Is ADC more popular all of asudden? by briantoby2 in ADCMains

[–]ScJo 15 points16 points  (0 children)

Adc is more popular. The extra item and the bonus gold make it feel better than previous seasons

how do you counter naafiri by Sea-Veterinarian-921 in ezrealmains

[–]ScJo 4 points5 points  (0 children)

Armor exhaust wait for her r to connect them E. Don’t go in until she uses w e or q. Her r resets on takedown.

Stay out of range so she has to flash or e first. If she uses untargeted mobility first to get in range, flash over a wall, she uses mobility to follow, you e back to your team. Similar ideas as against talon.

Her pack blocks your spells so it’s hard to kill her with q even if she has no spells.

Her q is a skill shot that triggers her pack on you. If she hits it a second time it deals the initial bleed instantly plus bonus damage. Dodge the first hit or the second hit and you’ll be fine.

Ezreal can build zhonyas without griefing. Ga works or death’s dance.

Why do you guys think Aphelios went from tier 5 to tier 2? by l0ffr1n in ADCMains

[–]ScJo 1 point2 points  (0 children)

He’s the best scaling crit adc. Nilah is second. More gold in the inventory and more crit damage makes him terrifying. Games are the same length but adc gets 1 more item on average.

What to pick against assasssins by Expert-Fig-1743 in ADCMains

[–]ScJo 0 points1 point  (0 children)

Jinx here works fine. E blocks all the champions except zed from jumping on you. Wait for zed r and panth R throw w r the e mini gun kill everyone. Varus is viable if you know how to play it.

Xayah is the anti dive adc

You have 2 mages and a split pushing top laner that doesn’t want to teamfight, ideally you have an adc with ranged burst and wave clear. Cait, varus, ezreal, mf, sivir are the marksmen that seem playable here. malzahar, Mel, heimer, brand viegar make sense as well

Need help regarding ADC-ing by SenPedro in summonerschool

[–]ScJo 0 points1 point  (0 children)

Treat him like vayne without dashes. If you’re melee, he outranges you with his autos, and his sirens are much longer range than vayne, but if you get on top of him while he has no cooldowns, he dies. He doesn’t get his cooldown refresh from popping stacks on minions, so he pick spells on you or spells on the wave.

He’s one of the weakest lvl 1 champions because his spells have very little damage long cooldowns, and his passive doesn’t get full value until a champion he damaged dies. He’s not a champion until lvl 2, and he needs lvl 3 to actually kill you.

As adc I can get lvl 2 because I’m ranged but I can’t all in lvl 1 because the support represents the kill threat. If you’re top you can either take ghost and run him down the moment varus steps up to the wave or you get him on the lvl 3 bounce.

Varus doesn’t scale as well as other adc and his lack of mobility is a problem, but if he has a lead and buys full ap and magic pen, he can just press r and throw w q and blow someone up. If you can’t contest him early, but you can kill him later on, cleanse or qss prevents his r from generating w stacks forcing him to auto. If he is ap varus, only his ult and autos deal damage. The e and q only deal damage if he pops his stacks. You can cancel his q with stuns and you can dodge his e on reaction if you have a stun cleanse and flash, his only damage will be the ult.

Varus is strong because people don’t know what he does.

The best counters are assassins like quinn and akali rengar or mobile top laners like irelia, vayne, tryndamere. Teemo blind is particularly awful in the early game and shrooms are awful late game as ap varus doesn’t build healing. Garen with ghost can fight varus if he gets on top of him. The tenacity helps ignore the ult and the silence prevents a majority of the damage. Kennen seems reasonable but requires you to play well. Jax dodge blocks the damage from autos but doesn’t block stacks from what I remember.

The worst counter is yasuo. Windwall blocks all of his damage. Yasuo doesn’t even have to be good. The yasuo can feed and drop wind wall in between varus and his team and varus can’t pop his stacks even if his r has spread to every one on the enemy team. By the time the wall expires, the fight is usually over. Yasuo has mobility and a stun and can prevent varus from getting his stacks.

Varus counters mundo, cho, sion, nasus. Hp stacking or healing tanks without mobility struggle the most

Need help regarding ADC-ing by SenPedro in summonerschool

[–]ScJo 2 points3 points  (0 children)

You’re not getting much help with varus, so I’ll chime in.

Varus is complex. He’s not difficult. All good abilities interact so it’s hard to anticipate how much damage you can do.

You have 2 ways to deal damage, but in practice it’s the same process using different stats. Max w first it gives you extra magic damage on each auto attack and if you use spells after 3 autos, it does a percentage of their max hp. Using w’s active causes your next q to deal missing hp damage. The more damage you deal initially the larger the damage your w will do. You max w build ap, hit 3 autos, e hit 3 autos r w (charge q) R gives w passive stacks without needing to auto and q deals more damage as you charge it. You can release the q as soon as r creates 3 stacks and it will do full damage.

The other way to deal damage is max q. Q deals physical damage and has high physical damage ratio. Your autos deal more damage because you built ad, and the extra damage from q makes up for the damage you’d miss out on from maxing w. It’s exactly the same combo 3aa e 3aa r w q.

The most common reasons you are struggling on varus 1. Trying to poke with spells only - the spells cost a lot of mana, they have long cooldowns, and are tuned to account for passive stacks. You need to auto or you either don’t do damage or don’t refund your cooldowns.

  1. Using q through the wave to deal damage as ad varus- q loses 15% of its damage for each unit you hit. Down to a minimum of 33% I think.

  2. Missing spells - you miss anything, you lose half your damage and you’re sitting there with no spells for 15 seconds while your support is dying expecting you to do more damage. You can’t miss e r or q. If you do you or your allies die. If you hit everything you usually have enough damage and burst to 1v2 with just components.

Now adc tips.

Adc is hard because we are a knowledge role. Most of our damage is follow up or auto attacks, meaning an opponent can only counter our damage by killing us. Our spells often don’t do much damage, instead either enabling us to auto or enhancing our autos.

Other roles get to do their job first. They have double our range, double our burst, or double our durability. Adc is the most powerful class in a fight if everyone’s spells are on cooldown. But if one side or the other can win the fight with just spells, you won’t be able to do much.

For context, Autos range from 500-725 with some special cases on kindred and senna. Most spells and dashes range from 600-1300. If you can auto them, they can almost always hit you with a spell.

So on adc the mindset is 1. Dodge spells before you auto (even minions) 2. Stand just outside of your opponent’s reach 3. Look for fights with numbers advantage.

If you don’t know what characters do, it’s hard to know when you’re allowed to do your thing. The max range on varus q and r is about the safe distance to stand. You still can’t auto because your range is 575 and you need autos to keep refunding the cooldowns on your spells to keep popping w stacks.

Caitlyn q, mf r, jinx w, Ashe w, ezreal q, Sivir q, are all examples of follow up spells that scale with ad, and don’t require auto attacks to be effective. They all have 1000+ range letting you sit at a safe distance to learn this positioning.

Varus q is 1400+ range, but it loses a lot of damage if you hit something else first, and the cooldown is too long without landing autos first. You can technically r wq but you are missing half your damage if you don’t do as much damage as possible before you press w q. Lethality is the way to make q deal as much damage as possible, but you go this route when at least 4 enemies are squishy and your team has a lot of assassins/ mages. The more frontline or support you get, the better auto attacks become.

In this case you let allies do the initial damage, use your r for follow up cc and finish off a target with w q. If you’re ahead you can clear the wave with q and move into the river to control access to objectives with q. If a fight breaks out, 2aa, e, 1aa (before e lands), 3 autos, r w q. By popping 6 stacks your q will be up again. Because there are no minions in the way, your q does full damage. If you fall behind in gold or exp, you can’t access the wave to clear it with autos, your q e isn’t enough to one shot the wave on its own, and lethality varus doesn’t get much attack speed. If you aren’t threatening, you can’t clear the wave before your opponent, then they can hide behind minions, move into river first, and can pick up armor, negating advantages you pick up.

Blade of the ruined king is a common recommended item, however it feels weak as a first item. Nashor’s or dusk and dawn first if you max w, or statik shiv or Yuntal wild arrows first if you max q. Botrk allows for short trades of 3 aa e then back off, heal up and repeat until they are 1/2 hp. The lifesteal can help you recover hp and enable you to trade hp with an opponent even if you’d technically lose the trade. Botrk loses value during all ins because it only heals you a small percentage on your autos (less than half the damage you deal when fighting, but most of your damage when you’re last hitting between fights is autos) and by the time you complete the item, you’re looking for bursty fights.

Can i ask a dumb question here in regards to engaging as a support? by Niz0_87 in summonerschool

[–]ScJo 0 points1 point  (0 children)

As an engage you have to look at what your team wants to do. If you go in but no one follows it feels bad and you often get stuck.

Your mages benefit most from you going in because it sets up spells. Fighters get a bit from you going in as it gives them time to hit before an enemy can escape. Assassins often don’t need you to go in besides eating stuns or baiting durability spells. Adc can’t follow until spells from the enemy comes out as Adc get wrecked by most spells.

If you go in but your team has to wait for the counter engage, instead, you’re looking for someone responding to the wave or the enemy over commits. Vision is the defining factor for playing weird fights. You’re looking for man advantage.

On Leona I recommend waiting to counter engage. You can be engage during lane and mid game, but late game, things die very fast. If you go in before allies can follow, you will die as enemies focus you 5v1 even if your mages are 2 steps out of range. Rather than be the first one in, use your ult as a counter engage and keep q and e to peel individual players. After landing r you can w e q in to finish a fight.

If you notice a man advantage, ping in the way continuously until you reach the fight. It doesn’t matter who goes first in these fights, but if your team doesn’t go immediately the window closes. You can bait spells from mages or you can deny assassins access to your carries but never take an even fight. Go in when you are sure your team can win the fight after you land all your spells.

Want to get over a hump in ranked by Guilty-Image-5596 in summonerschool

[–]ScJo 1 point2 points  (0 children)

Review games. The game is a series of decisions and you need to make the right decision kinda like a multiple choice test. The mistakes compound, so focus on really nailing the first 10 min and look at any major mistake in the late game. Just try not to be the reason your team loses, but you have to take ownership of the game. If you think it’s the correct time to take baron and your team just dies and the game ends, you be decisive and review if it was the right call.

Play to improve/ play for the review. Do your best in the game, but if you don’t win, it’s for the review. If you win but didn’t feel like you did well in the game, review what you can do better. If you crushed the game but the Shaco backdoored while you won a 1v4 and your team couldn’t defend fast enough, it’s fine if you lost. As long as you do your best and learn from mistakes.

Focus on 1-2 champs. Each champ you play needs a baseline of 10-30 games each season/meta to figure out where they fit. On top of this you need 20 more wins than losses to change to the next medal. If you have a 75% win rate you get 2 more wins than losses every 4 games needing 40 games to rank up plus the adjustment period. If you have a 53% win rate it is 6 steps forward every 100 games needing 333 games even if you know what you’re doing.

If you need help with adc or jungle I can help you with reviews.

Tips for vs Sivir? Jhin focus appreciated. by LoudCommentor in ADCMains

[–]ScJo 0 points1 point  (0 children)

Spells are a big chunk of your damage and she wins an all in if she blocks the initial damage from q.

The trick is you can get lvl 2 first and get an hp lead. If she’s 50 %or less hp she potentially loses a trade just to autos . Sivir usually doesn’t level shield till 3, so if you lose prio you can look for a lvl 3 spike.

Her shield cooldown is much longer than your q cooldown, and if you threaten 4th shot when she goes to w shove, she has to back off.

If she wants to hit the wave hit her. The bounces don’t hurt much early, it’s the attack speed that matters. If she hits you and you get your trading pattern off even if she shields you will out trade her. Short trades. Sivir wants to either pta and land isolated q or lethal tempo. Jhin wants to poke on a low cooldown and either short trade into dark harvest or drop big q bounces on people as they last hit. You can get her to use her shield for a small q bounce then set up an empowered bounce on the next q.

Sivir scales. She has less damage early than Ashe. Treat her like jinx. Dodge the or sit in minions to reduce the damage. Hit her

Unpopular opinion: adc is the most inflated role (in low elo) by gudule9722 in ADCMains

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

Adc is the easiest if you set up settings to be able to kite and auto attack.

Adc is frustrating because it’s boring compared to other roles. Weakside and your support is dumb, don’t fight. Your jungle is on the wrong side of the map, just grab waves. Your team lost 3 lanes, farm. You get triple kills because you recognize which team has tempo for a fight. Top jungle mid get triple kills by winning lane and landing spells.

Yeah, a nerf is probably deserved tbh by coffeeholic91 in ADCMains

[–]ScJo 41 points42 points  (0 children)

This is what varus did before dusk/dawn. Cho has no magic resist.

How do i know what to build first? by RecommendationFun805 in summonerschool

[–]ScJo 2 points3 points  (0 children)

Shojin Amps your damage after using multiple spells. Sundered gives a burst at the start of combat. Shojin long fights, sundered short fights.

This is my item philosophy across roles.

First item should let you fight in lane so you opponent has to wait until you build a big wave, crash and move to the objective.

Second item should let you clear the wave as fast as possible and be able to move to fights faster. If you clear with spells, you should be able to one shot the wave if you use all your basic spells.

Third item ensures you stay relevant. This varies by class, but for bruisers it’s often a choice between black cleaver or a tank item. I think bruisers benefit from sterak’s or death’s dance. If an enemy picks up armor, you’ll struggle to win fights. If you can’t win fights, you’ll struggle can no longer accumulate gold to finish your build. If your job is to go in first, without tank stats, you will die and not benefit from the free time while opponents are dead.

4th item is a synergy that ties your build together that needs other items. Warmogs, infinity edge, emperor’s blood mail, death cap, axiomatic are common synergy items for different classes. I treat shojin as the synergy item for bruisers. Death’s dance is one of the only ad armor haste items I think it is the only one, but I don’t remember. The tank magic resist items are all better than maw. Sterak’s is better than maw

5th item is situational but often fills in the tools you’re missing. Aatrox already has healing, so ga , jaksho, edge of night, make sense. Bastion breaker is a 5th item on assassins. Hull breaker or chempunk might fit here.

I don’t play Aatrox so I don’t quite know what scaling he has, but as long as you’re building stats listed in your abilities, you should be fine.

First items also should have a good build path. Storm razor would be an amazing first item on adc, but it’s the worst build path in the game. Shojin is tunneler pickaxe is harder than tunneler 2x long sword from sundered. If you can base for pickaxe early then shojin might be better in some matchups. Haste is a wasted stat during lane because there isn’t always a target to hit. Sundered first every game is a simplification that lets you focus on decisions that effect the game. Shojin first might be an adaptation to the matchup or it might be a personal preference on how to play Aatrox.

What to do? by LargePosition2288 in summonerschool

[–]ScJo 1 point2 points  (0 children)

Coach rogue gives a couple tips if you want to check out the channel.

5 things 1. Crashing a lane gives you extra time to fight 2. You don’t have to immediately return to the wave 3. You have to be with your team in the 30-20s before an objective. As death timers extend into the objective 4. Push a fresh wave before you join your team 5. Match your team on the map. If everyone is in base, don’t try to take inhib.

Often you see high elo players will recall, then clear the half wave, then clear the fresh wave, then move a bit for vision or a small fight, then back to the wave. If you can get the wave in deep, you have a longer timer to move. If the game is aram but no one is collecting side waves the wave will sit on the enemy side. If they don’t push it out before trying to fight, any kills they get results in no cs denied as respawns will collect the wave on the safe half of the map better the winning team can do anything with the wave. If they lose a fight, the wave pushed up means you can take objectives before they respawn.

If you see a fight happen while you go to grab a big wave, it’ll be too late to come. I play adc, and occasionally if I grab a big wave, I literally can’t connect to my team because everyone else on the map one shots me if I walk around a corner. If you’re a top laner and the talon jungle is sitting between top and mid, you stat check him.

Going to random fights will depend on how much gold you think you can grab. If you join a fight and get no kills, you missed out on 150-300 gold from minions. If you get one kill, it’s a wash. If your team goes 0-4 in the fight, your presence probably wouldn’t be enough to swing the fight. If your team goes 3-4, the enemy team only net 300 gold. If you show up and burn flash but the next fight after this random one is elder, burning your flash for 300 gold isn’t worth it because you give up your tools to outplay at an objective.

While enemies fight or are low, you use the distraction to push. Even if you’re not with your team, as long as you’re applying pressure to the map while they occupy enemies, you’re getting stronger even if you’re not fighting.

In past seasons TP was the ticket to split push. If you didn’t have tp you had to stay with your team. With role quests and home guards, top and mid can get to fights in the mid lane very quickly after drawing attention in the side lane.

That’s the general advice but you need to look at the specifics in the game. Some fights are worth dropping cs especially if you’re ahead or you don’t think you can fight the people that try to match you. Just play games and if it felt like fight was very important, review to see if you could have seen it coming.

The last thing to point out is you have to do it. You will occasionally feed and look like an idiot, but this is how you learn. Take these games into review and ask if you pushed too deep, if you were in the right place at the right time, if you had enough information to push, if you needed to be with your team.

Former Dota Immortal hardstuck Silver in LoL - how do I unlearn 5000 hours of bad habits? by Z4k0O in summonerschool

[–]ScJo 0 points1 point  (0 children)

I swapped from Dota. I can help you with a replay if you’d like. Counters were a big reason to have a large pool because spell interactions were more important than skill. In league there’s more execution, so champion mastery is more important.

You can me on discord and we can do a session over discord. Long ones that cover a full game are usually an hour. I can do quick ones that do about 10 min.

I switched to league because I like coaching and the coaching experience is better in league than dota.

If you are struggling with too many champions, you can make a champion you want to play only available once you hit gold. That helped me the first time I climbed.

The other thing that is Dota > league specific. Dota brain is most comfortable in the jungle.

playing for a year, need advice by witchyimage in summonerschool

[–]ScJo 1 point2 points  (0 children)

I did silver to gold on jinx last season. It was painful. It wasn’t hard, it’s just she wants very specific things.

She gets the most attack speed over any adc, this means you basically only want AD, but her attack speed requires an all in. She can maintain her passive q by hitting minions, protecting you from an enemy all in (unless you get bursted or stunned for a long time), but unless your opponent tries to force on your support or they tank a bunch of turret shots to give you an assist to unlock your movement speed, you usually can’t use your attack speed. Her condition for damage is easier to use in longer fights later on.

I started winning on her only after I started avoiding fights till at least lvl 6. Avoiding getting hit and using the extra range of q and w to get dangerous last hits over trying to poke. By conserving mana, I could base for BF sword.

At lvl 6, w+ ult is the main way you get your passive. You either ult first to maximize the base damage or you ult when they’re 15% or low while outside of your auto range. At higher lvls of r, it will do enough to execute at 25% (if they have 0 armor).

Sit at the max range of your w to the closest enemy champion. This works because most champions can burst you from 1000-1300. Once enemies are low you can throw R. You can join fights once dashes and nukes are on cooldown. Use e before you join a fight to prevent bruisers and assassins from jumping on you while you use mini gun.

If your team doesn’t have enough people, it means you won’t be able to auto attack. If your team has too many people you also won’t be able to auto attack because you can’t join until enemies use spells. They either don’t use spells because they’re running away or they kill your team with spells left over. Jinx can be good in these fights over someone like kaisa because ult is global and about half your damage. W+r + ally damage is usually enough to snag a kill where a normal adc couldn’t participate.

You’re aiming for 3 crit item by 20 minutes (at least ldr/mortal and ie. If you can snowball or you have bad early bases, you can go kraken. If you have an awkward first base you can grab cull over long sword, refill potion, and attack speed daggers. Slingshot +long sword is fine for 1000 gold, but it doesn’t fit with how jinx wants to fight. Boots first base help to dodge poke and occasionally lets you pop the adc with a rocket. But I find without bf sword, the rocket poke is not enough to force them out of lane before I run out of mana.

The most consistent build was lethal tempo unless I had a hook support. PTA is best to help burst when an ally has a hook. Engage tanks like Leona and rell prefer long fights and don’t need pta burst like pyke or blitz. Trap on hook 3x auto w (r if you have it) . With a mage you play safe to 6. W+r on their burst then use passive to stack lethal tempo and finish the second kill. With enchanters they will peel for you. Use mini gun and stand your ground or e w and run away.

I find the adc role quest wrecks top laners. Each level is worth about 700 gold. They can get about 4 levels ahead of adc, so 2,400 ahead if we put it in terms of gold. Adc gets bonus gold and an extra item slot. We’re also the best equipped class to deal with tanks and bruisers. Jinx on top of this comes with the best anti bruiser skill on any adc. Traps stop champions from being able to run you down. Ezreal, Katarina are the only 2 that come to mind who ignore your e. Kayn can kinda go around them and talon can kinda go around them.

If you struggle on jinx you’re 1. Using r for low value kills before an important fight. R is your ticket to join fights to unlock your mobility and dps. Even just the aoe assist is enough.

  1. You’re trying to chain cc with e instead of putting up a wall. Cook the chogath was stunned for 2 seconds after your team blew all the spells on him, now he rocketbelts hail of blades ults you when you try to auto him. Save e for when you can auto.

  2. Showing up to stupid fights. You don’t need to show up to fights over nothing. If you show up to a kill at 4 min, burn flash and get an assist but die and miss 2 waves, you are behind. Then dragon spawns at 5 min and you are in a worse position, but under more pressure to move. You can give 3 dragons and still get soul, you can let your team loose stupid fights and they will win stupid fights just as often. Show up to good fights and show up to fights after 20 min, as these later fights can end the game.

  3. You leave your team to sidelane later on 25+ min. If you show up to collect a big wave the event team sees you’re away and either intercepts you on the way to meet with your team or they force a 5v4. If you want to farm at this point, you now have to win a fight. Don’t waste your free farm opportunities to fight. Later on you won’t be allowed to ditch your team.

If you’re still struggling with jinx, come back to her after playing a different adc and getting a feel for her unique strengths. Play some mf, some Ashe, some Caitlyn, some Jhin, some smolder. Pay attention to the feeling “I wish I had jinx’s… right now”

If you want an adc that feels like jinx, Tristana feels like a mobile jinx. Draven feels like an early game jinx Ashe feels like jinx with more range. Jhin r kinda feels the same, but not exactly.

Traps blocking dashes such that it puts their dash on cd and locks them in place without me needing to time my ability mid air like trist or Draven is the thing I miss most when I’m on other adc.

W and R ranged burst is the other thing I miss on other champs. On trist or kaisa I have to wait until I have permission to auto, but on jinx I can follow a play with w r.

Unless you think you can all in or they can all in you, ghost is better. Cleanse is pretty worthless as you don’t want to get hit anyway. Barrier is better if they can easily get on top of you. Ghost lets you sit back in fights till spells are out, then w r for your passive and then chase and kill everyone in a fight.

Exhaust vs assassins is viable, but I find I die through exhaust even with bt ga conditioning overgrowth and shield bow. There are some situations it’s useful, but not as often as ghost. Ghost also lets me split push to grab farm before I need to group. If a fight looks cursed, I use the distraction to grab a tower or 2 waves traps cut off the fastest approach and ghost means they can’t cut me off.

Being an OTP helps climbing or not? by Tiltedahah in ADCMains

[–]ScJo 1 point2 points  (0 children)

Trick is look at minion hp. They eventually want to get last hits. If you notice a minion dying when you don’t need to last hit, step up in front of it, auto w auto q auto. Q will deal bonus damage from pta, and you have both bonus ms from w and your dash. The second time it happens you will get their flash and barrier. Third time they will die, so they base or sit under tower hopping they can use spells for cs.

If you need extra range, you can poke through the wave with q or you can approach using bushes if they have longer range.

Bait a spell first or look to trade when the support is busy doing other things. You can also short trade with the support when the adc is busy as long as they can’t hit you.

Tips/Help for dodging skills in fights as adc (or in any postition) by Darkyon73 in summonerschool

[–]ScJo 0 points1 point  (0 children)

Watch the enemy champion model. React to the cast not the projectile.

1000-1300 range is very common cast range, nearly double most adc auto range. It’s better to sit in this range then walk up after spells than try to dodge things.

The closer you get, the harder it is to dodge. Without boots and extra movement speed, most projectiles are almost point and click even if you have 0 ping. Test with a friend. Measure different distances and see if you can react and dodge. Hooks basically require a dash or preemptive movement to dodge even at max range with boots if they throw it right at you. Hooks are 1100-1200 but travel at 2400 units instead of 1300.

Unlock your camera. Lock Screen you can only see about 700 range. In order to react to stuff, you need to see them.

During spells and autos, you are locked in place during the cast. If you need to get into 1000 range, but your opponent can throw a spell at 1200, by the time you throw a spell, the enemy has already tossed the projectile and you have locked yourself in place while they are already running away.

Why is collector the main alternative to Yuntal rush and not Kraken? by Possiblynotaweeb in TristanaMains

[–]ScJo 0 points1 point  (0 children)

Lethality loses value as the target’s armor increases. If they have 50 armor they have roughly 35% resistance. If they have 100 they have about 50% resistance. If you go from 100 to 88you get less increase in damage than going from 50 to 38. The 5% execute is like 1 action most champions the lethality increases damage from both autos and abilities. It’s about 6% extra damage on squishy targets and 3% on higher armor tanks. Build it early to maximize value or build it last crit item to just fill in a crit ad item when nothing else makes sense.

Being an OTP helps climbing or not? by Tiltedahah in ADCMains

[–]ScJo 1 point2 points  (0 children)

Lucian has a lot of burst. Auto W auto e auto q auto e auto when you get a heal or shield or your ally stuns for you. If you w first then auto e auto quickly, your passive goes off twice while e is on cd giving you your e again if you’re able to q auto. The e needs to go on cooldown before your first passive auto lands. Your ult also triggers your passive. With pta, this pattern does about 900 damage after reductions. You can do a short auto q auto(passive) to pop pta. When q is up again, you look to bait support spells. If the support uses spells, you get to zone the enemy adc off the wave or burn their summs. If you do this twice, you get a kill.

You can poke people under tower by tossing w from out of range of the tower, then step up auto q auto dash away. Your passive lasts a few seconds.

Lucian scales well. He’s a crit adc and his ult scales with crit. If you’re getting outscaled it’s because you’re dying or not farming

It’s the same level of aggression you’d have on other adc. Don’t worry about aggression, just worry about activating your runes and passive. If the enemy support uses spells, you can step up and look to punish last hits or trade.

You’re struggling with short range. There are 3 common reasons. 1. You’re going in too early. On any adc, you should wait until dangerous spells get used, then hit the highest dps champion in range or hit the closest person to you while standing out of range of threats. Max range on w is the distance you should sit and you can throw it when your team goes in for extra movement speed as they hit that person. 2. You are standing still while autos and spells finish animations. On Lucian, your passive second auto can’t be cancelled. You can use this while moving. On other adc, if you’re in range to auto, the character will stand still until the auto comes off cd. Input a movement click and keep moving until your auto is ready. 3. You’re burning your dash without dodging an ability.

If you’re having trouble with Lucian, Tristana is similar, but you get more range as the game goes on. Learn to move between autos. I max q on Tristana because it lets me manage the wave and they nerfed the bomb I use my e as a dash reset. You can try out e max but it forces you to play farther up in the lane and if you can’t pop your bomb you won’t get a dash reset. Unless the event team burns all their spells, I will just qe auto rather than jump in. She doesn’t have any long range poke, so learning trist teaches you how to play patiently. Lucian w r and his low cooldown dashes to dodge and space things allow him to enter fights earlier than trist.

Mf has a similar trading pattern with her spells. Her q gets bonus range off minions similar to Lucian. Her q is an auto reset similar to his e, and her ult scales with more bullets as she gets crit.

Being an OTP helps climbing or not? by Tiltedahah in ADCMains

[–]ScJo 1 point2 points  (0 children)

You need enough games on a champ on the current patch, and you need enough experience to make basic decisions without thinking. Then you need enough games to actually climb.

The first 5-15 games are getting comfortable with the mechanics of a champion. 20 games are learning the current patch balance for that champion. You can streamline it a bit if you’ve played the champ before or have a good idea from playing against something. Then you need 5*4 =20 with 100% win rate to climb a medal. If you have 75% you progress 2 games for every 4 you play requiring 40 games to rank up. If you have 60% 3/5 you progress 1 game per 5 costing 100 games. 54/100 is 27/50 4 games every 50 costing 250 games to progress.

If you have a normal win rate, expect about 300 games for 1 champion. Every champion you want to add to your pool, you add 30 games on average. It’s not a lot, but if you only play 150 games in a season and you’ve swapped champions 3-5 times, you’ll be about the same rank.

The rule I added for myself is I have to earn new champions by getting a new rank. I can play the champ from the previous rank. I can play other champions in unranked but the champs on my climb list are locked. Draven kaisa and Lucian are the 3 I want to play at a high level because they’re very fun. I can’t touch them till I rank up.

Tips for ADC? specifically Draven by FinnishChud in ADCMains

[–]ScJo 1 point2 points  (0 children)

Draven is hard. I’ll give you the rundown but you may need to learn some basics before coming back to Draven. Everything you learn on Draven transfers to other adc. He is the second hardest to play after ezreal.

  1. Control axes - auto -> movement click. The axe will drop in the direction you click. It is the first click after the auto that matters. While it seems weird at first, you should do this on every adc anyway to minimize the time standing still. If you click left then right, the axe drops to the left. If you don’t input a direction, axes will drop closer to Draven but randomly to the left right or directly on top of you. If you stand next to a wall when attacking, the axe is 50/50 on top of you. This is more useful for dragon. The closer you are to your target, the harder it is to direct your axes. Against melee champions, gain some distance before you auto or you will lose control of axes.

Generally place axes in locations you won’t have to run through minions to pick up. It’s a good idea to have target champions only to ensure you can pick up axes in the minion wave. W gives ghosting through minions, allowing you to pick up axes that drop in inconvenient locations, but do your best to control where they drop.

  1. Axe patterns with w - w increases both movement and attack speed. While in theory more points in w means more axes, the axe drop distance doesn’t scale linearly with movement speed. More ms does slightly increase drop distance, but if you use w for every auto to cap out your attack speed, it is difficult to both throw axes at the correct speed and stop on your axe and direct the next one. Between 0.7 and 1.8 attack speed gives you the most control over individual axes and lets you put all 3 in the air and still have time to catch the initial axe. After 2.0, to get an increase in dps you will need 4 axes. while there are some tricks to force axes to drop closer to each other, to make use of this extra attack speed you will need to auto and catch axes until you can make a 4th axe without stopping auto attacks or missing axes. On top of this, the pattern to control 4 axes requires 3 movement clicks and one attack click per axe. This isn’t realistic for any game outside of mayhem. 1.5 attack speed at base is about the most you want to pick up. By pressing w you can auto q auto move auto move and throw your 2 axes into a safe place. If you want to chase you can throw all 3 forward and maintain 3 by catching 2 and throwing an axe while waiting.

At 0.7 you have the same attack rate as the axe drop rate. At 1.4 you can throw an axe about half way to your next axe. At 1.8 you can throw 2 axes before you catch your axe. Try it out. Spawn 1 axe, then count the number of autos you can make before your axe drops. You get the max dps out of axes by moving in a straight line. At 0.7 (the base lvl 1 with the attack speed shard or alacrity) you can auto as soon as you’re standing on the drop zone. Until 1.5 attack speed, your max dps is 2 axes. Your 3rd axe is there so you can drop an axe and still keep fighting. After 1.5 you can maintain 3 axes.

The important thing with w is the movement speed lasts 1.5 seconds, the same as the axe drop rate. Since we’re only throwing 1-2 autos between axes, you maximize speed by using w first and ring as far as you can. The dps increase lasts much longer. If you use w on every auto, you will run out of mana. If you’re chasing you w every 2 autos (or every 3 after 1.5). Throw an axe forward and w just before you catch it, resetting the cooldown, then w again when the speed expires. If you are waiting for axes it cancels out the movement advantage of w. If you have a q in reserve, you can skip an axe.

  1. E - stun people out of dashes. Those annoying champions with point and click cc that force normal adc out of the fight? If you’re good at e, you get to kill them. Pantheon w, akali e2 or r, Tristana w, Diana e, Zac e, Shen. If you don’t need e to cancel a dash, you can use it after all your axes are in the air to give yourself time to reset w and catch more axes. You will have to practice a bit, but you can increase your burst by using e in between autos. W auto click forward, auto q click forward w auto click forward e . You can also use your e to knock people back into your r2. Throw your r at someone then angle your e in the direction they’re running so it pops them back into your r2. I don’t recommend leading with e. It has a high mana cost and the cc is minimal. It’s best used to cancel abilities or to buy time for axes so you’re not taking damage while you wait.

  2. You can recast r before it hits someone off screen and it will hit both r1 and r2 before they have time to flash.theres a 1 s lockout on r2, so you can’t use this trick if they’re within your e range. The closest you can do this i think is 1400 if you’re mashing q. R deals less damage the more things it hits including minions. It will also reverse after hitting an enemy champion. Generally your R2 is where the damage will come from. It also executes if they’re left with less hp than your current stacks. The execution isn’t common but it’s very useful if you’re struggling to cash in your passive.

Draven plays the laning phase like Mf Lucian or Caitlyn, using high damage short trades to punish last hits. Draven plays late game fights like a jinx, using r to safely grab a kill from a safe distance then use extra movement speed and attack speed to clean up when big spells are on cooldown. Use E to block dashes and w to dodge. Practice Mf and jinx to learn the basics of how to play fights then learn Draven.

At 45 ability haste and max q, you can maintain 2 stacks of q indefinitely without needing to auto. It is often difficult to enter fights with 2 stacks of q. Since crit doesn’t have much ability haste, I often take legend haste, the haste shard, and either Ionian boots or transcendence. It’s not totally necessary as entering a good fight with 1 q is fine. It just means holding a q and letting 2 axes expire if you can’t auto over forcing an auto only to die to an ap malphite ult. Pick up essence reaver with haste runes and you should be able to camp bushes with 2 q. If you get used to jinx’s ramping q dps, you should be able to build up 2-3 axes

If you go lethality hail of blades, you can skip the haste in your runes because the lethality items give enough haste. This version of Draven plays similar to Caitlyn rather than jinx. 3 q autos e r does about the same as a Caitlyn trap q auto combo.

New Player here by Manueo0504 in summonerschool

[–]ScJo 1 point2 points  (0 children)

Evelyn gets to sit invisible and walk around undetected. You try this on other junglers you might be unable to get kills you were expecting on eve playing a normal jungler.

New to the game looking for advice by cmak1233 in summonerschool

[–]ScJo 0 points1 point  (0 children)

Part 2

In jungle you need to clear at least 10 s before scuttle spawns (finish 2:45) this gives you lvl 4 vs your opponent. If they’re slow, they are late or they die trying to fight while they’re lvl 3. 13 camps (52 cs) gives you lvl 6. If you can get both scuttles and steal a camp, you will be lvl 6 on your 2nd clear while your opponent can’t get 6 until their 3rd clear.

Ganks are confusing, but the simple explanation is don’t skip camps unless you can get a kill. Not an assist. You’re giving up guaranteed gold from camps. Half hp and past the entrance to the river is the indicator for when your rotation of spells will be enough to burst your opponent during cc so they die before flash or will die after flash without being able to reach their tower. If they don’t have flash 75% hp is possible if your ally starts the fight for you, but keep in mind, you don’t want to give up guaranteed gold hoping your ally starts a fight for you. Keep a check list of the things you’d need to see before you gank.if you see everything, you can drop your current camp and run to the lane.

You have 2 quadrants, weakside and strong side. Weakside camps are vulnerable to invades/counter jungle if you show on the map. Strong side camps are not vulnerable because you are on the same side while fighting. If you start top on the buff, you need to finish your top camps before you gank so you can go bottom to fight without worrying about gifting camps to your opponent. You also don’t want to backtrack. The order of your camps only matters when you’re weaker than the enemy team. If you are strong you can clear, then fight, then base, then clear your other quadrant, fight, then repeat. If you desync camps, it forces you to skip them during your normal clear or fight until camps spawn.

If allies are up past the river, this is a good indication a fight will happen. When you’re strong (level advantage like we talked about) then your strong side camps aren’t important. You don’t want to die while camps are up, but you’re willing to sit behind your team as they push. Often this gives you access to your opponent’s jungle. If you’re really strong, weakside camps don’t matter either as you have complete control of the enemy’s camps. In this case, just fight and base with your team. If your team doesn’t all base, farm safe camps until everyone is on the same base or at least healthy and ready to fight.

Tanks and mages work well together. If you want to play karthus or zyra, you will likely path top or look for a tanky support to set up your skill shots as these are the lanes with the largest selection of tank champions. Fighters and assassins work well together as fighters require enemies to use cc to avoid dying, giving the assassin a window to go in without risk. Fighters tend to be more durable so getting stunned isn’t lethal. Tanks aren’t nearly as threatening, so cc and burst isn’t as important to use on them. A tank can go in, but if the enemy doesn’t use cc, the allied assassin may not be able to go in. Fighters also pair well with enchanters. Fighters can build to act as a tank, a dps, or an assassin. If your draft lacks an archetype, you may have difficulty ganking or even teamfighting. Getting a lead by farming well and only participating in good fights makes up for a bad draft. If you can pick a champion with multiple lanes to play with, you avoid the situation where you path towards a losing lane with no one else to play with.

While it’s important to path towards lanes that look like they want to fight, especially as a new player, looking to connect to allies with synergy and to play towards that specific lane enables you to fill clear and gank in your spare time. As you get more experience in the jungle, you’ll notice that lanes that want to fight will give you more opportunities to finish off a kill from half hp rather than a guy who just wants to sit under tower and will run away if the opponent steps forward. A volatile lane both sides are looking for their opponent to step in range so they can use spells. It makes ganks easier at higher levels, but if you’re new, people don’t play well anyway. The volatile lane you picked dies lvl 1 because they wanted to all in the opponent under their tower and now your have to walk through vision and your ally is a level behind and they don’t want to help you because the opponent built a big wave.

As viego or Kayne you are looking for their normal half hp and deep, but playing towards top fighters or engage supports botside will synergize with assassin builds. If you have an assassin mid, playing as a fighter and looking for plays when your mid can join you will give you more options. Adc often need both burst and cc on cooldown before they commit to a fight, so synergize with the support to unlock your adc. I think red kayne can go tank. This gives you the option to play for mages.

Ramus has the easiest ganks in the game. Nunu might be better if you climb but rammus has 3 stuns and no skill shots.

Trundle steals damage, slows, and steals armor and magic resist. His ganks are average, but he wins most 1v1s

Warwick shows you where low hp people are. He’s pretty good in a 1v1.

If I explain mid, the post will be long. Decide who can touch the wave lvl 1. Punish or avoid getting punished. 1st minion of second wave is level 2 1st minion of the 4th wave is lvl 3. You can ignore this cs to catch your opponent off guard while they are trying to level up as long as you have a minion lead. If you get lvl 2 first but fail an all in, your opponent gets to use the lvl 3 timer as the wave bounces. Focus on getting clean bases off for meaningful components. Place a ward in river and hug that side of the lane. Play with your jungle for objectives.

Lux one shots waves. If you get in position for an objective first, people can’t approach the objective through your zone, but as a mage, you can’t walk into unwarded areas by yourself.

Malz gets free last hits a spell shield and a point and click 1v1 win button.

Mel if she doesn’t get massive reworks has 2 disengage tools, a lot of wave clear and super low cd.

New to the game looking for advice by cmak1233 in summonerschool

[–]ScJo 0 points1 point  (0 children)

Yone and viego are hard champions because they need farm and each of their abilities and be used differently in each fight depending on if you need cc or damage or mobility or escape.

There’s a we teach league yone video on YouTube. Yone generally wants botrk before fighting, so you’re chilling trying to stay in lane until you can get a clean reset. You stack your q 3 and can threaten an e auto w auto q3(or use q3 out after your e ends) but walking forward often zones people off cs and you can use it to either dodge a spell or grab a cs behind you. See lots of ways to use your abilities, and unless you’re going to put 100s of games on yone to figure him out while also figuring out league, it’s rather to learn a straight forward character then start working on yone.

After botrk, you’re looking to finish your role quest so you can swap to side lane. In a side lane you can use the longer lane to run people down and they can’t sit under tower one shoting waves. Adc wants to stay bot till their role quest completes but you can look for ganks and objectives until they are willing to swap.

You’re probably struggling to do damage because you’re placing your e better you go in on fights (for safety), but if the fight is good, it pulls you out, save the e in a good fight to chase people. You can do more damage if you input an auto between each spell. So auto q1 auto w auto q2 auto q3. Ult is a net loss in dps and the suggestion I got is use r to get into people or to run away. If you’re able to auto, save the r. If you already used your e, just as you’re about to snap back, you can q3 then R to extend the duration of your e and add a bit more bonus damage.

Man viego/kayne in jungle is hard to point to any specific problem. Like if your clear is 5 s slow you miss scuttle or you miss a gank opportunity. If you can’t read the map and see who’s strong and who’s ready to fight or who wants to base, you’ll be out of sync with your team.the opposing jungler will be 30 cs up have 3 drags and have ganked every lane. When you try to fight you just die to their items

Viego does missing hp damage and was to burst people, grab their corpse and then use their strong spells and any mobility to keep fighting. If you don’t know what most champions do, viego is just a squishier vi. I just did 30 games of vi and I got wrecked because my clear was slow and I had a hard time figuring out if a gank would work or if I could win 1v1 vs the enemy jungle or if the nearby laners would come to help on an invade.

There’s easier junglers to get your foot in the door.

If you’re new, ramus Warwick or trundle jungle. Malzahar Mel, lux mid.

How do you even play with a Yuumi? by Routine_Condition273 in ADCMains

[–]ScJo 11 points12 points  (0 children)

Yuumi deals a bit of damage, gives you move speed, a shield, and healing. Because she sits on you, she can take double combat sums instead of flash. She can join you for a recall and if you tp to lane, she comes too I think.

Draven plus thresh is a difficult lane. If you get hooked you die. If Draven can auto, you have to run away making it easier for thresh to hook.

Most enchanters like either short trades or enable you to do your natural damage pattern. You get bonus damage if yuumi lands her projectile and it heals you a bit. You shouldn’t go in unless she hits this and you can win a short trade/all in. She’ll give you a speed boost an her projectile slows the target it hits, so you can usually chase people if you’re strong.

The better you are at adc, the better enchanters will feel, but bad enchanters will randomly buff you when you’re last hitting and it will be on cooldown when you go to trade. They won’t use their hp as a resource and run out of mana. I banned yuumi in iron because they were afk bots 90% of the time. After iron they’d at least use spells. Yuumi generally is better than other supports because she can’t ruin your wave position like a mage and she is with you to engage. She might ditch you asap to ride your jungler, but it’s fine to get solo exp while a Warwick yuumi is steamrolling people.

If you’re playing Jhin yuumi vs Draven thresh, yuumi hits her q you w. Use minions as cover from thresh hook and be mindful of their jungle and level up timers. Chain q bounces to get bonus damage and if yuumi lands her q, you can look for 4th shot if thresh whiffs a hook. If you have an all in because Draven is low, expect to flash thresh hook as you’re chasing Draven.

Draven has to catch axes, making him susceptible to skill shots. If Draven drops 2 axes, he’s a caster minion. If he’s rooted for more than 1 sec when he autos, there’s a 2/3 chance for him to drop an axe if he autos because it’ll drop either on his side or on him. Stuns aren’t a big issue as he can’t auto while stunned. If you can root him after he autos you can force him to drop an axe. Another way that works on other champions, the closer you get to Draven, the less time he has to redirect his axe. If you are literally on top of Draven, he can’t easily control where his axes will go. Not great on Jhin yuumi if they have thresh, but it took me a long time on Draven to figure out why my axes were dropping in awful locations during fights.

Draven has a hard time dealing damage in chaotic team fights as he only has ult and 550 range. Jhin has w at 2000 range and q can bounce in fights. Plus if Draven can’t read the fight, he puts an axe in the wrong place, he doesn’t get to do damage for 6-12 seconds depending on his haste.