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Archive for July 2013

What is the best build for Zed in League of Legends?

By : Unknown
Keep Clam And Love
Zed The Master of Shadows

Start items

    Health Potion   x3
    Boots of Speed

Core items

    Ravenous Hydra (Melee Only)
    Blade of the Ruined King
    Mercury's Treads

Endgame items

    Guardian Angel
    Last Whisper
    The Black Cleaver


He is good against squishy characters and top laners are usually bulky.

As a mid laner I start 5 health pots 4 wards and the first thing I do is ward the second big camp of the enemy jungler. If he starts blue, ward red and vice versa.

As a first item I usually buy brutalizer or vampiric scepter. From then on build into BotRK, Bloodthirster (Zeds farm potential is just so insane you can charge up your BT in no time), brutalizer if you don't already have it and then into black cleaver. Late game with your passive youre probably good to go as far as damage is concerned. If you still feel the need to get more damage go Last whisper and/or another bt. I tens to get more health since Zed's objective is to dive on the enemy carries so you want to be able to dish out as much damage as possible! I either go sunfire cape (health + armor + little extra damage which is always good!), warmogs or GA!

As for boots if youre doing well and want to roam get yourself mobility. This is my favourite: push out your lane and go gank other lanes. If youre not doing so well get ionian boots or mercury treads if their team is heavy cc!

Other than that I recommend you take blue buffs whenever possible (preferably enemy's but otherwise ask your jungler to give it over to you!) It gives energy regen and lowers your cds which means you can use your ulti more often!

Zed 

Who is the best champion in League of Legends?

By : Unknown


Any champion that does much better with a solid lane phase (Karthus,Lux Anivia, etc.) is all but completely useless. This new map does not allow for the calculated play style that some teams, even pro teams such as CLG EU prefer to play. As such, any champion that is able to push very early on and win early duels (Olaf, Lee Sin, Jax, etc.) are VERY strong. High mobility champions, such as Riven that are able to gap close, (shields for early turret dives) separate some of the fighters into God Tier from otherwise high tiered.

On the flip side, champions that don't need a lot of farm, such as Singed are immensely strong despite not being good at early fights or duels.


It would be a nice option to be able to stray from the 2 bruisers (1 jungling), 1 ap carry meta that seems to dominate the vast majority of games thus far.

To protect some lane viability, I feel that allowing the Altars to grant vision (similar to a ward) to the area around, not just for champions standing on. I am not sure why wards were removed, but I can't help thinking that this loss has caused a convergence of strategy options, rather than the divergence that we were told was the objective.

How To Get Out Of "ELO HELL" ?

By : Unknown

Many people believe in an Elo hell that is largely a myth. There is a real phenomenon, but it is not what they think it is. 

It is true that many players would play at a level where they would see their teammates play badly, sometimes intentionally. They would rage, and feel there was no way to win. They watch competitive players cooperate with teammates, and think, "If I just had teammates who would play better, or who would work with me, then I could win." 

Part of this is that some new players with provisional ratings are on the way down. It's bad luck to get such a player on your team. However, this happens more often on the opposing team than on your team, since there are 5 open slots on the opposing team and 4 on yours. This is a poor excuse. It does not cause people to get stuck in Elo hell.

The people complaining are mediocre, just like most of their teammates. Time and time again, professional players have shown that it is easy to move up rapidly through the Elo levels when you actually have professional skills. Ratings are meaningful. Perhaps there are 10-20 critical skills: Last-hitting, positioning, executing combinations, counterpicking champions, map awareness, communication, coordinating without communication, denying resources, deciding when to go all-in 1v1, deciding when to fight as a team, capitalizing on advantages, choosing good sacrifices, setting minion waves to push when it helps you, using wards efficiently, keeping team morale high, etc. The complainers are pretty good at 2-3 of them, and think they are good at 5, and they fail badly at the rest, particularly at keeping team morale high. They don't notice their own failures. They notice their teammates failing. Then they rage and start playing the blame game for any setback instead of having fun and seeing what they can do to try to win. Some teammates respond by trolling because this is the only way they can feel in control with some jerk blaming them--even a win wouldn't feel good because they don't want the jerk to win. 

Remember, people with inadequate skills often think they are among the most skilled. They don't know enough to realize how much they don't understand. This is true in many areas, not just games.

The result of being blind to your own faults, and blaming others, is that you stay at an appropriate Elo rating far below what your ego demands. You might have good team fighting skills, but you waste huge amounts of resources by failing to last-hit, and you don't turn won fights into won games, so you don't deserve diamond or gold status. Then you lower team morale so that your team gives up after one bad fight, so you don't deserve silver, either (or the analogous Elo ratings, now that these are separated). Your Elo reflects the fact that you aren't a great player, but you don't accept responsibility for that because you see that your teammates haven't mastered the few skills you think you have mastered.

Now that we understand what Elo hell really is, what can be done? 

As a player, take responsibility for playing well. Accept that you will often lose, but you can always look for ways to improve. When your teammates started to troll or flame each other, could you have distracted them with humor? Did you give up when a teammate disconnected, not noticing that an opponent also disconnected? Even when you win, what could you have done better? What opportunities did you give your opponents even if they didn't take advantage this time? If you play at the level of someone 200 Elo points above your rating, you won't always win, but your rating will rise rapidly to the new level. This can come from playing better mechanically, or by being a nicer person in game.

As a game designer, it is complicated. There is value in letting strangers play on the same team, but this causes problems. It's important to take player frustration seriously, both in game and at a rating system. Sometimes the right thing to do is to hide the rating system. Sometimes you need to gamify behaving well. Sometimes you need to set clear community standards and enforce them. Sometimes you need to have auto-mutes on chat, so people who want to say something really offensive have to spell it out in wards. I think Riot has improved a lot in these areas. Players who spend money on the game, but who try to ruin the game and cause dozens of others to quit or to avoid spending money on the game, are not good customers, and they should be eliminated, or set to play against each other until they redeem themselves. I don't think Riot has done well here; they seem to have been far too lenient. When someone gets banned for the 9th time for raging with racial slurs in chat, I have to wonder why they got a third chance. Then a fourth. Then a fifth, with each ban coming from multiple complaints. Then that account is permanently banned, but they are encouraged to start another. These few bad apples cause large numbers of players to get frustrated, and some to emulate them. Game designers should not tolerate these pests who try to turn a fun game into hell.

How to play top lane in League Of Legends?

By : Unknown


Gameplay Positioning based on Minion Line

The line of minions that spawn will create all sorts of variations in lane.  Sometimes they will be in a small group, other times in a line.  Manipulation of the minion line is caused by many factors.   Champion disruption, by taking damage from the minions or actually hitting them will cause the minions to move.  In addition the strength of the minion waves, the amount of towers cleared will also manipulate the minion line.  Because of this you’ll need to adjust your positioning throughout gameplay.

The best way to think of Minions in lane is:


They provide protection from most skill shot-based spells.  This means that an enemy champion’s spell is not able to pass over the minion, therefore you are safer standing behind the minion line than in front of it.  Most players assume that they should stand behind the minion line when they play every champion in the game.  This is simply not the case.  Versus an Ashe, Lux sure – you will want to protect yourself against a volley, auto attack combo.  Standing behind the minion line makes sense.  However, that may not be the case versus an MF or an Annie.  If the champion that you are versing in lane does not have one of these skill shots, it allows you to play much more aggressive in lane, using angles and distance from your minion line to get auto attacks on your opponent without generating aggro from the minions.


They cause damage to you if you attack them or the enemy champion in a XXX range.


You’ll notice throughout 1200 – 1800 elo that many players will harass consistently in lane.  While this has its advantages, it also has its disadvantages.  Harass is good, but only if you are not taking unnecessary aggro from the minions.  If you are taking as much damage from the minions as you are dealing to your opponent, then what's the point?

More than likely, as you retreat to stop the aggro from the minions, you’ll also be targeted by the enemy champion.  This is why in higher elo play, in very early lane (1:55-15:00 minute on the game clock) you will often see less harass in lane.  Of course there are some champions that are exceptions and there are ways to harass your enemy champion without aggroing the minions (which is the best way to harass!).  We will cover how you do that later in this guide.

Look for holes or gaps in the minion line that are about to be created.
When a gap is created and you react, your reaction time will be slower than a player who has anticipated the gap about to be created (when an allied or enemy minion is about to die), and then leverages that gap in the line to use a skill shot.  This might seem difficult at first (you're trying to last hit, but now you are simultaneously anticipating gaps in the minion line to use skill shots).

An example of this might be an instantaneous volley from Ashe or a Mystic Shot from Ezreal as soon as the gap is created.  If the enemy champion did not react fast enough, you’ll be able to get off some significant harass.  Once you master this, make sure that you can consistently do it in lane versus your opponent.  When you versus an enemy who falls victim to this type of harass, you’ll easily win your lane by using the same mechanic over and over against them.

You can’t Deny in LoL, but you can counter hit – which is more difficult and just as important

Deny was a concept in Dota where you could actually last hit your own minions, preventing gold and experience from the enemy champion(s).  In LoL, this is not possible, however a new mechanic presented itself – counter hitting.  While seemingly difficult, you will need to focus on the health of not only your own minions in lane (so you can effectively last hit), but also the health of allied minions.

When you notice that an allied minion is very low and the enemy champion is about to last hit it, you will want to concurrently hit the enemy champion.  The enemy champion cannot hit you and the creep at the same time. During the automation when they are going to attack the minion, they will also take harassment from you.  This mechanic may not be effective on all champion match-ups in lane, but is almost always effective in a ranged AD versus ranged AD scenario and is often the case in AP versus AP and can be used in a ranged versus melee set-up lane matchup.  Other scenarios might cause too much minion aggro for this to be effective, but it is an important mechanic to master.  Practice it over and over until you can consistently counter hit.  The best champion to practice this on is Tristana, just based on her animation and range.

League Of Legends New Meta Ideas?

By : Unknown

This meta is getting stale, seeing the same comps everywhere. Why not try something new, like I was thinking, A tanky champ top with good wave clear (Malph, Singed, etc.), A AD bruiser jungle (Lee, Panth, etc.), Your ADC mid that has decent range of range clear (Cait, Ashe, MF, etc.), and bot your support with good sustain and ap carry with good long range harass ,such as ori and soraka would be a nice choice.

So here is an example comp:

Top: Malphite Shard of the Monolith
Jungle: Pantheon The Artisan of War
Mid adc: Caitlyn The Sheriff of Piltover
Bot apc: Orianna The Lady of Clockwork
Support: Soraka The Starchild

Lane Phase: Top would hold and and since they are tanky will be able to hold their own and not allow top to get fed and be able to fight they well. Jungle wont have to worry as much about top dying as much so can put heavy pressure mid and if the other team has a ap mid a gank from panth while against Caitlyn

is a **** top of ad damage, so they will be force to play super passive or build armor which will set them back. Bot will just harass the adc out of lane by ori spamming q and w on them till they have to back and with soraka they will have the mana to keep it up.

Mid/game: Take advantage of your adc level advantage and force team fights. With a panth ult and ori ult chained together you have a solid start and them malphite to ruin any counter initiation then soraka can drop a heal on panth to armor buff he so he can survive the burst he will take then she can ult and then a good cait ult can take out who was focused and just pick off who is left with her level advantage.

This is just an idea I was thinking and would be pretty fun to see the team comps that can come from this. what are your thoughts or ideas you have?

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