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.
Tuesday, January 29, 2013
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.
New Author
Hey guys, I'm glad to be telling you all that my friend Necroanimus (IGN) will be joining me as an author of this blog. He'll be adding in his own posts about some of his preferred (and not so preferred) champions.
Morgana
At this point, there are so many AP spellcasters that it feels like just going through the motions. It's starting to annoy me honestly. Anyway this game I played as Morgana. Of course she has the same build as the rest of the AP spellcasters... blah blah blah. I'm a bit annoyed with my last game. over half of it was played with my ping being over 1000. My internet is just awful sometimes.
Morgana's passive gives spell vamp. for anyone clueless about what that means, it heals her whenever she uses any of her spells. I swear to god when I started it said 10%, but when I checked again midgame it said 20% I dunno what the hell is going on, but it's sketchy shit.
Her Q binds ONE enemy to the spot, and that one enemy is the first thing in it's path. If you're going to use it, make sure you have a clear shot. In the game I played, I managed to kill Master Yi with it as he was stepping into his base while he had his ult on. Yes it's fast enough to out run Yi's ult. Plus it's got quite a kick to boot. especially once you build up that AP. Nothing really hidden about that.
W makes a targeted circle on the ground become a playing field for "the floor is lava". Any enemies standing on it take DOT magic damage, as well as --->>>>their magic resistance reducing every second they stay on it<<<<--- pay attention to that. It could be the death of you, as Cho'gath bot can attest to. By the way, the description on the game doesn't tell you that. The only way to find that out is to play as Morgana or go onto their home website. Unlike Malzahar's W, which deals a % of the enemy's maximum health per second, Morgana's W deals a flat rate of damage.
Morgana's E makes a magic shield. The shield defends you from a flat number of MAGIC DAMAGE. this doesn't apply to attack damage. She can either use it on herself or an ally, and while it's on them they aren't affected by disables. That includes stuns, silences, hitting up, slows, attack speed slows, etc.
Her ultimate puts rings around any nearby enemy champions. This deals damage to the champion and slows them for 4 seconds. After those 4 seconds, it stuns them and deals damage AGAIN. The only way to avoid this is to get away from Morgana. The problem is that you're moving 20% slower than before, and she isn't. so good luck. Especially if she has her spell shield on. Your best bet is to teleport away or kill her before the 4 seconds are up. The main thing to remember is that this ultimate can target MULTIPLE CHAMPIONS, making her dangerous in team fights.
Morgana is pretty slow. She makes up for it though by having ridiculous amounts of crowd control. She's pretty dangerous on her own, but you should probably take her out first if it comes to team fights. I was a bit annoyed myself to find out that the ability descriptions for her on the game were lacking. Like seriously at least explain them a little. Don't assume we know all of it.
Morgana's passive gives spell vamp. for anyone clueless about what that means, it heals her whenever she uses any of her spells. I swear to god when I started it said 10%, but when I checked again midgame it said 20% I dunno what the hell is going on, but it's sketchy shit.
Her Q binds ONE enemy to the spot, and that one enemy is the first thing in it's path. If you're going to use it, make sure you have a clear shot. In the game I played, I managed to kill Master Yi with it as he was stepping into his base while he had his ult on. Yes it's fast enough to out run Yi's ult. Plus it's got quite a kick to boot. especially once you build up that AP. Nothing really hidden about that.
W makes a targeted circle on the ground become a playing field for "the floor is lava". Any enemies standing on it take DOT magic damage, as well as --->>>>their magic resistance reducing every second they stay on it<<<<--- pay attention to that. It could be the death of you, as Cho'gath bot can attest to. By the way, the description on the game doesn't tell you that. The only way to find that out is to play as Morgana or go onto their home website. Unlike Malzahar's W, which deals a % of the enemy's maximum health per second, Morgana's W deals a flat rate of damage.
Morgana's E makes a magic shield. The shield defends you from a flat number of MAGIC DAMAGE. this doesn't apply to attack damage. She can either use it on herself or an ally, and while it's on them they aren't affected by disables. That includes stuns, silences, hitting up, slows, attack speed slows, etc.
Her ultimate puts rings around any nearby enemy champions. This deals damage to the champion and slows them for 4 seconds. After those 4 seconds, it stuns them and deals damage AGAIN. The only way to avoid this is to get away from Morgana. The problem is that you're moving 20% slower than before, and she isn't. so good luck. Especially if she has her spell shield on. Your best bet is to teleport away or kill her before the 4 seconds are up. The main thing to remember is that this ultimate can target MULTIPLE CHAMPIONS, making her dangerous in team fights.
Morgana is pretty slow. She makes up for it though by having ridiculous amounts of crowd control. She's pretty dangerous on her own, but you should probably take her out first if it comes to team fights. I was a bit annoyed myself to find out that the ability descriptions for her on the game were lacking. Like seriously at least explain them a little. Don't assume we know all of it.
Janna
When playing as Janna, the first word that comes to mind is "frustrating". My biggest problem with her is that she has two abilities that actually deal damage, and they have decently long cooldowns. now this wouldn't be a problem if she were AD, but she's purely an AP champion. so her damage output is minimal. I now know why she's classified as support. It was extremely annoying trying to solo as her because I could never finish the kills.
Janna's passive ability gives everyone on her team a 3% movement speed boost. This is similar to Twisted Fate's passive, who gives bonus money to the entire team, and Zilean's passive, who gives bonus exp to the entire team. Nothing much else to say about it. I suppose it's useful because it helps the entire team but that's about it.
Her Q creates a whirlwind wherever she's standing when she activates it. once it starts, you can just leave it there and move somewhere else, still attacking with your basic attack. This is better than other charge abilities, which either makes it so you have to stay in one place or you can't use basic attacks (yes, I'm ragging on Varus' Q. It really annoyed me at times). here's a little something that you can only find out by looking on the main website or playing Janna in game; The longer the whirlwind charges, the further it goes, also dealing bonus magic damage. The bonuses stack on each other for each second that it's charged. eventually, the whirlwind will release itself on its own. You can also release it early by reactivating it.
Activating her W sends the little bird that flies around her to deal damage and slow the enemy unit. Passively, her E gives her bonus movement speed (which to me seems a little useless for a support character) and makes her ignore unit collision. The thing to remember is that the passive bonus doesn't work while the ability is on cooldown. So if you don't see her bird flying around, that's probably the best time to gank her so she cant escape as easily.
E creates a shield that absorbs damage. Each level increases the base damage absorbed, and it also adds 9/10 of her AP to the shield. Along with this, whoever is shielded gains bonus attack damage. Sorta useless for Janna herself unless trying to escape, but at least it's something. One thing that you may not know about Janna's E ability (at least I didn't) is that she can also use the shield on allied turrets to absorb damage that they would take.
Her ultimate pushes back any enemies around her in a big circle. After this initial push, any allies inside the circle are healed per second when they are standing inside of it. Just like Malzahar's ult, if Janna is moved at all (whether you move her or an enemy ability), the ability ends.
Maybe someone who uses Janna a lot would be better at soloing a lane than I am. I don't really know. It was just annoying to me. But I would use her to lane with someone I know can deal a lot of damage. She's a good champion but I can see why her difficulty is so high. Maybe I'll use her as a support some day.
Janna's passive ability gives everyone on her team a 3% movement speed boost. This is similar to Twisted Fate's passive, who gives bonus money to the entire team, and Zilean's passive, who gives bonus exp to the entire team. Nothing much else to say about it. I suppose it's useful because it helps the entire team but that's about it.
Her Q creates a whirlwind wherever she's standing when she activates it. once it starts, you can just leave it there and move somewhere else, still attacking with your basic attack. This is better than other charge abilities, which either makes it so you have to stay in one place or you can't use basic attacks (yes, I'm ragging on Varus' Q. It really annoyed me at times). here's a little something that you can only find out by looking on the main website or playing Janna in game; The longer the whirlwind charges, the further it goes, also dealing bonus magic damage. The bonuses stack on each other for each second that it's charged. eventually, the whirlwind will release itself on its own. You can also release it early by reactivating it.
Activating her W sends the little bird that flies around her to deal damage and slow the enemy unit. Passively, her E gives her bonus movement speed (which to me seems a little useless for a support character) and makes her ignore unit collision. The thing to remember is that the passive bonus doesn't work while the ability is on cooldown. So if you don't see her bird flying around, that's probably the best time to gank her so she cant escape as easily.
E creates a shield that absorbs damage. Each level increases the base damage absorbed, and it also adds 9/10 of her AP to the shield. Along with this, whoever is shielded gains bonus attack damage. Sorta useless for Janna herself unless trying to escape, but at least it's something. One thing that you may not know about Janna's E ability (at least I didn't) is that she can also use the shield on allied turrets to absorb damage that they would take.
Her ultimate pushes back any enemies around her in a big circle. After this initial push, any allies inside the circle are healed per second when they are standing inside of it. Just like Malzahar's ult, if Janna is moved at all (whether you move her or an enemy ability), the ability ends.
Maybe someone who uses Janna a lot would be better at soloing a lane than I am. I don't really know. It was just annoying to me. But I would use her to lane with someone I know can deal a lot of damage. She's a good champion but I can see why her difficulty is so high. Maybe I'll use her as a support some day.
Gangplank
Not gonna lie to you guys, Gangplank is probably the easiest champion to use this free rotation. He can be built AD or AP, and has a good variety of abilities. Along with that, he pretty much has two passive abilities. The only issue with Gangplank is that he only really has single target combat capabilities besides his ult.
His passive slows down enemies on contact and does DOT (damage over time) magic damage. As if one or the other ones of these isn't bad enough.
Q is called Parrrrley (heh) and he shoots his gun and deals ranged damage. If he kills something with it, he gains extra gold (starting at 4 and going up to 8) and half the mana is refunded for the shot. The thing to remember about this ability is that it CAN crit and use any attack effects from items. at one point I think I hit over 1000 from a crit with his Q. It can get pretty dangerous so watch your health.
His W makes him eat some citrus fruit to heal him and clear all crowd control effects on him. So apparently if I have him slowed down and nearly dead, he can eat some oranges and get away. How that works out, I don't know. But it does. Anyway that ability heals more based on AP.
Gangplank's E increases his allies and his own attack damage and movement speed. This is great for chasing down enemies, especially after they get hit with his passive.
His ultimate ability creates a large circle on the map and rains cannonballs down in the circle. I don't know how the hell it decides when the champions get damaged by it, but somehow it works out. This ability also runs on AP, so it can get pretty nasty if that's how they decide to build him.
In my opinion using Gangplank is pretty cheap. He's a good champion but he's mostly target, click, and then chase down. nothing really skillful about any of it. He's good though, so I guess there's nothin that can really be done about it.
His passive slows down enemies on contact and does DOT (damage over time) magic damage. As if one or the other ones of these isn't bad enough.
Q is called Parrrrley (heh) and he shoots his gun and deals ranged damage. If he kills something with it, he gains extra gold (starting at 4 and going up to 8) and half the mana is refunded for the shot. The thing to remember about this ability is that it CAN crit and use any attack effects from items. at one point I think I hit over 1000 from a crit with his Q. It can get pretty dangerous so watch your health.
His W makes him eat some citrus fruit to heal him and clear all crowd control effects on him. So apparently if I have him slowed down and nearly dead, he can eat some oranges and get away. How that works out, I don't know. But it does. Anyway that ability heals more based on AP.
Gangplank's E increases his allies and his own attack damage and movement speed. This is great for chasing down enemies, especially after they get hit with his passive.
His ultimate ability creates a large circle on the map and rains cannonballs down in the circle. I don't know how the hell it decides when the champions get damaged by it, but somehow it works out. This ability also runs on AP, so it can get pretty nasty if that's how they decide to build him.
In my opinion using Gangplank is pretty cheap. He's a good champion but he's mostly target, click, and then chase down. nothing really skillful about any of it. He's good though, so I guess there's nothin that can really be done about it.
Galio
In my opinion, Galio is probably one of the most underplayed tanks in the game. He can take a hit, and his passive allows him to be defensive while also being able to deal damage. his ultimate can also taunt enemies into attacking him, effectively holding them in place for his allies while taking half the damage he would be otherwise. at the end of it, he deals a good amount of damage to them himself.
Galio's passive gives bonus AP, determined as 50% of his magic resistance. this allows him to be tanky while still being able to deal damage.
His Q shoots a blast of energy in a targeted circle. anything that's in this circle takes full damage and is slowed (% depending on level of ability). This ability, along with his E, are great for harassing pre-fighting and then chasing down an enemy later.
E creates a shield for an ally (or himself) for four seconds, that increases their armor and magic resist. every time the ally with the shield takes damage, Galio is healed a bit of health. This is a great ability for soloing minion waves with reinforcements still a bit behind. If the ally takes consecutive hits from the same enemy, the healing to Galio is reduced by 20%.
Galio's E shoots a gust of wind in a path. Any enemy in the path takes damage. The gust of wind leaves a trail in a straight line behind it. any allies that walk on the trail have their movement speed increased. This also helps when chasing down an enemy.
His ultimate ability turns Galio into a statue. He can not move or do anything while in this state. While his ultimate is active, enemies in the circle are taunted into attacking him and can not leave until it is over. He takes 50% less damage while in this state. every attack Galio takes, he deals 5% extra damage up to 40%. This may give incentive to use his ultimate while in a wave of minions to take some extra hits. He can also hold champions with his taunt while the rest of your team deals damage to them.
I could really get into playing as Galio. I always enjoy a good AP tank. Honestly I think the reason more people don't play as him is because of the fact he's a support. I really don't understand why people don't like to play supports, but whatever.
Galio's passive gives bonus AP, determined as 50% of his magic resistance. this allows him to be tanky while still being able to deal damage.
His Q shoots a blast of energy in a targeted circle. anything that's in this circle takes full damage and is slowed (% depending on level of ability). This ability, along with his E, are great for harassing pre-fighting and then chasing down an enemy later.
E creates a shield for an ally (or himself) for four seconds, that increases their armor and magic resist. every time the ally with the shield takes damage, Galio is healed a bit of health. This is a great ability for soloing minion waves with reinforcements still a bit behind. If the ally takes consecutive hits from the same enemy, the healing to Galio is reduced by 20%.
Galio's E shoots a gust of wind in a path. Any enemy in the path takes damage. The gust of wind leaves a trail in a straight line behind it. any allies that walk on the trail have their movement speed increased. This also helps when chasing down an enemy.
His ultimate ability turns Galio into a statue. He can not move or do anything while in this state. While his ultimate is active, enemies in the circle are taunted into attacking him and can not leave until it is over. He takes 50% less damage while in this state. every attack Galio takes, he deals 5% extra damage up to 40%. This may give incentive to use his ultimate while in a wave of minions to take some extra hits. He can also hold champions with his taunt while the rest of your team deals damage to them.
I could really get into playing as Galio. I always enjoy a good AP tank. Honestly I think the reason more people don't play as him is because of the fact he's a support. I really don't understand why people don't like to play supports, but whatever.
Anivia
My first match of the day began with Anivia. The squishiest champion in the entire game. her abilities are pretty straight forward. Passive turns her into an egg if she dies, -10 armor and magic resist while in egg form. wait 6 seconds, if the egg is still alive she comes to life with however much health she has left.
Q shoots a ball of ice that you can detonate early by reactivating it. if it has a direct hit, it will stun anything in the explosion. afterwards, enemies are chilled and have their movement AND attack speed decreased. The chilling effect helps out with her E ability, which is really her best way of dealing damage.
E is a targeted ability that deals a large amount of damage to whatever is targeted (single target). if the enemy is chilled, it doubles the damage, which is great for taking out enemies that are on the run after you stunned them with her Q.
Anivia's ultimate also chills enemies, so that her E deals double damage to them if they are inside the R circle. Her R creates a circle of damage per second on the ground where if the enemy steps into it they are chilled. It has a 5 second cooldown and does not have an actual set run time. in higher levels, her ult is a great way of clearing minion waves early. You can also combine all of her abilites together to completely stop an enemy in their tracks.
step 1: set up R behind enemy
step 2: set up W behind R as the enemy runs through her R
step 3: stun enemy inside of the R with her Q
step 4: deal massive damage with her E
by this time the W will have melted, but if you're powerful enough they will have low enough damage to take them down with ignite or basic attacks.
There's really nothing hidden about Anivia. she's a glass cannon but she can build up a good amount of health as a buffer.
My only issue is that she's pretty damn slow. With tier 2 boots, her movement was still only at 370. I know she has good crowd control with her abilities, but it was still pretty hard to chase someone down and I lost a few kills because of it. Another issue is that if you're fighting a champion that can silence you, there's really nothing left for you to do. good luck surviving. I'd consider using her if I had to, but she's definitely not my first pick as far as AP goes.
Q shoots a ball of ice that you can detonate early by reactivating it. if it has a direct hit, it will stun anything in the explosion. afterwards, enemies are chilled and have their movement AND attack speed decreased. The chilling effect helps out with her E ability, which is really her best way of dealing damage.
E is a targeted ability that deals a large amount of damage to whatever is targeted (single target). if the enemy is chilled, it doubles the damage, which is great for taking out enemies that are on the run after you stunned them with her Q.
Anivia's ultimate also chills enemies, so that her E deals double damage to them if they are inside the R circle. Her R creates a circle of damage per second on the ground where if the enemy steps into it they are chilled. It has a 5 second cooldown and does not have an actual set run time. in higher levels, her ult is a great way of clearing minion waves early. You can also combine all of her abilites together to completely stop an enemy in their tracks.
step 1: set up R behind enemy
step 2: set up W behind R as the enemy runs through her R
step 3: stun enemy inside of the R with her Q
step 4: deal massive damage with her E
by this time the W will have melted, but if you're powerful enough they will have low enough damage to take them down with ignite or basic attacks.
There's really nothing hidden about Anivia. she's a glass cannon but she can build up a good amount of health as a buffer.
My only issue is that she's pretty damn slow. With tier 2 boots, her movement was still only at 370. I know she has good crowd control with her abilities, but it was still pretty hard to chase someone down and I lost a few kills because of it. Another issue is that if you're fighting a champion that can silence you, there's really nothing left for you to do. good luck surviving. I'd consider using her if I had to, but she's definitely not my first pick as far as AP goes.
Preseason 3 week 7 and Varus
So the new champions are out, I've tried a total of two of them so far. Lee Sin will probably be the next champion I buy and I have also tried out Varus.
Also on the list are Anivia, Gangplank, Janna, Morgana, Rammus, Galio, Nocturne, and Nami. Of these 8 champions, I own two, soon to be three.
Here's a breakdown of my game with Varus.
First of all, his skills on the game's page are pretty vague. Now on the actual website I'm sure they say everything about him, but who really has time to check that out? What you need to know is that He's mostly AD, but two of his abilities use AP as well, including his ultimate.
One thing that stood out the most to me is how his bow changes colors due to his passive. This is where the game's brief explanation of his abilities dicks you over. If his bow is red, it means he just killed a minion. This buff lasts for 3 seconds I believe, and increases his attack speed by 20%. If his bow is white however, you might want to consider waiting for it to change back. The bow changes to white after getting a champion kill or assist, and it gives him a 40% attack speed bonus for a bit longer than the minion kills. Unfortunately, all the game tells you on his page is that his passive "On kill or assist, Varus temporarily gains attack speed. This bonus is larger if the enemy is a champion". Now how are we going to figure that out if we never actually play as him? ever wonder how you had him on the brink and then suddenly out of nowhere you're on the ground dead by him? well there ya go. Plus, THE ONLY WAY TO FIND THIS OUT IS IF YOU PLAY AS HIM IN THE GAME.
Another thing his page doesn't explain is how his W ability works. What it does is deal bonus magic damage, starting at 10 (+0.25 ap) and ending at 26 (+0.25ap). Along with this, it applies Blight. Now for those of you who don't know this, blight is those 3 swirly things around your champion's head after getting hit by 3 basic attacks in a row. If you don't fully engage in the fight and he doesn't land any abilities on you, these swirling blobs don't do anything to you. If he manages to get an ability on you with any number of blobs circling you though, Blight detonates, dealing magic damage to you. Each stack deals damage starting at 2% (+.02% ap) of your maximum health, ending at 5% at level 5. The important part of this is that it's for EACH STACK. so that can deal up to 15% (+0.02% ap) of your maximum health just for getting hit by any of his abilities. What does his page say about this ability? "Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum health"
his other abilites are pretty straight forward. I'd say the best time to deal a lot of damage to Varus is while he's charging his Q. He can't shoot anything else while he's charging it, so it makes him pretty vulnerable.
overall his description on his page on the game is weak. He's pretty squishy, capable of dealing some pretty good damage and having medium crowd control. He's really a "Shoot you in the back as you try to run away" kind of character. not really my style but whatever.
Also on the list are Anivia, Gangplank, Janna, Morgana, Rammus, Galio, Nocturne, and Nami. Of these 8 champions, I own two, soon to be three.
Here's a breakdown of my game with Varus.
First of all, his skills on the game's page are pretty vague. Now on the actual website I'm sure they say everything about him, but who really has time to check that out? What you need to know is that He's mostly AD, but two of his abilities use AP as well, including his ultimate.
One thing that stood out the most to me is how his bow changes colors due to his passive. This is where the game's brief explanation of his abilities dicks you over. If his bow is red, it means he just killed a minion. This buff lasts for 3 seconds I believe, and increases his attack speed by 20%. If his bow is white however, you might want to consider waiting for it to change back. The bow changes to white after getting a champion kill or assist, and it gives him a 40% attack speed bonus for a bit longer than the minion kills. Unfortunately, all the game tells you on his page is that his passive "On kill or assist, Varus temporarily gains attack speed. This bonus is larger if the enemy is a champion". Now how are we going to figure that out if we never actually play as him? ever wonder how you had him on the brink and then suddenly out of nowhere you're on the ground dead by him? well there ya go. Plus, THE ONLY WAY TO FIND THIS OUT IS IF YOU PLAY AS HIM IN THE GAME.
Another thing his page doesn't explain is how his W ability works. What it does is deal bonus magic damage, starting at 10 (+0.25 ap) and ending at 26 (+0.25ap). Along with this, it applies Blight. Now for those of you who don't know this, blight is those 3 swirly things around your champion's head after getting hit by 3 basic attacks in a row. If you don't fully engage in the fight and he doesn't land any abilities on you, these swirling blobs don't do anything to you. If he manages to get an ability on you with any number of blobs circling you though, Blight detonates, dealing magic damage to you. Each stack deals damage starting at 2% (+.02% ap) of your maximum health, ending at 5% at level 5. The important part of this is that it's for EACH STACK. so that can deal up to 15% (+0.02% ap) of your maximum health just for getting hit by any of his abilities. What does his page say about this ability? "Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum health"
his other abilites are pretty straight forward. I'd say the best time to deal a lot of damage to Varus is while he's charging his Q. He can't shoot anything else while he's charging it, so it makes him pretty vulnerable.
overall his description on his page on the game is weak. He's pretty squishy, capable of dealing some pretty good damage and having medium crowd control. He's really a "Shoot you in the back as you try to run away" kind of character. not really my style but whatever.
Anything you didn't want to know about your favorite characters
Hey everyone, my IGN is Rexif and I started this blog to tell you anything about the League of Legends characters that deem worthy of being played... and any other ones that are out there. I don't have all of the charcters, so it's an ongoing process. I'd love to have access to the PBE, but that's not going to happen any time soon.
Anyway Most of my information will come from my own playing experience, whether it's from trying the champions when they're free or from my own personal collection. feel free to leave any comments on the blogs that could help the database grow.
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