Chủ Nhật, 30 tháng 12, 2012

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Thứ Năm, 27 tháng 12, 2012

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Thứ Tư, 26 tháng 12, 2012

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Brilliant set from CJ Entus and Azubu Frost in the first OGN Winter quarterfinal matchup

GAME 01
GAME 02
GAME 03
GAME 04
GAME 05

Thứ Bảy, 22 tháng 12, 2012

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  • Tier 1 - Dr. Mundo, Lee Sin, Olaf, Amumu, Skarner, Maokai, Trundle, Vi, Diana 
  • Tier 2 - Nocturne, Nunu, Cho Gath, Jax, Jarvan, Xin Zhao, Shaco, Malphite
  • Tier 3 - Elise, Tryndamere, Nautilus, Shyvana, Udyr, Fiddlesticks, Rengar, Zed, Kha Zix 
  • Tier 4 - Gangplank, Hecarim, Warwick, Darius, Sejuani, Rammus, Riven, Shen, Alistar 
  • Tier 5 - Volibear, Master Yi, Wukong, Cassiopeia, Malzahar, Karthus, Singed


Source: http://www.reignofgaming.net

Thứ Năm, 20 tháng 12, 2012

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Thứ Ba, 18 tháng 12, 2012

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Thứ Sáu, 14 tháng 12, 2012

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Thứ Năm, 13 tháng 12, 2012

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Thứ Năm, 6 tháng 12, 2012

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Thứ Sáu, 26 tháng 10, 2012

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Thứ Ba, 9 tháng 10, 2012

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Chủ Nhật, 30 tháng 9, 2012

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Thứ Sáu, 28 tháng 9, 2012

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Thứ Tư, 26 tháng 9, 2012

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Thứ Hai, 24 tháng 9, 2012

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Thứ Sáu, 21 tháng 9, 2012

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Over the past few months, League of Legends fans around the world have experienced thrilling matches and exciting developments within the competitive scene. With Season Two coming to a close, the World Championship is set to deliver the most electrifying experience yet. The top twelve teams from five regions will battle it out in Los Angeles, California from October 4-6 and October 13 to determine the best League of Legends team in the world and to decide who will take home the lion’s share of the $2,000,000 prize pool.
The Format
For the World Championship, we’ve chosen a format that both rewards the Regional victors while also providing fair opportunity for any of the twelve teams to be immortalized in League of Legends history as the Season Two World Champion.
Two distinct stages initially divide the competition: four of the five seeded teams which won in their regions automatically advance to the quarterfinal stage*, while the other eight unseeded teams will compete in the group stage to determine which four will advance to the quarterfinals.
The eight unseeded teams, divided into Group A and Group B, go head-to-head in a best-of-one Round Robin format in the group stage. Each group was randomly selected, and will not compete against teams within their own region during the group stage.
After twelve games have been played in the first stage, the top two teams in each group will advance to play the Regional winners in a best-of-three Single-Elimination quarterfinals. These do-or-die matches will lead to explosive semi-finals games, after which only the two best teams will remain standing for the ultimate face-off on October 13 in the best-of-five World Finals.

All teams which compete in the Season Two World Championship will not only have the opportunity to represent their countries and compete on a global scale, but will also receive a cash prize based upon their performances at the tournament:
1st: $1,000,000
2nd: $250,000
3rd/4th: $150,000
5th~8th: $75,000
9th/10th: $50,000
11th/12th: $25,000
As the event draws closer, stay tuned to http://tournaments.leagueoflegends.c...d-championship. See you at the World Championship!
*Five regions are represented in the World Championship, but only four can automatically advance to the quarterfinal stage, so a random drawing was televised during the OGN Regionals.

Thứ Năm, 20 tháng 9, 2012

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Thứ Tư, 19 tháng 9, 2012

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Thứ Hai, 17 tháng 9, 2012

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All power flows down the path of least resistance — gaining momentum and inevitability as it surges. It is a dynamic, living, growing thing, temperamental, and not given well to playing nicely with things like “restrictions”, “obstacles”,  or “control.”
Power builds like torrential waters behind a dam. Unfortunately, the dam holding back Syndra’s growing potency is more ramshackle than most. Betrayal makes the first crack – a half-lie from her mentors. It is not to cultivate her powers that she was brought to the monastery, but to curb the monster they feared the young Ionian waif would become. Not love for her, but dry and dusty duty to their precious harmony.
The crack widens; the dam breaks. All shall be drowned beneath dark and merciless waters.
SYNDRA’s ABILITIES
Transcendent (Passive) – Syndra grows in might as she maxes out her basic abilities, gaining more potency or buffed effects.
  • Dark Sphere: Deals 15% bonus damage to champions.
  • Force of Will: Increases slow duration by 2 seconds.
  • Scatter the Weak: Spell width increased by 50%.
Dark Sphere (Q) – Syndra summons an orb of energy at a target location. After a delay, the targeted area explodes with power. The resultant sphere can be manipulated with her other abilities.


Force of Will (W) – Syndra leashes an orb, neutral monster or enemy minion with a binding of magical energy. For the next few seconds, she can throw them at a target location, dealing a powerful burst of magic energy to and around the target and slowing any survivors. Grabbing a Dark Sphere will reset its duration.
Scatter the Weak (E) – Syndra unleashes a cone of magical force, shoving away all enemies before her. Dark Spheres will be knocked away farther than anything else, and will stun any enemies they pass through.
Unleashed Power (R) – Syndra draws upon the might of all Dark Spheres in the area, including the three perpetually orbiting her, and send them crashing down upon a target victim. The more Spheres are active, the more damage is dealt. A maximum of six Spheres can be utilized at once, and will all persist for an additional six seconds after Unleashed Power.



ABILITY ANALYSIS
Syndra’s immense power comes at a twofold price: First, that her spells’ powerful synergies make for a significant learning curve. Her Q, Dark Sphere, has a delayed casting response similar to Karthus’ Lay Waste: cast it at a location, and magic energy erupts around the area a moment later. Unlike Lay Waste, Dark Sphere is on a four-second cooldown until much later ranks. Force of Will has a similar issue, requiring a two-step catch-and-throw casting process that telegraphs your intentions, allowing it to be trivially juked. Finally, Scatter the Weak severely tests the player’s understanding of how vectors work, as bad positioning and aim treats Dark Spheres like poorly hit cue balls, causing the orbs to scatter in every direction except the one you intended.

Syndra’s second issue is built right into her passive: until she’s maxed an ability, her passive might as well not exist. A relatively short range to Dark Sphere and Scatter the Weak to go along with her casting delays makes her vulnerable to gap-closing assassins and long-range siege casters. Her laning phase is therefore fraught with dangers – while she’s able to clear out a wave with relative ease, she can’t quite do it as safely as her peers.
There is, however, one absolutely clear advantage to playing Syndra. When you use Unleashed Power on a foe, everybody gets to join in on the fun! The same scattering cue ball issue that makes Scatter the Weak somewhat unreliable in a duel is a great benefit in team fights: when used in combination with Unleashed Power’s minimum of three spheres, it grants Syndra one of the best counter-initiations in the game.

ITEMIZATION

Much like other ability power dependent mid-laners, Syndra has an extremely static path, requiring both a high amount of raw Ability Power and cooldown reduction to generate Dark Spheres as quickly as possible, allowing her to maximize Unleashed Power’s damage. Therefore, she wants an early Athene’s Unholy Grail to ensure her survivability in-lane, a Deathfire Grasp to add to her burst potential, and a Rabadon’s Deathcap to maximize her damage. All three are costly items – if she hasn’t won or lost by the time she has them, it’s onto either Zhonya’s Hourglass to prevent herself from getting insta-gibbed, or Void Staff to weaken enemy defenses.
Finally, she might ultimately make a name for herself as a mid-lane anti-jungler. If coordinated well with the team’s jungler, as well as judicious and offensive warding, she’ll be able to exploit Force of Will’s relatively long leash range to snag and deny the enemy’s buffs, even killing them with the same golem or lizard they were so eagerly farming.

MATCH-UPS
  • Ahri – The kumiho caster is probably Syndra’s biggest problem as after Ahri gets Spirit Rush, Syndra will find it exceedingly difficult to trade. While there’s still the chance of one-shotting Ahri with a full six-orb Unleashed Power, Spirit Rush makes child’s play out of dodging every other ability in her kit.
  • Karthus – Syndra has the least difficult time against immobile farm-heavy carries like Karthus. The AOE range on both Dark Sphere and Force of Will are hard for the lich to avoid, and his lack of escapes makes it easier to tag him with Scatter the Weak’s stun.  However, Karthus scales incredibly well into late game, while Syndra’s ratios are comparatively weak, requiring either extremely aggressive harassment or jungler assistance to deny Karthus his lane.
  • Morgana – At first glance, it seems as if games against Morgana would degenerate into farming sprees, and ones slightly in favor of Syndra. Dark Sphere and Force of Will used in rapid succession should quickly strip out the caster minion lines, and Dark Sphere’s cooldown lends well to wiping out the rest. However, Black Shield is the game-breaker here. Morgana can outright ignore Syndra’s attempts to slow or stun her, while Syndra has no way outside of basic movement to avoid Dark Binding, nor to get away from Soul Shackle’s secondary burst.
BY FORCE OF WILL
The awkwardness of Syndra’s kit will keep her out of tournaments for the foreseeable future. Much of her success is dependent upon proper placement and utilization of Dark Sphere and Scatter the Weak, and that becomes incredibly difficult to do with any finesse in a pitched and chaotic team fight. Meanwhile, her early laning game is also problematic due to the telegraphed nature of every ability, all of which but Unleashed Power are effectively skill shots.
Her main contribution to a team is, as is with Janna, to act as an emergency reset button on fights – a role she plays incredibly well, especially at max levels of Scatter the Weak. As such, she has optimal synergy with poke compositions that seek to kite and deny hard engagements with melee-heavy enemies, shoving them away when they try to get close and force a fight.
Despite these advantages, it isn’t immediately clear why you’d do the above instead of running Janna in support and somebody like Ahri in the mid-lane caster role. For now, Syndra has no place in the competitive formats.
Though her tournament viability is nonexistent, that shouldn’t discourage the average player from messing around with her in solo queue. Being able to steal and drag the enemy’s Ancient Golem and Elder Lizard halfway across the map might not win you games, but it sure is entertaining.

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Thứ Năm, 13 tháng 9, 2012

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Syndra
 

Thứ Tư, 12 tháng 9, 2012

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Mid September Patch NotesPosted by Udyr on Wed, 2012-09-12 16:39



PvP.net 1.67
  • Players may now create up to 20 mastery pages, up from 10.

League of Legends v1.0.0.147

Syndra, the Dark Sovereign
  • Transcendent (Passive) - Spells gain extra effects at max rank.
    • Dark Sphere: Deals bonus damage to champions
    • Force of Will: Increases slowing duration.
    • Scatter the Weak: Spell width increased.
  • Dark Sphere – Syndra conjures a Dark Sphere dealing magic damage. The sphere remains and can be manipulated by her other powers.
  • Force of Will – Syndra picks up and throws a minion or Dark Sphere dealing magic damage and slowing the movement speed of enemies.
  • Scatter the Weak – Syndra knocks enemies and Dark Spheres back dealing magic damage. Enemies hit by Dark Spheres become stunned.
  • Unleashed Power – Syndra bombards an enemy Champion with all of her Dark Spheres.

Graves
  • Riot Graves is now properly flagged as having sunglasses.

Spectator Mode
  • Spectators can now rearrange the display positions of any player on the scoreboard in the bottom-center of the screen by dragging that player’s bar.
  • The scoreboard has been rearranged for easier team comparisons:
    • Champion portraits have been moved to the center of the scoreboard, with minion kills immediately adjacent.
    • Items are now automatically sorted to display more expensive items toward the center of the scoreboard.
  • While drag-scrolling (default: middle mouse click + drag), the camera will now wait to move until the player drags the mouse, rather than automatically moving in the direction of the initial click.
    • E.g. if a player middle-clicks the right side of the screen, the camera will no longer automatically move to the right. Instead, it will move based on where the player drags the mouse.
      • Max scroll speed remains the same and caps out at a drag length equal to the distance between the center and edge of the screen.
    • The mouse cursor will now disappear while drag-scrolling.

Co-op vs AI
  • Increased the variance in team composition makeups for Coop vs AI.

General
  • The time window for multikills has been increased to 10 seconds from the previous kills as opposed to 8.

With every patch, we strive to improve the look of the game in varying degrees. We recommend that you have the latest available video card drivers installed.
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Thứ Ba, 11 tháng 9, 2012

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Many people from many different sources (stream, reddit, forums) ask "what is the best way to rise in elo" or "who is the best at <x> elo?!", which are fine questions, but I always respond with "don't work on your elo, work on your skill and your elo will rise!" Because in reality elo is only an arbitrary measurement of skill!
so, then the real question becomes "how do you raise your skill?" - which is what I plan to show my opinion on in this post! (note: cliches incoming (because they are true))

  1. Practice.. Yes, obviously, but I mean this is truly the only way you will get better. This game is constant split second decisions, you cant "think" these decisions through, you need to be able to act and react accordingly. To do the correct stream-of-consciousness decisions you need practice! Theres no tricks, or shortcuts, or easy way, just good ol' hardheaded practice :| (or talent).
  2. Reflect and CORRECT. You need to think about what you did, how it went, why it went that way, and what coulda been done differently. Its important to know when you made a good decision, and when you did a poor decision, so you can know what to replicate and what to correct!.. HOWEVER, More important than recognizing, is ACTUALLY CORRECTING. Theres so much bs on forums/reddit/etc. where people are like "my understanding is better than my skill" or "i should be higher elo than i am - i know much more". THESE ARE BS EXCUSES AND SHOULD BE VIEWED AS SUCH. (note: i used to say these things often). They are just justifications for poor play, you make your consequences feel not as impactful because you say "oh yea, i know that was a mistake, thats ok ill just correct it next time" - whether you knew or not doesn't matter at all - all that matters is what happened!
  3. Take responsibility. This is very similar to above, but it irks me so bad when people bring up how they are at their elo because of external reasons (I HAD A FIREDRILL AND HAD TO GO AND IT WAS MY FIRST RANKED GAME SO I LOST 50 POINTS AND THEN GOT PLUNGED INTO ELO HELL, THATS THE ONLY REASON IM 700 ELO, TRUST ME). man up.
  4. Stop watching streams excessively. As much as I hate to say this as a streamer myself, I want to tell the truth. I also know this specific point will get a lot of people mad as well, but streams dont help you get better directly. They give you knowledge, that can help you win, but they dont raise your skill almost at all. The only improvement they can really give you is expose you to another perspective, which accompanied by reflection and practice can help build skill. For example, a new janna player may be watching a janna stream, and see the streamer ult someone into their tower, and they had never ever seen or thought about this before - so, now they can put this in their "playbook" and position and execute around this. This will help their skill because they practice around a new technique which helps them learn to position. BUT, watching streams, copying builds, copying runes and masteries, etc. dont help you raise your own skill - they may help you win games, but dont help you get better.
  5. Play with the best people you can. This ties in to 1st point - with stream of consciousness decision-making, playing around good people accurately rewards/punishes small decisions. you start to mimic and predict their actions subconsciously, become better in return. So, this means if you want to get better - play ranked not normals. if you want to get better, stop duo queueing with your friend smurf, play on your own. stop playing with worse people to play vs worse people to own them and feel good about yourself. (however, this doesnt mean stop playing with RL friends and such - its still a game about enjoyment!)
  6. Try hard. I'm all for calling people tryhard, as any of my friends would tell you, however - if you want to play to get better, try hard in every game, and dont call people tryhards (excuse, see #2 about why excuses are bad). So, trying hard again builds your stream-of-consciousness decision making, while you can always toy around with "let me try to go this build this game" or "let me see this tactic this game", stream-of-consciousness decisions are harder to adjust. so if you play often with bad habits like suiciding randomly because you don't want to try hard, or tanking harass because you are too lazy to dodge it, it will become a habit -.-, and you will become a worse player !
  7. Play for depth, not for gimmicks. This game is very very busy, there are 10 players, many different compositions, many different playstyles, and overall every game is different. This is great because this is what makes this game so much fun; however, this also makes it so much harder to learn! With all these factors its hard to establish what you are doing as good or bad, to see what you should reproduce. So, to combat this I think the best way to learn is to play the same thing over and over and over, while it may get tedious your learning goes way up as you have one constant in this game of many variables, you learn the ins and outs of a specific champion or playstyle, and then you learn more about your surroundings. You do not just learn how to play that one champion, but rather you also learn COUNTERPLAY - which is so key in this game. Once you learn one champion very well you actually learn more about the other champions than by playing each one once. FOR EXAMPLE: CRIS. He played riven and only riven for so long; however, in only playing riven he did not just learn about riven, but about all other top laners or general compositions. From there the learning curve on playing other champions was drastically shortened, cause he learned what to do by learning how to counterplay against those champions.
  8. Experiment. Many people have played this game tons and probably have plateaued and not even gained still in the last of their many games. This is because people get stuck in playing in the same rut. Go into a game and consciously go for a different playstyle to learn something else. Even if this playstyle is not optimal or not the best for winning, it can teach you mechanics which you can then bring back to your main style and use. For example, I play dozens of games of support a week. However, one day I decided "I'm going to play really passive and try to never die in any of these games. I am not going to take any risks and see how successful it is." And even though those games were painfully boring, I learned more in those few games than I did in probably the dozens of other games that week. Don't be afraid to go out of your comfort zone or to lose, learning is the most important! NOTE: PLAYING LEBLANC SUPPORT FOR 2 GAMES ISN'T EXPERIMENTING.
  9. It is better to play few games actively, than to mindlessly play several games. This is something we online gamers do, sit at the comp and play like 5-8 games a day! You may see this under the illusion of "practicing!" but, most of the time our brains don't have the focus to play that many games in a row at an understanding level, and instead we just kinda shut down and coast after a few games. If you are serious about getting better it is better to play 1-2 games, go out for break or walk or w/e, come back and play a few more. This may be less entertaining, which we are all really playing for, but if you are serious about getting better this is the way to do it!
  10. DON'T FOCUS SO HARD ON ELO. Elo is a measurement of skill; however, it is long term. Just because you spiked in elo by playing AP eve mid doesn't mean that you should only play ap mid eve. you should look for LONG TERM elo gain, not short term, because as we mentioned earlier there are tons of variables in these games. An example is there are always random people who find some OP build or cheese strat and spike into high elo; however, I feel there is a distinct difference in skill from people who have been high elo for months than this who just spiked up.

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If I reach at least one person with this, it will be worth it for me.

1. Wards aren't making the lane immune to ganks, especially when the jungler is a high-mobility champ or simply bought mobility boots. The trick to making the gank work is to CC/engage the enemy as soon as your jungler enters his ward-vision. Too often I see laners waiting for the jungler to engage, despite knowing there's a ward there. He will not retaliate to your engage, because he knows the jungler will kill him if he does and he will either have to burn his summoners to escape, simply die or in a desperate attempt burn all of his cooldowns to kill his lane-enemy. Which brings me to the next point...
2. Don't try to grab an assist on a sure kill if you are low hp. If I get a kill on your lane-enemy and he gets a kill on you by jumping you in the last second, I (or actually: you) made the lane harder for you instead of easier. Think about it like this: the assist-money you would get from the kill is equal or lower than the gold you would make from killing minions while you are still alive.
On a similar note: Don't try to towerdive someone with high burst dmg, even if he is relatively low. It's even worse on someone with hard CC like Malphite or Warwick, at best you will both die, because you are guaranteed to tank at least 3 or 4 tower-shots.
You should really be content with any gank that makes the enemy bluepill. That means he is missing out on cs and xp, making you snowball slowly, but steadily.
3. If you want me to towerdive the enemy, at least push the wave, so I don't have to tank more towershots than necessary. Very commonly you will see the jungler stand between the tier 1 and 2 towers, waiting for the lane to push to the tower, but they never do. Then, because you waited so long to push, the enemy jungler will come and possibly even the enemy mid and the gank turns into a disaster.

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Chủ Nhật, 9 tháng 9, 2012

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Thứ Sáu, 7 tháng 9, 2012

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Thứ Năm, 6 tháng 9, 2012

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