Early, Mid and Late game teams (How do you know?)

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Crank Shape

Member

11-03-2012

Quote:
Originally Posted by Nishaven90 View Post
Generally for DPS champions, late game = steroid or not.

Ashe is worse than Graves late game for example because of a lack of a steroid.
But doesn't she have a steroid passive (especially if you capatlize on it and buy crit items)?


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Nishaven90

Senior Member

11-03-2012

Quote:
Originally Posted by Crank Shape View Post
But doesn't she have a steroid passive (especially if you capatlize on it and buy crit items)?
Her passive is getting bonus crit chance for not attacking for a certain period of time. It's not really a steroid.


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TarmogoyfSucks

Junior Member

11-04-2012

It's fairly simple. To be a good lategame champion (sounds odd to start with late and move to early, but whatever), a champion needs to have stats that don't drop off and be useful in teamfights. Some champions also have abilities that simply work better lategame (such as Ryze, whose mana-scaling damage is much stronger lategame). The champion also needs to be able to build tankily if they're not an ADC, though to be honest any non-ADC who doesn't build tankily is just bad anyway. Value in teamfights is the important thing - large damage and lots of CC are the most helpful things.

Early game champions, on the other hand, are simply champions that start with powerful stats or abilities. Champions like Lee Sin, Darius, Wukong, etc. all perform well early due to their high DPS.


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doombotMECHA

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Senior Member

11-04-2012

Quote:
Originally Posted by PogoPogoPogoPogo View Post
What?

Jax's ult (which has an 80 second cooldown) is the only ability that gives him defense based on AD/AP (not that he's not a hypercarry, because he is).

I don't see where any of Poppy's abilities give her any defense based on offensive stats.

Same goes for Vayne and Tristana actually.


Meanwhile, Riven's E is a shield on a 10 second cooldown (at rank 1, by rank 5 it's a 6 second cooldown) that scales with AD... so I'm confused by your definition of hypercarry...
sorry. scratch that definition........


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doombotMECHA

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Senior Member

11-04-2012

Quote:
Originally Posted by TarmogoyfSucks View Post
It's fairly simple. To be a good lategame champion (sounds odd to start with late and move to early, but whatever), a champion needs to have stats that don't drop off and be useful in teamfights. Some champions also have abilities that simply work better lategame (such as Ryze, whose mana-scaling damage is much stronger lategame). The champion also needs to be able to build tankily if they're not an ADC, though to be honest any non-ADC who doesn't build tankily is just bad anyway. Value in teamfights is the important thing - large damage and lots of CC are the most helpful things.

Early game champions, on the other hand, are simply champions that start with powerful stats or abilities. Champions like Lee Sin, Darius, Wukong, etc. all perform well early due to their high DPS.
#poppy

never builds any defenses, just triforce--PD--whatever she feels like.................but then, she gets tankiness from her abilities


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Lethadind

Senior Member

11-04-2012

Early game - Laning phase, before towers fall. You want a champ that can duel excessively well and still escape a gank, Lee Sin fits this perfectly, as do most mid AP champs.

Mid game - First few towers have fallen, lanes are roaming trying to pick up dragon and get other towers. You want a champ with high mobility, threat presence at all lanes simultaneously, and strong burst. Again many mid AP champs fit this, as do champs like Pantheon, Gangplank, Shen, and others with global ults.

Late game - Teamfights, trying to get those inhibs down, grabbing baron, etc. You want champs that excel at turning the tide of a teamfight - either they can soak a lot of damage or they can deal a lot of damage. AoE mids like Karthus and Brand fit this, as do all tanks and ADCs. Lee Sin is at this point simply a walking CC, as his dueling potential is lost in the mix of 4 other champions that want to eat him as well. His job at this point is to get in, displace a high-priority target like the ADC, and gtfo, providing what DPS and shielding that he can to protect his team and whittle down their team. The ADC on the other hand is mopping everyone up with the insane amount of damage they've stored up in their items. AP Mid assassins also fall off because they have one, maybe two opportunities to burst per teamfight, which will take out high-priority targets but that's it. They still require a tank to help them do so, or they'll get CC'd and eaten before they can.

Hypercarries are those that deal a ton of damage while still being able to either soak damage or completely ignore damage due to their abilities. This is why Jax, Poppy, etc. are considered hypercarries. I would fit tanks that deal tons of damage like Cho'Gath, Darius, Garen, etc. into this definition as well - they build tanky but they still dish out damage, making them a threatening target despite all their health. Cho'Gath can, for instance, enter the teamfight, take all the damage, and single-handedly still take out a champ with his combo + ult before they can down him. Compare him to Amumu, who, if he goes full tank, does about 10% of the total damage to the team or any one player. Amumu's still useful, he's just not a carry - he requires a competent team whereas Cho'Gath/Darius/Jax/Poppy can sometimes single-handedly be the determining factor in turning a game around.


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Affixation

Senior Member

12-11-2012

Hypercarry: Someone who deals damage while retaining mobility/defense. Vayne has a short dash on a 2 second cooldown. Trist's range keeps her safe. Poppy just ult the support and roflstomps the carry.


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