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[Resource] Champion QuickSheets - Page 2

Forum Index > LoL Strategy
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Prev 1 2 All
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
April 29 2012 01:11 GMT
#21
lol @ evelynn disabling the entire team XD
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Trainninja
Profile Blog Joined June 2007
Australia105 Posts
Last Edited: 2012-04-29 01:44:02
April 29 2012 01:41 GMT
#22
The information for Kassadin is wrong, it is 6 stacks before he his slow spell is active.

Edit: Cho'gaths AOE spike skill also slows you after you drop back down.

(I play Kass and Chogath)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 29 2012 01:57 GMT
#23
On April 29 2012 10:41 Trainninja wrote:
The information for Kassadin is wrong, it is 6 stacks before he his slow spell is active.

Edit: Cho'gaths AOE spike skill also slows you after you drop back down.

(I play Kass and Chogath)


fixd

Kinda funny I never connected the fact that rupture slows, I have like 50 games of Cho.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
April 29 2012 02:03 GMT
#24
Thanks for correcting my Yorick guide, it wasn't really clear.
FOR GREAT JUSTICE! Bans for the ban gods!
Alaric
Profile Joined November 2009
France45622 Posts
April 29 2012 02:12 GMT
#25
OLAF
+ Show Spoiler +
Disables and Special Spells: He can throw an axe as a line skillshot that damages and slows units in the path. The axe remains on the ground where it landed and if he picks it up the cooldown of the skill will be reduced. His second spell (his axes glow) gives him bonus damage, lifesteal and spellvamp.
He also has a short range nuke (hitting his target with a lightning effect and yelling) that deals true damage, bypassing armor and resistance. When he activates his ultimate (he yells and a sphere surrounds him) he removes all disables affecting him and becomes immune to any other, also receiving defensive stats boosts, for a short duration. His passive augments his attack speed the lower his health is.

Mobility: Olaf has almost no mobility, relying on sticking to you with his axe throw.

Gameplay: Olaf is a tanky bruiser mostly played top, sometimes in the jungle. If you are ranged, he will try to slow you with his axe to get in range to cast his true damage nuke, and if you are melee he will simply try hit when you approach to last hit. His lack of mobility makes him vulnerable to slows as long as his ultimate isn't active.
In teamfights his ult makes it hard to protect his target from him, rely on speed boost and effects like Anivia's wall to avoid him. The combination from his ult's defensive stats and the lifesteal from his second spell make him hard to kill when he activates them, which he'll try when he gets low health to increase his dps through his passive. Try to nuke him down before he lifesteals his health back.


PANTHEON
+ Show Spoiler +
Disables and Special Spells: His passive is charged through autoattacks and casting spells, and blocks the next autoattack targeting him, this includes tower shots. He can leap at you for a short stun, which will refresh his passive's effect. His ultimate allows him to jump a very long distance (almost that from top/bot to mid), drawing a circle where he'll land and dealing huge damage in the center, less near the border.

Mobility: His leap stun allows him to cover a medium range, and he can use his ultimate to flee a gank or join a fight from another place.

Gameplay: Pantheon is a physical caster most often played top, but sometimes mid or in the jungle too. Very rarely he can be part of kill lanes bot.
He is very strong early game and fighting him should be avoided, especially as his passive negates a lot of damage early on. He'll throw spears at you with a medium range, short cooldown until you get into kill range, then unleash his combo, his passive and the leap refreshing it making him a very dangerous tower diver.
His cone AoE scales very hard off of items but is less dangerous early on. If he can scare you, he will try using his ultimate to go gank other lanes, but you can stun him during the channeling to cancel it.
Pantheon's damage scales pretty well but he remains squishy all along, so if you play defensive and focus on not dying and farming what you can, he will become less significant after awhile.

Cant take LMS hipsters serious.
Tarz
Profile Joined October 2011
Canada106 Posts
April 29 2012 02:15 GMT
#26
Soraka
+ Show Spoiler +
Disables and Special Spells: She has an ability that silences enemies or grants mana to allies. Her falling star attack reduces magic resist. She has two heals: a shorter ranged one that grants temporary armor and her ultimate grants health to every allied champion, regardless of distance.

Mobility: No special mobility.

Gameplay: She is played mostly as support, but is also rarely played solo mid, as her heals scale on AP and her silence allows her laning to be somewhat strong. As a support, she will give a lot of sustain to her laning partner, as she grants both mana and health. Even though she is a support, she will start dealing a lot of damage if you receive too much magic resist reduction from her falling stars. Be wary of her ultimate even if you are not laning against her, as she can heal regardless of distance, possibly turning around fights and tower dives.


I know she is viable mid, but i don't know if she is a bully or not, as I don't play Soraka mid. That is what I have heard from other players and it would make sense, as her silence has more range than Kassadin's and has a higher base duration (although suffers from 30 less base damage on same levels).
dae
Profile Joined June 2010
Canada1600 Posts
April 29 2012 02:24 GMT
#27
On April 29 2012 11:15 Tarz wrote:
Soraka
+ Show Spoiler +
Disables and Special Spells: She has an ability that silences enemies or grants mana to allies. Her falling star attack reduces magic resist. She has two heals: a shorter ranged one that grants temporary armor and her ultimate grants health to every allied champion, regardless of distance.

Mobility: No special mobility.

Gameplay: She is played mostly as support, but is also rarely played solo mid, as her heals scale on AP and her silence allows her laning to be somewhat strong. As a support, she will give a lot of sustain to her laning partner, as she grants both mana and health. Even though she is a support, she will start dealing a lot of damage if you receive too much magic resist reduction from her falling stars. Be wary of her ultimate even if you are not laning against her, as she can heal regardless of distance, possibly turning around fights and tower dives.


I know she is viable mid, but i don't know if she is a bully or not, as I don't play Soraka mid. That is what I have heard from other players and it would make sense, as her silence has more range than Kassadin's and has a higher base duration (although suffers from 30 less base damage on same levels).


Soraka is strong mid because she can do stupid amounts of damage with q spam as well as having a silence/burst from e and w to stop from being bursted down. In addition, she can push the lane pretty much as hard as she wants and can zone alot of champions with her q.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 29 2012 02:43 GMT
#28
On April 29 2012 11:15 Tarz wrote:
Soraka
+ Show Spoiler +
Disables and Special Spells: She has an ability that silences enemies or grants mana to allies. Her falling star attack reduces magic resist. She has two heals: a shorter ranged one that grants temporary armor and her ultimate grants health to every allied champion, regardless of distance.

Mobility: No special mobility.

Gameplay: She is played mostly as support, but is also rarely played solo mid, as her heals scale on AP and her silence allows her laning to be somewhat strong. As a support, she will give a lot of sustain to her laning partner, as she grants both mana and health. Even though she is a support, she will start dealing a lot of damage if you receive too much magic resist reduction from her falling stars. Be wary of her ultimate even if you are not laning against her, as she can heal regardless of distance, possibly turning around fights and tower dives.


I know she is viable mid, but i don't know if she is a bully or not, as I don't play Soraka mid. That is what I have heard from other players and it would make sense, as her silence has more range than Kassadin's and has a higher base duration (although suffers from 30 less base damage on same levels).


Shes is a big bully mid, basically trying to just constantly spam starcall on you, her burst is weak, but she pushes extremely hard.

I'm not giving info on uncommon roles in these sheets though.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Mashes
Profile Blog Joined October 2010
Canada441 Posts
April 29 2012 10:32 GMT
#29
Thank you so much :D, this is exactly what I was looking for.
"life of lively to live to life of full life thx to shield battery"
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
Last Edited: 2012-04-29 15:16:33
April 29 2012 11:58 GMT
#30
KARMA
+ Show Spoiler +
Disables and Special Spells:
She has no disables, but has a slow in form of Sprirt Bond, which shows as a leash from her to a target. If it is cast on you or you walk through it you are slowed.
What is special about her is that she gets her ultimate (mantra) at level 1, which works on an ammo system and enhances the next spell cast. She can gather two charges of it and you can see her charges as fans flying around her model.

Mobility:
She can speed herself up, but has no dashes or blinks.

Gameplay:
Although she is sometimes seen as a support champion, she works best as a mage, which means she will be played middle. She has a strong laning phase, with fast wave clearing and strong harassment.
What you have to watch out for most is her harassment with her shield. She can put it on one of her minions and it deals aoe damage around it. However, this costs her a mantra charge, so keep an eye if she has them available. Her Heavenly Wave is a cone aoe spell, that can heal her and allies in it for a % of their missing health when using a mantra charge. If you get close to her she will use this to harass you along with her shield.
Another thing to watch out for is that she can be deceptively strong when she is at low health. Through her passive she gains extra ability power the more health she is missing and her shield and %based heal can keep her alive while nuking you.





KATARINA
+ Show Spoiler +
Disables and Special Spells:
She has no disables of any form.
Her passive refreshes her cooldowns on kills and assists, which makes her dangerous in teamfights, but it is not very relevant for the laning phase.

Mobility:
She is highly mobile with a short cooldown blink, which can jump to any target and will damage it if it is an enemy.

Gameplay:
Katarina is a squishy assassin. Her laning phase is quite weak and she will look to farm early on while harassing you a bit. She can throw blades that bounce from enemy to enemy, so you might want to stay away from your minions when she throws them to avoid eating free damage. She has a medium cooldown skill that enhances her next ability, which lets the blades apply a healing reduction debuff.
Her ultimate lets her spin around and hurt you while she stands still and channels. Be careful, because she will deal a lot of damage with it. Interrupts like stuns, silence, knockup and repositioning can all stop the ultimate though and negate her damage.


sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2012-04-29 12:45:58
April 29 2012 12:45 GMT
#31
On April 29 2012 20:58 h3r1n6 wrote:
KARMA
+ Show Spoiler +
Disables and Special Spells:
She has no disables, but has a slow in form of Sprirt Bond, which shows as a leash from her to a target. If it is cast on you or you walk through it you are slowed.
What is special about her is that she gets her ultimate (mantra) at level 1, which works on an ammo system and enhances the next spell cast. She can gather two charges of it and you can see her charges as fans flying around her model.

Mobility:
She has no way of increasing her mobility.

Gameplay:
Although she is sometimes seen as a support champion, she works best as a mage, which means she will be played middle. She has a strong laning phase, with fast wave clearing and strong harassment.
What you have to watch out for most is her harassment with her shield. She can put it on one of her minions and it deals aoe damage around it. However, this costs her a mantra charge, so keep an eye if she has them available. Her Heavenly Wave is a cone aoe spell, that can heal her and allies in it for a % of their missing health when using a mantra charge. If you get close to her she will use this to harass you along with her shield.
Another thing to watch out for is that she can be deceptively strong when she is at low health. Through her passive she gains extra ability power the more health she is missing and her shield and %based heal can keep her alive while nuking you.







KATARINA
+ Show Spoiler +
Disables and Special Spells:
She has no disables of any form.
Her passive refreshes her cooldowns on kills and assists, which makes her dangerous in teamfights, but it is not very relevant for the laning phase.

Mobility:
She is highly mobile with a short cooldown blink, which can jump to any target and will damage it if it is an enemy.

Gameplay:
Katarina is a squishy assassin. Her laning phase is quite weak and she will look to farm early on while harassing you a bit. She can throw blades that bounce from enemy to enemy, so you might want to stay away from your minions when she throws them to avoid eating free damage. She has a medium cooldown skill that enhances her next ability, which lets the blades apply a healing reduction debuff.
Her ultimate lets her spin around and hurt you while she stands still and channels. Be careful, because she will deal a lot of damage with it. Interrupts like stuns, silence, knockup and repositioning can all stop the ultimate though and negate her damage.




How does Karma have no way to increase her mobility lol
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
April 29 2012 12:52 GMT
#32
Her spirit bond speeds her up? I thought it did not, oh well.
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