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[Discussion] Breaking 1600 - Page 2

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spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
December 01 2010 10:36 GMT
#21
Nah, I just let other people jungle. Only wanted to say that it is not neccessary to be good at all roles (I am a really bad jungler for some reason).
If you have a good reason to disagree with the above, please tell me. Thank you.
Smgzy
Profile Joined May 2010
United States187 Posts
December 01 2010 15:06 GMT
#22
I don't know how I personally broke 1600. I was a top 500 player in beta and after that. I just played the game a lot and tried to see what good people were doing and see if I could do that also. I remember when I first started playing and I really wanted to get good at the game, I would just TRY everything.

Being overly agressive all the time and seeing what works and what doesn't is usually a good way for me to figure out what works and what doesn't. Every time a new champion is released, or I try to play something I haven't played before, the question is "how much aggression can I get away with?" Since I typically enjoy champions where I can be aggressive as possible (junglers and mid carry so boring).

Even now, if I see a player doing well, I take note of their items and playstyle and see if I agree with it or not. I always try to have an open mind to different playstyles if I see something working well.

I would say overall the main point in getting 1600+ is decision making and timing. Learning when you can fight and when you can't is huge. When fights happen, you need to know when your champion should enter the fight, and generally what the other champions on your team are going to be doing generally. That way you can try to predict what the outcome is going to be and try as best as you can to synergize with your allies actions.

In solo queue, you can often get into 1v1 situations and knowing when you can walk around soloing people whenever you feel like is a good judgement ability to have. Once you know you can do this, you can take the game yourself by forcing the other team into passivity.

Keys to Winning:

* Active Playstyle (try not to passive farm too much)
* Control the map(with that agression hopefully)
* Know your champion's role/timings in fights.
* Try new things to see if they work.

So many smart players will just sit in your jungle and force you to do something about it or you lose. It's quite amazing how these sorts of things can happen and just control a game completely. I hope that is coherent enough. I haven't slept yet.
NonY
Profile Blog Joined June 2007
8748 Posts
December 01 2010 16:09 GMT
#23
I haven't hit 1600 but I did recently go from 1400 to 1562 with like ~85-90% win rate. I'm gonna go ahead and endorse one of TL's strongest traditions by extrapolating my true rank. Yes folks, I am indeed 1600+!

I had gotten 1400 at the very start of the season by mostly playing Kayle. But recently I main Poppy whenever she is a good counterpick or when my team has no AP damage, I take Ashe when my team needs AD, and I take Leblanc when my team needs AP and I have to take a solo lane, and I take Amumu for tank/jungle. I play some others but those are my mains...

I think I've won a lot by just being good at Poppy. She doesn't rely on her team during a fight and she can often kill their carry or support (or at least make them useless for a team fight), especially when summoner spells are up. If one of my teammates won their solo lane, I'm usually the thing that ensures the win for my team. I hear a lot of people who take solo lanes saying that they win their lanes and have a good mid game, by having good cs and a positive ratio, but then their team just loses and they feel like they could do nothing more. Well, with Poppy I'm that hero from the 2v2 lane that seals the deal in the mid game. Against farmed solos and jungles, I can really have problems, and then I'm forced to kill someone of lesser importance. But if they're not farmed, I can do my job because my solo did his job earlier and it's gg. Of course it's only fair to expect my solo to win or tie the lane 50% of the time, but I think that I win almost 100% of the games when my solos don't lose their lanes. As long as I don't lose 100% of my games when my solos lose their lanes, then I go up.

As smgzy just said, knowing when to commit to a fight is very important. 1400-1600 Players are generally good enough to avoid fights when they want to. So when fights happen, it's because they are willingly going into a fight. imo you need to have a specific goal in mind if you are going to go into a fight. You should never go in and just do what you can. If you have a plan for killing or crippling someone, or sacrificing yourself for some important objective, then go for it. If you just see a convergence of players and you just hop in there, you've got problems.

This is especially true if you are leading the charge. If you are positioned behind a teammate who is advancing, it's not so bad to not have a specific plan for attack, although you should have a plan for escape (easier to do when you're not leading). You just want to see if you can support your teammate in any way, without ever endangering yourself too much. Problems occur when the guy in front decides to commit based on support he's expecting from his teammates. Obviously sometimes this is good, especially if the guy leading is your tank, but in general it's something to avoid. The more organization your team seems to have, the more you can ignore this rule. But when some ganking and team fighting first starts in mid game, it's usually a mess and you should follow this rule.

Map awareness in the heat of a battle. If you are expecting teammate support, keep checking the minimap to make sure it's coming. Sometimes people have a million chances to retreat but the last time they looked at the minimap was 10 seconds ago and so they still think teammates are coming. Then they die and they're like "where is my team" but the fact is they stayed committed even when they clearly had the information that their team in fact wasn't going to come. The fact is that some champs are really easy to fight with for a 1400+ player and people give too much attention to something they've done 1000 times. Sometimes you can fight out of the corner of your eye and keep your main focus on the rest of your team. Realize when there's nothing for you to do during a split second of a battle and use that time to re-acquaint yourself with your surroundings.

Know when your allies have ults up. I'm still like O.O when people don't know that there are green dots at the top left indicating ults. If you suddenly get forced into a fight and your decision to attack or retreat hinges on whether your teammate has his ult up, then please look and know.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
December 01 2010 16:12 GMT
#24
Just curious. What is the right response when the bot duo lane is feeding? If the solos feed, yeah then can get a lane switch no biggie. But when duo lane is like 0-4 5 mins in, what do you do? Especially if they are say, half-health level 4s vs levels 6s. But if ganks don't work/fail, you still need to do something. Solo feeds, at most u lose the advantage from having a solo. Duo lane feeds, how can u prevent them into turning into useless sacks of gold for the enemy team?
HS: cascades#1595 || LoL: stoppin
Advocado
Profile Blog Joined September 2010
Denmark994 Posts
December 01 2010 16:29 GMT
#25
Since it seems there aren't many questions yet I'll throw one out.

Can you explain counterpicks and give some examples?
http://www.twitch.tv/advocadosc2
Ruken
Profile Blog Joined April 2009
United States858 Posts
December 01 2010 16:30 GMT
#26
On December 02 2010 01:09 Liquid`Tyler wrote:

Map awareness in the heat of a battle. If you are expecting teammate support, keep checking the minimap to make sure it's coming. Sometimes people have a million chances to retreat but the last time they looked at the minimap was 10 seconds ago and so they still think teammates are coming. Then they die and they're like "where is my team" but the fact is they stayed committed even when they clearly had the information that their team in fact wasn't going to come. The fact is that some champs are really easy to fight with for a 1400+ player and people give too much attention to something they've done 1000 times. Sometimes you can fight out of the corner of your eye and keep your main focus on the rest of your team. Realize when there's nothing for you to do during a split second of a battle and use that time to re-acquaint yourself with your surroundings.


I really like this and I'm going to try and do it more often. Often times lots of my deaths are from expecting an ally to comp help when I don't realize they got ambushed by garen on their way.
MIK Terran
xDaunt
Profile Joined March 2010
United States17988 Posts
December 01 2010 16:51 GMT
#27
On December 02 2010 01:29 Advocado wrote:
Since it seems there aren't many questions yet I'll throw one out.

Can you explain counterpicks and give some examples?


Some champs excel against certain champs and team compositions due to their skillsets, thereby giving your team an advantage over the other team. Basically a counterpick is picking a champ that can quickly and easily neutralize one or more of the enemy team's champs. Here's a really obvious example: if the other team picks an AP-heavy composition (ie, they pick champs that are squishy and mass AP), Veigar is a great counterpick because he smokes AP champs with his ultimate. In a teamfight, the Veigar will vaporize at least one of the enemy AP champs at the start of the fight, essentially turning the battle into a 5v4.
Orpheos
Profile Joined April 2010
United States1663 Posts
December 01 2010 18:25 GMT
#28
knowing when to fight is good and all, but unless you are the tank, alot of the time you have very little say in when your team fights when you are with a bunch of baddies who dont listen and dont realize that teamfighting is not the only option,
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
December 01 2010 18:37 GMT
#29
better counter pick is the FotM Malphite. Most games consist of protecting a ranged carry and Malphite can very easily put a lot of pressure on that player.

I find it very interesting that Tyler's go to is Poppy. A lot of games revolve around one player getting fed early on and milking that advantage to gain a huge lead. Poppy can really shut down that person ^_^

How can I convince my team to dragon or baron? There are games where both teams will be up, but they'll have 2-3 players farming a wave at the bottom and I've set up wards to see if people are coming, but my team absolutely refuses to baron because "they're all alive." There's also games where the enemies will all just jump on dragon or they'll have 3-4 players ganking top and my team just doesn't know what to do. Surely you take dragon when your top is getting ganked by 4 players and try to prevent the enemy from getting it whenever they try.

When is it better to take an inhib or a baron? Say my team just aced the enemy team or they have one up and we've still got 3-5 people (who can reasonably take baron). Should we go for that inhib or take the baron? A lot of games a decision will be made by which is closer or who moves in which direction, but I always think Baron is better because it gives more gold to the team and guarantees victory in the next fight pretty much allowing you take get an even bigger advantage.
I'll always be your shadow and veil your eyes from states of ain soph aur.
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
December 02 2010 00:27 GMT
#30
Again, it comes down to judgment. If the choice is "they're aced and we have enough time to safely do either, but not both, and be back at our base before they're up" then my choice is almost always the inhibitor, but there are various reasons why you should take baron first, and they're game-dependent. If you had a hard time in that last fight and some stupid positioning or miracle let you win it (Blitz grabbed Galio/Amumu and they dropped their ult on the whole team), or if you're unlikely to win the next fight for whatever reason, take the inhib. If it was close, but you edged them out because of superior composition or better farm/items/play, take baron. If by "we can take their inhib" you mean "we can take the towers in the lane and get their inhib", get the inhib. If there are no towers at the inhibitor, I'm more likely to want to get baron, because then you can get the mid creeps pushing, move to bottom/top and swing to the mid when your creep wave is there.

I prefer to take an open inhibitor in almost every case, but there are reasons to leave it up--one of them being that it forces them to defend a weak point in their base, tying them down to whatever lane is open. The mid inhibitor is also about 2x as valuable as the side inhibitors, and the same goes for the mid towers, so keep that in mind as well. Never let your mid lane towers fall if you can avoid it, especially not to trade for something like side towers or a couple of kills.
I'm on GOLD CHAIN
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
December 02 2010 00:35 GMT
#31
Also if you can't convince your team to dragon or baron then it's probably not completely obvious that you can finish it without it being jacked/you getting jumped. "They're all alive" is a totally legitimate reason NOT to dragon/baron, but it really comes down to situation. Even if there's no way the enemy team can get there in time to stop you from taking it, if they can get there in time to meet you as you're finishing it sometimes it's worse for you than not taking it. Unless I'm running oracles and have a ton of wards and I'm warwick with bloodrazors and a champ that can help me take baron FAST... well, you're going to be hard-pressed to convince me to do it. Baron jacks are one of the biggest game-swinging events that can happen in a game and I HATE to have one or two champions come up to me while I'm doing dragon and harass/threaten my team while their team runs to engage us. They're threatening the jack as well as a kill and the disruption often takes people off of baron to the point that it's still up when the 5v5 starts. It's dangerous.

Usually the best way to get people to baron is to make it completely obvious that it's the best choice to take without any input from yourself other than a "baron?" or a ping. If more than one player disagrees, there's a reason for it.
I'm on GOLD CHAIN
Abenson
Profile Blog Joined December 2009
Canada4122 Posts
December 02 2010 12:33 GMT
#32
Really educational thread!
This is why TL is one of the best place to be to learn how to play, especially for SC BW & SCII :D
Keep up the tips, they're a great read.

P.S. How can Tyler be a 1.6k + and be A in SC at the same time T_T
Darkchylde
Profile Joined January 2010
United States473 Posts
December 02 2010 14:33 GMT
#33
Pantheon / Gragas also is a counter pick to ranged carries. Teemo counters Ashe, Trynd, and Yi and to a lesser extent the other DPS carries. Zilean counters Mordekaiser. Janna counters AoE comps. There are others, but off the top of my head those are the ones that stick out.
Tomed
Profile Joined August 2005
United States176 Posts
Last Edited: 2010-12-02 15:23:28
December 02 2010 15:23 GMT
#34
On December 02 2010 01:12 cascades wrote:
Just curious. What is the right response when the bot duo lane is feeding? If the solos feed, yeah then can get a lane switch no biggie. But when duo lane is like 0-4 5 mins in, what do you do? Especially if they are say, half-health level 4s vs levels 6s. But if ganks don't work/fail, you still need to do something. Solo feeds, at most u lose the advantage from having a solo. Duo lane feeds, how can u prevent them into turning into useless sacks of gold for the enemy team?


THIS. I'd say 4 out of 5 games I have at least one of the sidelines feeding horribly. Is it just impossible to win when there's always 2 people feeding every game?
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
December 02 2010 16:52 GMT
#35
On December 02 2010 23:33 Darkchylde wrote:
Pantheon / Gragas also is a counter pick to ranged carries. Teemo counters Ashe, Trynd, and Yi and to a lesser extent the other DPS carries. Zilean counters Mordekaiser. Janna counters AoE comps. There are others, but off the top of my head those are the ones that stick out.

Pantheon is out of counterpick status and into ban him because he's too good status imo. I hardly even play him and I'm throwing up like 18-4 scores on him in lane/jungle.
I'm on GOLD CHAIN
Advocado
Profile Blog Joined September 2010
Denmark994 Posts
December 02 2010 17:20 GMT
#36
On December 02 2010 23:33 Darkchylde wrote:
Pantheon / Gragas also is a counter pick to ranged carries. Teemo counters Ashe, Trynd, and Yi and to a lesser extent the other DPS carries. Zilean counters Mordekaiser. Janna counters AoE comps. There are others, but off the top of my head those are the ones that stick out.


How's Zilean an counterpick to Mordekaiser?
http://www.twitch.tv/advocadosc2
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
December 02 2010 17:36 GMT
#37
Mordekaiser only is relevant if he can get a Ghost somewhat early in the fight. Morde ult + Zil ult = no Ghost.
If you have a good reason to disagree with the above, please tell me. Thank you.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
December 02 2010 18:06 GMT
#38
How does Teemo counter DPS classes? Blind only lasts a couple seconds and you could get the same thing from any champion with exhaust...Seems more useful to have the latter along with some sort of stun or snare if they're melee.

That Zilean counter-picking idea is pretty cool though. Are there any other counters like that ^_^
I'll always be your shadow and veil your eyes from states of ain soph aur.
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
December 02 2010 18:25 GMT
#39
Gangplank is a little known counter to AoE disable initiators. Simply respond to that Amumu ult with a gangplank ult right on top of it and the opposing team will be a lot more hesitant to jump on your team.
mogwaismusings.wordpress.com
BlackPaladin
Profile Joined May 2010
United States9316 Posts
December 02 2010 18:39 GMT
#40
On December 03 2010 03:06 Blitzkrieg0 wrote:
How does Teemo counter DPS classes? Blind only lasts a couple seconds and you could get the same thing from any champion with exhaust...Seems more useful to have the latter along with some sort of stun or snare if they're melee.

That Zilean counter-picking idea is pretty cool though. Are there any other counters like that ^_^


He can slow and blind constantly so no DPS can catch him and if they do they can rarely hit him for long. Plus his shrooms give your team map awareness for free. ;o
"Your full potential does not matter if you do not use all 100% of it."
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