Thứ Sáu, 28 tháng 6, 2013

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4 Minute Challenger Guides : Jungle Lee Sin ! ~ League of Legends ~ Season 3
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Lately, I've been watching a lot of jungling videos from "Joyluck" who is a diamond solo q player, although most of the time, he plays 5v5 ranked. Many of his ranked teams are in challenger. This is a jungler tier according to him. He categorized each tier using alphabets instead of numbers.

S>A>B>C>D>F
S : Jarvan / Elise / Evelynn
A : Lee sin / Nasus / Nocturne
B : Hecarim / Zac / Naut / Rammus / Sejuani / Zed / Vi
C : Olaf / Xin Zhao / Voli / Cho / Shaco / Shyvana / Udyr / Mundo / Khazix / Trundle
D : Scarner / Shen / Maokai / Jax / Fiddle / Rengar / Darius / Kayle / Alistar / Nunu / Riven / Diana / Poppy / Yi / Malphite / Karthus / Amumu
F : Warwick / Gragas

<Criteria>
Buff-reliancy
Ability to cover lanes
Ability to respond to early variable

S : Pick first
A : Pick first or 2nd pick
B : Good for Solo Queue
C : Shouldn't be used in a pro-scene below this line
D : Not viable anymore or based on your skill level, could be good
F : Flaws found in every aspect (but Insec Gragas OP thou)

Jungling Speed: Jungling speed (Small ones+Big ones+Drag+Baron), Sustain, early jungling efficiency.

Ganking: Ganking success rate, Ganking level of difficulty, CCs.

Movement speed: whether it (the champion) has MS boost or not, whether it can go through walls or terrains.

Squirmishes: 2v2, 3v3 - how much impact they have.

Teamfights: 4v4, 5v5 - how much impact they have.

Line Clear: When lanes are swapped, how effective they can clear waves under turret (sustaining, speed), how well they can push in an absent lane. 

S tier
**Jarvan**
Jungling Speed : ★★★★
Ganking : ★★★★★
Movement Speed : ★★★★★
Squirmishes : ★★★★★
Teamfights : ★★★
Line Clear : ★★★★
**Elise**
Jungling Speed : ★★★★★
Ganking : ★★★★★
Movement Speed : ★★★★
Squirmishes : ★★★★★
Teamfights : ★★★
Line Clear : ★★★
**Evelynn**
Jungling Speed : ★★★★
Ganking : ★★★★★
Movement Speed : ★★★★
Squirmishes : ★★★★★
Teamfights : ★★★
Line Clear : ★★★

A Tier
**Lee sin**
Jungling Speed : ★★★★
Ganking : ★★★★★
Movement Speed : ★★★★★
Squirmishes : ★★★★★
Teamfights : ★ (If you play like Insec, ★★★)
Line Clear : ★★
**Nasus**
Jungling Speed : ★★★
Ganking : ★★
Movement Speed : ★
Squirmishes : ★★
Teamfights : ★★★★★
Line Clear : ★★★★★ (He has the best line clear ability in this current swapping-lane meta)
**Nocturne**
Jungling Speed : ★★★★
Ganking : ★★★★
Movement Speed : ★★★
Squirmishes : ★★★★
Teamfights : ★★★
Line Clear : ★★★★

B Tier
**Hecarim**
Jungling Speed : ★★★★
Ganking : ★★
Movement Speed : ★★★★
Squirmishes : ★★★★
Teamfights : ★★★★★
Line Clear : ★★★
**Zac**
Jungling Speed : ★★★
Ganking : ★★
Movement Speed : ★★★★★
Squirmishes : ★★★
Teamfights : ★★★★★
Line Clear : ★★★
**Rammus**
Jungling Speed : ★
Ganking : ★★★★★
Movement Speed : ★★★★★
Squirmishes : ★★★
Teamfights : ★★★★
Line Clear : ★★
**Nautilus**
Jungling Speed : ★★★
Ganking : ★★★★★
Movement Speed : ★★★
Squirmishes : ★★★
Teamfights : ★★★★
Line Clear : ★★★★
**Sejuani**
Jungling Speed : ★★★
Ganking : ★★★
Movement Speed : ★★★★
Squirmishes : ★★
Teamfights : ★★★★★
Line Clear : ★★★
**Zed**
Jungling Speed : ★★★★
Ganking : ★★★
Movement Speed : ★★★★★
Squirmishes : ★★★★
Teamfights : ★
Line Clear : ★★★★
**Vi**
Jungling Speed : ★★★★
Ganking : ★★★
Movement Speed : ★★★★
Squirmishes : ★★★★
Teamfights : ★ (If the team comp is 3 gap closing champs, ★★★)
Line Clear : ★★★

C Tier
**Olaf**
Jungling Speed : ★★★★
Ganking : ★★
Movement Speed : ★★
Squirmishes : ★★★★
Teamfights : ★★★★
Line Clear : ★★★★★
**Mundo**
Jungling Speed : ★★★★★
Ganking : ★★★
Movement Speed : ★★
Squirmishes : ★★★★
Teamfights : ★★★
Line Clear : ★★★
**Xin Zhao**
Jungling Speed : ★★★
Ganking : ★★★★
Movement Speed : ★★
Squirmishes : ★★★★
Teamfights : ★★★★
Line Clear : ★
**Volibear**
Jungling Speed : ★★★
Ganking : ★★★★
Movement Speed : ★★★
Squirmishes : ★★★★★
Teamfights : ★★★
Line Clear : ★
**Cho Gath**
Jungling Speed : ★★★
Ganking : ★★
Movement Speed : ★
Squirmishes : ★★★
Teamfights : ★★★★
Line Clear : ★★★★★
*Shaco**
Jungling Speed : ★★★★
Ganking : ★★★★
Movement Speed : ★★★★★
Squirmishes : ★★★★
Teamfights : ★
Line Clear : ★ 8 Shyvana*
Jungling Speed : ★★★★★
Ganking : ★
Movement Speed : ★★★
Squirmishes : ★★★★
Teamfights : ★★★
Line Clear : ★★★
**Udyr**
Jungling Speed : ★★★★
Ganking : ★★★
Movement Speed : ★★★★
Squirmishes : ★★★★
Teamfights : ★★
Line Clear : ★★★
**Trundle**
Jungling Speed : ★★★
Ganking : ★★
Movement Speed : ★★
Squirmishes : ★★★★
Teamfights : ★★★
Line Clear : ★
**Kha'Zix**
Jungling Speed : ★★
Ganking : ★★
Movement Speed : ★★★★
Squirmishes : ★★★★
Teamfights : ★★
Line Clear : ★★★


Thứ Năm, 27 tháng 6, 2013

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Season 3 Jungle Routes and Start Paths

Thứ Hai, 24 tháng 6, 2013

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Considered to be weak shortly after her release, Nami has received nothing but straight buffs since. As she stands now, she is a very good and versatile support champion who offers a lot of things an ADC wants from a lane partner: Sustain, crowd control, poke, disengage. Starting to see some competitive play, it's becoming quite clear that Nami has arisen to the status of a very strong support champion. However, she does require a fair bit of practice and knowledge to play properly, and since every tip helps, I've decided to write this post, which focuses on each of her abilities.
Surging Tides (Passive)
  • Nami's passive grants a small burst of bonus movement speed to each ally you cast an ability on. This may sound a bit underwhelming, but it's not to be underestimated. Its primary use is to help your teammates kite, chase and escape, but it's also handy for moving around the map in general.
  • When leaving your base, feel free to randomly cast an ability or two on your teammates. They'll get a movement speed bonus, you'll regenerate your mana instantly, and the cooldowns will be back by the time you reach your destination.
  • One thing to take note of is the fact that you can apply your passive to your teammates even with those spells that don't directly affect them. For instance, tossing your bubble onto an area where an ally is standing will apply your passive to them.
Aqua Prison (Q)
  • Also known as her trademark bubble. An area of effect 1.5 second stun, there's virtually no reason to not take this ability at level 1. However, you'll probably want to max it last - at rank five, Aqua Prison's cooldown is only 4 seconds shorter, and the stun duration stays the same. The area of effect is actually surprisingly large, you'll find yourself hitting two champions with it more than you'd expect.
  • Famous for being tough to land, it requires a bit of practice with reading enemy movement. Due to the nature of the ability, it's nice against enemies who's movement can be easily telegraphed to you: Draven, Zac and Thresh stand out in particular. Conversely, it gets difficult to use against nimble champions, such as Vayne, Kassadin and Ezreal.
  • Even though it may look like a knockup, Aqua Prison is still a stun. It can be cleansed and QSS'd and its duration is reduced by tenacity, so keep that in mind.
  • Don't hesitate to use it in lane when you see someone out of position. It's not just for disengages or all-ins.
  • Q becomes significantly easier to land when the enemy is already stunned/snared/slowed. If the opportunity presents itself, you can try casting E on yourself, slowing the enemy with a basic attack, and landing an easier bubble that way.
  • Some of the easiest bubbles to land are when your target has no vision of you. Use the brush and tricks with line of sight as much as possible.
  • If you're trying to escape from a melee character who's already on your back, toss your Q right in front of your feet (or fins...), dodging a point blank Aqua Prison is almost impossible.
  • When walking up to ward a brush, it's often a good idea to toss a bubble in there to avoid facechecking it. If someone's there, the stun will give you plenty of time to put the ward down and run away. If not, then no big deal, still better safe than sorry. Hitting someone in the fog of war also grants vision of them.
  • Although it's a cheap ability to use to apply your passive onto someone, being without your primary crowd control leaves you vulnerable. As such, the only time I recommend using it for the movement speed boost is when you're leaving base.
Ebb and Flow (W)
  • A prime laning and teamfighting tool, it provides both sustain and poke, bouncing off of both enemies and allies. Depending on how efficiently you use it, it can affect up to three players: Either healing two and poking one, or poking two and healing one. Because of this, and the fact that the bounce range is fairly close to an average ADC's autoattack range, it's a godlike tool for 2v2 trades in lane.
  • If you cast it on an ally, afterwards the ability finds an enemy to bounce to, and if it does, then it finds one more ally to bounce to. If you cast it on an enemy, the opposite is true. Which means that in the ideal situation: Cast on ally = Heal > Poke > Heal; Cast on enemy = Poke > Heal > Poke. Weigh both options, and decide whether at the moment you need more health, or more damage.
  • In my experience, this ability is actually much harder to use to its full potential than Aqua Prison, due to the bounce component. I'd say that reading good opportunities to cast your W and taking advantage of them is the most difficult part of playing Nami.
  • Be smart about using your W, don't just spam it every time it's off cooldown. Its mana cost becomes very high very fast, but you'll quickly realize it justifies itself when you're hitting multiple players with it.
  • Don't jeopardize yourself with the ability either, try to avoid putting yourself in a needlessly dangerous position just to get an extra bounce.
  • Even though you want to be hitting as many people as possible with it at all times, often settling for two hits is just fine, and if you're in a particularly bad situation, don't be afraid to just heal your ADC under tower. Be very careful not to drain your mana pool this way, though - often all they need is a little health boost in order to safely hit creeps, and then they'll just lifesteal their life back that way.
  • In more complex scenarios, try think of the most efficient bounces you can pull off. Example: Between you and your teammate, there is an enemy. You want to heal your teammate, and can do so if you use Ebb and Flow on your enemy, because everyone is in bounce range. However, casting it immediately on the enemy would be wasting a bounce that could have otherwise gone to you. Furthermore, there's no way to predict that the heal won't actually bounce to you instead of your teammate. In this case, one correct thing you could do is cast it on yourself. That way, it heals you, jumps onto the enemy, and from the enemy onto your ally.
Tidecaller's Blessing (E)
  • At rank one this ability is Nami's cheapest one (55 mana), which makes it the best candidate for applying your passive to teammates. The cost increases with ranks, but it still remains the best skill for reliably giving movespeed boosts.
  • Understanding the advantages your AD carry gains from Tidecaller's Blessing is an important part of knowing the best times to cast the ability. The on-hit slow, along with the movement speed boost from your passive gives them a massive, but short burst of greatly enhanced kiting potential - this advantage naturally becomes more valuable the more mechanically skilled your lane partner is. Tidecaller's Blessing can also help less skilled players though, an ADC who has difficulty last hitting properly will have an easier time farming with the extra damage (it's also helpful for farming under the turret).
  • Your E is also a decent chasing tool, don't hesitate to put it on anyone who can easily apply the slow onto someone who's running away, including yourself.
  • Even though your AD Carry is usually the best candidate to proc all three hits as fast as possible, once he or she gets enough attack speed, eventually they'll start attacking much faster than it takes for the slow to fully wear off. What this means is that some of the slow component of the spell goes to waste, because it gets refreshed with every hit instead of stacking. This doesn't mean that you should never cast your E on your ADC if your goal is to slow people down, but it's something to keep in mind.
  • Another thing to remember is that the damage from the ability stays the same no matter who you cast it on. That means that although the ADC will usually apply the damage the fastest, in the end you can cast it on anyone and still end up dealing just as much damage. Which means that when deciding on a target, the things you have to consider are the movement speed boost, the slow, and how fast you need to deal the damage. Many melee champions will appreciate the sticking power of the ability.
Tidal Wave (R)
  • Although the duration of the slow increases from 2 up to 4 seconds depending on the distance the wave traveled, the knockup always stays the same. This means that you should never worry about having to cast it point blank, but when you do use it from a distance, you gain an extra benefit.
  • Because of this ability's ridiculously long range and the fact that it applies your passive to teammates, it's most advantageous to cast this ability as an initiation tool while standing behind the rest of your team - they get to run in faster, while the enemy is knocked up and slowed.
  • Although the wave moves slowly, it's still difficult for most enemies to outrun it without some serious movement speed boosts. Still, don't count on always landing it.
  • Even though it's a good initiation ability, it's also fantastic for disengaging or rescuing teammates. When an ally in trouble is running towards you and you cast your ultimate, it becomes extremely hard for the enemy to dodge it because of the much shorter time they have to react.
  • Due to the slow nature of the spell, it often works as a very good followup to someone else's initiation, similarly to Sona's ultimate. If Malphite charges in with Unstoppable Force, there's virtually no escape from Tidal Wave.

Thứ Năm, 20 tháng 6, 2013

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Morgana is, and has always been, one of the strongest champions in League of Legends. One of the things that continually baffles me is why she ever fell out of favor. She's a CC machine with the longest root in the game and an AoE slow into stun. Her Black Shield can completely turn the tide of a battle and make an initiator or carry effectively CC immune. She wave clears like a boss, and still puts out hefty damage.
 
Despite all this, the last time I saw her picked regularly was back in Season 2. What changed?


Towards the end of Season 2 and into Season 3, push strategies began to rise into the spotlight. If you left your tower undefended, it was as good as gone, and this was especially true for mid lane. Because the first mid tower opens up the map so much, teams were rushing to take it down whenever possible. Gone were the days of passive farming, and along with it the strength of a roaming mid. 

Morgana was the definition of a roaming mid, since she lacks solo killing power unless the enemy is careless.

The other role that Morgana could sometimes fill was that of a kill-lane support. However, champions like Leona and Blitzcrank (or more recently, Thresh) already brought more reliable or greater power to that setup than her. It really wasn't feasible to bring her along through the laning phase.


Then came Season 3, and more recently, the change to jungle XP rates and spawn times in the 3.8 (Aatrox) patch.


In my experience, it results in a dodge.


1:  Fast, Safe Clear

This is becoming less of a talking point with the amount of help that junglers are expected to be given, but even without help she can level to 3 and be ganking mid at the 3:00 mark. If a gank opportunity isn't available, she can continue to 4 very quickly and seek out any lane she wants. 
What's particularly good about Morgana is her passive spell vamp. Assuming no disruptions, she is almost always at full health and doesn't use all 5 health potions. 

Speaking of spell vamp...



2:  Smite is amazing

Spell Vamp applies to summoner spells too, which results in Smite doubling as a gigantic burst heal (provided there's a minion, monster or pet nearby). While this equates to 40-100 health in the jungle, once she's out of the woods and itemized this becomes roughly 500 health.

This interaction makes Spirit of the Spectral Wraith a particularly strong item choice on Morgana. Not only does it provide AP, Spell Vamp and CDR (Morgana's favorite stats!) it also lowers Smite's cooldown. With my rune/mastery setup, Smite ends up on a 50 second cooldown and I end up with 44-49% spell vamp (depending on level) with this item alone.

Comparing it to other effective health summoner spells (barrier, heal), Smite provides more health on a significantly lower cooldown. Of course one would need to be conscious of dragon or baron timers and remember to have it available to secure objectives, but the rest of the time jungle Morgana is packing extra health in her pocket.

3. Ranged ganks

There's a reason junglers don't get 3 second CCs, and especially not ranged ones. Morgana's Dark Binding starts out at 2 seconds and works its way up to 3 as you rank it. Additionally, it has a 1300 range (290 higher than standard unit vision). This of course comes at the price of aiming the ability, which can be difficult in a laning situation when everyone knows where you are. With the jungler's freedom to roam, however, her position can only be revealed by wards or ganks. As an extra bonus, Morgana also doesn't have to get her hands dirty to gank- if you miss a binding, you don't have to follow up with a strong commit.

4. She doesn't stop being Morgana 

Late game she's still going to be throwing around spell shields, Flash-Ult-Zhonya's-ing, and providing solid poke and fast wave clear- all the wonderful things that made her powerful in the first place.

Runes and Masteries


Morgana spends a fair bit of time standing around with nothing to do, so the extra flat AD makes quite a difference clearing camps and in early ganks. The spell vamp quints can be substituted for flat AP for a slightly faster clear time, but the difference at key gank times is roughly 5 seconds and isn't noticeable. Of note, I don't take magic penetration because jungle mobs don't have magic resist, and even if they did it would be reduced by Tormented Soil and dip into negatives very quickly.



The XP mastery is the difference between leveling on wraiths or not, which provides a fantastic window to gank mid at the 3:00 mark. Otherwise, more of the same- armor, health, and spell vamp. Bonus damage on basic attacks for reasons stated above- you're going to be doing a lot of autos in the jungle.


Two ranks of Tormented Soil will get you through the jungle camps at sufficient speeds. I rank Dark Binding first to maximize the duration of binds during ganks, taking a point in Black Shield at level four to provide additional utility while visiting lanes. This point can be put on hold until level 8 for more early bind ranks, but I'd rather have a shield available that I don't use than die because I needed it when it wasn't available.


When clearing camps, be sure to bind the big target, and take a step back to get some extra time away from them. It may not seem like much, but it really adds up.

Thứ Tư, 19 tháng 6, 2013

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Just a couple of stupid mistakes and small hints that might help you improve and win a few more games.

1. Negative attitude in champ select

This is actually the action that gave me the idea to write this post.
If you are in champ select don’t call anyone a “noob”. The people you’re currently in the game with are going to be playing with you for the next 20 minutes minimum. So you don’t want to give them an excuse to hate you and start ruining morale. It sounds stupid but morale is incredibly important in league, teams with their heads down will lose games.
So also don’t mention how you’ve had nothing but “noobs” all day and how you hope this team is good. 9 times out of 10 this flags you up as someone who will rage in the game and can result in people losing faith in you before the game has started.

2. Using Lolking.net etc as facts

Lolking.net, and websites like that, are incredibly useful tools and can tell you interesting information about both your own team and the enemy team. if you search for the person you’re against and they’re playing their favourite champion against you, then you know that they could cause you some trouble.
But don’t flag up how the AD carry on your team is a bad AD carry because in his last game he went 2 7 4, because you’re going into the game with the wrong attitude. I realise that a lot of this post is talking about morale but if your team is happy, your team is more likely to win and you’re less likely to ignite a spark in someone who’s then going to start raging and really ruin your teams chance of winning.
So you can use lolking to get additional information for your team but use it in a positive way.

3. Raging

Not really much to say here that hasn’t been said before in 1000s of other articles.
If you rage, you are less likely to win games. There are facts and numbers shown to us by Riot but there is also a ton of anecdotal evidence from every player. There is just no excuse for this.
Do Not Rage.

4. Not buying wards

Again not much to say here that hasn’t been said before. There’s a great section on warding written by Lolast.com’s own Johan Dinesen here.
But I will just say buying wards wins games. Every death you prevent, every jungler you catch and every Baron attempt you prevent will help you climb the ladder.

5. Selecting OP champions when you haven’t played them

Just because you saw MegaZero play Riven really well or Scarra dominate on Diana doesn’t mean you can. You need to know the niches of a champion before you should be playing them in ranked. Just because you know what the champions abilities do doesn’t mean you’re good enough.
Why is Scarra building Lich Bane on Diana? Is it to counter the heavy magic damage of the lane he’s against? Is it because he can proc the sheen often on that character? You may not lose because you don’t know the details i’ve listed here but in a close game it could cost you.

6. Killing a tower and not pushing the advantage

When you drop a tower in league you open up a different situation within the lane and how you react to this new situation can win or lose you the game. Some games can be won by just continuing to push top tower but most of the time you need to exert your pressure elsewhere in the game.
If the opposing top laner follows you away from lane then he’s missing out on CS that you can get back to your lane to stop going under your tower and if he doesn’t follow you can dive/take other objectives with a 1 man advantage. It’s really lose-lose situation for them unless you aren’t putting enough pressure on the map in which case they can just farm themselves up and end up stronger than you.
So if you see them just farming, do something about it. Take towers, kill the other laners, steal buffs, do dragon, call your jungler up to gank them. Anything that isn’t passively farming in lane.

7. Lack of communication/pings

This is a bit of a double edged sword but having better communication is usually good unless you’re going about it the wrong way and annoying your teammates. But lets just look at a few things you can do to help your team.
  • Ping whenever you see the jungler
  • Ping when you’re coming to gank, both when on the way and when going in
  • If you’re jungling tell your team how you want them to react to you ganking. Sometimes its worth them going all in as you approach, sometimes you need to make the first move.
  • Tell your jungler where the wards are and when they expire, wards last for 3 minutes so you can quickly say “Ward, River, 11.13″ to tell your jungler when to gank. You almost always catch people out if you come as their ward expires
During champ select make sure you communicate with your team. Just saying “top” isn’t the best help. If you’ve got a limited champion pool tell your team. “i’d like to go top Renekton” is much more useful and your team can try and build around it.

8. No Variation in item builds

Players don’t always react to the enemy team comp with their item builds and it does separate the good from the bad players. If you’re against an AD mid you need early armour espeically if you don’t have armour runes on your AP page. If you’re against an AP top then an early hexdrinker can swing the lane in your favour.
Enemy team is running double AP? Ask your team who’s getting an early Bulwark.
AD carry getting fed? Where are the Randuins and Frozen Heart being built?
These small changes in item builds can give you team the advantage in a teamfight to win you the game.

9. Going back to base when your team needs you

This one frustrates me almost more than raging does. Summoners seem to back at the stupidest times and given there are 5 players all wanting their next item you can end up with your team not being able to pressure the map just because there are too many of you in the base.
Sometimes its worth waiting for that big item but if the enemy team has grouped up you need to react to it now, not in 40 seconds when the turret is down so you could buy another longsword. Also be wary of the baron/dragon timings. If they are up within the next minute then now might be the best time to back so you’re at full strength and ready for the fight/quick baron.

10. Use timestamps on the chat to time dragon/baron

Here’s a little hint that I was told about a while ago. If your team saw Baron/Dragon die then you get a message appearing in the chat log telling you when it was killed. You can then use this message, with the timestamp feature of the game, to calculate when Dragon/Baron will spawn next.
Baron’s respawn timer is 7 minutes from its death and Dragon’s is 6 minutes. It doesn’t do this for the smaller camps in the game but you can quickly add “OB” for our blue or “TR” for their red and then calculate the time that you should be back, ie 5 minutes later.

Thứ Ba, 18 tháng 6, 2013

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This video ft. theoddone, riotkobe, heaventime, zekent!

Thứ Hai, 17 tháng 6, 2013

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Hop into a custom and practice last-hitting. I guarantee that you could be doing better.

Start without items and head to midlane. You can get a max of 114 CS from lane by 10 minutes. Challenge yourself to get up to 100 without any distractions. Go on. Try it.

Not so easy was it?

Now throw in a bot and see if you can juggle harassing, last-hitting, and not dying. Before you know it, you'll be seeing real results on how to outfarm your opponent in game, as well as get more comfortable with the damage output of your champ.

Also:
You can do this entirely with no items, with a full team of bots against you and choose a lane with two bots against you to mimic the pressure an actual opponent will apply. 

Also if you have free time you can make a custom game called "1v1". People will join pretty quick and you can learn a lot by playing against a variety of people who will have different strategies.

Thứ Bảy, 15 tháng 6, 2013

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This video covers pressuring in the bot lane, the keys of zoning, harassing and protecting are covered in the video

Thứ Sáu, 14 tháng 6, 2013

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Instead of mashing q after you w, or pressing q "at the right moment", simply follow these instructions!
  • Make sure you're in range for headbutt, if you ain't, this ain't gonn work because you'll just waste your Pulverize in place lookin like a noob. You can either have a really good feel of the range, or have smartcast disabled on your w.
  • Immediately after you press w, HOLD Q. This will make sure you pull off the combo EVERY SINGLE TIME. The only time when it doesn't work is when you misjudged your range.
  • DOUBLE KILL FOR YOUR BRO ADC.

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Thứ Tư, 12 tháng 6, 2013

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Learn how to massacre your enemies with Aatrox in the Champion Spotlight, where we'll sample the Darkin Blade's tactics, masteries and more.

Thứ Hai, 10 tháng 6, 2013

Posted by Unknown in , , , , | 11:35 No comments
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Thứ Bảy, 8 tháng 6, 2013

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Guide to get to diamond as quickly as possible.

Thứ Sáu, 7 tháng 6, 2013

Posted by Unknown in , , , , , , | 09:20 No comments
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Thứ Tư, 5 tháng 6, 2013

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http://imgur.com/a/wpBTQ

Mechanics raised in discussion: 

  • "Behind" is relative to where MF is standing in relation to the target.
  • While it doesn't prioritize champions, the random target selection might be weighted towards champions. This is pure speculation.
  • I'm 90% certain that anything between the primary target and the bounce target will take the damage instead, kind of like Cait's ult. Needs further testing to be sure.
  • Phreak is fairly certain that the bounce target is decided when the ability is cast, not when the primary target is hit.

Thứ Ba, 4 tháng 6, 2013

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