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    LoL Guide Basic Guide for Botlane Match Ups/ Champ Classes

    LoL Guide Basic Guide for Botlane Match Ups/ Champ Classes


    Basic Guide for Botlane Match Ups/ Champ Classes

    Posted: 04 Feb 2021 01:33 AM PST

    Hi fellow summoners,here is a guide that I wrote a few years ago and kept updating from time to time. It is not perfect and only basic (might be I forgot to add a champ or 2 to be honest but I tried to include every champ, also some stuff might be a bit outdated, I´ll try to fix it up if I find something):

    Edit: Before you read any further and be like "Eh but this and that combination isn´t really good because this champ favors this and that blablabla...This guide is meant to show Concepts of how it is supposed to be in general.You always have to adapt depending the match up, player skill, etc.

    Types of Botlanes

    Everyone knows it: Botlane is a case of its own. With more than 40 different champions played on Botlane, there is a huge amount of possible match ups and types of lanes.

    This article is meant to categorize the usual Marksmen played on Botlane to give you an easy to find weaknesses and strengths of each Marksman.Please be aware that a champion can fit into several classes at the same time.

    For that we will divide the marksmen into 5 classes:

    "Lane Bully", "Spellcaster", "Tank Shreds aka On-Hit User" "Hypercarry aka Crit User" and "Utility"

    Lane Bullies

    What is a "Lane Bully?"A "Lane Bully" is a marksman who has strong laning capabilities and can dominate a lane if he does his job correctly. Most common examples are: Caitlyn, Draven, Lucian, Miss Fortune (most common in Low Elo) Senna, and Varus (Lethality Build). Each of them has strong laning power due to their kit:Caitlyn has the biggest auto attack range of all Marksmen LvL 1, Dravens attack damage is higher than anyone´s else, Lucian can burst down people in a few seconds due his double shot passive, Miss Fortune can zone people with her Q and deal monstrous damage, Senna has good range and built in sustain + her Q applies Glacial Augment and Varus with a Lethality Build can kill people with 3 Q´s.

    At the same time these Marksmen usually fall off in the late game (please be aware of Senna here due to her in build infinite scaling) due to their early power (to make them balanced) so they tend to lose more often if they can´t end the same fast.If you play a "Lane Bully": Try to be aggressive early game and make use of your power to snowball the game into a fast win. If you play against them: Try to play safe and go for farm instead of risky plays.

    Spellcasters

    What is a "Spellcaster"?A "Spellcaster" is a marksman who relies mostly on his spells to deal damage/ effective.The most common examples are: Ezreal, Aphelios, Jhin, Lucian, Miss Fortune, Samira, Sivir, Varus (Lethality Build) and Xayah."Spellcaster" put a lot of focus onto their mana management but on the same time they are able to put out a lot of damage/ control on the game if they have the mana they need for their spells. Not every "Spellcaster" is strong in the early game, but every "Spellcaster" can dominate a certain state of game with their kits (Aphelios is special here because he relies less on his mana and "spells" and more about his ammunition and what guns he has and how he uses them but it is still the same idea in my opinion).The downside of playing a "Spellcaster" is pretty similar to the downsides of a mage: If their spells are on cooldown or if they are out of mana, the damage they can deal is way lower than at their best.If you play a "Spellcaster": Play around your cooldowns and mana. Use your spells to deal as much damage as possible, back off and then go back in when your cooldowns are back up.

    If you play against a "Spellcaster": Make use of cooldowns and the enemy being out of mana. If you see them waste their spells, go in and blow them up.

    Tank Shreds

    What is a "Tank Shred"?A "Tank Shred" is a marksman who´s main damage comes from effects which get applied with every auto attack. The most common examples are: Kai´Sa, Kalista, Kog Maw, Varus and Vayne."Tank Shreds" usually have spells in their kit which allow them to deal bonus damage with every attack/ every specific attack numbers. For example: Vayne does bonus damage with her W every three hits, Kai´Sa applies bonus damage after stacking 5 hits of plasma.Almost every time "On-Hit User" go for the same to items: "Krakenslayer" and "Phantom Dancer". The reason for that is that "Krakenslayer" deals bonus damage every third Auto Attack and "Phantom Dancer" buffs your attack speed by 30% after attacking 4 times.

    Their Itembuilds rely mostly on attack speed and their effects per attack so the damage per attack is low compared to other marksmen. The longer a fight goes, the stronger a "Tank Shred" gets.

    If you play a "Tank Shred": Play around your stacks. Depending on how much stacks you need, try to fight as long as you need. As Vayne play around your three hits, as Kalista try to stack as many spears as possible and then execute the enemy with your E "Rend".

    If you play against a "Tank Shred": Be careful of long trades. Since "On-Hit User" get stronger with longer trades, limit yourself to do short trades to deny their strength and reduce their hp before you all in them when they can´t make use of long trades anymore.

    Hypercarry:

    What is a "Hypercarry"? A "Hypercarry" is a marksman who builds items with "critical strike chance", the exception here is Kog Maw. The most common examples are: Aphelios, Ashe, Caitlyn, Draven, Jinx, Jhin, Sivir, Tristana, Twitch and Xayah.

    "Hypercarries" rely on their "critical chance strike" to deal high amounts of damage with every attack. Critical attacks deal 175% damage instead of the usual 100%. By building "Infinity Edge" the damage gets further increased to 210%. These Marksmen usually buy at least 3 items with "critical strike chance", with "Infinity Edge" being the "Core" of the build."Hypercarries" usually get to their strongest point quite late in a game. They need time to farm gold to get their items but when they got them, they outscale most other Marksmen classes.If you play a "Hypercarry": Try to play safe early on (Only exceptions are Draven and Cailyn depending on match up) and try to farm as much gold as possible to get to your items fast and then crush the game by killing non tanks with 2 or 3 hits.If you play against a "Hypercarry": Overpower them early on before they can stack up their critical strike chance since their high damage output is based on "luck". The item parts for "infinity Edge" are quite expensive so try to punish that by forcing them into bad recalls.

    Utiliity:

    What is a "Utility" marksman? Utility marksmen are marksmen who´s kit revolves around their team for the biggest effect. The most common examples are: Ashe, Kalista, Sivir, Senna and Varus.

    They all have an ultimate which needs the team to be useable/ for the best use. They got spells for "the greater good" than just using all of their spells for winning a 1v1. Ashe can catch out a target with her ultimate, Sivir boosts the whole team with movement speed which allows them to either gap close fast to get a good engage or disengage without getting caught that easily. Kalista even need her Oathsworn to activate her ultimate and the W passive (bonus damage if she and her sworn hit the same target in a short amount of time) so she depends even more on her team/ oathsworn to be nearby. To be fair, Varus Ultimate isn´t as "good" as Ashe ultimate due to its range, but on the other hand it provides a possible bind onto all 5 targets and can disrupt the enemy formation pretty well.

    If you play a "Utility" marksman: Play around your team. Use the fact that your champion is best when having back up or when trying to make a play/ making the engage. Don´t hesitate to use your ultimate to get a catch on an enemy in the mid- to lategame since this can lead to a free baron, turret or maybe even nashor. Stick with our team and create openings to decide the game in your favor.

    If you play against a "Utility" marksman: Be aware of the possible sudden engage by the enemy team using their marksman ultimate. As a tank try to stand in front of your team to "eat up" the ultimate if needed so your carries are still able to respond in a fight and don´t die in the first 2 seconds. Try to catch the marksman off guard and alone (the best would be a pincer attack), so he as to blow his ultimate to escape from one side just to die to the other side and create a 4v5 scenario for your team with the marksman being dead or back to base.

    The Triangle of Support:

    There are quite a few Supports in the game so there are a lot of different match ups and how a lane can play out depending on who you play against who, etc.

    This is a rough outline to group supports in a class, what they are good at and what they struggle with if played correct and how it should play out in theory.

    This "Triangle" shows the idea of who beats who

    Poke -> All in -> Sustain/ Peel -> Poke ( -> = Beats)

    All in

    "All in" supports like Alistar, Thresh, Leona, Nautilus, Pyke, Rell etc. excel at going in till either one side is dead or has to back off. This kind of support beats "Sustain" supports since the "Sustain" supports don´t get the time/ chance to really make use of their shields and heals. Your heal won´t help your ADC if he´s going to die anyways.

    While they do have an advantage over sustain, they lose out against "Poke Supports", because they don´t get the chance to all in due to the damage the lane already took by the poke of the enemies. The only chance for you to score kills in such a lane is by going in after coming of a recall so they didn´t have the time to poke you down.

    "All in" supports are usually picked with strong early game ADC to force kills and resources from the enemy and get your ADC as much gold advantage as you can early on in the game.

    Sustain/ Peel

    "Sustain/ Peel" Supports are champions who are able to negate damage due to their kits via shields and heals. Common examples are Janna, Lulu, Nami, Sona, Soraka.

    Their strong point is to keep their ad carry alive so he stays able to fight and farm in lane despite taking damage.

    They beat out the "Poke" supports because they can block the incoming poke via their shields (which can´t be dodged) and are able to deny the high aggression of the enemy botlane. In case of having a heal instead of a shield they can even restore health that got lost by poke if they were not in range or their spells on cooldown to deny the poke.

    A "Sustain" support is usually picked with a strong scaling ADC to make sure he survives the lane and get him to his items as safe as possible.

    For the "butthurt" people :D :

    As a subclass of "Peel" Supports we got the, let´s call them, "Warden" Class:"Warden" Supports are champions who protect their ADC by "thowing themselves between their ADC and the enemy". They wait for the enemy to engage and then counter after the enemy blew their shots to get back at them when they try to retreat. Common examples are: Braum, Taric and Tahm Kench.

    Their strong point is that they are able to take a punch while offering safety for their allies from enemy champions that try to "dive onto them".They beat the "All in" Supports at their own game because they abuse the fact that the enemy is trying to use their strength and then "swap" their strength into a weakness when they failed.

    They usually play rather reactive than proactive since they rely on the enemy to step up first.At the same time they struggle against ranged match ups since they are easy to abuse for the enemy via poke. "Warden" don´t have a good way to deal with that kind of playstyle.

    Poke

    Poke supports are often times mages who went down from midlane to botlane, like Annie, Brand, Fiddlesticks (a jungler tho), Lux, Morgana, Senna, Seraphine, Vel´Koz, Xerath and Zyra.

    Each of them offers quite a bit amount of damage and range with their spells what makes them able to harass the enemy botlane from far away without fearing taking damage in return. Their goal is to harass people do death or to force them back/ to the point where they can´t fight and have to "forfeit" the lane in their favor.Keep an eye on your mana pool and cooldowns since "Poke" supports rely heavily on their mana to deal damage just like "Spellcasters". If you play Senna out of this bunch of supports, since she has a sustain spell, you can be more aggressive and trade harder since you can heal back up ( take notice on how you use your Q, try to heal up your ADC and yourself and hit the enemy champions for best usage).

    For the same reason on one hand this kind of support beats "All in" supports since they deny the possibility of an all-in by the enemy because they are too low on hp to win the fight.

    You have to be careful regardless after an "All in" support comes back to lane because that is the best point in time for him to turn onto you.On the other hand they have a hard time against "Sustain" supports due to getting their poke denied or healed back up by "Sustain" supports.

    Try to bait out their shield or heal and then dump damage onto them so they can´t block the damage coming in and try to kill them before there cooldowns are coming back up.

    "Poke" supports can be picked with early game strong and weak ADC to either enhance the killpressure and the possible lead or to cover the weakness of a weak ADC so they get some breathing room. But if things turn bad they tend to be worse than the other support classes due to them being less "supportive" due to their kit.

    Synergies between ADC and Support classes

    Overall there are 3 ways to "build" a bot lane. Each way differs in their strengths and purposes and I will just call them "Comfort picks", "Synergy" and "Compensation" to make it easier to understand.

    Comfort picks:

    "Comfort picks" is literally what you think, you just play whatever you are best at. This has the chance building a mismatch on bot lane if people don´t communicate a lot with each other because every player plays to his own tune. I bet you all already saw something like a Thresh + Vayne lane where Thresh engaged and Vayne just stood in the back, chilling her life and continues to farm while Thresh fights for his life. What went wrong? The bot lane probably didn´t talk with each other, picked whatever they wanted and now are playing for two different goals. Thresh wants to play aggressive and score a lead in lane while Vayne just wants to sit back and scale up. If they don´t "group" up and play together they are likely to lose bot lane hard. On the same time, because they picked their mains, they are more likely to perform well compared to playing other champions to "fit" something because they know their champion (damage, tankyness, kit, spikes, etc.).

    Synergy:

    Synergy is when you pick a champion that fits the playstyle of the champion from your partner, e.g.: Thresh-Lucian, Kog´Maw-Lulu, Ashe-Zyra, Draven-Leona.

    If you partner picks something that wants to get a lead early game you pick something that is strong early game to help him achieve his goal (winning lane), if he just wants to sit back, farm and scale up (on ADC side) you pick something that excels at peeling so your ADC survives the laning phase (Nami, Yuumi, Lulu, Braum, Tahm Kench, etc.) and can wreck the enemies later on. The downside of this "strategy" is when you can´t achieve your goal (either win lane or scale up) because then you are in a really bad spot.

    If you need 5-10 more minutes to hit your item spike as jinx or Tristana, Kai´Sa, etc. the game might be over before you get there and if you lost early game as someone like Lucian, Miss Fortune, Lethality Varus, Caitlyn, etc., depending on match up you might get outscaled by the enemy and will "lose" to their advantage due to their kit later on. If you play against another early game champion, he might snowball the lead onto other lanes so your whole team starts losing, etc.

    Compensation:

    Compensation is pretty specific and usually works only in one direction and that is the Support compensating the ADC in the early game.

    The Support should play a poke/mage support to do this since these champions are very strong in lane and that´s when they want to shine. The poke support has the "duty" to get/ create openings/ advantages for his scaling ADC so he might scale earlier/ has an easier laning phase. A scaling ADC who can´t get touched is a happy ADC, even more if he gets a few free kills.

    The Support shall make the lane more "competitive" so you are able to put more pressure on the enemy team as a whole (if their ADC has to recall 24/7 he can´t do shit + it forces their Jungler do something). Problems will occur if the Support dies while trying to get advantages since he can´t really expect help from his [still] weak ADC.

    This playstyle requires a lot of work/skill from the Support since he has to do the main work in lane while he can´t afford f*ck up. If he f*cks up, he lost bot lane single handily and maybe even the game.

    To the question: "Can you compensate an early game ADC with a late game Support?":Hardly. Most "late game" Supports would be "Sustain" Supports since they excel at keeping their team alive and allow their carries to dish out the damage they need to do.

    Even if you peel a Lucian really well, chances are bad that he will carry a team fight compared to a Jinx if they are on even terms.

    Edit: Feel free to argue or comment as much as you like, just by doing that I got what I wanted:People thinking about it

    submitted by /u/PoIyamorous
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    Why do most adcs buy Dorans blade, but never Cull as a starting item?

    Posted: 04 Feb 2021 12:05 PM PST

    First off, lets compare the stats.

    Dorans Blade :

    +8 attack damage

    +80 health

    Passive - Warmonger : +2.5% Omnivamp

    Cull :

    +7 attack damage

    +3 life on-hit

    Passive - Reap: Killing a minion grants +1 gold, up to a maximum of +100 gold.After having killed 100 minions, grants an additional +350 and permanently disables this passive.

    +8 attack damage vs. +7 attack damage

    Assuming that all adcs have have on average 60 base AD and 550 base HP meaning a lvl 1 all in would take roughly 9 autoattacks, assuming no passives, abilities, armor, or your support exists. But even then the difference between 7 and 8 extra attack damage only contributes to about 0.1 autoattacks. So we might aswell completely ignore the bonus AD in the comparison.

    +80 hp

    This definetly CAN and probably WILL make a difference between winning and losing a lvl 1 all in because the extra hp is worth roughly 1.5 autoattacks, eventually through level ups this will be less and less relevant since you gain health and attack damage per level

    +2.5% Omnivamp vs. +3. life on-hit

    Once again assuming that all adcs have have on average 60 base AD, that means Dorans blade will provide +1.5 hp per autoattack. This quite a big difference since youre effectively doubling the amount of sustain you get. Of course this is Omnivamp were talking about so using abilities as a means to sustain likely will yield better results, but this will cause you to run out of mana very quickly.One thing to note here is that +2.5% Omnivamp will get better with AD.

    The real selling point of buying Cull is the fact that you get +1 gold for every minion (up to 100 of course) and +350 gold after killing 100 minions, which effectively makes the item pay for itself while additionally giving you +180 gold completely for free without any real sacrifice, as compared to losing -270 gold for selling Dorans Blade

    Of course, this is a very, very rough comparison with a lot of assumptions, iam just surprised at how extremely underused Cull is compared to Dorans Blade. One of the best situations where you should buy Cull is when you play an adc that is very weak in the beginning like Senna, youre playing an ap carry, or your support has no healing or shielding and you virtually cannot do a single thing before your lvl 2 and 3 power spikes

    So is there something huge iam missing here? Since the differences are quite minimal, why does it almost never appear in any build? In fact its such an underused item that not even here : https://www.leagueofgraphs.com/champions/items its considered as a starting item. I think we should shine some light on this clearly forgotten starting item (it definetly must be forgotten since i literally found out it exists like 30 minutes ago).

    What are your thoughts?

    submitted by /u/Apart-Organization62
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    What to do with free time?

    Posted: 04 Feb 2021 06:43 AM PST

    S4 support main here. A friend in high elo told me that I have a problem with wondering around the map kinda aimlessly during dead time. I understand what to do if I there's a major objective up or I am in lane; ward and peel. But what about the times where I have 3.5 min to drag, my team is resetting, or my team is half split pushing (low elo so there are a lot of meaningless fights).

    How do you decide what to do with your free time when there's not an obviously clear play?

    submitted by /u/aidanstl
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    Is Yi broken now? Was he reworked recently? Why don't the usual counters work, and what are the best ways to counter yi now (after champ pick)?

    Posted: 04 Feb 2021 10:33 AM PST

    I just played a game against a yi after not having played LoL for half a decade. It was absolutely impossible to counter him alone, no matter what I got. I was playing top nasus vs rene and he was jungling.

    Obviously, I didn't die during laning phase and won top since Rene is pretty weak and Yi's ganks are terribly easy to counter with good positioning and careful play.

    Yi got fed, which is something that always happens in Solo queue.

    I remember back then, if I just got a Thornmail, I can pretty much 1v1 Yi, but even myself with Ult, +turret, +my E and 2 others - he was able to tank ALL the damage while bursting me down with (wtf?) true damage - how am I supposed to counter that?

    It seems the only literal counter to Yi is stuns and burst like Annie.

    Back when I played (Season 1-5) Yi - even when fed, was extremely easy to beat - you just get thornmail and he can't fight you. Now he's able to burst down tanks in seconds with true damage - that makes absolutely no sense in the context of Yi not being designed to perform against even half-experienced players.

    Was Yi reworked? What are the counters now? Do you have to counter-pick yi now (which you can't if you're first pick), or are there possible counters once you're already in the game?

    Also - I realize you can probably tell from this half-rant half-advice seeking that I am indeed quite limited skill-wise - I accept that, so don't feel like you can't point it out. But any advice is appreciated.

    submitted by /u/Cauliflowerbrain
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    A thorough, in-depth wave management guide (for a low-elo midlaner, specifically)

    Posted: 04 Feb 2021 03:53 PM PST

    Hey team,

    I've been seeing a lot of posts about wave management recently, and they made me realize that I know practically nothing about it. For reference, I am a mid/supp main who's been on the grind recently with Yone mid in Silver elo (Don't worry, I'm already embarrassed about it).

    I think my game mechanics are in a relatively good spot, and I think I have some general instincts for laning phase that have allowed me to survive in incredibly low elo (silver, low gold). At this point, I think the thing that's really holding me back from climbing is my wave management and macro.

    At this point, I recognize the concepts of slow-pushing, fast-pushing, freezing, etc, but I never really know when to use which strategy. Especially when I'm so focused on out-trading my laner and maximizing CS/experience, I get lost in this endless sequence of 'Try to freeze if I see my jungler nearby' and 'HARD PUSH HARD PUSH HARD PUSH TO TOWER AHHHHH'.

    Obviously, this is a garbage strat. I understand that if I were to manage my wave properly, I could force my laner into a bad position for easy ganks, force him to give up CS, allow myself a 'free recall' (something I only just discovered from a recent post), etc. I know why this is important, I just don't understand the specific circumstances I should be looking for, and from there, how best to implement these strategies.

    I guess what I'm looking for is:

    • A concrete definition and set of instructions for slow-pushing, fast-pushing, freezing, etc.
    • An explanation of when I should employ these strategies
    • Is there a sequence I should be following, perhaps based on my jungler's (or their jungler's) position on the map?
      • I.e. Enemy jungler is topside, probably making his/her way botside. Should I try to freeze the wave closer to my tower so that I don't have to hide behind river and give up CS in fear of the jung showing up? After doing that, should I slow-push the next wave in case their jung ganks botlane and they need my help?
      • Let's say I do want to freeze my wave closer to my tower. Unfortunately, I'm a silver elo ape who's forgotten all about wave management until this very moment, when I suddenly realize I want to change the state of the wave to accomplish some goal. Assuming I've hard-pushed the wave into my laner's tower for the past two waves (being the ape that I am), what should I do to get the wave closer to my tower, without losing a bunch of CS or trades? (Do I have to give up some CS to let this happen?)

    I know this is a lot of info, and I'm sure its all very dependent on specific game situations, matchups, etc. I'm asking because I keep seeing posts about this, and I know that I really need to improve in this area of my gameplay, but I haven't really seen the instruction I need help me do that.

    Regardless of what happens, I'm really grateful for any advice you guys have!!

    Thanks,

    YerBoiTroi

    submitted by /u/YerBoiTroi
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    Wave management

    Posted: 04 Feb 2021 01:18 AM PST

    Does anyone know a good tutorial video on wave management? I have been watching a lot of videos but I don't feel like I have learned enough. I'm a Silver IV player. I mostly play mid but also like to switch it up sometimes and go support. I play mostly Yone, Heimerdinger, Ahri, Lucian and Lux. On support I play Morgana, Malphite and Lux. Would really appreciate all the help.

    submitted by /u/briccy
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    The factors a jungler has to consider

    Posted: 04 Feb 2021 09:53 AM PST

    Hey friends,

    I've been getting a lot of flame in my games as a jungler. Sometimes it's for obvious mistakes like missing smite or screwing up a gank etc. But often times it's for abstract, really unquantifiable things like "not ganking enough". I just want to explain for the laners out there what factors I'm considering as a jungler when I'm in game so that you can think about them too and know whether your jungle is trolling or just playing efficiently. This is partially for me to just get this off my chest, but I also think it's important for laners to understand what their jungler is trying to do. Junglers understand lane a lot better than laners understand jungle, in fact I mained top and mid before swapping to jungle so I get it. Anyways, without further ado, here's my thing.


    As a jungler here is my list of priorities:

    1. Secure neutral objectives (drag, rift)

    2. Gank

    3. Farm

    I will always prioritize getting kills over getting camps, but there's a reason I don't gank 24/7. If I'm not ganking your lane, there could be several factors playing into it.

    First, maybe your lane isn't gankable. Gankability is a combination of several things. Lane state, enemy utility, our utility and game state. The minion wave needs to be in the right spot, the enemy needs to use certain abilities or we need to have certain abilities available and I need to have a reason to be on that side of the map. Last game I played, my bot complained about getting dove while I was top side. They were asking why I wasn't bot side to stop the dive. Well, the simple answer was my top lane did not have prio and dragon was down, so I knew the enemy jungle was top side looking to take Rift Herald. While my bot was dying to a predictable dive, I was killing their jungler at Rift and securing the neutral objective. They still complained about it. Please don't do that.


    Now as far as securing neutral objectives, it's a team effort. Neutrals start at 3:15 when scuttle spawns. I get it, in some matchups you simply won't have prio in your lane and won't be able to help with scuttle. However, if you do have prio and don't come to help secure scuttle, you only have yourself to blame when your jungler is a level behind and unable to contest objectives.


    As far as lane prio, if the enemy has prio in every lane, the enemy jungle will be able to get vision and walk into our jungle as much as they want, putting me severely behind. One sidelane needs to get priority in every game, I will do my best to help out with ganks (especially in iffy matchups), but I can only do so much. It's your job to create pressure in your lane. If I have two sidelanes that are really bad matchups, one of you is just going to suffer. You will get dove, you will have to give up farm. If you're not a carry, I'm sorry but you're getting sacrificed.

    I remember a game where I had a Mundo into Panth top and Aphelios into Draven bot. I focused bot and sacrificed Mundo in order to give us the best chance of winning. Cue flame. Please don't do that.


    These are just a few situations to consider macrowise before you flame your jungler. Sometimes your jungler will just simply make the wrong call, but I'm so tired of explaining these basic concepts to laners. Yes, I know, you have a lot of things to keep track of in lane and it's hard. I also have a lot of things to keep track of too, and they are different than the things you care about. I'm the jungle expert in our game, let me play the game because I know what I'm doing. I got to the same rank as you by winning a lot playing this role.

    submitted by /u/Elfalas
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    A Barrier I Can't Seem to Break! Help!

    Posted: 04 Feb 2021 08:46 AM PST

    A serious barrier, that I've finally come to realize in my many many years of playing League of Legends, is that fact that I cannot stop myself from continuing a play even when I sense that it is wrong to do so.

    (ADC main btw)

    For example: I might get to lane and see the other adc playing safe as my support and I get to lane together. I will automatically commit to a trade, even if the enemy supp jumps out of a bush. Instead of backing away, I will continue to take that trade, whether it is good or bad.

    Other example: The drag is up and everyone is starting to float around it. We may not have vision of everything, but it's there and we want to fight. My supp engages, I immediately try to chain some sort of cc or damage, then the enemy jg/mid 1 shots me right when the fight starts.

    Last example: It is late game, we have 2/3 waves pushing into us top. No one is covering it. However, I only see maybe 2 people on map. I go to cover it, when I get there, 5 enemies appear at another lane and jump my team. I sit in that lane and commit to finishing off those cs because I just wasted time getting there and that's a lot of gold/cs to consume. My team dies, they get baron, they rush mid nexus dive me defending and win. Game over.

    This happens almost every game, I'm Gold 2, was highest Plat 1 in season 7.

    I consistently have really low damage to champs numbers, however I usually have the highest "damage overall" numbers, which means I'm pretty competent at dishing damage... just not to enemies.

    How do I get over this? I would love to make it to diamond finally.

    I believe that my biggest barrier is not being able to change plans on the fly, or I guess mentally prepare for the numerous threats.

    submitted by /u/The_ADC_Meta
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    Question regarding draft pick.

    Posted: 04 Feb 2021 04:56 PM PST

    I've noticed after champ drafts I have the option sometimes to trade Champs with certain people but not others and there doesn't seem to be any rhyme or reason to who I can and can't trade with.

    So is there a reason one way or another? I'm sure there has to be a reason I just don't know what it is.

    Thanks!

    submitted by /u/Stanski11
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    dealing with tilt

    Posted: 04 Feb 2021 04:44 PM PST

    tilt is usually a huge problem with me. after even 1 death in my lane I get frustrated. i was Camille top vs fiora and she just kept parrying everything until she eventually killed me. got me super tilted until I roamed and got 4 kills even killing the fiora while roaming. after that the tilt was gone, but the frustration was all for nothing. not sure how to deal with it since I wasn't expecting to get 4 kills by roaming. any tips for not getting frustrated thank you!

    submitted by /u/Infinite_Kale6261
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    Struggling with League now. Have some questions around my next steps.

    Posted: 04 Feb 2021 04:13 PM PST

    Hello;

    Returning to League after some hiatus last season, and I'm struggling within my champ pool. I suppose I just have a couple core questions and if the answers are as I suspect I'll just lay in the bed I've made:

    I) It seems like this season (potentially last) mobility is absolutely everywhere. Between Galeforce and built-in mobility kits, my regular skillshot-based blasters for mid and support seem to be completely obsolete. Ie; Recently played against Viego as Velkoz, and I can't seem to walk anywhere away from tower no matter how much time I have to run as his mobility and CD's means he can run me down. Is there some other way to play that I can try against mobility?

    II) Is there any way to make blaster mages work at all right now or is the meta just out for me and this is the bed I've made? It seems like healing and shielding (even through the Oblivion Orb) completely defeats poking at all. Suggestions?

    Thanks everyone.

    submitted by /u/Juggernaught038
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    Clash?

    Posted: 04 Feb 2021 02:25 AM PST

    Hey guys,

    I'm new to league (been playing around 2-3 months), I'm level 39 and iron 1. Can someone explain to me what clash is? I know it's a team thing but don't really understand what it is/meant to be.

    Also, how do I find people who would be in my clash team? I'd like to try it out for fun! Thanks in advance

    submitted by /u/veganwarrior69
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    Tips on how to improve my mental game

    Posted: 04 Feb 2021 08:05 AM PST

    Hey everyone, platinum elo player here!

    I'm currently hard-grinding soloqueue to try to get to Diamond. While I feel like I have the potential to get there, I feel like I need to improve my mental more than anything.

    I'm easily affected by other people's attitude in-game, where getting a few inters/trolls in game make me more tilted than I should be. Even though I don't usually respond to toxicity, I feel like my performance gets heavily influenced by it.

    Is there any particular advice to decrease the stress? I usually take a break every two games but that doesn't seem to work really well...

    Any tip is appreciated. It might look like a rant of some sort, but I can't seem to find a way out of it..

    submitted by /u/Dovipower
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    I find it hard to cs when playing adc

    Posted: 03 Feb 2021 08:58 PM PST

    When playing adc, there is obviously alot of action all the time, with the fighting and whatnot, almost always, I find myself fall behind in cs, by alot. I know pros can keep their cs numbers really high because they will play particularly safe the first bit of the game. However, solo q is not pro play, and supports all want to spam abilities or rush at the enemy in low elo. What is a way to be able to keep up in cs while also being able to have to do all the little skirmishes here and therre?

    submitted by /u/nikandaolema
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    How does one know if they have the stronger early game, and what do you do?

    Posted: 04 Feb 2021 05:15 AM PST

    I was watching some videos on how to be a better player, and a lot of the time champions would be referred to as having a stronger or weaker early game- "obviously". I don't quite get how you know that. In my mind Aatrox or Kennen is a good top early game, Syndra mid, Elise or Lee Jungle, and something like Quinn/Blitz bot. The reason is that they either have easy to use/aim stuns or a spammable ability- but for that it turns out that Nautilus and Yasuo are weak early which negates that idea.

    As for winning early game it seems like you freeze your lane and deny xp, but do you deny your own cs if you are melee? Just to keep them away? I know pre-14 minutes you really want turret plates because (I think) its teamwide gold. The rest is a mystery.

    So how do you figure out if you win the early game, and what do you do? The concept isn't super obvious to me. I'm pretty sure I should be scared of a Hail of Blades Darius, but people have told me its not that bad at level 1/2/3.

    submitted by /u/XFactorNova
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    How do you beat a fed Vayne?

    Posted: 04 Feb 2021 01:43 AM PST

    Yesterday i had a game as Camille top lane which went pretty well in the beginning. I could catch the enemy jungler sometimes which got me some kills and I also forced the enemy under his tower which got our team 2 Herolds. When it went to the late game though, I saw this Vayne and because I should be able to kill adcs easily, I engaged and got completely destroyed.

    Luckily top and midlane won and our adc also had some kills. The support was doing well too, only our jungle clearly lost. Also the Vayne got repeatedly caught and killed by my entire team, so when we had the Baron and pushed we won.

    But it bothers me that I cannot kill an adc that just was splitpushing without any information. I was dead before I could use my second Q and if it took too long she just went invisible and I died again

    If this Vayne just stayed near her team I see no way we could have won that. This champion seems way too strong. In top lane she can just neglect your gapclosing ability by pressing E and deal a lot of damage. And in late game she seems to be important in every game I encounter her.

    What do I do against Vayne, especially when she's fed? And what are Vayne's weaknesses?

    Edit: Thank you to everybody! So far I've learned that she is extremely good at dueling but with a team and lots of CC we shut her down when she makes a mistake. So far I've never played against any other adc that could win a duel against me (maybe Lucian could also be dangerous?). I will definitely respect this champ more in the future and wait for them to make mistakes

    submitted by /u/jVVlian
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    I got embarrassed by Ziggs today and it made me realize how easily bullied I am

    Posted: 04 Feb 2021 09:43 AM PST

    I don't know how to counter aggressive players. If they have a range advantage on me I don't know what to do. I trade and try to stand my ground but it's hard when you just get poked ad infinitum having little opportunity to hit back and the other player forces you off cs.

    What do you do?

    submitted by /u/DigiQuip
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    What should i do if I hard win top and first turret + second turret before 15 minutes? D1+

    Posted: 04 Feb 2021 03:06 AM PST

    I always find myself in a predicament where i take first tower and then my laner freezes. And then if I proceed to stay top lane I just get 5 man'd and they get shutdowns on me repeatedly.

    In this case I rotate and try to make something happen mid lane/bot lane.

    Should I ping my team to group as 5?

    Should I never take second turret so early?

    Is it best to save taking first tower for right before plates come off?

    submitted by /u/NinfangAA
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    [normals] easy champ when i'm autofilled jungle? i'm bad at ganks, i tired warwick

    Posted: 04 Feb 2021 05:08 AM PST

    i don't like jungle but sometimes i get autofilled there and i don't want to dodge, i'd like to improve but i'm not going to play jungle a lot because i don't like it.

    so far i picked warwick because of the "red lines" that helps you finding low hp enemy.

    when i see redlines i try to run on them to kill the low-hp enemy laner but mid is just impossible and other lanes too because top laner run under turret or kill me, same goes in bot...

    right now i do: red->wolf->blue->frog->3:15 crab and this is where everything goes fine. at this point i have no idea what to do... if i try to gank i 100% int and at this super early stage of the game they are full hp anyway. so i might recall get suggested items and do chickens and those rock things, maybe another red and than drake at soon as it spawn since i can solo it with a control ward, same goes with herald, after drake i might go herald since i can solo it too.

    what usually happens when i don't gank (because i'm bad at it) is that i get first drake and herald but i'm anyway at least one level behind enemy jungler so he is at 6 and i'm at 5.

    i don't want to become a jungle main, just the bare minum to not int all the time...

    i'm around silver and while i see when a gank is good against me as laner or good opportunity against enemy laner, when i try to apply it as jungler i screw up all the times...

    any tip? should i try a ganking-jungler or a farming-jungler?

    warwick seems kind of mlee tank but i never played top nor tanks... i usually play mid/sup mage or ashe adc,never played mlee champs.

    TL DR: if i farm only i get first drake and herald but i find myself always 1 level behind and game is lost. if i gank i die so the game is lost (but quicker lost!)

    submitted by /u/aluxmain
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    Chemtech Putrifier

    Posted: 04 Feb 2021 01:59 AM PST

    Hey, guys! Considering the recent changes on Chemtech Putrifier, I think that it will be mindblown for specific comps when supps (or Supplike champions) do this item. I didnt test some things that I will mention, but it will probably work (because there arent no one said about restrictions).

    Now, when a champion heal or shield an ally while using Putrifier, the ally will receive 60% GW for the next instance of damage. The thing for me is: there are no cooldown mention, restriction for an ally, range for the buff or how many buffs you can do it instantly. So, if you're playing Soraka, if you press R, in theory, all allies will have Grievous Wounds 60%. If you're playing Karma, R + E will do the same, Janna R as well. If you're doing Moonstone Renewer (what isnt uncommon), you can buff multiple targets considering your skills. Aery and Guardian, even if you dont have any source of healing or shield on abilities/items, you do the bonus. And even if you're playing Tanks without buffs on allies, like Leona and Nautilus, if you put Font of Life, it'll activate Putrifier's buff (like it did in the past with Athene's Unholy Grail).

    Honestly, I think this item could provide a very serious diversity on itemization, turning Mid and ADCs (these in special) able to not do GW on certain situations. Why should an ADC do Mortal Reminder if he is paired with a Soraka and the enemy team isnt even heavy self healing players? Well, I really think that this item will bring more diversity on itemization from now on if it'll really stay like that. And, man, this is really good. For me, it's really annoying to do a GW item just because the enemy team has one or two healing/selfhealing guys that will be like unkillable without GW effect.

    submitted by /u/TheGoldenMorn
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    How to stop tilting and reform?

    Posted: 04 Feb 2021 12:00 PM PST

    Hi so i m a pretty toxic player ngl but only in chat. I never ran it down and always get inted when i hit dia~ and get tilted after 2-3 games. I still think its not fair that i get banned for flaming and other dont get banned for running it down. How do i change that? I wanns try zurning chat off but if there is the option to turn it on i know ill turn it on when in tilted so thats not a solution

    submitted by /u/godlikepvp
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    What is attrition in League of Legends?

    Posted: 03 Feb 2021 07:43 PM PST

    So I'm scrolling through some youtube and I see that some people have titles with the word attrition in it and the champion name. I'm too slow to catch what it does and means. When the word comes to mind the first thing that I think of is healing but I'm assuming that it's not that. Someone care to explain what it is and how it plays a role in League?

    submitted by /u/Prettzy
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    What to look on replay to improve?

    Posted: 04 Feb 2021 06:18 AM PST

    Just started recording my gameplay and having the repaly from my pov and mouseclick instead of LOL replay.

    What is the common thing that I need to review to improve? Currently hovering between high silver and low gold, and play a lot of toplane nowdays (Riven/Irelia).

    Aiming to get plat or higher before summer.

    submitted by /u/Tisyam
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    Is there a way to see enemy abilities?

    Posted: 03 Feb 2021 06:32 PM PST

    I used to play dota2. I am new to League and I actually quite enjoy it. I realized I was being quite harsh on League before I started playing it. but my main problem is that I do not know what every champion does and I do not know their skills. In dota when you click on an enemy, you see their items and skills(not what they ranked up just the abilities). I wonder if there is a way to see the enemy's abilities that I couldn't figure out ingame. Thanks.

    submitted by /u/Argojit
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