Saturday, September 21, 2013

Jarvan IV, Prince of DEMACIAAAAAAA

Ok so Jarvan IV, also known as J4, is probably one of my favorite junglers. Why is that do you ask? He has a multi target spear, a flag that you can throw, knockup dash, shield that slows, and Cataclysm. We'll get into his abilities more in a bit. He's a tanky melee that has good initiates and able to really mess shit up in team fights. I personally like to play him as a jungler, but he can do well in top lane too.

J4's passive is called Martial Cadence. It's pretty great for last hitting minions and dealing a bit of extra damage. When Jarvan does his first basic attack on a target, he swings his spear down and deals bonus physical damage. This bonus can't happen again on the same target for a short duration.

His Q is called Dragon Strike, and it will probably be the ability you will use most playing as J4. I would suggest definitely getting Dragon Strike at level 1 to clear jungle camps fastest. It is a skillshot ability that when used makes his spear shoot out in a line. Anything hit by his spear will take physical damage, as well as having their armor reduced between 10 and 30% (depending on level) for 3 seconds. Additionally, if the spear connects with his Demacian Standard (his E), he will be dragged to the standard, knocking up any enemies in his path. This combination will be your best friend for ganks, escapes, and just messing with people in general. The nice thing about this combo is that you can even pull yourself over terrain, such as jungle walls or even his own cataclysm.

Anyway on too his W. This ability is called Golden Aegis. When activated, Jarvan puts up a shield around himself that absorbs damage, boosting the amount for each enemy champion near him. On top of that, He also slows them for 15-35% (depending on level) for 2 seconds. This ability is good for initiating because not only does he slow the enemy, he can can turret dive and not take too much damage. The shield also gives him a boost during team fighting, as it grows stronger around enemies.

His E is called Demacian Standard. Passively, J4 gains bonus attack speed and armor once this ability has a point in it. When activated, J4 throws the flag onto a targeted area, dealing magic damage to enemies around it on impact. J4's flag is great for dunks (running away? I think not.) Even if you don't kill them with the flag, if you manage to get it past where they are and connect your spear to it, he will knock them into the air. The flag lasts for 8 seconds, and while it's down it grants allies bonus attack speed. Once again, a great ability for team fights, especially after initiating with E-Q combo.

His ultimate ability is called Cataclysm. When activated, you target an enemy champion within your target circle. J4 jumps to where the enemy is with a mighty DEMACIAAAAAA and deals physical damage to them. When he lands, impassable walls of rock appear in a circle around them. abilities allow you to pass through these walls though, so if you need to escape you can E-Q combo out. FUN FACT ALERT: Reactivating this ability while the walls are up will take the walls back down. This is great so your team doesn't rage at you for trapping them in the circle or prevent any of them from getting kills.

There are several things you can build on J4. I would suggest the basic bruiser build, modified for jungling: Boots of mobility, Spirit of the Elder Lizard, Ravenous Hydra, Blood thirster, Black Cleaver (works good with his Q), and if you're doing really well maybe an infinity edge. If you aren't doing so well, work in Guardian Angel or Maw of Malmortius.

Well that about sums up J4. He scales pretty good late game, while being able to pressure lanes and harass jungle early game. If you can, go smiteless jungle so you can carry flash ignite. If you can't swap out ignite for smite. Boots of mobility are good for working yourself around the jungle, but if you need to you can get Merc Treads for magic resist.

Friday, June 7, 2013

Nautilus, the Wall

because of my recent success as Nautilus in ARAMs, I decided to write my review about him. Can I also say that I appreciate Riot and all that they do, but they really shouldn't have stolen this from bioshock. I mean  unless they consider it a tribute. But still. He's definitely a big daddy from bioshock. I mean just look at him.

Ok so his real title is Nautilus, the Titan of the Depths. But seriously, fighting him is like trying to break a 2 foot wide steel wall with your head. not gonna happen too easy, tell ya what. Anyway Nautilus is an AP tank, with a shielding ability to boot.

So his passive is called Staggering Blow. This makes his basic attacks deal bonus magic damage and immobilize your enemies. This is great for stopping an enemy champion from running and giving your team the kill. Especially after dragging them to you with his Q. Unfortunately, this can only effect the same enemy once every few seconds.

His Q is called Dredge Line. The attack is skill shot style. When you cast it, Nautilus throws out his anchor. If it doesn't hit anything, the ability simply goes on cooldown. If it hits an enemy, nautilus pulls his anchor and it will drag both of your towards each other, meeting in the middle. Note, it can still hit minions and drag them to you instead. This will probably be met with your own cursing and a small amount of money. What you may not know is that Dredge Line can also be used defensively. Not only can you throw it at enemies, but you can throw your anchor at terrain too. If it hits terrain, you will pull yourself completely to where it hits. This is a great way of escaping enemies that are chasing you, especially if you zig-zag between walls in a lane. Just remember until you get some cdr, Dredge Line has a pretty long cool down. Aim your shots well and be smart about it.

His W is called Titan's wrath. When activated, he puts up a shield that absorbs some damage. As Nautilus is a tank, it's only fitting that his shield scales by 10% of his bonus health. His shield has a hidden effect as well though. While it's active all of his basic attacks deal bonus splash DoT magic damage. That is, any enemies around the one you're hitting, as well as the enemy you're attacking, will take magic damage per second. This stops when the shield is broken or time has run out. You may not think about it, but it's actually a great way of farming lanes when you get the chance.

One of Nautilus' best forms of crowd control is his E, called Riptide. When you activate it, he hits the ground, causing explosions to come out of the ground in a circle around him 3 times. Each explosion circle is farther away from him than the last one. If a unit is hit by multiple rings, the second and third one will only deal 50% damage. They will still be slowed for 2 seconds, the slow percent scaling with level up to 50%.

Nautilus' ult, called Depth Charge, is probably one of my favorites in the game. When activated, you target a champion. Nautilus then fires a shockwave into the earth, that will follow the targeted champion. small explosions will erupt from the earth as it chases the enemy, dealing damage and knocking up any other enemies that are in the path. When it finally reaches the target, it explodes, dealing magic damage and knocking them up. No matter how far away the enemy runs, Depth Charge will still follow them. This includes if they make it back to base.

Nautilus has a massive amount of crowd control. it can be used for both offensive and defensive strategy. Remember, unlike other grab abilities, Dredge Line does not move through terrain. Also, to make up distance, try dredge lining to terrain next to an enemy and then casting riptide to slow them. This will give your laning partner time to catch up, while you can do a basic attack to root the enemy down. In team fights, I would suggest activating Titan's Wrath when you dredge line, as it is a powerful initiate and you will most likely take some damage.

Another note, the more enemies you hit with depth charge the better. Consider targeting an enemy that's a bit behind the action to make the most of it. Although it won't deal quite as much damage to the actual targets, it will disrupt them for the rest of your team.

Most of Nautilus' offensive abilities scale with AP. With that being said, consider taking items that give health, armor, magic resist, and AP. Your goal is not to deal damage though, it's to get into the middle of the fight and hold your enemies still so your team can take them down. Prioritize health and either armor or magic resist, depending on which is the majority on the enemy team. If you feel confident, get boots of swiftness to keep up with the other champions. If you want to be defensive, take mercury treads for the tenacity ability.

Saturday, May 11, 2013

The League of Legends Wall of Infamy

I decided to make a list of the "most hated" characters in league of legends. Now I know people have their own views of this, every champion is probably hated by someone in the world. But here's a list of the ones that are commonly accepted.

Aatrox: slow, knock up engage, his passive that lets him turret dive everything, healing or extra damage toggle, melee nuke ult
Akali: her passive is pretty op. plus her ap scaling and everything
Amumu: double stuns are never fun
Blitzcrank: speaks for itself, but grab, knockup, silence, mana shield.
Cho'Gath: rupture, feast (nobody likes a true damage ult, Cho'Gath)
Darius: one of my personal hatreds. Armor pen. pull, slowing W, hemorrhage, true damage ult
Fiddlesticks: 3 second fear, drain,  bouncing silence, CAWCAWCAWCAW
Fiora: her ad scaling and that damn ult
Fizz: I hate him so much.... his jump and his ult mostly
Gangplank: crit gun is annoying as all hell, healing with an orange, global ult
Garen: spin to win, increased speed ability, silence, and his ult
Jax: his jump and dodge abilities
Jayce: I personally love jayce, but a lot of people hate his mercury cannon
Kassadin: silence, slow, teleport ult
Katarina: shunpo and death lotus
Kayle: slow, healing and invincibility ult
Lux: root, slow, and DEMACIA ult
Maokai: another one of my favorites. slow, root, and sapling toss
Master Yi: alpha strike, healing, and his ult
Miss  Fortune: slowing damaging circle and her ult
Nidalee: spear throw. 'Nuff said.
Olaf: axe throw, life steal ability, unable to be disabled ult
Pantheon: one of Necro's favorites. crit spear at under 15% health, stun, shield passive, teleporting ult
Rengar: he's just really damn strong. not really any abilities in general
Singed: his poison kills everything and his ult gives him mana and heals him and makes him faster. plus his throw
Teemo: the most hated character in LoL. his movement speed, poison, blind, and the stupid mushrooms
Thresh: I love Thresh XD. but his pull, his other pull, and his ult
Tryndamere: his crit. and his undying rage.
Varus: his arrow shot
Vi: her ult, vault breaker, and denting blows
Xin Zhao: I have a vendetta against xin. but his knock up, healing passive, and spear charge
Zed: his damage late game is ridiculous

Well that's about it. I know it's a lot, but people like to bitch a lot. I don't hate all of them but a lot of people do.

Monday, April 29, 2013

Veigar, The Mini-Nuke

Man, can we talk about how much I love Veigar? This little bastard was my first mage character, and I bought him on a whim, but I love him. My adventures with Veigar have been spectacular, and I have to say, he's a fun little fucker to use.

Veigar is a pint sized anti-mage with a hilarious tone of voice, but he's pretty deadly as well. I call him the Mini-Nuke for a reason, as he can take out vast amounts of HP pretty quickly. He's very dangerous once fed, well, most champions are, but Veigar especially. Veigar is usually an AP champion, being an anti-mage an all, but SOME people (coughcough Rexif) are trying to justify AD Veigar. I won't be shocked to see AD Carry Veigar... eventually.

ANYWAY! Let's get down to learning about his abilities, shall we?

Veigar's Passive Ability, called Equilibrium, makes him a walking mana-pot (or Blue Soda as some people like to say). Equilibrium makes it so Veigar gains 1% Mana Regen for every 1% of Mana missing. In a sense, Equilibrium is kinda like Warmog's Armor, but an ability and not a large set of branches twisted together to make armor, and concentrates on Mana instead of health... and it didn't get nerfed.

But, moving away from comparisons to Warmog's, next up is Veigar's extremely evil Q ability, called Baleful Strike. Baleful Strike is a targeted ability with one purpose: To Kill. Now, Baleful strike is pretty interesting because not only does it deal magic damage to an enemy, but, if you score a kill with Baleful Strike, on anything, Veigar PERMANENTLY gains some AP. That's right, you're not reading this wrong, I'm not typing this wrong. Even if Veigar were to kill a minion with Baleful Strike, he does get some AP to keep. Funny part about it is, Veigar gets more of a reward for killing champions, large minions, or large monsters with Baleful Strike. This only means he gets more AP for that kill, nothing more nothing less. From what I hear, this infinite AP scaling is why Rexif and others try to justify AD Veigar (don't worry guys, he almost has his second phantom dancer). I usually build Baleful Strike first, at first because of the targeted part of it, because playing AP Mid I don't have any time for skillshots man. Fuck dat. I ain't got time for missing some bullshit kill because I missed a skillshot. Nope. Not even a little bit. Anyway, I'm just gonna continue while grumbling about skillshots, if you don't mind.

Veigar's W is Dark Matter. For some reason every time I use this ability I hear a choir chanting "Sephiroth!" as it lands. Dark Matter is an area target ability (Like, the ones with the circle and shit. I don't know the real term for this... whatever.) where, when you select the area, a meteor like (Hence, the Sephiroth chant) object hitting the selected area and damaging everything in the area, like minions, champions... anything except for turrets, inhibitors, and the enemy Nexus. I mean, it's REALLY great for chasers, just stick it behind you and watch the enemy take damage as they chase you. Or, it works great with his E, which stuns shit, and it helps kill minion waves quickly! But it's best use... THE NUKE, MOTHERFUCKERS. Yes, The Nuke. The Nuke is the best of Veigar combos, and it's almost a guaranteed kill against mages/AP characters. I'll get around to describing it in a bit.

So... aside from my sudden aggro, we're gonna talk about his E, which is called Event Horizon. Okay, not only can this little motherfucker infinitely scale AP, cause meteor like explosion type things, but he can STUN YOU. Yep. Event Horizon is a stun circle. To go back to previous reviews, it's kinda like Thresh's Ult. You target the area, and the Event Horizon goes up (In it's description, Veigar actually bend space and time. So fuck you). Any Champion that steps into one of the edges gets stunned for a few seconds, leaving them open for an easy Baleful Strike, or an easy Dark Matter, or, my favorite... THE NUKE. (man I love Veigar, that little sum'bitch.) Event Horizon has a multitude of uses, like getting away from a lot of champions, or chasing someone down, or a really cool initiation. So, it's wicked cool.

Okay... so his ultimate, the key ingredient in The Nuke, Primordial Burst. Okay, I fucking love his ult. It's the ultimate bitch-slap to mages in my opinion. What it is, a targeted ability that causes Veigar to shoot out energy which does damage to the enemy champion, and, on top of that, does 80% of the enemy champion's AP in magic damage. Yep, that's right, if some unlucky Lux attempts to snowball and has like, 800 AP or more, you can kiss her goodbye once Veigar Ults her. And this is where The Nuke comes in. What you do is this...:
Say you're Veigar, just hoppin around and you happen upon a teamfight. Run in, Event Horizon in a fashion where at least two of them, INCLUDING the champion with the highest AP, gets stuck. Now here's the tricky part... You have to ULT THE AP CHAMPION FIRST, then Dark Matter that spot, then Baleful Strike them. This way, the AP champion most likely dies from Baleful Strike, giving you the bonus AP, and the other champion takes damage (or a few of them. depending on how lucky you are) and you're the hero of the teamfight... kinda. Either that or you're reported for being a (this is a personal example) "ks'ing phaggit" (Yep... actual quote).

Well, it's been fun, but here comes the end of the review. This was Necroanimus and I'm helping you learn about any champion you do so desire. Now, here's my build for him as I step out:

Sorc's with Homeguard
DeathFire Grasp
Zhonya's Hourglass
Abyssal Scepter
Void Staff
Mejai's Soulstealer

... love you guys <3

Monday, April 22, 2013

Jayce: Hammer Time

Ok so Jayce is one of my personal favorite champions. I know everyone complains about him being overpowered. But so is most of league of legends so shut up. Anyway he's a versatile AD champion that has the ability to switch between a hammer and a mercury cannon. Each form of his weapon has its own abilities, each with their own cooldowns. so instead of rattling off the usual 4 abilities, he can bring out 6. Plus the passive of his ult (which switches weapons).

Now his passive is called Hextech Capacitor. Every time Jayce switches between his hammer and his cannon, he gains 40 movement speed and is able to move through units for 1.25 seconds. This may seem like a weak passive, but transforming doesn't cost any mana, so his passive allows him to get places faster at no cost. It can also be used to get through a minion wave at the needed time to finish off a kill, or escape with the slight speed boost.

His Q is called To the Skies!/ Shock Blast. When he's in hammer form, he does To the Skies!, in which he jumps into the air and lands in a targeted location, dealing splash damage and slowing everything he hits. This ability is great for initiating, as you can land quite a bit away from where you start. It can also be used to pick up kills or stop an enemy from escaping. When you get a kill with To the Skies, it is necessary in /all chat to type in DUNKEDDDD!!!!!!!!!!. If you do not, it is not a proper kill.

Shock Blast is his cannon's Q. He shoots a bolt of energy in a targeted direction. When the blast hits an object, it explodes dealing damage to any enemies immediately around it. If it doesn't hit anything before it reaches the end of it's target area, it does nothing. It can be shot through his cannon's E ability to gain speed, size, damage, and splash damage radius.

His W is called Lightning Field/ Hyper Charge. In my opinion, W is one of his weakest abilities for his hammer, but it makes him push through turrets like butter with his cannon. When in hammer form, activating lightning field sets up a field of lightning around him (who woulda guessed???????). The field deals magic damage per second, and is really the only thing on his kit that scales with AP. I mostly use it as a DPS ability while fighting, giving a slight advantage in solo and team fights, and picking off low health minions. FUN FACT!!!!!!!! while in hammer stance, Jayce gains 6/8/10/12/14 mana per attack passively, scaling with this ability's level.

Hyper Charge is his cannon's W. When activated, he fires 3 basic attack shots at "maximum speed" dealing 70/85/100/115/130% damage. It may not seem that good at early levels, but once you upgrade it to 3+, you can only deal more damage by activating it. Amaze your allies, destroy towers, make your enemies rage; all of these and more can be achieved by using hyper charge.

His E is called Thundering Blow/ Acceleration Gate. While in hammer stance, he can use thundering blow. This ability is a single target (any enemy unit at all) attack that deals 8/11/14/17/20% of the enemy's maximum health, and knocks them back. This ability will be one of your best friends as Jayce. It can be used in multiple ways, but mainly for disruption or disengaging. If you're doing bad in a fight and have to escape, smack the enemy with your Thundering Blow and get out of there. For a good engaging technique, use your hammer's Q to engage, run past them while they're slowed, and then use your hammer's E to knock them away from wherever they were going before. This is best used if you have phantom dancers because you can move through all the minions. In addition, you can also hit an enemy into the arms of your loving team mates, effectively separating them from their allies and turning a 1v1 or worse into a gank for your team. Even if you can't get the shot directly the way you want it, hitting an enemy sideways will usually disrupt them enough for someone to catch them.

Acceleration Gate, also known as the sniper scope, is his cannon's E. when placed, any allies that walk through it will get a temporary speed boost. Any Shock Blasts that you fire into it will be..... accelerated.... and will also grow bigger and deal more damage. This is the best way to out range enemies as Jayce. Work on your aim enough so that you can hit them almost every time. It's called the sniper scope because if you set it up correctly, it can move through terrain or cover long distances faster than any champion can run, giving you the kill. Just as to the skies, it is necessary to say in /all chat SNIPED!!!!!!!!!!. Otherwise, the kill was not proper.

Jayce's ultimate is simply called Mercury Cannon/ Mercury Hammer. When activated, it switches you between your hammer and your cannon. The ability also has a passive though. When you transform into cannon stance, his next basic attack reduces the enemy's armor and magic resist. When you transform into hammer stance, Jayce gains armor and magic resist until he transforms back into cannon stance. His next basic attack also deals bonus magic damage. You get your ultimate at level 1, along with another ability. It can still be upgraded 3 times.

Jayce relies on timing your transformations correctly. Remember, cannon stance has increased range, but lower armor and magic resist. Hammer stance has lower range but higher armor and magic resist. Switch between the two in the middle of a fight to take the most advantage of his ultimate's passives and separate cooldown times. Pummel your enemies with abilities and shut them down if they try to escape.

My favorite technique for taking down an enemy:
1. get them low on health in any way you can
2. use thundering blow to hit them away from you and deal more damage
3. as they try to run away, switch to your cannon
4. acceleration gate, Shock blast snipe them in the back
5. run over to their corpse and use your taunt.

Tuesday, April 9, 2013

Mundo Goes Where he Pleases

So I bought mundo a while ago. He's a super tank that has a spam Q that deals tons of damage. Nothing's scarier than a giant purple superhuman with flaming orbs circling him charging at you from a bush waving a bloody cleaver around. Anyway He has a melee attack but I mostly use his cleaver for damage.

Anyway His Passive is called Adrenaline Rush. This makes him even more of a tank (like he really needed that). It makes him regenerate 0.3% of his maximum health per second. That might not seem like much, but at 3k health that's an extra 3 health per second, or 15 per 5 sec. This is also useful because he doesn't use mana. All of his abilities drain his health. early game it gets a bit dangerous, but by the end of it you're just like what the hell it doesn't even matter.

So his Q is called Infected Cleaver. It deals magic damage starting at 15% of the enemy's current health (80 damage minimum), upgrading to a maximum of 25% of their current health (280 minimum). On top of that, it slows them by 40% for 2 seconds. Its range is ridiculous, reaching as far out as what you can see to the fog of war. Best chasing ability in the world swear to god. Plus, if it hits any enemy at all, it will refund half of the health it cost to throw it. Trust me, it isn't very hard to hit an enemy.

His W is called Burning Agony. This is where the three fire orbs come into play. These orbs circling him deal magic damage to his enemies near him. The health cost scales from 10-30 damage per second, but it isn't that noticeable in late game. This ability active also reduces the duration of disables by 10-30% (scaling with level).

His E is called Masochism. Sounds manly right? (yes I know it's a bad joke, so sue me). Anyway when activated, Mundo gains a flat bonus attack damage starting at 40 going up to 100 by level for 5 seconds. What you may not know is that when activated, he gains an additional .4 to 1 attack damage (also scaling by level) for each percentage of health he is missing.

I love his ultimate ability. He literally turns into a minor god. It's called Sadism and when activated, Mundo regenerates 40-60% (scaling by level) of his health over 12 seconds. He also additionally gains 15-35% movement speed (also scaling by level) for the entire activation period. It costs 20% of his health, so I would suggest using it when you're lower on health to juke the enemy out.

If there's one item that you want to buy, it's spirit visage. It gives him health, reduces all of his cooldowns, gives him magic resist, and increases his ult's healing by a noticeable amount. His ultimate also has a decently low cooldown, so you can avoid going back to base by playing safe until you can activate it again. Harass the enemy as much as possible with you Q, which also slows them so they can't return fire. His Q is also extremely useful for finishing minion kills.

Obviously, begin with Infected Cleaver when you start the game. Build health. Lots of health. As much health as you can. Spam your Q and you can kill anyone.

Monday, April 8, 2013

Zac, The Secret Weapon

Ok so to start off, I didn't buy Zac until he went down to 6300. He's a tanky ap character that can get pretty hard to kill and has a hell of a lot of CC. When I play as him, I don't always get a hell of a lot of kills but he makes it pretty easy for the rest of your team to get kills.

His passive is called Cell Division. Since he doesn't have mana, his abilities deal 4% of your current health. His passive makes blobs of himself fall off of him when his abilities hit an enemy. If Zac is close enough to the blobs, he picks them up and heals 4% of his maximum health. This is great for when you get lower in health, as it heals a lot more than you are dealt per ability. The passive is also amplified by spirit visage. The second half of his passive is that when he dies, Zac splits into 4 pieces that inch their way back to your body. Each piece has a percentage of your health, magic resist, and armor. If they reach your body and join together, you are respawned with a percentage of your health left. The blobs also take 33% less damage from AoE attacks. It has been made aware to me that you can also teleport to the blobs as well using summoner spells.

His Q is called Stretching Strike. He shoots out his arms in a targeted line, dealing magic damage to any enemies that it hits and slowing them. It has a relatively low cooldown, as well as the bonus CC and range, so I would suggest getting this ability at level 1.

His W is unstable matter. When activated, Zac instantly "explodes", dealing splash damage in an area around him. the damage dealt is a percentage of the enemy's maximum health, and scales percent-wise with AP. I would suggest maxing this ability first to deal the most damage with it. It also has the fastest cooldown of his kit, so it is easily spamable.

His E is called Elastic Slingshot. When activated, Zac charges up his slingshot. the longer it is held, the further towards its maximum range you can travel. he then shoots himself to the targeted location within the cone. When he lands, he deals damage and knocks enemies into the air. The more you upgrade this ability the larger his maximum range is.

His Ultimate is called Bounce Time! When activated, Zac leaps into the air becoming a large blob. He then bounces 3 more times, dealing splash magic damage each time he comes down. The first time he hits an enemy, he knocks them into the air. While bouncing, you can right click on the map and he will bounce in that direction. The bouncing can not be stopped, but he can be rooted.\

I would suggest rushing spirit visage. Its passive ability helps your healing, and it gives you health and magic resist. Rylai's Sceptre is good for extra CC and chasing, while Zohnya's Hourglass/ Wooglet's Witchcap is good for some extra AP and armor.

Zac is a really fun character to play as. He's hard to kill, even harder to escape from, and can take a hell of a lot of hits. Although many people play him as a jungler, he can be used for top laning and twisted treeline fights.