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**OLD THREAD** League of Legends - F2P MOBA (like DOTA)

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Two quibbles.

Frozen mallet slows move speed. Ice ball deals damage, slows move speed and attack speed. It's like having a frozen heart and frozen mallet. With CDR you can spam it every 3 seconds which means a lich bane can make Nunu do respectable damage (for a tank). It also means that Nunu is a pretty good ganker (throw in 'w' and he's an excellent ganker - see support section).

Nunu Support. Nunu's 'w' is a dual target Move speed and attack speed buff, how is that not support. Note that it's like Taric's heal in that if cast on someone else Nunu also gets the buff. At a minimum cast it on the canon minion when pushing.

In short Nunu is a viable champ (as evidenced by the fact that he was used in the WCG tournament) though if you're not in ban mode game there are certainly better junglers/tanks.

I agree. When I played Nunu, his buff made ganking much easier and his ice ball made early ganks cake. A team with him, Ashe, and Anivia works pretty good. Throw in Veigar and a tank, maybe Mord, and you have yourself a nasty matchup.
 
It's a fun game, but it just seem like the right combination of mechanics. You have this game, and it's in my opinion much better than DOTA or HoN........but you have to LEVEL to be anywhere near useful, especially in the 20's bracket, so it's a timesink.....Plus the fact that they release new purchasable heroes every week for insane amounts and little regard to balance just makes me think this game is becoming the WoW of Action RTS's ,and will just become a huge laughing stock in the end.

Not before Icefrog pitched his DOTA idea to several different publishers. At least someone picked it up after being the village bicycle..
 
So I'm on day 6 of my LoL career as I started playing last Wed the 13th. Interesting results. I have a RL friend who is a lvl30, and he said I'm level 10 and already have half as many minion and champ kills as he does. Which sounds good to me.

UNFORTUNATELY... I did most of that with Anivia and Nunu last week.. and now they are gone. I am getting absolutely destroyed with this weeks champs. Not even close. I went from holding mid by myself against 2, sometimes 3 champs and doing 18-3, to going... 0-12.. not kidding and it sucks. I might not have always maintained that sort of kill ratio (not saying that it wasn't always positive KDR, it was), but I was always very useful for my team.

I'm at 5134IP and need 6300 for Anivia.. which I think would be a good choice for me at this point. For now though, I might just get Nunu because I'd like them both, but going to wait till my friend is online for his recommendation.

My updated, *player specific* list of champs I've been keeping (I would not suggest other newbies use what's worked for me):

-Works best: Nunu 450, Avivia 6300,
-OK: Katarina 3150, Kayle 450, Corki 6300, Zilean 1350, Annie, Sivir, Swain, Tristana 1350
-Poor: Veigar 1350, Pantheon 3150, Singed 1350, Blitzcrank
-Interested to try: Cho'Gath, Sion, Galio, Taric, Ashe, Master Yi

Now, I've seen other players dominate with ones that I don't seem to know how to play correctly (such as Blitzcrank).. but for now, this is my list and results. My "OK" category were champs that I could use, and do decent with when I tried them. The poor champs are the ones I was truly a drain on the team.

I could go on and on why Anivia rocks my world, but I won't because most of you here know more than I do. The only thing I'm not matching up with is the opinions on Nunu. I don't think he's as good as Anivia, but for 450IP he's the best I've tried so far for my playstyle. Just looking at Ashe, I have the distinct feeling I won't do well with her and she's what seems to be the best regarded cheapo champ.

I think Nunu could be a great cheap alt to Anivia for me. She just has so many tricks up her sleeve and I can get nice and creative with her.. I get way too bored with a direct damage caster like Veigar or a pure melee like Pantheon. I also suspect you have to know the game well to be good at a pure melee like Pant (know the champions and their abilities better, who you're going up against). I'd like to pickup 1 or 2 champs that I have done well with, and then start building up for runes and so forth.

The point on Galio being a superior version of Nunu might be true, but for those of us not getting any Riot points or having nearly as much IP, it's a decent alt.
 
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You can get Tristana free if you have a facebook account. Comes with a skin too.

You should definitely save for Anivia. That bird is awesome, great pusher and really good for team fights.

Check out Teemo who is free right now. I just tried him for the first time and dominated with him. He has what is basically a run speed buff, a passive dot-on-attack, a blinding shot, and mines that double as sight wards. Throw on frozen mallet and he will be a faster Ashe.
 
My buddy said stay away from Teemo out of all the choices this week, but I'll have to give it a shot.
Just played a terrible game with Garen. He's the first melee I've tried that I don't mind, I didn't do well with him but I could see myself improving with him.
 
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Teemo is a bad character, but fun to play. also..

DEMACIA

fucking garen

i played a very interesting game last night with garen


5 zeals --> 5 phantom dancer's (had 4 by the end). yes the game was ridiculously drawn out. he had something like 560 run speed! he was perfect for killing people after teamfights.

my olaf did ok - i had trouble with people running around and switching targets, so i would get someone on low HP but not necessarily get a kill. also had to build MR/Armor up higher than usual, meaning i did less damage.
 
i played a very interesting game last night with garen


5 zeals --> 5 phantom dancer's (had 4 by the end). yes the game was ridiculously drawn out. he had something like 560 run speed! he was perfect for killing people after teamfights.

my olaf did ok - i had trouble with people running around and switching targets, so i would get someone on low HP but not necessarily get a kill. also had to build MR/Armor up higher than usual, meaning i did less damage.

5 PDs... Thats a terrible build :S

Totally over AS + Crit limits.

Either buy proper DPS items and stuff would die without the need to chase down, or tank Garen (= best Garen) which would be a much bigger asset in teamfights.
 
No. Not at high levels. I can with xin pop Yi through his meditate quite easily without three talon strike (Xin's knockup). Any other major dps carry late game can do the same. His meditate saves him in the beginning, but is not make him able to take a whole team. Especially late game of level 16+ for everyone.

And an AP yi is Lulz. The AP scale on his Alpha strike is quite low. I've seen an AP Yi raped by a lower level and lesser itemed out AD Yi. Just say no to AP Yi. Turning Yi into a one trick pony with a subpar damage ability on champs to the determinate of the rest of his true power is really dumb.

Note I'm not trying to be mean, I just like talking LoL (and I'm at work).

Are you level 30 yet? Last you mentioned, you were 18.

Yi can meditate through an entire team. I've done it and I've seen my brother (current elo 1630, was 1850 a week ago) do it. HOWEVER, Xin's q is exactly the type of CC that interrupts it like I mentioned in my post. AP Yi is far from Lulz, he just takes skill to play and is not a great 1x1 champ. The AP scale on Alpha strike is 1:1. HotShotGG (one of the best LoL players in the world) plays AP Yi. As stated before a 1kdmg nuke + automatic skill refresh on a kill = massive damage. In fact it's best to let you team engage, spot the low health hero and highlander + alpha strike him to ensure the kill and the automatic CD. If you don't get the cooldown you can continue to proc lichbane with e for another huge single target nuke.

Try it before you bash it.
 
ehh,I forgot he can use that on others. Still, it is only used on one other and not a team.
If I'm reading this right Morgana and Janna are not support because they can only shield one other player...

Nunu does much better on 3v3 than 5v5 though. His little support buff helps 2/3rds of his team instead of 2/5ths. That and with the smaller lanes it is harder for people to get out is ult in time.

I agree

Flash helps immensely with nunu, as it can help him jump ahead of a fleeing champ and start his ult. Then the enemy champ as to decide upon getting the full of of nunu if trying to run away from the rest of nunu's team, or run towards nunu's team to escape the ult. That is if the champ can't stop the ult in the first place.

As for ganking. I find gankers need a couple of different things to be "Excellent" in my book. 1) High single target DPS. Nunu doesn't exactly do this.1) Solid CC. Nunu comes close, but not great.
I'll disagree because Iceball = 60% movespeed slow and Nunu almost always jungles meaning he ganks with red buff, we can agree to disagree here.

3) Easy initiation such as a teleport ability like Xin's charge, garens/trynds spin, Gragas body slam, Amumu's bandage, and Warwicks teleport on his ult as examples.

Those are all better but a ghost works fine (this is what jungle olaf uses) and once again Nunu's Blood Build provides a move speed buff helping close the distance quickly.

Nunu is okay at ganking, and I wouldn't call him great at it by any means.

Fair enough, as seen above I disagree.

In my book and others, he just doesn't cut the mustard. Not enough DPS, not enough tanking, not enough support, and a fairly crappy ult. Not enough of anything really. Everything he can do, quite a bit of other champs out there can do better and in more categories than him.




For example Galio versus Nunu. Galio does everything Nunu wishes he could do. Better at DPS, better at tanking, better CC, and an ult that actually kicks ass in damage and utility. He has two ranged abilities, self heals as well, grants speed to allies, and the only thing he lacks that nunu has is a slow. Any Nunu fan that can do "well" with Nunu would do MUCH better with Galio.

Galio does not jungle as well and does not self heal as well. Also in ranked Galio is often banned or picked early, Nunu is never banned.
 
You really think the fact I'm level 26 makes any difference about the level of play I've had? Or that the champs will all magically change for me in 4 levels? You do realize I've been grouping with and fighting against level 30 chars since level 1. I record three different streams which include m1lkfats, hotshottGG, and RedMercury to watch later (since they play when I play) and have watched countless youtube vids of 1600-1800+ ELO games of every character build. So you are trying to say I have no idea what I'm talking about here based off my summoner level?

AP Yi is a one trick pony. He hits 4 targets at max, and can dish out quite a bit of damage with his Alpha strike. I grant you that. But it's unreliable. It can miss champs and hit minions as well. It also has a range to it while he's teleporting around. So it can miss the squishies in the back of the enemy group. To hit them, he has to get close enough which puts him in the range of the enemy as well. I'm not saying that a well done AP Yi with an Alpha strike that rips through 4 champs can't be done, but it's not reliable as positioning can not always be guaranteed for it. On top of that, the DPS from it isn't nearly as high as the AoE from more AoE centric champs. The AP scale for his Alpha strike just isn't high enough. Making Master Yi into a one trick pony by going AP is really not the best way to go at all. Sure it gives him a bit more into the initial hit for a team fight, but that's about it.



By the way you talk you're clearly knowledgeable about the game and I do think things will change when you start playing ranked mainly because that's where the best players are right now. The level 30s that run normal aren't the ultra-serious ones or they're there testing new builds. I also suggest everyone check out the patch notes (I think they'll be released today) because there are a lot of changes coming.
 
Auto attack is worthless on every caster, it isn't the point to playing them.

First off I disagree with HumblePie that Malz is worthless, his recent buff + suppression makes him very viable if you've got good map awareness and ability to lay skill shots (and with a tank like Galio or Amumu it's easy).

Second auto attack range makes a huge difference early if you want to last hit. Using skills to get creep kills early game usually leads to a pushed lane and unless you're with a good pushing champ all that does is expose you to ganks.
 
-Works best: Nunu 450, Avivia 6300,
-OK: Katarina 3150, Kayle 450, Corki 6300, Zilean 1350, Annie, Sivir, Swain, Tristana 1350
-Poor: Veigar 1350, Pantheon 3150, Singed 1350, Blitzcrank
-Interested to try: Cho'Gath, Sion, Galio, Taric, Ashe, Master Yi

The type of champ you're best with is often personal. I would buy Nunu because he's so damn cheap and then save for Anivia while having fun with Nunu and trying new champs when you feel like it.

Under Poor: Singed is one of the most annoying/best tanks in the game but it really takes a certain type of person to play him well (I see more bad Singeds than any other champ). I don't like Pantheon currently but do like Veigar (play cautious early and farm with q to build AP, own late game).

Under interesting: Sion and Galio are my two ranked mains and I highly recommend both. Cho is a lower tier AP tank in my opinion (use when Shen, rammus, galio and amumu are unavailebl) but is very fun. Ashe is a standard ranged carry, Taric is the ultimate support (heal + stun) who tower dives well due to his ult and you've seen the discussion on Yi.

Good luck on your LoL career.
 
PVP.net and League of Legends will be updated during scheduled maintenance on 10/19/2010 from 1:30AM PDT (GMT -7) until 11AM

The Harrowing

* Limited edition Holiday Runes
* Some sinfully sweet editions of your favorite in-game consumables
* Frighteningly festive costumes for your minions
* A sinister overhaul of Summoner's Rift featuring a more nocturnal motif
* A terrifying new login to get you in the mood
* Limited edition champion skins for a few League favorites who're really in the spirit this Harrowing!


New Skins in the Store

* Spellthief Lux
* Sorceress Lux
* Zombie Ryze
* Kitty Cat Katarina
* Pumkinhead Fiddlesticks
* Nosferatu Vladimir
* Lollipoppy
* Mundo Mundo


PVP.net v1.21.16

* The Store and the Journal of Justice will now glow when there is new content available
* Fixed a bug where Ranked Games were showing up as Normal Games in the Match History
* Fixed a bug with the Ticker where new messages would not show up properly on login
* Fixed a bug with the Ticker where it would show up when no message was posted
* Fixed a bug where PVP.net would sometimes be delayed in restoring after a game was finished
* Fixed a bug where users could not remove a private chat once it had been opened
* Fixed a network issue that was causing some performance related issues in PVP.net
* Fixed a bug at the End of Game screen that was causing odd player list orders when someone would leave the room


League of Legends v1.0.0.103
Lux, the Lady of Luminosity

* Light Binding: Fires a ball of light towards a target location, binding the units hit. The units take magic damage. Can hit up to two targets with the second target receiving a reduced effect.
* Prismatic Barrier: Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
* Lucent Singularity: Creates a zone that slows enemy units (zone lasts 5 seconds). Can be detonated to deal magic damage to enemies in the area.
* Finales Funkln (Ultimate): After a short delay, Lux fires a beam of light in front of her dealing damage to all enemy units in the area.
* Illumination (Passive): Lux's damaging spells illuminate the target for 6 seconds. Lux's next attack ignites the debuff, dealing magic damage to the target.


Anivia

* Health per level increased to 70 from 65
* Base damage increased to 48 from 45


Amumu

* Bandage Toss cooldown reduced to 16/14/12/10/8 from 18/16/14/12/10
* Curse of the Sad Mummy duration reduced to 2 from 2.5


Blitzcrank

* Mana per Level increased to 40 from 36
* Static Field cooldown reduced to 30 from 40
* Static Field no longer targets stealthed units
* Overdrive
o Cooldown reduced to 15 from 20
o Mana cost reduced to 75 from 90
o Now reduces movement speed by 75 instead of 25% , which also fixes an edge case bug
* Mana Barrier no longer uses (or refunds) Blitzcrank's mana when it is activated


Cho'Gath

* Rupture cooldown reduced to 9 from 10
* Rupture mana cost changed to 90 at all levels from 80/90/100/110/120
* Vorpal Spikes is now classified as an area of effect spell for the sake of items like Rylai's Scepter or Hextech Revolver


Corki

* Gatling Gun mana cost reduced to 60/70/80/90/100 from 60/75/90/105/120
* Phosphorous Bomb mana cost reduced to 80/90/100/110/120 from 90/100/110/120/130


Evelynn

* Determined Killer (passive) tooltip clarified to explain it does not work on neutral minions.
* Shadow Walk
* Fixed a bug with Shadow Walk where you could stun towers
* Fixed a bug with Shadow Walk where autoattacking would break stealth even if the attack was canceled
* Ravage no longer has back facing requirement in order to gain the extra effect
* Malice and Spite lifegain changed to a flat 350/500/650 upon kill or assist
* Malice and Spite's active now has a 90 second cooldown and refreshes whenever an enemy champion dies
* Stats
o Base health increased to 500 from 475
o Health per level increased from 86 to 76
o Mana regen per level increased to 0.4 from 0.25
o Base mana regen increased to 5 from 3.85.
* Additional note: these changes do not represent the final remake on Evelynn. These are simple usability fixes for her current design.


Ezreal

* Essence Flux ability power ratio increased to .7 from .6
* Trueshot Barrage abiilty power ratio increased to .8 from .7


Fiddlesticks

* Drain cooldown reduced to 10 from 12
* Drain mana Cost reduced to 80/95/110/125/140 from 80/100/120/140/160
* Dark Wind cooldown reduced to 14 from 15


Galio

* Righteous Gust mana cost increased to 80/85/90/95/100 from 70/75/80/85/90
* Resolute Smite mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
* Idol of Durand mana cost increased to 100/150/200 from 100/145/190
* Idol of Durand duration reduced to 2 from 2.5


Garen

* Judgment can no longer damage invisible minions or objects like wards


Gragas

* Barrel Roll cooldown reduced to 11/10/9/8/7 from 12/11/10/9/8
* Barrel Roll now slows attack speed by 20/25/30/35/40%
* Drunken Rage cooldown reduced to 25 from 30
* Body Slam cooldown increased to 7 from 6
* Explosive Cask no longer slows attack speeds


Jax

* Equipment Mastery tooltip updated to show health gained from each source dynamically
* Leap Strike
o Cast time reduced by 20%
o Travel speed increased by 20%
o Ability power ratio reduced to 0.7 from 0.8
* Empower
o Now only deals damage to a single target rather than to an area of effect
o Now resets Jax’s autoattack timer when cast
o Damage increased to 75/110/145/180/215 from 40/60/80/100/120
o Ability power and damage ratios increased to 0.4 from 0.2
o Mana cost reduced to 20 from 35
o Cooldown increased to 9/8/7/6/5 from 5/5/5/5/5
o Tooltip corrected to accurately state it deals magic damage
o Fixed bugs where Empower incorrectly did less damage when used at the same time as Leap Strike or each 3rd Relentless Assault strike.
* Counter Strike damage increased to 80/110/140/170/200 from 80/100/120/140/160
* Relentless Assault
o New Active: Grants 20/35/50 + Jax's dodge percent in bonus magic resistance for 5/6.5/8 seconds upon activation. Costs 80 mana. Cooldown of 60/60/60 seconds.
o Buff icon now dynamically shows the number of Relentless Assault stacks which Jax is benefitting from
o Tooltip correctly indicates that Jax gains up to 10 stacks of Relentless Assault
* Recommended items updated


Karthus

* Lay Waste mana cost reduced to 20/26/32/38/44 from 20/28/36/44/52
* Wall of Pain cooldown reduced to 18 from 22
* Death Defied now allows all spells to be free to cast while defying death
* Fixed several usability bugs with Death Defied


Kassadin

* Nether Blade cooldown reduced to 12 from 15


Katarina

* Death Lotus now fires blades at three targets at all levels


Kog'Maw

* Fixed several bugs with Icathian Surprise to be more consistent


Malphite

* Seismic Shard cooldown reduced to 8 from 10
* Unstoppable Force cooldown reduced to 130/115/100 from 140/125/110
* Fixed a bug with Ground Slam causing it to look like it had shorter range than it actually did


Malzahar

* Nether Grasp range reduced to 700 from 750
* Call of the Void mana cost reduced to 80/90/100/110/120 from 90/100/110/120/130
* Null Zone mana cost changed to 90/100/110/120/130 from 80/95/110/125/140


Miss Fortune

* Bullet Time range reduced to 1400 from 1500
* Bullet Time scaling reduced to 40% of damage per shot from 45%
* Strut maximum movement speed bonus reduced to 70 from 80
* Double Up bounce range reduced to 500 from 575


Morgana

* Dark Binding hitbox size reduced
* Black Shield ability power ratio reduced to .8 from 1
* Soul Shackles ability power ratio reduced to .9 from 1
* Soul Shackles damage reduced to 175/250/325 from 175/250/350


Nasus

* Siphoning Strike now resets autoattacks


Nidalee

* Base damage increased to 53 from 50


Poppy

* Devastating Blow now resets autoattacks


Rammus

* Movement speed increased to 310 from 305
* Base Mana regen increased to 4.5 from 3.75
* Powerball cooldown reduced to 10 from 11
* Defensive Ball Curl cooldown reduced to 14 from 15
* Defensive Ball Curl now scales on 10% of Rammus's total armor
* Puncturing Taunt mana cost reduced to 50/60/70/80/90 from 50/65/80/95/110
* Fixed several bugs with Puncturing Taunt to make it more responsive


Shaco

* Jack in the Box cast range reduced to 400 from 500
* Jack in the Box can no longer be cast inside walls


Singed

* Stats
o Magic resistance reduced to 30 from 35
o Base health increased to 448 from 429
o Health per level increased to 82 from 78
* Mega Adhesive mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
* Fling cooldown reduced to 10 from 11.5
* Insanity Potion cooldown reduced to 100 from 120
* Insanity Potion no longer has a cast time or animation


Sion

* Death's Caress no longer has a cast animation
* Death's Caress shield reduced to 110/160/210/260/310 from 120/170/220/270/320


Sivir

* On the Hunt attack speed bonus increased to 30/60/90% from 25/45/65%
* On the Hunt now provides 1/3 of the attack speed bonus to allies
* Spell Shield mana return increased to 150 from 125
* Spell Shield cooldown reduced to 22/19/16/13/10 from 28/24/20/16/12


Swain

* Decrepify
o Ability power ratio increased to 0.9 from 0.75
o Fixed a bug where Decrepify would slow through Highlander or Ragnarok
o Fixed a bug where the damage portion sometimes would not stop after leaving the area
* Nevermore ability power ratio increased to 0.7 from 0.5
* Torment damage increased to 75/115/155/195/235 from 72/110/148/186/224
* Torment ability power ratio increased to 0.8 from 0.6
* Carrion Renewal regen increased to 300% from 250%


Taric

* Imbue mana cost increased to 80/95/110/125/140 from 70/85/100/115/130
* Imbue heal reduced to 60/100/140/180/220 from 70/110/150/190/230


Teemo

* Stats
o Base movespeed increased to 305 from 300
o Base damage reduced to 47.5 from 51.3
o Damage per level reduced to 3.0 from 3.3
* Camouflage
o Fade time reduced to 2.0 seconds from 3.0
o Being invulnerable will now prevent Teemo from Camouflaging. Specifically, Zhonya's Ring and Guardian Angel's effects will block Camouflage while they are active.
o Recalling and Teleporting will now prevent Teemo from Camouflaging
* Blinding Dart
o Duration reduced to 1.5/1.75/2/2.25/2.5 from 1.5/2.0/2.5/3.0/3.5
o Cooldown reduced to 8 seconds from 10
o Blinding Dart will now cancel autoattacks in progress when the blind is applied
* Move Quick's tooltip will now update to display the effects of cooldown reduction
* Toxic Shot per tick damage reduced to 6/12/18/24/30 from 8/14/21/28/35
* Toxic Shot on-hit damage increased to 9/18/27/36/45 from 8/14/21/28/35
* Noxious Trap
o Teemo now gains a "stored mushroom" charge every 30/26/22 seconds. Maximum three charges
o Each cast requires and consumes a charge
o Time to gain a charge is reduced by cooldown reduction effects
o Time to gain next charge does not progress while you are at maximum charges
o Teemo always has two charges stored upon reviving at base
o Cooldown on placing a trap reduced to 1 second from 20
o Damage changed to 250/475/700 from 350/500/650
* Recommended items updated


Tryndamere

* Bloodlust cooldown reduced to 12/11/10/9/8 from 14/13/12/11/10
* Bloodlust damage per stack increased to 5 from 3
* Spinning Slash cooldown reduced to 8 from 9
* Spinning Slash area of effect increased to 225 from 185


Twisted Fate

* Pick a Card Blue Card damage/mana return increased to 40/60/80/100/120 from 30/45/60/75/90


Twitch

* Debilitating Poison now has a range indicator
* Expunge now has a range indicator
* Deadly Venom duration reduced to 6 from 8


Urgot

* Removed "Recommended" tag
* Heat Seeking Missiles can no longer hit invisible minions or objects like wards
* Corrosive Charge no longer will lock onto invisible minions or objects like wards


Zilean

* Chronoshift now removes most positive buffs from your champion when it activates. For example, Soraka's Astral Blessing, Garen's Judgment, and Fiddlesticks' Crowstorm will now be removed.


Items

* Guardian Angel now removes most positive buffs from your champion when it activates. For example, Soraka's Astral Blessing, Garen's Judgment, and Fiddlesticks' Crowstorm will now be removed.
* Last Whisper unique armor penetration now functions with abilities (but still not against turrets)
* Soul Shroud has a new recipe: Kindlegem + Ruby Crystal + Mana Manipulator + 485 gold. Stats remain unchanged.
* Kindlegem recipe price lowered to 375 from 425
* Shurelya's Reverie recipe price increased to 550 from 500, total price unchanged from the previous patch
* Malady (remake)
o Recipe changed to: Dagger + Dagger + Amplifying Tome + 550 gold = 1825 total cost
o Base stats changed to +50% attack speed, +25 ability power
o Unique Passive changed to: Your physical attacks shred your target doing 20 magic damage and reducing their magic resistance by 6.
o Magic resistance reduction stacks up to 4 times.
* Warmog's Armor
o Combine cost reduced to 980 from 1100
o Base stats increased to 920 health from 770 health
o Bonuses now cap at 450 health and 15 hp/5
o Unique Passive changed to: Permanently gain 4.5 health and .15 health regen per 5 sec per minion kill. Champion kills and assists grant 45 health and 1.5 health Regen per 5 sec. Bonuses cap at +450 health, and +15 health Regen per 5.
* Atma's Impaler unique passive tooltip clarified to state that it adds to your bonus attack damage
* Rod of Ages base stats increased to 450 health, 525 mana and 60 ability power from 360 health, 425 mana and 50 ability power
* Rod of Ages bonus cap reduced to 180 health, 200 mana and 20 ability power, from 270 health, 300 mana and 30 ability power
* Fixed a bug that allowed Quicksilver Sash to be affected by cooldown reduction
* Quicksilver Sash cooldown reduced to 105 seconds from 120 seconds


Runes

* Lesser Mark, Mark, and Greater Mark of Desolation armor penetration reduced by 15%
* Lesser Mark, Mark, and Greater Mark of Strength damage increased by 200%
* Lesser Mark, Mark, and Greater Mark of Might damage per level increased by 35%
* Lesser Glyph, Glyph, and Greater Glyph of Strength damage increased by 200%
* Lesser Glyph, Glyph, and Greater Glyph of Might damage per level increased by 35%
* Lesser Seal, Seal, and Greater Seal of Strength damage increased by 200%
* Lesser Seal, Seal, and Greater Seal of Might damage increased by 35%
* Lesser Quintessence, Quintessence, and Greater Quintessence of Desolation armor penetration reduced by 15%


General

* Zooming in will now match its previous functionality where scrolling results in zooming in instead of zooming out
* Summoner Flash no longer breaks stealth
* Updated selection radii for a number of champions


Skins

* Pentakill Mordekaiser's size has been increased
 
Rhoxed and I had an awesome game laning together as Galio and Xin last night. He'd use his two ranged abilities to slowly whittle down the Ashe and Trist we were laning against. Then once I hit 3 and had all my abilities, the slaughter began. Would have had at least 2 more kills on them too if not for Flash saving their asses. I played Xin a couple times back when he was first released but with a different, unoptimized build. The one that I posted in my last post turns him into a monster. The only change I'm thinking of is swapping in Cleanse for Ignite since, like all melee DPS, they're hard countered by stuns and Xin doesn't really need that extra damage boost except when he's still < 6.

Also, the Nosferatu skin for Vlad is just awesome and I'm definitely buying it.
 
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Note I'm not trying to be mean, I just like talking LoL (and I'm at work).

Are you level 30 yet? Last you mentioned, you were 18.

Yi can meditate through an entire team. I've done it and I've seen my brother (current elo 1630, was 1850 a week ago) do it. HOWEVER, Xin's q is exactly the type of CC that interrupts it like I mentioned in my post. AP Yi is far from Lulz, he just takes skill to play and is not a great 1x1 champ. The AP scale on Alpha strike is 1:1. HotShotGG (one of the best LoL players in the world) plays AP Yi. As stated before a 1kdmg nuke + automatic skill refresh on a kill = massive damage. In fact it's best to let you team engage, spot the low health hero and highlander + alpha strike him to ensure the kill and the automatic CD. If you don't get the cooldown you can continue to proc lichbane with e for another huge single target nuke.

Try it before you bash it.

I'm 26, and was watching hotshotGG play last night with a Yi on some guys account called WickD. He didn't do an AP build, but he still did well with him since he was jungle/ganking early. He went with 2 doran blades, zerker boots, phantom dancer, starks, and frozen mallet. He was buying red elixirs as well and wards quite often. He was also playing with a couple of friends through vent, but 2 on the team were not people he knew. So maybe because he didn't have a full team he knew he didn't want to mess with the AP Yi since it is too team dependent and a one trick pony build?

I'm not saying that an AP Yi can't be used, I'm saying that it is making your character do one thing and that is it. It also requires certain actions by both your team and the enemy team to maximize the effect. It also requires Yi to really stand in the back of a team fight a bit longer than an AD Yi would, which means he is making his team do more of the killing work before he jumps in to "clean up" the fight. Overall, it is just not something I consider a good build at all. It would be sorta fun to play around with I guess because no one expects it, but it is way to limiting to Yi, and also hinders your team down.
 
If I'm reading this right Morgana and Janna are not support because they can only shield one other player...
Uhh, Morgana's shield lasts a long time, and she can snare chasers to save people. But generally I do not consider morgana a pure support character like I consider Janna. CC I always consider as a support ability, and some CC is considered better than others. Nunu has some support for his team, but it's not really much as say a Taric, Sona, Janna, or such.

I'll disagree because Iceball = 60% movespeed slow and Nunu almost always jungles meaning he ganks with red buff, we can agree to disagree here.

The problem with this is the lack of hard CC, Nunu will not stop any character with a built in escape ability or even Flash. Sure it will slow down a champ that pops Ghost too late, but it does nothing to say Tristana's buster shot and rocket jump, or Tryndamere's spin, Garen's spin, Gragas' body slam, or anything else like that. To me an excellent jungle ganker has a good hard CC to stop someone from using an ability or summoner spell to get to safety. Because failing a gank is rough on a jungler. They wasted a bunch of time to get a gank that fails. Relying on a slow for a gank is just as doable with an exhaust and red buff as well (which any jungler will have) to do the same thing to prevent them from making it to safety. The point of a gank is that the target is going to be fleeing and not fighting back, so the attack speed debuff part of the iceball is moot. Shaco, Udyr, Warwick, and Amumu are all better junglers and gankers than nunu. That is not to say he can't gank, but he will have a harder time against good players than better jungle gankers.


Those are all better but a ghost works fine (this is what jungle olaf uses) and once again Nunu's Blood Build provides a move speed buff helping close the distance quickly.

Against noobs not paying attention and without escape mechanisms, ghost and a bit of a run buff does work. But it is going to more than likely end up as a failed gank against a better player with escape mechanism. They will see you coming one you jump out of that jungle and get away. Without hard CC to stop them, and or a quicker initiating ability, it is harder to jungle gank with Nunu or Olaf even against good players.


Galio does not jungle as well and does not self heal as well. Also in ranked Galio is often banned or picked early, Nunu is never banned.

Yah, Galio doesn't self heal as much, but he shields himself to heal and take less damage so the same amount of healing isn't needed. He kills slower because his self heal doesn't basically eat a creep though, but on the flip side, he can attack a jungle spot from range and start dealing damage to a creep spawn without being hit way before nunu can. So it really is a push there as to who jungle betters. I think they are equal but different. They both have an ability with a run buff to get to creep spawns and ganks quicker. They both have a ranged speed debuff to help with ganking. The difference is Galio has a hard CC with his Ult and Nunu doesn't. Which gives him a bigger edge at jungle ganking than nunu.
 
nice, jax is back and AD ez is getting buff. 2 of my favorite champions

Hope you meant AP Ez there since it's only his AP ratios getting buffed. 😉

Armor Pen runes getting nerfed across the board and AD runes getting buffed too. Wonder if that will dethrone them as the defacto red runes.
 
reading over the patch notes and they aren't all the same from the test server, but most of it is. I do like that Miss Fortune got her much needed nerf. Her Ult was way too much damage and way to huge a range. Her Double Up was annoying as hell when laning against her. You think you are out of range of that and it still hits. The range on the second hit was larger than the range on the initial shot and that just seemed wrong. The debuff to her passive run speed is meh. Not sure if it was needed, but it could balance her a bit more I guess.

Glad they fixed Garens spin from being able to kill wards. That was always a pain in the ass to have him run through bushes I just warded and take them out because he could.

I do like the teemo changes. He no longer hits like a mac truck in the early levels, which he did before. The camoflauge cheese was annoying before as well and I'm glad they fixed that. Not sure about all the mushroom changes. I do like that they increased the damage on the level 2 and 3 mushrooms. Not sure if CDR is going to work the same as it did before to put out mushrooms fairly fast since before the standard was 20 seconds and you could get that down to < 10 with CDR items, runes, and masteries. Then again, now he can throw out 3 in rapid sequence, and have to wait longer to place more.
 
I do like the teemo changes. He no longer hits like a mac truck in the early levels, which he did before. The camoflauge cheese was annoying before as well and I'm glad they fixed that. Not sure about all the mushroom changes. I do like that they increased the damage on the level 2 and 3 mushrooms. Not sure if CDR is going to work the same as it did before to put out mushrooms fairly fast since before the standard was 20 seconds and you could get that down to < 10 with CDR items, runes, and masteries. Then again, now he can throw out 3 in rapid sequence, and have to wait longer to place more.

The patch notes state that CDR will effect the replenishment timer on his mushrooms. So a Teemo with 40% CDR will get a mushroom every 13 seconds (at rank 3).
 
FYI CDR is maxed out at 40&#37;, so you can only get teemo's CD on his mushrooms to 12 seconds
 
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