When leashing if you E blue buff on blue side it vaults you back over the wall, but not on purple side. Odd tidbit.
[TL R&D] T.R.O.L.L.S. - Page 46
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Ketara
United States15065 Posts
When leashing if you E blue buff on blue side it vaults you back over the wall, but not on purple side. Odd tidbit. | ||
ticklishmusic
United States15977 Posts
I've been thinking of some kind of composition that can dunk down turrets really, really fast, something like a Heimer and a Elise together, maybe with a Sivir ADC and a Banner of Command thrown in. I think Zac would be a good addition as he's one of the few champs I can see Ohmwrecker being good on (tanky AP), and the HP regen helps him especially with the new philo passive... I'd say throw in a Zyra support for a super minion comp and because she has so much disengage. I think building Aegis on Elise like onlywonderboy said would work decently in this composition-- Tank Elise and Zac, Zac and Zyra offer great zoning and CC, Heimer and Sivir have great clear and pushing power. The idea is you can fight under an enemy's turret, but it'll actually favor you. Ohmwrecker negates the tower, and you'll have Heimer turrets, a superminion and Elise spiderlings all on crack which probably equals another champ's worth of DPS, or maybe even more. Problem is Heimer is still really weak compared to a lot of other mids. | ||
Pooshlmer
United States1001 Posts
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ticklishmusic
United States15977 Posts
DPS: atkspd* atkspd mod* # turrets * base damage *dmg mod 1.25*1.65* 2.0625*2 turrets*46 dmg*1.15 = 218 DPS + Show Spoiler + This is assuming no AP or MR, so the actual should be actually quite a bit higher (turrets lose a lot of resists when minions are close by). So, here's Heimer with some AP: (Turret scaling is 0.2). 100: 312 dps 150: 360 dps 200: 407 dps So in 2.5 sec of disabled tower, assuming Heimer's turrets are shooting at it, that's 100: 780 dmg 150: 900 dmg 200: 1017 dmg This is in addition to Elise's spiderlings, which I am too lazy to do the math on as well as the regular minions. Zyra's plants are also going to do some pretty decent damage, though they only attack champs. | ||
anmolsinghmzn2009
India1783 Posts
Jarvan+Draven - we were up against a varus and lulu. We both started with plenty of sustain in pots to shrug off any harass they could throw at us, and we all-ined at lvl2 as soon as I got my Q and E as Jarvan. Lulu overextended slightly and got killed. After that we just zoned them off and got multiple kills leading to a quick victory. Jungler interaction was pretty minimal from both sides. Obviously it was a pretty easy matchup for us compared to something like an ezreal with a support with hard cc 2) Leblanc + zyra - we were up against cait+Lulu. The early levels were rough since they had seemed to have superior harass and we underestimated the damage they put out. At level 3 we killed cait but got double killed by Lulu. After level 6 though it became really easy to kill them on demand as we both got our ultimates. Jungler and midlane interaction was significant though most of it occurred post lvl7 when we already had secured a significant lead. We also had a mid tristana to compensate for the duo ap bot. 3) finally we did cassiopeia+thresh bot. We were up against vayne+leona. It was fairly easy lane even though we had to face multiple ganks from their mid TF and jungle vi. We also had a mid urgot. Later on though the game dragged on with us losing teamfights even after a 10 kill and 2 dragon lead because of not having a beefy initator as well as vayne's godlike kiting and dodging everything with her tumble. We did manage to win the game in the end though it ran on for 55min. | ||
ticklishmusic
United States15977 Posts
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mordek
United States12704 Posts
May 9, 2009 Patch: Added Aegis of the Legion: Mid tier legendary Armor / Magic Resistance / Health item with Unique passive: +12 attack damage / +35 armor / +40 magic resistance aura (Affects minions). V1.0.0.120: Aura bonuses are now only applied to ally champions instead of to all ally units.[3] | ||
ticklishmusic
United States15977 Posts
Yeah. Patch 3.04 Aegis of the Legion Aura grants an additional 50% Health Regen, Armor and Magic Resist for minions So now my superpush strat with Heimer/Zyra/Sivir is now even more legit. | ||
sob3k
United States7572 Posts
also does their armor/mr reduction work on turrets? | ||
ticklishmusic
United States15977 Posts
1. The closest targetable Trap (i.e. Rampant Growth). 2. The closest enemy Pet (i.e. Mirror Image, Hallucinate, Summon Tibbers, Children of the Grave, Summon Voidling, H-28G Evolution Turret, Decoy, Spider Swarm, or Omen of Death). 3. The closest enemy Siege Minion, Promoted Minion, or Super Minion. 4. The closest enemy Melee Minion. 5. The closest enemy Caster Minion. 6. The closest enemy Champion. So basically Zyra plants also act as meatshield for Heimer turrets No, armor reduction doesn't work, but when minions get close to a turret they lose like 150 armor/MR So AD Nami... ![]() | ||
Seuss
United States10536 Posts
Official testing begins at 22:00 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 do both inhouses and arranged games, depending upon attendance. I will stream all tests that I am a part of at http://www.twitch.tv/montegomerylol.
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:
Best AD Carries:
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:
Best AD Carries:
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::
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. Nami AD:+ Show Spoiler + Skill Order: QEW R>W>E>Q Primary Items: Bloodthirster, Infinity Edge Secondary Items: Blade of the Ruined King, Phantom Dancer, Last Whisper Best Supports::
Abilities excluded in favor of simply discussing such matters in the Notes section. Notes: Nami lacks any true AD steroid or scaling, but her base Attack Speed and level scaling are decent. While she won't be terrible late game, she won't be able to match the power of late-game carries. As a result she, like Ashe, relies heavily on utility to be useful later, whatever her item build. Nami's built in sustain makes her strong with supports lacking it, and her CC complements her support's. A Nami lane should thus be played aggressively, wearing down opponents until an opportunity arises for an all-in. 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:
Best Supports:
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:
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. Abduction/Hook Compositions:+ Show Spoiler + Notes: In the past we played around with the Hook composition, consisting of Darius Top, Diana Mid, Nautilus Jungle, Thresh AD, and Blitz Support. It was obnoxious, but brittle in the face of bans and counter-picks. However, the possibility of expanding the notion out into an Abduction composition (which has fallen by the way side) came up in discussion. The most important pick for this strategy is Thresh, as he can literally play any role while still fitting into the composition. All other picks are essentially optional, but should consist of a balance between isolating an opponent and preventing the opposing team from rushing to their rescue. As such, potential picks include (but are not limited to):
Some key champions to ban or counter-pick include Kayle, Lulu, Shen, Thresh or any other champion who excels at saving an isolated ally. Baron Rush Teams:+ Show Spoiler + Baron spawns at 15:00, but is rarely taken before 25:00. For an objective worth so much, it should be worthwhile to try and force it early. This strategy would work well as part of an overall strategy where early towers are prioritized. If all or most of an opponent's outer towers are down before 15:00, Baron control can be established. There should be a concerted effort on the part of the jungler, top, and mid to clear the baron area of wards around 12:30-13:00. Getting rid of vision well before Baron spawns should keep opponents uncertain. Clearing wards right before Baron spawns without any previous provocation is a dead giveaway Because 15:00 comes up quickly, all champions involved will tend to get more out of their skills than their items. For this reason champions whose skills provide them significant damage or sustain are the most critical. For this reason a champion like Kog'maw or Vayne, whose Ws provide significant damage on a stationary target, are better than Tristana or Graves despite the powerful attack speed steroids on the former pair. 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:
Future Options: We will likely examine further champions in the future, after we've completed our further examination of these big three. Some Examples:
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:
Notes: Grabbing items such as Mana Manipulator and Emblem of Valor quickly is important to sustaining the push. | ||
Seuss
United States10536 Posts
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Inschato
Canada1349 Posts
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Magus
Canada450 Posts
The early levels suck, based on the one time I ran this with my brother (vs Cait Lulu I think), but once you get a few levels in your Q and some mana pots for the lane you can start being a real bully. | ||
mordek
United States12704 Posts
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Ketara
United States15065 Posts
Will be there next week. | ||
Seuss
United States10536 Posts
On March 23 2013 07:36 Inschato wrote: You know your post says 4:00PM PDT, and it's only 3:35 right now, that could be somewhat related to why no one is around. But anyway, I won't be able to attend today or any time in the near future, my hard drive is on it's last leg and LoL is a little too demanding.. There weren't even enough people for a 5-man group, despite waiting. That's why I made the call. Later in the evening numbers swelled a bit, but by then I'd moved on to other things. | ||
HPoirot
United States1303 Posts
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Seuss
United States10536 Posts
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anmolsinghmzn2009
India1783 Posts
The game went pretty long and I finished out my build with a bork, FH and SV for max cdr. | ||
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