[Guide] Things Champions will do to Kill You

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CodeOrange

Senior Member

04-07-2010

Is this just about how enemy heroes will try to kill you, or will this also mention ways to counter said heroes.

If so, then banshees veil is a great way to counter any annie, ryze, karthus's ulti and pretty much any other caster nuke wandering around jungle.


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iSarge

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Senior Member

05-11-2010

Master Yi (Bigsword, Yi, Wuju, Blade, Bladesman and Turdface)
-Vitals (He is extremely easy to kill early game... take this as an advantage!)

-Passive: Every 7 attacks, Yi will hit twice.
-Alpha Strike: Yi leaps to 4 close enemies and is invulnerable while doing it.
-Meditate: Yi Channels, Gains armour while channelling and heals.
-Wuju Style: Yi gains attack damage, if active, the effectiveness is doubled
-Highlander: Yi Gains a huge amount of move speed and attack speed, if you see blue lines around him, he is using highlander, get away fast!

-In Lane - Early game he will just last hit and alpha strike minions, he is extremely shy most of the time, instead of basing for health, he will meditate sometimes, so be prepared if he jumps right back in with full health.
-While Chasing - If he runs into a bush and doesn't come out, he is most likely meditating, i would just give up, but check if he is recalling anyway, he can't attack while meditating. If he gets back to full health, you will die, be cautious chasing Yi.
-Team Fights - He will alpha strike and use highlander, always kill Yi first, he is your biggest threat!

-Things to Watch For - A glowing Blade -shows when his Wuju Style is passive or active. Running from him when he's on highlander - Don't he will catch you, it doesn't matter if you have ghost or not, put up a fight or call in teammates, Yi will kill you otherwise. Engage him if you are SURE highlander is on Cooldown, it is when he is most vulnerable.

More tips:
http://www.youtube.com/watch?v=dBzynE55vGk


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Shakra

Senior Member

05-11-2010

Basic early game against shaco:

a Shaco will do anything to kill you.

that sums it up but ill get to it.


you have a few types of shaco's, lizard shaco's, golem shaco's and lane shaco's.

if the shaco you are dealing with is missing at the start and you are in the lane, watch the bushes for the orange smoke. even if you can't really see the bushes, the orange smoke will still appear. if the smoke does appear, run in the opposite direction of where the smoke came from and preferably towards the tower. if you have flash and good reflexes you can also ruin his mood. shaco has a small window in which he appears to hit for the crit, if you flash away when he destealths before he hits, his crit and stealth are both negated without dealing damage.

lane shaco: this is just as annoying. a lane shaco will harass you, be it with deceive and running away or shivving you. the moment you get at about 60% or lower you are a certain kill, unless you And your lanemate have a stun. don't be stupid just heal. if you are standing in the back but not in tower range, and shaco is not in the lane. prepare for shaco walking around and coming in the back.

disclaimer: the 60% is a number i use, you can kill from above 60% but it will probably require more autoattacks, and the chances of escaping get higher.


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Machinas

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Member

06-17-2010

Quote:
Originally Posted by Shakra View Post
Shaco miniguide
Some more helpful stuff:

- You will die if you follow AP shaco into the bushes (Or an AD who has been gone a suspicious amount of time.) There will be 4 or 5 boxes waiting for you, and they hurt in groups. Especially on AP.

- However, you can safely 'defuse' these by inching slowly into range -- The range at which it starts firing is slightly larger than the range it fears you at, letting you set them off then quickly run away if you're careful.

- You can also do this with any ranged AoE attack -- Phosphorous bomb, Siphon of Destruction, counter-box, time bomb, Blizzard, etc.

- Pay HUGE attention to a shaco's build, it determines how they are going to hurt. For pure AD or crit shacos, there will be lots of deceiving. Oracles and crowd control are a powerful counter.

- A hybrid shaco will usually focus on two-shiv. This is a spammable nuke which hits like a truck at medium range. Keep your distance from shaco, and focus his squishy ass down in team-fights.

- I've yet to see an effective AD/AS shaco, they usually fold like paper cranes to any sort of focus.

- Pure AP will either focus on boxes or shivs early game, then use both late game. I already explained defusing box nests and being careful (Note -- A vision ward in heavily-trafficked bushes will do you a world of good.) Oracles are not as effective, since a good one will keep his boxes inside of bushes. Shiv will still hit you like a truck, but more like a semi than a mack truck. These are just as squishy as AD/AS though, and crowd control will shut them down hard.

- The clone. It's usually not hard to tell which one is real (sheen proc, rune buff, spell casting, leveling up, potions, etc.), but too many people kill the fake one anyways, usually suffering lots of nuke damage -- Pro tip: When you know who the real one is, alt-click him to mark him. It will stay on the real one if you do it after they split. Not entirely sure if it works to mark them beforehand.


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GhostDieM

Senior Member

08-15-2010

Champion Malphite (Malph, The Rock, The Monolith)
- Chaser, tanker, initiator, melee

Granite Shield - Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If Malphite has not been hit for 10 seconds, this effect recharges.

This ability will allow Malphite to absorb some harassment early game and tower dive more effectively mid to late game. It also absorbs some damage after initiating a teamfight.


Seismic Shard - Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for 6 seconds.
Deals 80/135/190/245/300 (+0.6) magic damage and steals 10/15/20/25/30% movement speed from the target for 5 seconds.
Cost 80/90/100/110/120 Mana Range 700

This is Malphite’s early harassment skill and allows him to effectively chase opponents down.


Brutal Strikes - Malphite hits with such excessive force he deals damage to units around his target. He can also call upon his strength to increase the damage he does for a short time.

Passive: Malphite's attacks hit units near his target for 30/35/40/45/50% of his attack damage.

Active: Malphite hits for 30/40/50/60/70% more damage for 6 seconds.
Cost 55/60/65/70/75 Mana Range 400

This is mostly used for clearing out minion waves faster (due to the splash damage) or to increase his DPS in a 1 vs 1 fight or when trying to destroy a tower.


Ground Slam - Malphite slams the ground sending out a shockwave that deals base damage plus half his armor as damage and reduces the attack speed of enemies for 4 seconds.
Malphite slams the ground dealing 60/100/140/180/220 (+70% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30/35/40/45/50% for 4 seconds.
Cost 60/70/80/90/100 Mana Range 300

Great skill against DPS melee champs, lowers the effective damage they can do. Also used to clear minion waves.


Unstoppable Force - Malphite ferociously charges to a location, damaging enemies and knocking them into the air.
Malphite charges towards the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5/1.75/2 seconds.
Cost 100/100/100 Mana Range 1000

A great initiation ability with a fairly short cooldown.


-In Lane – Malphite can harass you early game with his Q spell and will also use this to chase you down. Once he hits lvl 3 he will be able to make an early kill if an enemy champion over-extends. He will slow with Q, close in, use his E to diminish the enemy’s counterattack dam en this active his W do dish out the damage. Malphite has a small mana pool of his own so If you can survive his Q>E>W combo he can’t do much else but auto-attack aster that. When he reaches lvl 6 he can set up kills for his lane partner with his ult. Make sure to use your minions to block his ult or have an escape tactic ready to prevent getting jumped and die in an involuntary 2 vs 1.

-Team Fights – An early fed Malphite can win a lot of 1 vs 1’s and can easily keep 2 or 3 enemy champs busy until reinforcements arrive. Of course his Ult is a great initiating skill but it’s relatively hard to land it. So make sure not to group up and watch his positioning which usually means he’s setting up to unleash his R. This skill also allows him to turn around a 2 vs 1 gank. His Q can keep the enemy out of range and harass them until a teammate is ready to jump in. Then he uses his Ult to turn the tables and focus fire the gankers 1 by 1.
Late game Malphite is also great at tanking turrets for his team, especially when build as a tank. His W allows him to do a lot of damage in a short time and his passive combined with his armor makes sure he can easily take 4 or 5 turret shots without significant damage.

-Things to Watch For – Malphite’s passive ability’s can combine in a curious way turning HP and armor into damage output with the right items. ie using Atma’s to turn his HP into AD which in turn feeds his W skill. On top of that the extra HP also feeds his passive. The most important thing too remember is that he needs to be in melee range to be effective, only having his ult to close the gap quickly. As a ranged keep your distance and try baiting him to set up a gank.
However don’t underestimate his tanking ability, especially against melee DPS’ers! He can sustain a fight much longer then most people expect which can leave you open for his team to go in and wreak havoc. He is a team dependant champ though so try isolating him and then shut him down quickly before he gets a chance to turn the tide when the rest of the team shows up. Against a group of enemy champs, especially AP based ones he can be brought down quite quickly.
If he’s forced to stack MR his offensive capabilities will suffer because then his abilities won’t synergize and he won’t be much of a threat compared to other melee DPS champs.

P.S. I agree that this thread needs some clean-up


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berzerk dragon

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Senior Member

08-15-2010

I like how nobody's realized that this thread is from, like, 8 months ago. Pretty much everything before this page (and a few posts on the previous) are horribly out of date and I doubt TC is going to update. Especially when he didn't update when this thread was actually current. Successful necro is successful.


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ayanaftw

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Senior Member

08-15-2010

necros must die


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GhostDieM

Senior Member

08-15-2010

Quote:
Originally Posted by berzerk dragon View Post
I like how nobody's realized that this thread is from, like, 8 months ago. Pretty much everything before this page (and a few posts on the previous) are horribly out of date and I doubt TC is going to update. Especially when he didn't update when this thread was actually current. Successful necro is successful.
It's stickied in the guides section so people are still going to check it and/or contribute to it. Either close it off if it's really outdated (which it isn't really because the basic concept of champs doesn't really change all that dramatically) or contribute something meaningful.


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zebano

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Senior Member

08-15-2010

I'm going to stop reading now, you guys need to give accurate information if you want this to be useful. The morgana one is particularily bad.


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Cap Jack Sparrow

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Senior Member

08-16-2010

Yeah I know that Amumu Was done in the very first post, but I think it needs a little refining.

Amumu (The Sad Mummy)
-Vitals (Tank, Ganker, Chaser, Initiator, Mid-Late game Champ)

-Cursed Touch (Passive)- His passive Decreases your MR when he hit you with an Auto attack. this is very useful for him as Pretty much all the damage he puts out will be magic based.

-Bandage Toss (Q)- This skillshot attack pulls him to you, does some damage, and stuns you for two seconds. Early game this is usually only leveled once to Make him able to get in range for the kill (As all other attacks of his are short ranged. Try to stay behind your creeps or a buddy if you are low on health.

-Despair (W)- His mid-late game bread/butter, other than his ult. This toggle attack does AoE Damage Based on a percentage of your health every second. he does not need to target you for it to hit. He just needs to be in your area. Because of this, Amumu is very effective at taking out enemy tanks, or anyone on low health in general. He only needs to chase you.

-Tantrum (E)- His Early game Bread/Butter. This ability reduces cooldown each time he is auto-attacked, making it near spammable (with only a 6 second cooldown to start at level 5). Focusing him makes this attack hurt bad, combined with all his other Physical AoE's

-Curse of the Sad Mummy (R)- This is what makes him a scary thing to deal with. This Ability Snares(?) and Silences all enemies caught within a very good range for 2.5 seconds. More on this Especially in the Team fight section.

-In Lane - Amumu isnt the best laner. Actually, with his lack of ranged attacks other than Q, He is easily Harassed by rangers without much repercussion. If played right, An Amumu will play very defensively, only going in for last hits with his Auto-attack (which is actually pretty good for starting) and Tantrum (E). Make sure to stay away from his tantrum range, as he may try to both harass you with it and get some hits on your Minions at the same time. As he goes along, he will slowly become more aggressive, Using His Bandage Toss (Q) to pick you off when you are at mid-low health, then Finishing you with Despair (W) and Tantrum (E).

-Team Fights - This is where Amumu truly shines. A common practice for Amumu's Everywhere is to bandage Toss into the middle of your group, then Pop his Ultimate, stunning your entire team. At this time, his entire team will blast in and destroy you.

-Things to Watch For - Alright, so many things to watch for. First off, When paired with A high power AoE Like Fiddlesticks', your entire team will last seconds. Watch out for teams that have both Amumu and some sort of AoE Damage Ult. Second, Because of Amumu's Large Dependence on AoE DoT Physical spells, Amumu loves to stay close. Boots of Swiftness are a very common choice on Amumu, making chasing down Enemies a breeze, as he only needs to stay close to the enemy because of his W, and the very common Sunfire Cloak that is often chosen by Amumu players. to get away, you will often need some sort of slow, or Ghost. Yet another thing to watch for is Ganks. With his Bandage toss, which is basically the exact opposite of Blitzcrank's Grab, Amumu can suddenly come flying at you from the bushes, Pop his ult, and blast you to death with Despair and Tantrum. Be careful of those bushes!

Killing Amumu Is tricky. If you hit him, his Tantrum cooldown goes down. If you Stay away and shoot him with arrows or something, he will bandage toss to you and make the fight up close and personal. The best way to kill him would be to watch the items he buys. Often Amumu's Get at least two sunfires, which give 45 armor each. Then they will probably get some sort of magic Resistance or another Sunfire, depending on what kind of damage your team mainly puts out. So, If you see that he is mostly going into Armor, Get Armor Pen. if MR, Get MP. Also, MR is good against him, as all of his damage is magic (Other than tantrum[?]). If possible, get lots of MR, as his Passive will reduce a good chunk of what you get.

I hope all this helps. This details pretty well (In my opinion) how Amumu ticks, and how he will try to kill you. Feel free to comment/Critique this.