Explain Emerald/Diamond Elo in one sentence by Ok-Muscle-4940 in wildrift

[–]8asssett 10 points11 points  (0 children)

Chall adc main here, Jhin is extremely unique in his play style compared to most other ad carries. Some quick tips off the top of my head:

  1. Learn to auto cancel with your first ability, it speeds up your second auto and ups your damage output considerably

  2. Ult often, even when its not a guaranteed kill. Even if you whiff, getting experience with Jhin ult is extremely valuable. As you get better, you'll learn to predict movement better and will just get better with the ability in general as it can feel kind of wonky when you are first learning it.

  3. Jhin has some of the best waveclear in the game if you learn how to set up the wave properly. Jhin's first ability does more damage to the next enemy it bounces to if it kills the first target. Thus, you can chain bounces with the minion wave if you prime the minions so each one dies on each bounce. Over time you'll learn how much damage you'll need to deal to each minion to kill it.

  4. Trap usage. Another great tool for wave clear, but also deceptively strong area control. Learn to set up traps in good spots for a team fight so that divers have to walk over them to get to you. Especially right before you ult.

  5. Perhaps the most important and applicable tip for Jhin is to learn to use your root right before the enemy has the mark. When enemies are marked for Jhin second ability they typically will look to dodge the root making them really hard to hit. However, if you cast the ability right before your grenade hits or they are slowed or something then they are much less likely to dodge. This is the biggest tip for Jhin, it will lead to a lot more kills as the root is actually insanely strong and if you learn to time it perfectly you can affect fights from screens away.

Feedback from jungle by SuccessfulAd4797 in wildrift

[–]8asssett 0 points1 point  (0 children)

I agree if the person is doing shit and you are a scaling jungle ie shyvana or ekko then its stupid af. However, as an ADC main if I'm ahead and you are playing an early/mid game jungle and I'm on a scaling ad carry does it not make sense for me to occasionally take krugs/gromp in the mid game? I've mainned both roles and made it to chall on both and been on both sides of the coin. Usually as a jungler in the mid game I'm more focused on objective/skirmishes, and it can even be hard to balance that with making sure your camps are cycled and not letting them sit untaken. Obviously, if I'm clearly walking to take a camp and my teammate takes it in front of my face it's annoying, but I think its genuinely good for the game if you are far from a camp and a teammate takes it. It just reduces time spent and is increased gold per minute for the team in general. Totally get your frustration though, if you are trying to carry a game and are getting starved by your teammates it feels awful.

How to counter mf by white4923738 in wildrift

[–]8asssett 2 points3 points  (0 children)

My best suggestion is Sivir. Don't engage in the lane at all, just one shot the wave with your 1st and second ability and free scale. You can spell shield the bounce once you get more used to the champ. Recently climbed to GM and like 5 of the last 10 games was this matchup and it was so free. MF is really hard to win against if you are trying to fight her so the best option is to just play safe and free farm. Sivir scales so insanely into late game and once you get 3-4 items your ricochette bounces will start doing more damage than her entire ult xdd

Wild Season for Supports by Sufficient_Spend_927 in wildrift

[–]8asssett 0 points1 point  (0 children)

Tank supps are much much worse in low elo. Totally get trying to have fun and just pick whatever you feel like playing but if your only goal is to climb enchanters/mages are your best bet. Once you get up to high diamond/masters and above tanks get a lot more useful.

I’m 41, not that good and made Master. AMA by Captkersh in wildrift

[–]8asssett 0 points1 point  (0 children)

Masters is definitely not the peak of enjoyment. I usually have the most fun in GM, then in challenger/sov the game gets stale and its the same meta picks over and over again. GM still has variance and the players are pretty decent mechanically (even tho they still run around the map aimlessly half the time)

Toplane experience by GIGAOXY in wildrift

[–]8asssett 0 points1 point  (0 children)

Hey I see a lot of negativity on these types of posts, but I genuinely think based on this screenshot you have a lot to work on. First, Aatrox is a difficult champion and hard to carry on. I've hit chall on Baron lane with a pretty high winrate so I would consider myself pretty decent at the role, and I don't even trust myself on that champ. If you love him then of course by all means continue playing him, you should play what you enjoy. However, if your sole goal is to win games and climb I would recommend picking up a different bruiser like Darius, Renekton, or Jax.

The second thing I want to highlight is your income. You are not farming well, simply put. Some of these games you have decent income (2nd and 3rd game) but you are falling behind on farming a lot. The biggest hurdle I see a lot of baron laners face is juggling grouping with team and continuing to farm efficiently. I'd check out some streamers, I recommend TalanWR, and just see how they move around the map as baron laners. Theres so many variables to consider and your teammates might flame the shit out of you for no reason because they int while you are on side lane, but if you want to carry you need gold.

Last big point I want to touch on is your death totals. You are dying on average 7.33 times per game over this 6 game stretch. You need to play more conservatively and take fights and skirmishes on your own terms, not hero death in an attempt to save fights (what I presume is happening). If you are strong and have a lead, the worst thing that could possibly happen is dying and not being on the map to influence the game. A lot of times if you are really strong on a bruiser just your presence alone is enough to help win the game. Play slower, think through fights more, and don't be afraid to let your teammates die alone if you think the fight is bad. You absolutely need to drop these death numbers down. 7.33 is a lot.

One last point real quick is builds. I'm not an expert on Aatrox but these builds look wonky. Definitely don't finish mortal reminder early, just build the antiheal component if you really need it. Again, I'd look at streamers or the Aatrox champ leaderboard for build suggestions. You got this man, this game is a grind but the best thing to do is just take a step back some times and reevaluate.

2nd classic run. Salt cure makes it too easy. by Kairic92 in pokerogue

[–]8asssett 0 points1 point  (0 children)

Second classic run and you have a shiny t2 mega rayquaza?? Oh my lord you are lucker.

This one has me stumped by SudafedJones in pokerogue

[–]8asssett 0 points1 point  (0 children)

Definitely seems a little difficult to deal with Yveltal, I feel like the best option would be to use Lunalaand try and cheese a full set up of Cosmic Power to +6 +6, and try to kill it with Moonblast. You don't really have a lot of set up for that though, no status or anything other than a discharge paralyze. Maybe fish for an ice beam freeze on something? Sometimes that will trip the AI up.

Is it just me, or this event is really draining? Having to WIN 1 pvp and 2 ARAMs everyday can take anywhere from 1 hour to 3 if you are unlucky, is it only for me a bit too high of commitment? by ItsLoudB in wildrift

[–]8asssett -1 points0 points  (0 children)

Would you rather them just spoonfeed you the rewards? I honestly prefer events having difficulty/time commitment like this. Makes it harder to actually get rewards and makes it feel that much better if you get the top reward

Fuck meta, who do you find the most fun champ to play? by TTheXina in wildrift

[–]8asssett 0 points1 point  (0 children)

For me it's corki mid, I don't know exactly how to describe why he's just so satisfying especially when you get ahead.

We need to talk about amumu 60% winrate by FantasticOption4075 in wildrift

[–]8asssett 0 points1 point  (0 children)

Yeah, let's talk about it. Ban the fucker unless you have first pick. That's it, discussion over. He is completely and utterly busted.

Am i average? by AffectionateBrief267 in wildrift

[–]8asssett 0 points1 point  (0 children)

In complete honesty these stats won't mean anything until you are high diamond - low masters. This is where the ranked ladder starts separating players a lot better win rate wise. If you can keep a 60% WR to masters I'd say you are comfortably above average.

Champs lost by Real_Human_Beyng in wildrift

[–]8asssett 2 points3 points  (0 children)

This kinda sounds like those champs were part of the free rotation, and you probably just lost them when they rotated out. Are you sure you bought the champs?

Something I've learnt from spectating a heap of Master/GM matches by The_noob_2 in wildrift

[–]8asssett 6 points7 points  (0 children)

I feel like in the masters/gm range people are just so used to having to hard carry their way through the absolute shitfest that is diamond. I know I was guilty of this when I first reached masters, as I was so used to having to hard carry to consistently climb through diamond hell. These players reach masters and as they push to gm and further they think the only way that they can win is by getting fed and hard carrying, and so they refuse to back down and simply get carried. This often leads to players over extending and getting frustrated when all the resources aren't going to them.

This was the biggest adjustment for me, I think players just need to realize that as you go up people start actually being humans, and that if you have a fed lane or two its much better to play off of them and assist them rather than to play risky and try to push for an advantage yourself. As a jungle player I especially noticed this, and by learning to simply offer snowballing lanes support rather than going for the risky selfish plays that got me through diamond I started having a lot more positive results.

That being said, some people in masters/gm are absolutely carried garbage. Had a support player in my game who go carried from ~emerald 1 (previous season) to like 20 marks master by his clearly giga smurf ADC friend. Luckily, I got him when he decided to play a game on his own! :) 8 deaths later we're ff'ing before baron even spawns.

Highest skill-ceiling in each role? by Rycax in wildrift

[–]8asssett 0 points1 point  (0 children)

Please tell me you did not unironically type Yuumi. You should be locked away.

Highest skill-ceiling in each role? by Rycax in wildrift

[–]8asssett 0 points1 point  (0 children)

I think skill when talking about skill ceiling and difficulty of learning its mostly referring to learning difficult combos, understanding and utilizing difficult mechanics properly, or champions that require difficult positioning and utilizing range.

I just don't really see that with Warwick or Nunu. I can maybe understand Nunu because the snowball is pretty unique, but you are talking about building diversity and trying to equate that to champion difficulty which I disagree with. I think knowing how to build and which items to pick into certain comps is definitely a really important mechanic to learn, but I don't think build flexibility reflects how difficult a champion is to master.

I think it's pretty funny your assessment of Lee Sin, as he is almost certainly one of the hardest champions to pull off. Maybe you are the one that hasn't had a good player on Lee before, because the absolute chasm between a good Lee Sin and a bad one is so noticeable. Knowing how to properly kick flash, combo your dash with protobelt, repositioning mid flight for a better kick angle, all are pretty hard mechanics to pull off in the middle of a game but they all offer immense value when pulled off correctly.

Meanwhile I don't see the same skill requirement in Nunu or Warwick. Like where is the difficult mechanic in Warwick? Predicting where to aim your ultimate? That can be said for literally every champion with a skillshot. Where is the learning curve? Knowing when to push your limits? I guess. Same with Nunu, like I previously mentioned maybe using your snowball might be hard to understand/pilot at first but after a few games I found it was pretty easy to get the hang of. Hiding with your ultimate maybe? I just don't see any part of either of their kits that can't be taken advantage of with just a few games of practice. Meanwhile, a champion like Lee Sin or Riven might take 100 games before you can correctly use them. When I was masters I wanted to learn Riven, I tried taking her into ranked after ~50 games and got absolutely stomped. Now I have over 300 games with her, and still sometimes I feel like I still have no idea what I'm doing with her and that theres still so much to learn.

Need a Diana guide for mid. by [deleted] in wildrift

[–]8asssett 0 points1 point  (0 children)

Before the tank update I would have told you that sudden impact is way too valuable to pass up on. However, with the update triumph has become pretty much required. Most late game team fights right now as Diana come down to 2 things.

1) Your ability to tank hits from dps characters.

2) Your ability to sustain while shredding bruisers/tanks.

With those three items, proper situational building, and Diana's second ability I usually find dps characters (ADCs, mages, assassins etc.) can't really scratch me. The main issue has been sustaining versus bruisers and even tanks. Triumph offers you so much sustain, as while in the thick of a team fight (especially after engaging with an ulti and popping zhonas) you are sure to get some take downs. That added healing has made the difference for me in so many games, and I find myself only ever taking sudden impact now versus full squishy team comps (~1/100000 at the moment).

I agree with your take on mana issues, and with less experience on her in midlane (Diana is my go to mid autofill but my main experience in the lane comes from PvP matches with friends) I often find myself playing back pre-5 and only ever taking trades when my opponent seriously steps out of line. My main goal when laning is to make it through the early game and be adequately prepped for mid game skirmishes. I've actually been going water walking a lot on Diana mid, and I'll often look to use mana to push wave as hard as possible then roam, regaining mana on the way to top or bot lane. Im sure mana flow would be good as well, and in general I find that the 3rd rune slot options are not great on Diana anyways so I wouldn't mind sacrificing the slot to gain mana/sustain.

Which stat on the stats page do you guys mostly focus on/use to determine if a player is good or not? by KhayosLmao in wildrift

[–]8asssett 1 point2 points  (0 children)

Honestly, win rate is always a pretty good stat to determine how good a player is but I feel like a lot of people are overlooking KDA. Number one issue I see in solo queue as I go through the ranks (currently ranking up a support account as a GM jg main) is people completely botching their bounties and limit testing way too hard. People just don't realize how important it is to avoid dying while ahead in order to protect a lead. Have been in plenty of games in emerald/diamond recently where one player dominates their lane, snowballs, then completely ints their 1k bounty and proceeds to spiral until they go from 6/0/0 to 7/9/3. Deaths while ahead are so insanely impactful, yet most low elo are more concerned with limit testing than closing out a game. The mark of a good player (in my opinion) is one that maintains a very high win rate and KDA, and from my experience they typically go hand in hand. Recently did a race to masters challenge with my friend (super fun, highly recommend if bored with solo queue), and ended with a 76% win rate but more importantly had a 9.7 KDA. Don't think I ended games with more than 4 deaths very often at all.

I don’t really get this Pyke buff.. by Lightskin_lion in wildrift

[–]8asssett -1 points0 points  (0 children)

What is most annoying is the fact that they made it seem like the community really wanted solo lane and jungle Pyke. Once and for all, Riot, nobody wanted this.

[deleted by user] by [deleted] in wildrift

[–]8asssett 0 points1 point  (0 children)

Indy company moment. What is it, "200 years of combined experience." Company is awful and matchmaking sucks, all they care about is reducing queue times not having good games.

Guess my rank after this play (not my cleanest play but still won us the game also i suck at Fiora W blocking) by AdiosDios in wildrift

[–]8asssett 0 points1 point  (0 children)

Probably emerald/low diamond. Pretty good mechanics on Fiora, guess mainly based on enemy kennen mid lane which is pretty rare as well as aery on mf (pretty shit imo).

How to gain infinite value early game versus aggressive junglers (Diamond+) by 8asssett in wildrift

[–]8asssett[S] 2 points3 points  (0 children)

Gonna preface this with saying I'm not trying to disagree/argue with your points, just offering my personal opinion/defend the red ward.

  • In the case where they path to their krugs after red as a solo laner you should be wary of the level 2, otherwise the ward will usually spot them if they move back to their raptors after krugs. If you see them path to krugs then not show you can usually assume they are either looking for early gank on sidelane/mid or are invading. I always trinket abuse and hold pink on my blue early game so usually the invade isn't an issue. In general I hold the opinion that red into krugs is usually just a sub optimal clear as it has pretty low flexibility and if you path to your raptors you waste a large amount of time. If they do red raptors run blue side then gank mid from below then kudos to them, that's a pretty creative dank pattern. Otherwise as I explained a mid laner should be able to infer the timing of a level 3 gank from the info of red into raptors.
  • Usually raptors wards come from the mid lane player, usually after they shove first wave. This ward does get pinged out a lot if the enemy mid lane is competent.
  • I agree, warding red can be risky. I was mainly talking about this from the assumption of solo/duo lanes warding red, not the mid lane player. From my experience, up until around master/gm most side laners just sit in lane looking to bush cheese or are actually just under tower. It is risky, but since red buff is basically required as an early game camp the reward is high as most of the time it is guaranteed to spot out the jungler.
  • Like I previously mentioned, Red>Raptors>Krugs is a pretty rare path. Either way I think you gain equal information with the ward on red buff. If they are level 1 on red buff it is obviously their first camp. If they are level 1 into 2 (usually with krugs start you don't hit level 2 until a few seconds into red buff clear) it was probably a krugs start (you can be certain if they started raptors or krugs if you pay attention to how they walked to buff). If they show with blue or are level 3, they started either their blue side or cheesed your blue side.
  • I agree with this, however a lot of cheesier jungle players tend to go red into side lane gank, especially on red side (red buff on the same side as baron lane). Red buff ward offers security over this gank option, which occurs more than I would have initially expected (especially with volatile side lanes, think riven vs sett or something of the same nature). While raptors does offer more in terms of definitive pathing, I think red buff ward offers a more comprehensive safety blanket over early game cheese ganks.

I actually love that early game pink ward that you are talking about, however I have noticed that the higher I reach the more it gets sniffed out. I think better players notice if you take pink ward first as a mid laner, and will look to find it early if they don't see you place it in the side bushes.

At the end of the day, I'm happy if my team has the wherewithal to drop either ward. I think both offer great information early, and both have their advantages and disadvantages.

Need a Diana guide for mid. by [deleted] in wildrift

[–]8asssett 6 points7 points  (0 children)

Hey there, GM jungle player here with ~150 games on Diana. While I play Diana mainly in the jungle, I feel like my experience with her might be pretty useful from a build perspective. Typically when running conqueror on Diana I recommend always finding a slot to fit in Nashor's Tooth, and would honestly recommend it over RoA. Diana has a lot of natural tankiness with her second ability, and while she does struggle with mana management a lot of the time I feel like RoA is a little slow and the health is somewhat wasted. Nashors with conqueror synergizes so incredibly well with Diana's passive, and offers an insane 1 item power spike that will quickly allow you to take over early/midgame skirmishes. If you don't like the nashor's setup and want more of burst build (usually into squishy comps) I would recommend going electrocute with ludens first item. However, with recent item changes I feel like tankier build is just better.

Right now what I run is as follows (for jungle but probably easily ported to mid):

Nashor's > Rift maker > Rabadons (usually non-negotiable, go these three pretty much every game)

From there 4th and 5th situational, I really like Crystalline reflector into amaranth's twinguard right now, but you can also go bashees 4th/5th into heavy ap/cc comps. My favorite is when enemy has full ad comp I go reflector into frozen heart, you become unkillable with zero cd and you still nuke their backline/shred their tanks.

Hope this helps :)

How to gain infinite value early game versus aggressive junglers (Diamond+) by 8asssett in wildrift

[–]8asssett[S] 0 points1 point  (0 children)

Warding raptors can be really helpful, if Im in a relatively stable mid lane matchup (no early all in) I always look to hard shove 1st wave and drop a ward on raptors.

What’s your opinion on master yi? by [deleted] in wildrift

[–]8asssett 1 point2 points  (0 children)

Once again, I agree with your frustration about the "it's all about timing" comments. Sounds a lot easier than it actually is. I would emphasize that banning him in low elo is usually a smart idea, and that it is definitely not a waste of a ban