League Of Legends Catch All

The best way to counter akali, is plop down invis wards early, than make sure your tanks grab oracles mid and late game. If she can't hide, she is almost totally useless. She needs to be able to hide to work well, if she can't she gets targeted by the team and taken down.

I always carry an extra vision ward for Akali.

edit: Oh you Tannhausering bastard.

tanky DPS hate akali.. more so late game.

Morgana wins akali lane ezpz. Also Akali falls off late game really hard. So basically if you can turtle your way to late game where even a super fed akali can't burst you down in 3 hits you basically make it a 4vs5.

best troll build for ashe.. rush IE,build 2 PD, then bloodthirster.... add a stupid kite ability to that = really bad language in all-chat.

Just picked up Yorick. It took me a couple games to get the hang of him. But now, he's a bad ass! The guy is just a beast. He's a bit squishy early game, but by late game he can just soak up the damage and is great for chasing down enemies! Just finished a game in which I went 10-0-7.

Noob Stardate -311245.05517503805

Master Yi - Only played him a couple of times in Dominion so I didn't get too good of an impression. I think he would be way better in Summoner's Rift (meditation spell, especially doesn't translate to the more team fight stuff).

Veigar - Only played in Dominion, where he doesn't do too well without the long farming lead up to use his Q to get more AP. Really only great against other mages. The rock circle has a really tiny range that makes Veigar very vulnerable to being focused.

Zilean - Really starting to like Zilean. The QWQ combo can be VERY powerful, not to mention the free extra lives via ult.

Urgot - He seems okay. Not really thrilled by him or his ult. Pretty mediocre.

Miss Fortune - She's okay and I like playing AD carry, but her ult is terrible (it's getting buffed a little in the next patch...we'll see). Way too easy to move out of and it doesn't even do much damage. Seems like Caitlin is a much better version of MF.

Cassiopea - Really liked her. The Q and W are pretty redundant, but gives you two chances to poison someone, which then lets you use E non-stop and really do massive damage. Ult is pretty useful situationally for turning team battles or escaping.

Maokai - He's not bad. I like throwing the sapling. All spells are useful and the ult lasts a long time and can give you the edge or make the other team fall back in a team fight.

Rumble - Didn't really understand how to use him well. His ult is hard to place and doesn't hit that hard, either. Not a fan.

Wukong - Pretty mediocre. Has a jump in but not enough damage to be a good assassin. No range or way to hit creep effectively. You can just run away from his ult.

I played this for the first time last Friday with folks from work. Hooked! As soon as I can recover my account, I'll be playing again (I'm not sure how my account disappeared, but it did).

We won a 3v3 against bots but lost a 5v5. The bots played quite aggressively, which was fun to watch.

carrotpanic wrote:

Rumble - Didn't really understand how to use him well. His ult is hard to place and doesn't hit that hard, either. Not a fan.

Aw man I LOVE his ult. Has HUGE range. Slow and DoT for any fools that don't get out of it fast enough.

And his Heat thing is pretty cool. Basically you can spam a cycle of all powers twice before overheating, so that gives you a pretty solid burst. Even more if you don't have to use W (shield), since that one seems to cost the most. And that taser that fires twice is very useful. Tough to use, as with most skill shots. But I had a lot of fun with him this week. Probably on my "to buy" list now.

carrotpanic wrote:

Miss Fortune - She's okay and I like playing AD carry, but her ult is terrible (it's getting buffed a little in the next patch...we'll see). Way too easy to move out of and it doesn't even do much damage. Seems like Caitlin is a much better version of MF.
t.

Totally agree. I'd rather play Caitlyn, Ashe, Tristana, just about anyone than MF. A month ago when she was free I enjoyed her. But that was my first week with the game and I had no clue what I was doing. Now, most of those other carries are much more useful. And her ult is bad yes. Easy to dodge, and can be interrupted just by looking at her the wrong way.

Stele wrote:

Easy to dodge, and can be interrupted just by looking at her the wrong way. :lol:

The same applies to Cait's ult, since it's channeled as well. That said, there's a reason MF is Tier 2. I enjoy her from time to time, but not for normal/ranked games anymore.

MF's ult can be devastating with the right items and team comp. Positioning is everything. I think it's important to reiterate that those tier lists are organized with competitive, professional play in mind. They are also created by one dude. Not a team, not an organization, not a council, just a dude. Grain of salt. Here are the tier descriptions, in case anyone has been associating anything outside of tier 1 as bad or unviable.

Elementz wrote:

Tier 1 – These champions have proved time and time again that they deserve to be here. These champions are game changing if you can get them most of the time. Player skill combined with knowing how to use these champions correctly will ultimately result in success.

Tier 2 – These champions are barely under tier 1. They all again do their roles incredibly well and are should be considered highly valuable picks. They all synergize very well into the vast majority of viable line ups. Players should be playing these champions if they are looking to improve their game and step into the competitive scene. Master all of the tier 1 and tier 2 champions and you will be a serious force to be reckoned with.

Tier 3 – These champions are still very viable on SR but are simply out done by tier 1 and tier 2 champions. They can still compete with all of them but as far as viable line ups go these won’t be the champions you’re going to ban or first pick in any draft mode. These are your 4th 5th picks in your line up to complement your line up or effectively counter the other teams picks. These champions are still very viable overall but just aren’t champions you will strive to pick or have in your line up all the time.

Tier 4 – These champions don’t fill the roles of the champions above them as good as they do. They really aren’t thought of other than your last pick to add a special extra something to your line up. Extra burst, extra utility, or that 1 more support champ you think you will make your line up that much better. Generally they really aren’t sought after picks in a competitive line up but they can still be played viably but are the bottom of the barrel in terms of competitive picks.

Hard to place on a team – These champions I find aren’t as good as others in terms of competitive picks. They don’t really help or add anything game changing to you line up or anything you would really want on a competitive team imo. They are all fine champions for solo queue for the most part but in terms of a 5v5 tournament draft mode I wouldn’t expect to see any of these champions there. They are simply out done by other champions who do their roles better than they do.

That list is just for draft play. There is a totally separate tier list for solo queue: http://www.rog.clgaming.net/tier-lis...

MF's kit is very similar to Tristana and I do think that at this point Tristana is a slightly better pick than MF, but MF can still be brutally effective. MF's slow is more usable, her passive gives her more persistent mobility, and she has more AoE damage potential in team fights. I think MF should actually be pretty good in Dominion just because of her move speed passive. MF is mostly just an autoattack champion so she's not the most thrilling to play, but she's still very effective.

A couple of my friends that I was pestering to play this game a year and a half ago have finally created accounts, so I've been popping on to show them the ropes. I see that much has changed while I was away. Most notably there are approximately 2 billion new heroes which has catapulted me back to ignorant scrub status since I have no idea what abilities I'm facing when I run into an unrecognized champion. There also seems to be a push to have 1 jungler and have the top lane be a second solo, but I have not seen this to be universal. More disturbing is that people seem to have become obsessed with how "the pros" play the game, which caused a ton of bad hero and item decisions back in DotA due to the fact that pub teams don't have perfect coordination or skills to get away with the things the best players do.

Anyhow, can someone give me the 2 paragraph executive summary of major changes over the last 18 months? Is such a thing possible? I left shortly after they introduced the new XP curve for killing champions and Gaald lost his mind, back when Twisted Treeline was released for private games but not yet in matchmaking.

Also, to the kind folks sending me game invites, I will join soon! Just not yet. Right now I'm training up my pals or logging on for a 15 minute bot slaughter if I need a win for the day. Gotta start earning up IP for these crazily expensive heroes. Such inflation from only a year ago!

Champion rotation for tomorrow, finally.

Fiddlesticks, Kassadin, Malphite, Morgana, Nidalee, Shen, Garen, Kog'Maw, Vayne, and Riven

There are just soooooooo many new champions since then, and there have been so many buffs and nerfs and nerfs and buffs. Some older champions have even been completely reworked.

Some things of note:

Flash and Flash-like abilities no longer cause targeted spells to fizzle.

Some "global" ultimates are no longer global (I don't even remember which ones are and aren't anymore).

The current meta has a jungler, a bruiser soloing top, an ap carry soloing mid, and a support and a ranged AD bot. The logic is that the Bruiser benefits a lot by having more Levels and Gold than average, AP champions are more gold and level/skill rank dependent than ranged ADs so they need solo lanes. The bottom should have 2 because it helps you better control dragon (which was changed, I believe. It now gives 190 gold to everyone on the team and only exp to people nearby when it dies... it's also harder for a low-level to solo).

If you have a bunch of time to kill, you could consider looking up the Riot Games Youtube channel and watching all the summoner showcases, that'll at least give you an idea as to what each of the new champions do.

You're definitely right about too many people trying to mimic the pros. There is a lot you can get away with when you have near perfect map awareness, excellent mechanics, good strategy, ultra twitch reflexes, and coordination.

Mr Crinkle wrote:

A couple of my friends that I was pestering to play this game a year and a half ago have finally created accounts, so I've been popping on to show them the ropes. I see that much has changed while I was away. Most notably there are approximately 2 billion new heroes which has catapulted me back to ignorant scrub status since I have no idea what abilities I'm facing when I run into an unrecognized champion. There also seems to be a push to have 1 jungler and have the top lane be a second solo, but I have not seen this to be universal. More disturbing is that people seem to have become obsessed with how "the pros" play the game, which caused a ton of bad hero and item decisions back in DotA due to the fact that pub teams don't have perfect coordination or skills to get away with the things the best players do.

Anyhow, can someone give me the 2 paragraph executive summary of major changes over the last 18 months? Is such a thing possible? I left shortly after they introduced the new XP curve for killing champions and Gaald lost his mind, back when Twisted Treeline was released for private games but not yet in matchmaking.

Also, to the kind folks sending me game invites, I will join soon! Just not yet. Right now I'm training up my pals or logging on for a 15 minute bot slaughter if I need a win for the day. Gotta start earning up IP for these crazily expensive heroes. Such inflation from only a year ago!

Aside from the new heroes:

META GAME
1) The e-sports scene for the game has gotten much bigger, this has caused most of the shifts in the meta for lower tier play (monkey see, monkey do)
2) a lot more junglers now, still not always in normal games due to the more "do what you want not what your team needs" attitude there. Just about every ranked game
has one
3) bottom lane ad carry/support lane is much more common in NA
4) flashflashflashflashflashflashflash, ghost is much more rare

ITEMS
6) Zyonas Ring split into two items, Rabadons Deathcap (big AP items) and Zyonas Hourglass (less AP but gives armor and stasis passive)
7) Brutalizer builds into something (yoomoos ghost blade, gives armor pen/damage/cooldown reduction/activate that boosts speed)
8) Spell vamp items introduced. Hextech revolver (basic, gives +15 spellvamp), Will of the Ancients (upgrades gives AOE AP and spellvamp), Hextech Gunblade (gives spellvamp, ap, damage, lifesteal, and activates to fire a slowing shot)
9) Innervating Locket removed from the game QQ
10) people actually buy wards (still not very much though)
11) Tenacity stat added with items (basically crowd control reduction like Mercury Treads). Moonflair spellblade gives AP and tenacity, Cloak and Dagger gives attack speed and crit and tenacity, Eleisa's Miracle regen and tenacity
12) Sunfire cape passive made unique
13) gold per 10 passive made unique per item

OTHER STUFF:
1) Twisted Treeline released, nobody plays it
2) New control point capture gamemode/map Dominion/Crystal Scar, it's pretty fun but will probably die like TT in a month or so

Here is the wiki to look stuff up, I am too lazy to hotlink each item: http://leagueoflegends.wikia.com/wik...

Dominion is not going to die for the sole fact that you can do a game much much quicker if you dont have 45 min to spend on a game.

Thanks, those were both perfect summaries, just what I was looking for.

FedoraMcQuaid wrote:

11) Tenacity stat added with items (basically crowd control reduction like Mercury Treads). Moonflair spellblade gives AP and tenacity, Cloak and Dagger gives attack speed and crit and tenacity, Eleisa's Miracle regen and tenacity

Cool! I got a little tired of always, always, always buying Merc Treads since stun reduction was so important against real teams. Nice to have other ways to get it.

We actually did some in-house Topless Treeline (our version of the name) this past weekend when we held a little LAN. It was our first time on it. The lack of safety anywhere took some getting used to and I took great advantage of it in a couple of rounds with Warwick. Couple of games were decided by badly timed 3-man rushes while one man (Jax) pushed through alone on bottom and took two turrets out almost before we could react. Still getting a handle on the strategy for the map.

Mr Crinkle wrote:

Thanks, those were both perfect summaries, just what I was looking for.

FedoraMcQuaid wrote:

11) Tenacity stat added with items (basically crowd control reduction like Mercury Treads). Moonflair spellblade gives AP and tenacity, Cloak and Dagger gives attack speed and crit and tenacity, Eleisa's Miracle regen and tenacity

Cool! I got a little tired of always, always, always buying Merc Treads since stun reduction was so important against real teams. Nice to have other ways to get it.

You might want to note that tenacity items don't stack. You have one tenacity item and you have 35 tenacity, you buy two tenacity items and you still only have 35 tenacity. So the best you can do is reduce crowd control time by 35% from items.

FedoraMcQuaid wrote:

11) Tenacity stat added with items (basically crowd control reduction). Moonflair spellblade gives AP and tenacity, Cloak and Dagger gives attack speed and crit and tenacity, Eleisa's Miracle regen and tenacity

Don't forget Mercury's Treads, tenacity boots.

EDIT: Bah, already mentioned.

Good games tonight guys (from both sides of the pond). It was nice to play again... I miss it but I have a feeling it will be awhile before I get to do that again. Hopefully I can play some more on IGWJD or before everyone gets good on Dominion at least.

Enjoyed the game I played, even though we lost. I've still got a lot to learn and am slowly getting the hang of a few of the characters and the flow of the game. I'll be able to hang out more in vent and actually participate in conversations when I get back home next week.

More disturbing is that people seem to have become obsessed with how "the pros" play the game, which caused a ton of bad hero and item decisions back in DotA due to the fact that pub teams don't have perfect coordination or skills to get away with the things the best players do.

Oh god this! A thousand time this! While I will agree that there are certain builds you don't do with certain characters. Like building AP on an AD character so you get almost no benefit from the build. Claiming the build you saw someone use in a game during tournament play as the definitive build is stupid, beyond stupid! The reason the top tier players are at the top is because they can adapt to the game they are in, sometimes in subtle ways. Not to mention the builds are tuned to the team they are playing with as well as against. Everyone has a specific role and it all works together. You don't get that in random pub games, and if you can't adapt your build to the situation at hand you will lose way more games than win.

I've seen it happen so many times. Someone is so desperate to get the "build" they want they can't see that they have given up 6 deaths because the build they are using sucks against the champ they are fighting.

Zerath Patch skins:
http://imgur.com/a/5Obiw

Captain Teemo. OMG.
IMAGE(http://i.imgur.com/KTW1Ml.jpg)

Also, just tried a Dominion game with a new Kog'Maw build, gotta say that this new combo is going to be my new default: Boots of choice, (rush) Frozen Mallet, The Lightbringer, Malady & Wit's End if needed, then other situational items. I've almost completely stopped buying Kitae's Bloodrazor on Kog as you can power level your W much faster than you can in Summoner's Rift games, and you basically become the late-game beast that Kog is in almost 10 minutes without having to work for the farm.

The idea is that Frozen Mallet synergizes insanely well Kog's range increase on his W, and Lightbringer basically makes it impossible for someone to run away from you the second you hit them as you'll be proccing the Frozen Mallet movement reduction debuff and not losing sight even if they run into a bush.

This is why I always take Zhonya's Hourglass on Heimerdinger.

3) bottom lane ad carry/support lane is much more common in NA

In EU this is always the setup. 1 Top, AP middle, 1 jungle, 1 ad/support

Very rarely now does this change and as my ELO I suspect is quite low this is at the low end

Noob Stardate -311239.9875380518

Morgana - Really dig her. Q's got huge range, W is a natural combo for locked champs, and good for pushing creep. E can get you out of some tough jams, especially with the spell block. Ult is really useful in team fights as well. She's a winner!

Captain Teemo!

Xerath patch notes:

New Skins in the Store
Runeborn Xerath
Battlecast Xerath
Cryocore Brand
Officer Caitlyn

League of Legends v1.0.0.126
Xerath, the Magus Ascendant

Ascended Form (Passive): Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his Ability Power into Armor.
Arcanopulse: Fires a long-range beam of energy, dealing magic damage to all targets hit.
Locus of Power: Xerath anchors himself to a source of magical power, increasing the range of all spells and granting him bonus % Magic Penetration. Although he is immobilized while Locus of Power is active, his movement speed increases upon disabling the ability.
Mage Chains: Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.
Arcane Barrage: Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown.

Karthus
Fixed a bug where Requiem would sometimes not finish channeling when cast during Death Defied

LeBlanc
Fixed a bug where Ethereal Chains would not root Master Yi

Lee Sin
Sonic Wave
Cooldown increased to 11/10/9/8/7 from 10/9/8/7/6
Attack damage ratio reduced to .9 from 1
Safe Guard range reduced to 700 from 750

Malphite
Brutal Strikes
Modified the shape and range of Brutal Strike's passive cleave component.
Added a visual indicator on targets hit by Brutal Strikes

Malzahar
Fixed a bug where Call of the Void would not finish casting if Malzahar died.
Nether Grasp
Fixed a bug where Nether Grasp couldn't break with distance
Nether Grasp will now stop channeling if the target becomes a zombie

Mordekaiser
Creeping Death now properly gives assists

Miss Fortune
Bullet Time now scales with attack damage and ability power

Morgana
Soul Siphon spell vamp decreased to 10/20/30 from 15/25/35
Black Shield ability power ratio reduced to .7 from .8

Rammus
Fixed a bug where recommended items would not display for Rammus

Singed
Poison Trail linger time reduced to 3.25 from 3.5
Insanity Potion crowd control reduction lowered to 10/15/20% from 10/20/30%

Taric
Radiance cooldown reduced to 60 seconds at all ranks from 100/90/80

Tryndamere
Mocking Shout now properly gives assists if the slow is not applied

Warwick
Infinite Duress
Slowed down the first two ticks of damage slightly (before the first two ticks came almost instantly)
Infinite Duress will now stop channeling if the target becomes a zombie

The Crystal Scar
Ambient gold gain reduced by 7%
Reduced the time range of the respawns to help early winning teams finish games

General
Revised all item tooltips to have standardized vocabulary and formatting
Adjusted Quicksilver Sash's cooldown to properly reflect the tooltip
Creep camp minimap icons now update properly with all forms of vision
Fixed a bug where Ignite's visual effect would sometimes persist far beyond the actual duration.
Fixed a bug in which the Show/Hide HUD keybinding would always be F5, despite the selection in the options menu.
Fixed a bug in which the ignite particles would persist forever in some circumstances.

Patched AND functional already! Riot is really stepping up their game.

Stele wrote:

Reduced the time range of the respawns to help early winning teams finish games

What does this mean?

Tooltips standardized? Creep camp minimap icons updating correctly for real? Ignite visuals not lasting forever? Yippee! I'm actually more excited by little annoyances like that than I am any hero changes.