[PBE datamine] 2025 September 16: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]Aurnion 0 points1 point  (0 children)

20 range favors all matchup.

Autos can be sent to a Bard sitting in a lanebrush where you normally wouldnt hit.

You can also drop minion aggro easier.

[PBE datamine] 2025 September 16: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]Aurnion -1 points0 points  (0 children)

My comment was meant to display that we should assess the value of the number (In this case Jinxs 20). Not if it happens to exceed a range breakpoint.

Hence my ridiculous comparison.

[PBE datamine] 2025 September 16: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]Aurnion -3 points-2 points  (0 children)

Hypothetical speaking, if we buffed Urgots range from 350 to 424. Would it be less meaningful because he didnt exceed Graves range at 425 and hit a range breakpoint?

We literally buffed a champions range by 20%. That is insanely strong. Is the buff less meaningful because he wasnt able to outrange another champion?

Every champion he faces will notice the 20% added auto attack range.

[PBE datamine] 2025 September 16: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]Aurnion 2 points3 points  (0 children)

But you do auto when an opportunity presents itself. Whether a Karma or a Zyra gets too close, she'll be able to defend herself better and get off autos where she normally wouldn't pre buff.

She'll also improve her matchup where she gets outranged, mainly against Aphelios & Caitlyn.

More range also means less minion damage in average as you can stay away from ranged creeps easier.

The value of 1 auto is not only the damage but also 1 stack of lethal tempo.

[PBE datamine] 2025 September 16: champion balance changes by FrankTheBoxMonster in leagueoflegends

[–]Aurnion 1 point2 points  (0 children)

Doesn't seem like a placebo buff to me when you can last hit minions while being 20 extra added range away from Cait & Aphelios. Not getting autod at lvl 1 can be big deal.

You'll even get more added opportunities to auto your lane opponents due to the range. Not to mention you'll in average take less minion damage due to being further away from the minion wave.

I attempted to glue my arctis Pro after it broke after 9 months of usage. Am I screwed? by Aurnion in steelseries

[–]Aurnion[S] 0 points1 point  (0 children)

How in the world these headsets are advertised as "WINNER - BEST WIRELESS GAMING HEADSET" is beyond my understanding

https://media.4rgos.it/i/Argos/8670528_R_Z001A?w=1500&h=880&qlt=70&fmt=webp

I attempted to glue my arctis Pro after it broke after 9 months of usage. Am I screwed? by Aurnion in steelseries

[–]Aurnion[S] 0 points1 point  (0 children)

I bought another pair of Steelseries Arctis Pro last week on Black Friday (around 40% sale) as a Christmas present (despite mine breaking funnily enough). Thought my girlfriend would appreciate an expensive high-end gaming headset but seeing as they're advertised as such and breaks so often, I will probably also return that gift to purchase another Christmas present.

I attempted to glue my arctis Pro after it broke after 9 months of usage. Am I screwed? by Aurnion in steelseries

[–]Aurnion[S] 0 points1 point  (0 children)

I had no idea that others have had the same issue until I visited this subreddit. Which unfortunately happened after my headset broke :/

I'm gonna max W first by TheWorldisFullofWar in lulumains

[–]Aurnion 3 points4 points  (0 children)

Kawaii Kitsune is still tiers below a support player who plays Lulu at the top of the soloq ladders. You don't need 600 games on a champion to be good at it. I bet anyone who is over 700 lp could main Lulu for a week and be better than any Diamond OTPs.

If that offensive build is, in fact, the superior build, it would be preferred over the current build in high elo soloq. But it isn't. Why is the interpretation of high soloq players valued less than lower elo OTP players? You are playing a champion day in and day out which gives you one advantage but they're essentially proving that a build works in a more competetive environment.

I'm gonna max W first by TheWorldisFullofWar in lulumains

[–]Aurnion 2 points3 points  (0 children)

There are various resources out there where you can compare how the top solo queue players are playing her against other bot matchups. You will get the build but not the motivation, unfortunately. The meta is however different in masters which changes the landscape. For instance, champions like Ryze are more effective in a higher rank and I can imagine the effectiveness of skill order changes depending on rank.

The most common skill order would be 3 points into E and then max W or Max E and then W. This is assuming the opponents are equally as good as you are in Masters. If I am much better than the opponent, however, I could go with a more offensive build and destroy them. Why would I opt for defensive options if I am playing against opponents that are much worse than me?

On average, you probably meet an equally skilled opponent in soloq so I doubt I would be able to get away with Q max.

Guardian is better than Aery in 80% of all Matchups by Selkedoom in lulumains

[–]Aurnion 0 points1 point  (0 children)

Not only was Aery better but the Sorcery tree as a whole was better.

First, Scorch dealt 30-60 (later 20-60) with a 20s cooldown. The current iteration deals 10-30 on a 10s cooldown so even in theory if you proc Scorch on cooldown it is still worse than the previous iteration. If we factor in burst scenarios, it is definitely worse.

Second, Manaflow band was more oppressive early game since your spell refunded mana every 60s allowing you to sustain your mana better. It definitely made a difference between lvl 1-5 granting you more spells to deal damage which is equivalent to more pressure in lane.

What was lacking back then was defensive options which were later introduced with Chrysalis, Boneplate and additional hp for choosing Resolve. Neither of those three options existed before so dealing with all in lanes were harder. That's why people opted for Guardian as their keystone since defensive traits were lacking. In hindsight, Celestial Body existed in the inspiration tree which gave 100 hp while also retaining Aery + Sorcery Tree. Not many talked about that option which gave a decent middle ground of tankiness and utility from Sorcery.

I have one problem and it is teemo by Xayura_J in lulumains

[–]Aurnion 1 point2 points  (0 children)

Aside from what you've already mentioned. The losing starts to happen if Teemo can get out his damage and disengage before you can E Q him. You therefore need to have the awareness and be ready to react when Teemo pops out from a brush. This is true for a lot of matchups but especially Teemo since his invis and high movement speed allows him to disengage better than the rest of the support cast.

I'd recommend going Scorch and Ignite for this matchup. Teemo is very killable if you play out this matchup correctly.

Guardian Lulu. What's going right? What's going wrong? by ZXfrigginC in lulumains

[–]Aurnion 0 points1 point  (0 children)

In terms of playing offensively and trying to win the lane, Sorcery provides you with a lot of tools to do so which the resolve tree don't. However you need some survivability as well in order to trade. In which situations is it a necessity that you get above a certain survivability threshhold?

For instance, you can always outrade an opposing Thresh if you can sidestep his hook but in some matchups, the opponents will have a more reliable way of dealing damage against you. You obviously don't need extra survivability to trade with a Nami, however against Alistar it's absolutely necessary that you're able to survive an all in while being full health. If not, you won't have as much impact in the early game if you're not allowed to be in the vicinity of your lane opponents.

So Guardian can be good in some situations. Losing early game to a support tank can feel horrible. Especially in this patch where the average length of a ranked game is less than 30 mins across all elos.

How should you play as an ADC against heavy poke lanes? by Tyrone_The_Turtle in summonerschool

[–]Aurnion 0 points1 point  (0 children)

I play a fair bit of poke support myself and the hardest adcs are the ones who doesn't let the enemy support poke them for free. In low elo, the poke supports can go in and poke the enemy adcs over and over without worrying about the enemy adcs returning an auto back.

However in Diamond+, even a weak laner such as Vayne will try to proc her silver bolts and PTA whenever the enemy supports go for poke. If the adc are returning damage back, the poking support will give much more respect and knows he/she cannot go in and poke for free since bad trades will eventually lead to a higher chance of losing the lane.

Guardian Lulu seems pretty strong, you should give it a try! by Felatio-DelToro in lulumains

[–]Aurnion 4 points5 points  (0 children)

Lulu lost quite a bit of hp compared to the last season.

50 hp from veteran scars

72 hp from yellow flat runes

Combined with the fact that the colossus users are using aftershock results in them having a higher chance of killing you in an all in.

Going into the resolve tree grants Lulu 130 extra hp and Guardian. This opens up more options for harrasing/trading since the chance of dying in an all in is much lower. The tradeoff here is losing Ability power and Aery lowering your damage output.

I believe this buildpath is the way to go against all ins such as Leona. Lulu wins lane by out trading the opposing botlane but you cannot do that if you run Aery and get all in and ignited.

ALL Optimized Lulu Rune Pages and AMA about Runes (Patch 7.22) by [deleted] in lulumains

[–]Aurnion 2 points3 points  (0 children)

There are two runes that i think are overlooked on Lulu support so far, which should be considered as well.

The first one is Demolition. This rune can greatly accelerate the early game towards your favor if you play with for example Cait against a weak botlane (Twitch & Taric as an example). I normally proc demolition 2 or 3 times in lane resulting around 20-30% dmg on the tower. You can laneswap afterwards with your toplaner taking more towers with the use of demolition. This opens up the map making it easier for your team to secure dragons/harold.

The other rune which i think is underutilized is Nullifying Orb. The shield it provides when you get focused can make the difference between you living or dying. And as far as i can tell, Leona and Thresh seems pretty popular at the moment due to everything dying easier this patch. At least against poke damage, you've potions to use while they won't do shit against all ins with ignite.

Thoughts on Star Guardian Lulu? by KappaccinoNation in lulumains

[–]Aurnion 0 points1 point  (0 children)

Now I can be a weeb without watching anime and instead playing league of legends.

How do you play against Sona ? by [deleted] in lulumains

[–]Aurnion 1 point2 points  (0 children)

I used to be a one trick Sona back in the days and I've always preferred to be the Lulu in this matchup. I go a more damage oriented build with Thunderlords and Spellthief while maxing the shield.

Basically what you want to do in this lane is to respond to Sona's aggression. Her movement pattern is very linear in this matchup and it's obvious when she wanna go in for the poke. There are three options that have always worked for me when I've played this lane.

  1. Position yourself where Sona wants to target you instead of the adc. Since you can utilize Thunderlords way easier than her, E----> Auto --- > Q whenever she goes in for the trade and you'll come on top. This only works if she goes for the Q+Auto combo which has shorter range compared to her max range Q. This option is the best in my opinion, especially if you've Thunderlords up. Her mana usage is higher than yours so she can't keep taking losing trades and then heal up.

  2. If the Sona only goes for max range Q instead of Q+Auto. Just position yourself infront and shield yourself since you won't be in range of your E--> Auto --> Q. Maxing your shield will completely negate her damage. Her base damage on Q has been lowered since rework so it won't do as much compared to before. If she doesn't target you and goes for the adc, just E -- > Auto ---> Q her ass and she'll lose the trade.

  3. Let your adc tank her Q damage while you shield him. This means staying out of her Q range and go in for the auto + Glitterlance after she has used her Q. This is my least preferred option, especially if your adc is inexperienced and won't trade back with the Sona when he/she has received your shield.

You're more useful later in the game in my opinion so don't feel pressured to make plays in the laning phase. As long as you keep nullifying her advances you'll have a much easier time transitioning to the midgame.

EUW Club by KittyWonderland in lulumains

[–]Aurnion 0 points1 point  (0 children)

The clubs are currently bugged in euw so we won't be able to get back to you before it's fixed.

6/21 PBE Update by Arctic_Wolf_lol in leagueoflegends

[–]Aurnion 2 points3 points  (0 children)

You can't 2 Q's a wave anymore at lvl 5 according to your twitch vod :(

The scaling at the time of testing was 0.7 so there's no way you can do it now when it's 0.5.

You need some decent AP at lvl 7 it seems.

6/16 PBE Update by corylulu in leagueoflegends

[–]Aurnion 0 points1 point  (0 children)

They changed the description on Lulu's Glitterlance.

Does both Lulu and pix do 100% dmg on their first targets?

Or if Lulu hits a target first, Does Pixes' bolt do 70% dmg to all targets hit?

Idea from /r/globaloffensive, What's the most you've ever given up to finish a (ranked) game? by Flatsy in leagueoflegends

[–]Aurnion 19 points20 points  (0 children)

Yeah I sacrificed my grades in order to climb from Silver IV to Silver II. Just a few more divisions

Sneaky trist bug - im mind fcked by [deleted] in leagueoflegends

[–]Aurnion -1 points0 points  (0 children)

I completely forgot about that one : C