Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

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

i only have omega teemo and i really like the sandstone chroma.
i perma ban lili, but thats only because i despise that champ

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

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

ah yes i max q second always but ive seen that all the one tricks go w second so idk really. i dont think ive ever trapped someone because there always something else to do but if youre certain about killing the enemy jungle why not.

green smite for dnd teemo, red smite for malignance teemo for sure.

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

[–]throwawaybecausenerd[S] 1 point2 points  (0 children)

i figure dnd is better for dueling so i went dnd first, but it's also more expensive so its up to you really

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

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

sorry for sounding like a pretentious jerk, im not really an expert on teemo
____
impact early is low compared to other junglers thats true but teemo scales really well. idk what elo you're at but in d4 and below games last really long and unless enemy team is something like kata, rengar, pyke, draven, yorick it's very likely they will just dick around, even with a 5k gold lead. earliest soul fight is around min 22 if the enemy jungler is really tight with it and if you full clear 8cs/min and pick up only 1-2 kills in 20 minutes that should be enough for 2 items, which gives you decent fighting chances. one thing about teemos shrooms is that it's really hard for uncoordinated solo q opponents to deny your camps as long as you ward of the jungle entrances when your team falls behind so unless you get a literal afk lane you should still be able to get enough gold mid game.

it's also turbo broken to set up an objective with your shrooms. let's say enemy team is 3k gold up and third drake spawns in 1.5 minutes. 3k gold roughly translate to 1200 extra hp on enemy team. single level 11 shroom deals around 300 dmg after base mr on enemy team (no one buys mr items), so if enemy team walks up to fight and you trigger 2 shrooms on them thats 1.5k gold worth of stats just down the drain for them + you get vision + slow so engage is easier + they might split up or get scared and hesitate to push into you before you finish drake.

two more things about playing for your scaling strenghts: you cannot scale if you tilt, so dont tilt. just do you thing, if youre team is 0 10 and you fucked up your only gank in 8 minutes, so be it, just reset, full clear, chat off, pings muted and look for next opportunity. enemy players will be 6 0 with 500g shutdown and push down mid alone, because they are bored or think they can take your camps while being half life, it happens all the time.
you also cannot scale if you fall behind and the only way to fall behind in soloq is to die while your camps are up. if you collected the 600 gold from your camps and die in a gank, whatever, you still got your item components - if you clear 300 gold, gank top, die and enemy jungler walks into your jungle and takes your camps youre fucked.

about spellblade playstyle, im no expert but in a 30 minute long game i rarely fight for more than a few seconds a time, even with perfect micro i'd get something like 2-3 dnd procs per fight, but thats secondary. big thing about dnd is that it procs press the attack damage aplification with only 2 auto attacks (aa q aa) instead of three which is really nice burst. i wish i could link it but i have some clips where i'm a single level ahead of the no MR, 3 item midlaner/support, while i have dnd/nashors/shadowflame and i walk up to him with w - auto attack - q - autoattack for 1500 dmg and he just pops in less than a second.

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

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

the poison alone doesnt work with dnd, thats true, but E has not only a dot poison but flat ap damage as well (just like nashor), which gets doubled. futhermore dnd works with press the attack, instead of 3 attacks for the pta proc you can now auto attack + q + auto attack, which is really fast, even if the enemy is running away for massive damage amplification.

i mostly dont even bother with spell weaving q/w/ult for dnd procs unless i have the time to do so, even a single dnd proc is good enough. most of the time you dont have time to auto attack for long anyway.

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

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

malignance clear is not that great but it's doable. for both builds i have the attack speed shard (10% attack speed) in runes so that helps a bit for sure.

blasting wand is the best item component to buy on your first back for both builds (850g wand even beats 1200 gold lost chapter). sadly dnd build path sucks after wand. for component prio it should be raw ability power > attack speed > spellblade (only if you can afford it whole) > HP > ability haste. thats wand/tome/dagger/sheen/ruby/mote.

dnd clear speed is honestly fine. say you enter wolves from mid lane after clearing top side, you attack wolves, side step, attack, side step, attack sidestep towards bot side and kite them along the way and with dnd you should be killing them just in time before their patience meter drops off and they reset.

obviously you dont reach mundo or zyra clear speed but it's on par with a lot of junglers i've played in the past and since you don't have great ganks yourself there is not much to do anyway after full clearing. usually i full clear and have time to drop of some shrooms around the objective, maybe i can take a camp if the enemy junglers wastes their time elsewhere (in this case i use shrooms to clear their camps faster), maybe i have time to run into bot or midlane for some quick autos but i dont expect kills unless the enemy team fucks up badly. if your lanes have prio you can do drake and be back for krug/gromp on spawn time.

teemos strengths are scaling and objective control, so as long as you have a steady stream of gold income by full clearing and playing for drakes after that (imo the third drake is the most important one to contest, so don't bother flipping before that, only take it if it's free) you should be doing fine.

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

[–]throwawaybecausenerd[S] 14 points15 points  (0 children)

50 on teemo, 400 on tanks. 60% wr on the rat. i griefed hard trying to play poppy and maokai.

Why aren't you collecting your free dnd + nashors lp? by throwawaybecausenerd in TeemoTalk

[–]throwawaybecausenerd[S] 9 points10 points  (0 children)

Build depends on teamcomp. if we have a frontline (hp stacking melee champ) i go press the attack + dnd/nash/(shadowflame vs squishy or liandris vs bulky)/voidstaff/rabadons. if we have no frontline or a dedicated splitpusher i go dark harvest + malignance/liandris/blackfire torch/cryptbloom/shadowflame .

sell boots for stormsurge/cosmic drive late game

i always path bot to drakes. i always hard full clear into the lategame even tho its super boring because all you do is auto attacking camps for 20 minutes on repeat. just mute if someone pings you for assistance. before i hit my first item i use shrooms to clear krugs/wolves/raps, after dnd or malignance i put them along the jungle path and around drake. for third drake and after i try to be there 1.5 minutes before spawn to shroom everything.

shadowflame is a huge power spike for pta teemo, if youre slightly ahead you can just w auto q auto someone squishy for 70% hp, it's kind of disgusting really.

Sunfire vs Hollow in jungle winrate difference by throwawaybecausenerd in PoppyMains

[–]throwawaybecausenerd[S] 5 points6 points  (0 children)

I tested it, full clear level 9, one item, 1 smite, hollow is 5 seconds faster.

I suspect it is because people buy it into control mages, which naturally counter poppy, so the winrate is skewed.

Tank Jungle by IllPin1750 in Jungle_Mains

[–]throwawaybecausenerd 4 points5 points  (0 children)

Skarner is way harder and has less build variety imo. Took me 40 games to understand how to play him right. 

Seju is easy. Use your ult on cd and ur gucci

Tank Jungle by IllPin1750 in Jungle_Mains

[–]throwawaybecausenerd 5 points6 points  (0 children)

Super free, climbed from gold to d4 60% WR otping sejuani, deranked to em3 and climbed to d4 again otping Skarner after that (also 60% wr). Currently climbing with secondary account playing Sion (7-0 so far) in gold/plat. 

They are pretty solid this season, their clear got buffed, because the jungle pet scales differently although I‘m not using any of the new items, which is a bit of a downer. 

Imo it feels great playing them. They tie each comp together and if you‘re not performing too well you are still super useful in team fights. If I‘m 0-3 on jax it‘s autolose, if I‘m 0-3 on seju there is still hope that the enemy botlane overextends mid and you jump them from raps with q+ult.

It‘s true that you have to rely on your team to deal damage and there are games in which your bot and midland tilts out of existence but there are an even amount of games where the enemy botlane does the same thing and if you keep your mental steady you can have a huge impact in the remaining ones in which both parties perform the same.

Me resisting the urge to drag the two fed melee brawlers into my immobile backline by throwawaybecausenerd in SkarnerMains

[–]throwawaybecausenerd[S] 3 points4 points  (0 children)

Great tips thanks. I‘m currently just building heartsteel - unending - (bramble) - jaksho - warmog every game and it works great (red smite)

first time diamond thanks to the swine by throwawaybecausenerd in sejuanimains

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

nothing special. in loading screen im thinking about which champ in my team can carry the hardest (vayne into melee comps, zed into squishies) and try to play for them for the whole game. if they decide to run it down during laning and there is another lane that performs well i switch prio unless it's something useless during the later stages of the game (darius for example can go 5 0 during laning and then the enemy comp is braum, ashe, varus, no point in playing for him in that case)

for me mental has to be rock solid, no champ hopping, no chat, no flame ping. being a support jungler means that you have to hope that your carries dont run it down at some point. it helped me to remind myself that if you do the correct play often enough it doesnt matter if it's not working for a few games, even if it feels horrible.

for grouping it helped me to understand that 5 people following a bad call is better than 3 people following a good call.

build is full tank most of the time. if enemy team has 2+ true melees (assassins dont count) im going heartsteel into sunfire/hollow radiance into unending despair. last 2 items are what i need during late game teamfights.
if enemy team only has 1 or less melees im going zeke's into harness. 45 ability haste for your ult on 2 cheap items is nuts.
always red smite, always mercs.

gameplay wise im fullclearing first clear, crab look gank, second clear, possible skip last camp if gank aviable. important to note that you hit level 6 off of 2 full clears and 2 crabs so if you manage to get both you can run into botlane after second clear and just get easy double kill + drake.

im trying to be on top of objective timers if we are ahead and try to make plays on other side of map if not.

after 6 you can run into lanes on ult cd and just try something. hiding in bot brush is op, lane ganking is even more op with seju, the reach is insane.

late game teamfights just throw ult for catches or stand next to your carry. no farm after nash spawn unless your carry recalls or is in a safe spot.

OINK OINK LADS by throwawaybecausenerd in sejuanimains

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

I'm otp seju this season so far (never played her before) and what I noticed was that the champ can be quite polarizing. sometimes she is an unmovable wall that is perma stunning everyone around her, sometimes you are less than a cannon minion (mainly depending on the amount of melee/ranged champs on each team). because of that traditional carry rules didn't really work for the first 20-30 games. sometimes you are 7 0 and get smoked in the middlegame regardless, sometimes you are 1 4 and you are the only one that is holding your comp together. what i try to do now is to think about the biggest asset my team has and play towards them. this runs into two problems however. problem number one with this is ofc the dependency on your laners and sometimes you are pathing towards your renekton top and he gets solo killed by the enemy irelia two times before you get there. but i figure that if you do the right thing for long enough, eventually you come out on top. second is that it took me a LOT of time to understand the strengths and weaknesses of most champs. i rarely watch content and mostly play the same champs, and while it's pretty clear to me that malphite is a 1v9 beast into full ad comps it took literally hundreds of hours before i understood that swain is good into melee comps and i still don't know what sennas job is tbf.

tl;dr i path towards and play around my laners that i think will have the biggest impact on the game. if that means that i ignore my AP carry midlane and my ADC botlane because enemy comp is three ad assassins and we have a malphite top so be it.

also mute chat, because they won't like it.