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On January 12 2015 13:17 Mensol wrote: ive been playing Riven but i still have lots of to learn.
i'd take any piece of advices.
Make sure to use your auto attacks in between Q's, so Q -> AA -> Q -> AA -> Q -> AA.
Just because you deal massive amounts of damage doesn't mean you should rush in at all times. Wait for the perfect moment to go all in, which is usually after the enemy burned their hard CC.
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GrandInquisitor
New York City13113 Posts
I almost always build Boots of Lucidity on Fizz instead of Sorcerer's Shoes. Fizz has very little difficulty assassinating his key targets with or without Sorcerer's Shoes. On the other hand, CDR is a vital stat on him and he otherwise has no room in his build for it. 15% CDR is often the difference between you surviving a fight thanks to one more E, being able to get off a second spell rotation after you Zhonyas, etc.
Fizz actually has surprisingly little flexibility in his build. Lich Bane, Zhonya's Hourglass, and boots are necessities. After that, you have 3 item slots for some combination of the following:
Rabadon's Deathcap Void Staff Deathfire Grasp Abyssal Scepter Guardian Angel/Banshee's Veil
The other options usually don't make a lot of sense.
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When is it considered proper to split push? I just got reamed by three teammates saying I "split push" all game (despite having been involved in more kills than all of them), it started an internal debate in my head between split pushing and grouping (strictly for solo queue, as team play is much different obviously).
I feel like if I have TP available, I should almost always be splitting (unless they are pushing inhib), and if it's not down, I should group if I see a potential gank, and/or a global objective is coming up soon.
Note: Champion being played during the game was Gnar, who I believe excels at both splitting and team fights.
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On January 14 2015 03:41 Mondeezy wrote: When is it considered proper to split push? I just got reamed by three teammates saying I "split push" all game (despite having been involved in more kills than all of them), it started an internal debate in my head between split pushing and grouping (strictly for solo queue, as team play is much different obviously).
I feel like if I have TP available, I should almost always be splitting (unless they are pushing inhib), and if it's not down, I should group if I see a potential gank, and/or a global objective is coming up soon.
Note: Champion being played during the game was Gnar, who I believe excels at both splitting and team fights. it depends on the specific character you are playing, the likelihood of actually getting the tower, and whether or not there is a more important objective that you need to be there for.
generally you want to be able to 1v1 anyone on their team so they have to commit at least 2 to stopping you i'd also note that if you can be more useful in a teamfight you should be doing that, like a situation where you can't reasonably expect your team to win a 4v5 or 4v4 and is incapable of stalling out while you split
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Split push:
Goals: Tie up at least one person on the other team that cannot force you out of the split push lane without assistance or without losing tower health. In the absence of opposition, take enemy turrets.
This implies that you should: Have strong waveclear/AoE waveclear. Without this, it is difficult to punish the other team for not sending someone to stop you within 30-60s. Have decent 1v1 abilities and/or sustain: You're further from your base and turret than your opponent, you must be able to kill them or force them to base and remain safe enough afterwards to deal damage to or destroy a turret/help with an objective. Have a means to punish/counter aggression onto the remaining 4 members of your team when someone does not come to stop you. This can be either teleport or high splitpushing speed(jax for example).
In SoloQ, this usually means that your team needs to be in a position where they can survive an enemy initiated fight/live long enough for you to arrive in such a fight. You don't want to splitpush against a team with annie (with flash), syndra, ahri, etc. where they have the ability to almost instantly win a fight if they so much as scratch a carry with a CC spell.
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I played League for a couple of months now, and I am looking for some type of guides which goes sligthly further in discussing/analyzing the very basics on which items to get in differnet types of situations. Like obviously I can figure out some of the more intutive stuff like you shuold get MR if the strongest enemy carry has lots of ability damage. But there also seems to be a lot of factors in terms of which items you should get dependant on whether your behind or ahead. So I wonder if anyone can link me to some ressources which goes indepht here.
Thanks in advance.
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I am looking for some type of guides which goes sligthly further in discussing/analyzing the very basics on which items to get in differnet types of situations
You shouldn't be looking for a guide, you should be thinking about it yourself, because it allows you to understand the game at a deeper level. A good start it to look at the standard build you go on yada-yada champion, and think about why you get every item. I'll give an example with a standard adc build:
-Berserker's Greaves: You get these bc they give AS and MS, kind of obvious. However, if you can think further: you don't get BG early on most adc bc they don't help you trade, they give better sustained dmg. They are highly cost efficient though, which means that it's a great idea to buy them for a good mid game power spike, just having an IE and BG gives very good DPS. They do set you behind in finishing SS/PD though, so if you can get Zeal when backing, it's prob a better idea.
-Infinity Edge: the big damage dealer in your build ofc. You get it first bc the parts (BF and Axe) give you the ability to trade in lane. But when do I buy Axe or BF first? It depends on how early you are forced to back, BF is usually the go to but chances are you won't be able to farm with Dorans that long.
-Statik Shiv: The other item that dishes out big damage for you. SS is an item with a big mid game power spike and also has good pushing power. It's probably your second major item, after IE and BG. When do you get PD? Well that depends on you, most people value the wave clearing and mid game 'burst' of SS more than PD passive and extra stats. But PD might be nice on say Vayne, who benefits a ton from AS. As a counter example, Trist can almost reach max AS at lv 18 with SS anyway, so she doesn't need PD.
-Last Whisper: you get it for the ArPen, so that you can deal with tanks. But when to buy it? LW is also very cost efficient, it gives quite a big power spike for 2300 gold. So if you happen to have the money to buy it completely, it's worth it over saving for BT. If the enemy is stacking a lot of armor it makes sense as well naturally, and you'd want it as a third major item. But if the enemy is playing a squishy comp, then it might be worth getting BT for those big crits. Bloodthirster: Gives great sustain and a shield, allowing you to live in situations where you are constantly taking damage. However it's expensive, so it might be worth getting a LW beforehand so you get a power spike earlier.
-Ghostblade: A wonderful item to supplement the mid game power spike of Graves/Lucian/Twitch, allowing them to burst you down with quick crits and decent ArPen. However it falls off as the game goes on in terms of raw stats, you might want to sell it once you reach 6 items, except on Twitch bc he makes great use of it with his ultimate and Q-AS buff. Often unmentioned is its ability to kite when used to its full extent, Ghostblade has saved me more than once from an angry Voli or from getting caught out by a pick comp.
-Defensive item: What do I get? That always depends on what the enemy comp is, and how you feel. Scimitar is a defensive item that gives damage on top of it, I find myself often getting it bc I have a tendency to stay alive in fights. But against the likes of Malphite it's pretty useless, a Banshees is much better. And against someone like Katarina, it might be better to just take GA, so that she doesn't get those vital resets.
The best way to becoming a better player is to understand why you build stuff yourself. By understanding what an item does and it's niche uses, you will be flexible and it becomes an asset, bc there are so many ways to play League that a guide can only give you a general over view. There are some champions that have very generic builds (ADC for example, though I feel this has changed this season), but there are also champions that require a lot of thought when buying (I feel AP mid laners fit this, bc it's can be a tough choice of what to get as first/second item, Morello's/Athene's into Void staff/Rabadon's/Zhonyas/DFG?), and that no guide can prepare you for.
If you are still struggling, I would recommend asking specific situations, like 'should I get armor or health vs Riven as Malphite?' not to see the answers, but to see the thought process by which people answer those questions.
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I a new player and also new to Jungle-ing. I have two characters that I have used in the jungle enough times to be 'somewhat' comfortable with, Warwick and Fiddle Sticks.If I am trying to be a good team player and help my team win, when should I pick one vs the other? What factors about my team would make one or the other stronger?
If I get to the point when I'm playing draft instead of blind, what factors about the opposing team would make one or the other stronger?
Thanks very much.
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Okay not sure if this would be the best place to ask this but whatever. I come from DOTA and play League with one of my good SC2 friends and to put it frankly I kinda suck. Tried Kha Zix as my first hero, didn't go well at all. Played a few others until I settled on Cho Gath and I do mostly decent with him. Generally however my friend just carries the game as Nasus and stacks the enemies faces in and I want to know.......
1: What are some of the design differences that are a bit deeper than the basic stuff like AP and masteries (EX: League has more/less CC, heroes designed differently in X way, etc) 2: What would be a good carry hero for a shitty person like me to learn. I play carries in DOTA and would occasionally like to carry my friend once in a blue moon ;P
Thanks!
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Czech Republic11293 Posts
On January 21 2015 13:58 Mecha King Ghidorah wrote: Okay not sure if this would be the best place to ask this but whatever. I come from DOTA and play League with one of my good SC2 friends and to put it frankly I kinda suck. Tried Kha Zix as my first hero, didn't go well at all. Played a few others until I settled on Cho Gath and I do mostly decent with him. Generally however my friend just carries the game as Nasus and stacks the enemies faces in and I want to know.......
1: What are some of the design differences that are a bit deeper than the basic stuff like AP and masteries (EX: League has more/less CC, heroes designed differently in X way, etc) 2: What would be a good carry hero for a shitty person like me to learn. I play carries in DOTA and would occasionally like to carry my friend once in a blue moon ;P
Thanks! I don't know anything about dota but about the 2. question depends a bit on what you mean by carrying. If by that you mean how much your performance affects the game, then jungling and middle lane are the most dominant positions. If you mean getting a lot of gold, experience and deals tons of damage to enemies, then middle lane and to a lesser extent top and ADC are the positions for that.
For middle lane, which fulfills both criteria, you have 2 broad choices: assasins and ranged AP carries. For assasins the best are probably Zed and Fizz, for ranged AP carries I'd reccomend Orianna, Xerath and Ziggs (who isn't played that much in pro games, but is straightforward and still fairly powerful), so those are the champions I'd reccomend.
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League has more burst in general. It's lower at low levels (you can't expect to roam into a lane at level 1 with a stun and just 100-0 an enemy with the help of the level 2 laner) but it gets higher (spells have higher base damage in general) and a bunch of caster champions retain 100-0 potential until pretty late provided they farm well and itemise for it. CC is less powerful in general, it lasts much shorter (3s used to be the max, now it's on Mirana's arrow equivalent and it's an ult that needs to travel more than a screen to last that long), however Riot went crazy (some say overboard) with knock-up/back, a type of CC that can't be reduced by tenacity (an effect mainly provided by mercury treads) and that can't be cleansed either. Silences and blinds on the other hand are becoming increasingly rare.
There are less active items, and less utility in general, especially for mages (apart from the existence of cooldown reduction, which can be stacked additively up to 40%). Another big difference in itemisation is the high availability of crit%, which stacks additively. It makes offense generally bypass defense after 3 major offensive items for people going that way, but because Riot is allergic to items providing both defense and physical offense you generally have to build glass-cannon (and get exploded because no BKB) for it. Lategame autoattack carries are generally ranged because of that (also ease of getting to towers: they die much faster than in DotA but they also hit harder and are harder to fight under), with most non-assassin melees switching for midgame carries to a more frontline/disruption role later.
Champions carrying at low levels without much effort are generally point'n'click assassins that get online after 1-2 items and have kill potential before that, so they can snowball very easily and are way harder to play against than as for new players. Master Yi, Fizz, Akali, Kha'Zix if people split up, Tryndamere, LeBlanc. Ranged autoattack carries (marksmen) work but usually necessitate more farm. Yasuo, Riven and Zed are a bit harder to perform at the basic level but work too. Champions closer to the DotA carries from what I get (super hard to kill, naturally scaling damage, able to get into the fray right away) are fighters like Jax, Diana, Shyvana, Mundo in a sense I guess, Ryze used to but I don't know how he stands now. Riven counts because bullshit shield and lifesteal works with her passive, Gnar being one of the biggest. There are a few particular mages that have high enough damage to carry and don't rely on a single combo then are vulnerable, like Cassiopeia and Karthus.
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Watching those free LoLClass videos, in the ADC ones they have a note saying that in 5.1 it's better to buy PD instead of Shiv to complement the IE.
Is that for real? I keep seeing people in both my games and streams just buying Shiv.
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IE/PD scales better because 5% more crit. Shiv is still better for poke/waveclear and has a smoother build-up, plus upfront burst during fights too, which is important early on. Also force of habit.
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Can Gnar do a camp at level 1? I tried doing wolves and gromp and couldn't do it with either Q or W. I use AD/arpen marks, flat health/flat armor seals, 21/9/0 masteries.
edit: oh and I start doran blade + pot
edit2: no one delivered but I found a setup that works
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On January 21 2015 02:25 General_Winter wrote: I a new player and also new to Jungle-ing. I have two characters that I have used in the jungle enough times to be 'somewhat' comfortable with, Warwick and Fiddle Sticks.If I am trying to be a good team player and help my team win, when should I pick one vs the other? What factors about my team would make one or the other stronger?
If I get to the point when I'm playing draft instead of blind, what factors about the opposing team would make one or the other stronger?
Thanks very much.
If your team is filled with AP (ability power) champions you should go with Warwick and if its filled with AD (attack damage) champions you should go with Fiddlesticks. Both champions have some form of CC but Fiddlesticks is certainly more reliable with the shorter cooldown.
Also if your team is super squishy I would recommend choosing Warwick as he can soak up more damage than Fiddlesticks.
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Thank you, tried learning Kha Zix but failed but I'll take a crack at it again next time he's free, wish me luck.
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On January 21 2015 20:25 Alaric wrote: IE/PD scales better because 5% more crit. Shiv is still better for poke/waveclear and has a smoother build-up, plus upfront burst during fights too, which is important early on. Also force of habit. Oh ok. Thanks.
About this... I've noticed that in OGN a lot of Tristanas buy Pickaxe first, then make Shiv and then finish up the IE. Why do they build like that, maybe to have the advantages Shiv provides while still adding some damage, or is there any other reason?
So with the changes, is that build still effective, just replacing Shiv with PD? (Pickaxe > PD > IE)?
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On January 22 2015 04:54 Sufroner wrote:Show nested quote +On January 21 2015 20:25 Alaric wrote: IE/PD scales better because 5% more crit. Shiv is still better for poke/waveclear and has a smoother build-up, plus upfront burst during fights too, which is important early on. Also force of habit. Oh ok. Thanks. About this... I've noticed that in OGN a lot of Tristanas buy Pickaxe first, then make Shiv and then finish up the IE. Why do they build like that, maybe to have the advantages Shiv provides while still adding some damage, or is there any other reason? So with the changes, is that build still effective, just replacing Shiv with PD? (Pickaxe > PD > IE)?
First question: Trist can get SS as her first core item bc it supplements her pushing power well (her E and Q make for nice clearing, and SS enhances that. Pick axe is usually first though bc it is very cost effective but relatively cheap: it is needed to last hit and poke down enemy/tower. SS also has good trading potential since you get it earlier than IE and has the passive proc, but crit is a pretty random hit or miss way to trade. However you can just rotate lanes if needed, and tbh Trist doesn't do too badly against any matchup, it depends on skill and bot lane synergy.
The other argument is that people have figured out that pickaxe/BF (people get it when they are ahead and can buy BF on first back) plus Avarice Blade is so effective. They are relatively cheap items, but even more so bc of Avarice Blade passive. It gives you a very early 'mini' spike bc crit can have a big impact if it hits, and can turn a lane/fight around. Champs like Trist and Sivir make full use of this small amount of crit due to the AS steroids, which means that they will most likely get one crit off (and if they get more then they just a ton of damage). I wouldn't get this with other champs though, like Lucian (his short range means his biggest harassment is his Q these days), although I can see it on Graves bc he wants to get up in your face and a crit can mean he can burst you down much easier.
Second question: the greatest power of SS has always been it's passive, which gives a big power spike mid game compared to PD, and also makes for good clearing to stop enemy pushes. However I think the changes mean that PD has become viable again. There are champs though that like SS over PD, for example Trist since she already has a ton of AS and doesn't really need the bonus MS to kite due to her range, and the mid game power spike is exaggerated with her Q. But the IE nerf and putting that power into PD was made so that you feel a noticeable trade off between going SS and PD in the late game. I think it will just be preference from now on. As to whether or not going pickaxe into Avarice Blade
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