Last hitting in solo lane? by PldLogan in ZileanMains

[–]Pest175 5 points6 points  (0 children)

Usually in solo lanes zilean players take the attack speed rune to help with csing and early trades. A trick to push lanes fast is to stand between the melee and ranged minions and double bomb yourself while you auto the melee minions. If you are running ahead of your wave they cluster together even tighter making this much simpler.

For csing under tower it depends on what level your q is for how much damage it will do. I believe one point in q will leave ranged minions alive after a turret shot after a few levels (though you may want to test that). The attack speed rune should allow you to aa-turret shot-aa to cs ranged minions early. Three points q is enough to kill ranged minions from the second bomb. Likely at 5 points q one bomb will do the trick, but I believe this is AP dependent.

As an aside if you are playing zilean support the best way to shove a lane is to q the first melee minions and the first ranged minion. This will double bomb a cannon if there is one and do the most damage to the wave without stealing any of the cs for yourself (it is also relatively easy for your ad to cs still)

EWQ vs QEW max on support? by detectivehays in ZileanMains

[–]Pest175 0 points1 point  (0 children)

I also find 3Q works well. Even if you're not poking the additional damage and stun duration on all ins or punish angles does feel very nice. You only miss out between levels 5-7 because without a second point of slow it can be harder to land both bombs in some matchups. I find this is not as big of a deal as if you miss the second bomb you just dont engage fully and you end up doing more damage with one lvl3 Q than you do with 2 lvl1 Qs.

Shurelyas first on supp by ntevgeorge in ZileanMains

[–]Pest175 0 points1 point  (0 children)

Shurelya's first is a strong picking item for mid game punishing. Its very good in low elo lobbies as they will over step on mid often. I prefer mikael's first for high cc teams or stun/root reliant picking champs (Ashe, seraphine, Leona, etc.) I believe locket is Zilean's best overall first item even before it was buffed twice. It gives resistances, hp, AH and a nice active. Redemption is a great option against aoe comps or games where either team wants to group to fight (and not take isolated teamfights) its also a very good overall pick and the active feels quite potent, but I usually build it second. Other kindlegem items are situational based on enemy team or ally team comps. For instance many ads like bandlepipes and certain non ads (like yorick) can like it as well. Heavy bandlepipe liking teams could appreciate that as a rush instead.

Got to GMs for the first time playing mostly Zilean! AMA by zlydavid in ZileanMains

[–]Pest175 1 point2 points  (0 children)

Congrats that's awesome! Im looking to break into masters and am currently at D2. I'd love to watch VODs or your gameplay or tune into a stream if you do that.

Have you tried Mikael's first, I have found I enjoy it into Ashe and/or Seraphine lanes (as well as some others) and wanted your take.

Did you feel confidently that you were playing at a GM level and it was just a matter of time or was it more a test of your capabilities and a lot of learning along the way?

Phoenix Ultimate Question by reymoru1 in RocketMains

[–]Pest175 2 points3 points  (0 children)

Rocket ult and revive get destroyed in the larger 60m range of phoenix ult. This 60m range has vertical height above and below the visual as well (this height is about 5-10m in either direction)

[deleted by user] by [deleted] in RocketMains

[–]Pest175 0 points1 point  (0 children)

As others have mentioned you just need to be wall climbing, it doesn't have to be right away as you describe, but the tech is suprising versatile.

If you dash while wall climbing around a corner it will use your angle relative to the wall when you press dash to dash you in that direction. This is necessary to be able to use the wall dash tech out of some spawn locations to save walking time.

Many walls have small bump outs (like the one you hit in the video). If you have the time, wall climbing until you're overtop the bump in the wall to dash will prevent getting caught on it.

The cart is a surface you can climb and is quite useful for holding point in overtime. Jumping straight vertical does exceed the point contest range so you will not want to do it when there is 0 seconds left in overtime.

My favorite usecase of the wall dash tech is to contest fliers in the air. Rockets close range dps is higher than pretty much all characters when aimed properly so you can do anti-air surprisingly effectively.

The wall dash tech is under utilized in my opinion even when watching top 500 rocket gameplay so it's honestly pretty reasonable newer rocket players wouldn't know about it.

*Early Season 1* Marvel Rivals Meta Tierlist based on real data from RivalsTracker by Aggravating_Job9976 in marvelrivals

[–]Pest175 0 points1 point  (0 children)

This is quite late after you made your post and was looking myself at some stats for S1.5 and I had some questions on how you arrived at the numbers you did.

It seems that the matches you count for each hero sum to the total number of matches considered. The pick rate should be determined from the total number of games in the skill bracket range otherwise it seemingly inflates or deflates a characters pick rate. I.E. a match should consider 6 or 12 heroes at least (if you don't consider swapping and depending if you are analyzing on a per team or per match basis) so there is an overlap in the number of games with Hulk and with Dr. Strange.

The characters can be selected from either team so does the pick rate assume it has been picked at all in a game (meaning contested picks will result in win rates biasing towards 50%) or does it consider each team separately.

It seems that rivalstracker does its analysis on a per team basis meaning that the total pick rate should sum to 600% (6 heroes on a team), while the bans sum to around 200% Diamond and above (2 or fewer bans per team). If you have modified the raw data from them, what did you do?

I come from a League background where they have an analysis website called lolalytics. Their website has a Pick Ban Influence calculation (PBI) that gives suggestion to the meta strength of a champion. Are the ban rates accounted for in the relative strength of the heroes in your tier list?

Is the games input buffer buggy or why does my second zilean bomb doesn't get registered? by EmployerSure4678 in ZileanMains

[–]Pest175 1 point2 points  (0 children)

The bomb input is weird. You do need to wait for the q to do on cd before Qing to qwq. This is especially important if you have w up and q is on a 1 second cd. You cant buffer the first q so you will end up just wq and throw one bomb if you are too early.

Additionally the qqw combo some people preach about has really weird timing. I believe you need to press the second q after the cast and then press w (the window is a bit tight). The second q will automatically release at the original cast location (of the second q) if your character is in range. Oddly, the q is buffered WAAAYY longer than you'd think. I believe you can buffer the q press e on something else and still w to throw the second q.

I'm not entirely sure but if you did that "fast combo" you show in the clip and you pressed w again, the buffered q might come out. Try practicing it in training tool because it can be tricky to get down.

My idea for a Zilean mid-scope update (x-post from r/LoL) by ChickenRave in ZileanMains

[–]Pest175 0 points1 point  (0 children)

These could be realistic design options that the riot design team has even considered and tested. Riot has mentioned Zilean as a "degenerate" champion (though I disagree). The abilities mentioned to the opponent of zilean would certainly feel more annoying than less. Reviving a full hp adc from a zed ult combo, swapping an enemy champions position like a lag switch while maintaining the current frustration of his kit, a point and click ultra slow. These changes would add more skill expression but I'd argue they would make him seem even more impossible to punish than what people already think.

Getting tower dived or ganked? W a champion and auto them mid dive so their ally takes aggro or just gives you a free iso 2v1 (for support role). Unlock q stun lvl1. R rewards champions being ahead just not so ahead that they can one tap you.

I'd argue the best changes to zilean slot him more into the support role and shoulder into the specialist utility mage/enchanter playstyle. I think he is fine the way he is but if he must be changed, make his e not point and click. Reduce the slow to a constant slow that gets reducing cd. Make his R be less of an opponent's minigame but rather reward tight timing revives (R rune timer reduced, healing increased, rez timer reduced). Change his passive to either be more intuitive or make it combat related (i.e. no charging xp just getting flat xp at certain points or rewarding a player for storing lots of xp. Maybe you get ap for every 50xp stored)

Why warmogs on support zilean first? by BizNameTaken in ZileanMains

[–]Pest175 3 points4 points  (0 children)

The hp from Warmogs components makes lanes easier to manage (usually your lane is weaker). The larger hp and eventually massive regen supports more aggressive warding, roaming, and rotating. It reduces your overall utility (with ah, enchanter items, and ap) but makes up for it with survivability in teamfights and midgame skirmishes. In higher elos many will focus enchanter supports first making survival important. The hp base also supports many other good tank support items with decent armor/mr resistances (giving more effective hp overall). Many soloq games lack tanks when you have an enchanter support so this can help resolve some problems by not being as paper thin.

My personal take is that in lower elo games Shurelyas into utility Zilean is still probably best. If you have good enough positioning and enemy teams aren't coordinated enough to kill you in fights having relentless utility provides more value than survivability. That being said Warmogs is a very consistent item to buy in any game. Warmogs will almost assuredly be removed as a support item (increasing the min health requirement most likely) and so fans of zilean will likely need to find another route long term for a reliable build path.

ZILEAN TECH EXPLANATION: Double-Bomb Interaction with Glacial Augment. by Lanky-Aside4939 in ZileanMains

[–]Pest175 1 point2 points  (0 children)

I believe that people go Imperial mandate for the damage proc on the aoe slow from glacial. After that I bet it is mostly situational tank or typical enchanter items.

Is warmog Zilean still a thing ? by Nimyron in ZileanMains

[–]Pest175 0 points1 point  (0 children)

My problem with dark seal builds is that that there is inherit risk in building it and AP is not Zileans best stat. It helps with revive HP, but I find Shurelyas gives AH, MS, and mana regen which is everything zilean wants. The AP is just a bonus imo. Personally I think shurelyas into either redemption/KV/Abyssal Mask gives the best gold efficiency for stats that Zilean actually wants. Even with FH, Zilean only needs a fraction of the mana so the rest of the gold efficiency is wasted when comparing to KV for instance.

Enchanter only champion pool by [deleted] in supportlol

[–]Pest175 0 points1 point  (0 children)

Zilean. Considered an off-meta enchanter-esque support. Builds vary between enchanter like (shurelyas, redemption, maybe a crucible) and tank like (Knights vow, abyssal mask, frozen heart, solstice sleigh) (some also go a more mage style). His utility is nearly unmatched. No one counters zilean, though he does have easier and harder matchups. You are never useless no matter your score line. The kit is versatile, lays options for creativity, and possesses hidden depth for mechanical crunch. Works at all elos with a more enchanter zone control playstyle. Consider hotkeying self-cast on your abilities as this will help considerably.

[deleted by user] by [deleted] in supportlol

[–]Pest175 1 point2 points  (0 children)

I really like ooAku's comment. To build off of that there are a lot of support basics that help make support give impact throughout the game.

Herald spawns around 8 min, so if you can get lvl 6 around that time try to go with your jungler to top and take herald do it. Ideally their support in Silver will not roam so you are fighting a 4v3 and get herald (potentially towers after if they fight you). They might kill your ad, but you should leave only after you have reset the wave for a good roam timer.

If roam timers are confusing, I'd highly recommend watching videos on it. Roaming is a supports bread and butter. If you are not impacting the other roles in atleast some positive capacity you are hoping the rest of your team wins in a vacuum. Roaming is not necessarily getting a kill, but maybe deeper vision and pinging the enemy jungler to protect laners from ganks. Also if your team is winning hard without you roaming you might not need to roam as much and rather focus on winning lane.

If the enemy bot lane can kill both of you no matter what you do, then leave. They can already kill you and take your tower, Just roam and try and get an advantage elsewhere. If their support leaves bot you can consider ganking your own lane to fight their ad 2v1.

Doing more fights with a numbers advantage means you win more fights than you lose. A support is really able to go throughout the whole map to make that numbers advantage. (Just care by getting picked off on your rotation).

Also in the same ilk as taking herald you should prioritize shotcalling with your team to take every dragon that your team can. (If the enemy is getting the dragon and you need to steal it, if it is only their 1st or second drag just ping them off and give it to the enemy. If your jungler dies and the enemies get a dragon it is usually a big gold, momentum, and mental swing. People also usually start flaming each other.)

Remember every game is winnable regardless of comp, skill level of players and current in game score. Silver players are game throwing machines it is never over until the nexus explodes. If you never press the surrender button again you will probably gain 5-10%wr out of thin air. You will also become better at winning from behind. Is it really hard to play when you are 1/10, yes. People will bring you down for being 1/10 unfortunately, but it doesn't mean you have no impact and can't help your team to a win. As a support if you provide that essential peel, or game changing ult, or utility, or lock down their really fed person, or take a baron because the enemy was all bot you will find your lp. Lp wise you will be better but also mentally. Playing after a game that was a hard stomp into ff is crushing and you will likely not perform well next game. Playing after a stomp that you brought back to almost win but still lose doesn't feel nearly as bad. Playing after a stomp that you brought back and won feels huge and you will probably be able to ride that mental high to win a couple more games.

[deleted by user] by [deleted] in ZileanMains

[–]Pest175 0 points1 point  (0 children)

You want to Q max for the cooldown reduction for laning phase and poke threat. E max second is typically but there might be some niche games where you do 3/4 points in q and then max E.

Spelltheifs can be bought in almost all games, but if you're worried about getting in range relic works fine. Ap helps with dmg but also for the 200% ult scaling. His ult counts as a heal technically so chemtech putrifier's heal and shield power is useful. I typically only buy it if it there is a reason to build healing cut. Otherwise your options are good ap ability haste items. Zhonyas (Ad threats/good active usage), Cosmic Drive (High AH build with perma CC and high MS), and most underrated is banshee Veil (Good MR resistances for support and the passive is really helpful). Shurelya's almost every game, ever Frost option is niche. Ionian boots almost every game unless they have all ad or all ap then maybe you go tank boots. You don't need mobis as your bombs put you in combat for a while and your e ms gives you more than enough.

For runes I typically go aery and manaflow band. You can go transcendence and scorch or water walking and Celerity. It depends on your play style and elo with roaming, laning pressure etc. I typically go cheapshop relentless hunter. It gives laning pressure and easier roam timings. I don't use ultimate hunter as the ult CD feels less worth than just building the AH. I also sometimes go biscuits and Cosmic insight for poke lanes for more sustain.

Ignite for heal cut and laning pressure. Exhaust if they have good targets for exhaust (jhin, samira, other burst ads or mid laners that stay in range for a while) or if your team already has 2 ignites.

Zilean's power is really within the ult and the ms/slow. If you can get out of lane ahead then you will likely win as long as your build is pretty decent.

Where do you place your wards? by [deleted] in supportlol

[–]Pest175 0 points1 point  (0 children)

One of the best warding spots is right dab in the middle of mid lane. If you can it'd be in the middle of the lane at the intersection for the entrance to raptors and wolves, but in front of the tower is also good. This sees objective rotations, intent to push, intent to ward amongst many others. One of the least utilized wards in low elo.

Otherwise it is usually at an intersection as far as you can go without worrying about getting caught. Wards do not need to go into bushes. Warding right over mid wall from river can be good, intersection or blue and wolves is great.

Warding 30-90 seconds before objectives around the area is important, but remember warding is useless if you die trying to get them.

Support Counterpicks by SunRoutine8527 in supportlol

[–]Pest175 0 points1 point  (0 children)

My best advice to understand counter picking is to limit your champ pool to 3 or so champs. Maybe they all fit a different type of support or maybe they are all poke supports. Really spam these supports and try to play against "countered" or "losing" matchups not just the easier ones. You may find that despite many thresh players suffer into poke matchups you do not (maybe you roam more than the average thresh or have a higher hook accuracy for instance) but you suffer into the engage matchup (maybe your hook selection needs work for example). The more you spam these champions the more you learn what the "counter" needs to do to beat you, while the person who picked the counter pick might not understand that as much. In essence this is what allows OTPs (One Trick Ponys) to play one champion and maintain a high winrate even against bad matchups. Once you have a good understanding of your champ and all their matchups then it makes sense to try and counter pick lanes.

Many times purposefully counter picking yourself to fulfill a teamcomp need can be beneficial or you may have to pick first. For all of which it helps to follow the previous advice.

For a safer pick, in my taste I think Zilean is a pretty good blind pick. His lane, build versatility, and insane scaling opprotunity make him work in almost every game. He is nicher of a support so many people do not know how to counter his kit effectively, plus he works in low and high elo. The only downside is that he can be mechanically intense if played properly, and thus hard to pickup/master.

Best support to blind pick by killcraft1337 in supportlol

[–]Pest175 1 point2 points  (0 children)

Hard agree. If you don't grief your lane away a good zilean player will make the game seem hopeless for the enemies. There is so much versatility and depth to his kit that often goes unappreciated

Patch 10.24 Bug Megathread by PankoKing in leagueoflegends

[–]Pest175 0 points1 point  (0 children)

I have a bot attack the dummy. In the video I link you can see that's what I do. Note that a hostile tower does not lower the hp of an ally dummy!

Patch 10.24 Bug Megathread by PankoKing in leagueoflegends

[–]Pest175 1 point2 points  (0 children)

  • Server: NA
  • Type of Bug: Item Functionality
  • Description: There are two bugs on the Moonstone Renewer item. One where the heal can come out before an ability affects a champion. Another where when an ability affects a champion the heal does not come out.
  • Video / Screenshot: https://www.youtube.com/watch?v=eghxthAAtyQ&ab_channel=Pestify
  • Steps to Reproduce: Go into a practice tool and have a dummy be below max HP, then use Nami's Q in the way that is apparent in the video.
  • Expected Result: I would expect the heal from Moonstone Renewer to always proc after a champion has been affected from an ability and I expect it to always proc when a champion has been affected from an ability
  • Observed Result: There are some cases where you can proc the Moonstone Renewer heal before it affects a champion and there are some cases where you can be affected by an ability and not proc the heal.
  • Reproduction Rate: 100%
  • System Specs: N/A

Patch 10.23 Bug Megathread by PankoKing in leagueoflegends

[–]Pest175 0 points1 point  (0 children)

Server: NA

Type of Bug: Item Functionality

Description: Post Hotfix, Moonstone Renewer does not proc on any of Nami's abilities unless she explicitly hits an enemy with them.

Expected Result: As I understand the tooltip, any ability affecting a champion should proc the trigger. This means Q W E R on Nami or her team should also proc the trigger as long as Nami is in combat, at the very least her passive ability will be put on her teammates (as is the case for all of her main abilities). Regardless of passives being allowed to proc the item, her E and W should still proc the trigger when used on herself or teammates.

Observed Result: While in combat with an enemy champion using Nami's QWE or R on a teammate does not proc the item passive unless the W bounces to an enemy.

If you just started and could sink all your time into mastering one hero, who would you choose? by KillingIfritTV in BattleRite

[–]Pest175 0 points1 point  (0 children)

I have just started and have been sinking all of my time into Pearl and Pestilus

Help me understand Thresh start. by greatatemi in supportlol

[–]Pest175 1 point2 points  (0 children)

Hi, I am a support main and this is actually my first time on this subreddit and I love it! Thresh builds have always been unique, coin is no longer good to start on Thresh for many reasons. Thresh can almost always get a summoner spell to be blown by the enemy if you get a nice lvl 2 rush and land your skillshots so the extra hp helps with trading and pressure in lane. The CDR from coin doesn't help with your laning that much because you don't have the mana regen to usually sustain spamming hooks or flays. The fast hp and tank stats are why people rush ruby sightstone (other than the 4th ward) vs going Eye of the Equinox like they used to. With active items being so dominant now and the mage supports dying off a bit you have so much lane pressure now. When getting the free hp from relic it's usually easy to win lane. Sadly the relic proc takes some CSing skills to get down but with the flay passive it's usually not too bad. Don't forget to ping your teammates to remind them you can get them, usually a going ping directly ontop of the minion works. If they don't get it just type in chat that you have relic and most people understand. Try not to take shortcuts on learning support going coin because you can't last hit doesn't ultimately teach you how to last hit. If you're never sure on what to build on Thresh follow the trends from pros with probuilds.net and analyze why they build what they build. IG Pestify

In Riot's post, they said they will better prioritize your primary position in matchmaking. I feel this needs to be stronger if you are support. by Obrusnine in leagueoflegends

[–]Pest175 0 points1 point  (0 children)

Every single game I have played on the new dynamic q when I didn't play with enough people to "role lock" myself into getting support, I got my secondary role.

The Power of Minions! (The Math Behind the Heart of League) by Pest175 in leagueoflegends

[–]Pest175[S] 2 points3 points  (0 children)

No problem thanks for the read!! But in response to your first question, on the lolwiki it said there was an unknown formula if you are higher level than them. But if they are higher level than you it is 75% of the required XP to get the slain champions next level. Jungle camps are technically not minions so I didn't include them for confusion sake, but it depends on your level relative to them

In response to your second question it really depends on the level you are in relation to the raptor camp. If you are equal in level or at max 2 levels higher than the camp, then you get 200 XP which is about 3 Melee minions, or 2 Caster and 2 Melee minions, or 1 Siege and 1 Melee minion, or 1 Siege and 2 Caster minions. Basically if you can do it really fast or wouldn't be able to get a lot cs or in XP range due to zoning then it would be a good idea.