The Importance of Consumables

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TheWoeBringer

Junior Member

05-29-2011

http://lolnoelo.wordpress.com/2011/0...f-consumables/

An explanation of why consumable items are essential for any player. What do you think, are they as important as I think or are there things I'm not considering?


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Kalshazzak

Senior Member

05-29-2011

No, they are even more important than you think. I keep a slot with several hp pots and another for wards for as long as possible, even if that means only going with a NLR for my rabadon's instead of going NLR+blasting rod.


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Bbkay

Senior Member

05-29-2011

what about elixirs?


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Lancefighter

Senior Member

05-29-2011

your base hitpoints are slightly wrong - youre neglecting the level 1 effect on base hp..

Lux @ level 1: 315 MS, 550 range, 424 HP (+79/lvl), 300 MP (+50/lvl), 5.05 HP5 (+0.55/lvl), 5.60 MP5 (+0.60/lvl), 12.00 armor (+4.00/lvl), 30.00 MR (+0.00/lvl), 53.30 damage (+3.30/lvl), 0.625 AS (+1.360%/lvl)

Anivia @ level 1: 300 MS, 600 range, 420 HP (+70/lvl), 310 MP (+53/lvl), 5.20 HP5 (+0.55/lvl), 7.60 MP5 (+0.60/lvl), 14.50 armor (+4.00/lvl), 30.00 MR (+0.00/lvl), 51.20 damage (+3.20/lvl), 0.625 AS (+1.680%/lvl)

Gangplank @ level 1: 320 MS, 125 range, 576 HP (+81/lvl), 255 MP (+40/lvl), 5.00 HP5 (+0.75/lvl), 7.20 MP5 (+0.70/lvl), 19.80 armor (+3.30/lvl), 31.25 MR (+1.25/lvl), 57.00 damage (+3.00/lvl), 0.650 AS (+2.750%/lvl)

If you subtract the +hp/level, you get the numbers you have.. But in reality, anivia starts at slightly lower hp


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Kalshazzak

Senior Member

05-29-2011

Quote:
Originally Posted by Bbkay View Post
what about elixirs?
I think the main use for elixirs are either to bridge the gap between you and a higher farmed/leveled lane opponent(s), or to gain an advantage when in a stale-mate with your lane opponent(s).

Another use, at least for fort pots, is to use it as an instant heal(unaffected by ignite) to prevent dieing.

You can also use it to replace buying items to keep a slot open for wards. Instead of buying a NLR and a Blasting Rod to fill up your 5/6 slots, you can go NLR, pop a blue pot, and still be free to ward while barely reducing your effectiveness for a good chunk of time. Yes it sets you back a bit, but you'll get your moneys worth if your ward(s) cause/prevent a kill or allow you to prevent and/or steal dragon and/or buffs creeps.