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Just because a particular champion is meta doesn't mean that they're going to win you a game.
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Yeah, I can see that, the only real exception to outline is Pantheon, your job is to get fed, push your opponent below you and then shove your spear down the other lane's throats since clearing waves isn't exactly efficient with panth and neither is pushing turrets, taking your ult and making pro-active plays with some coordination with your jungler seems the more effective since he falls off.
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Yeah, I can see that, the only real exception to outline is Pantheon, your job is to get fed, push your opponent below you and then shove your spear down the other lane's throats.
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Have no issues with the new-ish client outside of a few hiccups. Otherwise it runs very cleanly and smoothly without even using low specs mode or disabling the client while in game.
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I guess they just wanted to cut away parts of him that made it harder to balance him, replace them with healthier mechanics and see the results after to buff him back up to standards. :o
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Can't login.
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It really is a case of if you see him one screen away, CC him and blow him up first or just accept death.
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Gehirn
(OCE)
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I mained Garen for a couple of years when I started League back in 2011 and I usually lost to Panth, these days he is still a solid counter to Garen.
In short I think Pantheon wins if he is the aggressor, and Garen's only recourse is to aggressively push in, clearing your minions while trying to trade smart (short fights in lane where you try to deal more damage to the enemy than they are able to do back). But this heavily exposes him to ganks from your jungler which Pantheon uses well with his targetted stun to lock down the enemy for the kill.
When fighting Garen, you do need to play around his Q - Decisive Strike's silence, as Pantheon relies heavily on his spells to deal damage. Try this while you have almost equal or more minions than him in lane:
1. wait for Garen to use his Q and keep your distance but don't run too far, eventually he will likely use it on a minion or let the spell time out
2. when his Q is on cooldown and assuming you still have a similar or higher amount of minions, hit him with your W - Aegis of Zeonia and E - Heartseeker Strike then immediately back off by running through your minions
3. if he chases you through your minions while using his E - Judgement (spin) he will be slowed and should be unable to catch up to you without his Q
4. when he backs off, chuck a Q - Spear Shot at him
This should win you every trade, but be careful for enemy ganks while performing this.
Also, you can try to hit him with Q before you stun him with W as it has a short cooldown and will be ready for use again while you're running away, so you could hit him with it twice while performing this trade. But if you Q first you might scare him off before you can stun him with W, this will come down to how scared the Garen player chooses to play and something you'll have to figure out about them while in lane.
Additionally, since all of your damage in this combo comes from spells you will not take enemy minion aggro (they won't attack you) as only basic attacks or spells like Garens Q (which just alter his basic attack) trigger minion aggro.
Garen's passive healing at levels 1 to 10 has a 9 second cooldown after being attacked by a champion, so you can keep it turned off by throwing a spear every 8-9 seconds when you're not trading. Just be aware of your mana costs and try not to let your mana get below 150 unless you're going all in to kill him or you're clearing the wave with E so you can go back, as you won't have enough to cast all of your spells.
I'm not the best at trading in lane, but I hope my experience of getting my butt kicked by Pantheons helps you here. :)
Also wouldn't Pantheon's Aegis shield block Garen's decisive strike. :P
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Unless your name is Ivern of course ;)
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The buffs are fine, but the krugs and raptors basically demolish anyone without fast clear aoe clear speed. It's not a question of whether or not a jungler is viable but rather is it effective and the answer generally rests on a jungler's clear speed.
Most junglers can easily do blue side without any leash nowadays but when it comes to the red side a rather large number of junglers will find it's only efficient to clear the red and then just recall, scuttle or look to gank.
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It's not about his ult, or how much damage he can deal with his combo. It's about how well he can pressure top, mid and bottom lanes early on. WIth the jungle changes this has actually enhanced his ability to pressure lanes through sheer sustain in the jungle while still being healthy enough to counter jungle and duel the enemy jungle.
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Breathing is intensive though..
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You would level it for the poke, harass and CC.
Being able to slow someone/stun them after 3 auto attacks each use from a distance> Being able to eat them in 3 auto attacks in melee range
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Azir was a problem though until they gutted his numbers and removed multiple parts of his utility such as seconds on his wall, W damage on towers, raised cooldowns, his knock up was removed, stopped the soldiers from applying fervor of battle, his CDR attack speed scaling, and lowered his soldier's vision and base damage.
He was a pick or ban because in competitive play he covered every single thing you'd want from a mage. Lane bully, hyperscaling, DPS, disruptor, zone control, sieging power, mobility, strong CC, and strong wave clear without any real clear weakness or lane match up that he couldn't outscale/beat in lane.
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I absolutely agree, but from time to time I see exactly that, Thresh is pretty refined as a support and has a design that I would much rather refer to as successful than {{champion:53}}
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Can Camille even reproduce with those augments? :l
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Just saying but Yasuo, Lee and Vayne aren't generally considered assassin.
Azir was pretty dominating because of his ability to do many things at once making him a staple and general pick. He functioned as a hyperscaling lane bully with a displacement ult that can be used to divide team comps whilst having mobility and range in his kit.
I don't think Azir could work as a utility mage simply because of how he's designed.
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I was gonna comment that, ;~;
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Thank you for clarifying what I was trying to say, I wasn't too sure on the exact numbers on his entire combo, I did neglect to mention his E doesn't deal anymore damage after the first instance. There's a lot of anti- AD assassin sentiment or assassin sentiment in general despite the fact that mages are the dominant champions of midlane due to their reliability to perform later on in the game and simply do more.
I feel like his winrate dropped not just because duskblade nerfs but also buffs to {{item:3401}} {{item:3190}} and {{item:3107}}'s release which could be used to negate an assassins burst thus I don't think Zed himself needs a direct buff but that's just what I think.
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Having played the old Talon and even reaching mastery 6 Talon, before his update I can definitely tell you the old Talon was stronger. He's combo might do in terms of numbers more, but that doesn't change the fact that all the damage is gated by a 3 hit combo+ auto where as you can instagib a squishy before by simply, Ult, Q W and they're dead. But the added delay on his burst takes it's toll significantly reflected in his 9% ( was originally 11) drop in winrate following his rework simply because he needs to get in that one auto attack.
His laning is also much weaker simply because he's more prone to being bullied pre-6 by any mid laner with CC which is literally every mid laner.
Right now, if you want to climb, if you want to do well, I'd honestly recommend steering away from Talon.
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There's quite a few issues with the scenario you're putting out.
First off 3 shadows being in range to hit multiple team members, even if no attempt to dodge obvious shadows were made, every shuriken will deal reduced damage per target he lands dealing 60% of damage after the first target. He'd have to be insanely fed to win this trade because if he doesn't kill anyone he's just going to die immediately after because he literally just burned all of his abilities and is now basically got one option left.
Zed does definitely deal more initial damage than Aurelion but the total damage output of Aurelion's far exceeds Zed's during team fights and skirmishes, not to mention the raw utility Aurelion provides to his own team through initiation, zone control, and powerful crowd control.
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Zed doesn't really deal that much damage with just stray shurikens and his spin doe. :l
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I might in part agree with you in the sense that Rylai's nerfs might affect a number of AP mages negatively but I will not agree that AD assassins are that strong when they are actually a little below average where the meta favours mages.
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Could probably grant him slightly higher base movement speed, increase the hitbox of his stars or even raise their base damage, or make him a bit more focused on the caster aspects of his kit? Considering it's Rylais though and how it's gettting changed, I think he would be completely fine.
Right now I feel like Aurelion is one of the stronger champions in the midlane even if the stats don't reflect it so it's a bit unsure on how the Rylai changes will change his win rate.
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Those champions can be buffed around Rylai's being nerfed doe.
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Those match ups tend to be mages who either don't have waveclear or don't have enough mana to waveclear effectively early on. In top and bottom lane, you shouldn't be trying to shove down as opposed to freezing the lane at least in most match ups.
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Even if most people could pick up on that, nothing gets done,
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It's too bad Yasuo wasn't able to move out of the way despite the fish reaching max range ;)
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When 5 mans are an available option everyone will blame that whenever they get 4 man ganked bottom lane rather than believe that four solo players were simply being proactive and coordinated through a series of pings to seize an opportunity.
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Taking max rank values, of course after 1.5 seconds it'll triple in value
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PhRoXz0n
(NA)
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You seem to be discounting the damage that the R does as well which did at least 1 full tick (80 + 0.25 base) if they stood in it for 0.5 seconds.
The intention was also to move her more into a zone control mage and because she didn't promote particularly healthy gameplay in lane.
80+0.125 AP It's not a particularly large amount of damage given that the base damage of a level 3 ultimate and that magic resist is lowering the damage even further.
What Riot's balance team has really succeeded in doing is turning Anivia's laning from aggressive to passive. Against most mages, or assassins Anivia's lane is basically a ticking time bomb where her opponents gain pre-emptive burst.
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Just imagine a Syndra vs anivia lane now and let it sink in that if the syndra is any good, she'll probably delete Anivia's relevance in the game ;) Now you can't even do anything to her at level 6 while she sets up her ult to nuke you everytime you come to lane, you can't punish if she should disrespect your ultimate all together.
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Just to put it out there, a lot of decent anivia players can be put behind by simply shoving the wave continuously before level 6.
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As far as I'm concerned Anivia easily has one of the worst laning phases. It's not good enough to leave her with such a mediocre mid game.
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On paper update is good, in practice she's absolutely gutted. A lot of midlaners already punished her crappy early game since the only Anivia had to use her Q to set up for an E. After 6 Anivia is now probably the weakest mage in terms of viability and practicality because her ult requires 1.5 seconds to set up with a 6 second cooldown. She has the slowest movement speed in the game with a very low base HP value with no mobility in her kit whatsoever and no sort of sustain tool. She's now a late game mage who is all too easy to shut down because opponents will stop respecting you all together.
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Anivia is very short ranged relative to other mages.
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Go {{champion:112}}, he's way better than her in almost every aspect, superior laning, transitions well into the mid and late game, better wave clear and powerful burst at level 6 that can delete a squishy in one rotation.
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Now there's no real reason to pick Anivia over Viktor, who has better waveclear, low cooldowns, early laning, better last hitting, reliable at all stages in the game and more burst.
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Believe it or not, Anivia can not fight that kind of battle, she has nothing to it, she's about fighting for territory and terrain to control certain zones during team fights. I've played a lot of Anivia to know her strengths and weaknesses. She is pretty much wholely gated by her cooldowns and slow movement speed. Her ultimate has a pretty fair wind up time to deal its maximum damage and even then for it continue to dealing damage the must remain in it. But it has a 6 second cooldown so simply placing it again isn't at option. She is immobile and slow with only one tool to peel for her which is her Q.
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Rioter Comments | new Comments | Views | |||
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If Riot wants to I am speaking as someone who plays Anivia, I will comment a little.
I can't find her Q nerf anywhere so I won't comment on that.
Her W as actually a small buff which is rather nice.
As for her E its interesting because Anivia is generally oppressive as a champion in lane, not overpowered but oppressive because it's so easy to chunk your opponent down with her R>E combo with thunderlords however her laning might wound up weaker post 6.
Her R changes on the other hand put more emphasis on controlling a zone or section of the area of the field which by itself is really really powerful.
Overall I know that these changes are for the worst of Anivia. I guess what some people don't realise is that she actually can't kill you in a single rotation like Viktor or Syndra can. These changes will leave her dueling and laning power so much weaker making her even more vulnerable to her counters than ever before.
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I watched a few videos on the person's channel where they played support singed, one where they won and one where they lost. The support singed spent an extensive time counterjungling. He didn't really gank lanes all that often rather he shoved lanes into the turret which there is nothing really wrong with that.
https://youtu.be/UohpkGxfi-E
Watch this video from the Singe's channel where his ADC Draven died 4 times in lane, went down in farm by over 100 CS and was pretty much made borderline worthless throughout the game, with a KPA of 3 in a game where his team has 24 kills total, no participation in any major team fights. The saving grace of this game was that Akali in the midlane managed to get fed.
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I can't imagine very many ADC mains would be happy to be 2v1ing for the majority of the laning phase with a singe support who is off counterjungling and proxying lanes.
Off-meta picks have nothing to do with it, I could take Pantheon support or Malzahar support and its absolutely fine, but what's not fine is when you force the entire team to play around your pick and ultimately cost them.
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While I understand that playing against young adults and teenagers might not be the most satisfying experience, I don't think this could work considering the sheer size of the population and internet anonymity.
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Generally with support items, it will have to be purposely inefficient pure stat wise but have passive or active favourable to supports in general. For example Relic shield is particularly gold inefficient however it's passive provides sustain when laning with an ally to make up for the overall costs.
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{{champion:112}} is one of my personal favourites.
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Requiemsfire

Level 235 (OCE)
Lifetime Upvotes