LoL Guide Mentoring Thread: Patch 10.15 |
- Mentoring Thread: Patch 10.15
- 30/30/40 Test - 100 Games Later
- Is intentionally giving up first 2 drakes to stack (4x the same drake buff) a viable play?
- Been an ARAM-only player for years, had severe ranked anxiety. Turns out I'm better than I thought I was. A huge thanks to this community, and maybe I can help?
- How do I start to learn the jungle and the role?
- Don't throw away the entire game for the first 2 drakes.
- Tips to get platinum as a support player
- Is Manamune Miss Fortune any good? What is the best MF build path right now?
- The complete guide to being a "Decent" jungler, and not sucking.
- Junglers buying 2 ruby cristals
- When to full clear? When to counter gank?
- Having trouble after laning phase with Jax
- I made some additions to the excel document to help players monitor performance and recognize patterns
- Manamune Damage calculation from Sneaky's video
- How to play Teemos midgame/lategame
- How do you improve vision score as jungle?
- How to deal with team not roaming?
- can aftershock be used instead of grasp in solo lane
- Can someone please help me with wave management
- I have a couple questions about Zed
- Is getting blue trinket on Ocean Rift worth it?
- Ranked Difficulty Spike
- Why isn't Jax used in competitive play?
- Is Manamune Udyr a thing? Why not?
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30/30/40 Test - 100 Games Later Posted: 03 Aug 2020 11:02 AM PDT A few days ago, I made a thread where I started logging my games to see whether the 30/30/40 theory was accurate. For those who missed it or don't know what the 30/30/40 rule is, it explains that;
The general idea of the 30/30/40 "rule" is that players do have agency in their ability to climb. That is, they can't just blame bad teams for being hardstuck, as they make up a minority of games, and it also works in your favour. The balance is held by you. My initial sample size was only 32 games. Since then, thanks to another lockdown scenario here, I've racked up the remainder to get 100 games for a more reflective sample. At a glance, sorted by unwinnable (red), unloseable (blue) and winnable (peach). Full spreadsheet, sorted by sequential order of games. Does the ratio work out? Based on my subjective evaluations, I counted out of 100 games:
So my ratio would be about 15/25/60. This contrasts with the rough 30/30/40 I had with the small 32 game sample. The actual sample size should be 250, though I'm not sure if I'll see a huge swing, but I can keep this going if people are interested. What is an unwinnable / unloseable game? I altered my original nomenclature - instead of "auto-win" and "auto-lose", I use unwinnable (UW) and unloseable (UL), and winnable (W) for neutral games. I felt that the auto- label was misleading. My definition of a winnable game is one where if I played better (better mechanical execution, better decision making, etc.), I could swing the game to secure a win. In contrast, an unwinnable/unloseable game is one where no matter how much or how little I contributed, the result was going to be the same. This may be because:
In these cases, while you technically can win, it's not really realistic to expect so unless things really turn out well. Again, this can happen both on your team and/or the other team, so you could get a free win or instant loss whether you actually played your role or not. What was harder to categorise were the "soft" unwinnable games. These were games where you could win (or lose), but:
There was more subjectivity in these calls, and you won't see this psychological side if you're only looking at OP.GG stats. Essentially, even if you could and wanted to win, and the team actively stopped you, I'd count it as unwinnable. Does it really matter if it's accurate? Not really. Many people seem to be fixated on the "unwinnable" games and hypothesising how they could be won. In this case, you may be mixing up a different evaluation: whether a game was won or loss, rather than how many games you could control the outcome. If someone considers 100% of their losses to be out of their control, this would warrant a more objective review, as this cannot be the case. But if someone can clearly remove the emotional response and see that they could have reversed their losses, then the player has met the first step in improving their mindset. Improvement and coaching will look at converting winnable matches to wins, not unwinnable matches to winnable ones. Why are my results skewed? Regarding the unloseable/unwinnable ratio, there was clearly a subjective element. For unloseable games, I typically only counted the ones where we had an unfair advantage (5v4). I also included games where another lane curb-stomped the opposition and created an irrecoverable snowball (e.g. a 10-0 Yi deleting everyone they see). However, if the snowball happened because of something I did, I didn't label it as unloseable as I was the cause of it (e.g. I fed the ADC all their kills; I was an integral part of team fights). Someone else might consider some of my wins to be so easy that they may as well be unloseable. Conversely, the unwinnable games were mostly based on tilt. Aside from the games where there was a hard reason (4v5, usually), the subjective call was based on whether the team in that game were in the right mindset and attitude to continue to play to win. If the team has self-destructed, I normally passed it off as unwinnable. Tilt on your own team is easier to detect, as you'll see it in chat, so it's easier to understand why you lost when people are flaming each other. It's harder to tell for the opposing team, as you're normally the cause of that tilt. As for the larger portion of "winnable" games, I might simply be too harsh and unrealistic in defining winnable. A typical example might be a game where I played well in my role for 40 minutes, then a teammate has a brain-dead moment and facechecks a bush, gets deleted, and the enemy gets Elder, gets Baron and then walks to the Nexus. I considered the game winnable because it was hotly contested. Others might argue that since I can't control what my teammates do, if someone does something stupid and loses it for the team, I should count that as "unwinnable". I may have felt that I didn't want to look too much like a hardstuck whinger. But here's the thing Even with the lopsided unloseable and unwinnable games, if I only look at the games that I considered winnable, and compared the wins and losses, I won approximately 54% of the games I considered winnable. This is a fairly reasonable estimate of my recent performance with all games considered. A late win streak may have skewed these results, so it may be closer to 51%. While I'm bouncing up and down the Silver ranks, I'm generally levelling off higher each time. Clearly though, I consider half my losses to be winnable, which leaves ample room for improvement and analysis if I want to climb, and I feel that I have a reasonable amount of control in my progress. In other words, while I feel like I can blame my team, statistically it's usually more about my own play. Does your role matter? As a Support main, my view of whether games are winnable or not are a bit skewed towards the negative side. Mid and Jungle probably have the most control over whether a game is winnable by virtue of having the most map presence. Top lane tends to be a 1v1, but a fed top lane usually stomps over everyone else. Bot lane often feels harder to carry from, partly because ADCs have little influence on the game early on and if they don't scale or get ahead, they feel most vulnerable to everyone else. Supports have a high degree of influence in the bot lane, and an important role in the team-wide game later on. At the same time, Support can feel restrictive if you don't have an ADC who is capable. Since you can't carry on your own for the most part, your contribution to the team is in getting the ADC ahead, and sometimes you get dud autofill ADCs who take every hook, can't last-hit and have no concept of self-preservation. This can be frustrating because you might see that top lane or mid lane is falling behind, but while other roles know that they need to get ahead, you might be stuck with someone who doesn't want to get ahead. Again, I might have been too lenient in considering some unwinnable games to be winnable even though I really can't do much about it from my position (e.g. the jungler ignores every objective, mid-lane feeds 0-10 in 10 minutes). Does being a duo change the results? Not really. In those 100 games, about 10 were with a duo. The results were mostly the same: we still had AFKs and free wins. Bear in mind that I'm duoing with random people at my rank I picked up from games, so they're not better players boosting me or coordinating with me. Often, my duo partners are actually the ones who mess it up through underperforming or tilting. Having a trustworthy duo might eliminate one possible tilt factor, but you'll still run across unwinnable games and free wins. Would this apply to Challenger smurfs? This rule is meant to be used to coach players to see that they have control in their climb. This assumes that the player is progressing through the ranks of people of equal skill level. A high level player on a smurf account clearly is not playing against their peers. What changes is that a Challenger will see more unwinnable games as winnable. They have the skill, knowledge and experience to make it happen. A Bronze or Silver player does not have that level of skill. Remember that the overall goal is to turn winnable games to wins. A Challenger smurf is more often changing unwinnable games to winnable ones, as they assume that should already win 100% of their winnable games. What does this all mean? Even if you're being biased, subjective and lenient, the number of games where you have truly bad teams that cause losses for you really aren't as high as you feel. They can - and tend to - come in waves, so it feels like a lot of your hard work in grinding is undone for stupid reasons. Over a large number of games, however, you will probably find that if you do indeed "get good", you can swing the win rate to the positive and slowly but surely climb. Hope you found that interesting. I'm not sure if there's a need to go further with the sample size, but I'd be interested to see if anyone else has been logging their games and seeing their split. [link] [comments] |
Is intentionally giving up first 2 drakes to stack (4x the same drake buff) a viable play? Posted: 03 Aug 2020 06:06 AM PDT As a jungler, I find most of my success in rift, and because I'm in low elo, no one ever does it, and they play like drakes are everything, so I usually dominate map pressure with 2 rift pushes as an Olaf main. Generally I get these as they take drake or they take an uncontested drake due to me being away sneaking the rift. I've been in games where because of this the first 2 drakes sometimes go to them, and we have stacked 4 mountain drakes and mountain soul, and our tankier team mates, are literally unkillable (spirit visage Mundo, looking at you). Is this ever actually a viable play to intentionally make, when you feel you can easily contest objectives as a team? [link] [comments] |
Posted: 02 Aug 2020 04:43 PM PDT Hello guys! So, as an introduction, I have been playing League for 8 years, since I was in high school back in season 2. I have a tight group of friends from that time that played with me constantly and we had a lot of fun. I've always loved playing mid, became a mono-Lux player in season 3 and everything. Butttt I've always had severe ranked anxiety. I couldn't play ranked to save my life, I would sweat profusely, not perform right, etc., so I turned to ARAM to not abandon the game I love. My friends continued playing competitively, but I always logged in and went straight to my ARAM game. I never gave a minute of thought into learning macro, warding, laning, etc, and obviously that made me get even more nervous to try ranked. It's not that I never played ranked, though. I usually played my placement matches, got to Gold V and stayed there. 20 matches tops every season. I did that in S6, S7 and S8. I got hard carried by my friends during those placements and just went back to my ARAMs after getting eligible for the rewards. Something happened earlier this year, though. After becoming bored of ARAM (jesus, I must have 3k games in that mode by now), I decided to go back to normals. And boy oh boy it was fun. A bunch of my friends decided to come back to the game, so I started absorbing every bit of information about the game I could. Started watching coaching sessions (ty Coach Curtis) and challenger replays. Studied runes, items, champions, matchups, warding, and everything in between. Well, turns out I'm not as bad as I thought I was! (Thank you ARAM for giving me mechanics). After all that hard work, I hopped onto ranked games. I finished 7-3 on my placements and ended up in Silver III, but even after being mocked by a few higher ranked friends of mine I pushed forward, decided to climb. I'm currently sitting in Gold I, with 55LP and a 74% WR (31-11). I've been the MVP of quite a few of my matches and, to be honest, I'm finding it still quite easy to play in high gold/low plat (getting 25-30 LP from each win, currently on a 12 win streak). I've been mainly duo queueing with a gold/plat friend that mains jungle (still have a bit of anxiety of going alone, tbh, and I don't feel as comfortable in other roles). Anyway, I can probably help aspiring midlaners out there who want to climb. I improved greatly from being a part of this community as well. Just dm me, or ask anything here, whatever works for you guys. Thanks for reading :) obs: I play in the BR server. [link] [comments] |
How do I start to learn the jungle and the role? Posted: 03 Aug 2020 08:21 AM PDT I've always been interested in the jungle but as I main irelia I usually queue top and mid. However, a lot of my friends are coming into the game and they all want mid (which won't happen bc we already have a mid lander in one of my experienced friends) and because I'm playing blind a lot more, I want to learn a different role, and because I find bot boring, I want to learn the jungle. I was planning on playing Evelyn. How do I learn not only Evelyn but how the jungle works and what I should be doing? [link] [comments] |
Don't throw away the entire game for the first 2 drakes. Posted: 03 Aug 2020 10:13 AM PDT I see this so often. The drake spawns and the entire team spam pings the jungler to take it. So many jungler miss out on the opportunity to counter jungle while they are on drake. Imagine this. It's minute 8. The enemy jungler has his entire topside jungle up but decides to solo the drake. What do you do? Run there as fast as possible for a 50/50 dragon steal even though you might die, they just reset the dragon, get it before you have the chance to jump over the wall and steal it OR go to the enemy topside jungle (doesn't really matter how far away you are since it's really early in the game and it takes SOOO much time to take drakes alone) and not only give you 3 free jungle camps (or maybe just 2 without the red/blue buff) but also STEALING them from the enemy while still getting your own camps afterwards?!? Obviously invading is the only correct choice here. Of course there are some exceptions but generally, if you can set the enemy jungler 5-6 camps behind that is a game winning play. Or at least a jungle winning play. This early on in the game 5-6 jungle camps are AT LEAST 2 level that you can get ahead not to mention the gold and maybe buffs you got from it. Drakes themselves are completely useless until very far in the late game and ONLY if they get the soul. Since you just set the enemy jungler FAR behind it will get a lot harder for them to take the next drake since you are ahead. The only time when you should do drake early on is if it's COMPLETELY free and you can't get anything else right now anyways! [link] [comments] |
Tips to get platinum as a support player Posted: 03 Aug 2020 12:49 PM PDT Hi guys! 2 weeks ago i hitted platinum 4 with 60% winrate as a only support player and here are some tips to get higher elo as support:
That all things, are enough to get platinum in my opinion, just watch some guides/coachings on yt from high elo players and try to use their tips. I just wrote, what is the most important to get play :D edit: tracking enemy jungler is also really important, same to placing control wards when your jungler is near to your lane. [link] [comments] |
Is Manamune Miss Fortune any good? What is the best MF build path right now? Posted: 03 Aug 2020 08:53 AM PDT Basically I've been seeing a decent amount of content creators running Manamune on a ton of different ADCs, in many cases where you traditionally would not. One of which is MF. To me at least, this doesn't seem that bad, but not ideal. Are these content creators doing this for entertainment or is this a legit good build? Are there any other ADCs that are currently good at building manamune but usually wouldn't? (I.E not Ez, Kaisa) [link] [comments] |
The complete guide to being a "Decent" jungler, and not sucking. Posted: 02 Aug 2020 07:23 PM PDT Hi. So I can't teach you how to reach challenger. That's because I didn't manage to do so myself, and because It wouldn't fit a reddit post. However, what I can do, is give you a "strat" that will make sure you can get out of those silver-gold (maybe even plat) elos. The first thing that is very important to remember, is that league is a game of mentality. If you gank a gold yasuo player 2 times in a row, it might not be the best move you can do, but if he rage quits, you get a free win! This leads me to tip number 1:
If you gank someone once, and he dies, and then TPs to lane, and you die but kill him, even though it wasn't worth it, his team is now mad that they have a 0/2 laner and the laner himself is tilted "need camp ah? Cant 1v1 me noob??" 2.gank lanes that are pushing. Don't try to counter gank, or don't try to predict enemy jungler movement. If you're gold and below, they're probably too bad to be predictable anyway. Just gank every lane you can till you get fed and win the game.
Keep in mind, this is a bad way to actually play the game. And you're probably gonna be a p4/d4 hardstuck, but hey, it's better than having 400 games on yi and still being s1 right? [link] [comments] |
Junglers buying 2 ruby cristals Posted: 03 Aug 2020 04:04 PM PDT In a lot of competitive matches in lck and lpl Im seeing a lot of junglers buy two ruby crystals instead and letting one of them sit in their inventory for a long time, can someone explain why is it a good purchase and why not choose more build oriented choices ? Thanks [link] [comments] |
When to full clear? When to counter gank? Posted: 03 Aug 2020 03:58 PM PDT I noticed that junglers often do not full clear, and will almost immediately gank level 2 (Jarvan, etc...) or level 3 (Rengar, etc...). Me as a low elo jungler (Plat IV) I always full clear (I play Kha'Zix and Kayn as my main junglers) and lost because their jungler said that I was predictable. I am scared being taken camps because I can't counter jungle that often yet, and even if I counter jungle, my laner won't go to me even if he/she has a pushing wave. [link] [comments] |
Having trouble after laning phase with Jax Posted: 03 Aug 2020 03:07 PM PDT So I decided to main Jax and first game wasnt so great and went 4/8 but In 2nd I got kind of used to Jax and went 7/0 in laning phase but when I had to team fight I just seemed like I couldnt do anything and ended up with 7/8 and losing the game, how do Jax mains usually approach team fights? Might be because Im used to playing ranged champs. Also what would be the best combo for going all in, I usually E then Q on the enemy and when hes stunned I go with W, if I have my R I use it first then the rest. [link] [comments] |
Posted: 03 Aug 2020 10:45 AM PDT Hey all, so I came across this pretty useful from /u/nickbronline and thought that the spreadsheet was pretty helpful but could use some upgrades. I did this primarily for my own use but figured I would share the results. Here is an example sheet and here is a clean version. The main differences are that I have added columns to track CS/Minute and your lane opponent. I also wanted a nice way to see an overview so I have also added a 'Checker' sheet, where you can view your stats with a particular champion, and you can filter that by lane opponent to see who you do well/poorly against. If you want to view stats for all champions, select "Champion" in the filter, and if you want to see stats against a particular opponent, leave the champion filter blank and type the opponent champion in cell C2. If you make a copy for yourself, you will need to enable the script in order to use the checker page. You can do this by going to Tools->Script Editor and then hit the Run button. This will prompt you to give authorisation. The script is just what allows you to filter by opponent :) Any feedback is welcome :) [link] [comments] |
Manamune Damage calculation from Sneaky's video Posted: 03 Aug 2020 07:26 AM PDT Recently, Sneaky made a video about Muramana on Ashe, and it supposedly being the best damage now (For reference, you can see it here) So I was like thinking, that sounds pretty good, although it would delay Bork (which I enjoy alot) and lack of lifesteal. Hence I went into practice tool and tried Muramana + Bork (Around the same cost as the other items seen in the video) I especially did this, because I think having the flexibillity for getting a Cutlass, may help in terms of even more lane presence, better skirmishing, and lifesteal aswell. (Since you don't have to finish Manamune first as an item, if you want to go say tears > cutlass > manamune > bork) It may also be nice, incase you are fighting matchups in the lane where spending 850 gold on tears early, may just considerably put you behind in lane. So in those matchups you could still do the old stuff of Cutlass and tears after, or even finish Bork and then finish the tears into manamune after. It would just be a question whether getting manamune that late, would hurt Ashe reaching her Muramana spike around 20 minutes (Going by when Ezreal usually reaches his Muramana spike, Ashe might get it later, since she might stack her tears/manamune slower) Here is a screenshot of relevant picture that I was comparing to. My numbers from practice tool (The same HP and Armor values were implemented, to be identical to Sneaky's calculations) Keep in mind I was trying the same multiple times, and the total damage numbers were identical each time. Since in Sneaky's video, his PoM was fully stacked (+500) I bought 2 Sapphire Crystals to get 500 extra mana, to make up for the lack extra mana from the rune. I used the same runes as the video (Although, the video doesn't show if they used Coup de Grace or Takedown, or Alacrity/Bloodline) I used Coup de Grace and Alacrity, for my tests. 1 W's and Q, but no ult1500 hp/50 arm: 4192 2000 hp/100 arm: 3297 2500/150 arm: 2841 3000/200: 2605 2 Only auto + Q1500 hp/50 arm: 4573 2000 hp/100 arm: 3581 2500/150 arm: 3061 3000/200: 2795 It is interesting to note here that, while it is the same cost for Muramana + Bork, it seems to be dealing more single target damage than the item builds listed in the video. Although, naturally, it seems that the overall damage is higher for the builds in the video (Because additional hits are applied to nearby enemies via Runaans Hurricane) This makes the other builds better in terms of overall damage, but less single target damage. Another thing to note here is that, if we talk about single target damage, while better, may delay further item spikes by having to build Hurricane 3rd, or Infinity Edge 3rd (Or the other one 4th, depending on which you build over the other) Meaning that her lategame scaling, as a result, would be potentially weaker or delayed? A few questions: Would Hurricane or IE be a better purchase after Muramana/Bork? Would the potential late game damage delay be bad, considering games seem to end around 3 items now? If there is anything I was missing while trying this out, please let me know. I was trying to account for everything shown. [link] [comments] |
How to play Teemos midgame/lategame Posted: 03 Aug 2020 01:46 PM PDT For a bit of context I'm a high bronze player and I really enjoy playing Teemo, although I play a fair bit of many champs. I can win most laning phases as Teemo but I feel that after landing phase is over, I don't really know what to do. Often I try to just shroom up around dragon pit, jg and teamfight. I just feel lost on what my role is [link] [comments] |
How do you improve vision score as jungle? Posted: 03 Aug 2020 09:55 AM PDT I only play jungle in ranked games and my stats are pretty good for the vast majority of my games. But I noticed that I often have a very low vision score. I usually place a ward lv 1 and swap to sweeper for the rest of the game. I buy around 2-4 control wards every game and place them pretty much exclusively for dragon/baron/herald. How do I maximize my sweeper value? where should I place my control wards other than baron/dragon pit? Any help is appreciated. here is my opgg for info: https://na.op.gg/summoner/userName=willqin [link] [comments] |
How to deal with team not roaming? Posted: 03 Aug 2020 05:04 PM PDT Say I, as the jungler, am topside river taking scuttle at level 3 when the enemy jungler contests and starts fighting me. I start to lose the fight and i ping my mid laner for help. The mid doesnt come and I die. or maybe a similar situation with bot lane and taking drag. Do I just give up the objectives? Then I'm trash and its jungle diff. TLDR; What am I supposed to do in these situations with an easily winnable fight that my team just wont take? [link] [comments] |
can aftershock be used instead of grasp in solo lane Posted: 03 Aug 2020 04:59 PM PDT i have been using grasp lately and i'll say it's pretty bad compared to conqueror abuse in top lane, everytime you try to proc it you get all in by the top laner and lose a lot of health. if i try to fight i will lose, there are many games where i get around 20 hits which is extremely low which equals extra 100 hp. nothing compared to free ad and spellvamp no cooldown on rune. grasp is usually taken by tanks in lane and best proced agaisnt 1v1 not in teamfights, tanks cant split push because of very low damage agaisnt turrets and you are way useful in teamfights. i want to try aftershock but the cooldown is so long which makes trades harder but its way better in late game and teamfights the amount of resistances you get from it is insane. [link] [comments] |
Can someone please help me with wave management Posted: 03 Aug 2020 04:57 PM PDT I've watched every video and I still have barely any idea what I'm doing. Do I slow push the wave while the enemy is recalling or do I fast push? (Top lane btw) people say both but idk maybe it's because of the where the wave is. Fast push? Idk. All I do is last hit all game and if the enemy recalls I shove to tower and i can never set up freezes because I use urgot. I try and slow push when I'm ahead but I have no idea how to set up a freeze. Like before the freeze what do I have to do to get the wave to my tower? I'm just overall confused and I'd like someone to help me in training mode to understand what to do. I can't control waves well because of urgots passive so I'm always pushing sadly and it's just impossible for me to do any macro plays because half the time idk what I'm doing? Also during late game, I just sidelane and fast push the shit outta the waves, like do I always do this? When do I want to slow push to the enemy tower. I'm just so frustrated right now because I'm second guessing what to do with the lane and it either makes my next wave in a bad spot or I miss a ton of cs when I recall [link] [comments] |
I have a couple questions about Zed Posted: 03 Aug 2020 04:42 PM PDT Ok so first I just got galaxy slayer Zed so is it a good skin? Secondly how good is Zed's early mid and late game? Also is he good in the current meta? Lastly what are his biggest counters? Any other tips would be appreciated as well. Thanks in advance for all your answers and have a great day! [link] [comments] |
Is getting blue trinket on Ocean Rift worth it? Posted: 03 Aug 2020 12:27 PM PDT I'm a support main who's read a good amount of support guides, and all of them recommend changing from yellow trinket to red sweeper once you unlock the 3 stealth wards. However, in games where the map turns into Ocean Rift, I usually upgrade to blue trinket (and buy more control wards) instead. My logic is: 1) Since there are so many bushes, the enemy is unlikely to face check them all, 2) Blue trinkets can survive a lot longer than they usually would and give a lot more information 3) This makes the increase in ally vision worth more than the reduction in enemy vision denial. Does anyone else do this? Do any other Elemental Rifts have an optimal trinket? Or is sweeper the best mid-game trinket for supports 100% of the time? [link] [comments] |
Posted: 03 Aug 2020 03:49 PM PDT Ranked is so hard for me. Kind of wish I didn't start it because I'm really in a mood to quit but I'll have "S10 Bronze" on my profile forever. Everyone's toxic, if I play as aggressive as I do in Normals, I get bodied, if I play too safe, I get bodied in the end game. I don't know the balance and I would love to learn, but it looks like all the effort I put into learning how this game works has gone to waste. It's like ranked is a wake up call to how bad I am at this game, for every role I'm trying to play (mid, support, top). I don't know man, this is rough. Any tips to get out of bronze, attempting to 1v9? It seems like all the champions I enjoy playing just suck in ranked, but I don't want to resort to spamming broken champions I don't like. [link] [comments] |
Why isn't Jax used in competitive play? Posted: 03 Aug 2020 11:48 AM PDT Hey! I'm not sure if this is the right subreddit, but I was curious as I've started watching and kept up to date with LEC & LCS and I've never seen jax? I've always thought he was a strong champion that scales harder than almost every other champ? I've heard the reason that he can get shut down very easily early game, but I have also seen Kayle used in competitive play which I believe can be shut down harder than a jax early game? I've seen people say it's a tank top meta but I've seen Irelia/Jayce/wukong etc in the top lane. [link] [comments] |
Is Manamune Udyr a thing? Why not? Posted: 03 Aug 2020 09:33 AM PDT I see a lot of ADCs rushing Manamune, even ones that build no extra mana. Am I correct in thinking the high damage stats come from large mana pools with manamune? In which case Udyr, who is constantly spamming spells, and who has access to all the manapool defensive items (frozen heart, abyssal mask, iceborn gauntlet, trinity force, righteous glory) could surely make fantastic use of it? [link] [comments] |
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