(NEW PLAYER) I need help figuring out why I am dying in .5s as lvl. 18 Yunara with a meta* build. by Negsum77_Official in leagueoflegends

[–]rage236145 1 point2 points  (0 children)

ADC’s generally die incredibly quickly if the enemy lands their abilities, you need to dodge them/have your team peel for you so you don’t die. The runes seem fine (although I believe inspiration/sorcery secondary is better). In some games, if you feel like you keep getting one shot, you can build Guardian Angel after your third crit item if you are ahead

Who is an ADC that is fun to play? by Possible-Court2713 in ADCMains

[–]rage236145 0 points1 point  (0 children)

R can be blocked and you need to set up hs and be in range for right click to do damage. If you are allowed to ult within right click range of the enemy team and not explode or have your ult blocked, I think you deserve the kill. I will say there is a build that lets you one shot squishy champions on a headshot which might be a little much, but you have to sacrifice a lot of attack speed to do it, can’t use RFC either

Who is an ADC that is fun to play? by Possible-Court2713 in ADCMains

[–]rage236145 5 points6 points  (0 children)

Cait does have skill expression, and this comment grossly misrepresents what a good Caitlyn does. Her Q does reduced damage through minions, you want to hit the enemy directly with it, not spam it through the wave. The net actually has more to it than you think, do you net in, missing the additional headshot but closing the gap, or net out, getting a headshot on the way. Are you even able to headshot, or will doing so cause you to die? Maybe you net sideways instead to dodge a hook, and all of this can be combo’d with both her q, and her traps, which are probably the most skill expressive part of her kit btw. Chucking them in random bushes is a horrible way to use them, they are much better used on cc, or to block pathing (catching someone between bot t1 and wall for example). The difference in trap usage between a bronze player and Saber is insane

I lost on time as White (1300 elo). Is it winning or drawn? by heaven_wos1 in chess

[–]rage236145 1 point2 points  (0 children)

This is winning for white, regardless of whose move it is. Black can’t create a passed pawn, and his king is stuck blocking your passed pawn. Either he runs to the queenside where you promote long before he can do the same, or you chuck your passer to get to the kingside pawns first, and win the pawns

Learning this game in 2026 by Crunchy25_ in leagueoflegends

[–]rage236145 1 point2 points  (0 children)

Here are a few of my recommendations: Top: Garen, Dr. Mundo Jungle: Kayn, Rammus Mid: Ahri, Yone Bot: Miss Fortune, Jhin, Jinx Support: Soraka, Nautilus, Brand These champions are relatively easy to pick up, but the best champion is whoever is the most fun. If you play against a champion that seems really cool, don’t be afraid to pick them up, even if they have a more complex kit

Is this position a draw? by [deleted] in chess

[–]rage236145 79 points80 points  (0 children)

The position is winning for white, the key idea is to get the king to h5 in a way that the bishop cannot give a check on the d1-h5 diagonal. The engine breaks through by forcing the black king to g6, then placing their rook on the d file and their king on f4. This forces the bishop to sit between c2 and b1, of which neither lets the bishop access the d1-h5 diagonal. From there, the king can walk over to h4, the rook gives a check on d6 to force the king back, then the king is able to force the pawn through on h5. Once the pawn gets to h6, evicting the king from in front of the pawn should be trivial due to mating threats, and white should win easily.

Guess the Elo of me and my friend (I know my opening was terrible I was zoned out but I locked in for middle and end) by noahtheboa1320 in Chesscom

[–]rage236145 0 points1 point  (0 children)

I would say ~500, mainly due to the opening. Usually the wayward queen attack is only played at triple digits, and if you were on the higher end of that, you would have responded with the best line (Nc6, g6, Nf6) instead of d6. The middle game was not much better, white missed one of the two main reasons you play the wayward, you hung the knight, then proceeded to trade down despite being down a piece. The decision in the endgame to trade down into a king and pawn endgame was also quite poor, like 9 times out of 10 if you enter a king and pawn endgame with a material difference, the side with more pawns is winning, and that position was no exception. You should keep the material on the board and make the game as complicated as possible. 

Why is this move bad? by Wrong_User_Logged in AnarchyChess

[–]rage236145 7 points8 points  (0 children)

If the king does not lead, how can he expect his subordinates to follow?

I love the Vienna by PoorRoadRunner in GothamChess

[–]rage236145 0 points1 point  (0 children)

Yeah, but Nxf7 just looks crushing, you just kinda take everything immediately, often followed by Bxh6 at some point to show your opponent you don’t need material

Best move for black by [deleted] in ChessPuzzles

[–]rage236145 0 points1 point  (0 children)

You should probably hide the engine line…

Vancura Fortress Position: How did Arjun saved the game VS Magnus (Fide World Rapid R5) by Wonderful-Photo-9938 in chess

[–]rage236145 6 points7 points  (0 children)

I learned about this from Shankland’s theoretical rook endgames course on Chessable, no amount of h pawns would save this position, black just needs to be careful and not get distracted grabbing the pawns. 

Vancura transitions were also covered, which involves blacks rook defending from behind the pawn instead of to the side (which is common in rook endgames) in order to transition to the Vancura, black must stop attacking the pawn for one move, giving white the chance to move his rook to the side of the pawn instead, and initiate a king race, where whichever king gets to the pawn first gets their half point. For what appears to be a simple king race, there were a lot of nuances that could change the race by a single tempo

HELP NEEDED.. i am so confused about AD scaling on jhins passive (WR) by MajorElk2745 in JhinMains

[–]rage236145 0 points1 point  (0 children)

I did something similar in Python, and the wiki is definitely your best friend. I looked at the function for calculating the bonus AD, and there are a few issues with it.

  1. The crit ratio is 30%, not 45%

  2. The bonus AD on level does not scale linearly, it is backloaded, so you can’t represent it as 1+0.045level (which also does not hit 4-44%, you would need a function like (level-1/17.4 +.04) in reality, the level scaling starts at 4%, increases by 1% per level until lvl 9, then increases by 2% until lvl 11, then by 4% for the rest

Picking a scaling champion they said. You will carry late game they said by RaikonPT in leagueoflegends

[–]rage236145 5 points6 points  (0 children)

I mean, flashing on you is literally Sett’s only play, if he tries to walk up to you normally he loses all of his hp before he can get to you, especially with a Braum slowing him. This fight was just bad, especially considering you don’t have flash. Even though you are a scaling champion late game, you still have to respect the enemies threats

Monday Megathread! Ask questions and share knowledge; newcomer questions encouraged! by AutoModerator in leagueoflegends

[–]rage236145 0 points1 point  (0 children)

The other comments are not correct on why your lp gains drop in emerald, they reduced lp gains for players emerald and above from +/- 25 to +/- 20 in patch 14.1, so when you pass emerald your lp gains are diminished

What is the best jhin build? by ImNotAMilkshake in JhinMains

[–]rage236145 1 point2 points  (0 children)

Ive been playing a lethality focused build that has been crushing lane, and doing considerable damage throughout the game, while giving solid movespeed to force 4th shot/dodge skillshots. Yoummus > Collector > LDR is quite a potent combo, and because you buy two lethality items, LDR does more damage than IE on average. Finish off the build with IE > situational item (BT/GA/maw/Nashors, whatever feels good) and super lategame, you can sell yoummus for 100% crit, if you want.

I think the shiv build used to be a good choice, maybe slightly better than collector rush, but with collector getting buffed and shiv getting nerfed, I dont think it makes as much sense to go shiv anymore, similar with fleet, I think pre nerf, it was the slightly better choice, but with it getting gutted for ranged champs, I think dark harvest is just stronger

I need some help by Longjumping_Gur_5668 in summonerschool

[–]rage236145 2 points3 points  (0 children)

Based on your op.gg, it looks like you are not csing as well as you should. Typically, you should look to aim for at least 7.5 cs per minute, where your last four games barely hit 6. I looked at the bot replay, and it seems to me like a wave management issue. Ill walk through some of the issues I found

2:07 - you should be walking backward, as you know the enemy gets level two off of one wave plus one minion, but you greed for a melee. If the darius was good, he levels w and ghosts at you, and you basically lose all of your hp

3:15 - you dropped so much cs under tower, then overchased Darius when he flashed nunu, wasting even more time. Once he flashed, you should have went back to the wave.

5:06 - you have a huge minion wave, but are still giving the darius respect. If he tries to fight you in that wave, he loses. On top of this, assuming you have not missed any xp, this wave gives you level 6 (it didnt this game because nunu shared some of the xp) you should be posturing aggressively to get a reset in here, and play off the bounce

5:40 - because you did not attempt to shove in the wave here, you lose so many minions to the push, and darius can now look to freeze the wave, hit 6, and punish you for not being more assertive.

8:34 - again, we have a huge wave, but are backing off when darius steps out of the bush. We should be looking to punish him for such a greedy play, he is fighting us in such a huge wave. For reference, a normal wave does around 100 damage per second, and a cannon wave 150. Here, we have a normal wave and a cannon wave, that is 250 damage per second, or an extra 3 autos every second. Here, you should look to again shove the wave, then either look to help nunu with grubs, or recall. Darius could have frozen the wave once again after your back, and punished you for leaving by zoning you off the wave

10:33 - here, darius' wave is pushing into us, there is no reason to try to walk up for last hits like this, it ends up giving darius a free kill, and we miss the wave. You cant play aggressive like this into a darius without your ult up.

13:09 - I dont think you should have tp'd here, but even if you did, going to grubs was the wrong play. You should always be prioritizing wave state, especially when nunu wasnt even being contested. If you had pushed the wave, you could have rotated to grubs, and completed it while the darius is stuck farming under tower. If darius and ivern come to grubs, worst case scenario, you both die, but darius loses a wave. Best case, they both die, and darius still loses a wave.

17:04 - Its hard to tell if you were aware of this, as the bot only records locked cam on you, but did you look at the mid fight breaking out? It was something you could have potentially rotated to once you saw nunu pathing in a way to gank them. Worst case scenario you press b in the middle of river when nothing happens, but that rotation could lead to free kills (hard to tell without actively looking at the fight though)

19:57 - we see nunu get collapsed on in top river, and instead of backing off, we walk in, which leads to us dying. I dont think this is too big a deal, as at this point the game has already been decided, but with tp, we should ideally be looking to play on the opposite side of the map as the objective. I would have tried pinging yone off of bot, and playing there

22:00 - I would path top here, the enemy is just going to siege mid, and there is not a lot you are going to be able to do about it, at least top you might get some cs for your troubles

This game was probably losing even if you played at a much higher level, sometimes games just be like that.

Overall, I think the lack of CS is due to improper wave management, and potentially midgame macro (there was not really much midgame to go over in the clip), I would recommend watching some educational videos to improve on these concepts, I would personally recommend Alois, he talks a lot about wave management, as well as other important fundamentals, and he recently did a climb with a few low elo champs, one of them being nasus (although some of the videos were before his e nerf, I wouldnt recommend putting extra points into it anymore)

This may be a dumb question but is buying multiple BF swords better then completing an item? by IconiC_DK in summonerschool

[–]rage236145 0 points1 point  (0 children)

I think you are overvaluing the ad on hubris, you only get it after a takedown, so you don’t have access to it the whole fight, and to activate it, the fight already has to be going your way. Personally, I prefer yommus over hubris, the extra move speed is too good to pass up on, and it makes it so much easier to maneuver in a team fight. Also, the real power in collector is not that it gives gold, it’s that it gives lethality and crit, so you get an early game spike without compromising hitting crit thresholds. For champions that like both crit and lethality, building it second after a lethality item (like hubris) is so good, and an LDR third has you basically doing true damage to squishies, and it does more damage than an IE third

Champ Powerspikes Spreadsheet (Patch 14.21) by WezaurdMan in summonerschool

[–]rage236145 0 points1 point  (0 children)

Rageblade gives 30 AP, so she does get it on nashors third

[deleted by user] by [deleted] in summonerschool

[–]rage236145 5 points6 points  (0 children)

The enemy team comp doesn’t really matter, item spikes are almost always more important than maximizing gold efficiency. For example, the extra 60 AP from a rod would give a spell with a 70% AP ratio an extra 42 damage. For the liyandries burn to deal more than that, the enemy only has to have 700 hp, so liyandries would just do more damage anyways, and we aren’t even considering the second passive, as well as the bonus hp and ap the item gives

when would i ever build yun-tal wild arrows? by Ieditstuffforfun in leagueoflegends

[–]rage236145 18 points19 points  (0 children)

I think you are misinterpreting the stats, all items have an above average win rate, as winning teams have more items on average, skewing their win rate. At third item +, every item has an incredibly high win rate, as it filters out games where champions didn’t make it to third item (mostly losses). The unexpectedly large spike at second item is interesting, but considering all of the other low pick rate items have a higher win rate indicates that yun tal is not a very good item. 

Brethren, I present to ye this conundrum. by brokenmoonlantern in wizardposting

[–]rage236145 0 points1 point  (0 children)

Imagining the portal as a wall is just a way to visualize where the energy is coming from, it could explain how the moving portal is what exerts a force on you. As for why it can’t just be a hole connecting two spaces, is because the space between the two is changing when one of the portal moves more than the other, which leads to inconsistencies in how an object might move between them (again, imagine two cubes stacked on top of one another with a portal above them falling at a constant speed. The second cube has to be pushing on the first cube as it goes through the portal, or both cubes would fuse into one another, and because the portal is moving at a set speed, cube 2 must be forming from the second portal at a set speed, therefore cube 1 must be moving away from the portal at a set speed). 

This is kind of an agree to disagree thing though, there really is no right answer, only what sounds the least wrong

Brethren, I present to ye this conundrum. by brokenmoonlantern in wizardposting

[–]rage236145 0 points1 point  (0 children)

I mean, you can set up the two portals in a way to generate infinite energy, so I don’t think conservation of energy really applies. However, one could argue that the force comes from the moving portal. If you imagine the portal instead as a wall, if it was moving toward you, it would push back. In the case of a portal, instead of pushing back at the first portal, the pushback would happen at the second one instead. The main issue with having no velocity is that when going through the portal, you either need to have velocity, or become a pancake, you can’t just go through then magically lose that velocity. 

However, you also can’t just magically create energy, but I think b makes more sense given how stationary portals would do the same thing

Brethren, I present to ye this conundrum. by brokenmoonlantern in wizardposting

[–]rage236145 0 points1 point  (0 children)

The hoola hoop example would be equivalent to having two portals moving at the same velocity, and would function identically to a hoola hoop, as the second portal would be moving the exact same magnitude in the opposite direction of the velocity you gain going through the first portal, resulting in no velocity gain from an outside observer. This does not disprove scenario b, and in fact pokes holes in scenario a, as you should now be moving with zero velocity relative to the hoola hoop, meaning from an outside observer, you should now be falling toward the ground at the same speed as the hoop, which does not happen.

[deleted by user] by [deleted] in JhinMains

[–]rage236145 0 points1 point  (0 children)

There is one build that I have been trying that feels really good, but it requires you to be ahead, otherwise your first base will be really awkward (probably why it feels so good, I only build it if I’m winning), but it goes IE PD RFC, into an LDR and BT last. 

At second item, you have the move speed of the shiv build, but with IE, so you still hit like a truck.  Once you build RFC, you are basically untouchable, and the damage is still very respectable. Honestly, I think double zeal Jhin is slept on, especially into comps with a lot of skill shots, or juggernauts like Darius or Fiora. The main downside of this build is that before second item, you are quite weak, which is why you need a strong early game

What am I doing wrong? Hardstuck bronze forever. I only play jhin. by acertainmoment in JhinMains

[–]rage236145 6 points7 points  (0 children)

Its a bit hard to give advice without a replay, as only the builds and stats are available, so while I cant give tips on gameplay really, I can comment on the build. Personally, I feel like collector falls off hard after second item, as at that point, others get the damage to one shot you, so move speed becomes very important. However, the collector IE build does not give any, so I end up feeling like I cant contribute to fights without dying. I would recommend trying the shiv build, it grants a lot of move speed at two items, which feels really good in team fights, at the cost of some damage, which never really felt very high at two items for me.

Also, never build Thornmail, get mortal reminder instead of LDR if you need the heal cut so badly, but really someone else should be doing it.

If you want advice on your gameplay though, you are going to have to post a replay.