have found it really, really easy to climb low elo playing ap (ie no redemption or even athene's) sona
comparing my play to others' at my elo suggests that i'm very risk averse - i tend to die a lot less than the average player of whatever champ i'm playing, but only deal about average damage and whatnot
instead of trying to change that, which could take forever, i've been trying to focus on playing champs that can leverage that habit by building mejais
those champs are mostly ap supports (including ivern!) but i suppose i could do the same in midlane if i had the balls
i actually die really rarely as karthus (about 3 deaths per game instead of the 2 i do with sona) despite outdamaging and outkill-participating the average silver
it'd be interesting to try mejais on him, but on the other hand it could drive me to make excessively death-averse decisions about my passive later on
If you have mid inhib, you should push the outer lanes as a group right? No reason to push mid cause supers will push mid and then you can apply pressure to bot or top so that you can get another inhib and eventually just win the game.
This is just what I assume is logical but for some reason our mid was insistent that you have to push the lane that the inhib was down because we needed to get nexus towers and win the game.
You have to have 1 person pushing the super minions lane and 4 people pushing another lane. Super minions don't push THAT great by themselves and they can still be cleared by enemy and come to defend as 5. That's why 1 person always pushes and backs off slightly. If they ever try to engage as 5 on your 4 then push up and take nexus turrets.
vezokpiraka: If you are playing on EUNE we can duo.
chesskid3: I play on NA because i enjoy my freedom.
My favorite is quinn, her combo is e auto 100-0 any champ with less than 3 armor items.
The game just feels antifun because of lethality, and they are going to be making it potentially worse with the changes coming in next patch (according to the PBE).
Returning win rate: 4/1, 80%
In the process of creating a game to mod, we will see what it holds.
Moving around. Somewhere. Trying really hard not to die or be near anything that does damages
The highest crit came from a headshot on minions I'm pretty sure. Didn't get much time to be part of the game with me winning 1v4s and lb cleaning up in cases I didn't / picking people off for free over and over.
I don't get how everyone is freaking out about lethality. It's still weaker than flat armor pen was last season, its just not total shit now. The nerfs to literally every lethality item at the start of the season also make the effects of lethality less and less impactful. A build centered entirely around quick powerspikes is now unable to achieve that. I don't understand how apparently every lethality build is broken now.
In post 2567, Ser Arthur Dayne wrote:You have to have 1 person pushing the super minions lane and 4 people pushing another lane. Super minions don't push THAT great by themselves and they can still be cleared by enemy and come to defend as 5. That's why 1 person always pushes and backs off slightly. If they ever try to engage as 5 on your 4 then push up and take nexus turrets.
You'll want to do this if your team has
- A fed champion that can 1v1 duel anyone on the opposing team; or
- A champion with very high mobility skills; or
- A champion that pushes waves quickly and has escapes
An alternative is to make sure one side lane is pushed, push mid as 5, then rotate over.
Another alternative (particularly with baron buff) is to set up a 3-lane split and slowly whittle down the towers in the other two lanes while keeping a steady stream of supers flooding mid.
Something you can do to make sure side waves push without anybody there is to kill off two of the ranged minions and in any even minion wave - this sets up a huge push for your side, though it takes time to build. Minions will be your sixth champion.
You do two because any more and the wave could push too quickly, leading to no actual huge minion wave. If you really want to do more, one extra melee minion should be the max.
If you do just one, then you're risking rng on the cannon wave + minion aggro pushing things back your way.