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[TL R&D] T.R.O.L.L.S. - Page 43

Forum Index > LoL Strategy
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Pooshlmer
Profile Joined August 2008
United States1001 Posts
March 07 2013 22:37 GMT
#841
I think the map presence from a teleport jungle could make up for a weaker clear. Chogath, Nunu, Warwick, Udyr are all junglers that don't require smite except for buff control. To discourage invades you have to shove super hard in most lanes, which would require a pretty focused comp. It does synergize with the counter ganking available with teleport. The question is what you do while that's down, which I haven't been able to think of yet.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
Last Edited: 2013-03-08 15:26:37
March 08 2013 01:54 GMT
#842
I see support Zilean brought up every so often, and have been playing it lately. He has kind of a similar feel to Soraka, where you need to be on the outskirts and supporting where you can. A bomb here, a slow there, ulting Vayne, etc.

So far been doing R>Q>W>E, MPen reds, AP blues, armor yellows, gold quints, focusing on Bomb poking in lane against shorter ranged AD carries. I like going more AP/supporty hybrid with Kage being first item, and then Chalice, Shard of True Ice, either of the Chalice upgrades, and mobility boots to roam a bit faster. I was thinking about Tear over Chalice in some situations, but I'm not 100% when it would be a better idea.
It's your boy Guzma!
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
Last Edited: 2013-03-08 14:54:46
March 08 2013 14:53 GMT
#843
I've always liked Tear on Zilean since he charges it so fast and if you ever upgrade it you'll gain a massive chunk of AP. Never really wanted mobos on him, he already got an immense MS steoroid which is more or less always an option when you get some CDR.

I'd imagine Chalice vs Tear depends on what you want, Tear for transition into a pseudo-AP and Chalice for pure support?

I always feel like a "hyper support" when playing him, somewhat weak early but once lategame rolls about his ultimate is so rediculous strong.
It's Elo not ELO - Every statiscian playing League
Sermokala
Profile Blog Joined November 2010
United States13823 Posts
March 08 2013 14:56 GMT
#844
armor pen reds on a support zilean?
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Requizen
Profile Blog Joined March 2011
United States33802 Posts
Last Edited: 2013-03-08 15:28:39
March 08 2013 15:26 GMT
#845
On March 08 2013 23:56 Sermokala wrote:
armor pen reds on a support zilean?

Er, MPen, fixed.

On March 08 2013 23:53 Jek wrote:
I've always liked Tear on Zilean since he charges it so fast and if you ever upgrade it you'll gain a massive chunk of AP. Never really wanted mobos on him, he already got an immense MS steoroid which is more or less always an option when you get some CDR.

I'd imagine Chalice vs Tear depends on what you want, Tear for transition into a pseudo-AP and Chalice for pure support?

I always feel like a "hyper support" when playing him, somewhat weak early but once lategame rolls about his ultimate is so rediculous strong.

Mobos is personal because I like to roam. I tried Tear a bit, it's fine, but I prefer the CDR and defenses on Athene's. I guess you could go Tear/CDR boots if you want a similar effect, but you'll be more susceptible to magic poke from Lulu, Soraka, and Sona (among others).
It's your boy Guzma!
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-03-08 15:57:26
March 08 2013 15:56 GMT
#846
FRIDAY TEST AGENDA: 03/08/2013

Official testing begins at 23:00 GMT (+00:00). If you cannot be present by the appointed time then come whenever you can. We'll be testing so long as we have researchers and working brains, so it will continue for many hours and into the night presuming there is interest. All testing will be coordinated from the TROLLS chat channel and through TeamLiquid's TeamSpeak.

This week we will be mostly eschewing inhouses, preferring instead to sortie against unsuspecting pubs. We will have multiple test groups depending on the number of people present. As it is unlikely that the number of researchers will be an exact multiple of 5, one or more groups may sortie with unsuspecting pubs.

I will stream all tests that I am a part of at http://www.twitch.tv/montegomerylol.

  • Specific Subjects:
    • Support Zilean
    • Support Nasus
    • Jayce AD
    • Thresh AD
    • Jungle Karthus
    • Top Sejuani

  • General Concepts:
    • AP Duo Lanes
    • Baron Rush Duos
    • Tower Rush Compositions

  • Changes from Last Week:
    • Priority of Draft 5s over Inhouses
    • Support Zilean priority over Support Nasus
    • Emphasis on non-Tristana mids for AP Duo testing
    • Baron Rush Duos priority over Tower Rush Compositions


Details:

Support Zilean:+ Show Spoiler +

Skill Order: QWQE R>Q>W>E
Primary Items: Philo Stone, Kage's, Sightstone
Secondary Items: Deathcap, Shurelya's, Crucible, Shard, Tear
Abilities:
  • Heightened Learning: Beyond simply assuring that his team will generally have a level advantage, the exp boost gives all his lanes the potential to hit level 6 first. This provides a potential timing for a sudden kill.
  • Time Bomb: When cast one bomb at a time this is a very sustainable and deadly form of harass. The high base damage and potent scaling makes Zilean one of the hardest hitting harass supports in the game, and also a good source of wave clear later.
  • Rewind: More bombs, slows, and ultimates. This is why you make sure you cap CDR on Zilean.
  • Time Warp: Speeding up a lane ganking jungler, slowing down an out of place opponent, helping a carry escape to safety. There are a plethora of applications for this ability. This is actually longest duration CC in the entire game, clocking in at 5.5 seconds, and with CDR Zilean can keep it up permanently.
  • Chronoshift: The reason to use Zilean in any role. Having a GA available for every team fight is incredibly powerful, especially as it's independent of maximum health. With maximum CDR and back to back Rewinds, it has an effective cooldown of a mere 30 seconds.


Best AD Carries:
  • Twitch: The amount of early pressure this pair can put down is absolutely brutal, and having a get out of jail free card for Twitch later is extremely valuable.
  • Graves: A tanky AD carry combined with a revive is extremely difficult to deal with.
  • Kog'maw: Let's be clear, any hard carry with a revive every teamfight is difficult to deal with. Zilean's ability to help Kog'maw from getting overwhelmed by a hard push is also useful.
  • Tristana: Having a revive available for overly gung-ho Tristana players is a literal life-saver. Zilean's strong mid-game, even as a support, helps make up for Tristana's lack of one.
  • Jayce: Stacking movement speed boosts is fun, and slowed targets are easy targets for Shock Blast.


Notes: Like Nasus, Zilean needs capped CDR to truly realize his potential. Unlike Nasus, he also needs a lot of mana and mana regeneration to support his spell usage. Acquiring some considerable amount of AP is also desirable as it greatly increases the potency of his ultimate, clear, and harass.



Support Nasus:+ Show Spoiler +

Skill Order: WEQ R>E>W>Q
Primary Items: Philo Stone, Sightstone, Locket
Secondary Items: Shurelya's, Zeke's, Aegis
Abilities:
  • Soul Eater: As a support this passive isn't particularly amazing. However, it does give Nasus some extra survivability when slugging it out in a skirmish.
  • Soul Siphon: Because this is an auto-attack reset Nasus can potentially eat an opponent's brush wards if his AD is nearby and prepared. While support Nasus will never be able to stack this ability as much as when he solos or jungles, he should still take every reasonable opportunity to stack its damage. Last-hitting wards does stack Q, so acting as a ward hunter is beneficial for support Nasus.
  • Wither: The most powerful Attack Speed slow in the game, even at low ranks. Because of this ability's strength and long duration it is imperative that Nasus quickly cap CDR. At 40% CDR and rank 5 Wither there is a mere 1.6 second gap between them, making it difficult or impossible for any AD carry without Cleanse or QSS to contribute to a fight. It is also an insanely effective counter to movement speed boosts.
  • Spirit Fire: This ability does a lot of damage and provides the single largest flat armor reduction debuff in the game. It's this ability which makes pairing heavy physical damage dealing carries with Nasus ideal. It is extremely important that Spirit Fire be placed in such a way as to maximize the time the enemy spends within it. When Wither is on a target it is better to spend a couple seconds closing the distance; this gives you the greatest degree of freedom when placing it, while also aligning with the most potent moments of Wither.
  • Fury of the Sands: Do not underestimate the power of a sudden chunk of bonus health, AoE %Health damage, and an ever increasing AD buff. It might not be self-apparent, but this ultimate allows Nasus to engage the opposing duo with an aggressiveness that only Alistar can safely duplicate.


Best AD Carries:
  • Miss Fortune: The combination of Wither + Make It Rain with Spirit Fire and Bullet Time is absolutely devastating both in lane and in teamfights.
  • Twitch: Wither gives Twitch more than ample time to apply his passive, and Expunge + Spirit Fire is extremely painful. Spray and Pray is also devastating when all of Twitch's targets are in Spirit Fire.
  • Graves: His instantaneous, high damage AoE burst damage can be thrown down before his opponents can exit Spirit Fire. Wither buys him the time he needs for his passive to stack.
  • Draven: When it comes to physical damage, no one has more than Draven. So long as Draven unloads everything while his opponents are still in Spirit Fire (and doesn't knock them out of it with E), they will melt.
  • Caitlyn: Wither can't set up her traps, but Spirit Fire will let her practically one shot a creep wave with her Q.
  • Urgot: Wither into Noxious Charge is unavoidable, and extremely deadly.
  • Jayce: A Withered target will not only be stuck in Spirit Fire, but will be extremely easy to hit with Shock Blast.


Notes: I can't emphasis enough how important CDR is to Nasus. The difference between no CDR and capped CDR is night and day.



Jayce AD:+ Show Spoiler +

Skill Order: QEQW R>Q>W>E
Primary Items: Bloodthirster, Brutalizer
Secondary Items: Black Cleaver, Last Whisper, Warmog's Armor, Infinity Edge

Best Supports::
  • Leona: Her ability to lock down a target gives Jayce ample time to set up a Shock Blast -> all-in, and his acceleration gate can greatly help her initiation.
  • Taric: His stun and armor shred is a perfect setup for a Shock Blast -> all-in. The sustain he brings and beneficial auras are icing on the cake.
  • Alistar: The combination of not one, but two displacement abilities is extremely nasty for both engaging and disengaging.
  • Zilean: Throwing a bomb on Jayce's head as he zooms headlong into a heavily harassed opponent, followed by a revive in case of emergency, is a thing of beauty.
  • Nasus: It's impossible to dodge Shock Blast when Withered, and oh do they hurt when you have zero armor.


Abilities excluded in favor of simply discussing such matters in the Notes section.

Notes: Jayce does not fit the standard AD carry paradigm. Unlike almost every other AD carry, Attack Speed is largely an irrelevant stat for him. Instead, Jayce derives an incredible amount of power from CDR. With capped CDR Jayce's Cannon-W is roughly equivalent to a 130% Attack Speed steroid (without accounting for the increased damage). In many ways it is superior to such a steroid, as Jayce can burst an opponent with four quick attacks, disengage, and then reengage once the cooldown returns. Combined with his built-in speed boosts and above average (for an AD carry) movement speed, Jayce can afford to completely ignore AS/Movement itemization vital to other AD carries.

Jayce excels as an AD who can largely protect himself. His Hammer-Q -> Hammer-W combo on an adjacent target slows them and creates distance simultaneously (while also doing significant damage). Switching back to Cannon mode gives him a 25% Armor/MR reduction on the aggressor, which assures that the incoming burst will hurt like hell. With capped CDR this pattern can be repeated every 3.6 seconds, putting all but the most dogged of opponents in an impossible position.

Jayce's primary weakness is mana, but then other prominent ADs are also common recipients of Blue buff (Ezreal, Urgot). Jayce also works best with aggressive supports who can create space for Jayce to harass and farm.



Thresh AD:+ Show Spoiler +

Skill Order: QWE R>Q>W>E
Primary Items: Bloodthirster, Infinity Edge
Secondary Items: Last Whisper, Warmog's Armor, Mercurial Scimitar
Abilities:
  • Damnation: This ability essentially gives Thresh the highest base Armor of any potential AD in the game. Moreover, each soul increases the damage from his auto-attacks by a significant amount. The AP is just icing on the cake.
  • Death Sentence: The primary benefit of this ability is its AD steroid. 200% of Thresh's total AD is a huge amount of burst damage even without the addition of all the souls he's collected. Even when attacking continuously a significant % of Thresh's AD is still added to his damage, resulting in very significant damage against his target.

    The hook is also extremely useful. Thresh can initiate skirmishes in his lane for his support, setting up a Leona, Alistar, or other support, or following up their initiation. It also serves as a potential escape mechanism or as a way to buy time.
  • Dark Passage: Thresh's Lantern is an excellent personal defense tool, especially when his passive is taken into account. Its uses to pull allies to him for both offensive and defensive maneuvers are well-documented. An AD that brings a built-in Locket to his team is a valuable asset.
  • Flay: While not as impressive as some other distance-creating abilities, Flay augments Thresh's tankiness by helping him lock down or lock out opponents.
  • The Box: Thresh's ultimate is an incredible tool for self-peeling. A would-be diver can trip multiple walls attempting to reach Thresh, who then still has Flay to continue to keep them at bay. Its damage is also significant, especially if multiple walls are encountered.


Best Supports:
  • Blitzcrank: No team in their right mind should let you get both Blitzcrank and Thresh, but those who are foolish enough to do so will suffer for it.
  • Lulu: Her shields and health boosts work well with Thresh's passive. Together they present an almost unassailable combination.
  • Leona: Paired with Thresh, it's neither safe for the carry to stand near their creeps, nor away from their creeps.
  • Taric: His Armor aura paired with Thresh's shield makes them both nearly impossible to kill.
  • Sona: Her harass and sustain paired with the threat of Thresh helps keep both of them safe.


Notes: Like Jayce, Thresh is perfectly happy forgoing Attack Speed itemization. He's more than content to simply wallop whatever tanky champion comes too close and then finish them off. If an enemy squishy is caught his massive burst damage from Q's passive is practically a guarantee they will die. His combination of damage and tankiness is so potent he can 1v1 an AP Tryndamere through his ultimate. Diving Thresh alone simply doesn't work the way it does against other carries.

Thresh's self-peel is also excellent against multiple targets, and in some situations he can even use his Q to reach
safety. Thresh's autonomy makes him a huge asset to his team, though he can't carry quite as hard as a Vayne or Kog'maw. Of all AD champions, he arguably bring the most to a level 1 team fight with his hook.

Thresh's notable weakness is his lack of defenses against AP assassins and his lack of mobility. He can be overwhelmed when out of position, and burst down by a clever AP. This is one of the reasons why Mercurial Scimitar is an extremely strong item for him, especially in conjunction with his shield. Making certain there is a Runic Bulwark on the team to help defend Thresh against AP champions is important. Still, his "come at me" playstyle is very strong in this era of heavy dive champions like Xin and Vi.



Jungle Karthus:+ Show Spoiler +

Skill Order: QEQW R>Q>E>W
Primary Items: Spirit of the Spectral Wraith, Tear, Haunting Guise, Seeker's Armguard
Secondary Items: Zhonya's Hourglass, Deathfire Grasp, Void Staff

Abilities excluded in favor of simply discussing such matters in the Notes section.

Notes: Jungle Karthus is arguably most reasonable AP jungler outside of Jungle Akali. With Spell Vamp quints he sustains extremely well through his first clear, and can even clear with relative ease if his Blue is stolen thanks to the efficiency of his Q. Invasion in his early levels is his biggest threat, but he quickly reaches a point where escape is not only possible, but unnecessary in the face of his extremely powerful and spammable Lay Waste.

Karthus' ganks are actually frightening. Wall of Pain has 1000 range, far more than champion vision, allowing him to initiate a gank from out of sight. This makes him exceptional at ganking mid-lane champions, particularly those whose only escape is Flash. The duration of the slow is 5 seconds, as much as Wither, which means a lot of easy to aim Lay Wastes and plenty of opportunity for your ally to pick up the fact that they should be murdering something.

Jungle Karthus is best used to either bait out a would-be counter-pick, or to provide an AP carry in team compositions with a bruiser/AD assassin mid. Coupling him with a blue-hungry mid is nothing short of a fatal error.

In dire circumstances Karthus can forgo Tear of the Goddess and max W before E. This results in less damage but better utility, and much less mana drained in protracted fights. This can also be done in times of plenty if you believe your AP and penetration will make up for reduced Defile damage.



Top Sejuani:+ Show Spoiler +

This showed considerable promise in last week's testing. While the matchup and execution thereof didn't make it definitive, the potential for Sejuani as a top laner should be examined.

Skill Order: QWE R>W>Q>E
Primary Items: Warmog's Armor, Locket
Secondary Items: Haunting Guise, Aegis/Bulwark, Sunfire Cape, Randuin's Omen, Spirit Visage, Rylai's, Void Staff
Abilities:
  • Frost: Not as amazing as a Frozen Mallet, but useful nonetheless.
  • Arctic Assault: Sejuani's gap closer/escape. The cooldown is nearly halved by rank 5, making it a priority to max this second. Note that it applies Frost, and your escape can be blocked as it stops upon collision with an enemy champion.
  • Northern Winds: This is Sejuani's core ability. Its Health -> Damage ratio is based on rank, making it important to max this first. A Frosted target takes 396 + 18% of Sejuani's Maximum Health in damage over the duration, making it hard for any opponent to win in an extended trade.
  • Permafrost: The slow's efficacy increases greatly with rank, but little else improves significantly. While a very valuable skill it's arguably the least important to rank up.
  • Glacial Prison: An incredible initiation tool or gank assist. Sejuani can suddenly dive forward with Arctic Assault and launch this long range stun, or simply dive headlong into the enemy team herself before firing it point blank. Combined with Permafrost as soon as the stun fades, Sejuani is a strong initiator.


Notes: It's important to Sejuani to make every trade an extended one. Brief, fleeting trades hurt her significantly. For this reason Sejuani should hold onto her Q whenever dealing with opponents who possess an escape, so that she can close on them and punish them for trading.



AP Duo Lanes:+ Show Spoiler +

Notes: We will be avoiding lane swapping again this week, even when it seems an obvious choice. The goal is to put our best three side lane AP carries through their paces when facing an opposing duo.

I'd also like to step back from relying on Ketara's Tristana mid every single time this is tested.

AP Carries:
  • Ryze: Pair him with Soraka, Alistar, Leona, or Lulu. These supports all have some wave clear to make up for Ryze's lack thereof, and either sustain or the ability to follow up on his root.
  • Cassiopeia: Pair her with Soraka, Blitzcrank, Sona, Lulu, or Zyra. These supports give her the space or sustain she needs to function, and/or combo well with her ultimate.
  • Annie: Pair her with Lulu, Alistar, Sona, Zyra, or Leona. These supports capitalize on Tibbers and increase the intense pressure Annie brings to a lane.

Future Options: We will likely examine further champions in the future, after we've completed our further examination of these big three. Some Examples:
  • Xerath: Because his damage is practically all based on Q his side lane scaling is decent. This also frees him from his early wave clear problems. His extreme range and dangerous ultimate can shut down almost any AD if he gets a lead.
  • Teemo: His blind and auto-attack passive essentially ensure he'll win trades with almost any AD, and he has significant AP scaling through his auto-attacks.
  • Mordekaiser is a potential option. With a sustain support that also brings pushing power, he can continuously force his opponents to their tower to last-hit.
Again, these options are only for future consideration and will not be used this week.



Baron Rush Duos:+ Show Spoiler +

There are a fair number of jungler/top combinations who can threaten an early Baron. Exploiting these against unsuspecting teams could prove extremely potent.

Some potential champions:
  • Nasus: His ultimate does 2117 damage to Baron over 15 seconds, roughly 1/4th of its total health. Combined with hard hitting Qs, Nasus could contribute a heck of a lot to a Baron rush.
  • Udyr: A good candidate for BotRK, especially with a top-lane Tiger build.
  • Cho'gath: Probably better when jungling, but bringing 1000 damage to the table is nothing to sniff at.
  • Nunu: A support/top Nunu wandering off when no one is looking brings a lot to the table when rushing Baron.
  • Lee Sin: His shield spam and sustain are excellent for fast Barons. Whether using Madred's from the jungle or BotRK in a top lane, he contributes a lot.
  • Warwick: His ultimate is hilarious with BotRK. Grabbing Baron with it is basically a bonus.
  • Fiddlesticks: His high sustain is obviously a huge help when doing an early Baron.

These are not the only potential candidates, but are perhaps the most obvious.



Tower Rush Compositions:+ Show Spoiler +

It's been verified that this is a tough composition to play against, although execution errors were arguably to blame. However, you can't expect a run of the mill ranked 5s team to handle the rush well. Despite that advantage, I'd like to examine alternatives to Heimerdinger that don't give away the composition.
Roles:
  • Support (Push Type): These supports excel at supporting a push via wave clear and other means. The goal is to shove, and shove they will. (Soraka, Lulu, Zyra)
  • Support (Catch Type): These supports are present for the sole purpose of pressuring the defenders. They may offer other benefits, but primarily their goal is to catch someone, kill them, and give their team the opportunity to push hard as a result. (Blitzcrank, Thresh)
  • AP: Any AP champion in this composition must have exceptional wave clear at a minimum. Sustainability, utility, and zoning potential are also important attributes. (Twisted Fate, Lux, Ziggs)
  • AD: Any AD should also have significant wave clear, and enough range to safely poke at the turret. Utility for catching or confusing opponents is a plus. (Caitlyn, Graves, Varus)
  • Solo: One champion should be elsewhere in order to act as an additional threat to the defenders. Able to free farm and push, this champion should be a strong 1v1 champion who poses a significant threat if left alone. This champion should almost always have teleport and be capable of pushing hard. (Nasus, Jayce, Nidalee)
  • Jungle: The jungler can actually act as a filler, but should err toward established or traditional-looking junglers to avoid suspicion. Wave clear, catch potential, and utility are important. (Cho'gath, Nocturne, Nautilus, Maokai)


Notes: Grabbing items such as Mana Manipulator and Emblem of Valor quickly is important to sustaining the push.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 08 2013 17:20 GMT
#847
I think Quinn has some serious mid lane AD promise and I want to try her, but I'm too poor to buy the girl.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Seuss
Profile Blog Joined May 2010
United States10536 Posts
March 08 2013 17:33 GMT
#848
I'd definitely like to give her a go against actual APs or assassins. Against other ADs I think she's obviously got the chops, but the problems Requizen had top against Zed make me wonder how she'll do against bursty champions.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Requizen
Profile Blog Joined March 2011
United States33802 Posts
March 08 2013 17:36 GMT
#849
On March 09 2013 02:33 Seuss wrote:
I'd definitely like to give her a go against actual APs or assassins. Against other ADs I think she's obviously got the chops, but the problems Requizen had top against Zed make me wonder how she'll do against bursty champions.

I was also running her full squishy AD with 21/9/0, basically he just jumped on me every time his ult was up. If I was in an assassin matchup again (which is generally never good for squishies anyway), I'd probably go for something more like 19/11/0 or even more in defense, and then get a Phage or something early on.
It's your boy Guzma!
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2013-03-08 18:03:08
March 08 2013 18:00 GMT
#850
I'm not sure how strong she'll be in lane, I think what she has promise with is the ganks with her ult. All you need is a top laner with a stun and she should be able to chain kill the enemy top lane every time her ult is up. Go Ghost/Flash and even if it's warded all to hell I feel like she should be so fast it shouldn't matter.

Mid lane is also easier than top. Mid lane you farm much closer to your tower, and vaulting off Zed when he dives you gets you much closer to safety than it does top lane.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-03-08 18:06:25
March 08 2013 18:05 GMT
#851
You don't need Ghost when you have a movement speed boost of more than twice that magnitude and duration. Better to get something with more utility or killing power.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 08 2013 18:05 GMT
#852
Urgot is also a good mid AD option, although he requires blue buff.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
lilwisper
Profile Joined April 2010
United States2515 Posts
March 08 2013 18:25 GMT
#853
On March 09 2013 02:20 Ketara wrote:
I think Quinn has some serious mid lane AD promise and I want to try her, but I'm too poor to buy the girl.


Shoot me your summoner name and I can gift it.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2013-03-08 18:29:26
March 08 2013 18:28 GMT
#854
Ketarah. NA server.

That would be really amazing, you totes don't have to.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
March 08 2013 18:52 GMT
#855
In the past I tested jungle Syndra, and we also tested jungle Akali. With jungle karthus on the list for testing tonight, I propose next week we explore more options for AP junglers. It seems that AD junglers and to some extent tank junglers (like mumu and maokai) are the current standard, I suggest we test potential AP junglers that haven't been considered yet (Basically any AP character other than fiddle/syndra/akali/karthus.)
Survival is winning, everything else is bullshit.
lilwisper
Profile Joined April 2010
United States2515 Posts
March 08 2013 19:12 GMT
#856
On March 09 2013 03:28 Ketara wrote:
Ketarah. NA server.

That would be really amazing, you totes don't have to.


I ran into good fortune today, just passing it along.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
March 08 2013 19:35 GMT
#857
I've messed around with other AP champions and jungling. I'll go through my list and comment on which ones seem the best when I have the chance.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2013-03-08 19:42:11
March 08 2013 19:36 GMT
#858
Not sure Q>W>E is the way to go on support Zilean, because there's no way you have enough mana to sustain out of combat W spam or QWQ spam with the typical support items.

Edit: a compromise could probably be made to level W up to a level that's sustainable (somewhere between 2-4, not sure which) and then maxing E.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 08 2013 19:50 GMT
#859
On March 09 2013 04:12 lilwisper wrote:
Show nested quote +
On March 09 2013 03:28 Ketara wrote:
Ketarah. NA server.

That would be really amazing, you totes don't have to.


I ran into good fortune today, just passing it along.


Well, thanks. I appreciate it. Will definitely try it out.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 08 2013 20:29 GMT
#860
I like this double bruiser comp CJ Blaze is using in IEM.

ADC+Support mid
Bruisers top and bot
Jungler

Gives them a pretty crazy front line and they got the mid turret very fast.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
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