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.
Saturday, September 21, 2013
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.
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.
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
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.
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.
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.
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.
Monday, March 18, 2013
Quinn, the crazy bird-lady of demacia
So I'm not really an ADC kind of guy. I mean I can play as them, especially in 3v3 matches. but id rather tank all of your shots while someone else rips you apart. But anyway Quinn is League's newest ADC. What's unique about her is that her ult changes her into her bird, Valor, and she can fly around as a bruiser for a while.
A lot of people have complaints about Quinn still though. Apparently her range is even shorter than Vayne's, which means you gotta get pretty close to get any shots in.
Her passive is called Harrier. It's pretty much when Valor flies in and marks an enemy as vulnerable by putting a target above their head. Quinn's first auto attack on this enemy deals bonus physical damage. This passive effects both minions and champions. Its first priority is targeting whatever you're fighting at the time to help you with getting last hits (it's not as effective as you would think. I still miss a bunch of them). If you aren't fighting anything, it will prioritize champions. If there are no champions around, it will prioritize the enemy with the lowest health in range. If they're all at full health, it's pretty damn random. (I still think it's funny when it marks an enemy as "vulnerable" when they have kayle's ult on them, making them very invulnerable.).
Anyway her Q is called Blinding Assault. I usually get a point in this one first, although some would argue to get a point in her E first. Blinding Assault sends Valor in a targeted line, hitting the first enemy in range. It deals damage to that enemy, and blinds all the enemies around it (well slightly around it. If they aren't directly next to it they're pretty safe). Anyway I like this early game because it deals damage without having to get anywhere near them, plus if you're fighting an enemy adc, they can't fight back because they're blind.
Her W is called Heightened Senses. It has a whole slew of passives. First off, after consuming a vulnerable mark, Quinn gains 20% attack speed for 3 seconds. Second, it permanently increases Valor's attack speed by 40% (I'm pretty sure that's for his ult, not for the passive). When you do finally activate it, a huge area around Quinn is revealed for 2 seconds. Then it goes on cooldown for like 40 seconds.
Her E is called Vault. She dashes to an enemy target, marking them vulnerable, dealing physical damage, and slowing them. She then jumps back to her maximum attack range, or as close to it as she can if there's a wall in the way.
Her R is called Tag Team. She switches to Valor, and fights as him for a while. For some reason, the cooldowns aren't refreshed though, so be careful. Don't expect to get kills from rattling off a bunch of different abilities at once, or you will be in for a surprise. Anyway Valor gains 80% movement speed while out of combat. In combat, He still has an additional movement speed of 20%. Anyway as Valor, His Q blinds the enemies directly around him (within melee distance). His W does the same thing but adds the attack speed passive. His E makes him dash to an enemy and deal damage and slow, but he does not mark them as vulnerable and he does not jump back off.
If you reactivate R, or when the ability ends, Quinn returns in a rain of arrows (it doesn't deal as much damage as it seems like it should, I promise.) The ability deals more damage to enemies based on how much health they are missing. The more health it has, the less it will do.
That's about it though. She's pretty much your average ADC as far as build and runes go. just get tons of damage and you're just about ready to kill shit.
A lot of people have complaints about Quinn still though. Apparently her range is even shorter than Vayne's, which means you gotta get pretty close to get any shots in.
Her passive is called Harrier. It's pretty much when Valor flies in and marks an enemy as vulnerable by putting a target above their head. Quinn's first auto attack on this enemy deals bonus physical damage. This passive effects both minions and champions. Its first priority is targeting whatever you're fighting at the time to help you with getting last hits (it's not as effective as you would think. I still miss a bunch of them). If you aren't fighting anything, it will prioritize champions. If there are no champions around, it will prioritize the enemy with the lowest health in range. If they're all at full health, it's pretty damn random. (I still think it's funny when it marks an enemy as "vulnerable" when they have kayle's ult on them, making them very invulnerable.).
Anyway her Q is called Blinding Assault. I usually get a point in this one first, although some would argue to get a point in her E first. Blinding Assault sends Valor in a targeted line, hitting the first enemy in range. It deals damage to that enemy, and blinds all the enemies around it (well slightly around it. If they aren't directly next to it they're pretty safe). Anyway I like this early game because it deals damage without having to get anywhere near them, plus if you're fighting an enemy adc, they can't fight back because they're blind.
Her W is called Heightened Senses. It has a whole slew of passives. First off, after consuming a vulnerable mark, Quinn gains 20% attack speed for 3 seconds. Second, it permanently increases Valor's attack speed by 40% (I'm pretty sure that's for his ult, not for the passive). When you do finally activate it, a huge area around Quinn is revealed for 2 seconds. Then it goes on cooldown for like 40 seconds.
Her E is called Vault. She dashes to an enemy target, marking them vulnerable, dealing physical damage, and slowing them. She then jumps back to her maximum attack range, or as close to it as she can if there's a wall in the way.
Her R is called Tag Team. She switches to Valor, and fights as him for a while. For some reason, the cooldowns aren't refreshed though, so be careful. Don't expect to get kills from rattling off a bunch of different abilities at once, or you will be in for a surprise. Anyway Valor gains 80% movement speed while out of combat. In combat, He still has an additional movement speed of 20%. Anyway as Valor, His Q blinds the enemies directly around him (within melee distance). His W does the same thing but adds the attack speed passive. His E makes him dash to an enemy and deal damage and slow, but he does not mark them as vulnerable and he does not jump back off.
If you reactivate R, or when the ability ends, Quinn returns in a rain of arrows (it doesn't deal as much damage as it seems like it should, I promise.) The ability deals more damage to enemies based on how much health they are missing. The more health it has, the less it will do.
That's about it though. She's pretty much your average ADC as far as build and runes go. just get tons of damage and you're just about ready to kill shit.
Friday, February 22, 2013
Shen, The Giant's Belt
Ok so Shen. His real name is Shen, Eye of Twilight. But whatever, I say the giants belt because thats all he fucking needs. like seriously just build health. lots and lots of health.
His passive is called Ki Strike. This passive makes it so that every 9 seconds, Shen deals bonus damage of 10% his total bonus health. Every basic attack he does reduces the cooldown on Ki Strike by 1 second. Honestly his passive doesn't really work with the rest of his "AP Tank" ability set up. But I don't think anyone cares really.
His Q is called Vorpal Blade. This is a targeted attack where Shen throws a blade at the targeted enemy. It deals magic damage and "life taps" the target. Any ally that attacks the enemy gains bonus health regen for 3 seconds (1.5% of his total health + 6-22, based on the level). A great spell for healing yourself and your partner.
His W is called Feint. When activated, Shen puts up a shield. while the shield is active, the cooldown on Ki Strike is reduced by an extra 1.5 seconds for each basic attack. the shield lasts for 3 seconds.
His E is called Shadow Dash. When activated, Shen dashes a set distance in whatever direction you aim at. He deals magic damage and taunts all enemy champions he hits for 1.5 seconds. Taunted enemies are forced to attack/follow Shen and deal 50% less damage.
His ultimate is called Stand United. Unlike most champions, Shen has a global ultimate. He can teleport to any ally champion on the map. When cast, he channels his ultimate for 3 seconds. While channeling his teleport, the champion he is teleporting to gains a shield.
Honestly to play a good Shen, build as much health as possible. lots and lots of giants belts. once you get at least 4k health, build magic resist and armor. maybe add in some ap to deal some extra damage.
His passive is called Ki Strike. This passive makes it so that every 9 seconds, Shen deals bonus damage of 10% his total bonus health. Every basic attack he does reduces the cooldown on Ki Strike by 1 second. Honestly his passive doesn't really work with the rest of his "AP Tank" ability set up. But I don't think anyone cares really.
His Q is called Vorpal Blade. This is a targeted attack where Shen throws a blade at the targeted enemy. It deals magic damage and "life taps" the target. Any ally that attacks the enemy gains bonus health regen for 3 seconds (1.5% of his total health + 6-22, based on the level). A great spell for healing yourself and your partner.
His W is called Feint. When activated, Shen puts up a shield. while the shield is active, the cooldown on Ki Strike is reduced by an extra 1.5 seconds for each basic attack. the shield lasts for 3 seconds.
His E is called Shadow Dash. When activated, Shen dashes a set distance in whatever direction you aim at. He deals magic damage and taunts all enemy champions he hits for 1.5 seconds. Taunted enemies are forced to attack/follow Shen and deal 50% less damage.
His ultimate is called Stand United. Unlike most champions, Shen has a global ultimate. He can teleport to any ally champion on the map. When cast, he channels his ultimate for 3 seconds. While channeling his teleport, the champion he is teleporting to gains a shield.
Honestly to play a good Shen, build as much health as possible. lots and lots of giants belts. once you get at least 4k health, build magic resist and armor. maybe add in some ap to deal some extra damage.
Friday, February 8, 2013
Xin Zhao: The Douche of Demacia
Okay. Well, I was told I should be ashamed of myself for playing Xin, but hey, whatever, I like him, so fuck everyone else right?
Xin Zhao is the Seneschal of Demacia... whatever the fuck that means. Xin is a spearman who is close to Garen, Jarvan, and Lux, I mean, seeing as though they're all in the same army and all. Xin is a fun character to use who can either go AP or AD, but 99% of Xin's go to AD. Y'know what though, I'll play my Xin either way. Because either way he works.
So, to actually do Xin's review, here goes nothin...
Xin's passive is called Challenge. Xin can activate Challenge with his basic attacks and Audacious Charge. In a nutshell, Challenge isn't really helpful, because all it really does is reduce your target's armor by 15% for three seconds (Of course, hitting the target again causes re-activation, so it's not just one hit and it's done forever, that'd be fuckin stupid.) Although is passive can be useful to stack up with the Black Cleaver, Other than that it only provides a short comfort for if you're fighting really tanky enemies, and personally, I think although that 15% can make a difference, it could've been done a lot better.
His Q is called Three Talon Strike. Three Talon Strike, is pretty fuckin fun. When activated, the next three attacks Xin performs are empowered, and the third attack knocks up his enemy in the air. I mean, it's kind of how I get most of my kills, aside from his E, so yeah. Nothing much to explain.
His W is called Battle Cry. I love this ability and it's the main reason that AP Xin works out so fucking well. It has a passive and an active. It's passive is that it heals Xin every three attacks. No matter what he's fighting. Even if it's an inhibitor or a turret or well... anything... he'll heal every three hits. The active of this ability is that it increases his attack speed for a few seconds. It's pretty fucking awesome when Xin's fighting like, turrets and stuff.
Xin's E is called Audacious Charge. I really like this one. Audacious Charge is a really fun ability and also makes AP Xin work out well. What Audacious charge does is, upon targeting, Xin charges at a target enemy, dealing damage and slowing the target enemy and enemies around them for a few seconds. It gets pretty fun once you build a bit of AP.
Xin Zhao's ult is called Crescent Sweep. What is does is deal physical damage and knock back every enemy who isn't challenged (y'know, Xin's passive... right?) Also, Crescent Sweep deals an added 15% of the targets current health, which makes knocking full health tanks down a notch pretty easy (I also noted that 15 is a thematic number for Xin. Not that I think it means anything. I don't really care.).
Uhh, that's about it for Xin. I haven't really gotten into the swing of using him, so I can't do terribly much on this review, however, I will give you my common build for him:
Berserker's Greaves
Zephyr
Trinity Force
Guinsoo's Rageblade
Black Cleaver
Either Rabadabadingo Cap or Sanguine Blade depending on how I feel.
Xin Zhao is the Seneschal of Demacia... whatever the fuck that means. Xin is a spearman who is close to Garen, Jarvan, and Lux, I mean, seeing as though they're all in the same army and all. Xin is a fun character to use who can either go AP or AD, but 99% of Xin's go to AD. Y'know what though, I'll play my Xin either way. Because either way he works.
So, to actually do Xin's review, here goes nothin...
Xin's passive is called Challenge. Xin can activate Challenge with his basic attacks and Audacious Charge. In a nutshell, Challenge isn't really helpful, because all it really does is reduce your target's armor by 15% for three seconds (Of course, hitting the target again causes re-activation, so it's not just one hit and it's done forever, that'd be fuckin stupid.) Although is passive can be useful to stack up with the Black Cleaver, Other than that it only provides a short comfort for if you're fighting really tanky enemies, and personally, I think although that 15% can make a difference, it could've been done a lot better.
His Q is called Three Talon Strike. Three Talon Strike, is pretty fuckin fun. When activated, the next three attacks Xin performs are empowered, and the third attack knocks up his enemy in the air. I mean, it's kind of how I get most of my kills, aside from his E, so yeah. Nothing much to explain.
His W is called Battle Cry. I love this ability and it's the main reason that AP Xin works out so fucking well. It has a passive and an active. It's passive is that it heals Xin every three attacks. No matter what he's fighting. Even if it's an inhibitor or a turret or well... anything... he'll heal every three hits. The active of this ability is that it increases his attack speed for a few seconds. It's pretty fucking awesome when Xin's fighting like, turrets and stuff.
Xin's E is called Audacious Charge. I really like this one. Audacious Charge is a really fun ability and also makes AP Xin work out well. What Audacious charge does is, upon targeting, Xin charges at a target enemy, dealing damage and slowing the target enemy and enemies around them for a few seconds. It gets pretty fun once you build a bit of AP.
Xin Zhao's ult is called Crescent Sweep. What is does is deal physical damage and knock back every enemy who isn't challenged (y'know, Xin's passive... right?) Also, Crescent Sweep deals an added 15% of the targets current health, which makes knocking full health tanks down a notch pretty easy (I also noted that 15 is a thematic number for Xin. Not that I think it means anything. I don't really care.).
Uhh, that's about it for Xin. I haven't really gotten into the swing of using him, so I can't do terribly much on this review, however, I will give you my common build for him:
Berserker's Greaves
Zephyr
Trinity Force
Guinsoo's Rageblade
Black Cleaver
Either Rabadabadingo Cap or Sanguine Blade depending on how I feel.
Viktor, the Machine Herald
Alright so just as promised, We have a reader's pick for you this time. So here's Viktor's review.
I've played as Viktor a few times while he's free. I like using him, but he definitely has some ups and downs. One thing I noticed is that despite his ability that gives him a shield, he's extremely squishy. Not as much as Anivia, mind you, but he takes damage very easily.
Anyway onto his passive. It's called Evolving Technology. This gives you a hextech core, which is an item that you get at the beginning of the game. It gives 3 ability points per level, and can be upgraded into one of 3 different cores, each costing 1000 gold. Each one of them give you 45 AP, along with the additional +3 per level. The first one, Augment of Death, makes it so Death Ray, his E, sets fire to enemies. This makes it so it deals 30% additional magic damage to them over 4 seconds. The second one, Augment of Gravity, makes it so Gravity Shield, his W, has an additional 30% cast range. The last one, Augment of Power, makes it so Power Transfer, his Q, gives him 30% additional movement speed for 3 seconds.
So that passive gives you a nice preview of the names of his other abilities.
His Q is called Power Transfer. It's a targeting ability, which sends out a 3 pronged disk and deals magic damage to the targeted enemy. The disk then returns to him, providing a shield that is equal to 40% of the damage dealt.
His W is called Gravity Field. This sets up a targeted circle, in which he creates a heavy gravitational field. This slows enemies, and generates a charge on them every 0.5 seconds. after an enemy has 3 charges, they become stunned for 1.5 seconds.
His E is called Death Ray. This ability I'd say is probably the trickiest of all of them to get right. when you activate it, a targeting circle comes up around you. after you click once, a skill shot line appears, which you then have to aim and click a second time. This process sets up where you want the ray's path to begin, and then which direction you want it to travel in. Even if you start running after you cast it, it will continue up the line until it is finished.
Anyway on to a skill that hasn't been discussed yet, his R, named Chaos Storm. I think it's a pretty cool ability myself. It's a location target ability, and when you activate it a "singularity" is conjured on the field (some big chaotic cloud thing). This cloud will shoot lightning out of it to all enemies around it, dealing magic damage per second to all of them. If you cast it onto an enemy, it will follow that enemy around. If you reactivate it, you can direct it to a new location. The closer you are to the cloud, the faster it can move.
My tips to you are to just build as much AP as possible. His Q is great for dealing a massive amount of damage at once, while his E is good for minion farming. If you build enough AP, death ray can kill all the minions in a wave.
Another technique is to set up your gravity field in an enemy's path, and then hit with your Q and E. once they start running, follow them with chaos storm. If you feel like you might not be able to do quite enough damage, ignite them early on for insurance.
As far as Augments go, they may not seem like they're worth the used up item slot. I assure you though, they do give you quite a bit of AP. I personally always buy the Augment of Death for death ray's magic bleed.
I do feel like Viktor is an under played character honestly. He's decently strong and has good ways of keeping enemies away from you. All you would need is some practice and then you can own the lane.
I've played as Viktor a few times while he's free. I like using him, but he definitely has some ups and downs. One thing I noticed is that despite his ability that gives him a shield, he's extremely squishy. Not as much as Anivia, mind you, but he takes damage very easily.
Anyway onto his passive. It's called Evolving Technology. This gives you a hextech core, which is an item that you get at the beginning of the game. It gives 3 ability points per level, and can be upgraded into one of 3 different cores, each costing 1000 gold. Each one of them give you 45 AP, along with the additional +3 per level. The first one, Augment of Death, makes it so Death Ray, his E, sets fire to enemies. This makes it so it deals 30% additional magic damage to them over 4 seconds. The second one, Augment of Gravity, makes it so Gravity Shield, his W, has an additional 30% cast range. The last one, Augment of Power, makes it so Power Transfer, his Q, gives him 30% additional movement speed for 3 seconds.
So that passive gives you a nice preview of the names of his other abilities.
His Q is called Power Transfer. It's a targeting ability, which sends out a 3 pronged disk and deals magic damage to the targeted enemy. The disk then returns to him, providing a shield that is equal to 40% of the damage dealt.
His W is called Gravity Field. This sets up a targeted circle, in which he creates a heavy gravitational field. This slows enemies, and generates a charge on them every 0.5 seconds. after an enemy has 3 charges, they become stunned for 1.5 seconds.
His E is called Death Ray. This ability I'd say is probably the trickiest of all of them to get right. when you activate it, a targeting circle comes up around you. after you click once, a skill shot line appears, which you then have to aim and click a second time. This process sets up where you want the ray's path to begin, and then which direction you want it to travel in. Even if you start running after you cast it, it will continue up the line until it is finished.
Anyway on to a skill that hasn't been discussed yet, his R, named Chaos Storm. I think it's a pretty cool ability myself. It's a location target ability, and when you activate it a "singularity" is conjured on the field (some big chaotic cloud thing). This cloud will shoot lightning out of it to all enemies around it, dealing magic damage per second to all of them. If you cast it onto an enemy, it will follow that enemy around. If you reactivate it, you can direct it to a new location. The closer you are to the cloud, the faster it can move.
My tips to you are to just build as much AP as possible. His Q is great for dealing a massive amount of damage at once, while his E is good for minion farming. If you build enough AP, death ray can kill all the minions in a wave.
Another technique is to set up your gravity field in an enemy's path, and then hit with your Q and E. once they start running, follow them with chaos storm. If you feel like you might not be able to do quite enough damage, ignite them early on for insurance.
As far as Augments go, they may not seem like they're worth the used up item slot. I assure you though, they do give you quite a bit of AP. I personally always buy the Augment of Death for death ray's magic bleed.
I do feel like Viktor is an under played character honestly. He's decently strong and has good ways of keeping enemies away from you. All you would need is some practice and then you can own the lane.
Tuesday, January 29, 2013
Katarina, the "what's so special" champion
Honestly I don't understand how people are so great as her. I mean yeah, her ult is good, but there are so many things that block it. Like seriously stun, silence, suppress, and moving her will stop it. But that's just me I guess. A lot of people play pretty good as her. But I don't like her. Whatever...
So her passive is called Voracity. Every time she gets a kill or assist, her cooldowns are all reduced by 15 seconds. Which pretty much means all her abilities finish their cooldowns besides possibly her ultimate.
Katarina's Q is called Bouncing Blades. Katarina throws a blade at her enemies, which bounces between 4 different enemies. Something you may not know is that each time it bounces, it deals 10% less damage to the enemy it hits. When the blade hits you, it marks you for a little bit. If katarina hits you with her basic attack, it consumes the mark and deals bonus magic damage. The ability itself already deals magic damage to you.
Her W is called Sinister Steel. Katarina spins around with her blades, dealing damage in a circle around her. If it hits an enemy champion, Katarina gains movement speed for 1 second. This ability gains damage with a combination of both AP and physical damage, giving her an edge if she gets hextech gunblade.
Her E is called Shunpo. Katarina teleports to a target (friendly or enemy). If the target is an enemy, it deals magic damage. FUN FACT: After teleporting, katarina takes 15% less damage for some time. in this case, you may want to avoid chasing her unless you know you can deal enough damage to still kill her.
Her ultimate is pretty annoying for everyone. It's called Death Lotus. This ability deals damage to the 3 closest enemy champions to her over 2 seconds. It doesn't split the damage between them. If she gets moved, stunned, suppressed, or silenced, the ability stops working. If the enemies move far enough away, she just spins around for a couple seconds like an idiot. If you're playing as Katarina, the ability has a fail safe that won't let you activate it unless you're close enough to at least one enemy champion. Death Lotus deals damaged based on a combination of AP and physical damage, just like Sinister Steel does.
For her build I'd say the item guide has it just about right. I'd suggest building kaga's Lucky Pick early, for some extra gold. Otherwise, build magic penetration items such as sorcerer's shoes, blackfire torch, void staff, and abyssal sceptre. Also build some AP items like wooglet's witchcap and hextech gunblade.
This build is good because it gives spell vamp and cooldown reduction, along with about 500-600 AP. She also has a decent amount of attack damage tacked onto that as well.
So her passive is called Voracity. Every time she gets a kill or assist, her cooldowns are all reduced by 15 seconds. Which pretty much means all her abilities finish their cooldowns besides possibly her ultimate.
Katarina's Q is called Bouncing Blades. Katarina throws a blade at her enemies, which bounces between 4 different enemies. Something you may not know is that each time it bounces, it deals 10% less damage to the enemy it hits. When the blade hits you, it marks you for a little bit. If katarina hits you with her basic attack, it consumes the mark and deals bonus magic damage. The ability itself already deals magic damage to you.
Her W is called Sinister Steel. Katarina spins around with her blades, dealing damage in a circle around her. If it hits an enemy champion, Katarina gains movement speed for 1 second. This ability gains damage with a combination of both AP and physical damage, giving her an edge if she gets hextech gunblade.
Her E is called Shunpo. Katarina teleports to a target (friendly or enemy). If the target is an enemy, it deals magic damage. FUN FACT: After teleporting, katarina takes 15% less damage for some time. in this case, you may want to avoid chasing her unless you know you can deal enough damage to still kill her.
Her ultimate is pretty annoying for everyone. It's called Death Lotus. This ability deals damage to the 3 closest enemy champions to her over 2 seconds. It doesn't split the damage between them. If she gets moved, stunned, suppressed, or silenced, the ability stops working. If the enemies move far enough away, she just spins around for a couple seconds like an idiot. If you're playing as Katarina, the ability has a fail safe that won't let you activate it unless you're close enough to at least one enemy champion. Death Lotus deals damaged based on a combination of AP and physical damage, just like Sinister Steel does.
For her build I'd say the item guide has it just about right. I'd suggest building kaga's Lucky Pick early, for some extra gold. Otherwise, build magic penetration items such as sorcerer's shoes, blackfire torch, void staff, and abyssal sceptre. Also build some AP items like wooglet's witchcap and hextech gunblade.
This build is good because it gives spell vamp and cooldown reduction, along with about 500-600 AP. She also has a decent amount of attack damage tacked onto that as well.
Sunday, January 27, 2013
Skarner, the Crystal Vanguard
Ok so a little back story about this guy... Once upon a time, as a little nooblet, I looked at Skarner's champion page and really wanted to get him. Then i tried him in the free champion week, and I really didn't like playing as him much, so i abandoned that idea. I tried him again this week, so many months later. I must say, I'm thoroughly impressed with him now. Obviously I've come to understand champions a bit better since then. Anyway on with the review.
Skarner's passive is called Energize. This ability lowers Skarner's cooldowns by 1 second for every basic attack he does. This is very useful for when he gets in the fray and needs quick health, or slowing down enemies.
His Q is called Crystal Slash. He lashes out with his claws and deals damage to enemies in a circle around him. Using this ability charges him with crystal energy for 5 seconds. If the ability is cast again within these 5 seconds, it deals bonus magic damage and slows the enemy. It also recharges the 5 seconds to cast it again. Continuous spamming of this ability can render an enemy unable to escape from you.
His W is called Crystalline Exoskeleton. This ability puts up a shield around Skarner, blocking a set amount of damage for 6 seconds and giving him increased attack and movement speed while it is still active. Paired with crystal slash, you can chase down enemies and slow them down to continue the chase.
His E is called Fracture. this shoots out a beam of energy from his tail, dealing damage to any enemies in its path and marking them. If Skarner deals damage to the enemy while they are marked, or if fracture kills them, Skarner regains health. A good way to farm health with this is by casting it into a line of minions, and then crystal slashing into the group of them to activate the mark. basic attacks will reduce the cooldown, allowing you to cast it again to heal sooner.
His final ability is called impale. Skarner suppresses an enemy with his tail, dealing magic damage giving him the ability to move around and drag the enemy behind him for 1.75 seconds. When the suppress ends, he deals additional damage to them. While impale is in effect, Skarner can't cast fracture or do basic attacks. He can however, cast crystal slash. Doing this to give him some extra damage while dragging the enemy will also allow you to slow them after they are freed, following up afterwards with crystalline exoskeleton to chase them down. If you're lucky, you can drag your enemy to the turret. Otherwise, you can also drag them into the midst of your team for them to kill.
Skarner becomes a jungle-tank-ap character if you build him right. Because he gains a good amount of armor per level, I would suggest holding off on building it up a lot unless you feel the need for it. Skarner is also one of the few characters that I would actually suggest building hextech gunblade for, because it helps both his abilities and his basic attacks, along with a spam-able Q which will give lots of spell vamp.
I would suggest building ionian boots, hextech gunblade, iceborn gauntlets, guinsoo's rageblade, and phantom dancers (not necessarily in that order of course).
Just remember that you can't always jump into the thick of things at the very beginning of the battle, which is why he's an ideal jungler. By the time you start fighting champions, you've built yourself up enough to be durable. I would suggest getting a point in his E at level one for harassment and quick healing.
Skarner's passive is called Energize. This ability lowers Skarner's cooldowns by 1 second for every basic attack he does. This is very useful for when he gets in the fray and needs quick health, or slowing down enemies.
His Q is called Crystal Slash. He lashes out with his claws and deals damage to enemies in a circle around him. Using this ability charges him with crystal energy for 5 seconds. If the ability is cast again within these 5 seconds, it deals bonus magic damage and slows the enemy. It also recharges the 5 seconds to cast it again. Continuous spamming of this ability can render an enemy unable to escape from you.
His W is called Crystalline Exoskeleton. This ability puts up a shield around Skarner, blocking a set amount of damage for 6 seconds and giving him increased attack and movement speed while it is still active. Paired with crystal slash, you can chase down enemies and slow them down to continue the chase.
His E is called Fracture. this shoots out a beam of energy from his tail, dealing damage to any enemies in its path and marking them. If Skarner deals damage to the enemy while they are marked, or if fracture kills them, Skarner regains health. A good way to farm health with this is by casting it into a line of minions, and then crystal slashing into the group of them to activate the mark. basic attacks will reduce the cooldown, allowing you to cast it again to heal sooner.
His final ability is called impale. Skarner suppresses an enemy with his tail, dealing magic damage giving him the ability to move around and drag the enemy behind him for 1.75 seconds. When the suppress ends, he deals additional damage to them. While impale is in effect, Skarner can't cast fracture or do basic attacks. He can however, cast crystal slash. Doing this to give him some extra damage while dragging the enemy will also allow you to slow them after they are freed, following up afterwards with crystalline exoskeleton to chase them down. If you're lucky, you can drag your enemy to the turret. Otherwise, you can also drag them into the midst of your team for them to kill.
Skarner becomes a jungle-tank-ap character if you build him right. Because he gains a good amount of armor per level, I would suggest holding off on building it up a lot unless you feel the need for it. Skarner is also one of the few characters that I would actually suggest building hextech gunblade for, because it helps both his abilities and his basic attacks, along with a spam-able Q which will give lots of spell vamp.
I would suggest building ionian boots, hextech gunblade, iceborn gauntlets, guinsoo's rageblade, and phantom dancers (not necessarily in that order of course).
Just remember that you can't always jump into the thick of things at the very beginning of the battle, which is why he's an ideal jungler. By the time you start fighting champions, you've built yourself up enough to be durable. I would suggest getting a point in his E at level one for harassment and quick healing.
Thursday, January 24, 2013
Here comes VIIIIIIIIII
Hey guys, Necroanimus here talking about Vi, the Piltover Enforcer! Vi is actually one of my favorite new ADC's and she's just plain badass. Vi has punky pink hair and her badassery is just... off the wall.
Well, Vi, in a nutshell, is a pink haired badass who's weapons are her own two fists! Or, to be more precise, two gigantic Hextech gauntlets.Vi's the kind of character who is a pretty good ADC, but, is also a snowball character (Momentum character) so once she gets rollin (Usually around mid game) then the enemy is more or less screwed.
Vi's passive is called Blast Shield. In a nutshell, every ten seconds, Vi charges up a shield that is composed of 10% of her maximum health. So, in a sense, it's like Malphite's passive. It comes in handy, I must say, because slamming into an enemy with her Q and gaining a shield is just a win.
Her Q is called Vault Breaker. This skill, upon activation, slows Vi down for a few seconds while it charges. As it's charging, Vault Breaker gains range. Upon release, Vi charges forth in a line, knocking aside minions in her path and stopping upon collision with a champion, dealing damage and knocking them into the air temporarily. The range doesn't increase with level, however, the damage does, making this her main form of attack and ganking if your playing jungle Vi (jungle Vi is actually very dangerous, so you know. I've tried it and it just fucking works.) So I honestly suggest leveling this first for maximum fun early game.
Vi's W is called Denting Blows. Denting Blows is a passive only ability, but it's so fucking useful that you don't need an active for it. What Denting Blows does is, every third hit, Vi breaks her opponents armor, leading up to some heavy damage. In retrospect, Vi is a living Black Cleaver when she gets this ability. (Although getting the Black Cleaver with her makes for more armor breaking capability. So, in a nutshell, without the Black Cleaver, she breaks 20% of her opponents armor. With the Black Cleaver, that's another 25% armor reduction. In a nutshell, in four hits, you can break half of their armor. Another thing is that after the enemy's armor is broken, Vi gets an attack speed boost of up to 50% really she can really unleash some quick damage.
Now we get to Vi's E, which is called Excessive Force. I really like this ability because it looks pretty fucking cool. Once you obtain this ability, what it does is charge up two uses to activate. When you activate them, Vi's next basic attack sends a wave of force out in the general direction she's standing in, dealing damage to whatever it hits. This ability is really cool for clearing minion waves mid/late game when Vi snowballs, because like I said earlier, akin to Pantheon, Vi is a momentum character.
Well, now to her ult, or her R... Assault and Battery. What she does is target an enemy champion, charges towards them, knocking aside anything in her way (including other champions), knocks the target champion into the air and slams them right back down. Now this is a really cool ult for several reasons. For one, Vi's ult is made to work with Caitlin's ult, because it knocks aside any champion (and slows them, I learned.) so Caitlin's ult wouldn't be blocked by another champion (HELPING :3). Another cool thing is that every so often, Vi says "Get Dunked!" When she charges. To be honest, I've initiated some really good (and bad...) team fights with her ult, isolating a high priority champion first (like the team ADC, except when the ADC is Draven, then everyone turns into Draven because of the Draven glitch.) Let's not talk about this...
Well.... my build for Vi usually consists of this:
Ninja Tabi
Black Cleaver
Trinity Force
Frozen Mallet
Atma's Impaler
Infinity Edge
Well kiddies, it's another week, and I'll have to do some reviews. Well, gotta jet!
Thresh, the Soul Daddy Rape Van
so I'm pretty excited, this is our first NEW CHARACTER REVIEW!!!! I recently got enough for Thresh, and even though it's a day late, I already know he's a great champion.
Ok so the cause of this name is because Thresh walks around like a pimpin boss. Plus he collects souls. But seriously id love to see a Pimp Daddy Thresh skin sometime with like a pimp cane instead of his scythe and a big pimp hat and jacket. that would be pretty sweet.
Anyway Thresh is an AP tank, and I'm pretty sure he's the first ranged tank in the game, well ranged basic attack anyway. He throws out his scythe that has a chain going all the way around to connect to his lantern that he holds.
Thresh's passive is called Damnation. This means that when champions die, they drop a soul that can be collected by Thresh's lantern. Minions and neutral monsters drop them too, but not all the time. Whenever Thresh picks up a soul, his basic attack damage, defense, and ability power are permanently raised. Every time Thresh picks up a soul, the amount each soul raises them by lowers a little bit for each one collected. The first soul raises them by 1 point, lowering until it gets to .5 at about 100 souls. It then remains at .5 raised per soul for the rest of the game. Because of this bonus, you can pretty much build him however you want.
His Q is called Death Sentence. Passively, you gain attack damage as long as Thresh isn't attacking an enemy (turrets don't count). This damage is set by how many souls you have collected, added to a certain percentage listed by the ability. The extra damage built up is magic damage. If you activate it, Thresh throws out his scythe and latches onto the first enemy in its path. it then pulls them back to you. If you activate it again, you pull Thresh to whatever you have latched onto it.
His W is called Dark Passage. When activated, Thresh throws out his lantern to a target space, shielding your allies that are close to it. if they right click it, the lantern pulls them to where you are, and gives you a shield. Thresh will also get a shield if he walks out of range of the lantern on the ground. This is a great method of having your allies catch up to you, or giving them a quick escape. FUN FACT: if you throw out his lantern, it will collect any souls that are around it, giving you the ability to collect them without having to get into the fray of battle.
His E is called Flay. this shoots out his scythe and drags everything in its path in whatever way you have it aimed at. The ability hits both in front of and behind him. It can drag everything towards you, or push them away for a better chance of escaping.
Finally, is ultimate is called "The Box". Many people don't understand the reference, but it's actually referring to "The Rock", a famous jail known also as Alcatraz (this is pretty cool cause of Thresh's back story. If you haven't read it yet, I suggest you definitely do. It's pretty damn deep). Anyway back to his ultimate. He sets up a pentagon around himself (a decent distance away, it pretty much fills the lane). if an enemy champion passes through a wall, they get slowed by a huge amount and take damage. The wall is then destroyed. For every wall they destroy, the champion takes less damage. The champion can be manipulated by Thresh though. You can push them into a wall with flay, or pull them into it. You pretty much make them your bitch.
Now I know he's supposed to be an AP champion, but I've found through other players' testimonies and my own experience that Thresh is a pretty awesome AD champion too. As long as you build up a bit of magic resistance (unless they're all AD), you can get an infinity edge, hextech gunblade, zephyr, and anything else you want. I personally liked building up cooldown % so that his ultimate and abilities are able to be used again sooner. I plan on experimenting with his different builds later, but seriously, his passive makes it so you can build it however you want.
Ok so the cause of this name is because Thresh walks around like a pimpin boss. Plus he collects souls. But seriously id love to see a Pimp Daddy Thresh skin sometime with like a pimp cane instead of his scythe and a big pimp hat and jacket. that would be pretty sweet.
Anyway Thresh is an AP tank, and I'm pretty sure he's the first ranged tank in the game, well ranged basic attack anyway. He throws out his scythe that has a chain going all the way around to connect to his lantern that he holds.
Thresh's passive is called Damnation. This means that when champions die, they drop a soul that can be collected by Thresh's lantern. Minions and neutral monsters drop them too, but not all the time. Whenever Thresh picks up a soul, his basic attack damage, defense, and ability power are permanently raised. Every time Thresh picks up a soul, the amount each soul raises them by lowers a little bit for each one collected. The first soul raises them by 1 point, lowering until it gets to .5 at about 100 souls. It then remains at .5 raised per soul for the rest of the game. Because of this bonus, you can pretty much build him however you want.
His Q is called Death Sentence. Passively, you gain attack damage as long as Thresh isn't attacking an enemy (turrets don't count). This damage is set by how many souls you have collected, added to a certain percentage listed by the ability. The extra damage built up is magic damage. If you activate it, Thresh throws out his scythe and latches onto the first enemy in its path. it then pulls them back to you. If you activate it again, you pull Thresh to whatever you have latched onto it.
His W is called Dark Passage. When activated, Thresh throws out his lantern to a target space, shielding your allies that are close to it. if they right click it, the lantern pulls them to where you are, and gives you a shield. Thresh will also get a shield if he walks out of range of the lantern on the ground. This is a great method of having your allies catch up to you, or giving them a quick escape. FUN FACT: if you throw out his lantern, it will collect any souls that are around it, giving you the ability to collect them without having to get into the fray of battle.
His E is called Flay. this shoots out his scythe and drags everything in its path in whatever way you have it aimed at. The ability hits both in front of and behind him. It can drag everything towards you, or push them away for a better chance of escaping.
Finally, is ultimate is called "The Box". Many people don't understand the reference, but it's actually referring to "The Rock", a famous jail known also as Alcatraz (this is pretty cool cause of Thresh's back story. If you haven't read it yet, I suggest you definitely do. It's pretty damn deep). Anyway back to his ultimate. He sets up a pentagon around himself (a decent distance away, it pretty much fills the lane). if an enemy champion passes through a wall, they get slowed by a huge amount and take damage. The wall is then destroyed. For every wall they destroy, the champion takes less damage. The champion can be manipulated by Thresh though. You can push them into a wall with flay, or pull them into it. You pretty much make them your bitch.
Now I know he's supposed to be an AP champion, but I've found through other players' testimonies and my own experience that Thresh is a pretty awesome AD champion too. As long as you build up a bit of magic resistance (unless they're all AD), you can get an infinity edge, hextech gunblade, zephyr, and anything else you want. I personally liked building up cooldown % so that his ultimate and abilities are able to be used again sooner. I plan on experimenting with his different builds later, but seriously, his passive makes it so you can build it however you want.
Sunday, January 20, 2013
Kog'Maw, the snowman
Ok so his actual name is Kog'Maw, the mouth of the abyss. But I'd say my name is more appropriate. If he gets on a killing run, Kog'Maw WILL snowball out of control. like there's just not stopping him in the least.
Anyway Kog'Maw's passive is called Icathian Surprise and trust me, it's pretty surprising. When he dies, he continues to run around while chain reactions occur in his body. It also allows him to move faster. after 4 seconds, he deals 100+ (25x level) to any enemies around him. Which can cause a turn around in any team fight, along with revenge kills and stopping enemies from chasing your allies.
His Q is called Caustic Spittle. Passively, it increases Kog'Maw's attack speed. When activated, you target a single enemy, dealing damage and reduces their armor and magic resist for 4 seconds. Pretty straight forward. To make the most of it, try initiating a fight with the ability to deal the maximum amount of damage.
His W is called Bio-Arcane Barrage. This gives Kog'Maw extra attack range and also deals damage equal to a percentage of the enemy's maximum health. There really isn't anything else to this one.
His E is called Void Ooze. Kog'Maw launches a ball of ooze at a targeted line, dealing damage and slowing any enemies in its path. It leaves a trail behind it, continuing to slow any enemies that walk through it.
His ultimate is called Living Artillery. In my opinion, it's a pretty overpowered ability. Kog'Maw targets an area, and a little while later a living artillery shell lands there, dealing damage. any enemies hit are revealed for 4 seconds, and it deals 125% damage to champions. The cooldown for this ability is extremely short, but casting it again within 6 seconds of the last time causes it to use 40 additional mana, with a max of 400 additional mana being used.
Kog'Maw is pretty cut and dry. His abilities are pretty easy to combo with, especially if you land some living artillery shots for killing runners.
As far as his build goes, you should rush an infinity edge and build mostly attack speed. I'd recommend following the suggested build pretty closely.
Anyway Kog'Maw's passive is called Icathian Surprise and trust me, it's pretty surprising. When he dies, he continues to run around while chain reactions occur in his body. It also allows him to move faster. after 4 seconds, he deals 100+ (25x level) to any enemies around him. Which can cause a turn around in any team fight, along with revenge kills and stopping enemies from chasing your allies.
His Q is called Caustic Spittle. Passively, it increases Kog'Maw's attack speed. When activated, you target a single enemy, dealing damage and reduces their armor and magic resist for 4 seconds. Pretty straight forward. To make the most of it, try initiating a fight with the ability to deal the maximum amount of damage.
His W is called Bio-Arcane Barrage. This gives Kog'Maw extra attack range and also deals damage equal to a percentage of the enemy's maximum health. There really isn't anything else to this one.
His E is called Void Ooze. Kog'Maw launches a ball of ooze at a targeted line, dealing damage and slowing any enemies in its path. It leaves a trail behind it, continuing to slow any enemies that walk through it.
His ultimate is called Living Artillery. In my opinion, it's a pretty overpowered ability. Kog'Maw targets an area, and a little while later a living artillery shell lands there, dealing damage. any enemies hit are revealed for 4 seconds, and it deals 125% damage to champions. The cooldown for this ability is extremely short, but casting it again within 6 seconds of the last time causes it to use 40 additional mana, with a max of 400 additional mana being used.
Kog'Maw is pretty cut and dry. His abilities are pretty easy to combo with, especially if you land some living artillery shots for killing runners.
As far as his build goes, you should rush an infinity edge and build mostly attack speed. I'd recommend following the suggested build pretty closely.
Friday, January 18, 2013
Jax: The fuckin man
Hey guys, Necro here to fulfill post number two for this week. Also, I'm sorry that it's not Vi. No worries, my girl Vi is next :D
As the title suggests, this is about Jax. Now, most people hate Jax, and says that he;s just OP. Now, I know that labeling Champions as OP is kinda mainstay for most people in the League community, BUT, I just had to see for myself just how "OP" Jax was, and I'm glad I got that chance. I myself have always hated Jax for his ability to annihilate me if (or, when, it's always just a matter of time) he gets the Trinity Force... but now I love him, enough that, I even bought the sum'bitch.
Now that I'm done pseudo obsessing over Jax, let me break him down to you. Jax's passive is called Relentless Assault. Now, on the League of Legends website, it simply says that each consecutive basic attack increases attack speed. It does, don't get me wrong, but it has a certain number of stacks (I think it's six or seven) until it hits it's maximum. Still pretty fucking useful.
His Q is called Leap Strike. Now this is pretty self explanatory You activate it, target some poor champion, and leap on them. It's pretty good for assassination since it has some pretty kickass range. Honestly, I landed some really sweet kills this way, also, I didn't know this was a thing, but I jumped over Lux's ult when I used Leap Strike. I'll have to try it again to know if it's a thing. Uhh, not much I can say about this...
His W Is called Empower. This is a pretty useful one. It's also short, sweet, and to the point. Empower, in a nutshell, strengthens your next attack. This works with basic attacks (for beating down turrets this is especially useful) and jumping on champions. (Gotta feel bad after a while...) So yeah... Empower!
His E is called Counter Strike. This is actually the most important of his abilities to me actually. What it does is upon activation it sets Jax in a defensive position (Of which is twirling his lamp-post around his head, how that's defensive I'll never fucking know) for two seconds, and after those two seconds, he spins around dealing damage. This actually adds some damage for each hit you dodge (By the way, he dodges most everything in this mode. All basic attacks and 25% reduced damage from AoE attacks.) in increments of 20% bonus damage (If you can do math, if you dodge five hits you do double damage.) What I found out is that you can actually use this on Vilemaw! Not sure how it works with Baron Nashor (presumably it's the same) but yeah, fucking Vilemaw can be counterstriked! Gods damn it it felt good when I found that out. Also, counterstrike was how I got my triple kill (It was also an Ace, Twisted Treeline) before I went to solo him. Man I love Counter Strike
But his R is called Grandmaster's Might. Grandmaster's Might for me is mainly useful for its passive, where every third basic attack adds additional magic damage. It's active is giving Jax additional Armor and Magic Resistance for 10 seconds, so go into crowds, use this, Counterstrike, and mop them up. In a nutshell.
Umm... I kinda abused the game when I played Jax, so I didn't get to round off my build, but I can tell you what I was intending on doing XD
Ninja Tabi
Trinity Force
Hextech Gunblade
Infinity Edge
Nashor's Tooth
(Honestly build whatever the fuck you want here XD)
I know this was a little short, but honestly, Jax is so... simple and efficient, he doesn't need a long review like most other champions. It should also be noted that when I finished up my game (I went 31-0-1) my best friend went to bed because he was too angry at me to continue being awake.
Alright, that's it for me. Also check out the Author's Picks. I didn't notice them until now XD
As the title suggests, this is about Jax. Now, most people hate Jax, and says that he;s just OP. Now, I know that labeling Champions as OP is kinda mainstay for most people in the League community, BUT, I just had to see for myself just how "OP" Jax was, and I'm glad I got that chance. I myself have always hated Jax for his ability to annihilate me if (or, when, it's always just a matter of time) he gets the Trinity Force... but now I love him, enough that, I even bought the sum'bitch.
Now that I'm done pseudo obsessing over Jax, let me break him down to you. Jax's passive is called Relentless Assault. Now, on the League of Legends website, it simply says that each consecutive basic attack increases attack speed. It does, don't get me wrong, but it has a certain number of stacks (I think it's six or seven) until it hits it's maximum. Still pretty fucking useful.
His Q is called Leap Strike. Now this is pretty self explanatory You activate it, target some poor champion, and leap on them. It's pretty good for assassination since it has some pretty kickass range. Honestly, I landed some really sweet kills this way, also, I didn't know this was a thing, but I jumped over Lux's ult when I used Leap Strike. I'll have to try it again to know if it's a thing. Uhh, not much I can say about this...
His W Is called Empower. This is a pretty useful one. It's also short, sweet, and to the point. Empower, in a nutshell, strengthens your next attack. This works with basic attacks (for beating down turrets this is especially useful) and jumping on champions. (Gotta feel bad after a while...) So yeah... Empower!
His E is called Counter Strike. This is actually the most important of his abilities to me actually. What it does is upon activation it sets Jax in a defensive position (Of which is twirling his lamp-post around his head, how that's defensive I'll never fucking know) for two seconds, and after those two seconds, he spins around dealing damage. This actually adds some damage for each hit you dodge (By the way, he dodges most everything in this mode. All basic attacks and 25% reduced damage from AoE attacks.) in increments of 20% bonus damage (If you can do math, if you dodge five hits you do double damage.) What I found out is that you can actually use this on Vilemaw! Not sure how it works with Baron Nashor (presumably it's the same) but yeah, fucking Vilemaw can be counterstriked! Gods damn it it felt good when I found that out. Also, counterstrike was how I got my triple kill (It was also an Ace, Twisted Treeline) before I went to solo him. Man I love Counter Strike
But his R is called Grandmaster's Might. Grandmaster's Might for me is mainly useful for its passive, where every third basic attack adds additional magic damage. It's active is giving Jax additional Armor and Magic Resistance for 10 seconds, so go into crowds, use this, Counterstrike, and mop them up. In a nutshell.
Umm... I kinda abused the game when I played Jax, so I didn't get to round off my build, but I can tell you what I was intending on doing XD
Ninja Tabi
Trinity Force
Hextech Gunblade
Infinity Edge
Nashor's Tooth
(Honestly build whatever the fuck you want here XD)
I know this was a little short, but honestly, Jax is so... simple and efficient, he doesn't need a long review like most other champions. It should also be noted that when I finished up my game (I went 31-0-1) my best friend went to bed because he was too angry at me to continue being awake.
Alright, that's it for me. Also check out the Author's Picks. I didn't notice them until now XD
Thursday, January 17, 2013
Urgot, the Headsman's Pride
Fun fact, Urgot is the champion that I got my first Pentakill with :D
So this review is for the ugliest champion in the entire game. Honestly I love using urgot when he's free, but he's so ugly..... I would have to buy one of his skins if I play as him regularly in game. Urgot is a long ranged physical fighter. the majority of his abilities use only AD, except for his W.
His passive is called Zaun-Touched Bolt Augmenter. Which although the name sounds complex, the ability is pretty simple. It means that Urgot's basic attacks reduce the damage enemies deal by 15% for 2.5 seconds. Combine that with Ninja Tabi shoes, and you're blocking 25% of the damage done before the fight even starts.
His Q is called Acid Hunter, and is one of the best harassment/hunting abilities possible if used right. He fires an acid hunter missile in a line, dealing damage to the first enemy that it hits. If an enemy is effected by Urgot's E though, you can hover your mouse over the enemy and activate acid hunter, in which the missile will avoid all unit collision, hunting the enemy that you targeted. It will hit regardless of the range you activate it from, as long as they're effected by his E and you target them. ONE THING TO REMEMBER: if you play using your keyboard, acid hunter does not require any clicking to shoot. you point your mouse at where you want the missile to go, and then press the key and it will fly. Also, you don't have to click on the enemy in order to target them. Just hover your mouse over them. This ability is excellent for harassment and hunting low health enemies. It also works with black cleaver, lowering their armor each hit.
Urgot's W is called Terror Capacitor. This ability puts up a shield around Urgot, absorbing damage for 7 seconds. This is the only ability that takes AP, which adds 80% of your AP onto the base shield health. Along with the shield, while it's active Urgot's basic attacks slow the enemy. This is great for chasing down enemies, and making sure you can land hits with the acid hunter.
His E is called Noxian Corrosive Charge. He shoots out acid in a targeted circle (much like twitch's flask). Any enemies hit by the charge take DOT damage and reduces their armor starting at 12% at level 1 and ending at 20% at level 5. It also gives you the ability to lock onto the enemies with acid hunter.
Finally, his ult is called Hyper-Kinetic Positron Reverser (whatever the hell that means). Urgot charges his ability for one second, suppressing the targeted champion in the process. After it's charged, he switches places with them. When he switches places with them, his armor and magic resistance is increased and the target is slowed by 40% for 3 seconds. This ability is great for preventing an enemy from escaping and throwing a single enemy into your team for a gank. The only issue is that it can also put you in danger of getting attacked by enemies in the process.
Urgot has a few different ways that you can build his items, but I built mine for manamune.
Start with boots of speed and doran's blade.
build up your desired tier 2 boots, I made Ninja tabi.
get sanguine blade for some early damage and life steal
make tear of the goddess early to start charging bonus mana. when you can, create manamune. eventually that will turn into muramana.
Next get black cleaver for a little damage, health, and a lot of armor reduction.
at this point the suggested item says to build frozen heart. I would suggest building iceborn gauntlet instead, considering they both give you mana, armor, and cooldown reduction, but iceborn gauntlet also slows an enemy after you use an ability, gives mana regen., and ability power for your shield.
Sell doran's blade and buy a dagger, eventually building into Nashor's Tooth for attack speed, ability power, cooldown reduction, and mana regen.
finally, build whatever tier 3 boots you think are necessary. I built Furor for more chasing ability.
Urgot's specialty is taking down squishy low health units, such as mages and support. use his E to target them, and send a couple of his acid hunters at them and it will eat their health like Kog'maw eating a steak dinner.
So this review is for the ugliest champion in the entire game. Honestly I love using urgot when he's free, but he's so ugly..... I would have to buy one of his skins if I play as him regularly in game. Urgot is a long ranged physical fighter. the majority of his abilities use only AD, except for his W.
His passive is called Zaun-Touched Bolt Augmenter. Which although the name sounds complex, the ability is pretty simple. It means that Urgot's basic attacks reduce the damage enemies deal by 15% for 2.5 seconds. Combine that with Ninja Tabi shoes, and you're blocking 25% of the damage done before the fight even starts.
His Q is called Acid Hunter, and is one of the best harassment/hunting abilities possible if used right. He fires an acid hunter missile in a line, dealing damage to the first enemy that it hits. If an enemy is effected by Urgot's E though, you can hover your mouse over the enemy and activate acid hunter, in which the missile will avoid all unit collision, hunting the enemy that you targeted. It will hit regardless of the range you activate it from, as long as they're effected by his E and you target them. ONE THING TO REMEMBER: if you play using your keyboard, acid hunter does not require any clicking to shoot. you point your mouse at where you want the missile to go, and then press the key and it will fly. Also, you don't have to click on the enemy in order to target them. Just hover your mouse over them. This ability is excellent for harassment and hunting low health enemies. It also works with black cleaver, lowering their armor each hit.
Urgot's W is called Terror Capacitor. This ability puts up a shield around Urgot, absorbing damage for 7 seconds. This is the only ability that takes AP, which adds 80% of your AP onto the base shield health. Along with the shield, while it's active Urgot's basic attacks slow the enemy. This is great for chasing down enemies, and making sure you can land hits with the acid hunter.
His E is called Noxian Corrosive Charge. He shoots out acid in a targeted circle (much like twitch's flask). Any enemies hit by the charge take DOT damage and reduces their armor starting at 12% at level 1 and ending at 20% at level 5. It also gives you the ability to lock onto the enemies with acid hunter.
Finally, his ult is called Hyper-Kinetic Positron Reverser (whatever the hell that means). Urgot charges his ability for one second, suppressing the targeted champion in the process. After it's charged, he switches places with them. When he switches places with them, his armor and magic resistance is increased and the target is slowed by 40% for 3 seconds. This ability is great for preventing an enemy from escaping and throwing a single enemy into your team for a gank. The only issue is that it can also put you in danger of getting attacked by enemies in the process.
Urgot has a few different ways that you can build his items, but I built mine for manamune.
Start with boots of speed and doran's blade.
build up your desired tier 2 boots, I made Ninja tabi.
get sanguine blade for some early damage and life steal
make tear of the goddess early to start charging bonus mana. when you can, create manamune. eventually that will turn into muramana.
Next get black cleaver for a little damage, health, and a lot of armor reduction.
at this point the suggested item says to build frozen heart. I would suggest building iceborn gauntlet instead, considering they both give you mana, armor, and cooldown reduction, but iceborn gauntlet also slows an enemy after you use an ability, gives mana regen., and ability power for your shield.
Sell doran's blade and buy a dagger, eventually building into Nashor's Tooth for attack speed, ability power, cooldown reduction, and mana regen.
finally, build whatever tier 3 boots you think are necessary. I built Furor for more chasing ability.
Urgot's specialty is taking down squishy low health units, such as mages and support. use his E to target them, and send a couple of his acid hunters at them and it will eat their health like Kog'maw eating a steak dinner.
CAWCAWCAWCAWCAWCAWCAW
So if you can't guess by my title, I'm going to be writing the review for Fiddlesticks.
Just like any other AP caster, if he gets going, he's a real danger. Fiddlesticks is probably one of the scariest champions to play against once he gets going because of his combinations of abilities that just wreck your shit before you even know what happened.
So fiddlesticks' passive is called Dread. If that doesn't sound foreboding enough, it reduces the magic resist of all enemy champions by 10. So along with snowballing your AP with fiddlesticks, you can also choose a whole bunch of items that snowball magic penetration/magic resist reduction.
His Q is called terrify. It pretty does what the name says it does. when cast on an enemy champion, it gives them fear for a certain amount of time (1 second at level one, gaining 0.5 seconds every level up to 3 seconds at level 5). combine this with his W and you got quite a bit of health being sucked up.
Fiddlesticks' W is called Drain. Just like Terrify, the ability does exactly what the name says it does (they were sure creative when it came to naming these, huh?). Anyway Fiddlesticks drains the health from whatever you target (it can be minions, neutral monsters, or champions), and heals fiddlesticks for 70% of the damage done. the attack is DOT style, doing a decent amount of damage per second. If you move fiddlesticks or cast another ability or summoner spell, or if he gets moved, stunned, silenced, feared, etc.... or if the target moves out of range of his spell, the ability ends early. If you use terrify on an enemy and then cast drain, the enemy walks right towards fiddlesticks, giving you the largest amount of time to drain them.
His E is Dark Wind. This ability shoots a crow out at a targeted enemy, and bounces between enemies up to 5 times. It can hit the same enemy multiple times, so be careful if you're playing against fiddlesticks and trying to escape with another person. As if that weren't enough, any enemies hit by dark wind are silenced for 1.2 seconds. This might not seem like a lot of time, but it can completely ruin a combo that you're trying to work with. it can also be good for setting up the QW combination. First, cast dark wind so they can't use any abilities or flash away. Then, cast terrify to draw them in. Last, cast drain to deal the big damage. Along with that, if they're in range still, dark wind may be finished with cooldown, giving you a nice last strike that deals a good chunk of damage. Dark wind also deals 50% extra damage to minions, so it's great for farming lanes with the bouncing effect, as well as harassment early game.
Crow Storm is his ultimate (R) ability. It's also the butt of many fiddlesticks related jokes, including the title of this thread. After channeling for 3 (I think) seconds, fiddlesticks teleports to target location with crows flying around his proximity. If you're in the crow circle, you take DOT damage. Honestly, if fiddlesticks teleports close enough to you and gets you with terrify and drain, you might be fucked. Unless you're REALLY fed, the best option is probably to just run and wait out the duration of crow storm.
Fiddlesticks' build works best by taking items that give magic penetration/magic resist reduction. In my game, I managed to get 60 +35% magic penetration. That could reduce an enemy's magic resist to 0 if they dont build against it. Along with that, these items also give AP to make you deal even more damage.
Good luck, and remember CAWCAWCAWCAWCAWCAWCAWCAWCAWCAW
Just like any other AP caster, if he gets going, he's a real danger. Fiddlesticks is probably one of the scariest champions to play against once he gets going because of his combinations of abilities that just wreck your shit before you even know what happened.
So fiddlesticks' passive is called Dread. If that doesn't sound foreboding enough, it reduces the magic resist of all enemy champions by 10. So along with snowballing your AP with fiddlesticks, you can also choose a whole bunch of items that snowball magic penetration/magic resist reduction.
His Q is called terrify. It pretty does what the name says it does. when cast on an enemy champion, it gives them fear for a certain amount of time (1 second at level one, gaining 0.5 seconds every level up to 3 seconds at level 5). combine this with his W and you got quite a bit of health being sucked up.
Fiddlesticks' W is called Drain. Just like Terrify, the ability does exactly what the name says it does (they were sure creative when it came to naming these, huh?). Anyway Fiddlesticks drains the health from whatever you target (it can be minions, neutral monsters, or champions), and heals fiddlesticks for 70% of the damage done. the attack is DOT style, doing a decent amount of damage per second. If you move fiddlesticks or cast another ability or summoner spell, or if he gets moved, stunned, silenced, feared, etc.... or if the target moves out of range of his spell, the ability ends early. If you use terrify on an enemy and then cast drain, the enemy walks right towards fiddlesticks, giving you the largest amount of time to drain them.
His E is Dark Wind. This ability shoots a crow out at a targeted enemy, and bounces between enemies up to 5 times. It can hit the same enemy multiple times, so be careful if you're playing against fiddlesticks and trying to escape with another person. As if that weren't enough, any enemies hit by dark wind are silenced for 1.2 seconds. This might not seem like a lot of time, but it can completely ruin a combo that you're trying to work with. it can also be good for setting up the QW combination. First, cast dark wind so they can't use any abilities or flash away. Then, cast terrify to draw them in. Last, cast drain to deal the big damage. Along with that, if they're in range still, dark wind may be finished with cooldown, giving you a nice last strike that deals a good chunk of damage. Dark wind also deals 50% extra damage to minions, so it's great for farming lanes with the bouncing effect, as well as harassment early game.
Crow Storm is his ultimate (R) ability. It's also the butt of many fiddlesticks related jokes, including the title of this thread. After channeling for 3 (I think) seconds, fiddlesticks teleports to target location with crows flying around his proximity. If you're in the crow circle, you take DOT damage. Honestly, if fiddlesticks teleports close enough to you and gets you with terrify and drain, you might be fucked. Unless you're REALLY fed, the best option is probably to just run and wait out the duration of crow storm.
Fiddlesticks' build works best by taking items that give magic penetration/magic resist reduction. In my game, I managed to get 60 +35% magic penetration. That could reduce an enemy's magic resist to 0 if they dont build against it. Along with that, these items also give AP to make you deal even more damage.
Good luck, and remember CAWCAWCAWCAWCAWCAWCAWCAWCAWCAW
Ahri: The 9 Tailed Fox
Hey guys! Necroanimus here! Sorry about last week, I had a few breakdowns and I just couldn't do much of anything. I'm paying for it with the sickness this week -__-
Anyway! Let's get reviewin' shall we? This week, one of the free champions is Ahri, The nine-tailed Fox. Now, Ahri is a pure AP character with some pretty kickass skills, and me personally, I like her for an AP Champ, because I usually play AD. But Ahri... I actually liked her. Here's why:
Ahri's passive is called Essence Theft. In a nutshell, every time a spell lands a hit, it gains a charge, but it's max is 3 charges per spell, which makes it balanced because every 9 charges her next spell gains 35 percent Spell Vamp. Now, for those of you who were like "Spell Vamp? What the fuckity fuckhell is that?" It's pretty much a lifesteal for spell-casters/AP characters. What I do for fun on this one is throw her W a few times to charge this up, then throw her Q at a line of minions for maximum lifesteal. Very good for keeping alive.
Ahri's Q is called Orb Of Deception. Now, this was probably my main way of dealing significant damage as Ahri, for one reason on one only: It deals True Damage. Now, True Damage cannot be blocked, and is most likely the most hated thing in the League community (Unless you main Darius or Cho'Gath, then it's your best fuckin friend.), for very good reasons (LEL DARIUS ULT XDDDDD)...... Okay. Well.... back to Ahri. When she throws the Orb, it deals Magic Damage going forward, but on it's way back to Ahri (You can move after you throw it :D) it deals True Damage. The True damage makes it useful for Essence Theft, since the True Damage bit will deal more damage than the forward throw, granteing you more Spell Vamp.
Now, onto Ahri's W, which is called FoxFire. I like this ability actually. It sets Three Fox-Fires that lock onto and hit enemies. It prioritizes Champions (Minions won't get in the way of my kill dammit!) and targets that get hit by more than one fox fire take an additional 50% damage from each additional fox fire, making it great for killing off champions on low health. There's really not much else to say about it...
Ahri's E is pretty cool, it's called Charm. Charm deals damage yeah sure, but it also causes the hit target to walk harmlessly toward Ahri for up to 2 seconds. Think, a target that's walking towards you? Dude, perfect opportunity for a Fox-Fire Orb Of Deception combo right! Fuck yeah that's right!
Now for Ahri's Ult, or her R. Ahri's R is called Spirit Rush. Spirit Rush is FUCKING AMAZING for chasing. Ahri dashes forward, and shoots out a Fox Fire that prioritizes Champions. On top of that, it can be cast up to not once, not twice, but three times motherfucker before cooldown. Isn't that just awesome? Meaning if you hit some poor soul with Charm but they're pretty far away, just Spirit Rush towards them dude! Not only will you deal damage, but you'll be closer to round off range using Fox Fire and your magic Orb. When Spirit Rush hits, it also counts as stacks towards essence theft too, so yeah, that's pretty fuckin handy!
Well, here was my build from when I played Ahri, any other additions or changes or whatever, I'll never know because I'm not buying her. Nope. Not doing it:
Sorceror's Shoes
Abyssal Scepter
Void Staff
Iceborn Gauntlet
DeathFire Grasp
Wooglet's Witchcap
Alright, look out for more reviews, but not now, I have a PBR. Next up, VI <3
Friday, January 11, 2013
Ezreal, the Prodigal Explorer
Hey everyone. I know it's Thursday (well Friday now where I am) and we haven't gotten any reviews posted on the free champions this week. I don't know about necroanimus, but I've been loaded with stuff to do. Anyway I thought I would kick off this week's reviews with Ezreal.
Honestly, I didn't think that I would like Ezreal much. After reading his abilities and playing as him a bit in game though, he might be one of my next purchases (after Thresh of course). He's an AD and AP character, with most of his abilities gaining from attack and ability power. One thing that I liked about him is that a lot of his abilities were skillshot based, so you don't have to try to target the champion point-and-click style. along with that, his passive and Q are pretty useful for once you get into the middle of a battle.
Ezreal's passive is called Rising Spell Force. Now what this does is every time one of his abilities hits, he gains 10% attack speed for 6 seconds. This on its own is nice, but it can also stack up to 5 times. so within those 6 seconds, you can get up to 50% speed boost.
His Q is pretty simple. It's called Mystic shot, and it shoots out a bolt of energy dealing damage to the first enemy it hits. This includes minions, so aim your shots carefully. As long as mystic shot hits something though, all of his cooldowns are reduced by 1 second. Now this might now seem like much, but the cooldown and mana cost of mystic shot are pretty low, so those 1 seconds can add up.
Essence Flux is Ezreal's W. This ability is a little trickier than mystic shot. It only deals damage to enemy champions, but it passes through all units. This ability only gains from Ezreal's AP and deals magic damage. Whenever Essence Flux hits an allied champion, it increases their attack speed for 5 seconds, starting at 20% and working its way to 40% by level 5. This ability is great for dealing damage during team fights, while also giving your team a bit of an edge.
His E ability is called Arcane Shift. This ability teleports Ezreal to a location of your choice within the target circle (which really isn't very big, but is great for covering distance in a chase or retreat). When he teleports, he also shoots a bolt of energy at the closest enemy unit. This can also include minions though, so use arcane shift when you know you can hit the enemy champions.
Now I'm pretty sure anyone that's played league of legends has seen Ezreal's ultimate fly across the map at least once. It's called Trueshot Barrage, and casting it is a lot like Ashe's arrow. Ezreal charges up his bow and releases this big arc of energy flying across the map. it deals damage to any enemies it passes through on the way there. One thing you may not know about this ultimate though, is that it deals 8% less damage to each unit it passes through, with a minimum amount of damage being done set to 30%. On my first game as him, I sniped Annie from across the map. It was pretty badass. Unfortunately, I failed quite a few of my other attempts. It really takes some time to figure out how to aim those things.
As far as building him goes, you can either go AP, AD, or a combination of both. Either way, you can use their own defenses against them and just choose the opposite of what they're defending against. Using arcane shift to move behind an enemy minion wave is a great way of setting up space to be able to use mystic shot while still hitting enemies. Along with that, consider aiming Essence Flux so that it hits as many champions in general as possible. No matter who you hit, it's going to work in your favor.
on a side note, Ezreal is also the only one with a theme. Honestly if I did get Ezreal, I would definitely consider getting his skin as well. I know it seems expensive.... but it also looks really cool.
Honestly, I didn't think that I would like Ezreal much. After reading his abilities and playing as him a bit in game though, he might be one of my next purchases (after Thresh of course). He's an AD and AP character, with most of his abilities gaining from attack and ability power. One thing that I liked about him is that a lot of his abilities were skillshot based, so you don't have to try to target the champion point-and-click style. along with that, his passive and Q are pretty useful for once you get into the middle of a battle.
Ezreal's passive is called Rising Spell Force. Now what this does is every time one of his abilities hits, he gains 10% attack speed for 6 seconds. This on its own is nice, but it can also stack up to 5 times. so within those 6 seconds, you can get up to 50% speed boost.
His Q is pretty simple. It's called Mystic shot, and it shoots out a bolt of energy dealing damage to the first enemy it hits. This includes minions, so aim your shots carefully. As long as mystic shot hits something though, all of his cooldowns are reduced by 1 second. Now this might now seem like much, but the cooldown and mana cost of mystic shot are pretty low, so those 1 seconds can add up.
Essence Flux is Ezreal's W. This ability is a little trickier than mystic shot. It only deals damage to enemy champions, but it passes through all units. This ability only gains from Ezreal's AP and deals magic damage. Whenever Essence Flux hits an allied champion, it increases their attack speed for 5 seconds, starting at 20% and working its way to 40% by level 5. This ability is great for dealing damage during team fights, while also giving your team a bit of an edge.
His E ability is called Arcane Shift. This ability teleports Ezreal to a location of your choice within the target circle (which really isn't very big, but is great for covering distance in a chase or retreat). When he teleports, he also shoots a bolt of energy at the closest enemy unit. This can also include minions though, so use arcane shift when you know you can hit the enemy champions.
Now I'm pretty sure anyone that's played league of legends has seen Ezreal's ultimate fly across the map at least once. It's called Trueshot Barrage, and casting it is a lot like Ashe's arrow. Ezreal charges up his bow and releases this big arc of energy flying across the map. it deals damage to any enemies it passes through on the way there. One thing you may not know about this ultimate though, is that it deals 8% less damage to each unit it passes through, with a minimum amount of damage being done set to 30%. On my first game as him, I sniped Annie from across the map. It was pretty badass. Unfortunately, I failed quite a few of my other attempts. It really takes some time to figure out how to aim those things.
As far as building him goes, you can either go AP, AD, or a combination of both. Either way, you can use their own defenses against them and just choose the opposite of what they're defending against. Using arcane shift to move behind an enemy minion wave is a great way of setting up space to be able to use mystic shot while still hitting enemies. Along with that, consider aiming Essence Flux so that it hits as many champions in general as possible. No matter who you hit, it's going to work in your favor.
on a side note, Ezreal is also the only one with a theme. Honestly if I did get Ezreal, I would definitely consider getting his skin as well. I know it seems expensive.... but it also looks really cool.
Monday, January 7, 2013
Nami the Tide Caller
Just to let you all know right now, Nami is probably one of my favorite support characters. some people say that she's a good mid for summoner's rift, but I prefer support there. She's also fun to use in twisted treeline. Anyway she's an AP caster, pretty squishy at first. her abilities require a bit of a description so bare with me.
Nami's passive is called Surging Tides. Whenever one of Nami's abilities effects an ally champion, they gain a speed boost for a short duration of time. This is helpful for chasing down enemies, especially combined with her E ability (we'll get to that a bit later).
Her Q ability is called Aqua Prison, and is probably one of the biggest troll attacks for someone who can skillshot (or is just really good at guessing). She shoots a ball of water at a targeted spot, which surrounds any enemies inside the target circle and then lifts them up into the air. This has pretty much the same effect as knocking an enemy into the air or stunning them. The enemies that are hit by aqua prison also take magic damage. This is really her only ability that is good for farming minions, but you have to be careful about how you use it. REMEMBER THIS: Nami's Q takes up a lot of mana and has quite a long cooldown time, starting at 15 seconds (although leveling it up reduces cooldown slightly). 15 seconds might not feel like a long time, but it could mean the difference between life and death.
Nami's W ability is Ebb and Flow. This is one of my favorite abilities from her, as it can be used offensively while still healing you or your allies. Ebb and Flow can be cast on either an enemy or an ally (or yourself). She shoots a wave of water through the air to whoever you cast it on. It heals allies and deals damage to enemies. The wave then bounces from an enemy to an ally if they are in range, or from an ally to an enemy if they are in range, having the same effects. It then bounces again a final time to a different enemy or ally. The point to remember is that if it is cast first on an ally, it will end on an ally, and the opposite for enemies. One technique that I've found useful is if an enemy is hiding at a turret and an ally is near the turret, you cast Ebb and Flow on the ally to heal them, and it then bounces to the enemy without the danger of getting hit by the turret after doing so. The turret also does not target your ally from doing this. Surging tides also effects this ability, giving you and your allies a speed boost.
Her E ability is called Tidecaller's Blessing. She can cast this on herself and her allies. This ability gives their basic attacks bonus magic damage for 5 seconds or 3 basic attacks and slow the enemy for 1 second. As I was saying before, this, along with surging tides, will allow an ally to chase down any enemy to finish them off.
Nami's ultimate, Tidal Wave, is a lot like Lux's ultimate. Nami spins her staff over her head and summons a huge tidal wave, taking up most of the width of a lane. It can go over walls and just about anything else. It travels for quite a distance, and then returns into the ground. Any enemy that is hit by it, including minions, are knocked into the air (just like aqua prison), take magic damage and are slowed 2-4 seconds.
A successful combination of all of Nami's abilities can completely destroy team fights. to begin with, if the enemies are tightly packed together, a well placed aqua prison can hit multiple enemies at once. This can hold them in place for a cast of tidal wave (or tidal wave can keep them in place to get them with aqua prison). anyway as the battle continues on, ebb and flow can deal damage to up to 2 enemies while healing an ally, or heal 2 allies and do some damage on the way. As the battle dwindles down, tidecaller's blessing can be used to mop up any enemies left with extra damage and slowing.
Nami's passive is called Surging Tides. Whenever one of Nami's abilities effects an ally champion, they gain a speed boost for a short duration of time. This is helpful for chasing down enemies, especially combined with her E ability (we'll get to that a bit later).
Her Q ability is called Aqua Prison, and is probably one of the biggest troll attacks for someone who can skillshot (or is just really good at guessing). She shoots a ball of water at a targeted spot, which surrounds any enemies inside the target circle and then lifts them up into the air. This has pretty much the same effect as knocking an enemy into the air or stunning them. The enemies that are hit by aqua prison also take magic damage. This is really her only ability that is good for farming minions, but you have to be careful about how you use it. REMEMBER THIS: Nami's Q takes up a lot of mana and has quite a long cooldown time, starting at 15 seconds (although leveling it up reduces cooldown slightly). 15 seconds might not feel like a long time, but it could mean the difference between life and death.
Nami's W ability is Ebb and Flow. This is one of my favorite abilities from her, as it can be used offensively while still healing you or your allies. Ebb and Flow can be cast on either an enemy or an ally (or yourself). She shoots a wave of water through the air to whoever you cast it on. It heals allies and deals damage to enemies. The wave then bounces from an enemy to an ally if they are in range, or from an ally to an enemy if they are in range, having the same effects. It then bounces again a final time to a different enemy or ally. The point to remember is that if it is cast first on an ally, it will end on an ally, and the opposite for enemies. One technique that I've found useful is if an enemy is hiding at a turret and an ally is near the turret, you cast Ebb and Flow on the ally to heal them, and it then bounces to the enemy without the danger of getting hit by the turret after doing so. The turret also does not target your ally from doing this. Surging tides also effects this ability, giving you and your allies a speed boost.
Her E ability is called Tidecaller's Blessing. She can cast this on herself and her allies. This ability gives their basic attacks bonus magic damage for 5 seconds or 3 basic attacks and slow the enemy for 1 second. As I was saying before, this, along with surging tides, will allow an ally to chase down any enemy to finish them off.
Nami's ultimate, Tidal Wave, is a lot like Lux's ultimate. Nami spins her staff over her head and summons a huge tidal wave, taking up most of the width of a lane. It can go over walls and just about anything else. It travels for quite a distance, and then returns into the ground. Any enemy that is hit by it, including minions, are knocked into the air (just like aqua prison), take magic damage and are slowed 2-4 seconds.
A successful combination of all of Nami's abilities can completely destroy team fights. to begin with, if the enemies are tightly packed together, a well placed aqua prison can hit multiple enemies at once. This can hold them in place for a cast of tidal wave (or tidal wave can keep them in place to get them with aqua prison). anyway as the battle continues on, ebb and flow can deal damage to up to 2 enemies while healing an ally, or heal 2 allies and do some damage on the way. As the battle dwindles down, tidecaller's blessing can be used to mop up any enemies left with extra damage and slowing.
Saturday, January 5, 2013
Nocturne, the Eternal Nightmare
Nocturne is one of my favorite ADCs. he's great at chasing, ganking, dealing a lot of damage fast, and picking up kills. along with that his passive paired with his W allows for quick clearing of minion waves and jungler camps.
Nocturne's Passive is called Umbra Blades. In my opinion, it's one of the most useful passives that an ADC could possibly have. Every 10 seconds, Nocturne slashes in a circle with his blades on a basic attack. This deals 120% damage and healing Nocturne. Along with that, Nocturne's basic attacks reduce the cooldown of Umbra Blades by 1 second each attack.
His Q is called Duskbringer. This ability shoots a shadow blade that has a trail following behind it. Any enemy that it hits takes physical damage. The trail follows any enemy champions that are hit by it and lasts for 5 seconds after the ability is used. Aditionally, while Nocturne is on the dusk trail his movement speed and attack damage is increased and he avoids unit collision. I suggest taking a point in this ability at level 1, to make harassment easier. Throughout the game, Duskbringer is a good ranged attack, so you might want to max it as soon as you can.
Shroud of Darkness is Nocturne's W. Passively, shroud of darkness increases Nocturne's attack speed starting at 20% and ending at 40%. This goes well with Nocturne's passive because of the cooldown that comes from his basic attacks. Anyway If you activate shroud of darkness, Nocturne gains a spell shield for 1.5 seconds. It completely blocks the ability (I've actually been able to block Darius' Noxian Guillotine with it). If a spell is blocked by the shield, Nocturne's passive attack speed is doubled for 5 seconds.
One of Nocturne's most useful abilities for chasing down an enemy is his E, Unspeakable Horror. This ability deals magic damage/second over 2 seconds. After these 2 seconds, the enemy it is cast on becomes feared. If the enemy goes out of range of the ability, they stop taking damage and do not become feared. If you first cast Duskbringer and hit the targeted enemy, you can quickly follow up with unspeakable horror. The movement speed boost from Duskbringer will help you keep in range while Unspeakable horror will eventually fear them, causing their escape to be delayed. This could be enough time for you to take the kill. Along with chasing, unspeakable horror is great for escaping from an enemy. If you're low on health and being chased by a close combat character, they will try to close the gap between you so that they can get the kill. As soon as they get in range, cast unspeakable horror on them. If you don't get killed in those 2 seconds, they will become feared and you can escape.
Nocturne's ultimate is called Paranoia. When you activate it the first time, the entire screen goes dark. For allied screens, it turns blue while for enemy screens it turns red. This also causes enemy maps to become completely dark and reduces their sight radius. On second activation, Nocturne rushes to a targeted enemy and deals damage to it. The most important part of this ability is that you MAKE SURE YOU'RE IN RANGE before the first activation. Every level up, the range of this ability increases. Along with using this ability, you can immediately cast shroud of darkness after and hopefully catch an ability that could cause you to lose the kill otherwise. This ability is especially good for ganks because of the range of the dash.
In my opinion, Nocturne is a fantastic character. even without any items giving attack speed, by the time shroud of darkness is maxed he's attacking at a good rate. along with this, he has a lot of power and a wide range of abilities to control your enemies. Once he's built up, Nocturne is nearly impossible to stop.
Nocturne's Passive is called Umbra Blades. In my opinion, it's one of the most useful passives that an ADC could possibly have. Every 10 seconds, Nocturne slashes in a circle with his blades on a basic attack. This deals 120% damage and healing Nocturne. Along with that, Nocturne's basic attacks reduce the cooldown of Umbra Blades by 1 second each attack.
His Q is called Duskbringer. This ability shoots a shadow blade that has a trail following behind it. Any enemy that it hits takes physical damage. The trail follows any enemy champions that are hit by it and lasts for 5 seconds after the ability is used. Aditionally, while Nocturne is on the dusk trail his movement speed and attack damage is increased and he avoids unit collision. I suggest taking a point in this ability at level 1, to make harassment easier. Throughout the game, Duskbringer is a good ranged attack, so you might want to max it as soon as you can.
Shroud of Darkness is Nocturne's W. Passively, shroud of darkness increases Nocturne's attack speed starting at 20% and ending at 40%. This goes well with Nocturne's passive because of the cooldown that comes from his basic attacks. Anyway If you activate shroud of darkness, Nocturne gains a spell shield for 1.5 seconds. It completely blocks the ability (I've actually been able to block Darius' Noxian Guillotine with it). If a spell is blocked by the shield, Nocturne's passive attack speed is doubled for 5 seconds.
One of Nocturne's most useful abilities for chasing down an enemy is his E, Unspeakable Horror. This ability deals magic damage/second over 2 seconds. After these 2 seconds, the enemy it is cast on becomes feared. If the enemy goes out of range of the ability, they stop taking damage and do not become feared. If you first cast Duskbringer and hit the targeted enemy, you can quickly follow up with unspeakable horror. The movement speed boost from Duskbringer will help you keep in range while Unspeakable horror will eventually fear them, causing their escape to be delayed. This could be enough time for you to take the kill. Along with chasing, unspeakable horror is great for escaping from an enemy. If you're low on health and being chased by a close combat character, they will try to close the gap between you so that they can get the kill. As soon as they get in range, cast unspeakable horror on them. If you don't get killed in those 2 seconds, they will become feared and you can escape.
Nocturne's ultimate is called Paranoia. When you activate it the first time, the entire screen goes dark. For allied screens, it turns blue while for enemy screens it turns red. This also causes enemy maps to become completely dark and reduces their sight radius. On second activation, Nocturne rushes to a targeted enemy and deals damage to it. The most important part of this ability is that you MAKE SURE YOU'RE IN RANGE before the first activation. Every level up, the range of this ability increases. Along with using this ability, you can immediately cast shroud of darkness after and hopefully catch an ability that could cause you to lose the kill otherwise. This ability is especially good for ganks because of the range of the dash.
In my opinion, Nocturne is a fantastic character. even without any items giving attack speed, by the time shroud of darkness is maxed he's attacking at a good rate. along with this, he has a lot of power and a wide range of abilities to control your enemies. Once he's built up, Nocturne is nearly impossible to stop.
Friday, January 4, 2013
Rammus: The Armordillo
S'up dudes and dudettes! Good ol' Necroanimus is back again with anouther Champion Review.
This time I cover Rammus, the Armordillo, since he's free this week.
Now, I heard Legends about Rammus as being one of the most douche champions in the league, and I didn't know just how right that was, until I played a game with Rexif as Rammus. It was almost odd playing as a Support when I normally play as an ADC or pure melee character, but, playing as Rammus felt kinda right.
Rammus' Passive is called Spiked Shell, and what this does is convert a percentage of Rammus' armor into attack damage. In game when I looked I don't remember it saying the exact percentage, but something tells me it was 15%, of which is fine by me. At the start of the game I bought Doran's shield, and noticed the small but there change in my attack damage. By time I had nearly rounded my build (Game ended before I could, bots fucking suck y'know) I had an added 90 attack damage from armor alone. I say that's pretty fucking heinous, no? Anywhoo, onto his abilities.
Rammus' Q is my personal favorite, and it's called Powerball. And unlike the normal Powerball, you have better chances at winning on this one. Rammus curls into a ball and rolls his way along the Fields of Justice until either he collides with an enemy (whether it be a monster, minion, or champion) dealing magic damage to enemies he collides with (I've hit three for 1, that's why I say enemies) and slowing them for a short amount of time. Now, this move really interests me in it's movement potential. Okay, Rammus is rather slow moving (Not his fault, I mean, he's a fucking armadillo.) but, Powerball has this thing where if he doesn't collide with anything, he simply speeds up and keeps on a rollin until the duration of Powerball runs out, which for me has meant some pretty good kills/hits when a fucking speeding spiked armordillo hits the enemy, right? right?
Erhem... right.... Rammus's W... right. His W is called Defensive Ball Curl (2long4me) in which throws Rammus to all fours to defend himself. In this state he gains armor and magic resist, and also deals out a set amount of magic damage to attackers, this damage is enhanced depending on how much armor your build allows, 10% of that armor to be exact. Leading this after a successful Powerball strike was a useful combo as enemies were tempted to attack after I bashed into them, especially 2v1's in my time as Rammus, oh boy those were charming ;)
Rammus's E is called Puncturing Taunt. Now, for an Armordillo that doesn't talk, taunting kinda seems... *activate sunglasses* out of his league (YEAHHHHHHHHH). But, it's a thing. This is a single target ability which forces a target to attack Rammus for a set amount of time depending on the ability's level. Interestingly enough, this helps out with a lot of Rammu's abilities. Such as Tremors (which we'll get to shortly) and Defensive Ball Curl. I really don't think there's anything else to mention about it then...
Now we get to his Ult, as we learned in my Kassadin review, this is also the R skill. Rammus's ult is called Tremors. Aside from Powerball, this is Rammus' only other pure offensive ability. Activating Tremors causes Rammus to create, well, tremors below him for 8 seconds, dealing a set amount of damage, plus magic damage equivalent to a percent of AP. Now, a great way to combo this is 1, activate Powerball and ram into enemy. As soon as you collide with a champion (be sure of a clear shot for Powerball) activate Tremors, then, target the enemy with Puncturing Taunt and crawl into the Defensive Ball Curl and BAM! There's either a kill or a very weak champion for an ally to pick up an assist (which was the case for me most times).
Well, that's it for me, since Rammus is a free champion this week I kinda skimped on all the stats, so I do apologize. Although I'm considering buying Rammus next 0.o The build I had for Rammus is as follows:
Atma's Impaler
Frozen Heart
Ninja Tabi
Doran's Sheild
Wardens Armor/Mail
I didn't get to build this up to it's entirety, and I apologize, it's just that Rexif kinda dominated as Kha'Zix before I could really armor up.
Remeber, it's a me, Necroanimus giving you this review and you can add me on League if you do so desire.
I'm out :p
This time I cover Rammus, the Armordillo, since he's free this week.
Now, I heard Legends about Rammus as being one of the most douche champions in the league, and I didn't know just how right that was, until I played a game with Rexif as Rammus. It was almost odd playing as a Support when I normally play as an ADC or pure melee character, but, playing as Rammus felt kinda right.
Rammus' Passive is called Spiked Shell, and what this does is convert a percentage of Rammus' armor into attack damage. In game when I looked I don't remember it saying the exact percentage, but something tells me it was 15%, of which is fine by me. At the start of the game I bought Doran's shield, and noticed the small but there change in my attack damage. By time I had nearly rounded my build (Game ended before I could, bots fucking suck y'know) I had an added 90 attack damage from armor alone. I say that's pretty fucking heinous, no? Anywhoo, onto his abilities.
Rammus' Q is my personal favorite, and it's called Powerball. And unlike the normal Powerball, you have better chances at winning on this one. Rammus curls into a ball and rolls his way along the Fields of Justice until either he collides with an enemy (whether it be a monster, minion, or champion) dealing magic damage to enemies he collides with (I've hit three for 1, that's why I say enemies) and slowing them for a short amount of time. Now, this move really interests me in it's movement potential. Okay, Rammus is rather slow moving (Not his fault, I mean, he's a fucking armadillo.) but, Powerball has this thing where if he doesn't collide with anything, he simply speeds up and keeps on a rollin until the duration of Powerball runs out, which for me has meant some pretty good kills/hits when a fucking speeding spiked armordillo hits the enemy, right? right?
Erhem... right.... Rammus's W... right. His W is called Defensive Ball Curl (2long4me) in which throws Rammus to all fours to defend himself. In this state he gains armor and magic resist, and also deals out a set amount of magic damage to attackers, this damage is enhanced depending on how much armor your build allows, 10% of that armor to be exact. Leading this after a successful Powerball strike was a useful combo as enemies were tempted to attack after I bashed into them, especially 2v1's in my time as Rammus, oh boy those were charming ;)
Rammus's E is called Puncturing Taunt. Now, for an Armordillo that doesn't talk, taunting kinda seems... *activate sunglasses* out of his league (YEAHHHHHHHHH). But, it's a thing. This is a single target ability which forces a target to attack Rammus for a set amount of time depending on the ability's level. Interestingly enough, this helps out with a lot of Rammu's abilities. Such as Tremors (which we'll get to shortly) and Defensive Ball Curl. I really don't think there's anything else to mention about it then...
Now we get to his Ult, as we learned in my Kassadin review, this is also the R skill. Rammus's ult is called Tremors. Aside from Powerball, this is Rammus' only other pure offensive ability. Activating Tremors causes Rammus to create, well, tremors below him for 8 seconds, dealing a set amount of damage, plus magic damage equivalent to a percent of AP. Now, a great way to combo this is 1, activate Powerball and ram into enemy. As soon as you collide with a champion (be sure of a clear shot for Powerball) activate Tremors, then, target the enemy with Puncturing Taunt and crawl into the Defensive Ball Curl and BAM! There's either a kill or a very weak champion for an ally to pick up an assist (which was the case for me most times).
Well, that's it for me, since Rammus is a free champion this week I kinda skimped on all the stats, so I do apologize. Although I'm considering buying Rammus next 0.o The build I had for Rammus is as follows:
Atma's Impaler
Frozen Heart
Ninja Tabi
Doran's Sheild
Wardens Armor/Mail
I didn't get to build this up to it's entirety, and I apologize, it's just that Rexif kinda dominated as Kha'Zix before I could really armor up.
Remeber, it's a me, Necroanimus giving you this review and you can add me on League if you do so desire.
I'm out :p
Lee Sin and Indecision
So before this week I was planning on buying lee sin once I got the IP for him. turns out, the day that I got the 4800 for him, he also went on the free list. So I've been trying him out, seeing if I want to buy him or not. As of now, my decision is that he's not my favorite. Don't get me wrong, he's a good champion. I just feel like I could spend my IP on a champion that I will do better with.
First off, lee's passive is pretty weak. after using an ability, his next two basic attacks gain 40% attack speed and refund 15 energy. That on its own is ok, but lee's fighting style demands a quick succession of many of combinations of abilities. nowhere near enough time is given to make full use of his passive.
My second issue with lee is that his abilities give bonuses if you reactivate them within 3 seconds. This isn't necessarily a bad thing, but they cost extra energy and it can get rather confusing in the middle of a brawl. in addition, the extra bonuses are pretty weak in comparison to some other champions' single activating abilities.
Anyway with my ranting about his abilities out of the way, I'd like to discuss his abilities.
Lee's Q sends out a "sonic wave", which isn't really a wave since it only goes in a straight path, as opposed to a cone or circle. it's similar to many freely aimed attacks, where is has the shot's path laid out on the ground (similar to mundo's cleaver as comparison but with a much shorter range). If the wave hits an enemy (champion or monster or minion), it deals physical damage and marks the enemy. It also reveals the enemy that it hits. for the next three seconds, if you activate the ability again lee sin casts resonating strike. Resonating strike makes lee dash to wherever the enemy is (regardless of how far away they are) and deals physical damage plus 8% of their missing health. I would recommend taking a point in this ability first, as the first cast of it can be used to harass enemy champions without getting too close. The thing to make sure of is that you have a clear shot with your target, or else you will hit the first enemy in its path. MAKE SURE YOU HAVE AN ESCAPE READY, or else it could land you in an extremely vulnerable position.
His W puts up a shield around either Lee Sin or an ally. If you cast it on an ally, Lee Sin dashes to wherever the ally's location is as long as it's inside the target circle. After casting this ability, for the next 3 seconds you can reactivate it to cast Iron Will. Iron will gives Lee Sin life steal, spell vamp, and armor for 5 seconds. I have issues with Lee's W because first the shield doesn't protect you from much unless you build AP. now that wouldn't be that bad, but everything else about Lee is AD. This pretty much makes the shield useless. Plus I generally even forget to use Iron Will, and it barely lasts. On the plus side though, Lee's W can be a great tool to escape from a conflict after you use his Q and resonating strike. Or if you're being chased with low health, you can dash to an allied minion or teammate.
casting his E makes Lee Sin smash the ground around him in a circle, dealing splash damage and revealing all of the enemies around you, including minions. If it hits any enemies, you can reactivate it again for the next 3 seconds to cast crippling blow. All this does is slow the enemies' movement speed and attack speed. This is good for chasing down an enemy or escaping from a fight. This is really the only ability that's good for clearing minion waves.
Lee Sin's ultimate is Dragon's Rage. this is a powerful kick that deals a large amount of damage, and knocks back the enemy. If there are any enemies in the path of the one you just kicked back, they are dealt physical damage and are knocked into the air.
In my opinion, Lee Sin would probably be best used as a jungler. You don't have to deal with clearing minion waves, and you will be much stronger against enemies once you get some momentum. Unfortunately, he's not my favorite character to use. Maybe once I run out of other characters that I want to buy I'll get him. but as of right now, I'm not really feeling it. When I do play as him I mostly play as fully offensive. The shield isn't helpful enough to build AP.
First off, lee's passive is pretty weak. after using an ability, his next two basic attacks gain 40% attack speed and refund 15 energy. That on its own is ok, but lee's fighting style demands a quick succession of many of combinations of abilities. nowhere near enough time is given to make full use of his passive.
My second issue with lee is that his abilities give bonuses if you reactivate them within 3 seconds. This isn't necessarily a bad thing, but they cost extra energy and it can get rather confusing in the middle of a brawl. in addition, the extra bonuses are pretty weak in comparison to some other champions' single activating abilities.
Anyway with my ranting about his abilities out of the way, I'd like to discuss his abilities.
Lee's Q sends out a "sonic wave", which isn't really a wave since it only goes in a straight path, as opposed to a cone or circle. it's similar to many freely aimed attacks, where is has the shot's path laid out on the ground (similar to mundo's cleaver as comparison but with a much shorter range). If the wave hits an enemy (champion or monster or minion), it deals physical damage and marks the enemy. It also reveals the enemy that it hits. for the next three seconds, if you activate the ability again lee sin casts resonating strike. Resonating strike makes lee dash to wherever the enemy is (regardless of how far away they are) and deals physical damage plus 8% of their missing health. I would recommend taking a point in this ability first, as the first cast of it can be used to harass enemy champions without getting too close. The thing to make sure of is that you have a clear shot with your target, or else you will hit the first enemy in its path. MAKE SURE YOU HAVE AN ESCAPE READY, or else it could land you in an extremely vulnerable position.
His W puts up a shield around either Lee Sin or an ally. If you cast it on an ally, Lee Sin dashes to wherever the ally's location is as long as it's inside the target circle. After casting this ability, for the next 3 seconds you can reactivate it to cast Iron Will. Iron will gives Lee Sin life steal, spell vamp, and armor for 5 seconds. I have issues with Lee's W because first the shield doesn't protect you from much unless you build AP. now that wouldn't be that bad, but everything else about Lee is AD. This pretty much makes the shield useless. Plus I generally even forget to use Iron Will, and it barely lasts. On the plus side though, Lee's W can be a great tool to escape from a conflict after you use his Q and resonating strike. Or if you're being chased with low health, you can dash to an allied minion or teammate.
casting his E makes Lee Sin smash the ground around him in a circle, dealing splash damage and revealing all of the enemies around you, including minions. If it hits any enemies, you can reactivate it again for the next 3 seconds to cast crippling blow. All this does is slow the enemies' movement speed and attack speed. This is good for chasing down an enemy or escaping from a fight. This is really the only ability that's good for clearing minion waves.
Lee Sin's ultimate is Dragon's Rage. this is a powerful kick that deals a large amount of damage, and knocks back the enemy. If there are any enemies in the path of the one you just kicked back, they are dealt physical damage and are knocked into the air.
In my opinion, Lee Sin would probably be best used as a jungler. You don't have to deal with clearing minion waves, and you will be much stronger against enemies once you get some momentum. Unfortunately, he's not my favorite character to use. Maybe once I run out of other characters that I want to buy I'll get him. but as of right now, I'm not really feeling it. When I do play as him I mostly play as fully offensive. The shield isn't helpful enough to build AP.
Wednesday, January 2, 2013
Intro and Thoughts on Kassadin
Hey all, my IGN (Of which I'm assuming to be In Game Name) is Necroanimus and I'm here to contribute to the blog.
In short, to start out, I'll be talking about a champion I've picked up: Kassadin: The Void Walker
Kassadin is one of those characters you can really do a lot with. I've seen him built as pure AD, pure AP, pure Tank, or a mix of any of those three. Now, in my experience with Kassadin, since I've played a few games as him, I tend to go for a mix of AP and AD to maximize potential damage output in all fashions. Let's talk abilities shall we?
Kassadin's Passive is called Void Stone. In a nutshell, what it does is have Kassadin take 15% reduced magic damage and converts set 15% of damage into attack speed, making him great at making magic users useless and killing them quickly. Well, to be brutally honest, Kassadin is perfect for being a dick to magic users, he even says as a walking quote: "Your magic is useless against me" In which it kinda is. Let's talk about why...
Kassadin's Q is called Null Sphere. This is Kassadin's main form of dealing AP damage, so build this up first. Casting it shoots a sphere of what I assume to be Void Energy at the opponent, as this is single target, and silences them for a few seconds depending on it's level (starting at 1 second at lvl 1 and stopping at 2.6 seconds at level 5, still useful) In my games as Kassadin, this attack was usually how I landed my kills, as well as an E to Q combo if the enemy decides to run.
Next up is Kassadin's W, of which is Nether Blade. Now, Nether Blade is extremely useful for Kassadin if done right. If done wrong, it's still useful, just not in the way I like it to be. This ability is the main reason why I build both AP and AD as Kassadin. Nether Blade is both a passive and active ability. As a passive, it restores mana upon each basic attack. This is why I never buy mana potions at the start as Kassadin, because I know when I hit level 2 or 3 depending on who I'm laning against, I can rely on Nether Blade to help out. Now, a fun part about the passive half of Kassadin's Nether Blade, is that the mana restoration rate is tripled against enemy champions. This is particularly good if you get into long, drawn out team fights so you can keep up your mana as Kassadin. The active half of Nether blade is that it adds AP damage (Magic Damage) to Kassadin's basic attacks. Well that's fun right? How I usually use Nether Blade, the active half that is, is to finish off dying champions. Especially ones that lack magic resist. Nether Blade is actually a good reason why Kassadin is a really good assassin champion.
Now we get to his E, of which is Force Pulse (which might be an Ode to Star Wars. Who the hell knows?). Force Pulse is a charged ability that saps from spell uses around him. Now, I noticed playing in game as him the range the spells are casted in for Force Pulse to draw charges is extremely vague. It just says in his range. The actual range of it is 700 units, which is actually a really good range, all things considered. On Summoner's Rift it may not mean much, but on Twisted Treeline it means so much more. Force Pulse when activated sends out a wave of Void Energy (again, natural assumption here) that damages and slows the enemy champion for a percentage of their movement speed depending on level (starting at 30% at lvl 1 and stopping at 50% at lvl 5) for 3 seconds in a cone. Of which isn't actually a cone. It's like some fucked up trapezoid thing. Foce Pulse is useful for chasing down fleeing enemies or making a good getaway if your slick with the keys. Force Pulse for me is usually combo'd with Null Sphere whether or not I'm running or chasing. If I'm chasing (and if it's necessary) I'll ult into the enemy, then use Nether Blade for a quick kill.
Yay, the fun part. Kassadin's ult. His ult, or his R ability, is called Rift Walk. Rift Walk more or less is just a damage dealing version of Flash. Or that's what it's made out to be. Rift Walk, like Flash, allows Kassadin to teleport a few units away, but, it deals damage at both where he was standing and where he ends up, which isn't described in full in game. Which sucks. Rift Walk can also be used multiple times. Each use stacking to deal additional damage, BUT, costing additional mana per use within a few second range. Now, Rift Walk is PERFECT for assassination at early levels. If I'm in hiding in a bush and someone runs past me and is at low health (or at full health but running at an ally) then BOOM! Rift Walk into them, dealing magic damage, open up with Null Sphere, right into Nether Blade, when available Force Pulse, then Rift Walk again to deal some more damage before a kill is made. Rift Walk is perfect for chasing as well. The multi use feature and low cooldown time allows for Kassadin to just quickly make his way to his opponents and score quick kills although the multiple uses eat mana like a motherfucker. Now, Rift Walk is also great for escapes. Unlike Flash, Rift Walk has no limitations. If your target area is over a large wall or piece of environment, you bet your ass you're over there. This is great for getaways on Summoners Rift or getting to other lanes really quickly to pick up really good ganks.
Suggested Build:
Sorceror's Shoes (Homeguard on Summoner's Rift, Furor on Twisted Treeline)
MuraMana
Seraphs Embrace
HexTech GunBlade
Rod Of Ages
Sanguine Blade/Bloodthirster
Well, from me to you this was my review and general analysis on Kassadin. I hope you guys have fun using him and remember to add me on League! I'd love to play games with anyone really, so give it a shot! I'll also be practicing as Kassadin to forsee any potential changes.
In short, to start out, I'll be talking about a champion I've picked up: Kassadin: The Void Walker
Kassadin is one of those characters you can really do a lot with. I've seen him built as pure AD, pure AP, pure Tank, or a mix of any of those three. Now, in my experience with Kassadin, since I've played a few games as him, I tend to go for a mix of AP and AD to maximize potential damage output in all fashions. Let's talk abilities shall we?
Kassadin's Passive is called Void Stone. In a nutshell, what it does is have Kassadin take 15% reduced magic damage and converts set 15% of damage into attack speed, making him great at making magic users useless and killing them quickly. Well, to be brutally honest, Kassadin is perfect for being a dick to magic users, he even says as a walking quote: "Your magic is useless against me" In which it kinda is. Let's talk about why...
Kassadin's Q is called Null Sphere. This is Kassadin's main form of dealing AP damage, so build this up first. Casting it shoots a sphere of what I assume to be Void Energy at the opponent, as this is single target, and silences them for a few seconds depending on it's level (starting at 1 second at lvl 1 and stopping at 2.6 seconds at level 5, still useful) In my games as Kassadin, this attack was usually how I landed my kills, as well as an E to Q combo if the enemy decides to run.
Next up is Kassadin's W, of which is Nether Blade. Now, Nether Blade is extremely useful for Kassadin if done right. If done wrong, it's still useful, just not in the way I like it to be. This ability is the main reason why I build both AP and AD as Kassadin. Nether Blade is both a passive and active ability. As a passive, it restores mana upon each basic attack. This is why I never buy mana potions at the start as Kassadin, because I know when I hit level 2 or 3 depending on who I'm laning against, I can rely on Nether Blade to help out. Now, a fun part about the passive half of Kassadin's Nether Blade, is that the mana restoration rate is tripled against enemy champions. This is particularly good if you get into long, drawn out team fights so you can keep up your mana as Kassadin. The active half of Nether blade is that it adds AP damage (Magic Damage) to Kassadin's basic attacks. Well that's fun right? How I usually use Nether Blade, the active half that is, is to finish off dying champions. Especially ones that lack magic resist. Nether Blade is actually a good reason why Kassadin is a really good assassin champion.
Now we get to his E, of which is Force Pulse (which might be an Ode to Star Wars. Who the hell knows?). Force Pulse is a charged ability that saps from spell uses around him. Now, I noticed playing in game as him the range the spells are casted in for Force Pulse to draw charges is extremely vague. It just says in his range. The actual range of it is 700 units, which is actually a really good range, all things considered. On Summoner's Rift it may not mean much, but on Twisted Treeline it means so much more. Force Pulse when activated sends out a wave of Void Energy (again, natural assumption here) that damages and slows the enemy champion for a percentage of their movement speed depending on level (starting at 30% at lvl 1 and stopping at 50% at lvl 5) for 3 seconds in a cone. Of which isn't actually a cone. It's like some fucked up trapezoid thing. Foce Pulse is useful for chasing down fleeing enemies or making a good getaway if your slick with the keys. Force Pulse for me is usually combo'd with Null Sphere whether or not I'm running or chasing. If I'm chasing (and if it's necessary) I'll ult into the enemy, then use Nether Blade for a quick kill.
Yay, the fun part. Kassadin's ult. His ult, or his R ability, is called Rift Walk. Rift Walk more or less is just a damage dealing version of Flash. Or that's what it's made out to be. Rift Walk, like Flash, allows Kassadin to teleport a few units away, but, it deals damage at both where he was standing and where he ends up, which isn't described in full in game. Which sucks. Rift Walk can also be used multiple times. Each use stacking to deal additional damage, BUT, costing additional mana per use within a few second range. Now, Rift Walk is PERFECT for assassination at early levels. If I'm in hiding in a bush and someone runs past me and is at low health (or at full health but running at an ally) then BOOM! Rift Walk into them, dealing magic damage, open up with Null Sphere, right into Nether Blade, when available Force Pulse, then Rift Walk again to deal some more damage before a kill is made. Rift Walk is perfect for chasing as well. The multi use feature and low cooldown time allows for Kassadin to just quickly make his way to his opponents and score quick kills although the multiple uses eat mana like a motherfucker. Now, Rift Walk is also great for escapes. Unlike Flash, Rift Walk has no limitations. If your target area is over a large wall or piece of environment, you bet your ass you're over there. This is great for getaways on Summoners Rift or getting to other lanes really quickly to pick up really good ganks.
Suggested Build:
Sorceror's Shoes (Homeguard on Summoner's Rift, Furor on Twisted Treeline)
MuraMana
Seraphs Embrace
HexTech GunBlade
Rod Of Ages
Sanguine Blade/Bloodthirster
Well, from me to you this was my review and general analysis on Kassadin. I hope you guys have fun using him and remember to add me on League! I'd love to play games with anyone really, so give it a shot! I'll also be practicing as Kassadin to forsee any potential changes.
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