Is that real? Like is it actually in the store?
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Southlight
United States11766 Posts
Is that real? Like is it actually in the store? | ||
Mogwai
United States13274 Posts
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Southlight
United States11766 Posts
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Mogwai
United States13274 Posts
The urf wallpaper is legit though, gotta love that picture. | ||
Southlight
United States11766 Posts
Summoner spells: Smite, Ghost/Flash (I've been taking Flash for Flash -> Ult out of bushes, but Ghost is better for chasing/escaping) Masteries 9/0/21 set into Smite mastery, 15% pen, and on utility master I go 2 Expanded, Flash/Ghost mastery. I don't get Utility Master because I usually don't touch the lizard/golem buffs; other heroes are better with them. Start off with Ruby Crystal and Ground Slam, skill build should be something like Ground Slam Brutal (or Seismic if you want to skip Brutal level 1; I like BS@1 early because it helps with Jungling) GS SS GS UF GS SS etc. etc. Max GS first, then SS, then BS. Just do the same old jungling strat of killing everything except for the Lizard and Golem, returning after every 3 waves to heal up and buy. Ruby -> Boots -> Cloth Armor -> Null Cloak (or whatever the 400 MR was called) Then if you think you can jump to an Aegis immediately you can go for it; usually I find I can't, because... At level 6 you gank with your Ult, or at least as fast as you can. If your 3 lanes are kicking ass, don't - farming is more important as is saving your ult for a teamfight (as the other team will force a teamfight if your three lanes are winning). If your lanes are losing but you don't think your ult will turn the tide, keep farming. Usually you will gank though. Also remember to defend lanes if people need to go back to heal, especially solo mid and the 1v2 lane. Keep communicating so you have enough of a head's up for going there. It suuuuuuuuucks and slows you down when you have to impromptu defend. If you go back after ulting (no mana) and find you don't have enough for Aegis, then you're better off buying a second MR cloak in preparation for Aegis + Treads. Ideally you only go back every 2 minutes (after each Ult) at the fastest, and in that interval you should really be gathering up over 750 gold. I think realistically you should be going back every ~700 gold, until late-game where you'll come home with like 1k/2k pops. The best scenario is to gank bottom lane, push them off, then hit up dragon with mid/bottom. You can tank it at level 8 even with like 50% hp, although you'll usually be cutting it close o/ Also remember that if the other team has a jungler, it's your responsibility to ward the dragon ASAP. You may not be able to control auras against them, but you sure as hell should be controlling dragon, especially with Smite. After Aegis and Treads the items you should go for is primarily Sunfire. Pretty much every game you should get at least one Sunfire, even if the other team is mass AP/casters. The HP is always good, and Sunfire raises your damage output quite a bit (GS damage is based on armor, and the immolation is nice). Ideally you just keep stacking Sunfires. EDIT FROM THE FUTURE! I guess I was playing relatively low Elo when I wrote this guide. As of since, I've been forced to tweak my build; now I find myself rushing GA after Aegis/Treads. I don't know if it really makes a difference, but GA comes in smaller bits and pieces, and if you're stalemate but you have GA in a crucial teamfight, you coming back to life will swing the game around. I've not really played many games that go beyond GA, and I don't think it really matters what you get at that point anyways. If, and this is sucky, but if the other team is like 4 AP nukers and you feel like you're just lacking too much in MR, then either go for GA, as this gives you a lot of armor = damage, or go for Lichbane. The biggest conundrum with Malphite is that his "tanking" skill is on a 2-minute cooldown, so after using your ult you have to force the other team to make a decision between ignoring you and letting you punish them, or dealing with you, which is usually an inefficient use of time/resources. This means you have to hurt, and fortunately Malphite comes pre-packed with quite a load of firepower. Lichbane combined with Brutal Strike makes you do a significant amount of damage post-ult. GA makes your GS hurt even more, which is always useful. In most cases though, stacking Sunfire is fine because the extra HP mitigates any MR issues you may have (although with Treads and Aegis you're usually sitting at 80-90 anyways). Ideally with this setup you'll finish Aegis and Treads within 22 minutes; after that it's a matter of dragging the game out by running your team around the map, pressuring different places, and congregating whenever your ult is up. You should finish Sunfire in about 30-35, after which you're in smooth sailing; you farm creeps like a nuker (~400 damage with your GS + immolation tends to one-shot every creep; everything you don't kill gets cleaved by BS). Incidentally when you finish Aegis you can usually beat every single DPS character 1v1; the only problem is your mana pool, as if you run out of Seismic you won't be able to keep chasing them. The biggest note about playing Malphite is making sure his ult counts. Every time you use your ult in a battle your team should be routing them. Why? Because it's an AoE 200/300/400 damage that's unaffected by Cleanse/Treads for its stun duration, and coupled with your GS that's an extra ~300 damage AoE, + Seismic is another 300 magic damage to one target, then you start BSing for like 150 damage a hit, which is also AoE. Also their attack speed gets hammered by GS. What this means is, you have to make sure you hit chunks of their team when you fire your ult. You should NOT be initiating off the bat with the ult; not only will you most likely not hit very many of them at once, but stunning pre-combat isn't very effective. Simple logic: stunning them for 2 seconds while your whole team is hammering them is more effective than stunning them for 2 seconds as your team catches up. You might be tempted to enter combat using UF but you're almost always better off running into combat, using SS to snare/catch up, and then using UF once lines have been drawn. The other reason for being patient is that you may notice your team (and enemy teams) have a tendency to bunch up once combat is underway. For instance, I was playing with Gozey and Will last night, and one team tried to hit I believe Will (Fiddle) with like a Shaco and a Trist. Instead of UFing one off the bat, I waited a couple seconds. Sure enough, the Trist jumped at Will to snare him and catch up, which bunched them up. Ult -> GS -> SS -> BS = double-kill and Will survived. If I'd ulted one immediately, I would have necessarily missed one (ranged or melee), and he would have died. If they didn't bunch up, he would have died regardless, and I'm better off saving the ult for the necessarily ensuing 4vX. Another example and something to note about facing enemy AoE stunners (Malph, Alist, Amumu) is that the second AoE stun (almost) always wins. Was playing a team once that had something like Malph, Ashe, Nid, Jax, Ez. I just sat there outside waiting, waiting, and eventually 1) The Ashe goes after Ryze 2) Jax leaps in 3) Nid leaps in 4) Ez teleports to chase 5) Malphite ults. -> I ult and hit them all; enemy Malphite's ult was countered by me ulting their whole team (stun useless when your team is stunned), and of course my team ended up with the better positioning because we had the post-stun to reposition. Instant 5-0. Gotta be patient and make that ult count. Edit: Also try not to use your ult to stun one person, even on a gank. If you absolutely have to, I guess do it but just be aware it's usually never "worth" the cost of your ult. I mean I'll use it, to prevent a low-hp escape, but I always whine about it on VC, because it's (almost) never worth it against a good team. Once, my team ganked a Fiddle; I was forced to use my ult to finish him. To no surprise about 30 seconds later we had a teamfight that I didn't want to engage in (we were low hp and I was solo-q) and, with my ult on CD, we were aced. | ||
ZERG_RUSSIAN
10417 Posts
On April 01 2010 23:30 nataziel wrote: Nasus is really good on TT, I've been rushing aegis, starting with a ruby crystal (so good for the early team fights etc. at lizard). I get the gank boots (the +5 out of combat ones) they work so well at letting you zip around the map, you can defend and push anywhere you want. I've yet to come up a stun heavy team though if I do I'll definitely go merc treads. I usually get a sheen after that and by then the game is usually over. After that I'd probably go for a bloodthirster or a IE but whether I get there or not is a whole nother story. All of this of coursed interspersed with a generous helping of wards and elixirs of fortitude. Elixirs are so great on twisted treeline, give you immediate benefits for such a small amount of money, <3. Just had a premade with a nidalee and a warwick, warwick I think is top tier on TT, but there's other good choices for DPS for sure. I'll see about AP sion or Mundo, they both sound amazing. Actually AD Sion is the way to go, AP Sion isn't nearly as good on TT or SR. | ||
Mogwai
United States13274 Posts
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Southlight
United States11766 Posts
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Brees
Marshall Islands3404 Posts
that is my reasoning for playing AP sion anyway. rarely lose. | ||
Southlight
United States11766 Posts
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Mogwai
United States13274 Posts
Brees sounds like he has a much better idea of what he's talking about :p. | ||
rredtooth
5459 Posts
won't be able to try TT until next week. | ||
Tooplark
United States3977 Posts
Also, my guide to Mundo on Summoner's Rift: Runes: I recommend Armor Pen (crit chance is a viable alternative), Dodge, Cooldown Reduction/Level, and Flat HP or Movespeed Masteries: Whatever you want. I usually do 12/18, getting cooldown, 15% magic pen, 6 armor pen, cleanse mastery and 60 hp. If you take Ghost over Exhaust, switch to utility tree and go 15/15 for the +movespeed. Spells: Cleanse and Exhaust or Ghost. I prefer exhaust so that I have SOME form of CC. Laning: Take solo mid if possible. Take solo top or bottom if you can. Else try to lane with someone with a disable and burst damage. Cleaver to harass or last hit if needed. Cleaver hard. Cleaver fast. Cleaver should always be on cooldown. After you throw cleaver, position yourself for the next cleaver. Level QEQEERWEE, then W or Q as needed (faster pushing/better escape vs faster jungling/better harrass). R is maxed last, because it's +10% movespeed per level and nothing else. Be aggressive. Take control of the bushes with cleaver. Cleavering someone from the bushes doesn't reveal you. Never cleaver from the same spot twice unless they're used to you moving. You want them to come into the bushes where you can headbutt them for 300 damage. Items: Start with two Regrowth Pendants. You will have to wait in base for a few seconds, but this lets you build Spirit Visage and Emblem of Valour right off the bat. With a good early game, you can buy both on your first trip back. If you can't, build Visage first, then Mercury's Treads. The only necessity is that you have treads going into the first teamfight. Emblem turns into Stark's Fervor. Now, I usually find that I'm being focused down at this point, so I build a survivability item. I will get one of Aegis of the Legion, Warmog's Armor, Frozen Mallet, or Guardian Angel. Aegis is the best in most situations; only avoid it if someone else on your team already has it. Warmog's should only be takenif you're carrying for the team. The other two depend on whether they're focusing you down immediately (Angel) or are too fast to chase normally (Mallet). Sometimes I don't feel the need for much survivability and just get a Giant's Belt; if most of the damage coming my way is magical I'll pick up a Force of Nature; if they're extremely physical-based or they have Master Yi and at least one other DPS I get Thornmail. This is the most situational part of the build. This is usually where the game ends. Next I'll get a Zeal, then an Infinity Edge, then Zeal or Force of Nature, then Phantom Dancers. Final max items build: Spirit Visage, Mercury Treads, Stark's Fervor, [SURVIVABILITY ITEM], Phantom Dancer, Infinity Edge, Phantom Dancer or Force of Nature. Now, the reason that almost every game ends after survivability is because you should be constantly Agility Elixired and you should take over warding duties at that point. You will output plenty of DPS and you should survive everything short of 4-5 people focusing you down. Or 2-3 people focusing you down with healing reduction. Or being stunned and killed before you can ult. Etc. (This is why Mundo is not good in competetive play.) I always get Dragon at the first opportunity when I hit level 6. If someone's already taken it and no one needs lizard more than me, I get lizard. I try to give Golem to some caster teammate, then do whatever the team needs. In teamfights, your job is to charge the squishiest damage dealer and force him into a 1v1. You want him to be scared of you. You want everyone else to ignore you. You should pop Sadism, turn on Burning Agony, and charge in as soon as someone initiates. Exhaust the DPS and crit to death. You should usually be able to take whoever even without Exhaust; with it, you can safely 1v2 if they aren't too much more fed than you. The best possible situation is that the squishies run away from you and the fight, you hunt them down, and kill them. Meanwhile your team mops up theirs 4v3. Worst is that you get focused down and die pointlessly. Then they ace your team and win. Always be with your team when pushing. You don't need to kill lizard or dragon nearly as much as your team needs another 300-600 damage to that tower. You work best with good stunners, initiators, single target bursters, and shielders. Special mention goes to Sivir, Janna, Taric, and Morgana. A fast Mundo is a happy Mundo. A dead Mundo is not. You can safely solo push lanes and get away if you have ult and cleanse up and at least 2 people aren't threatening you. (This, of course, depends on who and how much CC they have - you will not escape Ashe or Zilean unless they run out of mana.) That's pretty much it - most of learning Mundo is discovering what situations you can recklessly charge into and what situations you have to turn on ult before charging recklessly into. Sometimes, you may even have to wait. | ||
rredtooth
5459 Posts
speaking of solo mid, anybody else think Sivir is the most useless solo mid? when i go mid as kat i cry tears of joy when a sivir shows up. second easiest common mid after karthus (but at least he has reasons to rush leveling). | ||
Southlight
United States11766 Posts
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oberon
United States1320 Posts
On April 02 2010 10:55 redtooth wrote: mundo solo mid zzzzzzzzzzzzz. there are much better solo mids on SR and they actually have good reason to be mid (either need to rush ultimate or are damn good 1v1/harass early game). speaking of solo mid, anybody else think Sivir is the most useless solo mid? when i go mid as kat i cry tears of joy when a sivir shows up. second easiest common mid after karthus (but at least he has reasons to rush leveling). I play Sivir mid a lot. A good Sivir uses boomerang blade to harass, and gets a lot of last hits. Then things go one of two ways: 1) Buy a bunch of speed/damage items and push down mid tower with her ult, then move off mid. 2) Buy Stark's, then move off mid. Both of these are pretty helpful rewards for the solo mid lane. | ||
Tooplark
United States3977 Posts
For instance, given a jungler, Mundo, Tristana, and two non-soloers, give Mundo mid and Tristana solo top or bottom. Mundo is much happier 1v1 than 1v2, and Tristana can farm and outharass whoever's in top. Maybe I just think that's good cos I'm biased though. | ||
JadeFist
United States1225 Posts
If not I think they should add this. | ||
Mogwai
United States13274 Posts
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bellweather
United States404 Posts
On April 02 2010 14:07 Mogwai wrote: nope, they really need to work on their history viewing stuff... and show elos so that we can compare e-peens :p /agreed | ||
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