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    Monday, June 22, 2020

    LoL Guide Hexflash on Ekko Jungle (or even Mid) allows him to land his 1600 range stun with much lower counterplay, on a 20 second cooldown, giving him a Lissandra-like engage.

    LoL Guide Hexflash on Ekko Jungle (or even Mid) allows him to land his 1600 range stun with much lower counterplay, on a 20 second cooldown, giving him a Lissandra-like engage.


    Hexflash on Ekko Jungle (or even Mid) allows him to land his 1600 range stun with much lower counterplay, on a 20 second cooldown, giving him a Lissandra-like engage.

    Posted: 22 Jun 2020 06:07 AM PDT

    Hexflash is an extremely underrated rune, and it is fantastic on Junglers, even those who already have short cooldown dashes. Why? It turns everyone into a Lissandra or a Fiddlesticks, in a sense.

    Here's a video demo of it on Ekko, who is able to take full advantage of Hexflash by allowing him to land his stun with much lower counterplay:

    https://www.youtube.com/watch?v=Wy4AjbyxJyE

    Some more reasons to use Hexflash:

    1. Hexflash allows you to combine your Hexflash with your Champion's dash, closing a much longer distance in a much shorter amount of time, reducing the time that an enemy has to react to your gank.
    2. Hexflash allows Champions to hide over a wall before ganking, introducing Rek'Sai-like gank paths to every Jungler. Champions who generally have a hard time closing the gap like Sett can surprise enemies from odd angles, or you can lane gank and pop out of a lane bush.
    3. Hexflash allows you to scale walls that your Champion might not usually be able to. For example, Ekko has a hard time crossing certain walls with his E, so Hexflash can help. Or immobile Junglers like Sett or Tahm Kench can use it to cross walls in the first place.
    4. As long as Hexflash's handy indicator goes MORE THAN HALFWAY through a piece of terrain, you will be able to flash over it, as League's code will complete the distance for you! (This is true for almost all dashes by the way.) There are very few walls you cannot cross with Hexflash.
    5. If you use Hexflash, you can save your dash for longer; you can use it to dodge abilities, or to chase enemy mobility. For example, as Ekko I can Hexflash over a wall, and then dodge Zoe's key CC ability with my dash, rather than using it to close the gap. Alternatively, if I Hexflash into say, a Fizz gank, I can save my dash until after he uses his escapes.
    6. If your Champion's dash usually provides a damage or CC component (like Sejuani), you can save that ability to deal damage and/or CC.
    7. Hexflash allows for sneaky Dragons and Herald solos, even if the enemy has a Scuttle shrine up. You can simply Hexflash into the pit undetected, sweep it to make sure they don't have vision, and then Hexflash out when you're done or if an enemy spots you. Scuttle shrine often lulls enemies into a false sense of security. Example here: https://youtu.be/Ucp-hIjVHO0?t=177
    8. Hexflash can be used as a quick escape or chase tool, as long as you haven't taken damage from an enemy Champion in the last 10 seconds. You can do this by just short-charging Hexflash over a small wall. Keep in mind that Hexflash is still available from after other forms of damage, Champion damage is the only thing that puts it on a 10 second cooldown.
    9. Hexflash counts as a Summoner Spell, so it works for the purposes of Nimbus Cloak's movespeed! This can give you a handy dash-into-movespeed engage, and lots of Sett players are running this alongside Phase Rush too.
    10. It allows for more Dragon and Baron steals when the enemy has commanding vision. For example, let's say you're playing Ekko, they're doing Baron, you're on the Red Team, and there's a ton of vision behind the pit that you can't clear. And to make matters worse, let's say they've got a Blitzcrank who will try to hook you if you try to walk up and E over the wall. With Hexflash, you can do something like use your stun bubble on Baron, Hexflash over Red Buff wall from out of vision, THEN dash into the pit, Smite, and Ultimate out. Much harder for them to react to because they had no vision of you until the last second.

    I'm sure there are more examples, but go out and try Hexflash today, especially on Junglers.

    EDIT: Because some people are confused about how Ekko's [W] works in the fog of war, here's a breakdown:

    When Ekko casts [W], he summons his clone to bat a time device baseball thing to a location. If the enemy has vision on you, they can see this clone. If they don't have vision on you, they cannot see this clone.

    It takes a total of 3 seconds for the baseball to land and his [W] zone to become active.

    Of these 3 seconds, they cannot see the stun zone during the first 2 seconds, under any circumstances. With no vision of Ekko, they have no idea it is coming. If they have vision of Ekko, they will see his clone, and they will try to predict where he is casting [W], but they will have to guess.

    For the last 1 second of those 3 seconds⁠—right when Ekko's clone bats the baseball and the zone's animation brightens—is when the zone itself becomes visible to enemies, but only if they have vision of the particular area that the [W] is going to land at. I think the clone remains invisible though, but I'm not sure, but it shouldn't matter at that point.

    Once the baseball lands after those 3 seconds, the zone remains active for 1.5 seconds, and Ekko can enter the zone to proc the stun and shield.

    I think I'll make a video on this.

    submitted by /u/bquipd
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    League of Legends is a game where you learn a lot by playing and trying to proactively understand or unpack exactly what is happening, and why

    Posted: 21 Jun 2020 06:18 PM PDT

    This game is notorious for its "elo hell", but what if I told you that the best way to learn this game is simply by focusing on yourself?

    Now, a lot of the generic advice has been rehashed and rephrased, repeated over and over and over. But let's take a step back for a moment.

    You will learn to identify what your win conditions are in a game or in a matchup, you will learn item powerspikes or champion synergies, the more that your game knowledge increases. What's two of the best ways to increase your game knowledge?

    1. Studying

    Studying the game, reading what champions do what with their abilities, reading guides or watching professional players do champion rundowns whilst talking about their strengths and weaknesses will help you piece together the jigsaw puzzle of League. Why does Yasuo synergise with Orianna, you may ask? Because Orianna's ultimate is a "displacement" which counts as a knockup. But did you know that if Ornn's Q volcano pillar moves an enemy because it's spawned directly on top of them, that unit is briefly considered airborne and Yasuo has an extremely short window where he can ult an enemy?

    1. Experience

    The more you play, the more experience you get. As long as you are learning from your mistakes, they are not mistakes, they are errors. Mistakes are when you fail to learn or correct them. Errors are when you mess up but a mistake is when you mess up and refuse to change your narrative. There's a critical difference but it seems that these two words are used interchangably nowadays because they essentially mean the same thing to the average person. Somebody will Google "definition of error" and come back here spewing nonsense because they've missed the distinction.

    Learning from your mistakes and having that experience will help you understand what to do next time you're in a similar situation. Keep getting stomped by a Draven because you've played against Draven Nautilus, Draven Leona and Draven Pyke for the last 3 matches? Identify why you got stomped. Is it maybe because each game, Draven had a kill support and each game you picked a different ADC but all three of your picks were late game oriented and struggle in lane? (E.g. Vayne, Kog'maw and Kai'sa?)

    Isolate different sections of the game and learn how to play or improve how you play bit by bit. Do you suck at farming? Go into practice tool each day for 5 minutes a day for the rest of the month and practice your last hitting against a bot. Do you always fail flash over a wall? Practice tool, try flash over that thick top lane wall you never seem to get over. Keep missing 50/50 smites? Find a tool online that let's you practice, there's simulators that will help you improve your reaction speed with real League clips.

    The way you approach learning will drastically change your ability to learn.

    submitted by /u/MrsMermaid2000
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    A brief description of champions T - Z

    Posted: 22 Jun 2020 11:24 AM PDT

    We're in the end game now. There's a google doc link with the full list at the bottom (which I also added to the A - E post.

    A - E, F - K, L - Q, R - S

    • Tahm Kench is a tanky counter-engage support. Passively, his auto-attacks apply a stacking mark and deal bonus magic damage. At 3 stacks, his single-target skillshot slow will stun instead, consuming the mark. Or he may swallow the target, suppressing them but making them untargetable and dealing %HP damage when spitting them out. He may also swallow allies at any time, making them untargetable. Or he may swallow a minion, mob, or pet, who will be spat out as a skillshot that damages in an area around the first enemy hit. He stores damage taken as gray health, which he can wait to heal a portion of or turn into a shield. His ultimate takes him and up to one ally to a long-distance location.
    • Taliyah is a mid-range mage whose ultimate is a powerful roaming and/or zoning tool. Passively, she gains movespeed near terrain. Her skillshot fires 5 rocks one at a time; she can move while casting but not change direction. Using it makes the ground in an area under her grant movespeed but makes the ability fire 1 rock on a reduced cooldown. Her knockup is ground-target and throws you in any direction. She can create a trapezoidal field of rocks that slows and deals damage to anyone who's displaced or dashes over it. Her ultimate is a huge wall stemming from herself, that she can dash along with while it forms.
    • Talon is a roaming, stealthy melee assassin. Passively, attacking the same enemy 3 times causes them to take a hefty DoT. He has a short targeted dash that deals damage, or deals bonus damage if cast from melee range. His cone attack boomerangs back after a delay, counting as 2 attacks. He can leap over terrain with no cooldown on the ability but a cooldown on the unique terrain. His ultimate fires a circle of blades outward that stay in place, makes him stealth, and then converges the blades on him after a delay or his next attack target.
    • Taric is a tanky enchanter support. Passively, his next two autos after an ability have doubled AS, deal bonus magic damage, and reduce the cooldowns of his basic abilities. He binds to an ally, shown with floating gems near them, granting them bonus armor and causing all his abilities to cast from himself and them, doubling their AoE but not their effects. His heal applies in a circle around him and and his partner. He can shield himself and an ally, which changes the bind to the shield target. His stun fires in a line after a delay. His ultimate creates a circle around him and his ally that makes all allies within invulnerable after a delay.
    • Teemo is a magic-damage marksman. Passively, he can become invisible by standing still or in bushes, revealing himself and gaining AS when he attacks and every auto applies a DoT. His blind is a targeted projectile. He has a passive speed boost that can be doubled for a duration. His ultimate places an invisible trap that explodes for a slow and DoT, on a short cooldown.
    • Thresh is a tanky support with a powerful ally-saving tool. Passively, nearby minion deaths drop souls that grant him AP and Armor and deals bonus magic damage on autos, which ramps up if he hasn't auto'd. His skillshot is a hook that stuns and pulls a short distance, and allows him to dash to the target. He can displace nearby enemies in a chosen direction. His lantern is ground-target, applies a shield to nearby allies and can be clicked by allies to dash to him. His ultimate creates a pentagon that slows enemies who contact its walls, destroying the wall.
    • Tristana is a long-range marksman with strong waveclear and turret taking. Passively, she gains range per level and killing units creates an explosion that damages nearby enemies. She has a ground-target leap that deals damage at her impact location and resets cooldown on kills. She can throw a targeted bomb onto enemies or turrets which explodes after a delay, with the damage increased if she autos them and exploding early if she autos 4 times, made easier by her active AS boost. Her ultimate is a targeted projectile that knocks the enemy and very close enemies away from her.
    • Trundle is an auto-attack based brawler adept at duels. Passively, he heals whenever a unit dies near him. He has an auto-attack reset for bonus damage that grants him AD and lowers the enemy's AD. His ice field grants him MS and AS and bonus healing. He can create a ground-targeted pillar that slows nearby enemies. His ultimate damages and steals defenses from the target initially and more over time.
    • Tryndamere is a Fury-based auto-attack diver who relies on crits. Passively, he gains crit chance as he gains Fury and an AD boost the lower his health gets. His heal costs all his Fury and scales with the amount used. He can reduce the AD of all enemies near him which slows those with their backs to him. His dash deals damage and reduces cooldown when he crits. His ultimate makes him immune to death for a time, but he can be damaged to a small HP threshold.
    • Twisted Fate is a low-mid range utility mage with strong map presence. He gains bonus gold from unit kills, passive AS, and bonus damage every 4th auto. His skillshot fires three projectiles that pass through enemies but there's not a bonus for landing with more than one card on the same enemy. His empowered auto will either refund mana (blue), slow in a circle(red), or stun the target (yellow), depending on the card above his head. His ultimate reveals all enemies and allows him to teleport to a ground target within a large circle after a delay.
    • Twitch is an assassin-style long-range marksman. His autos apply a DoT that stacks. He can stealth for a time, gaining AS when he ends the effect. His ground-target slow leaves a puddle that applies his passive DoT. He can deal a burst of damage to any enemy with his DoT, scaling with its stacks. His ultimate grants him a large range increase and causes his autos to travel through the target, damaging enemies in a line.
    • Udyr is a low-range brawler jungler who relies entirely on auto-attacks, with different auto-attack 3rd-hit effects depending on his animal Stance (which correspond with a change on his model) and no true ultimate. Passively, switching stances grants him AS. Tiger stance changes the 3rd-hit to a DoT, granting him a bonus AS on activation. Turtle changes the 3rd hit to a heal, granting him a shield on activation. Bear has no 3rd hite effect, but grants him bonus MS and causes his autos to stun the target on a per-target cooldown. Phoenix changes the 3rd-hit to a cone of magic damage, creating waves of fire in a circle around himself on activation.
    • Urgot is a ranged juggernaut with a long-range execution. Passively, each of his legs will fire in a cone if he attacks in its direction that stops on the first enemy hit. He has a ground-target bomb that slows. His core ability enters a stance that slows him, firing continuously at his attack target at an increased speed for reduced damage. His dash shields him, and tosses the first enemy he contacts behind him. His ultimate is a skillshot that stops on the first enemy champ hit, which can be reactivated if they fall under 20% HP to suppress and drag them to him, killing them unless he is killed.
    • Varus is a long-range poke marksman with powerful %HP and %missingHP damage. Passively, he gains an AS steroid on unit kill, increased on champion kill, and applies a stacking mark on auto-attacks (up to 3) that causes his next ability to deal bonus %HP magic damage. He has a pass-through skillshot that he charges to increase its range and damage, reduced beyond the first enemy hit; it can be made to deal bonus %missingHP damage via another ability with a long cooldown. His ground-target is a puddle that applies grievous wounds and a slow. His ultimate is a skillshot root on the first champion hit, which spreads the root to nearby enemies over the duration.
    • Vayne is a tank-destroying short range marksman with passive true damage. Passively, she gains MS towards enemies and deals %maxHP true damage every third attack. She can dash a short distance, empowering her next auto-attack for bonus damage. She has a targeted knockback that also stuns if they're knocked into terrain. Her ultimate is an AD steroid that triples her passive's MS and makes her stealth for a second when she dashes.
    • Veigar is a mid-range mage who gains AP whenever he kills a unit with his skillshot, hits champions with abilities, or scores takedowns. His skillshot will pass through one unit and stop on the second, damaging both. His ground-target damages in a circle after a delay. He can create a circular wall after a delay that stuns those who touch it. His ultimate is a targeted projectile for massive damage that scales with %missing HP.
    • Vel'Koz is a long-range mage who passively deals a burst of true damage after hitting an enemy with 3 abilities. His skillshot is a single-target slow that splits into two more projectiles perpendicular to the original, which he can split manually while in flight. He can fire a linear trail that damages enemies initially and after a delay, counting as 2 attacks for his passive. His ground-target knocks up enemies in a circle. His ultimate channels a wide beam that he can swing around slowly, which deals DoT and slows; this ability converts to True damage on targets recently damaged by his passive.
    • Vi is a diver fighter who initiates like a frontline tank. Passively, using abilities grants her a shield and every 3rd attack deals %HP damage while reducing the target's armor. Her dash requires her to charge, increasing its range the longer she charges, and knocks up the first enemy she hits. She can empower her next auto-attack to damage in a cone behind the target, storing up to 2 charges to use in a row. Her ultimate targets a champion, making her dash unstoppable to them while knocking aside enemies in her path before knocking them up.
    • Viktor is a mid-range mage with a unique item. Passively, he can purchase upgrades to his special item which grant his abilities bonus effects. He has a targeted projectile that grants him a shield and empowers his next auto-attack with bonus damage; empowering it also grants him MS. He can place a circle on the ground that slows enemies, stunning them if they stay in too long; empowering it makes his other abilities slow. He can fire a ground-target line of damage that when empowered explodes along the same path after the beam for more damage. His ultimate creates a circular storm of DoT that he can command to follow a target; empowering it increases its speed.
    • Vladimir is a mid-low range battlemage with a lot of self healing. Passively, buying health grants him AP and vice-versa. He can target an enemy with a burst of damage that heals him, filling his resource bar halfway; after 2 casts, he gains MS and his next cast deals/heals more. He can become an untargetable puddle of blood that damages and slows enemies while healing him. He can also charge an orb of blood above his head that when released sends projectiles outward in a circle that stop on the first enemy hit, slowing and damaging them. His ultimate is a ground-target explosion that causes enemies to take extra damage from all sources for a time before damaging them and healing him.
    • Volibear is a bruiser jungler who chases down opponents. Passively, he gains a stacking AS steroid when he auto-attacks that deals bonus damage to nearby targets at 5 stacks. His movespeed steroid empowers his next auto-attack to stun the target, and is refreshed if he is cc'd while active. His targeted damage ability applies on-hits and marks the target; additional casts on the marked target deal more damage and heal him. He can target a circle on the ground that slows in the area after a delay, shielding him if he is in it. His ultimate is a ground-target leap that damages enemies in the center of his impact and disables nearby turret fire for a time.
    • Warwick is a bruiser jungler who chases down opponents. Passively, he gains AS against, MS towards, and a blood trail revealing the location of low-HP targets, increased massively if they are very low, deals a small amount of magic damage and heals on-hit if he is below half health. His short dash is targeted and unstoppable, and can be held to send him around to the other side of the target; he will follow enemies if they use movement abilities. He can activate his blood trail to gain its MS against the nearest enemy without needing them to be low. And he can make himself take reduced damage for a duration, exploding for a fear when reactivated. His ultimate makes him leap in a line, stopping at and suppressing the first enemy hit while damaging them and healing; the range is increased based on his MS.
    • Wukong is a unique fighter who deals damage in tandem with his stationary clone. Passively, he gains armor and health regen when he damages champions. He can place a clone at his current location while dashing and cloaking; the clone will auto-attack and copy his abilities. His empowered auto-attack gains range and reduces enemy armor; the clone's as well. His targeted dash damages grants him and the clone an AS steroid. His ultimate spins his staff around him, knocking up enemies hit and dealing DoT while they remain in range; this can be re-cast to knockup again and casts from the clone as well.
    • Xayah is a mid-range marksman with unique interactions with her boyfriend, Rakan. Passively, abilities cause her next auto-attacks to throw feathers behind their target. These feathers can be returned to her to deal damage in their path and root targets who are hit by 3 or more. She has an AS steroid that grants bonus damage, which also applies to Rakan's autos if he's nearby. Her ultimate makes her untargetable for a moment before sending out a cone of feathers that damage and can be returned to her. If Rakan is recalling, she can join him.
    • Xerath is a long-range artillery mage. Passively, his auto-attacks periodically refund mana. He has a charged line of lightning that damages enemies in its path, increasing range but not damage with charge time. His ground-target slows, with a stronger slow and damage in the center of the circle. His single-target skillshot stuns the first enemy hit. His ultimate makes him stationary but allows him to lob 3-5 orbs of damage over a great distance.
    • Xin Zhao is a diver fighter who relies on auto-attacks. Passively, every third auto-attack deals bonus damage and heals him. He can empower his next 3 autos to deal bonus damage, with the third knocking up the target. He has a 2-part slash-and-stab, which hits in a semicircle and then a line, slowing and damaging enemies and counting as 2 attacks for his passive. His dash is targeted grants him an AS steroid. His ultimate knocks back enemies other than his current attack target, making him immune to damage from champions beyond the knockback radius for a duration.
    • Yasuo is a semi-resourceless mobile skirmisher fighter/assassin who relies on crit. Passively, he doubles his crit chance from items and fills a resource bar by walking which grants him a shield the next time he's attacked after it's full. He has a short-range line stab that becomes a skillshot after 2 casts; the skillshot knocks up enemies it hits. His dash is enemy-targeted but fixed distance, so he may dash through them or to them; casting his stab or skillshot while dashing instead causes it to cast in a circle around him, applying the damage or knockup. He can create a wall that completely negates all projectiles that contact it. His ultimate makes him blink to any airborne target, holding them and any other nearby airborne enemies in the air longer before damaging them and gaining bonus armor penetration for a duration.
    • Yorick is a splitpushing juggernaut who summons a lot of pets. Passively, minions periodically create gravestones on death that he can summon pets from. His empowered auto-attack deals bonus damage and must be recast to raise ghouls from gravestones. He can create a circular wall of terrain that his allies can freely walk through and enemies can destroy with auto-attacks. He has a ground-target rectangle that slows and causes his pets to leap to the target. His ultimate summons a large pet and two of his smaller pets; the large pet can be commanded to push a lane without him.
    • Yuumi is an enchanter support who's untargetable most of the time. She picks an ally to piggyback, becoming untargetable but unable to auto-attack. When alone, she can auto-attack to gain a shield that transfers to her piggyback ally. Her skillshot can be curved with the mouse while piggybacking, and slows at the end of its travel time. She passively grants herself and her piggybacked ally offensive stats. Her heal also grants her ally MS. Her ultimate fires 7 waves in a wide area that stun enemies if they are hit by 3.
    • Zac is a tank, engage jungler. Passively, dropping to 0 HP causes him to split into 4 blobs that move towards his corpse, reviving him if at least 1 reaches it, increasing his health per blob; his abilities also drop goop that he can pick up to heal. He can throw his arm as a skillshot to slow the first enemy hit, causing his next auto-attack on a different enemy to slam the two together. He can explode for damage around himself on a short cooldown. His leap is charged to increase its range, and knocks up enemies at the impact. His ultimate knocks enemies near him away, slowing them, and makes him bounce for a time, knocking back any enemies not already hit.
    • Zed is an Energy-based mobile assassin who fires abilities from his shadow clones. Passively, his first auto-attack against a low-HP target deals bonus damage. His skillshot damages all enemies in its path, reducing past the first; it also fires from his shadow clones. He can spawn a shadow clone a distance away from himself, and re-cast to switch his position with it. He can slash around himself for damage; shadows' slashes also slow, but enemies can only be damaged by one slash. His ultimate creates a shadow at his location before blinking to the target, making him untargetable for a moment and marking them, then damaging them after a delay; the damage scales with the amount he deals while the mark is on them.
    • Ziggs is a long-range artillery mage who deals high damage to structures. Passively, his auto-attacks periodically gain bonus magic damage; casting abilities reduces this cooldown. He has a ground-target bomb lob that bounces in a line past the target location, exploding for damage in a circle. He can create a small circular field of tiny bombs that slow and damage enemies who pass through it. He can also lob a bomb onto the ground that he can detonate at will, knocking enemies and himself away from its center (he is not damaged); this can be cast on turrets to destroy them if they're around 1/4th to 1/3rd HP. His ultimate lobs a massive bomb with a long range, dealing more damage in the center.
    • Zilean is a mid-range utility mage with an ally revive. Passively, he stores exp that he can give to an ally to boost them to the next level. He lobs ground-targeted bombs that explode after a long delay, which will stick to enemies or allies they hit; if two bombs hit the same target, the first explodes immediately. He has a heavy targeted slow that can also be ally targeted for a movespeed boost. Either of those abilities can have their cooldown refreshed with another ability that does only that. His ultimate marks an ally with hourglasses, causing them to revive if they are killed while it persists.
    • Zoe is a pseudo-mobile mid-long range mage. Passively, casting a spell empowers her next auto-attack for bonus damage. She has a skillshot that she aims twice; she can angle it around enemies or throw it behind herself, then forward, because it gains damage based on distance traveled in a single line. Her other skillshot gains range if thrown through terrain, and causes the target to Sleep after a delay (sleep is a stun that's canceled by being damaged); targets who are asleep take bonus true damage from the next attack that hits them. Summoner Spell and active item casts near Zoe leave a bubble on the ground that she can pick up to cast that spell herself, which also grants her MS and fires 3 homing projectiles. Her ultimate lets her blink a short distance, but forces her to return to her original position after a delay.
    • Zyra is a mid-long range mage support who summons turret-like plants. Passively, seeds grow near her that she can change into plants, she also stores seed charges, up to 2, to place seeds manually; seeds can be stepped on to destroy them. Her skillshot roots all enemies it passes through, and transforms nearby seeds into melee-range plants that slow their attack target. She has a ground target that bursts for damage in a line, transforming nearby seeds into ranged plants that attack. Her ultimate creates a large circle of vines that damages and snaps up after a delay, knocking up enemies and healing plants in the area while causing them to attack twice per attack.

    Google Doc link here

    submitted by /u/MooseMaster3000
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    I can't get rid of this feeling that ADC is such a coinflip role

    Posted: 22 Jun 2020 01:41 AM PDT

    Little context: I was D4 last season (I know, S9 ranked inflation, but I have been high plat the 3 seasons before), and now I can get into 4 game losing streaks on a silver smurf account (gold mmr).

    I know what to do to get a lead and I know that I should share my lead by lane swapping after getting turret or helping the jungler invade / 4 man gank mid / ... But here's the thing:

    • In a lot of my games, either my mid or my top died 5+ times (sometimes both) by the time I'm able to get bot tower. This means that suddenly, I'm against a 5/0 Garen who will just run me down 1v2 no problem. A 5/0 toplaner will always win against a fed ADC and will have no problem handling the lane 1v2. So instead of sharing my lead, I will just make the situation worse by neutralizing my lead while giving the enemy botlane a free 2v1 lane.

    I can have incredible games where I get out of lane 8/1 and then get crushed by a 2/5 Rengar, Zed, Leblanc, Diana, Katarina, Talon, Teemo, ... basically any champion that is not an ADC.

    This makes my games feel like such a coinflip. If my team does well, we win. If I draw the shortest straw, I get instakilled by enemy solo laners just looking at me.

    • I know that in teamfights, I should stay safe and if needed even stay out of the fight until their big cooldowns are used on other people. But if I do that, my team basically died or are at such low hp that they can't do anything anymore and I'm suddenly in a 1v4 situation, unable to do anything. And if I do join, then I just get instakilled. I'll flash a Malphite R but then get oneshot by an Akali with 45 dashes.

    I just feel like it's way easier to play jgl or toplane. I see so many "tanks" being able to 1v3, surviving for half an hour and still killing 2 of them. I can't remember the last time I survived longer than 3 seconds against a midlaner.

    EDIT: I know ADC's aren't supposed to survive half an hour in a 1v3, but then again, tanks aren't supposed to be able to oneshot people, but then S9 happened ^^.

    What can I do to have these games feel less like a coinflip as ADC? I don't want to blame me losing games in silver on that, but at the same time, I feel like some games would have been winnable if I were to play anything but ADC. However, I love the role and I'd like to keep playing it.

    Thank you for your input!

    submitted by /u/smnbmby
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    Thoughts on BORK with Warwick

    Posted: 22 Jun 2020 11:17 AM PDT

    So recently, when workshopping a build that didn't work out, me and a friend discovered Warwick's Ultimate proc's Blade of the ruined king's passive three times, totalling to 36% of a characters hp. Now, neither me or my friend play Warwick, so we wanted to see what other people might think about incorporating BORK into the damage builds for Warwick?

    submitted by /u/Cheese_PlusUltra
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    Important Mechanics to remember while playing Support

    Posted: 22 Jun 2020 12:14 PM PDT

    Firstly, hello everybody, I've read the rules and I hope I'm not breaking some. I'm pretty new and I wanted to discuss with you about main mechanics (and if you want even the most subtle ones) while playing support. What I have to do while in laning phase is clear to me: -Ward strategic locations (pixel Bush, take the crab, ward drake occasionally or check it) -"Poke and try to get advantage".

    Things still unclear: -How to make the right call; -where to use control wards; -What to do after laning phase (please deep into detail).

    Anyone who may help me?

    submitted by /u/levifool
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    Should I play smart cast without indicators?

    Posted: 22 Jun 2020 09:07 AM PDT

    So I've been playing league for around 8 months and have pretty much always played with regular quick cast with indicators. A few weeks ago I watched one of LS's coaching session and he immediately told the guy to switch to smart cast without indicators.

    I didn't really understand why at first, because I thought that all it would do is remove something without any benefit, but when I tested it out in practice tool it did feel like my spells were slightly faster, but it was so minimal that I'm honestly not sure if I was just imagining it.

    For context, the guy LS was coaching was playing Shen. I mainly play Kayle, and I just feel like always knowing her R range and being able to perfectly aim your Q to land max range poke is more valuable than a minimal increase in speed, especially since I'm not sure if it's even real.

    So my question is if I should switch to smart cast without indicators, if playing with indicators is fine or if it's entirely champion specific?

    submitted by /u/BookmeisterInfinity
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    why do lcs pros use ult so weirdly/carelessly on ez?

    Posted: 22 Jun 2020 03:20 AM PDT

    was watching the c9 vs eg game and there were a lot of moments where zven used ult in random places when they are full hp. i think one instance was to clear the wave faster but isn't ult like too big of a resource for you to use on that. isn't it better to just have it during a team fight or snipe someone across the map? this happens a lot in all lcs games where someone is playing ezreal and i was wondering if it is just dogshit during team fights or something

    submitted by /u/envlightning
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    I am always 1 level behind

    Posted: 22 Jun 2020 06:20 AM PDT

    Usually I play support and lately I tried instead of focusing on my survival and trying to stay in lane as long as I can to not lose so much exp(lately every game seems like some kind of aram because the only ones that don't join the fight around 5 minutes is the top lane)now I try to stay with someone that still wants to fight because as I mainly like to play healing supports keeping my team alive is my main priority so if someone still wants to fight I don't like the idea of leaving and letting someone die,but that means I will he following someone around the map because looks like without help certainly someone from my team will die and because I will be out of the lame for so long I will always be behind 1 level,is that something I should worry about or should I continue trying to keep my team alive?because most of the time when I do this I am unlikely to die as is my team,but even if I have more gold than I know what to do with a level or two still is a great gap of power against a lot of champions

    submitted by /u/gafsr
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    What are the best warding spots for the midlane

    Posted: 22 Jun 2020 03:56 AM PDT

    recently i feel i have been dying to ganks alot more than usual which tilts me and doesnt allow me to focus on the lane so i am here trying to upgrade my ward game because it is bad i know about the ward in the middle of the river but besides that ward are there any other good warding spots for the midlane

    submitted by /u/zero100k
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    Vayne and Kai'sa or Lucian?

    Posted: 22 Jun 2020 10:00 AM PDT

    I've been learning adc for a couple weeks and have fell in love with vayne, but from watching players like Gosu I've understood that vayne isn't the best for every team comp. So for example Gosu switches between Kai'sa and Ez.

    I'm wondering should my second adc pick be Kai'sa or Lucian? Kai'sa feels off early game, but her kit and possibility of different item builds is nice when you get some items. Lucian feels weak in early aswell, but I think thats just because im bad. They both are mobile which is a must for me, but I don't know which one is better.

    submitted by /u/HekuuuZ
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    Conquerer still viable? [10.13]

    Posted: 22 Jun 2020 02:57 PM PDT

    So Conquerer got nerfed because it was too OP, especially on Marksmann.

    10.13 Patch Notes

    Conquerer (Precision Keystone)

    • Max. stacks increased to 12 from 10

    • Adaptive Force gained per stack decreased to 1.7-4.2 from 2-5

    Are the nerfs so dramatic, or is Conquerer still viable on Aphelios, or should I switch to PTA or try another Rune combination?

    Thanks for answers in advance.

    Best regards,

    feuerdschinn

    submitted by /u/feuerdschinn
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    Seeking jungle insight

    Posted: 22 Jun 2020 01:58 PM PDT

    As i play normal draft grinding for the day i can play ranked i often just press the fill option. More times then not i get jungle which ive actually grown to like alot. My question about the first clear is this: if i start red buff but go and place a deep ward into enemy blue buff and i see they are starting blue what is the best thing to do? I for instance in this game got my red raptors then took my blue and went for the counterjungle in their red. Or should i have started my blue and then stole into their red camps? Or should i have started their red and rotated to my blue? I was a gragas aganist a evelyn.

    Sorry if this alot lol just looking to make the smartest play

    submitted by /u/NickyPubes
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    Why is dying early not punished hard enough

    Posted: 22 Jun 2020 01:18 PM PDT

    I am not sure what is going on but it is kind of a trend in my games lately I get the first bloods a lot, and I push in waves but because death timers are short early game and most top laners take tp they can just tp back to lane and get xp and I do not get a lead at all other than in gold which really does not matter when its only 300 gold, I just had a game where I played Sett vs a garen I got a solo kill on him early and he just walked back to lane later on around 7 minute mark my olaf came and ganked him Garen is now 0/2/0 and I am 1/0/1 but then Garen ended up killing me 1 time and because of the longer death timer later on he ends up getting a level lead on me and not just a level lead until i get back and farm a bit, no it was a entire level lead so and then he ended up killing me again because of this level lead which ended up giving him a 2 level lead which makes him 2/2/0 and me 1/2/1 so why when we have the same amount of kills he gets level leads. I honestly think it is a balance issue that needs to be addressed or maybe im just bad and I will ask for advice.

    Thanks for feedback

    submitted by /u/ElitheElien
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    Thoughts on this unconventional jungle pathing?

    Posted: 22 Jun 2020 01:08 PM PDT

    So I found this video https://www.youtube.com/watch?v=y5RSB3QxFFg a while ago that suggests:

    • raptors -> krugs -> red -> blue -> (scuttle/gank) -> gromp -> wolves -> raptors -> krugs

    How do you guys feel about that pathing?

    Although it's a bit strange to delay the first buff, to me it looks pretty efficient and logical but then I wonder: why have I never seen a single high elo streamer do it? I'm not too sure what the answer is, maybe you guys could give me your opinions.

    So far I've been using it with quite good results but I'm only diamond 4 so I'm probably not really seeing what the big problems of that pathing are.

    Also if you have any vods of high elo streamers using the path I'd appreciate if you linked them.

    submitted by /u/Greendayy77
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    So why don't people play the Karma mid build with Lux mid?

    Posted: 22 Jun 2020 07:03 AM PDT

    Karma mid usually runs Athene's-Ardent-Deathcap. With part of the idea being that Athene's is disgustingly gold efficient, gives Karma access to AOE heals, and allows her to hit powers spikes earlier than other midlaners.

    Overall her 3 item core costs 8000 gold (2100, 2300, 3600), compared to the 3 item core for Lux--according to op.gg--of Luden's, Zhonya's, and Morello which costs 9100 gold(3200, 2900, 3000).

    Stats for Luden's core 3 items:

    • 235 AP
    • 600 Mana
    • 30% CDR
    • 45 Armor
    • 300 HP
    • 15 Magic Pen
    • Other: Echo, Stasis, Grievous Wounds

    Stats for Athene's core 3 items:

    • 336 AP
    • +150% Base Mana Regen
    • 20% CDR
    • 30 MR
    • +8% MS
    • +10% Heal and Shield Power
    • Other: Ardent AS/on-hit steroid, Dissonance, Athene's AOE heal

    When you look at just the raw stats being delivered, you could make the case that the latter is just straight up better in a lot of ways. Sure, Luden's is nice for waveclear... but so is all that extra AP. Ardent AA buff is almost more of a nice bonus than something you're relying on. Plus, you give yourself a ton of flexibility in your build going forward by being 1100 gold ahead.

    I think it especially makes sense mid because there are a lot of AP users in midlane who the 30 MR will keep you healthy against. Plus the Athene's gives you a little more utility when you need to go help fight for objectives in or around river.

    Am I missing something? And if this is sleeper good, is there anybody else who can really use this? It feels like Karma and Lux would by far the ones to benefit the most from this setup in lane, though I imagine Soraka might be able to make a go of it as well.

    submitted by /u/Buuramo
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    What can I do better?

    Posted: 22 Jun 2020 12:49 PM PDT

    my summoner name is Playizbright. My other is idksomethingdumb but it got banned. I play sett top and shyvanna and kayn jungle, jungle main. Blitz always says I am a bad warder, but i always try to ward whenever I can. I am not sure if I should be at a better rank than I currently am but i feel I do not play my late game very well, because i am almost always ahead early game with Sett but then lose the game because i cannot end. I feel my top laning phase cs is not bad, but after laning phase is very bad. I feel like as a shyvanna it takes a long time for me to get in the game (gank post 6, but becomes a champ later in game) and kayn unless i get form around 8-10 min my lanes just hard int. Even if i play well and dont make many mistakes my lanes can just lose and cost me the game. What obvious mistakes that i am making that can be easily fixed so i can improve?Thank you in advance

    submitted by /u/1kextreme
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    As a toplaner what do I do when I lose lane

    Posted: 22 Jun 2020 02:51 AM PDT

    Now this might sound a little stupid but let's say I've went 0/3/0 in lane and cant match my lane oppenent anymore what should I do?

    Normally I try and pick up jungle camps to try and get a lead back if I'm still in the game or if I know i cant catch up I start building tanky for some utility

    I'll leave lane to try and help secure drake and get spam pinged to go back top when the garen is pushing towers

    Assuming my lane oppenent denied farm from me I cant match anyone at this point so any farm I take would be wasted unless this didnt happen and I was able to farm decently well

    I understand to limit my deaths and try to let the fed person carry but what's my role when I'm half the strength of the enemy toplaner?

    submitted by /u/Jackodile
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    Any tips for carrying a game with Mordekaiser, Nasus, Brand, Rammus, Jax, Master Yi?

    Posted: 22 Jun 2020 08:27 AM PDT

    I have a lose streak of 5. Games which took longer than 35 minutes. One of which was a clear win but my teammates Yasuo wanted penta first so I decided to let him have it because he was fed and I tought it is no problem but he died multiple times and we lost.

    I got fed every game and had a great impact on the map but could not carry. When I ulted an enemy as mordekaiser my team reatreated and I got killed by 3. When I did the 3rd most damage in game as Brand autofilled support my jungler was still 0/9 and wanted to report me for not doing the imposible. When I play jungle ny laners do not ping enemies missing neither follow them, neither join before them. Also when I ping that I am comming they die before I arrive.

    Today I was in my promos for silver 2 now I am silver 3 with 0 lp. Any tips especially for nasus and mordekaiser?( I play mostly top because it seems like the easiest role to carry by splitpushing with champions which can 1v1 anyone in the enemy team) but also when I get autofilled as jungle or support.

    For example: when to ult and who to ult in teamfights. How to counter the worst matchups. Maybe even some tips for a comrback. What advice would you think you would have needed when you were in silver, or even some champions which can carry. I was thinking about learning trynda because with that ultimate you can win any 1v1 but it seems a bit bad at team fights compared to mordekaiser which ultimates the enemy jungler at drake for a guaranteed smite. What do you think?

    submitted by /u/Eric--------
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    I can't play jungle at all

    Posted: 22 Jun 2020 11:55 AM PDT

    Every time I get autofilled jungle I have to dodge which isn't the case if I get autofilled top or support. It's the only role I literally can't play at all as a mid main. Everytime I play this I end up really behind or be completely useless as I don't know how to not get low when clearing buffs early nor do I know which lanes should I be ganking.

    submitted by /u/yicongCOD
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    Junglers: ganks and objectives are great, but don't forget to protect your win cons.

    Posted: 21 Jun 2020 07:55 PM PDT

    Something that really stuck with me from a jungle youtuber (pretty sure Virkayu) was that efficiency and adaptability while pathing are mutually exclusive. As I try to become more and more efficient with my clears, I'll admit that I sometimes become numb to stuff going on in the opposite end of the map when I arrive at my jungle and all of my camps are spawning.

    In this game highlight, we had just taken the drake and our zoe (check out the summoner name/score) was dropping off a deep ward in enemy bot jungle, when urgot found her and did what urgots do. I was arriving at my top jungle and saw my team wasn't reacting, so I turned around and booked it to bot lane. Always remember that it is a team game after all, and games are the most fun when everyone works together.

    submitted by /u/Rx_rated96
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    Why is a damage multiplier not used over crit?

    Posted: 22 Jun 2020 08:02 AM PDT

    I am still learning the game and thought about crit and had a few questions about the mechanics of the game.

    What a damage multiplier does is take the RNG aspect out of a crit fight to give consistent damage. For example you have 150 AD with 50% crit. With the current setup in 10 attacks you would do a total of 2250 damage(150*5+(150*2*5)=2250). With a Damage multiplier you would do the same 10 attacks but do 225 damage per attack. Then in the same 10 attacks you do the same total damage which removes the RNG factor from a fight. This would prevent you from losing a fight with more crit% chance than your opponent who has less.

    It works even with IE. If you have 50% crit with 200 AD. (200*5)+(200*2.25*5)=3250. You can do 10 attacks at 325 damage for the same total damage.

    Why is a damage multiplier not used? Is it the lack of seeing big crit numbers? Too much consistent damage and not enough burst? Does it have to do with damage pre/post armor mitigation? Balance issues? Has it ever been tried?

    submitted by /u/SpeeedyGaming
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