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    Wednesday, December 9, 2020

    LoL Guide Is it okay to build Runaan's Hurricane to "spread" Grievous Wounds

    LoL Guide Is it okay to build Runaan's Hurricane to "spread" Grievous Wounds


    Is it okay to build Runaan's Hurricane to "spread" Grievous Wounds

    Posted: 09 Dec 2020 08:31 AM PST

    So healing is everywhere. Sometimes I play a game vs let's say something like Aatrox, Sylas and Soraka. I am a Tristana OTP. I presonally think that getting a Runaan's Hurricane in this scenario is perfect. But I'd love to hear some other opinions about this. What are your thoughts?

    submitted by /u/Kajdan12
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    I know that everyone is busy learning about the new items, but I wrote a guide for newer players about Dragons and Souls!

    Posted: 09 Dec 2020 09:06 AM PST

    Hey everyone, I'm back again with another guide. This one is on Dragons, the buffs that they provide, and the Soul system (including the different rift types). I know that you're all busy trying to figure out how the new item system works, but I would appreciate if you checked out this guide and gave me some feedback! I hope, at the very least, that you find this resource helpful in some capacity!

    Anyway, all that aside, here's the guide:

    http://dignitas.gg/articles/blogs/League-of-Legends/14933/here-be-dragons-a-guide-to-dragons-and-souls-in-league-of-legends

    submitted by /u/Lucklepto
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    Breakdown of the highly-misunderstood 10.25 Jungle item nerf

    Posted: 09 Dec 2020 02:45 PM PST

    https://www.youtube.com/watch?v=Ar8Q_R-vaxI

    Hey everyone. I just wanted to do a quick video breakdown of the 10.25 Jungle item change, which removed the on-hit tick damage from Emberknife and Hailblade. I've seen a lot of confusion about this change, which appears to be a bizarre target nerf for many of the auto-attack based junglers whom are already struggling after the removal of Machete. This change actually has a lot of unexpected implications, because the addition of the on-hit tick at the beginning of the preseason had such a strange effect on the clearspeed of various jungle champions.

    The tldr; is that while the removal of this on-hit tick does nerf the clearspeed of junglers across the board, it's actually targeted at AOE clearers like Hecarim and Amumu, and very extreme AS steroid clearers like Olaf and Urgot. The autoattack-reliant junglers with more normal AS steroids, such as Jarvan, Lee Sin, Nocturne, etc., whom many have noted are already underperforming yet seem to be a prime target of this nerf, are actually getting a buff relative to the rest of the jungle pool from this removal, because they had the lowest synergy with the on-hit tick in the first place.

    submitted by /u/phylaris
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    Comprehensive Tier List for ADCs going into Patch 10.25

    Posted: 08 Dec 2020 05:14 PM PST

    Disclaimer: I am Pour Some Juice (EUW), an ADC main who peaked D2 last season before taking a short break from the game. Whilst I haven't played much ranked this preseason, I've been following stats websites and paying attention to which ADCs are strongest and why. With the upcoming patch having some pretty big changes for ADCs, I thought I would give a go at a comprehensive tier list of all ADCs, what makes them strong, and who to play with them.

    S Tier – These champions are very strong in (almost) any team comp and have a range of strengths and lack of weaknesses.

    Jhin (S+) – Despite the nerfs to his Q ratios and a couple of his items (Eclipse and Collector) these nerfs mainly nerf his waveclear more than his actual damage in teamfights. Also, with crit options being buffed, there is a chance these changes make up for the nerfs, especially the reduced cost of Rapidfire Cannon.

    Weaknesses: Jhin's primary weaknesses is tanks. His lack of consistent damage compared to other ADCs makes it hard to take them down, especially with his build mainly being lethality. However, tank items are being nerfed and crit being slightly buffed, potentially making this weakness less apparent. If he falls behind his damage can also be pretty hard hit, but he has a decent amount of utility to make up for it, and it is very hard to put him behind due to his strong early game.

    Duos: Maokai > Janna > Nami > Leona > Swain > Thresh. These champions are very effective at utilising Jhin's kit and complement him the best, but honestly his utility and damage mean he works well with most supports, so don't feel afraid to pick other champions if you would prefer. I would say Braum is the only support that Jhin does not synergise well with.

    Miss Fortune (S) – Again, the Eclipse and Collector nerfs may vaguely hurt MF's power, but again these nerfs are bigger hits to utility than they are damage potential. Unlike Jhin, MF received no specific nerfs this patch meaning she will likely remain very strong. However, she will not utilise the crit buffs as well as Jhin will (barring maybe the Essence Reaver buffs).

    Weaknesses: Much like Jhin, MF has a poor time dealing with tanks, but again with tank items being nerfed a little this might not be as bad. She can have a lot of problems against dive as well, as her ult makes her a sitting duck in teamfights.

    Duos: Leona > Maokai > Nautilus > Thresh > Nami > Janna. These champs have a good mix of AOE lockdown and damage that compliments her kit insanely well with sufficient peel to allow her to ult safely. I would say most supports work well with her other than enchanters with limited cc i.e. Soraka, Lulu, Karma etc as they are not as good at unlocking her very powerful ultimate nor can boost her laning phase.

    Kai'sa (S) – Buffs to crit items (especially IE) will benefit Kai'sa decently and she was already a strong champion before this patch. With small nerfs to other strong laning ADCs, her weakest part of the game will be harder to abuse and since Kai'sa is unlikely to get 100% crit due to wanting Nashor's Tooth for the W upgrade, the IE buff will be very useful. With Phantom Dancer becoming even cheaper, there is a chance she might build this as a late game item as well.

    Weaknesses: Like mentioned above, her laning phase is her main weakness and if put behind she can be very weak due to how item reliant she is for her ability upgrades. She can also struggle into teams with a lot of range due to her own short auto range whereas she is very strong into typical front to back scenarios, so by avoiding these her biggest strength can be neutered.

    Duos: Leona > Thresh > Maokai > Galio > Nami > Lulu. CC supports are best for Kai'sa as they can make her laning phase stronger whilst enabling her well in skirmishes and teamfights, but meta enchanter supports are also good. She isn't as versatile as the other ADCs when it comes to her support picks, especially since she doesn't pair well with mage supports (although these aren't very popular at the moment).

    A Tier – These champions have their clear strengths but tend to be more situational or have more exploitable weaknesses.

    Vayne (A+) – It was difficult to decide between Vayne and Kai'sa for S tier, but in the end I decided that Vayne is more situational than Kai'sa. She is basically a better front-line shredder and duellist but has an even weaker laning phase and has slightly less self-peel, making her more susceptible to getting one shot. Despite this, she is still a very strong pick especially into tankier teams and buffs to Phantom Dancer and Lord Dominik's Regard will only help her with this.

    Weaknesses: She suffers from the same issues as Kai'sa, but at a worse level. Her damage early is very low unless she is allowed to just free hit the enemy, making it easy to put her behind early. Whilst she isn't as item reliant as Kai'sa, she still is reliant on at least 2 items before she can start pumping out damage. Poke comps screw her over very hard and if the enemy has no tanks her main strength is gone.

    Duos: Lulu > Janna > Nami > Zilean > Thresh. Vayne works best with enchanter supports who can get her through laning phase and enable her in mid to late game teamfights. She can work well with some CC supports given they have adequate peel in their kits, but mage/poke supports are basically a no-go for her.

    Samira (A) – Samira is getting some decent nerfs this patch, knocking her down from S tier to A tier. Her passive only working on knock-ups will make her choice of support more restricted and her reduced lifesteal will make her ability to sustain huge amounts weakened. She will still remain strong in the right situations, and as long as the snowball starts rolling it is going to be very hard to stop. Her safety with her W and E allows her to dive in and out of fights easily and her early game will still be powerful with the right support.

    Weaknesses: Samira has a few exploitable weaknesses. Her W and E have very long cooldowns and baiting these out can be very important to killing her early game. Her lane is pretty good but not unbeatable, and not letting her snowball is very important. Her teamfighting when she isn't ahead isn't amazing and she can be shut down very easily by CC. Think of her like Katarina but without the ability to just sack her lane and roam around the map to get kills.

    Duos: Nautilus > Alistar > Thresh > Maokai > Leona > Nami. Due to her passive only working on knock-ups now, Leona especially has fell in priority, but she will still be just as strong with knock-up heavy supports. She doesn't work great with most enchanters barring Nami and Janna, and she should never be picked with a mage support or support without hard CC.

    Ezreal (A) – Ezreal has remained pretty much the same this patch, the only real change being a slight nerf to his ability to proc Muramana, but he will remain a staple and safe pick for the botlane. Unlike most other ADCs, Ezreal spikes much better on individual item completions. Upon stacking Muramana and having Divine Sunderer, his mid game damage becomes very potent, and whilst he doesn't scale amazingly, a good Ezreal player can definitely be a scary thing in late game teamfights.

    Weaknesses: Whilst Ezreal has a pretty safe laning phase, he is not the best 2v2'er and can struggle with waveclear early on. Pushing him under turret and not letting him back for tear (if he didn't start it) or his sheen can make him very weak, allowing you to have a lot of pressure for your jungler and allowing your support to roam. Since he is strongest mid game, putting him behind early can be very damaging as he doesn't necessarily have the insurance of other scaling ADCs.

    Duos: Bard > Janna > Maokai > Nami > Zilean. Ezreal doesn't really excel with any support like the other ADCs we have mentioned, but he does like having supports who can lockdown or slow the enemy to make hitting his skill shots easier. Due to his safety and ability to farm from long range, supports who can roam well are a good match. 2v2 heavy supports are not recommended as his ability to win lane is pretty limited, unless he is against another bad laning ADC.

    Ashe (A-) – Ashe is a versatile pick which offers strong utility combined with decent consistent damage, a palatable laning phase and strong scaling. The only real change she is getting this patch is the nerf to Imperial Mandate likely making the standard crit Ashe build better, especially considering buffs to some crit items. Ashe's main strength is her consistency and utility, meaning she can be useful even from behind.

    Weaknesses: Ashe doesn't really have a super strong moment of the game, and at every point there is a more optimal pick for that moment. Her lack of mobility in such a high damage meta makes it easy to blow her up when caught out of position (Galeforce buffs may help her) Whilst her teamfighting is okay, especially with how much utility she offers, her ability to shred tanks isn't great unless she really builds towards it.

    Duos: Janna > Maokai > Seraphine > Nami > Brand > Lulu. The first ADC on the list to not really utilise engage supports very well, Ashe prefers those who can compliment her poke in lane and just generally be a nuisance, whilst having good peel potential in teamfights. Enchanters can sure up her late game weaknesses, whereas poke supports can help her to win early to mid-game. She is pretty versatile when it comes to her support picks overall.

    B Tier – Picks which are situationally good but are average/sub-optimal in other scenarios.

    Lucian (B+) – Lucian will see some changes to his items this patch, but mostly it seems like buffs. A small buff to Essence Reaver will help an item that is already a strong pick for him, whilst the IE buff will make his mid game spike stronger. Kraken Slayer > Essence Reaver > Infinity Edge will be a huge mid game powerspike where Lucian excels. With the new items it honestly feels like Lucian is even pretty decent at killing tanks due to how well he uses Kraken Slayer.

    Weaknesses: Much like the other B tier champions, Lucian seems overly reliant on snowballing to be able to ensure a strong transition into the mid-game and it can feel like you're on a bit of a timer due to his poor late game (although I think his late-game is decent is preseason). And whilst he has a good lane, it isn't as good as Jhin, MF or Draven, and his short range means he can get beat out by long range ADCs such as Caitlyn and Jinx. But with a good laning phase, a good mid-game and with a couple of his core items being buffed next patch, there is a chance he can be a sleeper pick.

    Duos: Nami > Maokai > Janna > Thresh > Yuumi. Lucian ideally wants a support who can aid him in winning laning phase whilst helping him with his transition to mid-game. CC isn't as crucial as some other early game ADCs due to his mobility and consistent damage, but it does allow him to safely dash into the fray. Being able to compliment his damage can also help, which is especially why Nami is very useful as she just adds so much more to his rotation.

    Tristana (B/+?) – Tristana is a pretty underrated pick right now but a lot of the time is overshadowed by Samira. They are both bursty, engage heavy, reset reliant champions who can snowball incredibly well when given the chance. The problem with Tristana is, whilst her late game is better than Samira's, her mid game most certainly isn't. If she can however get an early lead, she can dish out insane amounts of burst and demolish towers very quickly, accelerating her lead even more.

    Weaknesses: If Tristana gets put behind early she will become very useless very quickly. She offers very little in the way of utility and for her to be strong after lane it relies heavily on her ability to get a lead early. Her laning phase is decent but she can be countered by poke champions and if she cannot reliably get her bomb fully stacked her damage is pretty low. Her jump can also be very easily interrupted by a good support which can greatly hinder her.

    Duos: Nami > Leona > Janna > Bard > Yuumi > Taric. Supports with a mix of CC and peel are most useful for Tristana as they can utilise her ability to follow up on CC whilst enabling her to deal damage safely and buffing up her damage potential. She can work with most engage and enchanter supports decently but doesn't necessarily excel with any specifics. Poke supports however perform very poorly with Tristana as they do not offer her the tools she needs to snowball.

    Draven (B) – The lethality nerfs are unfortunately pretty bad news for Draven. The Duskblade slow being removed is a big hit to his ability to run people down and he utilised the Eclipse shield best out of all ADCs due to his playstyle. There is a potential that the crit buffs can help bandage up some of the losses (Galeforce Draven could be a very real possibility) but he will still be worse off for it. His laning phase is still very powerful and he is the premier snowball ADC due to his passive, so getting a lead will make him near impossible to shut down.

    Weaknesses: Draven is the only champion in the game with a specific negative to dying, outside of the normal downsides, so if he can get shutdown early on it can be very dangerous, especially as his scaling is pretty poor. Picking either strong early laners such as Jhin/MF who can try and kill him early or very safe laners who can survive the lane are the ideal picks. His ability to kill tanks is also pretty limited and it can be very easy for them to jump on him due to his short range.

    Duos: Swain > Nami > Janna > Thresh > Nautilus. Draven's early kill pressure means he works well with any support that can compliment that, especially those that can help him run down his opponent safely and add to his damage. A combination of strong laning phase with decent skirmish utility is optimal, or you can just pick Swain to make your opponent wish they had dodged.

    C Tier – Sub-optimal in almost every scenario; very limited situations in which they are useful.

    C+: Caitlyn, Senna, Twitch (AD), Ezreal (AP)

    C: Jinx, Aphelios, Varus (Lethality), Kalista

    C-: Twitch (AP), Kog'Maw, Xayah, Varus (On-hit)

    XD Tier: Sivir

    Thanks to those who read the whole thing, thoughts about the power of ADCs, my specific picks for the tier list, or the way I presented the information would be great, and I'll try and reply to comments. A Tl;dr will be provided below.

    submitted by /u/SpookyImmobilisedToe
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    Celerity Rune: How exactly does it work?

    Posted: 09 Dec 2020 01:40 PM PST

    In most cases percentage movespeed bonuses stack additvely with one another. In Celerity's description it specificly says " All movement speed bonuses are 7% more effective on you."

    Bare with me here: If I were to buy Galeforce, which gives me 3% movespeed bonus for every item I have completed. Would Celerity then take 7% of the 3% and make it into 3,21% bonus or would it take the flat movementspeed bonus the 3% give and strengthen that by 7%?

    The way the rune description reads I am guessing it would boost the 3% to a 3,21% bonus, but I might be wrong. Hell, I don't even know if I calculated the 3,21% correct.

    I am not big when it comes to math, hope you can help me.

    submitted by /u/KnowsItBetter69
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    Since the start of pre-season I've been playing extremely bad and don't know how I should grasp the situation to back up from this.

    Posted: 09 Dec 2020 03:49 AM PST

    I'm playing League since Season 7 and played for 4 years. My main is Mid and I mostly play Control Mages like Orianna, Syndra and Cassiopeia. In this 4 years, I loved the game a lot and there were times I tried really hard to play well but never been Master or anything, was just going around Diamond 2-3. I was willing to improve though but since I had college and such, I wasn't able to play much but since I understood powerspikes and items really well (imo though) I was able to play well whenever time I take a break.

    But since it's now pre-season and everything in the game almost changed in a way, I really feel lost and don't know what to do actually. I am playing way worse than usual, cannot read the gamestate or the damage that enemy champions will do, or the damage that my champion will do; which makes me inconsistent a lot. I also tried to pick up new champions like Viktor, Ryze; also Yasuo, Yone before Guinsoo fixed; I didn't got a good result aside Ryze and Yone before Guinsoo, which made me disheartened because I used to play Viktor really well. I overall feel this new changes created a huge adaptation problem in me and now I feel boosted actually, it makes me feel like everyone is better than me and learning the game again is really hard. But I want to pick it up just like anyone else, so I'd like to hear advices from people, or itemization tips and tricks since I feel lost after 1st item nowadays, there isn't anything that feels like a great second item powerspike now for instance. But if there is new standard builds I can go through to learn itemization again, I'll be glad to learn! ^^

    submitted by /u/Primesolstice
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    Play Less, Climb More. Warning: Dense read, only for Tryhards

    Posted: 09 Dec 2020 03:17 PM PST

    Preface: I'm a 4'th year medical student with a passion for self-improvement and optimization. This includes my IRL skills as well as my gaming. How to improve faster, how to be more efficient with my time, how to reach new heights, feel and play better; these are the things that interest me and I try to find ways to do it through science. Some of you may have seen my previous posts on Meditation and Flow. You might have also noticed that I post on multiple competitive gaming subreddits. I do this because these are games I personally enjoy, have coached and/or have competed in and also because these tips and tricks are not title dependent. Everyone can benefit and even apply it for things IRL. I want to keep learning so please hit me with your own discoveries, tips and tricks. I'm genuinely pleasantly surprised with the responses and the chance to meet like minded individuals! This post is particularly dense and took a lot of time to research. I'll try to make it as concise as I can.

    Practice makes perfect! You can do anything just practice, practice, practice!

    We've all heard this but I'm here to add complexity to the statement in the hopes that it actually makes your climb much easier. Spending more time playing does not mean you are making a good use of it. Research shows a chess grandmaster has anywhere between 1,000 to 14,000 hours dedicated to his game. Let's put this in perspective: 1,000 hrs = 41 days; 14,000 hrs = 1 year 218 days.

    You could say some people are just born geniuses but research also shows that the top 1% actually practices LESS than their peers.

    Also, for those of slightly advanced age (like myself at 28) frustrated with 13 year old's styling on us, this paper might help you feel better.

    The Science of Accelerated Learning

    A little biology (for nerds like me)

    • Mastering a skill requires learning. Learning is an incredibly complex process. It incorporates sensory, motor, memory, and cognitive processes. Learning can be seen even at the cellular level.
    • Our brain is made up of neurons and when we "learn" something neurons undergo synaptic changes, create new pathways, and increase myelination. Neurons work like electric cables where signals travel along and when we learn something new connections are made and existing ones become stronger and more efficient.
    • A stimulus causes a synapse to be sensitized and with enough input strength it can undergo changes through synaptic plasticity. This process requires genes to be activated and release proteins that alter synapse function through Long Term Potentiation. This encoding and learning take up to 3 hours. After six hours memories become cemented and impervious to processes that affect synaptic consolidation.
      • A stimulus should preferably be repeated, emotional, relevant, extreme and novel for it be properly received and encoded

    http://www.ccnss.org/ccn_2011/materials/pdf/bhalla/nrn2963.pdf

    https://www.frontiersin.org/articles/10.3389/fnhum.2018.00400/full#h3

    https://www.frontiersin.org/articles/10.3389/fpsyg.2019.02396/full

    Components

    • Purposeful Practice
    • Mind
    • Body

    I will only address purposeful practice here. Mind and Body are crucial. This includes things like mindset, motivation, exercise, nutrition, etc. There is a reason why Esport teams invest in physical trainers, nutritionists and psychologists. I will leave this for other posts.

    TL;DR

    Have clear and measurable goals. Break down the game to it's most important components. Find your OPT. Structure your practice. Be a one trick pony. Observe a master. Use Imagery. Incorporate variability and contextual interference. Always make it slightly more difficult. Practice in a realistic setting. Add risk. Use mornings and evenings. Intensity followed by rest for maximal learning. Repeat at increasing intervals. Measure and monitor your progress. Get feedback.

    Purposeful Practice

    1. Structure
    • Goal
      • Have a long, mid, and short-term goal. Use SMART goals (Specific Measurable Attainable Relevant and Time Bound).
        • Having a goal and reaching milestones increases dopamine release which acts as a buffer against increasing levels of norepinephrine (stress). Norepinephrine is needed for attention but levels that are too high actually activate the "Give up" response.
      • Have a goal for the immediate practice session. What will you focus on today? Use information from "Break Down" (read below).
      • Use social accountability. Tell a friend your goals (the measurement, the time/date, etc) so he can keep you accountable. Social accountability is a powerful motivator. We are naturally inclined to follow through with what we say.
    • Break Down
      • What are the most important components you need to master (aim, mechanics, game sense, movement)? Use the Pareto Principle (20% of the components give 80% of the results). For example, these guys show how you can play a vast majority of songs from just learning 4 chords (just a fun example but it shows what I mean).
      • Then break that one down into even smaller parts. For example Aim could be broken down into flicks and tracking. Even those could be broken down into vertical, horizontal, diagonal, 180, with/without movement, etc.
        • I'll add in this guide by Aimer7. It's worth checking out.
    • OPT
      • Optimal Play Time - We can sustain complete focus for a limited time. Practicing beyond that time is basically a time waster that could be better utilized for other activities. Remember that rest is CRUCIAL for encoding your learning into memory.
      • Take out your phone, but it on stopwatch, set it aside out of view and hit start when you start gaming/practicing.
      • Play as Tryhard and focused as you can.
      • When you feel your performance dipping, your reaction time slowing, headache, fogginess, exhaustion, or increased distractibility then hit stop on the stopwatch and see how long that was.
      • It's usually anywhere between an hour and 30 minutes to 3 hours.
      • My personal OPT is 2 hours and 45 minutes.
      • Use that time to structure your sessions.
    • One Trick Pony
      • Play just one or two characters. There is a reason one-tricks climb much faster.
      • This allows for rapid progression from mechanics to game sense. If you played different characters all the time then each time you would have to focus on learning different mechanics. What you want is to reach a level where you can autopilot the mechanics which allows your brain space to think of other issues like game sense. Things like game sense translate to any game, situation, or character. So acquiring these "higher level" skills early will actually accelerate your learning on other characters because then you just need to learn mechanics.
      • Imagine there are 100 levels to mastery. As you progress you need to focus on one level at a time. When you jump up a level it's because the previous level has become so easy to you that you can autopilot it. So for example if you're at level 75, it means you can autopilot all the previous 74 levels without putting much thought to it which allows your brain space to think about level 75. Let's say the first 50 levels are all mechanical. If you switch between characters a lot it means you have to re-do those first 50 levels for each one before attempting to go above.
        • Yes, autopilot is a very misunderstood thing. I will make a separate post on this.
    • Observe and Imagine
      • Observe the goal you are working for. Look up the #1 player at whatever it is you're practicing. Look at his movements and how he does it.
      • Imagery. Simply imagining yourself doing the desired action works almost as well as actually practicing it. Our brain cannot distinguish between physically doing it and mentally. Brain scans show the same pathways to executing the action light up. The key is to imagine it VIVIDLY. Feel your muscles, your reaction, heart rate, etc. A benefit is that you can use this technique almost anywhere (not while driving duh).
      • This paper shows that doing all three, observation, practice, and imagery, was more effective than any one together. It also showed Practice + Imagery was better than Practice + Observation (in the case you had to choose).
    • Practice Variability and Contextual Interference (Interleaving)
      • Contextual Interference. Imagine a baseball player. In one practice he gets pitched 10 fastballs, then 10 breaking balls, then 10 change ups. This is blocking. This is how most of us are taught to study as well. In another practice he gets pitched 30 times as well but the 3 types of pitches are thrown at random. Studies show that even though immediate performance decreases (you will feel like you suck), long term performance and learning increases.
        • "Task switching enhances learning due to constant reconstruction of the motor plan or elaborate processing of the motor plan. The forgetting-reconstruction hypothesis claims that high contextual interference causes the performer to constantly forget task-specific information between practice trials, therein necessitating the (re)construction of an action plan for every trial (Lee and Magill, 1983, 1985). Consequently, the performer is thought to become more adept in developing action plans, which subsequently facilitates greater skill retention (e.g., Kim et al., 2015). The elaboration hypothesis proposed a similar account; however, rather than 'forgetting' information between trials during higher contextual interference practice, proponents argue that the performer engages in more elaborate processing to represent the motor skill in long-term memory (e.g., Shea and Morgan, 1979; Shea and Zimny, 1983, 1988)".
        • "According to the Challenge-Point framework (Guadagnoli and Lee, 2004), learning is heightened when contextual interference is matched to the performer's skill level for a given task. A practical example of this is the Win-Shift-Lose-Stay methodology (Simon et al., 2008). This concept suggests that contextual interference should only increase when the performer experiences success".
        • https://www.researchgate.net/publication/5888302_Neural_Substrates_of_Contextual_Interference_during_Motor_Learning_Support_a_Model_of_Active_Preparation
        • https://www.frontiersin.org/articles/10.3389/fpsyg.2014.00936/ful
      • Practice Variability. Not only can you randomize the learning objectives but you can also increase the variability. For example if you are practicing your aim with strafing you could change the speed of character movement very slightly. It has to be small enough that it's barely noticeable. This forces your nervous system to make micro adjustments on a motor level which increases adaptability and sensory/motor connections.
        • "Practice variability consists of practicing variations of an action. While contextual interference addresses the natural interference that exists between two or more tasks that are practiced within the same context. Three aspects of practice can be varied – the physical contexts, movements that comprise the action (skill variations), and the situation in which the skill occurs. Using the long jump as an example, you can vary the runway surface (physical context), the angle of takeoff (skill variations), and whether the jump will be the last or the first of a series of jumps (situation)".
        • Note: I've thought about the variability of changing sensitivity very slightly in different scenarios. I know this goes against the standard of practice of using one setting to get muscle memory. As the research leads me to believe, even elite level coaches and players are not aware of the benefits. It seems to be a balance. For example take 3 slightly different settings into practice. One includes your primary sensitivity, one slightly slower and one slightly faster. Practicing all will increase skill acquisition in the long run. In your games you will primarily use your regular setting. All in all the actual time dedicated to the different settings is very minimal and will not disrupt muscle memory, the opposite. This is not unlike how you feel like an aim god when you warm up on a higher sense then come down to a lower one. Your muscles are more attuned to finer corrections. I would love to see specific examples you guys come up with.
        • https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5832267/
        • https://www.researchgate.net/publication/255970629_Practice_Variability_and_Training_Design_Strategies_of_Elite_Horizontal_Jump_Coaches
    • Increasing Difficulty
      • As you progress increase the difficulty. Not too much that it causes anxiety and stress but enough to challenge you.
      • https://www.nature.com/articles/s41598-020-72139-8
      • This also promotes going into Flow State for even greater learning and performance.
    • Setting
      • Practice how it will actually be like. The setting, the difficulty of actually pulling it off in high pressure. I coached a top player who choked in live tournaments due to the noise from the audience. We would put audience noise from YouTube videos to play in the background of his practice sessions and slowly increase the volume as he got more used to it.
        • Specificity of learning hypothesis. The specificity of learning hypothesis suggests that learning is most effective when practice sessions include environment and conditions which closely resemble those required during performance of the task — replicating the target skill level and context for performance.
    • Risk
      • Even though top performers work less than their slightly lower elite counterparts, one thing that they did do more of was attending events, competitions, or challenges.
      • Signing up for high pressure scenarios will motivate you and keep you on track progressing.
      • Sign up for tournaments, 1v1 competitions, or even just set a date to challenge a friend.
      • Use loss aversion. We humans hate to lose more than we love to win. Put some risk to it. Bet a small amount of money, or do something embarrassing if you lose. Small enough to motivate you to win/accomplish but also not so big that it stresses you out.
      • https://www.stickk.com/ This website is an example of it's practical use.
      • Tim Ferriss is also a proponent of adding risk.

    2. Timing

    • Mornings/Evenings
      • Mornings are generally the best time to learn anything.
      • Brain waves are more stable and relaxed.
      • You have decreased cognitive load.
        • Teenagers tend to wake up later in the day around 8-10am. This is normal and physiologic.
        • Do not fall into the trap of thinking "I'm a night owl". Yes, chronotypes exist but a lot of us tell ourselves this simply because we are used to it due to societal schedules and our own inability to stop gaming until 3am. I thought I was this too but now I wake up at 4am and it's the best thing ever no lie. You don't have to be as extreme but maybe just try out a little earlier.
      • The best thing to do is practice in the morning for the time your OPT allows then rest/do something else for at least 3 hours (while your brain encodes the information) then have another practice session.
      • Example
        • 9am - 12 Practice
        • 12 - 3pm Workout, Lunch, Chillax
        • 3 - 6pm Practice #2
        • 6 - 9pm Dinner, Relax
    • Intense practice, short rest
      • Practice your objective really hard and focused for 10-30 minutes. Then take a break for 10 minutes. The break CANNOT be looking up YouTube, playing other modes, etc. It has to be a real break to let the brain reset. The best breaks are to just walk around, listen to music (do not scroll on your phone), do some exercise, or just lie down/meditate.
        • CREB-Based Spaced Learning (cAMP response element binding protein) is learning structure that maximizes information encoding. Studies show that intense learning repeated 3 times with an interval (non-stimulus or break) of 10 minutes showed increased LTP and LTM.
        • Spaced retrieval improves and solidifies information. There is a difference between spaced encoding (CREB) and spaced retrieval. Encoding and retrieval happen in different parts of the brain. Encoding is in the posterior temporal lobe and retrieval in the anterior temporal lobe.
        • https://www.frontiersin.org/articles/10.3389/fnhum.2018.00400/full#h3
        • Remember this is scheduled during your practice and OPT. You are hyper focused and the break should be relaxing. Do not consume YouTube, scroll through social media, etc. Those activities are still pouring information into your brain. Again, simply sit down, do some short exercises, meditate or do breath work. This works, I do it regularly.
    • Spaced Repetition.
      • Once you have practiced something sufficiently you can practice it with increasing time intervals. For example, you have mastered the fundamentals of aiming and are now focusing on practicing movement. Don't stop practicing aiming altogether. Simply practice it with increasing time intervals. Practice it today. Then 24 hours later. Then 72 hours later. Then 1 week later. Then 2 weeks later. Etc. This counteracts the human forgetting curve.

    3. Feedback

    • Progress Monitoring
      • This is even more important than actually having a goal. You need to see yourself making mistakes, and getting better. Not only does this accelerate behavior and action correction but it also keeps you highly motivated.
        • https://www.apa.org/pubs/journals/releases/bul-bul0000025.pdf
        • Tip: Keep a scratchpad next to you. While playing notice when you have questions, or dilemmas about the next action. Write it down as soon as you can with the time.
        • After the game go back to the replay and look at your questions and search for answers.
        • Immediate feedback > Delayed feedback > No feedback
    • Measure
      • Remember that your goal is SMART and the M stands for measurable. Video games are great for feedback because they usually have stat trackers. Use these and periodically write down or annotate the date and the stat to see if you're progressing.
    • Ask
      • Coaches are great for instant feedback but most of us can't afford one. Simply, come to this subreddit and ask for input. Simple.

    I believe this to be a pretty good summary of most Purposeful Practice techniques. As stated I will make a post on Mind and Body to completely close out the Accelerated Learning topic. Please let me know what you thought and honestly congratulations if you actually read the whole thing. It shows you're an actual Tryhard and I'm sure this will help you become OP.

    submitted by /u/MetaDoc_OP
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    Is there a list of champion characteristics/baseline strengths and weaknesses

    Posted: 09 Dec 2020 10:29 AM PST

    I was watching some youtube videos on jungle a few months when I was trying to learn it as an off role. Some obvious things get stated like ganking Renekton vs Nasus when you're a gank heavy jungler in the early levels. Another thing like separating farming junglers into 2 categories of healthy initial clear vs strugglers.

    It got me thinking, unless I watch guides like this, look for individual guides on every champion or play these/play with champs without low elo randomness variations, there is no list that has these characteristics of champion strengths/weaknesses and WinCons/Loss.

    Some examples I can think of for mid would be:

    Good roamer / fast pushes waves early

    slow early game pusher

    Gankable early / sets up ganks easily

    Likes to flank / wants to front to back teamfight

    Obviously things can vary depending on match up/ other lanes but generally these baseline strengths / weakness should be known.

    I haven't seen a list like this anywhere but I think something like this could have strong value especially when switching roles so someone doesn't have to play hundreds of different match ups to learn just the basic stuff

    submitted by /u/SlaystR
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    Anivias buffs were really impactful, she feels much better to play, and she is stronger as well, and she has plenty of viable build options

    Posted: 09 Dec 2020 08:10 AM PST

    Hi fellow Summoners!

    Anivia received some much needed changes, basically lower mana cost on all spells (she is perfectly playable with a single mana item), and now her classic q-e combo hits like a fricking truck, it deals 700 base damage and has 195% ap ratio from lvl 13 (both base and the scaling is extremely high), ult deals less damage and has way lower cd (1 sec base at r3), but the most important change of all: her autos got way smoother (now she isnt the go-to champ to practice lasthitting).

    Her builds are really versatile, imho this is the variety that Riot was aiming for with the item changes. She can basically build any of the ap mythics, and situationally they are all the best choice (going a nonmana Mythic requires Tear)

    So here the scenarios where each item should be prioritized: Liandry/Rift are great vs tanky teams, Liandry has the benefit of being able to get Demonic second for more burnZ, while Rift has omnivamp and bonus true damage (requires Seraph second). LA has builtin "mpen and gives haste, Rift the other way around.

    For burst Ludens is great, an other option here is Rocketbelt if you need to force fights with w (run'em'down), and it also works when you need to dodge. Beware that Rocketbelt instantly breaks ult, so use it to get in range or to chase. Both give flatpen

    Everfrost is good when you need early hp and some extra lockdown vs slippery dudes (mostly assasins), though probably has the most meh passive with some raw ap.

    I havent tried Harvester yet, but probably works.

    She is really fun to play now, give her a shot

    submitted by /u/Driffa
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    How do I lane against Rumble?

    Posted: 09 Dec 2020 02:23 PM PST

    I've been playing this game for years around a high gold-low plat level (which I know isn't anything wild) and I still have absolutely no clue how to lane against Rumble, especially in mid lane. My main champs are Kat, LeBlanc, and Zed. Please give me some pointers about wtf I'm supposed to do against him.

    submitted by /u/Othorift
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    Is playing with locked cam seriously that detrimental?

    Posted: 09 Dec 2020 05:44 PM PST

    As someone who has been playing with locked cam for years, I don't experience very many problems. The main issue with unlocked can for me is that I have some motor problems which makes it difficult to micromanage champ movement, auto attacking, and using abilities while moving and adjusting my camera.

    Routinely I'll pull my camera around the map to see what my teammates are doing, as anyone should, and I don't think I have much trouble with map awareness, but everyone makes fun of me for still playing in locked cam. What am I giving up for playing pretty much exclusively locked?

    submitted by /u/eidolonwyrm
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    How do you tp gank as a toplaner

    Posted: 09 Dec 2020 05:14 PM PST

    So basically I used to be a mid akali main and now i want to onetrick riven and even tough i can do tripple q fairly fast and other combos as well i dont have any sucess and one thing i have realized is that davyex3 (or something like that he has a weird name) who is a multi account challenger riven onetrick always tp ganks bot but my botlane never puts wards down and if they do i never find a good time to gank them. is there any good tip and probably also what to do after the gank? thanks in advance

    submitted by /u/Jimpix_likes_Pizza
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    Why is there magic nullyfing orb at the runes pages?

    Posted: 09 Dec 2020 12:36 PM PST

    Title. Why would anyone pick this except in extremely especific cases such as a diana or syndra matchup? Why does this rune exist and no another one against physical damage? (Being than most assasins are ad, such as the older ones, zed or talon and the new ones, quiyana and samira.) Why put it in a place where it will be always overshadowed by the much more versatille nimbus cloak?

    submitted by /u/Santi531
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    What role’s counter pick matters the most?

    Posted: 09 Dec 2020 09:36 AM PST

    In my opinion, from most important to least, it goes

    Top > Sup > Mid > Jg > Adc

    Your guy's thoughts?

    Top Lane: Top lane is a solo lane that is much longer than mid lane so your recalls and deaths are much more taxing. This is why a lot of top laners run teleport, so that they can get back to lane and mitigate their losses when they recall.

    Sup: I am a full believer in that bottom lane is dictated entirely by the Support player (as long as ADC knows what they're doing and follows up). A support counter match up lets you win the lane and therefore, having two people (sup and adc) ahead. Additionally, with the importance of dragons, having a winning Bot lane means priority of soul.

    Mid: Although mid lane, in my opinion, is one of if not the most impactful role in the game, I don't think counter match ups matter too much. The reason being mid laners have so much safety built in their kits with their dashes, blinks, zone control, etc. that surviving a counter pick is much easier. It differs from top lane because of the lane length. Minions are always much closer to safety in mid lane than top. Additionally, recalling or dying isn't as taxing as top lane as getting to lane is much faster.

    Jungle: All I can think of for jungle is invading junglers and those that wish to farm. Maybe there's some junglers that are weak early and lose to strong invading junglers, but I don't think the counter match up matters

    ADC: It doesn't matter in my opinion. I believe supports dictated bot lane and can't really think of ADC counter match ups.

    submitted by /u/Evkary
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    Is there a way to use quick cast and quick cast with indicator on different keys?

    Posted: 09 Dec 2020 12:09 PM PST

    Title pretty much. Im a cho main and i use indicators on him bc its nice to see range on q and w, and it feels more accurate than quick cast. But when i play a champ like irelia i want the q to be on quick cast, but not the r because i dont play her as much/ dont know her as well, etc. I also really dislike normal cast so thats not really an option. This applies to more champs, but irelia q, fiora w, master yi q, theres a bunch of champs id like to use some of their abilities as quick cast but the rest with the indicator. Is there a way to do this?

    submitted by /u/theaveragejoe222
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    Drawing tool?

    Posted: 09 Dec 2020 10:35 AM PST

    This is probably not the right place to ask but I've been watching Coach Curtis and he uses this drawing tool with a toolbar on the side. If anyone knows what kind of drawing tool this is or anything similar that would be great. I'm planning on explaining some of the things I've learned from vods and stuff to some friends

    submitted by /u/basementmeth
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    Is Stopping Ranked Climbing Until Season 11 To Learn A New Role In Norms A Bad Call?

    Posted: 09 Dec 2020 05:51 PM PST

    Hi guys!

    So, I'll keep it succinct. I am a jungle main. Always have been, I two trick Yi & Eve. I am VIOLENTLY hardstuck, exclusively due to my own incompetence in the macro department. For months now, I wanted to switch over to mid (not with Yi & Eve, don't worry!) to learn the things I never understood such as back timings, map awareness and above all wave management.

    Since I have only EVER played jungle with two champs that, more or less, create really bad habits in the long term, I know for a fact that my mid is just not good enough for ranked. I want to spend the rest of my preseason games learning laning and its essentials in norms, so as to not int anyone's games, but so many of my friends are telling me that I'm just trying to play League on easy mode and that norms won't teach me anything.

    It makes me feel like any progress I achieve in norms is automatically invalidated because it's progress in norms, but I want a space that I can learn the macro of League in without hindering peoples' climbs, so I really don't know! It's not like I'm trying to flaunt a winstreak, I just want to discover the facets of League I never paid attention to! Is sticking to norms for a few weeks to step into season 11 climb ready really that bad of a call?

    submitted by /u/SoleDivinity
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    Can Zac/Braum toplane?

    Posted: 09 Dec 2020 09:06 AM PST

    Hey everyone. I've recently been trying to find a champ that would be perfect for me. Right now, I'm very satisfied with Kled. However, Braum and Zac have been looking very appealing. But, I'm not sure if they would work well. Can someone help me out?

    submitted by /u/joompcab
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    The new meta; Galeforce Rengar: How and Why

    Posted: 09 Dec 2020 05:45 PM PST

    TLDR Build galeforce into collector into infinity edge. Take electrocute and cosmic insight. Use your galeforce active in the direction they are moving as soon as you see the damage number from your initial leap.

    After losing tiamat, we are all very sad. How are we to get that extra burst in the middle of our leap?

    Fear not brothers for I have found THE HOLY GRAIL.

    Galeforce on rengar: You may ask "Why the fuck not go lethality?" Oh ye of little faith. Crit rengar actually does MORE than lethality to every target except ZERO armor ones. And who doesnt build steelcaps when theres a rengar on the enemy team? Nobody with a brain.

    The main appeal of this item is twofold.

    If you use it AS you hit them with the jump (Just as you see the damage number go off), use it in place. it will reset your autoattack, and a hail-of-blades-esque effect will occur.

    They take the initial leap damage, galeforce damage, and your autoattack reset damage all in the span of about 0.1 seconds. If theyre playing caitlyn or anyone with a dash, use galeforce at max range instead to crush all their dreams. Works against anyone with flash too.

    Secondly, it works like protobelt. You can galeforce out of a bush and THEN leap, effectively DOUBLING your jump range.

    The stat appeal of course is that it makes the build very streamlined. Your core will be Galeforce rush into collector, and then infinity edge. Anything but the tankiest of tanks now falls before you, and if they have those, build the grudge next.

    If not, ravenous hydra to oneshot their entire team at once. Literally. For your last items, navori quickblades, bloodthirster, lord doms, chainsword, youmuus or edge are all good picks. You dont really need crit chance past 60%. Boots are situational as always.

    The runes you want are Electrocute, Sudden impact, eyeball collection, and ultimate hunter. Then cosmic insight and boots. Reasoning should be obvious.

    Now get out there and hurricane some fools.

    submitted by /u/FullMetalFiddlestick
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    I think I need a secondary main

    Posted: 09 Dec 2020 05:28 PM PST

    So I am basically a twisted fate otp(in gold) and I'm wondering who I should pick up to be my secondary. The reasons I think I need a secondary main is so that I can deal with counters and different team comps that tf would most likely go bad into, or be bad with. Now many people have told me that tf goes well with any comp and goes well into any comp but I just don't think that's true. Does anyone know who would be good for me to secondary main?

    TLDR: I'm a tf otp in gold and need a secondary main that fills the flaws of tf, anyone know anyone?

    submitted by /u/Grimlock--
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    Problem with my KDA

    Posted: 09 Dec 2020 08:32 AM PST

    My KDA is always so bad. No matter it is soloq,flex or normals. Even in ARAM and other game modes my KDA is so bad. Literally there is 0 impact in my games from my kill score. I know only kills doesn't win games. I can climb upto gold with the other skills (wave management, cs, decision makin). But every game my KDA doesn't do any impact. Some times I hard win early game with 2/0 But I am fail to get anymore kills entire game and end the game with either 2/0 or with more deaths. I don't even like to watch my match history. It is the worst thing I see. If someone from outside who look at my match history he will 100% think that I'm boosting with some pro duo. I can't have better KDA even in games lower than my elo. How to learn this skill. I think below points will help you to give me some advice.

    1. I don't know when to engage. If I feel I can kill 1 or few enemies I always go in.
    2. When I go in all of them just insta focus me and kill me.
    3. I don't force fights often. (In lane I'm aggressive. After laning phase... IDK)
    4. I don't feel I do enough damage with my item advantages or my lead. 90% of the time enemies outplay me.
    5. I miss lot of skill shots.
    6. I mess up some combos
    7. I'm afraid to die. So i don't go even trades or fights.
    8. I don't know what to do in some awkward situations.

    I'm not expecting KDA like smurf. Atleast I want to have a KDA which is good enough for my elo. Otherwise I don't feel I deserve my rank. What is the point if I cannot pressure enemies with kills who are same level or lower than me :( I hope above points will help you to HELP ME :)

    submitted by /u/SirBlack404
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    What do I do if I'm getting zoned

    Posted: 09 Dec 2020 05:19 AM PST

    We can't win every lane, and we're bound to meet a monster duo at some point. Lets say I'm a Vayne and I get zoned by Draven/Leona and my support is Janna. Both of us are pretty squishy, and one of us is dead as soon as Leona stuns. Technically Janna can tornado cancel the Leona E, but when I soloq, I don't really trust my Janna to be able to do that.
    For me, the logical solution would be to either farm jungle or go to another lane and push that lane and somehow force Draven to push the wave to a place where its safer to farm.
    Do you agree or is there another, more optimal playstyle? When I mean zoning, I mean zoning out of EXP range, but I guess this could apply for being zoned out of gold as well.

    submitted by /u/PositiveIndependent
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    Is Soraka Alistar bot a thing?

    Posted: 09 Dec 2020 04:49 AM PST

    I just randomly encountered this combo in 2 games (almost) in a row and when I played with it, it was a turbo broken lane that we could perma dive with ali ult forever and when I played against it, it was ungankable and unkillable. Is this a thing? I've not seen any videos of anyone playing this combo so I'm kinda interested if someone in korea started palying it or something like that

    The games I´ve encountered them: https://postimg.cc/gallery/9Mxgm3k

    submitted by /u/LightIsDead02
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    How much should I care about team composition in solo queue?

    Posted: 09 Dec 2020 01:03 AM PST

    Imagine if you will, a hypothetical situation.

    • I'm top lane and I've got a late pick
    • I can play 3 champs really well - Quinn (a ranged AD champion), Rumble (a semi-ranged AP champion) and Malphite (a tank who kinda does magic damage but mostly scales off HP and AH)
    • The enemy top laner is Darius. This is a great match up for my Quinn, an okay matchup for my Malphite and a pretty bad match up for my Rumble.
    • BUT... the rest of my team is AD, so if I pick Quinn we won't have a single source of magic damage and we could get fucked by them all stacking armor.
    • Or how about another situation where Malphite is a HORRIBLE matchup but my team desperately needs an initiator?

    Basically, how much should I care about things like in low elo solo queue? Should I always pick selfishly? How high can I climb before this becomes a bad habit that I'll be punished for?

    submitted by /u/Randomd0g
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