: How do you lose a matchup vs yasuo as cho gath?
It's not so much, Cho'gath gets outright countered in lane, since with the right game knowledge and understanding of the matchup it's certainly winnable, but more a case of, it's not a lane that favours Cho'gath to play aggressively in the earlygame and carry, since alot of what Cho'gath has to do early in this lane is to maintain a freeze and try to survive till he gets lvl6 and eventually boots. Comparatively, Nautilus or Poppy have really strong lane priority against a Yasou, since Nautilus and Poppy can deny the Yasou's mobility, choose to disengage or pick to engage, and have the ability to shove out the minion wave whilst keeping Yasou from harassing, and have sufficient damage to hold kill pressure over the Yasou without the need for jungle assistance. In both earlygame and midgame. This lane matchup is honestly very horrible for Yasou, since he needs to put himself at a large amount of risk to fight in lane or get cs, since if the jungler paths in, these champions can lockdown Yasou enough to make him a japanese pinata, and early defensive itemization doesn't help much in 1v1s due to the high base damages of these champions. Also the inherent nature of Nautilus or Poppy kit makes it hard to 'outplay' the situation, since outside of baiting these abilities out, it really doesn't matter how good you are.
: Everyone
some of my first toplane champions were Heimerdinger or Cho'gath, and for some time I one tricked each of them, but if I was facing a dreaded Yasou matchup, I might switch to Nautilus, Poppy or Zilean, because I am equally competent with them, and thanks to the lane matchup, I go from a difficult lane even with experience that would be a hard fought victory, to a lane that is very easy to win and snowball off. As a fill player, I also understand lane matchups and powerspikes, and as a jungler I can often read them far more effectively than if I only focused on jungle, I know mobility cooldowns, mana costs, item powerspikes, and when I'm in the zone, can often turn up at very inconvenient times for the enemy team. You could say all this is obvious, or could be read from a wiki, but I disagree, awareness of these things is most easily earned by putting yourself in their shoes. Also on a side note, often a player's most played champion can often be among their worst. I love Shaco, but goddamn do I lose alot on him.
: Looking for two team member right now!
IGN: Nightjar Gold 5 Fill (pref jungle/sup/top, but can mid or adc)
: To be honest I don't care so much about choosing fill, because if you have been choosing fill from the start being a "fill" main like you said you aren't going to be much good at any particular champion so you wouldn't have climbed as high as you could of, therefore you would be playing against people around your performance level.
who is to say I could have climbed higher if I onetricked? I have a broad champion pool and can pick towards strengthening my teamcomp or picking better lane matchups, and I feel immense pride at predicting an opponent who is playing a champion I am familiar with.
Disabled (OCE)
: Need Support for Clash silver or gold.
Nightjar Gold 5 0lp (I only play for victorious skin, same as last season) Fill (pref jg/sup)
: Technically you should be losing more though, because you are trading performance (from one tricking a role or champ) for quicker queue times. Just like how when you main a carry role and you get autofilled into support, you don't get the opportunity to "shine" in your preferred role that you planned for. It is identical to playing against higher mmr players, the system expects you to be at a disadvantage so it rewards you with higher mmr gains or lower mmr reduction. Honestly I would be happy to be autofilled if I got the opportunity to win more mmr as a result of being forced into a different role that I am not as experienced with. Instead I feel like it is more worth it to troll my team in champ select and threaten to ruin their game if they don't dodge and then end up deciding to dodge myself if it doesn't work. The faster queue time thing doesn't quite end up working out how it was intended. You get into champion select faster but then 5 different people dodge, but they dodge at the end of the champion select just incase someone else wanted to dodge so they didn't have to wait. So in the end it could take an entire game before you end up getting into a game rather than waiting an extra minute or so for a game. In fact players always had the choice of getting into games quicker by choosing "support" or more recently added "fill".
if you're queueing as fill, and are a true fill player, you shouldn't be trading performance, since being a onetrick doesn't win you lanes, especially into unconventional lane matchups, being a generalist with a wider range of experience can be more beneficial.
hotguy69 (OCE)
: CLASH
IGN: Nightjar Roles: Top, JG, Sup, fill Rank: Gold V Communication: Discord, League Voice Prefers tanks in the toplane, flexible pool in jungle and support, can fill other roles with a small pool.
: But if they beat stronger opponents shouldn't they get more mmr, just like how the current system works?
my argument is that there should be no mmr or lp bonuses for queuing as "fill", because filling doesn't mean you should be losing more.
: Fill players should get extra LP
as a fill player, I think what you're saying is counter intuitive. If a fill player suffers because they don't aim to master a single champion, this means on average they'd be weaker than another player of a similar elo, and in this case, they shouldn't be pushed further with bonus lp against even stronger opponents. I think the greatest strength of the fill player is their flexibility, and you're a copout if you get intimidated by a 3million mastery Yasou or Zed or Zoe or whatever. Sure I might not have 3mill points on any champion or maybe even combined, but I know how to play my champion and I know how to play your champion. I know what the champion does, their ability costs and cds, playstyle, and I can more or less guess how much you can do and what you're aiming for, but do you know what my champion does? do you know my mana costs, do you know how I aim to try to win the matchup?
: Its all about on-hit and other 'hidden' effects these days. For all classes _(except maybe support)_. Rather than stacking AP/AD. The thing is though, the 'on-hit' AD items like {{item:3147}} , often come with a bucketload of raw power tacked on as well, unlike the AP ones _(relative to scalings)_.
i mean, protobelt, gunblade, Ludens, Spellbinder all offer a big burst in damage, even the hextech revolver isn't bad. though none of these is quite as potent as duskblade killer lethality+physical damage burst powerspike, but it's not like they aren't there.
Nightjar (OCE)
: MANA BUILD MAGE {{item:3040}} {{item:3041}} {{item:3089}} {{item:3027}} {{item:3907}} {{item:3020}} {{item:2139}} 50ap+1400mana(3%=ap)+145ap+200mana+120ap(+40%)+100ap+400mana+120(200ap)+50ap = 945AP before runes the scaling mana build gives you very close to 1k ap with the spellbinder active, also gives some hp and 30% cdr and still has sorc boots, you could also swap the RoA for a Ludens for a total of -6ap +10%cdr also if we factor in a typical mages's lvl18 mana pool of about 900mana, a total of **983 ap** GENERIC MAGE {{item:3089}} {{item:3165}} {{item:3285}} {{item:3157}} {{item:3135}} {{item:3020}} {{item:2139}} 120ap(+40%)+80ap+90ap+75ap+70ap+50ap = **679ap** before runes the 'generic' mage build still gives you a decent near 700ap and is far from optimal since Ludens offers 30 less ap than spellbinder in exchange for mana and cdr, zhonias is mostly about the Hourglass and a little armour, as a defensive item, it's ap is meh, similarly the magic pen items aren't great for ap 70ap or 80ap respectively, but has all the typical mage features such as full magic pen, 30% cdr and Zhonias Hourglass. ----- and now for the curveballs AP ATKSPEED JUNGLE {{item:1402}} {{item:3124}} {{item:3115}} {{item:3907}} {{item:3089}} {{item:3020}} {{item:2139}} 80ap+25ap(+15%)+80ap+120(200)ap+120ap(+40%)+50ap = **860ap** still has a jungle item, has mad atkspeed and onhit, has good cdr and could probably solobaron if you used Elise or something. SHIELD SUPPORT {{item:3092}} {{item:3504}} {{item:2065}} {{item:3174}} {{item:3089}} {{item:3020}} {{item:2139}} 35ap+50%m+60ap+50%m+40ap+100%m+30ap+100%m(25%=5ap)+120ap(+40%)+50ap = **483ap** this a shield support, who has 1 ap item, with around '500ap'ish did you perhaps confuse this with a mage building mage items? ---------- AP still lives, none of these calcs considered Ornn items, these builds are hardly hyper optimized for massive AP, all of them had boots, none counted champion passives, Dragons, Barons or even Runes. **Bonus dumb round** {{item:3907}} {{item:3041}} {{item:3374}} {{item:3089}} {{item:3089}} {{item:3089}} {{item:2139}} 120(200)ap+145ap+175ap(+40%ap)+120ap+120ap+120ap+50ap = 1302ap of course this build is stupid, but if you wanted to do something like Base Karthus you could swap out the last deathcap, reduce your ap by 70 and get a Voidstaff, and end up doing 1474magic damage with 40% pen to everyone which would do a little more than half hp to a squishy and still chunk a tank.
that said, these numbers sound big, but ap ratios have been toned back, so there isn't really much point to having 'nuclear ap' anymore.
SuperPPV (NA)
: Does anyone miss the mage items?
MANA BUILD MAGE {{item:3040}} {{item:3041}} {{item:3089}} {{item:3027}} {{item:3907}} {{item:3020}} {{item:2139}} 50ap+1400mana(3%=ap)+145ap+200mana+120ap(+40%)+100ap+400mana+120(200ap)+50ap = 945AP before runes the scaling mana build gives you very close to 1k ap with the spellbinder active, also gives some hp and 30% cdr and still has sorc boots, you could also swap the RoA for a Ludens for a total of -6ap +10%cdr also if we factor in a typical mages's lvl18 mana pool of about 900mana, a total of **983 ap** GENERIC MAGE {{item:3089}} {{item:3165}} {{item:3285}} {{item:3157}} {{item:3135}} {{item:3020}} {{item:2139}} 120ap(+40%)+80ap+90ap+75ap+70ap+50ap = **679ap** before runes the 'generic' mage build still gives you a decent near 700ap and is far from optimal since Ludens offers 30 less ap than spellbinder in exchange for mana and cdr, zhonias is mostly about the Hourglass and a little armour, as a defensive item, it's ap is meh, similarly the magic pen items aren't great for ap 70ap or 80ap respectively, but has all the typical mage features such as full magic pen, 30% cdr and Zhonias Hourglass. ----- and now for the curveballs AP ATKSPEED JUNGLE {{item:1402}} {{item:3124}} {{item:3115}} {{item:3907}} {{item:3089}} {{item:3020}} {{item:2139}} 80ap+25ap(+15%)+80ap+120(200)ap+120ap(+40%)+50ap = **860ap** still has a jungle item, has mad atkspeed and onhit, has good cdr and could probably solobaron if you used Elise or something. SHIELD SUPPORT {{item:3092}} {{item:3504}} {{item:2065}} {{item:3174}} {{item:3089}} {{item:3020}} {{item:2139}} 35ap+50%m+60ap+50%m+40ap+100%m+30ap+100%m(25%=5ap)+120ap(+40%)+50ap = **483ap** this a shield support, who has 1 ap item, with around '500ap'ish did you perhaps confuse this with a mage building mage items? ---------- AP still lives, none of these calcs considered Ornn items, these builds are hardly hyper optimized for massive AP, all of them had boots, none counted champion passives, Dragons, Barons or even Runes. **Bonus dumb round** {{item:3907}} {{item:3041}} {{item:3374}} {{item:3089}} {{item:3089}} {{item:3089}} {{item:2139}} 120(200)ap+145ap+175ap(+40%ap)+120ap+120ap+120ap+50ap = 1302ap of course this build is stupid, but if you wanted to do something like Base Karthus you could swap out the last deathcap, reduce your ap by 70 and get a Voidstaff, and end up doing 1474magic damage with 40% pen to everyone which would do a little more than half hp to a squishy and still chunk a tank.
: Petition for more time to do runes
I feel they just need to make a feature that autolocks in your hovered pick when time runs up, rather than having to interrupt your rune selection to quickly have to click the lockin button, that'll basically double the time you have to choose your runes.
Gehirn (OCE)
: Hi Everyone, thanks for your reports and patience with this. We are investigating and you can follow along [here](https://boards.oce.leagueoflegends.com/en/c/help-support-oce/3B6pJzzp-live-issue-oct-2nd-unable-to-login-error-code-003). No updates as of yet but we've got multiple teams on the case.
I feel I should add, that just relogging in can temporarily fix the problem. It seems to be a problem more with the client thinking there is a problem.
: If Rammus is supposed to be an AD Counter
it's not a big magic resist steroid and it's been nerfed a few times, now 10mr and 30% bonus mr. The 10mr is pretty good, but the 30-50% magic resist bonus scaling with w level (which you max last) and since the core jungle tank items are Cinderhulk and Thornmail, you probably won't be getting much out of this magic resist ratio until lategame. Rammus is an anti-ad answer mostly because he's strongest into the atkspeed matchup since his w reflects damage, meaning high atkspeed with low pen will often end up reflecting more damage than he takes. Mages however have low atkspeed and probably won't be autoing rammus except to proc thunderlords or whilst taunted, but they focus on their ability power builds, which tend to have early magic pen. However he's not designed to only work against full ad teamcomps, since that would be a simpleminded and difficult to balance, so Rammus is better into ad matchups, but not completely useless into ap heavy teamcomps. Rammus is probably the most melee champion to exist, and is forced to choose between mobility or defense, since his powerball offers no resistances, and his defense curl basically makes him immobile. Since his playstyle is very linear and can't buff his defense when engaging, Rammus also sacrifices alot of what other initiator tanks are capable of in the lategame, since against a competent team, rammus will often find his hp pool being burned down before he can initiate a teamfight, compared to some more dramatic lategame teamfight tank engages such as Sejuani, Gragas, Maokai, Ammumu, Nautilus, Ornn, Zac and more, who all pack either long range initaiting tools, teamwide CC, defensive buffs that can be active before they engage with mobility, or a combination of these. Rammus is a good earlygame initiator and tank, similar to Skarner, Blitzcrank, Galio, Taric, but as the game goes on they transition more towards peel oriented or secondary engage tanks with their extremely strong single target and defense CC, rather than engage and play makers. Also while it's not technically a scaling, many tanks have %damage resist, which functions very similarly, for instance Galio's w (an anti-ap ability) increases his physical damage resist when activated based on his magic resist, which basically is an armour steroid, since armour is used to mitigate physical damage.
: Ranked Been placed from Gold to Silver now Demoted after troll after troll
an important thing to remember, is what made you gold in the first place. Was it onetricking a champion that clicked with you, was it studying jungle rotations and understanding lane push patterns, was it csing and controlling minion waves, was it knowing exactly how to win lane matchups and snowball, was it vision/map awareness and shotcalling. If you did it once, you can do it again, and regardless of the monkeys on your team, you need to focus on yourself, because in the end both sides will get monkeys sometimes, did you watch the map, did you play the matchups right, did you make the right calls, were you capitalizing on vision information, did you make the right picks, did you choose the right rotations. Play it right and at worst you can have upto 4 monkeys on your team, whereas the enemy team can have upto 5. Climbing is about yourself and beating the averages.
Bookbash (OCE)
: Its kinda like the [following game](https://imgur.com/a/BIKfVmo) where the teams are not matched evenly. In my team I have two complete newbies who ended up inting and not csing, and just running around like headless chickens. Now if the OP gets these teams all day I think they have a right to be aggrieved.
that's not that unbalanced. From an MMR standpoint Silver 5 is often worse than Bronze 1 due to how difficult it is to demote from the 5th division of any elo bracket.
: > [{quoted}](name=Nightjar,realm=OCE,application-id=Ntey9fRZ,discussion-id=tEdgRw7E,comment-id=00000000,timestamp=2018-09-28T07:52:29.210+0000) > > Lux is a support as much as zyra is a support, although Zyra has better base damage, but Lux has better scaling. > Also you generally upgrade to second tier on the support item, before then choosing between an ap item if you're snowballing such as DarkSeal/Mejais or Ludens Echo, or finishing your support item into eye of the watchers if you're behind or haven't yet finished the support questline. > The support item is gold efficient for it's stats, and generates more gold, but the ludens/mejais damage can help you snowball better if you plan on getting kills and accelerating through the game. > > All in all, eye of the watchers is the safest option. You're wrong about zyra and lux being the same Zyra is only in the bot lane because her mage stats are too shit to mid (unlike lux) (i have a zyra otp friend and he's plat 1/dia 5 and refuses to play her mid because literally every mage and assassin can out damage her in mid lane, with over 2mil mastery i'm more likely to listen to him than some rando who probably doesn't even play zyra) The minute zyra gets a buff, anybody who plays her will 100% go back to mid where she belongs, her and lux are only alike in the fact that they have high early damage. As for your comment on itemisation, this is where you're right, i mean it doesn't matter who you play support, you must always rush that supp item, the wards and gold generation are too important to pass up, as for accelerating the game, lux can do that just as well in mid as she can in support, i still see no reason to play her support unless you have no idea how to farm, and if you can't farm on lux, you probably shouldn't even be playing her to begin with imo Mejais/Seal is good, but its very risk = reward, if you go this route you better know how to dodge skill shots, avoid dying in fights, whilst still pumping out the damage if you can't farm as lux, how the hell can you be expected to do all these extra things on top of that. Personally, if you're gonna go AP lux support, i would suggest: * Eye of Watchers {{item:3092}} * Tear (Seraphs) {{item:3070}} {{item:3040}} * Boots (Ionian or Sorcerers, again base it on matchup) {{item:3173}} {{item:3020}} * Rylais (for non-committal cc on top of your already massive cc lockdown) {{item:3116}} * 3rd/4th item (depending on matchup) - as a Zhonyas, Banshees or Liandries (Only if you're really ahead, otherwise go with one of the other two, this in turn stacks with rylais which gives you more DoT) {{item:3157}} {{item:3102}} {{item:3151}} * Void Staff {{item:3135}} * End with a Deathcap (if you're winning hard you can get it before void staff) {{item:3089}} If you want to play her support (Proper Support) i'd suggest: * Eye of the Ascended {{item:3069}} * Redemption or Ardent (you can get both, but to save item slots it'd be better to take one over the other, much like above pick based on matchup) {{item:3107}} {{item:3504}} * Boots (Ionian is a must) {{item:3173}} * Rylais (like before, non-committal cc) {{item:3116}} * Zekes or Shurelyas {{item:3050}} {{item:2065}} (Again, Matchup based, if you're getting harassed a lot Zekes gives you a little bit of tankyness, and in turn you and your adc get a particle effect, which gives the adc a brief red buff and you a slow, if not, you can go Shurelyas to move fast for an easier engage especially if your tank is a pleb or you don't have one, and gain mana regen and cdr) * Finish with a Deathcap {{item:3089}}
I said Zyra because in terms of utility they are similar. I pick Lux support in situations where I need a fast lockdown skill and the team is ad heavy. I pick Zilean support when I need AoE lockdown or want to protect a hypercarry and the team is ad heavy. I pick Morgana when we need picks and a clustered teamfight and the team is ad heavy. I pick Annie support when we need burst against mobile bruisers and we're ad heavy. I pick brand support when the enemy has alot of tanks and we're ad heavy. There is alot of variety to mage supports and when to pick them. Next onto your builds, tear of the goddess and similarly RoA is too slow for a support mage. For a midlaner it's fine, because they get more gold early on, they don't have a support item to prioritize, and they're in a solo lane so they can afford to get bullied a little in exchange for the extra value, and the extra mana means they aren't going to get shoved on so easily. For a support, this is terribly selfish and inefficient. You aren't csing or pushing much with your mana, you have limited early gold to start with, and you're in a 2v2 lane, where every powerspike is huge and you probably picked a mage support to dominate lane. The mana is nice, but cooldown reduction and ability power are more important to focus on, since unlike a midlaner you don't have to use mana on minion waves. I don't see why you'd build Rylias on Lux, her e already slows by a considerable amount, and it's more of a luxury ap item, than a core one, since it's gold inefficient. Twin shadows would be far far more efficient and increases your utility by a much larger amount. Not much else for the ap build aside from the fact that void staff is usually pretty overkill in situations where you'd pick Lux support, since Morrellos is usually going to be more efficient since the enemy probably won't be stacking mr for only a support and being able to cut healing and having the flat pen against squishies is often going to have greater impact. Your shielding support build disgusts me. Again, Twin Shadows>Rylias, Also unless it's a hard matchup vs a kill lane, i'd still go for the more aggressive spellthief line, since Lux uses ap, the extra ping damage on spellthiefs passive is very good poke when auto trading with the ad and you will usually have the range advantage thanks to Lux's spells and auto range. **Big thing 1**you don't pick either redemption or ardent, redemption healing triple scales with shielding/healing power, so if you're going this route, you always get both. **Big thing 2**, why don't have you have an **Athene's Unholy Grail** in that shield Lux build. The extra burst of 250hp healing from Athene's bloodwell passive which lux can very easily charge and spam for mad sustain, the 50ap(60ap post ardent, and 90ap post redemption) 30mr 10% cdr 100% mana regen, all for the low low price of 2100g is insanely good gold efficiency. Finally deathcap isn't really that efficient when you don't have much ap, you'd probably actually get more out of a knights vow or any of the other support items I've mentioned.
: Lux supp xd Firstly, if you intend on playing her supp, RUSH SUPPORT ITEM, it doesn't matter who you play, you must always rush the support item Secondly, Lux isn't a support, so stop playing her there go to mid lane where she belongs
Lux is a support as much as zyra is a support, although Zyra has better base damage, but Lux has better scaling. Also you generally upgrade to second tier on the support item, before then choosing between an ap item if you're snowballing such as DarkSeal/Mejais or Ludens Echo, or finishing your support item into eye of the watchers if you're behind or haven't yet finished the support questline. The support item is gold efficient for it's stats, and generates more gold, but the ludens/mejais damage can help you snowball better if you plan on getting kills and accelerating through the game. All in all, eye of the watchers is the safest option.
SKT Zed (OCE)
: Matchmaking
is this a dare to play Soraka jungle?
: Tips on how to climb out of bronze fast playing jungle
Here's some tips, for every lane. For a fast consistent, last minute climb to gold. **1. SNOWBALL** In low elo, the snowball is maddening, don't get swept aside by a lucky enemy laner. Aside the lvl3 gank top, there isn't going to be much early jungle pressure, so try to pick comfort picks, especially easier ones, and learn how to play aggressively and learn your damage. Learn your powerspikes, and don't pick lategame champions. You'll start using the 'it's not lategame' excuse. Learn what all the popular champions can do by playing a few games on them, and watching a few gameplays, then pick a early midgame lane bully, take ignite as a top/mid/sup as neccessary, and give your laner a hard time till he starts feeding you, and keep getting fed. Learn how to deny xp and cs, and frustrate the enemy laner by maintaining a freeze on the minions wave, a 3 lvl advantage in a lane is basically unbeatable, and if you're losing, holding a freeze against a laner who doesn't understand how to counter your control of the minion wave will allow you to claw back and then sink your teeth in their neck. Press down the lane till take tower and you are dominant, and then take a new lane, repeat and repeat. **2. MINION WAVES** Learn the minion wave. Sometimes you'll lose lane earlygame, and you'll feel that it's because the enemy champion is OP, or they're a smurf or whatever. In gold or below, if you're losing early fights, odds are you didn't play the minion wave properly, and so the enemy got a lvl advantage, or pushed you in forcing you to burn potions and/or mana to get cs. In jungle this is a little more complicated, but basically watch for when the enemy laner pushes out, ideally if your laner has a larger minion wave building or approaching from base. Minions hurt more than champions for about the first half of the game. So learn how they push and how their aggro works and how to break aggro using bush. **3. CSING** Learn the basics of csing and potions. This seems obvious, but it's not, I'm still working on my csing and I forget to use pots midcombat and I've hit gold5 playing every role (and I can promise you it isn't because of mechanics). Try to make sure whenever you buy, you either come back with a completed powerspike first item, or 2 pots and maybe a control ward somewhere in your inventory, if you feel the enemy jungler is particularly fiesty. Use pots midcombat, but try to save them till you're at about half hp or lower, so you don't waste their regen. The 50g investment is worth it, when you can stay in lane a little longer and pickup some more xp and gold. **4. VISION** Control wards are hidden op in bronze and sometimes just 1+ trinket will protect your lane for the entire game, because nobody clears wards. Learn to look at the map, don't use unlocked camera, it's a big learning curve, but try unlocking the camera to flick to other lanes when you aren't in combat and relocking from time to time or to cs. As a jungler try to learn to be able to kite jungle camps whilst not actually looking at your Champion. Also once mid-lategame hits, get a control ward on baron, keep a control ward on baron. Upgrade your trinket lategame to either blue or red, blue if you choose to splitpush, red if you want to teamfight. Eventually all lanes will push or the enemy team will mess around, and in any other elo this would be a risky baron call, but in bronze, sneaky baron is ez cheese. **5. COPY** Simplest tip, maybe best tip, use the OP.GG build with obvious alteration for the ap/ad matchup, use standard keystones, don't try to metabreak or nightblue3 or full damage, if the op.gg build is full damage, consider picking up a deadmans, a maw, a steraks, a zhonias, a morrellos, GA, or whatever appropriate defensive item, as a last item, because if you die from a small misplay, your team might very well fall too, no matter how hard you carry. Pick your mains, and watch high elo players with the same champions, especially those that explain what they're thinking or looking at, pay particular attention to where they go, when they back, where they rotate. As a jungler, learn your champion standard rotation, 9/10 it'll put you so far ahead in tempo, to the point where the enemy team will flame their jungler for not doing anything. This is alot, but this is enough to get you gold, and stay in gold, and probably climb further if you stick to this properly.
Slowdownn (OCE)
: Don't understand why you got abused when you are 10 3 up! Please Explain?
I assume premade, and they got all upset because apparently I ksed the ekko and nasus, and Leesin was being hyper aggressive earlygame (though not particularly effective because he was really forcing those ganks and so often didn't achieve anything except leech his laner's xp), and so they were upset I wasn't completely matching him. Apparently I was only stealing kills and not letting my teammates get gold, and I was playing wrong and so apparently despite my kda and objective control, I was more of a hindrance. So they asked me to afk, as soon as I made sure each of them asked, I obliged, which made them all happy for a while, until the Pyke realized I was somewhat necessary, after which he called me a child, a trash jungler but we need a smite, and so I asked for an apology, after which they called me a useless piece of sh*t, and they told me to disconnect, so I started dancing in fountain.
Rioter Comments
: It comes down to population. There isn't enough population to support both queues (healthily) full time, so draft is limited. Because draft is the queue with minimum requirements (champions owned),, it's the one that has to go down, otherwise there is a significant chunk of time where a heap of people can't play the game.
> [{quoted}](name=Seras Dragon,realm=OCE,application-id=dQOcTl8O,discussion-id=ULOQMh9E,comment-id=0001,timestamp=2018-09-21T09:43:58.268+0000) > > It comes down to population. There isn't enough population to support both queues (healthily) full time, so draft is limited. Because draft is the queue with minimum requirements (champions owned),, it's the one that has to go down, otherwise there is a significant chunk of time where a heap of people can't play the game. why not just add the basic temp pool (the pool of champions you get until you hit lvl10 or whatever, garen, mf, darius...) and a few extras such as 450be champs with the rotation to bump up every players champ pool to 20 temporary champions. Before you say Riot will lose money for this, in alot of countries, if you play league in a netcafe, all champs are already unlocked, and very few people buy champions with money, and when they do it's often newer more expensive champions.
00shots00 (OCE)
: i dont know what rank you are but im in gold which is bassically the new bronze. aint no one building smart in this league. he may be a weak lane bully but according to what champion? the only ones that out him are non mana sustain champs
well Poppy comes to mind, she is a good counter in lane with her q trading evenly with renekton's w, and her w blocking any attempt renekton takes to engage. Somewhere between a bruiser and a tank, as a tank Poppy can afford to build armour and shut renekton out without messing up her build path, and as a bruiser she doesn't lack the damage to punish him if he tries to bully her. Statistically she is the hardest counter to renekton atm, with the highest rate of killing him in early lane, the better winrate, higher damage dealt, and is likely to zone renekton out of cs starting at lvl2 and continuing for the duration of the laning phase. other than that, typically 'hard' lane bullies come to mind, such as Sion, Quinn, Teemo, Garen(I hate this champion so much) and ofc king of earlygame lane bullies Pantheon. These champions all tend to out bully Renekton with their more dominant laning patterns, and a few of them outscale him as well. I'm a gold fill main, because between my two accounts I play pretty much every role. Also ignore the crit rammus and ad shen in my match history, I was tilted, having dinner and trying to play with one hand. As expected it did not go well.
: passive trolling anjd why isnt it being dealt with
you're gold 4, nobody wards in gold, don't you know anything. It's not that your support is forgetting to ward, it's that nobody knows wards exist at this elo. I've seen games, I've been in, where watching the replay, I realize nobody in an entire 30min game, used the trinket to place a ward, bought a control ward, used red trinket or even just upgraded their ward slot. Total vision score across both teams 0. it's not trolling, people are just actually that bad. In gold, we all like to think we're good, but we're really just average, and the average knowledge level of your average skilled league player is woefully inept.
: Riven wins lvl 1 and 2. From lvl 3-5 its a skill matchup. Lvl 6+ it starts to fall in Renektons favour if they are even.
wait really? when I play renekton, I always think, gotta bully this thing lvls 1-7 because once Riven gets a phage and ninjatabi she starts to become a menace.
: 16'49'' pass the Odyssey Onslaught
impressive time, and it's better than any of the streamers I've watched. what was your teamcomp pls? also how do you deal with 3rd form Kayn losing his patience and going super saiyan?
: He has a 51% winrate and these buffs did next to nothing since no Renekton player uses their Fury on the E. Everyone knows dont fight Renekton between level 3-6. Unless your like Riven or Aatrox, you're going to get destroyed. Once Renekton gets a lead, you're going to have a bad time.
riven has a terrible time against renekton early. Garen or Pantheon are probably the better earlygame duelers.
00shots00 (OCE)
: Holy sheit renekton with these buffs
Renekton is bad lategame, and realistically in his previous state it was too easy to just stack armour and withstand his laning phase by playing defensively, since as much as he was a dominant laner, he was a bit on the weak side for a lane bully and didn't get much out of the keystones and rune system in general. Also burst runes got gutted last patch which is alot of Renektons power, so this was a bit of compensation to that. Renekton is one of those champions that seems better than he is, largely because the playerbase is experienced, and when he does get out of hand it's very very noticable. Also if your toplane is still building damage or core items after renekton gets a few kills lead, your game is done because your toplaner is an idiot and doesn't understand Renekton's powercurve.
Menarche (OCE)
: Odyssey Onslaught
something that is worth noting is that aside from augment choices, and coveting the revive cooldown until the 3rd kayn fight (try to use the natural respawn timer of 20s in first round), is the individual quality of players. It's mean but some players just weren't meant for Onslaught difficulty.
: ARE YOU SICK OF BEING SILVER? | STEP BY STEP GUIDE ON HOW TO GET OUTTA SILVER
you should be teaching the standard jungle rotation, cheese isn't reliable. Also it's very important to learn how to clear/kite jungle camps without watching the camp, since whilst you are autofarming the camps, you should always be flicking between minimap and your lanes to look at which lanes minions are going to push in. A very important tip is to learn how to count minions and how they will push the wave. You should be pointing out that it's important as a jungler to always be doing something, if you want to gank a lane, you should time it so that it fits with your rotation and you can move from a camp into the gank, for instance if both midlaners have a strong lvl6 all in, then you may want to consider clearing the raptors in your first rotation among your first 3-4 camps, so that you can return to them on the second rotation around the time when the mids would be hitting 6 for a countergank. It's often not worth waiting in a bush for something to happen, if the enemy top is breaking rotation to camp top, invade their jungle and take all the camps, ward it up, and coordinate with your botlane for them to hard push the last wave when the enemy jungle camps are respawning for a 3man invade and denial of the camp respawn. If you pull this off right, you can deny 5-6 camps which is more than kill gold and a massive amount of xp. Also drop a ward before or after every gank, preferably a control ward if you have the spare gold and are considering breaking rotation to pressure that laners out and take tower. Also make sure that if you fail a gank, or you're only ganking for summoner spells, to not leech xp, but if you do kill the enemy laner, if your laner is low on hp but you're moderately healthy, to help them push out the wave by softening up the minions and letting them last hit. That early gold, xp lead, and reset of the lane state, can make recovering the lane hard even for smurfs, without the enemy jungler breaking rotation to camp top, and if the enemy jungler sacrifices himself to do that, you take his botlane camps, put him behind, and use wards to keep the enemy jungler on the topside of the map whilst you hammer bot and mid. Good Macro is enough to get to gold. Pressing leads, denying enemy jungler, being at lanes at the right moments, will carry most any team. You don't need cheese, and there were alot of basics of jungling that you should have been pointing out whilst you were doing them about rotations and watching the map.
: How Does everyone relax during a loss in a ranked game or promos :)
Quinncest (OCE)
: Why are casters still considered support champions?
Okay so support casters vary, but the general idea is, support casters are good at fighting botlane, they have alot of damage even if they trade out utility, and so in a meta where there will be alot of fighting botlane, and where you can't rely on the adc to output enough damage and snowball, you pick a support caster to make up the difference, and hope either you can snowball or your team has enough utility to cover you into midgame rotations. In a dbl tank+bruiser teamcomp or where the team lacks magic damage, I'd say there's a strong argument to go a damage caster support, but in a no tank teamcomp you are kinda hard forced to pick a tank support and hope your team's last pick isn't another ad assassin. There is also the arguement, that as an autofill, it's better to play something you know like Lux, than try to first time someone you don't such as Thresh. - Also there is the 'I deserve to be a higher rank' argument, which after screwing around on an alt, and then trying to climb back up playing supportive supports like Janna and Taric in middle bronze, it became apparent that it would be much easier to just build damage and do damage. This is a deadly trap though, because alot of players have unfounded self confidence and aren't smurfing, and generally this smurfing approach works much better if you actually play midlane, and focus on macroplays. Sure bronze midlane Zed onetricks might have decent mechanics, but if you manipulate the wave for the early game, roam, and return with a 2k gold lead, it doesn't matter if he has a million mastery points on zed.
: The Jungler doesn't really control vision though. The Support does.
whilst a support has their sightstone, the jungler is supposed to upgrade to red trinket earlier, they spend more time trying to move around and gank, they generally buy more control wards. Depending on gamelength it's not an overstatement to say jungle impacts vision more, assuming everyone in the game is getting the most out of their trinket and buying control wards. Whilst the support should be warding, the support quest makes it unlikely the support will be roaming around setting up wards through enemy jungle before about 8min.
: Listen to your Supports
realistically the jungler should be watching the map the most, since farming jungle camps should be automatic anyway, and in the current meta coordinating with the jungler is probably the most surefire way to win, assuming they're competent. and as always, some supports are good, but it also tends to be the hiding place of autofill and less skilled players, and so it's really polarizing whether you get a real support, or someone who is stuck down there and is mostly dead-weight.
QAPLA (OCE)
: Suggestions For Alternate Items in ARAM
I rarely see ARAM games where Warmogs was a deciding factor, it's more of a nuisance and a feels bad item for the enemy team by the time it becomes relevant. Imo Triumph is the real offender in ARAM. Other than that, it's actually alot of work rebalancing items to have different stats or functions in ARAM since items are kept in libraries separate from the map, and having different item libraries, whilst a good idea at first can often lead to a lot of bugs (just look at the way some nexus blitz items behave strangely, such as the altered jungling item refusing to upgrade sometimes), and ends up being a real mess when you consider how old league is and how poorly understood the code is at this point after 9ish years of constant patching, small tweaks and rushed fixes. League code is more a messy patchwork rag than a well set out tapestry.
QAPLA (OCE)
: Why Is LoL Becoming Anime Focused?
Whilst I am sad we lose Sesame Street Nunu and Willump, it's not exactly anime, since the skin is a reference to Pixar's Monsters Inc, which is still more or less American but what's splitting hairs.
HeartVine (OCE)
: Summoner Name Protection needs more commitment!
A long time ago, I didn't know this was a thing, and thought inactive names could be taken after a month or two, and so when I went on holiday in Europe with my family, I'd still play a game every few weeks on like 3000ping in aram, and I built aura/tank/ardent/redemption azir(or whatever champion I got) and tried my very hardest to be useful.
: 1v1 issues that can help decide the winner. I wanna know who wins.
I think normally it's whichever happened first, but on the assumption they occurred simultaneously, rather counter intuitively, the ranking is 1. tower 2. 100cs 3. first blood in terms of deciding the victor. Since first tower means they managed to maintain lane dominance and force you to run away, 100cs means you were pressured off the wave, and finally first blood is the lowest priority but is often the first to take place and shows that they managed to kill you. In summary, you might have killed him, but your friend won because he had showed dominance in lane, since in 1v1 diving a tower is particularly difficult.
Socon (OCE)
: Did no one notice this about supports?
personally, as a support main, I absolutely completely hate the new ward system, but not for the same reasons you do. It isn't that support items offer too much gold that is warping the meta. It's that support items give too much gold for doing nothing but sit in lane, that is the problem. I know adcs don't want to be abandoned in the scarywary assassin meta, but it was much healthier for the game when the support actually did stuff. Most of the early to early-midgame in the current meta, supports only ward the 2 bushes into their lane, and they just sit there in lane, getting free gold from their support item, and not really doing anything outside of their lane. Harken back to a few seasons ago, if a Support wanted to carry, they would go aggressive in lane, get a bit of early pressure, and then they would rush a sightstone and they would control the botlane. If something happened on the bottom side of the map, it was support who made the calls. The support would roam mid, ward enemy jungle, pressure botlane, setup a wide net of river vision. They would get a lead on the enemy support and they would be proactive. The support wasn't necessarily stronger, even when ahead, they even had less gold, but their impact was higher early, and you could definitely see the difference between a good and a bad support. Through rotational knowledge (which is basically dead for botlane), through understanding minion wave control (also mostly dead for botlane), through knowing where and when to setup vision and clearing wards. Mage supports, didn't do that much damage and were mainly poke damage or burst+cc, tank supports were less tanky than bruisers tops, enchanter and shield supports didn't have an early item powerspike and so just rushed a whole lot of different active items with supportive effects (when is the last time you've seen a support use a Mikaels?). But the support was impactful because they had the opportunity to flex how much they understood or didn't understand the game. The average powerlevel was lower, but the support was still relevant, and even with less gold, less items, less stats, they had a major opportunity to snowball a game. With the current support items, you can't 'rush' a sightstone, you don't get much from an early kill, the sightstone will take about the same time to complete no matter how you play. You must sit in lane, because a roam mid or invade with the jungler is going set you behind about 2min with your support item, about as bad if not worse than a death with the current death timers. There is very little incentive to try to make plays as a support, and you only risk putting your team's vision behind. ---- In summary, they buffed passive support gold, slowed down sightstone, and discouraged variance between support players. So now supports have a stronger baseline which infuriates other roles, but less opportunity to 'defeat' the enemy support and carry.
Gehirn (OCE)
: Nexus Blitz alpha: Week 2 feedback and patch notes
woah individual champion changes for blitz... also pls make the walking nexus spawns more consistent, the other bugs can be annoying but it is straight up infuriating when the enemy walking nexus doesn't spawn or your nexus spawns in their fountain and there is no way to win.
Socon (OCE)
: Ezreal if he gets iceborn gauntlet. Anyone with a red buff. Thats about it. They dont really give auto attack slows in too many places simply because of red buff going to the adc and melee champions can buy a frozen mallet which means anyone can get a slow on their auto attacks.
i mean with a good support an adc doesn't especially need redbuff, and frozen mallet is a bit niche, so I feel it's better suited for bruisers and hypercarries who lack CC, since most tanks can itemize into Iceborn Gauntlet if they really need an extra slow, which they often don't. Red buff burn flat true damage and %max hp life regen also tends to favour splitpushers rather than adcs, because lategame if an adc gets picked, they are going to die very quickly, and whilst the slow is nice (though halved for non-melee similarly to frozen mallet), the frontline should be doing their job of holding a defensive line and making engages, and the support should be making sure the backline is peeled for, and the small red buff burn doesn't really factor in when an adc is a dps machine.
: I feel like Nexus Blitz is gonna cause the same thing as URF
i was going to quit but Nexus blitz made me forget how much I hate the meta, and now I'm preparing to try in ranked again.
: Nexus Blitz Feedback - EDITED 16/8
enchanter supports aren't as good as you think in nexus blitz, the chaotic choke teamfights often mean you have to position way too close, and if your team knows to recall properly, the smaller map size, means that soraka's heal is more like a small health buffer than something that helps you win a sustained fight, especially when fighting for an event is often faster than a death timer. On that note, Lulu, Nami, Morg and Orianan do break this trend; but supports like Soraka, Karma, Janna, and Sona do not perform well against good nexus blitz comps, because in the face of a balanced frontline and engage, the enclosed fighting space means their impact is greatly reduced. and yes I realised, that I have just said that half the enchanters are good here and half of them aren't. On another note, teamcomp and combinations have far more gravitas than players give credit, in the outcome of nexus blitz, and assassins aren't exactly the biggest issue, more so that, snowbally bruisers are (except rengar and kayn), assassins are only overpowered against nexus blitz comps that didn't balance well and lack the brawling style necessary to win. Nexus blitz rarely comes down to battles of attrition and poke.
: A lot of discussion has been around "oh he is too cute to be an angry monster", but just look at his design. A mouth big enough to bit a man in two, antlers so you know its gonna head-but hard and six limbs each with 3 claws that I'd imagine are pretty strong. That's one hell of a beast.
it's not that he isn't still a monster, it's just that he looks alot friendlier than he did, which Nunu mains don't like because they're already a bit memey and the fact that Nunu looked mildly intimidating was one of the ways they felt better when playing him.
: How many Boards posts do you have?
Hey Nightjar, you have a total of 1256 posts on the Oceania League of Legends Boards! I should post more when I have time, however I doubt I'd lose in word count to any of you. I have some atrociously long posts in my past, especially back in Season 6 where the boards was still a place to discuss non-meta and meta builds, analysis and discussion of champion kits in great detail with math. I particuarly remember the times when I calculated exactly how much damage you needed to build on a range of assassins, to just barely be able to 100-0 squishies with quick burst spell rotation at various stages of the game, whilst simultaneously finishing the rest of the build with pure tank items. Btw if the answer to this is 1 damage items or less in early-mid, the assassin has too much base damage (back when rengar had that bonus AD bug, you could get away with just a black cleaver and with the right runes, and assuming the adc only had say a dorans shield, ninja tabi and a cloth armour, you had enough damage to 100-0 them with a spell rotation and have about 3 damage to spare).
: Rumor of Getting Killed in Tryndamere ULT
there was a bug between press the attack's damage amplification and ryze's spellflux damage amplification, such that the amplification amount of one's extra damage of the other's amplified bonus, wasn't accounted for with Tryndamere's cannot fall below 1hp on his ult, which meant that Tyndamere would hit 0hp or less, and just die. Vandil made a video about it. The bug has been fixed.
: Garen is so easy to outplay. I can't remember the last time I lost lane to a Garen. He's really only op at low elo where people pick whoever they want and pay no attention to team comp and counter picks. Mundo is far more op than Garen
by a similar token, Mundo only becomes a problem when people don't punish him early game. He spends hp to use spells, and so can often get quite low through trades and getting shoved in. Also you'd be surprised how difficult garen can get to deal with even in middling elos. He's very hard to punish in lane, and whilst his kit is linear, Garen still has traditionally sported a very strong winrate from bronze-platinum, atm that's about 53% until we hit the skillgap which is diamond and his winrate drops down to a still decent 49%. Edit: Also in NA Garen's winrate 52-53% doesn't fall off until master tier and in KR his winrate flatlines at 50.5% until you reach challenger where it suddenly tanks down to 45%. Go figure.
: When a champ is a little too good, at a little too many things. [A study on Garen]
if your team isn't dumb it should have enough cc. An adc isn't supposed to duel a garen in a sidelane (for that matter, I don't think many champions should duel garen in a sidelane). In a teamfight between a maokai+alistair or Leona+Ornn, Janna+Naut, Nami+Darius, the garen would be lucky to be able to make half the distance to the adc before getting worn down. Hell even in a sidelane come lategame, a lux+garen vs a nami+Jinx, my bet is going to be on the botlane combo (even in this stupid excuse for a meta). Garen is good, he's pretty overtuned, but he offers no cc, he's not huge at playmaking, he kind of nukes 1 person, his playstyle is linear and his engage himself is not especially strong. As a counterpoint, you would generally, and would probably need to, build around garen to make a teamcomp work, providing some really hard engage. With Garen, similar to Mundo or Olaf, you trade out CC and mobility for improving damage and tankiness, and I'd argue Garen is the easiest to deal with lategame of the three, because Mundo at a moments notice his team gives him a speedbuff and he just runs through the teamfight, forcing your team to waste alot keeping him from reaching the backline, especially with that made tenacity and stacking magic resist from W, mundo is weaker than garen early, but lategame mundo is massive problem. Olaf when he ults, is just immune to cc, so if you're not a mobile adc, you either need to be able to burst a 4k hp Olaf because he lifesteals a ridiculous amount, or just accept your death.
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Nightjar

Level 116 (OCE)
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