder Drake.Conclusion
While it didn't go as in-depth as I intended (the website kept getting slower the longer I made this), I hope this guide helps you understand a bit more about the value of
and split pushing.