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    LoL Guide A somewhat TL:DR of the different supports and their roles in-game.

    LoL Guide A somewhat TL:DR of the different supports and their roles in-game.


    A somewhat TL:DR of the different supports and their roles in-game.

    Posted: 01 Oct 2020 02:29 PM PDT

    I made quick summaries of the different strengths of each meta/semi-meta support to help players identify their job in-game and such, and was recommended to post it here (thanks Reptar!). I tried to keep them short, but I'm a wordy person.

    Alistar: flexible tank who can engage, disengage, peel, and damage soak effectively. Top tier defenses, but utility in each area isn't quite as good as the champs that specialize in them. Also held back by the pain of failing his combo.

    Bard: the ultimate in rule bending supps, he roams, ccs enemies, enables allies, engages, is engage, and scales well. However, again, not the best at most of his stuff and has possibly the heaviest price of failure of any supp.

    Blitzcrank: the prominent pick support, he's the champ of choice for engaging onto squishy targets and ensuring priority enemies are killed first, if you can land hook.

    Brand: the high damage aoe mage. Brand brings solid scaling with his passive % health and aoe, but his cc and base damages allow him to dominate lane too.

    Braum: a top tier pick in "protect the carry", Braum brings relatively little engage compared to other tanks but enables massive adc damage through his defenses.

    Janna: the disengage queen has a lot of tools to stop fights or prevent people from getting to her adc, trading the bulk and bodyblocking Braum brings for other utility.

    Karma: lane dominance is key for Karma; she gets out scaled by other enchanters but her early access to ult and the oppressive trading power of q+e let her dominate lanes enough that it doesn't necessarily matter.

    Leona: engage incarnate. She goes in better than pretty much every other support, and has the tools to cause heavy problems (and damage) once in. However, no effective way to leave if the enemy doesn't die means she's everything or nothing in many cases.

    Lulu: our last member of the "protect the X" team, Lulu is focused on negating enemy threats with her cc and buffing up her carries into God status.

    Lux: as a hybrid mage enchanter, luc excels in skirmishes where her damage and cc enable quick leads while her shielding can really abuse its base value. W max has recently caught on to enable her more in team fights while on a supp budget.

    Maokai: mostly off meta(more meta than I thought), Maokai is a meat shield with decent CC who excels in extending fights through negating engage. Sapling vision also provides solid near-fight vision control.

    Morgana: another enchanter/mage mix, Morgana is a pick-focused caster who negates strong cc engages.

    Nami: fish-sticks is the most all-around enchanter imo, providing sustain, picks, peel, and disengage, but not quite matching Raka/Morg/Lulu/Janna in each area. Rewarding if you can hit q's and time r well though.

    Nautilus: CC incarnate. While he lacks the overwhelming engage potential of Leona's r, he also brings much more disruptive power & lockdown, and his targeted ult is useful for locking down elusive enemies.

    Pantheon: lane dominance, roaming, and then he falls off like a lemon wrapped around a golden brick, becoming a cc-bot with his w.

    Pyke: a pick support for those who prefer to deal their own damage, Pyke makes up for his weaker hook and lack of defence with extra gold income to enable his mid-lane level damage.

    Rakan: our flashy tank/enchanter hybrid has amazing engage potential, but take care of staying too long; he lacks defensive tools and needs to play the peel game while his engage is on CD.

    Senna: like Pyke, Senna trades traditional enchanter sustain and utility for her damage capabilities, and throughout the game you will generally transition from a high damage enchanter into a utility adc.

    Sett: lane dominance, front lining, and falls off like a brick wrapped around a golden lemon.

    Sona: one of the more heavily scaling supps. Sona dominates deathball comps where her auras can shine, although her squishiness and limited range make positioning key to enable her huge power.

    Soraka: your default healer. Riot has put some complexity into her kit with q healing her back, but really this is for sustaining through. Good map impact, and shines when she can use her self healing to dominate lane then shift into making her carries immortal.

    Swain: powerful pick-engage, but useless if e isn't landing or if he faces too much burst for his support-income build to deal with.

    Tahm Kench: the ultimate in babysitting technology, TK let's you temporarily save your adc from themselves. However, his cooldowns are excessive due to pro play abuse, and he has difficulty impacting soloq games beyond w.

    Taric: another defensive tank, Taric punishes bad engages very effectively, and can make fights prolonged due to his ult, healing, and aoe cc. He has range difficulties though, and relies on walking up to enemies if they aren't engaging into him.

    Thresh: possibly the highest utility champion in the game, a well piloted thresh excels in making picks, ccing threats, zoning enemies, and saving allies. He can do a lot of this at once, but there are hard limits on him such as easily missed hooks, lack of tankiness, and adc's who won't click the goddamn lanturn.

    Vel'Koz: my favorite, even if he's rare. Vel brings more lane pressure than virtually anyone with his sustained threat and good base damage on his true damage means relevant damage even on a budget.

    Xerath: a similarly uncommon mage, xerath brings crazy scaling power…. If you can hit spells. There really isn't much to him, you either hit or your don't, and are useful or not.

    Yuumi: she's been shifted into scaling similar to Sona, and excels when she has a carry or 2 on her team that she can turn into an unkillable monster. Very lacking without that though.

    Zilean: our final hyper flex, Zil can be a mage, or an enchanter, or even a defensive tank like Taric depending on build. His ult is great at negating singular threats and his cc is powerful when landed, but limited in range/aiming capability.

    Zyra: bringing up the rear is possibly the most common mage supp. Poison Ivy here scales fantastically and offers huge zone control with her ult, while her damage is through the roof against teams who don't prune her plants.

    submitted by /u/usul1202
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    Prisoner's Dilemma: Why co-ordinating all-ins fail

    Posted: 01 Oct 2020 12:51 AM PDT

    As a support main, this happens more often than not. We're in bot lane, we chunk the enemy for a bit of health. Suddenly, the ADC blows flash and goes all-in while I'm on the back foot, and despite last-second micro madness, the enemy gets away with 1hp and a double-kill. Cue the question mark spam and flaming.

    Ideally, if we both went all-in, we would've succeeded. If neither of us went in, we'd be safe and make another attempt later. Instead, we split and now the enemy pair is ahead.

    This happens to any role, either as a roam/gank or later as a team fight or pick. Sometimes you're the initiator who wants the team to go in; sometimes you're withdrawing but someone else seems to go brain-dead and go 1v5.

    Mistakes happen and, rarely, people accept that. More often they'll blame it on the other person and the game falls apart.

    This reminded me of a classic game theory concept.

    The Prisoner's Dilemma

    From Wikipedia:

    Two members of a criminal gang are arrested and imprisoned. Each prisoner is in solitary confinement with no means of communicating with the other. The prosecutors lack sufficient evidence to convict the pair on the principal charge, but they have enough to convict both on a lesser charge. Simultaneously, the prosecutors offer each prisoner a bargain. Each prisoner is given the opportunity either to betray the other by testifying that the other committed the crime, or to cooperate with the other by remaining silent. The possible outcomes are:

    • If A and B each betray the other, each of them serves two years in prison
    • If A betrays B but B remains silent, A will be set free and B will serve three years in prison
    • If A remains silent but B betrays A, A will serve three years in prison and B will be set free
    • If A and B both remain silent, both of them will serve only one year in prison (on the lesser charge).

    Basically, the ideal scenario for both prisoners would be if they both remained silent, and thus spend 1 year in prison each. However, this is unlikely to be reached, as the potential gain of betraying the other might get them 0 years, but as both will inadvertently pick this option, they will end up with the worst scenario.

    League of Prisoners

    Translate this theory to League:

    • If A and B both go all-in, they get a double kill
    • If A goes all-in but B doesn't, A will die and B will walk away
    • If B goes all-in but A doesn't, B will die and A will walk away
    • If neither A nor B go all-in, both will walk away

    The more tempting choice in this case, however, is coming out alive. Thus, by nature, players will be less inclined to take the risk to dive for a kill. This means that whoever is initiating the all-in is likely to sacrifice themselves for no gain while the other walks away.

    The key to this theory is the lack of communication. Just as the prisoners who cannot communicate their decision with the other, unless you playing over comms in a duo, you're not going to know what the other person is doing. Because you don't know what the other person is doing, the default choice is to play safe and preserve your life.

    What does this mean for players?

    It's easy to get the impression that all players on your team are on the same page and will execute the play that you have in mind.

    They're not going to do that.

    It's really nice if they do, but you're putting a very high expectation on people who you don't know. It's like getting a random bunch of people to play street basketball. You might get someone else who has played competitively, and you might get people who haven't held a ball before. While you can execute great plays with the experienced teammate, the team succeeds by catering to the lowest denominator.

    If your team is not inclined to go for risky plays that you want to execute, you need to simplify the game plan. Otherwise you'll just be throwing yourself into 1vx fights with no hope of winning.

    Critically, if a play requires others to anticipate what you are doing and blow their flashes, ults, etc. at the same time, it probably shouldn't be done. You have to understand that the other players are focusing on other things in that moment, and the window for them to process what you are doing and execute their action might be to small to make it happen.

    If you know your teammates are capable and confident, go for the plays and reap the rewards.

    But if they're having a bad game and they're not in a position to think ahead and read your mind, don't get mad over them not responding to you.

    Players who aren't in a position to take the risk will default to the safest choice. You should always consider that when you decide to go all-in and adjust your approach instead of sticking with high-risk engages that always fail.

    Edit:

    A lot of people are pointing out that communication negates this dilemma.

    That's the entire point.

    If you communicate, even just pinging, you're doing something to alleviate the issue. The problem happens when you don't communicate or you leave insufficient time for your partner to process your intent. It doesn't really count when you ping and go in so quickly that your partner hasn't registered the ping by virtue of latency.

    A lot of players don't realise how much of the processing load they're taking on without making it clear to their teammate. Sit in a party chat, stream or Discord channel and it's inane how players are so used to talking to themselves and articulating the play but not communicating it with the people they are playing with.

    In these cases where communication is slow or non-existent, it's a guessing game, and that's where game theory shows.

    submitted by /u/nusensei
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    How you can use champion wiggling to get an advantage in lane!

    Posted: 01 Oct 2020 07:46 AM PDT

    How you can use champion wiggling to get an advantage in lane!

    What is champion wiggling?

    When you read "champion wiggling" your first thoughts were probably something along the lines of "Does he mean dancing?…"

    Well guess what, you were exactly right! I want you to first pick Olaf, run top and bust out the techno viking! Your opponent's mental will not be able to withstand the overwhelming force of those manly moves and they'll be forced to retreat to their tower in a state of pure shock at the brilliance they've just witnessed! Leaving you to farm your minions in uncontested peace! Champion wiggling in a nut shell!

    Well, not quite. Although the techno viking is a powerful tactic to use during your laning phase, it's not what I'm referring to when I talk about champion wiggling! Champion wiggling is when you quickly click back and forth, or left and right, as close to your champion as possible, causing your champion to do a little wiggle. This is an intermediate to advanced tactic used by a lot of higher elo players and even pro players.

    Why should you use the champion wiggle during your laning phase?

    The champion wiggle is useful for a few reasons:

    • It makes your movements less predictable.

    • It allows you to react faster and dodge more skillshots.

    • It puts pressure on your opponent.

    How does the champion wiggle make your movements less predictable?

    The champion wiggle adds uncertainty to your movement, your opponent doesn't know whether you're going to move in a straight line towards that low health minion or wiggle left and right, or back and forth. This makes it harder for your opponent to plan when and how to take positive trades against you, basically taking away their ability to read your mind! Whereas if you always move in a telegraphed straight line towards that low health minion then it's much easier for your opponent to use their mutant mind reading abilities to decide when and how they want to take a trade on you!

    How does the champion wiggle allow you to react faster and dodge more skillshots?

    Whilst wiggling your mouse will be in constant motion, and if you get REAL good at wiggling then your mouse clicks will be as close as possible to either side of your champion. This improves your chances of dodging and reacting to skillshots because instead of your mouse going from idle to motion, it's already in motion, and because you're clicking as close as possible to either side of your champion, it will take you less time to click in the direction necessary for dodging the incoming skillshot. For example, you're laning against Ezreal but instead of your normal, lengthy clicks either side of your champion during idle moments between last hitting, you're doing the champion wiggle! Ezreal launches his Q at you whilst you're clicking your mouse 1cm away from your champion to the right, but to dodge the Q you need to move your champion to the left! Usually this Q would hit you because it would take you too long to move your mouse from the right to left, but because of the champion wiggle you only have to move your mouse 2cm to the left! You react, click and your champ moves to the left, dodging the skillshot. Good job!

    How does the champion wiggle put pressure on your opponent?

    The champion wiggle puts pressure on your opponent through the small but meaningful advantages it can gain for you! If your opponent messes up one of their gap closers because they predict you will move in a straight line towards that minion then they'll have to wait for that ability to be up to try again, giving you a window of reduced pressure and if your opponent misses skillshots due to you wiggling away then it's pressure relieved from you and added pressure to them, and sure each individual miss may not be much but they definitely add up in your advantage over the course of the lane!

    How to use the champion wiggle during lane?

    I mostly play melee top lane champions and there's a few champions in particular that I love to use the champion wiggle against, but it just takes a bit of knowledge and understanding of the range of their skillshots and abilities. These are some of the abilities that the champion wiggle is great for baiting out and avoiding:

    • Darius's Q - Decimate
    • Darius's E - Apprehend
    • Camille's W - Tactical Sweep
    • Rumble's Q - Flamespitter
    • Sett's E - Facebreaker

    What you want to do is try and create a mental note of the max range of these abilities, you can then stand at just a bit past the max range and start to wiggle backwards and forward towards your opponent, this will trick you opponent into thinking that you're pathing forward towards them directly into the range of their ability, they will use it and miss because you wasn't actually pathing forward at all, just wiggling. This can relieve the pressure against you massively, especially against lane bullies like Darius.

    Another time I use the champion wiggle is as mentioned in the previous section, during idle periods between farming. I think it's a good habit to get into because it will help improve your click speed, click accuracy and reaction time, which are all useful things to develop! Also, as mentioned previously, when you're walking up to last hit a low health minion, instead of pathing directly to that minion each time, mix it up a little with a wiggle back and forth, or left and right, just to add a bit of uncertainty into your opponent's mind!

    Conclusion

    I hope this little piece has been helpful to you and given you something you can take into your own games and try out, but even if it hasn't you can always just TECHNO VIKING! Hehehe, thanks for reading and start wiggling!

    IGN: Filigee

    submitted by /u/Eyoleet
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    Challenger Evelynn Jungle Guide

    Posted: 30 Sep 2020 07:08 PM PDT

    Hello everyone, my name is Colin but most people know me by my summoner name of colingogo. I peaked 630LP Challenger a few weeks ago and am currently the only challenger Evelynn one trick on NA. With her being picked pretty often in both regional leagues and worlds I decided to make a pretty in depth guide on basically everything involving her such as runes/items/pathing/etc.

    Here's the link to the guide:

    https://www.mobafire.com/league-of-legends/build/10-20-colingogos-challenger-evelynn-guide-581002

    This is the first guide I've ever made, so feel free to ask me any questions or give me any feedback!

    submitted by /u/TTV_colingogo
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    A more useful explanation of "Snowballing" and "Hypercarries"

    Posted: 01 Oct 2020 02:02 AM PDT

    There are way too many different ways to analyze league strategies, and these two terms have to be some of the most confusing out there. Everyone uses them and has a general idea of what they mean, but things get a lot more difficult when you get down to specifics. What do we mean when we say "Kassadin is a hypercarry" and why don't we call Katarina a hypercarry? If ADCs are meant to scale off of items, why is Jinx a hypercarry when Lucian is a snowballer? My definitions may be a bit different, but hopefully, I can give you a more functional understanding of the concepts. <3

    We first have to consider the basic win conditions of league. Your goal is to blow up the enemy nexus, but it's never that simple. Broadly speaking, there are 4 different "win conditions" that a team can try to use to win the game: Fight, Poke, Catch, and Split. The first, and most common, is the basic 5v5 teamfight. Both teams meet and fight front-to-back, with the beefy bois up front and the squishy damage dealers in the back. If you win the teamfight, the enemy team won't be able to stop you from taking towers, inhibitors, or objectives for a short period. Enough won teamfights will eventually result in a victory, and so a lot of focus is often placed on winning teamfights, often by protecting a key damage dealer or using AoE ultimates to win the fight from the outset with damage or CC (think Ornn horn, Malphite ult, Orianna Shockwave). Some win conditions are a bit more subversive; a team might instead exercise its range advantage to "poke" the enemy team before the fight starts with the goal of whittling them down until they are too weak to win (Zoe or Ezreal using their superior range to chunk enemy health bars, forcing them to recall or die). Others will use CC and displacement to "catch" the opponent out of position and kill a key enemy, giving them a numbers advantage and making teamfights waaaay easier for a bit (Like a Blitzcrank hook or a Zed kill right before a dragon fight). The last strategy avoids big teamfights altogether, sending one or more of your solo laners to a side lane to push waves and take towers. The enemy must either respond to the push and split their team (leaving them vulnerable) or ignore it and risk losing inhibitors (think champions like Tryndamere or Camille that can force the enemy to send 2 or 3 champions to deal with them). Every champion excels in at least one of these for categories, and we need to keep in mind that different champions win in different ways (Just because Kayle is a hypercarry does not mean she is great at Catching enemies out).

    The terms Hypercarry and Snowballer describe how a champion scales: a general measure of the champion's relative impact over the course of a game. Some champions, like Leona or Talon, have strong early games but tend to be less useful as the game goes on. Others, like Orianna or Camille, are relatively less influential early but have game-winning importance if allowed to fight late enough. This does not mean that any scaling champion is automatically useless early; champions like Cassiopeia and Gangplank are quite powerful at level 1 despite both being considered scaling picks. Scaling describes the general curve of their relevance: an early game champion wins the game at level 4 while a late game champion wins the game at level 16. It's also important to remember that scaling does not exist in a vacuum: champion strength is also determined by things like kills, cs, map condition, etc. Any champion can carry if they're 10/0 just as no champion is relevant if they're 0/10.

    The Hypercarry and Snowballer are the two extremes of the spectrum, Snowballers being incredibly potent early on and Hypercarries being incredibly potent late. Snowballers utilize their relatively high early game power to build a lead, winning the game before other champions have enough time to match their power. A great example of this would be Leblanc. Her high base-damages and mobility make her very dangerous in lane and a few early kills can quickly turn her into a monster as she one-shots your ADC before their first item completion. These champions take over the game before other champions have time to farm up and itemize against them and tend to be perform better outside of 5v5 teamfights. If they don't accumulate a lead early on, these champions will become less relevant (for balance reasons), often being too squishy or short-ranged to survive teamfights. Hypercarries are the opposite side of the coin, capable of single-handedly winning the game if they can survive long enough. The classic example of this is Kassadin: a highly mobile AoE damage monster that can just about one-shot your entire team with enough items. Even if a hypercarry is somewhat behind (they tend to be, as their early game is weak to compensate for their late game strength), they still remain incredibly impactful: a Camille with 3 items will completely curb stomp a 4 item Renekton in the side lane, because Renekton does not get nearly as much value from his 4 items as Camille gets from hers.

    But how can we tell what makes a Hypercarry? On the surface, Leblanc and Kassadin seem pretty similar: both have an AoE damage dash, some light CC, and heavy single target damage, so what separates them? The main factor is ability ratios: not every champion gets the same value from the stats items provide. A Kassadin with 300 AP will completely nuke the enemy team, as 70-80% of his AP converts directly into additional damage for his abilities. Leblanc, by contrast, only has a 60% ratio on her W and the cooldown is much longer. Even for non-combat stats, like mana, this difference is important. An Anivia with 3000 mana can carry a teamfight, whereas an Anivia with 300 mana might as well not even be there. For this reason, mana-less champions tend to have an easier time early but don't scale as well. Another, often overlooked aspect, is the overall kit: certain things, like effective range, CC, or mobility are very difficult to get from items. No matter how much gold or how many stacks you have on Nasus, he can only hit things right next to him, so in some ways he will be outscaled by champions who don't have that problem. Varus doesn't deal as much damage as Nasus and is much easier to kill, but at least Varus can hit a target without standing on top of them. Champions with long range or CC can abuse champions without: Udyr can never fight a control mage like Azir because he will never be able to reach Azir, who will shuffle away and casually deal 3000 damage in 2 seconds. This distinction explains why champions like Fiora or Renekton who have great sustain and damage are not considered hypercarries: They can singlehandedly win a teamfight if left unchecked but a small amount of CC is all it takes to destroy them. Gangplank will give you more teamfight value than Katarina because Gangplank can destroy enemy backlines more consistently and safely if the game goes late enough. Katarina is a Snowballer because she can easily create a lead and steamroll games but struggles if behind: her kit only can provide damage, so she's useless if she can't do that. Lucian has the burst and mobility to get kills in lane but his 550 range will make teamfighting harder for him than Jinx (who has an effective 725 range with rockets).

    A small note I have to add at the end is that these terms have nothing to do with win condition. Vayne is a hypercarry despite her fairly average teamfighting because she is unmatched in the sidelane and can chase down kills with very little counterplay if she has enough items. Nasus is not a hypercarry despite his sidelane presence and infinitely scaling Q because his inability to fight in groups of 2 or more severely cripple his relevance. The best hypercarries can do it all: Kassadin and Gangplank can fend for themselves in the sidelanes or singlehandedly destroy the enemy backline, Ezreal and Caitlyn do high damage in a front-to-back teamfight from a safe distance or simply end the fight before it starts. Even a champion like Ornn, a tank who is generally not considered a hard-carrying champion, is incredibly valuable late game as he can buff your items and engage teamfights. A champions role as a Hypercarry is to win you the game past a certain point, someone so single-handedly important that your team can invest all of its resources into getting you online. Any champion can carry, hypercarries just do so later than most.

    Hopefully these thoughts aren't too jumbled, I'd love any feedback, and I hope this helps <3

    submitted by /u/SugarQbs
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    I would like some advice on how to get good

    Posted: 01 Oct 2020 03:12 PM PDT

    I got LoL 2 weeks ago and I've been loving the game, I decided to play Jungle because it looks and is really fun and I've picked up Evelynn and Lillia as mains. Everything's been going pretty good in co-op vs ai games but every time that I play pvp I narrowly miss out on kills from ganks and always seem to be a little under leveled. I think my clear times are pretty good but I always die when there's other people in the jungle and really suck at encounters that aren't ambushes like fights in lanes or in the jungle.

    I know that I haven't had the game for very long but I'm really interested in getting better at it. Does anyone have any tips on how I can improve against counter-jungling, finishing my ganks better and also how to die less. I would also really appreciate any tips on how I could get good in general

    Thank you for reading

    submitted by /u/DracoLich51
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    How to play against Graves mid?

    Posted: 01 Oct 2020 04:53 AM PDT

    I just played a game against him as Diana, and got absolutely dumpstered. It didn't help that my Zac died to him level two but I felt like I couldn't do anything to him. He would just insta clear the wave and harass me under tower. I know fighting in the wave is what you're supposed to do, but he clears so fast :(

    submitted by /u/Jdeusu
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    Always build a "Grievous Wounds" item?

    Posted: 01 Oct 2020 05:25 PM PDT

    When I'm against a crazy healing champion on my lane, I usually rush for a Spike Vest or Execoutiner's. If the champion his on another lane, I usually build it later

    But sometimes I'm in the middle of my build and I question myself: "Is it worth buying an Anti-Heal item on this game?"

    I mean, sometimes you don't have a huge healing champion on the other team, but sometimes you have champions that use Conqueror, or ADC's with Bloodthirster, AP champions with gunblade, etc.

    Is it worth building these items on champions like that?

    (Extra: a friend of mine once told me that grievous wounds against Sett is very necessary, I didn't understand why because Sett doesn't really heal in combat [i was playing mordekaiser against a sett at that time] If any of you guys agree with that, please give me some thoughts on this)

    submitted by /u/Professional_Debt304
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    Splitpush or teamfight

    Posted: 01 Oct 2020 03:43 PM PDT

    Hello guys i been playing Camile Irelia Fiora lately.I been having these issues.

    Current elo:G4

    1.After laning phase should i swap with bot and continiue farming up or help team to get a lead.

    2.If i lose my laning stage should i still go for split since i cant 1v1 him in sidelane or for pickoffs since camile kit allows good pickoffs

    3.How do i deal with my team fighting 24/7.Like for real i have baron buff i push bot they push mid simple.But they immediatly start a fight before even i can catch the bot wave.

    4.How to push ur lead further as splitpusher champ( Camile Irelia Fiora)

    submitted by /u/junpe1
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    Tryndamere vs Nasus matchup

    Posted: 01 Oct 2020 12:22 AM PDT

    I've been playing a lot of trynda lately and finding good success with him. My usual ban is Malphite or Urgot (it's impossible to beat Malphite as Trynda), but when the enemies pick Nasus I'm usually lost unless I dodge. It feels like an unwinnable matchup, you can get a kill pre-6 if you get lucky with crits but the odds aren't in your favor. Even after 6, unless you can get a really good dive in, it feels like he'll match your damage within a few minutes and fighting into his R feels pointless, even short trades make no sense with his grasp empowered Q. Here's my op.gg, look at the 0/6 and 2/4 game, where I lost my lane hard and got boosted by an ultra fed ADC (opgg gave me an MVP even though I was the worst player on my team). So, how can I beat the Nasus matchup as a tryndamere?

    submitted by /u/MidnightLightss
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    Struggling with Lulu support

    Posted: 01 Oct 2020 02:07 PM PDT

    I am currently a gold support and have tried with little success to learn Lulu/win with her. I feel like I heavily rely on my team/adc with her and struggle sometimes with clicking the right person when trying to Polymorph and shield.

    Any advice?

    Should I maybe just let Lulu go and continue with some of the other champs I am more comfortable on or is there anything I can do to better myself and carry more.

    Thanks

    submitted by /u/HAYOPO
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    Improve your mental game for better experience!

    Posted: 30 Sep 2020 11:20 PM PDT

    Hey folks,

    I wanted to share my new way of playing League of Legends with you.

    Disclaimer: This is only my experience/opinion

    I started back then in S6. After learning the basics, I really found enjoyment in this game. But there was also a downside (like always ): Toxic players, flamers, AFKers, etc.

    It really made the game unplayable for me to a point that I quit LoL several times, just to find myself joining again after 4 months, hoping that something has changed in community behaviour but it didn't.

    So this won't be a troller and flamer rant post but more like a way to deal with them in a way that makes the game more enjoyable imo.

    During my league of legends career I always tried to get better and I really managed it until Gold 2 sth. Which is a good progress for a casual player I think. Now I know that it would have been better, if I just focused on myself instead of joining the negative energy of some teammates and members.

    And a few weeks ago I joined again, and guess what, LoL has become a TON more fun for me. Why? Because I use LoL to make it a mental training and see trolls on a different way.

    I used to block team and enemy chat, so noone can tilt me and turn of emotes. BUT. Now I leave all visible, and my method already makes some significant progress.


    Someone AFKs and you cannot remake?

    Just try to play anyways, play for learning and enjoy the challenge. Nothing builds more connection in the team than winning a 4 vs 5 :) . 4v5s where the weaker team wins have the nicest after game lobbys in my experience! Ofc someone might always be there and say "GG 4v5 ez pz" but believe me - those people have a hard time in climbing and know that they have a lot to improve to be an actual good player or they are just smurfs which are stuck on main account. Don't feed the trolls! Nothing is more satisfying than winning a 4v5. And be sure - even if you lose you still learned and got experience. Learning and improving is more important than winning. If you improve, success will come, there is no other option. You need to really embrace this into your mentality.

    It helped me not being mad when I lose anymore. I say "GG WP", even when I lose hard. Losses don't tilt me anymore and I am focussed to try improve right in the next game :)

    --------‐-------------‐ Someone on enemy team smurfes?

    That is okay. Also a thing you just have to embrace. There are many smurfs for different reasons:

    They are stuck on their main and need to stomp some worse players to make them feel better.

    They are a booster that is getting paid for it

    They want to help their family and friends to climb

    Etc, you get the concept

    But dont be mad. The game balances lobbies pretty good imo. Maybe next game you have the smurf :) or you both have smurfs and your smurf has just a bad game?

    It is not worth thinking about it. Embracing this, I never raged again for an enemy smurf. "GG WP :)" ‐------------------------

    Your enemy flexed mastery and got a lucky first kill after then calling you out and saying "/all ez" or "/all ?"

    Dont be mad. He is just trying to tilt you. An enemy knows when he had luck, you dont need to tell him. In my experience if you answer this BM in the beginning of the game you might have already lost. It will be an "/all lol you bad" " /all no u" conversation through the whole game, stopping you from focussing and improving.

    I came to a point where I made it a meme for myself that I even laugh about.

    You now might think "what, you give away first kill, he bms you and you just laugh? But how does the enemy know then that last game you went 14/3 and are a diamond smurf"?

    Seriously, laughing about it was SO hard for me at the beginning but so rewarding once you managed it. It will also improve your mentality in other aspects of life :)

    (And don't forget: Ppl that bm like this are likely on a lose streak/stuck/tilted from last game)

    A teammate calls you bad and flames you in chat?

    Same as last point, if you reply and insult him, game is already over for you. Even in challenger they flame, it is basically all the same. In challenger you get more flamed than in Iron. Either you are gonna lose bc you are not focused or you get carried and win (but didnt learn anything useful for yourself and start tilted/with negative attitude in the next game - not satisfying)

    So overall I can say that those things really improved my mental game and therefore game experience a lot. You can decide if you want to try it, have a nice day :)

    submitted by /u/pcmrgod
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    how do i play the garen vs teemo matchup

    Posted: 01 Oct 2020 09:08 AM PDT

    i've recently started to play garen top and i keep facing teemos. all they do is poke me out and when i feel the need that i should cs i push up for the minions and he just damages me so much. sometimes i just feel like i can't do anything and that i just fed my lane.

    submitted by /u/Ro0oman
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    PBE Item Update Build Orders and Stats

    Posted: 01 Oct 2020 12:30 PM PDT

    With the new item rework hitting PBE, I thought it would be useful to talk about optimal build orders for classes. In general, champions want to build their class of mythics first. These items are intentionally made overpowered relative to their cost, giving high stat efficiencies and powerful effects, and the mythic passive also provides all legendary items with additional stats. If you want in depth info on these mythics and stat efficiencies (some of which doesn't match PBE), Phreak made a long but really good video here. You can also find all the item buildpaths here. But basically marksmen mythics are around 100% efficent before passives. AP mage, AD assassins, and manaless AP mythics are around 90%, tanks are around 85%, and AD fighters are around 110% efficient except Whipchain, which is 100% efficient. These efficiencies more or less align with the current items for each class. These items also intentionally share a lot of similar components, allowing you to delay the actual mythic choice later into the game so you can respond to how the game is going. For example, all marksmen mythics build out of wicked hatchet and crit cloak. Side note, wicked hatchet is a great first epic item, as it is 110% stat efficient before the passive and gives very meaningful marksmen stats.

    Tank mythics are a little different, as they provide armor and mr and typically one of those stats isn't useful in lane. If we assume a tank is level 10 when they finish their first item, they will have about 1300 hp, 65 armor, and 42 mr, plus an 80 health doran's shield. The effective HP, which is just the hp times the armor or mr multiplier, of each mythic is shown below as a % (how much more tanky you are against each damage type). By the way, eHP = HP * (1 + (AR or MR/100)).

    Item AR eHP % Increase MR eHP % Increase
    Sunborn Aegis 57% 61%
    Frostfire Gauntlet 63% 47%
    Catastrophe Exosuit 44% 70%

    This split durability is fine if the top + jg are different damage types, as the passives the mythics provide give you great waveclear and teamfighting power, which typically starts around 1.5 items. However, these items cost between 300 and 500 gold more than other tank items, and provide less tankiness against that damage type overall. For example, (new) Abyssal Mask gives 78% more MR eHP while still giving 25% more AR eHP thanks to the flat health, and (new) thornmail gives 71% more AR eHP and 25% more MR eHP. Both of those items cost 500 gold less than tank mythics. If you need to dip heavily into one defensive stat, or a completed item passive like thornmail grevious wounds looks good, a completed legendary first can be good. As a final note about tank items, don't get frozen heart or gargoyle's stoneplate first. You need health to be tanky early on, and those items don't have any. Frozen Heart gives 48% more AR eHP, so its really not worth it as a first buy.

    After the mythic, the main goal is to balance your class's flat stat(s) and percentage stat(s). Flat stats are stats like health, Ability Power, and Attack Damage, which provide fixed benefits, and do not change as a result of other stats. Percentage stats are those that modify the existing flat stats to produce your total DPS or tankiness. For Marksmen, these stats are Attack Speed and Crit, as AS modifies how quickly you attack and Crit is a multiplier to your damage. For tanks, this is Armor or MR, where each point allows you to take 1% more physical or magic damage. For mages, this is now Ability Haste. You should balance the flat and percentage stats for your class because you want to maximize dps or tankiness, and if your percentages are high but the flat stat is low or vice versa, your dps is low. For example, imagine you are a level 18 ashe (about 100 AD and 1 attack per second (50% AS) base stats) and want to do 200 dps. You can buy 100 AD (3500 gold) and keep attacking once per second, you can keep 100 AD and buy 150% AS (3800 gold) to attack twice per second, or you can buy 40 AD and 60% AS to attack 1.4 times per second (2900 gold total).

    For mages balancing CDR and AP, I think a lot of people are too worried about converting Ability Haste to CDR, and should instead think of Ability Haste as a percentage multiplier to their damage. 10 ability haste means you cast 10% more spells, so in a vacuum you deal 10% more damage, or heal/shield 10% more, or provide 10% more CC. So if you are choosing between CDR and AP, its best to do the math and figure out if adding 15 more AP is better than adding 10 Ability Haste, as those amounts are roughly equal in gold. This is true for every class now, so make sure you are constantly thinking about whether you need more base stats or % stats when you go to the shop.

    TL;DR Buy mythics first unless you are a tank, then still probably buy it first. Balance your key stats. Think of 10 Ability Haste as a 10% damage buff instead of trying to convert it to CDR.

    submitted by /u/downvoted_throwaway
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    ADC - damage or survivability?

    Posted: 01 Oct 2020 06:29 AM PDT

    Disclaimer - don't just say ADC is bad, change roles. I realize the role is weak for a number of reasons, but somebody still has to play it, and it's the playstyle I most enjoy (even though I hate getting blown up by everything).

    I had a game playing Ez ADC with matchups as follows:

    Irelia v Riven
    Ekko v Kha'zix
    Zed v Malphite
    Ez/Panth v Vayne/Poppy

    As you can see, the other team had relatively high damage threats as well as some quite tanky members. I rushed Manamune into Gauntlet since Irelia and Ekko were doing decent damage, but then comes the tricky part. Kha was very ahead (8/0/0 or something like that) by the time I got second item, and Vayne is a pretty significant threat too since we didn't absolutely stomp her, however at this point both Poppy and Malphite have a fair bit of armor meaning I essentially tickle them. They can't really get away from me because of Gauntlet, and they can't really kill me because I'm Ezreal, but they can just run around until someone else gets there who can kill me.

    At a game state like this, should my next item be a Last Whisper item for pen against the tanks (and anti healing against Vayne and the Deaths Dance Riven and Kha), or should I build Deaths Dance for more survivability against Kha/Vayne/Riven and just deal with the fact that I won't melt the tanks?

    I went conqueror this game, but had I gone PTA, would this change the answer?

    I opted to build into Mortal Reminder this game (figuring that even with a deaths dance kha would probably one shot me, and that I should be using positioning for survivability rather than stacking items that won't let me deal damage), however Kha really started running away with the game to the point that my itemization didn't really make a difference (team wasn't looking at the map and considering where he was coming from - I should've been pinging him out more). Was my itemization the right choice?

    edit: might be worth mentioning that I go bloodline plus they don't have a pokey team, so I'm not super hurting for a lifesteal item.

    submitted by /u/Prof_Bunghole
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    I need help, I think I am becoming hardstuck.

    Posted: 01 Oct 2020 11:05 AM PDT

    I am a top main who hasn't played league seriously since 2018. Over the summer I began getting back into the game and finding it more fun. I decided I would try ranked.

    It started out horribly, I was 2/8 in placements and placed Iron 4 97 LP I had some trouble climbing at first but I quickly gained positive momentum. In about a week and a half I had reached Bronze 1. I was having a lot of fun in my games and I loved the feeling of climbing. But then everything stopped. I began to lose more games and I was demoted to Bronze 2, a very frustrating event. But I kept going got to B1 placements, then lost. I took a day away from ranked then came back and climbed right back to B1. However I wasn't able to hold a steady win rate rate. And soon (today) I was back in B2.

    In ranked I play 3 champions, Garen, Maokai, and Camille. I am best with Maokai but I can win a lane on all of them. In terms of laning phase there are a few champs that, despite the matchup, I am just terrible at laning against, those would be nasus, sett, morde, teemo, and a few more that I can't think of. My mechanics are by no means challenger level but they are enough to get the job done, sometimes in hectic situations like a teamfight or a gank I give into adrenaline resulting in missing abilities, skillshots, missclicks, pressing random buttons, etc. When I comes to macro I feel that I have an ok grasp of it although there are many situations that still confuse me when laning phase is over and mid/late game begin. Carrying games is something I have never really been able to do, if we get far behind and I am shit stomping, I have a rough time out macroing the enemy team all by myself while rallying my team as well to work with me.

    I've noticed that my performance, as well as my teammates performance has deteriorated substantially since getting to high bronze. I don't do as good in lane, I don't trade as well, my macro isn't as good, all of the above, and the same goes for all of my teammates in my usual ranked game. I don't get what has happened. I'm pretty sure that my biggest problems in league are warding (forgetting to ward), and making stupid in-the-moment decisions whether they be out of desperation, or I get greedy. I have never been great at hard carrying, but I know how to shit-stomp a lane.

    This is all that I can think of right now, I hope it is descriptive enough. I need help and advice. Thank you.

    submitted by /u/981854aB
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    Is it worth playing in the end of the season

    Posted: 01 Oct 2020 10:47 AM PDT

    Hi guys, just your typical gold adc main here. I've been busy for the past two months (lots of work) and I couldn't even 2 games a day . So about my question, can I climb from gold 3 to plat 4 in a month.Lots of people have been telling there's many more smurfs at the end of the season, and that's why I'm kinda scared to play ranked rn. Thanks for the help in advance!

    submitted by /u/Nicolino1234
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    As an enchanter main, how do I deal with high mobility + poke combos in bottom lane?

    Posted: 30 Sep 2020 08:26 PM PDT

    My champion pool is Lulu/Nami/Nautilus as support. Last month, I finally decide to join ranked and in my first game as Lulu (with jhin as adc) we were totally owned by a Tris+Fiddle combo, at first, I tried exerting pressure but felt that I had no presence at all, because I'd try to harass but then I get hurt more than what damage I deal. I tried to just cool it, and just focus on protecting my adc, but he'd get pressured and zoned so much.

    Then at level 6, there's nothing much that me and my adc can do against them. It's like they'd jump out of nowhere and the next second you're dead. Don't get me wrong, I always ward where its usually commonly warded but they had a way of coming at you where you least expect it.

    My question is how do I counter pick similar combos? And how do I deal with similar gameplays?

    submitted by /u/mavprodigy
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    Overview of the Best Jungler for Most Top Laners

    Posted: 01 Oct 2020 09:07 AM PDT

    Came up with a short and easy to read list of Junglers for most common top laners. Not EVERY champion that can be played top is in the list since technically ANY champion can go top. Top Lane Soraka is no joke. I REFUSE TO CONSIDER THESE TOP LANERS:

    • ADCs
    • Most assassins
    • Most High AP damage Mages
    • Cheese Support Picks (HONESTLY SORAKA, STAY BOT)

    Tried to balance variety with optimum synergy so there won't be every jungler and there will be several repeats.

    Article: http://dignitas.gg/articles/blogs/League-of-Legends/14759/overview-of-the-best-jungler-for-each-top-laner

    Sneak Peak:

    1. Duh - Sejuani and Renekton + Rumble and J4
    2. Interesting - Irelia + Amumu
    3. Are you sure? - Teemo and Shaco

    Honestly doe, what Jungler thinks of synergies when their top laner instalocks Singed? What do you do when that happens? What do you guys think of the combos here? What do you guys think of the combos in the article? Discussions and feedback are always welcome!

    submitted by /u/Phantomee
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    Ignite bully top laners in the mid/late game. [Question]

    Posted: 30 Sep 2020 08:12 PM PDT

    I've recently made a new account where I've started playing exclusively top lane. I've been running bully picks mostly Renekton (ignite), Vayne (exhaust), Garen (ignite), and Teemo (ignite). Lane usually always is in my favor whether it's up 2/3 kills on enemy laner or a 30+ cs advantage.

    My question is, with the lack of TP, what is my role as a fed top laner without the ability to safely split-push and be able to aid my team if need be? I know fundamentally in higher elos this is the major issue with taking these sort of summoner spells as it doesn't translate well into the late game.

    I'm plat 1 on my main and have been playing this top lane account with noted champions and currently at silver 1 with a 60%+ WR but still find myself lost on whether i should just isolate myself top and go for broke forcing 2 or 3 enemy players to assist, or surrender my top lane presence and begin grouping with the rest of the team. At what elo do you find the ignite/exhaust cheese to stop helping and teleport becomes a (usual) necessity?

    Thanks!

    submitted by /u/iSpeilz
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    Mid lane: how do I play mid game?

    Posted: 01 Oct 2020 02:04 AM PDT

    I've been playing a lot of Akali recently, I fell in love with the champion. I seem to easily win most of my laning phases, either get one or two solo kills and sometimes roam for a successful top/bot kill. After laning phase, I think I just don't have the right idea what to do and therefore don't know how to win and carry the game with my advantage from laning phase. When is it a good idea to splitpush if you don't have TP (I take ignite mostly) ? What should I do?

    submitted by /u/andro12345
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    What do as an ADC when my support picks Yuumi into a Morg/Cait lane?

    Posted: 01 Oct 2020 07:31 AM PDT

    I was Ez, support picked Yuumi, and the opposing team was Caitlyn/Morgana. I had no chance. One bind from Morg and then Cait would set a trap under me. My health would disappear in a flash. Then Yuumi starts with the flaming. My lack of cs, my playing passive(which I was forced to do because it's basically a 2v1.5), and then later in team fights, since I was so far behind, I did no damage.

    Just felt like a really crappy game, and wanted to ask you guys so hopefully a game like this doesn't happen again.

    submitted by /u/Cheddah_Cheese
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