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League of Legends Topic v1


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Δημοσ.

αν δεν εχει η ομαδα σου tank τοτε ο galio ειναι μια χαρα,αν δεν σε νοιαζει irelia ftw xD

skarner καλος φαινεται αλλα δεν τον εχω παιξει ακομα

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Δημοσ.

ειμαι αναμεσα σε galio,irelia,skarner ποιον προτεινετε?

 

Καμια σχεση ο ενας με τον αλλο

Ο Galio ειναι counter για καθε Ap mid champ

Η Irelia farm champ για solo top

Και ο skarner ειναι jungler με support ομως role

 

Διαλεγεις και παιρνεις

Δημοσ.

Τα βασικα για το τι περιπου κανει καθε ρολος στο League of Legends με το τωρινο meta

Φυσικα και το meta δεν λεει κατι,απλα ειναι ο τροπος που παιζεται το παιχνιδι κυριως στα ranked games,πολλες φορες ομως το απροσμενο(meta breaker) μπορει να σε ξαφνιασει και να χασεις το lane η ολοκληρο το game πανηγυρικα

Επισης,οτι αναφερεται παρακατω δεν ειναι απολυτο και εννοειται οτι καποιοι champs κατεχουν πανω απο εναν ρολο

 

Σημειωση οτι λειπουν 2 roles(Roamer και Bully) καπως ασημαντοι που ομως δεν μπορω να τους βαλω λογω των πολλων αγγλικων χαρακτηρων

 

Roles - The Attack Damage Carry

 

The very important AD Carry, this role is generally filled with champions that are weak early game, and start to get strong in the mid game to then become the main source of damage in the late game. They do mostly physical damage (Kog, Ezreal and Corki are the main exceptions). They are paired up with a support on the bottom lane in the current meta.

 

Examples : Ashe, Graves, Tristana.

 

Counters : Malphite, Assassins, Armor.

 

Breaking the Meta : AD Carries can destroy bruisers top lane during the early stages of the game, some of them can even win against strong mid laners (Tristana, Corki and Graves can solo extremely well)

 

Roles - The Ability Power Carry

 

The AP Carries are very strong during the early stages of the game, hitting their strongest point during the mid game as they hit lvl 11, usually have big AoE ultimates that can do a lot of damage in very small periods of time. They are usually Solo Mid or Solo Top in the current meta.

 

Examples : Annie, Morgana, Kennen

 

Counters : Kassadin, Morgana, Tanks, Magic Resist.

 

Breaking the Meta : AP Carries can do very well with a support bottom, they have sufficient burst to kill Supports and AD Carries easly, even by themselves, if paired up with a babysiter (Soraka) or a harasser (Sona) they will win most matchups.

 

Roles -The Bruiser

The Bruiser is a very tanky champion that can still do a good amount of damage to be a treat in fights having to be focused. Very strong throughout the whole game, especially during mid to late game. Are usually Solo Top or in the Jungle in the current meta.

 

Examples : Irelia, Gangplank, Shyvana

 

Counters : CC, High Mobility Carries

 

Breaking the Meta : Dual Bruiser Bottom can crush and deny farm of most bottom lanes, AD Carries are very fragile to bruisers high base damage and HP.

 

Roles - The Initiator

 

Initiators have strong abilities that can easly force fights or turn them around, have big cooldowns and require very smart play to be effective. Strong through the whole game, usually junglers.

 

Examples : Amumu, Alistar, Sejuani, Annie.

 

Counters : Janna, Disruptors, Gragas, Maokai.

 

Breaking the Meta : Use AP Carries as Initiators (Annie, Cassiopeia) and free up space so you can have strong teamfight potential while not lacking damage.

 

Roles - The Tank

 

Tanks are very high base stats champions that have big amounts of CC and can stick to targets very easly, very strong mid game as their resistances are already very high but can die in moments when the AD Carries get their big items. Usually Junglers.

 

Examples : Sejuani, Amumu, Nautilus.

 

Counters : Heavy damage champions.

 

Breaking the Meta : Pair a tank with a heavy early game damage champion in the jungle + solo lane and camp a lane as the jungler, the result can destroy most solos as they all require high amount of farm.

 

Roles - The Assassin

 

Assassins are early game champions with very high burst damage, extremely good duelists and with very high mobility. Solo laners in general.

 

Examples : LeBlanc, Ahri, Talon

 

Counters : Assassins (weird huh), Yorick, Zilean, AP Carries that have sustain (Swain, etc.)

 

Breaking the Meta : Assassins paired up with supports bottom can destroy AD Carry + Support on the bottom lane.

 

Roles - The Support

 

Supports are champions with various buffs or heals that affect their teammates. Strong through the whole game and paired up with an AD Carry bottom lane in the current meta.

 

Examples : Soraka, Sona, Janna.

 

Counters : Healing Reduction, CC, Assassins.

 

Breaking the Meta : Supports can do their job to all roles and not just with AD Carries.

Δημοσ.

 

Alistar

Triumphant Roar mana cost increased to 28/41/54/67/80 from 20/35/50/65/80

Unbreakable Will mana cost reduced to 100 from 150

Trample damage increased to 10-27 per second from 10-23

 

Fizz

Base damage increased to 56 from 54

Armor per level increased to 3.4 from 3.1

Churn the Waters mana cost reduced to 100 from 150

 

Galio

Idol of Durand damage range increased to 600 from 575

 

Irelia

Fixed a particle issue with Transcendent Blades (Hotfixed 2/21)

 

Jax

Fixed a bug where Grandmaster's Might passive attack canceled if the buff ran out during the attack animation

 

Lee Sin

Sonic Wave base damage increased to 50/80/110/140/170 from 45/75/105/135/165 (Hotfixed 2/21 due to an unintended nerf in the Nautilus patch)

 

Lux

Lucent Singularity

Now additionally grants vision while in flight to its destination

Now starts its cooldown when cast rather than when detonated

Cooldown increased to 10 seconds from 9

Now displays a buff showing how long Lucent Singularity will last until it automatically detonates

Finales Funkeln

Now grants vision of the affected area during the spell and vision of enemy champions hit for a short duration afterwards

Lux can no longer use Flash while casting Finales Funkeln

 

Malphite

Granite Shield now shows a cooldown timer

Unstoppable Force

Area of effect radius on impact increased to 325 from 300

Malphite can no longer flash while using Unstoppable Force

Fixed a bug where Malphite would seem to hit the target but would not cause the effect

 

Miss Fortune

Strut now shows a cooldown timer

 

Nocturne

Umbra Blades now has a passive cooldown timer like Ziggs and Shen

 

Olaf

Axe Throw

Damage increased to 80-260 from 50-210

Scaling changed to +1.0 bonus AD from +0.5 total AD

Base cooldown reduced to 8 seconds from 10

Cooldown reduction for picking up the axe reduced to 4.5 seconds from 6

Ragnarok now provides 30/45/60 Armor and Magic Resist instead of 20/30/40 flat damage reduction

Movement Speed increased to 325 from 320

 

Poppy

Paragon of Demacia now shows you over its icon how many stacks you have

 

Shen

Fixed a few bugs with ability sounds

The following changes were hotfixed out on 2/21:

Base armor reduced to 19 from 23

Vorpal Blade health scaling lowered to 1.5% from 2%

Feint Energy cost increased to 50 from 40 at all levels

Base shield value reduced to 70/115/160/205/250 from 70/120/170/220/270

 

Teemo

Health per level increased to 82 from 77

Move Quick's passive component now shows a cooldown timer

Noxious Trap arm time reduced to 1 seconds from 2

 

Tristana

Explosive Shot cast range increased to 625 from 600

 

Ziggs

Hexplosive Mines

Mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120

Slow duration reduced to 1.5 seconds from 2

Damage from 2nd and subsequent mines reduced to 40% from 50%

Fixed a bug where Ziggs' Mad Scientist skin was leaving particles on the map (Hotfixed 2/21)

 

Items

Madred's Bloodrazor attack damage increased to 40 from 30

 

General

Improved minimap visibility of turrets in Colorblind Mode

Colorblind announcement colors now reference blue (friendly) and purple (enemy) teams

Important items purchased by your team will now be called out in chat (Aura items, Sight and Vision Wards, top tier items, etc)

Champion Kill messages are now more specific

You can now activate a timestamp for game chat in the options menu

When colorblind mode is activated, movement cursor is included with new color scheme (was not before)

Announcer callouts no longer reference blue team/purple team, and instead should reference friendly/enemy team (ie. A friendly inhibitor is respawning soon/the enemy inhibitor has respawned)

Champions will now attempt to run home immediately when disconnecting, rather than attempting to Recall

Small monster camp sigils now restore up to 30 Mana in addition to Health

Small Golem camp

Movement Speed increased to 300 from 180

Medium Golem base damage increased to 59 from 54

Fixed a bug where whisper messages were the wrong color

 

Δημοσ.

Γνώμη μου είναι πως από τέτοιου είδους 1V1 δε βγαίνει κανένα συμπέρασμα. Αν τους στήνατε απέναντι στο ίδιο ακριβώς tank με τον ίδιο εξοπλισμό και μετρούσατε damage και χρόνους ίσως κάτι γινόταν.

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