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[TL R&D] T.R.O.L.L.S. - Page 52

Forum Index > LoL Strategy
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sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2013-04-23 08:12:41
April 23 2013 08:09 GMT
#1021
Taric Sivir Bot
Sona/Jarvan Mid
Warwick Jungle
Gangplank/Jarvan top

team aura whore

If they pop everything at max rank, each of them gets:

75ad
30% movespeed
20+ armor
50ap
70% Attack speed

That's a lot of free stats....in fact its 9321gold worth of them if you bought them at the shop lol

if they whore every aura item they recieve an additional

10Armor
30Mr
20ad
10% lifesteal
30ap
20% spellvamp
-20 AS to enemies
-20 Mr to enemies

sounds pretty interesting, obviously fighting as five would be pretty important. Also all your lanes would be pretty terrible. I think it would probably be better to either run Sona AD, or do Jarvan or GP mid, as the stats are all AD centric mostly. Doubling up on zekes and Aegis would probably be a good idea.
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.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
April 23 2013 16:05 GMT
#1022
Sona Sivir bot, Jarvan/Taric mid/top, WW jungle IMO
(╯°□°)╯︵ ┻━┻
Tooplark
Profile Joined October 2008
United States3977 Posts
April 23 2013 16:49 GMT
#1023
I ran an armor shred team that was pretty close to an aura team yesterday, with Wukong top (for the BC ult), GP mid (Hydra -> Zeke's), Blitz/Corki bot (Blitz because that's the only support that guy played), and Rammus jungle.
We were overall pretty even in lane phase, but I happened to be getting mad farm with a super early Tiamat, and basically when I finished Zeke's and Wukong finished BC, we just smashed whoever happened to be mid and took a tower or two. Three teamfights later and it was over. I feel like we mostly won because they weren't coordinated at all, though.
The things you need for a physical aura team: some way of forcing fights (a strong initiator or towerdiver, ideally two), and someone who can carry one of BC, Locket, Zeke's, or Bulwark. Ideally all of these champions will provide auras themselves. They also need to be capable of handling whoever they're in lane against.

I think Ohmwrecker is something to strongly consider for this setup. The way I see it working is as soon as the aura items are completed, the team groups up, ganks or towerdives one of the lanes, takes a tower or two, and repeats. Ohmwrecker makes towerdiving way easier, since you can just pop it after one or two tower shots. I'm not sure who it makes sense to buy on. Maybe the support and have someone else get Locket?
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Gelenn
Profile Joined April 2011
United States87 Posts
April 23 2013 16:55 GMT
#1024
Send Taric top and have him go frozen heart. He's still pretty solid top lane even after the nerfs.
Jarven mid, black cleaver into randuins. His roam is far superior to Taric's.
Sivir/Sona bot lane
I'm torn on the jungle. I dont think there's enough use for attack speed with that comp to warrant Warwick, and you want some early pressure given Taric's passiveness in lane. Xin Zhao maybe, only downside is the lack of auras. Make up for it by going locket/bulwark on him.
Skip wota and throw zeke's on sona, or go locket/zekes on xin zhao and put the bulwark on taric.
Boom, auras everywhere!
Seuss
Profile Blog Joined May 2010
United States10536 Posts
April 23 2013 20:09 GMT
#1025
Maokai jungle/mid for the aura/free stats composition. You can't put a price on his ult, but it's still effectively free stats.

Incidentally, I'll be adding Maokai mid to this week's testing as it faired well enough this past week for it to be target banned. There's something for Soniv to test.

Regarding AD mids, in preparing for this week's Mondays with Monte I had a few insights into the subject. We originally conceived of the idea as a counter to AD bruisers/assassins mid through a mix of auto-harass and sustain. However, in the right circumstances it works well against AP carries. In Fnatic vs SK Ezreal stomped Lux through auto-attacks, sustain, and by being able to easily evade any skillshots. xPeke was so overwhelming that Ocelot could do little but focus his efforts on clearing the wave and looking for opportunities to have an impact elsewhere.

However, against APs who aren't reliant on skillshots the AD mid concept runs into issues. Champions like Annie, Akali, Zilean, and others whose spells are all instant or point and click could pose a significant threat. xPeke would likely have had significantly greater difficulty if his opponent hadn't been so reliant on skillshots.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
April 23 2013 20:20 GMT
#1026
Should totally give 'Chinese Ezreal' a shot.
I haven't been paying attention to the proscene much lately but supposedly there's some Ez build which is an unholy bastardization of the IBG build:
Doran's to start then Spirit stone + Tear into Elder Lizard + Manamune + IBG. And CDR boots.
Allows AoE high damage poke + true damage on virtually zero cooldown with a large mana pool to back it up.
DURR showed me this yesterday and it seems interesting to say the least.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Diks
Profile Joined January 2010
Belgium1880 Posts
April 23 2013 21:08 GMT
#1027
Cait + Zyra + Heimmerdinger + Shaco +Teemo
For a "Turret Defence" team that can siege any position.
could it work ?
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 23 2013 23:00 GMT
#1028
On April 24 2013 06:08 Diks wrote:
Cait + Zyra + Heimmerdinger + Shaco +Teemo
For a "Turret Defence" team that can siege any position.
could it work ?


you just named champs with traps and turrets, this team would actually not be very good at siegeing compared to normal push comps like the one GSG has run, if you want a defensive team then just name 5 champs with absurd waveclear and good sustain. This team would just be bad.
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.
Tooplark
Profile Joined October 2008
United States3977 Posts
April 23 2013 23:30 GMT
#1029
if you want a super siege team that can poke and is impossible to engage on, you wouldn't want Teemo and Shaco. Both are at their best split pushing instead of teamfighting, and siege comps open themselves up to initiators. You need to have some strong peeling and surviving powers. One possibility for such a comp: Soraka/Cait Heimer Gragas (tank) Shen.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2013-04-24 01:17:03
April 24 2013 01:16 GMT
#1030
On April 24 2013 08:00 sob3k wrote:
Show nested quote +
On April 24 2013 06:08 Diks wrote:
Cait + Zyra + Heimmerdinger + Shaco +Teemo
For a "Turret Defence" team that can siege any position.
could it work ?


you just named champs with traps and turrets, this team would actually not be very good at siegeing compared to normal push comps like the one GSG has run, if you want a defensive team then just name 5 champs with absurd waveclear and good sustain. This team would just be bad.


Too squishy

I suggested a Heimer Zyra Sivir Elise Zac? combo awhile back. Apart from Heimer being da weaksauce, the team comp means you bring basically 2 waves of super creeps with you on demand (Aegis, Banner, Sivir ult with 2 turrets, 2 plants, 4-5 spiderlings), with a decent amount of CC and disengage as well.
(╯°□°)╯︵ ┻━┻
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 24 2013 02:12 GMT
#1031
On April 24 2013 10:16 ticklishmusic wrote:
Show nested quote +
On April 24 2013 08:00 sob3k wrote:
On April 24 2013 06:08 Diks wrote:
Cait + Zyra + Heimmerdinger + Shaco +Teemo
For a "Turret Defence" team that can siege any position.
could it work ?


you just named champs with traps and turrets, this team would actually not be very good at siegeing compared to normal push comps like the one GSG has run, if you want a defensive team then just name 5 champs with absurd waveclear and good sustain. This team would just be bad.


Too squishy

I suggested a Heimer Zyra Sivir Elise Zac? combo awhile back. Apart from Heimer being da weaksauce, the team comp means you bring basically 2 waves of super creeps with you on demand (Aegis, Banner, Sivir ult with 2 turrets, 2 plants, 4-5 spiderlings), with a decent amount of CC and disengage as well.


You're talking about a push comp, its been done, like, a lot. Its way stronger to just push yourself and not bother with zyra plants/creeps which do not much for you. Games wont last long enough for banner and stuff, people just stack dorans rings and go for it. This comp has been actually worked on and tested, the core of the best version is almost always TF /Caitlyn/Heimer. Sivir is a terrible choice because while her pushing power is good, her tower sieging is abysmal. You only need enough push power to instaclear the wave, once you have that everything else focuses on making the push hard to engage on and threatening to even approach.
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.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
April 24 2013 03:15 GMT
#1032
On April 24 2013 11:12 sob3k wrote:
Show nested quote +
On April 24 2013 10:16 ticklishmusic wrote:
On April 24 2013 08:00 sob3k wrote:
On April 24 2013 06:08 Diks wrote:
Cait + Zyra + Heimmerdinger + Shaco +Teemo
For a "Turret Defence" team that can siege any position.
could it work ?


you just named champs with traps and turrets, this team would actually not be very good at siegeing compared to normal push comps like the one GSG has run, if you want a defensive team then just name 5 champs with absurd waveclear and good sustain. This team would just be bad.


Too squishy

I suggested a Heimer Zyra Sivir Elise Zac? combo awhile back. Apart from Heimer being da weaksauce, the team comp means you bring basically 2 waves of super creeps with you on demand (Aegis, Banner, Sivir ult with 2 turrets, 2 plants, 4-5 spiderlings), with a decent amount of CC and disengage as well.


You're talking about a push comp, its been done, like, a lot. Its way stronger to just push yourself and not bother with zyra plants/creeps which do not much for you. Games wont last long enough for banner and stuff, people just stack dorans rings and go for it. This comp has been actually worked on and tested, the core of the best version is almost always TF /Caitlyn/Heimer. Sivir is a terrible choice because while her pushing power is good, her tower sieging is abysmal. You only need enough push power to instaclear the wave, once you have that everything else focuses on making the push hard to engage on and threatening to even approach.


i pick zyra because she's a support with minions, good base values and strong disengage.

thing is, cait/heimer/tf is kind of a cheese while a push combination is actually semi-legit (though gimmicky and its absolute strength is questionable). a push comp would play a "normal" earlygame, then at 6 they'd just go and start bashing towers in. a BoC only costs 2.4k, and that's a pretty reachable target by 15 minutes or so for the support. top could grab aegis, jungle can grab an ohmwrecker.

there's another thing i've done before that was like amumu heimer janna cait and someone else that just took bot tower at like 2 minutes.
(╯°□°)╯︵ ┻━┻
Seuss
Profile Blog Joined May 2010
United States10536 Posts
April 24 2013 06:08 GMT
#1033
FYI, this week's T.R.O.L.L.S. will be very different due to the playoffs. Chances are we'll spend most of the time just talking about the matches as they happen, and fitting tests in any breaks that occur. Otherwise it should start at the normal time etc. etc.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
mordek
Profile Blog Joined December 2010
United States12704 Posts
Last Edited: 2013-04-24 13:32:31
April 24 2013 13:27 GMT
#1034
On April 22 2013 23:32 BlackPaladin wrote:
Jungle leona is such a good carrier of locket + aegis it would be silly not to get them. Spirit of the anicent golem is far better too imo. Can then grab dodge boots instead, or even swifties of cdr depending on enemy team. Zekes is more of a later game damage boost she can buy, although in specific teamcomps if you cam get locket + aegis + zekes in a combination of leona + support + maybe top lane them yeah, zekes works, hue.
Like you pick leona for ungodly levels of cc and actually become somewhat farmed so she can become a tanky monster and not instantly blow up if she dives in like support leona might, not to simply have leona build all this AD and lifesteal.

I wouldn't recommend SotEL into Zeke's. You would have locket and merc's before Zeke's. I bring it up here because I've seen mention of it, I tried it, and you hit like a truck. The interaction with SotEL, while only "a little true damage" is proc'd by every single one of your abilities, 3 of which are aoe. I actually have yet to finish zeke's in a game with leona as I always get locket/aegis before. You clear the jungle super fast with SotEL as well so your clear speed doesn't suffer as the game goes on.

I'm not like a diehard supporter of this, just wanted others to try it with me
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Seuss
Profile Blog Joined May 2010
United States10536 Posts
April 24 2013 16:29 GMT
#1035
SotEL is excellent on jungle Leona. You need either that or Razor+SS to clear decently, but the latter doesn't allow you to 1v1 unsuspecting opponents.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-04-26 21:39:28
April 26 2013 17:26 GMT
#1036
FRIDAY TEST AGENDA: 04/26/2013


Due to the playoffs today, testing will be very limited. Most of the night will likely be spent in Team Speak discussing the playoffs and any new ideas we can glean from them. Testing will be done in any sizable gaps that occur between matches, but don't expect many games tonight.


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 not be able to stream testing tonight.

  • Specific Subjects:
    • Mid Fiora
    • Mid Maokai
    • AD Jungle Gragas
    • Support Zilean
    • Jayce AD
    • Nami AD
    • Top Taric
    • Top Sejuani

  • General Concepts:
    • AP Junglers
    • Abduction/Hook Compositions

  • Changes from Last Week:
    • Added AD Jungle Gragas
    • Added Mid Fiora
    • Added Mid Maokai


Details:

Removed Subjects:+ Show Spoiler +

A number of topics have been tested enough for our purposes. Further testing of these concepts requires a more stable, coordinated team practicing against players of a higher caliber. At the moment, T.R.O.L.L.S. does not have the resources to continue testing these topics in a meaningful way (though they remain fun). These topics include:
  • Support Nasus
  • AD Thresh
  • AP+Support Duo Lanes
  • Tower Rush Compositions

Some other topics are simply beyond our skill level to test effectively, and have also been removed. Specifically, Baron Rush compositions never worked largely due to execution issues inherent in a random gathering of players.

This will likely also be the last week of Top Sejuani testing for similar reasons.



Mid Fiora: Suggested by Shikyo in the General Discussion Thread


Mid Maokai: Endorsed by Monte and Red8D


AD Jungle Gragas: Suggested by Red8D


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.



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.



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::
  • Leona: Nami's sustain makes up for Leona's primary weakness, and it's extremely easy to follow up Leona's CC with Nami's. This super-heavy CC combination should be able to punish a large variety of lanes.
  • Thresh: Any successful hook should essentially be a kill given proper coordination. The sheer amount of CC in this lane should make it an easy gank even for oddball junglers who have no CC or even gap closers.
  • Alistar: Nami's speed boost, slow from her autos, and (again) chain CC makes this a frightening lane. The double sustain combo should also make it extremely resilient.
  • Sona: Double poke, double sustain. Nami's CC makes up for Sona's lake thereof, and she can easily help keep Sona out of danger.


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.



Top Taric: Requested by 57 Corvette


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 Junglers:+ Show Spoiler +

Notes: We've had significant success with Jungle Karthus, and given discussion of Jungle Morgana I'd like to expand our testing in this area. There are a number of AP champions with plenty of potential in the jungle, and who deserve analysis. Testing for this week will focus on the following champions:
  • Morgana
  • Gragas
  • Fizz
  • Any other possibilities who are not wholly screwed without blue on their first clear.

I'm really emphasizing blue-independence because you simply can't assume you'll have blue, especially as unorthodox junglers tend to invite invasions. While champions like Cassiopeia, Malzahar, and Galio might seem like good options, they simply cannot jungle with any effectiveness unless they have blue buff.



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):
  • Solo A: Darius, Singed, Lee Sin
  • Solo B: Diana, Orianna, Anivia, Gragas, Ahri
  • Jungle: Nautilus, Volibear, Lee Sin, Hecarim, Skarner
  • Support: Blitz, Alistar, Janna
  • AD: Tristana, Vayne, Jayce, Urgot

Some key champions to ban or counter-pick include Kayle, Lulu, Shen, Thresh or any other champion who excels at saving an isolated ally.
"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
Last Edited: 2013-04-27 04:02:01
April 27 2013 03:57 GMT
#1037
How about this:

The Tryndamere is not Anti-Mage but we're going to try it anyway strategy.

Top: Cho'Gath
Mid: Maokai
Bot: Jayce Jarvan / Jayce Leona
Jungle: Tryndamere

Maokai runs smite, Trynd runs cleanse flash but jungles anyway.

Theory:

Trynd is going to farm up to carry from the jungle. Core will be Tiamat Avarice and then he will just farm all day everyday. End build will be like Hydra Ghostblade IE LW or something similar.

Maokai and Cho are both super hard pushers which will keep the enemy team out of the jungle and let Trynd constantly farm. Maokai takes Smite to allow Trynd to run Cleanse Flash. Since he's in mid he's still exerting decent objective control. Trynd will take all the red buffs and Maokai will smite blue. Bot lane is our Jayce kill lane that transitions into a Psuedo ADC.

Teamfight becomes protect the Tryndamere. Jayce satisfies the ranged poke, the rest of the team dives in and keeps the enemy team CC'd long enough for Tryndamere to kill people. Trynd has cleanse instead of smite, which will help a lot.

Thoughts?
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Pooshlmer
Profile Joined August 2008
United States1001 Posts
April 27 2013 04:36 GMT
#1038
Isn't it too easy to CC Trynd and ignore everyone else? Not a lot of damage there and trynd can't do it all as a melee.
necrosed
Profile Joined March 2011
Brazil885 Posts
Last Edited: 2013-04-27 12:16:29
April 27 2013 12:12 GMT
#1039
What you should def. try to use is Banner of Command. It makes such crazy pushing. Its great to run into Baron dance situations, being a possible stalemate-breaker. It simply pushes one lane to oblivion.

OMG, I was looking and this item is freaking perfect for support Elise. It buffs the spideys!
Shadow of his former self.
Tooplark
Profile Joined October 2008
United States3977 Posts
April 27 2013 16:20 GMT
#1040
I'd suggest Ghost Cleanse trond. Ghost is pretty necessary to stay next to dudes long enough.
Also recommend Galio for dat teamfight ult and gg tower holding.
Most important thing is to never lose a tower if at all possible. Jungle control super super important.
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