That doesnt work because Exhaust is typically a Support Spell while Executioner's calling is typicaly a ADC item (just too cheap).
That doesnt work because Exhaust is typically a Support Spell while Executioner's calling is typicaly a ADC item (just too cheap).
Why wouldnt you take 9 crit runes? Because you lose about 10 damage per shot. Now that is a noticable diffrence so your opponent will outtrade you if you, unless you get a crit. So now instead of rellieing on luck to win a trade, you depend luck to not lose a trade. If you just got your crit on a last hit and then do a trade of 2 auto's in which you dont crit you did 20 less damage. You must crit during trades to win them if you take 9 crit runes which can really fck up your laning.
LeagueOfHooks, LeagueOfPulls and LeagueOfGrabs are still open.
On EUW: CarryCarry and ChampionControl are still open. Get it? CC!
Aegis is the most cost-effective allround EHP item for yourself so the aura is a free bonus. Its pretty much always worth to buy it no matter how much of them you're team has already.
Bulwark is very cost effective too if they have a fair amount of magic damage. If they have an AP mid, top or jungler: Build it.
Locket is also really effective even without the shield brought in calculation. Another bonus of Locket is that it gives you bonus health (shield) that doesnt increase BotRK's damage.
Randuins is a great item, the health will give you enough staying power against small magic poke while the armor + the effect make you able to deal with quite some AA damage in teamfights. The problem is the two price spikes it has, because 1000g is sometimes hard to get as a jungler.
Spirit of the Ancient Golem is not the best item for tanking its purely awesome because it gives tenacity, so it gives you the option to buy Mobility boots early for great ganking, and later on switch them to Ninja Tabi's if you aren't snowballing too the win, because Mobi's are pretty useless in teamfights.
TL;DR
for tank junglers this is my core build: Machete > Mobility boots > Spirit Stone > Aegis > SotAG > Randuins/Bulwark/Locket
Against Heavy CC teams SotAG earlier. If they have allot of %HP damage Locket instead of Aegis. If I need more regen early Spirit Stone before Mobility boots. But that is the core.
W and E not enough? Q is not there for the damage its purely for control and the stun is nice but if you aim it a little bit in front of vayne while she has just tumbled or starts her AA she has to move back. If Vayne attacks either of you E will directly counter the damage she did while bringing her down quite hard. W will make fighting tricky while running is not really an option anymore either.
Been playing Nami since she came out, never found her bad or underwhelming. Been dancing around every patch since. :D
Quote from shmew63»
Nami is a great support. However, unless you can land your skills you wont do well, and she is reliant on her team to make use of landing her skills. If she has a bad team or she cant land anything then she sucks.
Pretty much sums up every character in the game. Team game remember. Nami together with Janna and Lulu are the least team reliant Supports IMO.
Quote from Aeonx651 »
Nami is great against slow moving champions, but has a lot of trouble with fast champions. Try picking nami against vayne/janna and never hit a Q.
Dont have to, just outpoke them and use Q to disengage.
Its gold effective as soon as you have 1083 health or 2333 health if you find the crit chance worthless so that is not the problem. the problem is the slot which can be used more effectivly by items like: Sunfire or Iceborn Gauntlet which are also two items that hybrid damage and armor.
Quote from Ebp90 »
Quote from Dub_Rio »
Quote from Ebp90 »
Top- Kennen
Mid- Orianna
Adc- Vayne
Support- Thresh
I really like your mid and bot lane, but think you should switch up your top and jungler to get more synergy. If you start with Vayne, Thresh, and Ori as a base, you really need two things: A tanky initiator (for Ori ult) and someone to help peel for Vayne. You might want to consider junglers like Sejuani, Udyr (peel/initiate), Mao (peel/initiate), or J4 (initiate) and top laners like Jax (initiate), Malphite (initiate), or Renek.
How do you feel about Voli jungle?
Also has the run in ination, and against the Kennen/Oriana they want to run Janna anyway, making them counter you harder. You need iniate that get in there directly without running.
Quote from Jorose »
Actually her passive is much worse then an 8% damage boost lategame since it doesn't crit. Any full build ADC aside from Sivir and Ashe will be dealing at least as much damage (not sure about sivir) as Caitlyn. For Caitlyn to remain useful lategame she has to use her positioning with better range to survive longer then the enemy ADC. And no, as Ive said several times there are plenty of lanes she will lose vs competent opposing laners, so she wont be ahead in gold.
Sivir definitly out deepses Cait, because 60% attackspeed buff and AA reset, but she wont live long enough to really benefit from it.
I think Caitlyns current problem are her traps. Thematicly they make some sense because they catch thieves (maybe?), I guess they are based on claymores which sort of fits her because of her sniper like kit. BUT the problem is that they give Cait a ton of bush control which gives her an easy time against agressive supports like Ali, Leona and Taric because they really need the suprise element from that bush to get close to Caitlyn. Snaptraps are also really nasty in teamfights because they are easy to place but require a ton of attention from the enemy team to move around and can easily turn tides if the wrong guy steps on them, while sometimes they are just so darn useless because the fight happens where you didnt place any traps yet. My Idea: Make them stackable (you can carry 2 or 3) but make caitlyn only able to place them at her own feet. So if you want to control a bush you will have to walk into it, and in teamfights you can easily drop a few near you to hopefully stop chasers.
I thought about keeping his kit intact as much as possible and aimed towards making him an AP Hyper Carry:
Passive: Battle Thrill.
Sion gains movement and attack speed for every nearby enemy champion.
Anti Kite.
Q: reduce AP ratio and damage.
To make sure its not extremly OP.
Ratio should be about 0.6
Damage: 70/110/150/190/230
Maybe:
Marks the target for 3 seconds, when the target is hit by Might of the Undead the Mark breaks for additional Magic damage (40/60/80/100/120 + 0.3 AP). AP ratio should be reduced to about 0.4 if this would be done.
W: decrease Cooldown, AP ratio and damage, doubles Battle Thrill effect while shield is active.
Make it useable as a shield and damage as a bonus.
Shield: 100/150/200/250/300 + 0.9 AP
Damage 80/120/160/220/260 + 0.7 AP
E: reduce bonus AD gives on hit magic damage based on AP (quite a good amount 0.3 maybe)Makes AP sion want to do AAs aswell.
R: Might of the undead:
AA amplifier that deals aditional magical damage increases AA range, and steals health for all nearby allies.
Again for more AAs on AP Sion aswell.
Bonus damage: 100/180/260 (0.5 AP)(1.5 Bonus AD)
Heals for 50% of damage done on that AA (attack damage + bonus damage + bonus damage from E + maybe proc from Q + crit + lich-bane)
Dunno for sure if the healing of Lich Bane would be okay, might turn out extremly overpowered. Might aswell make him heal as much as the bonus damage.
just my take.
EDIT:
Only thing that would be weird is that you buy mage items but still act like a warrior, but then again, Ashe buys IE while she is an Archer.