Guys, got out of a super crazy game with VWinds. We duo-queued ranked and I was Xin and he went twitch. The rest of our team was Olaf (jungle), Karthus, and Shen.
The enemy was Malphite, Irelia (jungle), Ryze, Singed, and Ashe.
Anyway, early game VWinds stealths and finds Irelia starting at mini golems. He pings and is about to turn back because he can't take her alone, but our Shen comes and helps him and they ruin the Irelia, and get first blood. After that, he was solo against Malphite at top lane, and getting tower dived hardcore. So we switch, and I get worked by him but don't die.
Fast forward to the end of the game we're starting to roll them, and they decide to go to baron. We follow them over, and see that they decided to get in the small murder bush right by baron. Unfortunately for them, we have a ward IN THE BUSH.
Being mildly retarded, I notice that no one on my team is going to initiate. So I dash in with Xin's E, pop their bubbles and use my R. IMMEDIATELY after I dash, Shen ults me and dash-taunts their whole team. RIGHT then VWinds ults and kills 3 people on their team and the rest are running. Then our Karthus ults and kills the last two.
ACE ---> game over.
Edit: Someone quote my post so everyone can see the image.
Pacificstar on
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Dac VinS-s-screw you! I only listen to DOUBLE MUSIC!Registered Userregular
Guys, got out of a super crazy game with VWinds. We duo-queued ranked and I was Xin and he went twitch. The rest of our team was Olaf (jungle), Karthus, and Shen.
The enemy was Malphite, Irelia (jungle), Ryze, Singed, and Ashe.
Anyway, early game VWinds stealths and finds Irelia starting at mini golems. He pings and is about to turn back because he can't take her alone, but our Shen comes and helps him and they ruin the Irelia, and get first blood. After that, he was solo against Malphite at top lane, and getting tower dived hardcore. So we switch, and I get worked by him but don't die.
Fast forward to the end of the game we're starting to roll them, and they decide to go to baron. We follow them over, and see that they decided to get in the small murder bush right by baron. Unfortunately for them, we have a ward IN THE BUSH.
Being mildly retarded, I notice that no one on my team is going to initiate. So I dash in with Xin's E, pop their bubbles and use my R. IMMEDIATELY after I dash, Shen ults me and dash-taunts their whole team. RIGHT then VWinds ults and kills 3 people on their team and the rest are running. Then our Karthus ults and kills the last two.
ACE ---> game over.
Tiamat Twitch is the new metagame.
Fuck the haters.
Aaah, lower level solo queue is always an interesting mix. Just played a game tonight where one of my buds picked up olaf and was learning the ropes jungling him. It did not go well. But! even though we were out killed and the enemy team was pushing well, because the enemy didn't have a jungler, we won the game. By mid our higher player level was paying dividends and we eventually made the win. Sucked though, playing as Singed top and taking on an aggressive pantheon and kennen was rough. I couldn't do shit other than chase them off the tower and hope someone got greedy.
Dark_Side on
0
facetiousa wit so dryit shits sandRegistered Userregular
edited December 2010
Is Singed 3150?
if so buy Singed.
facetious on
"I am not young enough to know everything." - Oscar Wilde
Alright; let's just assume no armor or MR, and 3200 HP
EDIT: Basically, I really dislike using the DFG in the middle of a heated battle. It's tough to click the right target wen they're constantly shuffling behind enemies, obstacles, etc - I just want to know how much damage I'm really missing out on if I just go with Triforce + Big sword rather than Lichbane + DFG + AP stuff.
OK so, with 220 ap your DFG will do 37% of their hp. With your ult up (you are going ult + dfg + charge aiming for the dfg to land first), that is 51.8% of their hp - we'll call it 1600 damage. Then you have your charge (150 + 275 + 0.8x220) = 601x1.4 = 841. Then you have 2 Qs, assuing perfect lichbane usage. We'll give our poppy 120 physical damage base, so that's (100 (base q damage) + 120 (physical damage) + 220 (lichbane proc) + 0.6x220 (ap ratio) + 256 (8% of 3200)) all times 1.4 = 1159. Assuming you land your q, this person is dead even without autoattacks.
With the phys setup:
Charge is (150 + 275 + 30 x 0.8)x1.4 = 628.6. No DFG. Q is (120 + 80 (phys from tri + bfs) + 180 (triforce proc) + 256 + 30x0.6 (ap)) x 1.4 = 915. You have to make up all the damage from autoattacks, and that takes time.
The basic problem for phys poppy is this:
Your autoattacks need armour pen, crit, attack speed to make them work. However, your biggest sources of damage (q and charge) are magic and cannot crit nor be accelerated. If you are facing a team with a reasonable amount of mr, you need items like void staff, haunting guise, sorc boots to crush them - which relatively reduce your power as an autoattacker.
AP poppy doesn't have this problem, and lichbane makes ap get added twice to her q (because it has the 0.6 ratio plus the 1 ratio lichbane gives it). This means as she gets more and more ap she scales skywards into utter retardation, along with the insane scaling on her dfg. A high AP ap poppy can obliterate any non-MRed character in one ult, dfg, q.
On the other hand, physical damage poppy can work - you just do a different job and you have to use your ult differently - but I think she really does lack the pewpew of ap poppy. If you want to remember to use your dfg, put it on 1 and just use it the moment you use your ult!
It's not a matter of remembering to use it - it's hitting it on the correct target. A lot of the time I find myself in situations where the enemy is either engaging from around a corner, or we're engaging from around a corner, or from bushes, etc, and it's hard to know right away who to land the DFG on. With Triforce + Inf Edge, I can afford to make some on the fly adjustments to my attack targets & it's not such a big deal if I accidentally initiate on the wrong person.
I know it's just plain redonks when you manage the burst combo properly, but the last few games I've had difficulty getting it off, and auto-attacking just seems simpler (plus, I dunno, I just like the utility stuff on the Triforce. It gives a better speed boost than the Lichbane, it adds crits, and that slow proc... oh God I love that slow proc).
We had a 5s premade where this Nidalee kept trying to push our towers by herself and kite away, which might be a good strategy against some comps, but doesn't work so well against an Ashe. Fastforward about 15 picks later and we win.
I was playing Morgana. I really enjoy her playstyle, but I always feel like I need to rush Zhonya's to have good killing power, but if I do that then I don't have enough mana/survivability in the early game, so that makes me want a Catalyst to build into Rod of Ages. DECISIONS. Maybe I should just swap my CDR blues for mp5/level blues, but having Binding up more often is just so good.
What summoners should I run on Morgana? Obviously Flash, but I'm torn between like five others for my second summoner spell.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
I've heard people say get those core items and then just get as many zeals as you can possibly jam up your butt since he benefits so much from like everything about them.
Truth?
Also running a full crit% rune page right now which is probably dreadfully inefficient (what can I say I like crits).
Tanky-just-never-dies Mundo I like to put a Warmogs on with the spirit visage, then go for an Atma's Impaler for great justice. The kind of justice that throws cleavers into your face.
No matter what you do with Mundo, though, he'll be a bit lacklustre in the end game. He can do so pretty awesome flanks from out of nowhere with his ult on and cause a lot of panic for the enemy squishies, but he can't actually put the stops to a disciplined carry in any way (no stuns, no silences, no knock-up, etc), and while his damage output is nothing for a squishy to laugh at, it's certainly not enough to immediately gib anyone.
He's so much fun in the laning phase, though.
So much fun.
The Ender on
With Love and Courage
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
We had a 5s premade where this Nidalee kept trying to push our towers by herself and kite away, which might be a good strategy against some comps, but doesn't work so well against an Ashe. Fastforward about 15 picks later and we win.
I was playing Morgana. I really enjoy her playstyle, but I always feel like I need to rush Zhonya's to have good killing power, but if I do that then I don't have enough mana/survivability in the early game, so that makes me want a Catalyst to build into Rod of Ages. DECISIONS. Maybe I should just swap my CDR blues for mp5/level blues, but having Binding up more often is just so good.
What summoners should I run on Morgana? Obviously Flash, but I'm torn between like five others for my second summoner spell.
Tanky-just-never-dies Mundo I like to put a Warmogs on with the spirit visage, then go for an Atma's Impaler for great justice. The kind of justice that throws cleavers into your face.
No matter what you do with Mundo, though, he'll be a bit lacklustre in the end game. He can do so pretty awesome flanks from out of nowhere with his ult on and cause a lot of panic for the enemy squishies, but he can't actually put the stops to a disciplined carry in any way (no stuns, no silences, no knock-up, etc), and while his damage output is nothing for a squishy to laugh at, it's certainly not enough to immediately gib anyone.
He's so much fun in the laning phase, though.
So much fun.
Eddy posted some formula thing about getting Health vs Armor/MR a while ago. Basically like if your health is greater than 1200 + (12 x (average of Health and MR)), get more Armor/MR.
Playing soaky Mundo, I rarely seem to get to that point. Since grabbing Spirit's Visage is like required and Mundo's MR doesn't scale badly, you could get like a Warmog's and Frozen Mallet before needing to pump more Armor/MR.
Atma's is so sexy on high HP meat units that I'm always sorely tempted, though.
Flash just seems like a must on Morgana. Flash + ult/zhonya after the other team commits to the fight is just too damn awesome. I don't see Ghost being quite as good, gives them a chance to CC you and such. Although Ghost/Flash could be a possibility. Thing is though I don't have much trouble actually surviving on Morgana.
TP is nice, but I don't know. I think I'm actually leaning Exhaust just for the absolute ridiculous amounts of CC. Of course TP would make it easier for me to keep my mana up early game, so that's something to consider... fast Zhonya's... do want...
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
That formula is a pretty generic one, and obviously almost every tank or sponge has slight adjustments to it. I think you're right it that it's hard to get to the point where getting mitigation over health/health regen is an obvious mathematical benefit; this is because in my opinion health is king for Mundo.
Warmog's + Atma's is pretty baller, I've been thinking about getting it on random people like Master Yi and Sivir ever since I saw one of my friends do it for Tristana (lolz)
Eddy on
"and the morning stars I have seen
and the gengars who are guiding me" -- W.S. Merwin
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
Flash just seems like a must on Morgana. Flash + ult/zhonya after the other team commits to the fight is just too damn awesome. I don't see Ghost being quite as good, gives them a chance to CC you and such. Although Ghost/Flash could be a possibility. Thing is though I don't have much trouble actually surviving on Morgana.
TP is nice, but I don't know. I think I'm actually leaning Exhaust just for the absolute ridiculous amounts of CC. Of course TP would make it easier for me to keep my mana up early game, so that's something to consider... fast Zhonya's... do want...
Teleport is crucial for getting around the map to fights while you've been farming elsewhere and for getting back early ASAP for your Catalyst when you can afford.
Plus if you're laning against someone whose damage you can't block, it'll help avoid dying as you have less of a concern missing xp from going back.
I can't think of anything I'd really want to take instead of Tele except for maaaaaybe Clarity and not really. Maybe Clairvoyance if no one on the team has one, but I'd even consider giving up my Flash instead of my Tele. (I run Clair/Tele on Zilean for example)
I want a Pantheon skin where he's dressed in a noir type detective outfit (fedora, trenchcoat, etc), he has a revolver and his shield is a giant police badge.
With good positioning you don't necessarily need TP to get to fights, I'm always thinking about where I am in relation to map objectives, hopefully my team isn't dumb enough to open field 4v5 and stuff like that unless there is actually a reason to be fighting it.
Like, I don't understand the impulse to always be teamfighting. It's okay to just back off and defend a turret while somebody farms the other side lane.
In terms of getting back to the lane, yeah, it helps, although with Morgana you can push up to their tower pretty easily with W which makes it easier to avoid missing many creeps. Just have to time it right. I do so love the feeling when you miss absolutely zero exp from backing to buy, though, I'll admit, and for that TP is nice.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
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SpectrumArcher of InfernoChaldea Rec RoomRegistered Userregular
With good positioning you don't necessarily need TP to get to fights, I'm always thinking about where I am in relation to map objectives, hopefully my team isn't dumb enough to open field 4v5 and stuff like that unless there is actually a reason to be fighting it.
Like, I don't understand the impulse to always be teamfighting. It's okay to just back off and defend a turret while somebody farms the other side lane.
In terms of getting back to the lane, yeah, it helps, although with Morgana you can push up to their tower pretty easily with W which makes it easier to avoid missing many creeps. Just have to time it right. I do so love the feeling when you miss absolutely zero exp/gold from backing to buy, though, I'll admit.
You repeatedly say that, but it does not actually work that way. There is no amount of 'good positioning' that will get you to a fight faster when you needed to send someone to another lane to keep creeps off your tower and then the enemy team forces a fight while you have someone gone.
Sometimes the other team is perfectly willing to force a 3v3 fight and you need to be there to make it 4v3 and decisively in your favor. Or maybe the fight looked like it was a good idea for you guys to go in on (4v2) and then Shen ults in and it's not so good. Or maybe the fight would have been won anyway, but you being there ensured kills instead of people running away. Having a Teleport is a very, very powerful tool and you should bait the enemy into situations where they will go for it as much as possible.
It also helps place laning pressure on your opponents, since you can reverse things from the original scenario and have you split off to separately push a different lane, then TP back in to the 'main' lane if a fight actually starts.
And if you have an early game team, just sitting back farming is probably not to your benefit. Be proactive, force fights, be ready to collapse. Teleport is a tool for this.
And Morg can be zoned if she pushes the lane too far in preparation to back. Sometimes pushing the lane is the absolute worst thing you can do, which means that it's close to her tower, which means if she leaves, they can go ahead and just take her tower while she's gone since she can't get back quickly. (Call your jungler if this actually happens, but sometimes they're busy helping the other lane because they're failing and you're on your own.)
What do you mean "force a 3v3 fight"? If you're in a position where they can do that, it probably means you're overextended. It's very hard to actually force people to fight in this game unless you manage to flank them (and even that doesn't necessarily work, depending on the champions involved). Being flanked = you're in a bad position/you failed at map awareness/etc.
I'll agree that Teleport is a nice safety valve for counterganking and turning enemy ganks to your advantage, and that it's good for baiting as well, but how do you weigh that versus the unique utility that the other summoner spells provide?
Anyway, the point I keep trying to pound in is that people need to be utilizing towers and not feeling like they are being forced to fight in equal, or especially lesser numbers. No shame in tactical retreat.
I think TP is a very useful spell and I've gone through a number of phases where I've run it, but I don't by any means think it's the only choice and I think it's kind of silly to just make it your default. For instance, if you teamfight a group with two Exhausts and two Ignites while you have none, they have a massive advantage in damage and crowd control.
I can certainly see the argument for running at least one TP on your team, though. I'm not sure Morgana is the best choice for it, however; it seems like it'd be really good on a hard carry who backdoors well.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
Assuming that Poppy opens with her E into terrain and follows-up with her Q (onto a target other than the one she ulted), firing off DFG as well if she has it, which Poppy will do more damage over 6 seconds (assuming she is able to constantly attack her target)?
When comparing AP Poppy to AD Poppy, it's better to compare Lichbane / DFG to Ghostblade / Triforce. They both offer the same amount of CDR, which is important to any Poppy build.
In that scenario, with similar costs, AD comes out on top. You lose out slightly (but only very slightly) on the initial burst with DFG on the first target (however you still have enough damage to drop your focus fast, also Ghostblade active), but you can actually efficiently kill a second or third target.
After that point, AP Poppy starts scaling faster, and beats out AD Poppy.
Recap:
Early game AP and AD Poppy perform the same, since they both rushed Sheen anyway.
Early-mid game, AD Poppy significantly out performs AP Poppy, since it has a smoother power curve, since you are buying Sheen -> Brutalizer -> Phage -> Zeal, etc, all cheaper items and easier to go from one to the next, that offer you more than the components for DFG.
Mid game, on squishies, AD Poppy outperforms AP slightly, on slightlier chunkier targets, AP does better (thanks to DFG). This is the point where you both should have Lichbane/DFG and Triforce/Ghostblade, and so my analysis in the second paragraph stands.
Lategame, I feel AP is stronger. Huge damage from DFG, and better scaling on DB. DB essentially becomes a 1.6 AP ratio due to Lichbane, whereas Triforce is static. However it is important to note, many games do not get this far.
This is mostly my opinion, based on my experiences in playing Poppy, and based on numbers.
Like, I don't understand the impulse to always be teamfighting. It's okay to just back off and defend a turret while somebody farms the other side lane.
It's not about always teamfighting, it's about mobility.
And while it is okay to have a lull to farm up after laning is done, you really don't want to just piddle around for too long. There are objectives on the map, and they are there for a reason - grab them! Keep the pressure on your opponent.
Warmog's + Atma's is pretty baller, I've been thinking about getting it on random people like Master Yi and Sivir ever since I saw one of my friends do it for Tristana (lolz)
Actually, just Atmas is baller. I am of the belief you should buy Atmas on almost every DPS carry, save a few, circumstances permitting.
It is not best in slot, assuming you have unlimited gold and need to fill all 6 slots. This never happens generally. Games end before this most of the time.
What it is, is pretty much the most cost efficient item around, maybe even in the game. 1800 hp is the cross over, always remember this. Who has more than 1800 hp? Pretty much everyone.
At 1100 hp, Atmas is buyable. Yes, buyable. You get the exact stats you pay for (though I don't recommend this). At 1800 hp, when you buy Atmas, you are ONLY paying for the damage on it, and the crit. The armor is completely free. 45 armor for 0 gold. This is a big deal. It adds to your survivability a ton. 1800+ hp, you are getting free armor and even more damage than you are paying for.
You will go well over 2000 hp on pretty much every carry when you build Banshee's Veil, another pretty much must have item on carries as well, further enhancing your Atmas. Also, don't forget red pot.
When I play Tristana/MF, my build for example, is 2-3 Doran's Blades -> Boots -> Infinity Edge as core. After Infinity Edge, I christmas pot and try to win/finish the game. If the game is continuing, I follow with Atmas, Banshees Veil, Last Whisper, Frozen Mallet, not necessarily in that order, it depends on what I feel I need.
Like, I don't understand the impulse to always be teamfighting. It's okay to just back off and defend a turret while somebody farms the other side lane.
It's not about always teamfighting, it's about mobility.
And while it is okay to have a lull to farm up after laning is done, you really don't want to just piddle around for too long. There are objectives on the map, and they are there for a reason - grab them! Keep the pressure on your opponent.
I agree with that, but the point I was trying to make was regarding teamfighting for the sake of teamfighting. It frustrates me to no end when nobody on my team attempts to control dragon, for instance (which is one of the main reasons I started playing Warwick).
People by and large tend to overestimate the value of a kill and underestimate the value of farming. If you're able to hold off the enemy team with four people defending a tower while they five push it and you have a carry free farming safely on the opposite end of the map, that is a huge win for your team. You're essentially getting double their exp and gold (well, not really due to the way it's split, but it's a huge difference in gold/exp gain and it adds up quickly). It's actually far better for you to let your carry keep on farming safely for as long as the enemy team allows that to go on than for your carry to teleport, join your team, and fight a 5v5 which you may or may not win.
My entire goal throughout the game is to get ahead as safely as possible. Sometimes that does mean ganking or fighting. And sometimes map objectives are worth fighting over (dragon and baron, most frequently). But please, please don't make the mistake of thinking that killing enemy champions is the only way to get ahead.
Also, less experienced players tend to over-prioritize turret kills. They are valuable, but people take too many risks trying to push them down, and it often backfires. I try not to push a tower unless I know it's safe through map awareness/enemy champions being dead/whatever.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
Like, I don't understand the impulse to always be teamfighting. It's okay to just back off and defend a turret while somebody farms the other side lane.
It's not about always teamfighting, it's about mobility.
And while it is okay to have a lull to farm up after laning is done, you really don't want to just piddle around for too long. There are objectives on the map, and they are there for a reason - grab them! Keep the pressure on your opponent.
I agree with that, but the point I was trying to make was regarding teamfighting for the sake of teamfighting. It frustrates me to no end when nobody on my team attempts to control dragon, for instance (which is one of the main reasons I started playing Warwick).
People by and large tend to overestimate the value of a kill and underestimate the value of farming. If you're able to hold off the enemy team with four people defending a tower while they five push it and you have a carry free farming safely on the opposite end of the map, that is a huge win for your team. You're essentially getting double their exp and gold (well, not really due to the way it's split, but it's a huge difference in gold/exp gain and it adds up quickly). It's actually far better for you to let your carry keep on farming safely for as long as the enemy team allows that to go on than for your carry to teleport, join your team, and fight a 5v5 which you may or may not win.
My entire goal throughout the game is to get ahead as safely as possible. Sometimes that does mean ganking or fighting. And sometimes map objectives are worth fighting over (dragon and baron, most frequently). But please, please don't make the mistake of thinking that killing enemy champions is the only way to get ahead.
Also, less experienced players tend to over-prioritize turret kills. They are valuable, but people take too many risks trying to push them down, and it often backfires. I try not to push a tower unless I know it's safe through map awareness/enemy champions being dead/whatever.
this is literally everything i've tried to explain to my friends
Posts
Anything come of that yet?
PSN: ShogunGunshow
Origin: ShogunGunshow
Haha.
edit: one of the other team's players quit and I never ended up playing with them
EW!
The enemy was Malphite, Irelia (jungle), Ryze, Singed, and Ashe.
Anyway, early game VWinds stealths and finds Irelia starting at mini golems. He pings and is about to turn back because he can't take her alone, but our Shen comes and helps him and they ruin the Irelia, and get first blood. After that, he was solo against Malphite at top lane, and getting tower dived hardcore. So we switch, and I get worked by him but don't die.
Fast forward to the end of the game we're starting to roll them, and they decide to go to baron. We follow them over, and see that they decided to get in the small murder bush right by baron. Unfortunately for them, we have a ward IN THE BUSH.
Being mildly retarded, I notice that no one on my team is going to initiate. So I dash in with Xin's E, pop their bubbles and use my R. IMMEDIATELY after I dash, Shen ults me and dash-taunts their whole team. RIGHT then VWinds ults and kills 3 people on their team and the rest are running. Then our Karthus ults and kills the last two.
ACE ---> game over.
Edit: Someone quote my post so everyone can see the image.
how did you know it was a kitty kat katarina
Tiamat Twitch is the new metagame.
Fuck the haters.
// Switch: SW-5306-0651-6424 //
trying some tanky items after it made me remember how much I hate being squishy with the exception of malz
3150 gold.
A champion to buy.
Your choice.
TELL ME A THING TO BUY, FRIEND SON
Buy Mundo, never die.
jungle as him
rip nerds apart
(i plan on doing this tomorrow, i've been against a shitton of jungling shacos today)
if so buy Singed.
Steam: Chagrin LoL: Bonhomie
shut up.
no one mention urgot
urgot is the red-headed stepchild of LoL
It's not a matter of remembering to use it - it's hitting it on the correct target. A lot of the time I find myself in situations where the enemy is either engaging from around a corner, or we're engaging from around a corner, or from bushes, etc, and it's hard to know right away who to land the DFG on. With Triforce + Inf Edge, I can afford to make some on the fly adjustments to my attack targets & it's not such a big deal if I accidentally initiate on the wrong person.
I know it's just plain redonks when you manage the burst combo properly, but the last few games I've had difficulty getting it off, and auto-attacking just seems simpler (plus, I dunno, I just like the utility stuff on the Triforce. It gives a better speed boost than the Lichbane, it adds crits, and that slow proc... oh God I love that slow proc).
please tell me how to do this
or more appropriately, how to avoid doing that
I always get focused and die in teamfights.
PSN: ShogunGunshow
Origin: ShogunGunshow
Ghost/Flash/Cleanse/Exhaust/Ignite
depends on what you're facing.. I almost always take either a flash or ghost though, sometimes both
CORE:
Visage
Treads
Stark's
POTENTIAL:
Zeal
Frozen Mallet
Sunfire Cape
Randuin's Omen
Quicksilver Sash (teehee i run away and ignite burns less)
Infinity Edge (for lulz)
I was playing Morgana. I really enjoy her playstyle, but I always feel like I need to rush Zhonya's to have good killing power, but if I do that then I don't have enough mana/survivability in the early game, so that makes me want a Catalyst to build into Rod of Ages. DECISIONS. Maybe I should just swap my CDR blues for mp5/level blues, but having Binding up more often is just so good.
What summoners should I run on Morgana? Obviously Flash, but I'm torn between like five others for my second summoner spell.
Truth?
Also running a full crit% rune page right now which is probably dreadfully inefficient (what can I say I like crits).
PSN: ShogunGunshow
Origin: ShogunGunshow
Sion is very fun.
Play Sion.
Kill enemies by looking at them funny.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
No matter what you do with Mundo, though, he'll be a bit lacklustre in the end game. He can do so pretty awesome flanks from out of nowhere with his ult on and cause a lot of panic for the enemy squishies, but he can't actually put the stops to a disciplined carry in any way (no stuns, no silences, no knock-up, etc), and while his damage output is nothing for a squishy to laugh at, it's certainly not enough to immediately gib anyone.
He's so much fun in the laning phase, though.
So much fun.
Eddy posted some formula thing about getting Health vs Armor/MR a while ago. Basically like if your health is greater than 1200 + (12 x (average of Health and MR)), get more Armor/MR.
Playing soaky Mundo, I rarely seem to get to that point. Since grabbing Spirit's Visage is like required and Mundo's MR doesn't scale badly, you could get like a Warmog's and Frozen Mallet before needing to pump more Armor/MR.
Atma's is so sexy on high HP meat units that I'm always sorely tempted, though.
PSN: ShogunGunshow
Origin: ShogunGunshow
TP is nice, but I don't know. I think I'm actually leaning Exhaust just for the absolute ridiculous amounts of CC. Of course TP would make it easier for me to keep my mana up early game, so that's something to consider... fast Zhonya's... do want...
Warmog's + Atma's is pretty baller, I've been thinking about getting it on random people like Master Yi and Sivir ever since I saw one of my friends do it for Tristana (lolz)
and the gengars who are guiding me" -- W.S. Merwin
Plus if you're laning against someone whose damage you can't block, it'll help avoid dying as you have less of a concern missing xp from going back.
I can't think of anything I'd really want to take instead of Tele except for maaaaaybe Clarity and not really. Maybe Clairvoyance if no one on the team has one, but I'd even consider giving up my Flash instead of my Tele. (I run Clair/Tele on Zilean for example)
I want a Pantheon skin where he's dressed in a noir type detective outfit (fedora, trenchcoat, etc), he has a revolver and his shield is a giant police badge.
Like, I don't understand the impulse to always be teamfighting. It's okay to just back off and defend a turret while somebody farms the other side lane.
In terms of getting back to the lane, yeah, it helps, although with Morgana you can push up to their tower pretty easily with W which makes it easier to avoid missing many creeps. Just have to time it right. I do so love the feeling when you miss absolutely zero exp from backing to buy, though, I'll admit, and for that TP is nice.
Sometimes the other team is perfectly willing to force a 3v3 fight and you need to be there to make it 4v3 and decisively in your favor. Or maybe the fight looked like it was a good idea for you guys to go in on (4v2) and then Shen ults in and it's not so good. Or maybe the fight would have been won anyway, but you being there ensured kills instead of people running away. Having a Teleport is a very, very powerful tool and you should bait the enemy into situations where they will go for it as much as possible.
It also helps place laning pressure on your opponents, since you can reverse things from the original scenario and have you split off to separately push a different lane, then TP back in to the 'main' lane if a fight actually starts.
And if you have an early game team, just sitting back farming is probably not to your benefit. Be proactive, force fights, be ready to collapse. Teleport is a tool for this.
And Morg can be zoned if she pushes the lane too far in preparation to back. Sometimes pushing the lane is the absolute worst thing you can do, which means that it's close to her tower, which means if she leaves, they can go ahead and just take her tower while she's gone since she can't get back quickly. (Call your jungler if this actually happens, but sometimes they're busy helping the other lane because they're failing and you're on your own.)
I'll agree that Teleport is a nice safety valve for counterganking and turning enemy ganks to your advantage, and that it's good for baiting as well, but how do you weigh that versus the unique utility that the other summoner spells provide?
Anyway, the point I keep trying to pound in is that people need to be utilizing towers and not feeling like they are being forced to fight in equal, or especially lesser numbers. No shame in tactical retreat.
I think TP is a very useful spell and I've gone through a number of phases where I've run it, but I don't by any means think it's the only choice and I think it's kind of silly to just make it your default. For instance, if you teamfight a group with two Exhausts and two Ignites while you have none, they have a massive advantage in damage and crowd control.
I can certainly see the argument for running at least one TP on your team, though. I'm not sure Morgana is the best choice for it, however; it seems like it'd be really good on a hard carry who backdoors well.
When comparing AP Poppy to AD Poppy, it's better to compare Lichbane / DFG to Ghostblade / Triforce. They both offer the same amount of CDR, which is important to any Poppy build.
In that scenario, with similar costs, AD comes out on top. You lose out slightly (but only very slightly) on the initial burst with DFG on the first target (however you still have enough damage to drop your focus fast, also Ghostblade active), but you can actually efficiently kill a second or third target.
After that point, AP Poppy starts scaling faster, and beats out AD Poppy.
Recap:
Early game AP and AD Poppy perform the same, since they both rushed Sheen anyway.
Early-mid game, AD Poppy significantly out performs AP Poppy, since it has a smoother power curve, since you are buying Sheen -> Brutalizer -> Phage -> Zeal, etc, all cheaper items and easier to go from one to the next, that offer you more than the components for DFG.
Mid game, on squishies, AD Poppy outperforms AP slightly, on slightlier chunkier targets, AP does better (thanks to DFG). This is the point where you both should have Lichbane/DFG and Triforce/Ghostblade, and so my analysis in the second paragraph stands.
Lategame, I feel AP is stronger. Huge damage from DFG, and better scaling on DB. DB essentially becomes a 1.6 AP ratio due to Lichbane, whereas Triforce is static. However it is important to note, many games do not get this far.
This is mostly my opinion, based on my experiences in playing Poppy, and based on numbers.
It's not about always teamfighting, it's about mobility.
And while it is okay to have a lull to farm up after laning is done, you really don't want to just piddle around for too long. There are objectives on the map, and they are there for a reason - grab them! Keep the pressure on your opponent.
Actually, just Atmas is baller. I am of the belief you should buy Atmas on almost every DPS carry, save a few, circumstances permitting.
It is not best in slot, assuming you have unlimited gold and need to fill all 6 slots. This never happens generally. Games end before this most of the time.
What it is, is pretty much the most cost efficient item around, maybe even in the game. 1800 hp is the cross over, always remember this. Who has more than 1800 hp? Pretty much everyone.
At 1100 hp, Atmas is buyable. Yes, buyable. You get the exact stats you pay for (though I don't recommend this). At 1800 hp, when you buy Atmas, you are ONLY paying for the damage on it, and the crit. The armor is completely free. 45 armor for 0 gold. This is a big deal. It adds to your survivability a ton. 1800+ hp, you are getting free armor and even more damage than you are paying for.
You will go well over 2000 hp on pretty much every carry when you build Banshee's Veil, another pretty much must have item on carries as well, further enhancing your Atmas. Also, don't forget red pot.
When I play Tristana/MF, my build for example, is 2-3 Doran's Blades -> Boots -> Infinity Edge as core. After Infinity Edge, I christmas pot and try to win/finish the game. If the game is continuing, I follow with Atmas, Banshees Veil, Last Whisper, Frozen Mallet, not necessarily in that order, it depends on what I feel I need.
I agree with that, but the point I was trying to make was regarding teamfighting for the sake of teamfighting. It frustrates me to no end when nobody on my team attempts to control dragon, for instance (which is one of the main reasons I started playing Warwick).
People by and large tend to overestimate the value of a kill and underestimate the value of farming. If you're able to hold off the enemy team with four people defending a tower while they five push it and you have a carry free farming safely on the opposite end of the map, that is a huge win for your team. You're essentially getting double their exp and gold (well, not really due to the way it's split, but it's a huge difference in gold/exp gain and it adds up quickly). It's actually far better for you to let your carry keep on farming safely for as long as the enemy team allows that to go on than for your carry to teleport, join your team, and fight a 5v5 which you may or may not win.
My entire goal throughout the game is to get ahead as safely as possible. Sometimes that does mean ganking or fighting. And sometimes map objectives are worth fighting over (dragon and baron, most frequently). But please, please don't make the mistake of thinking that killing enemy champions is the only way to get ahead.
Also, less experienced players tend to over-prioritize turret kills. They are valuable, but people take too many risks trying to push them down, and it often backfires. I try not to push a tower unless I know it's safe through map awareness/enemy champions being dead/whatever.
this is literally everything i've tried to explain to my friends
i love you