General Guide by glizdka

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League of Legends Build Guide Author glizdka

Current metagame - why is it misunderstood so much?

glizdka Last updated on May 10, 2012
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by glizdka » May 9, 2012 3:13am | Report

You will never be the first!


Left this sad game...
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by Mastarwe » May 9, 2012 3:25am | Report

It's an interesting set up and shows why the game is flawed (aka go 5x offtank and win without a strategy). You should go through the guide and check spelling and grammar though.





remember the +rep if you found someone's comments helpful!
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by Sorbique » May 9, 2012 3:42am | Report

VOTED +1

This guide, I really like what you just wrote.
I will try this out with my friends and see if it works ^^
thanks for sharing.

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by Kayrankstake » May 9, 2012 4:38am | Report

VOTED +1

Hey I dont test this guide but i read it and it nice.
But I think Riven go top and Hecarim bot because, when Riven is feedet she kill all and don't die.

Sry for badass english but german :P

So far
Kay

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by Pelikins » May 9, 2012 4:52am | Report

First off, Hecarim is a terrible duelist.

He's just not designed to lane and gets destroyed by attempting to do so. I would never put hec top lane in a competitive format.

I've taken Hec to the jungle twice now in ranked games. Just as long as they don't have a strong counter jungler (both times I took him into ranked the enemy jungler was Skarner and I did well). But that's the only place for him.

Second,

I feel that you've failed to consider taking experience and tower pushing into consideration.

An AD carry, is very important to a team for these two reasons. Auto attackers do not need levels to be effective. They need gold and only gold. That's why putting an AD bottom is more desirable than a bruiser. A bruiser really needs his defensive stats/level and the base damages on his skills to be effective. All the AD carry needs is a B.F. Sword and Berserker's Grieves ...as long as they hit level 6 before the first team fight they are good to go.

Also taking down buildings is ultimately what determines the winner. AD carries can most safely peg turrets with damage. Without a ranged AD, the team will have a very difficult time knocking down defended turrets.

Third, I would never recommend running 3 Wriggle's Lanterns on a team. Mainly because the item is only effective for auto attack based champions and having three auto attack based champions is very easy to counter with multiple Exhaust, Randuin's Omen, Ninja Tabi, Frozen Heart, and the blind mechanic. Buying wriggles for non-auto attackers is a bad idea because throwing money at life steal when it does you no good is not cost effective. There are some nice gimmicks in early barons and dragons. But its not worth gimping your champion over.

Finally, the game is never "carried" by one champion. In fact, I wouldn't even go as far as to say one role is most dominant at time x like you did.

For instance, Junglers aren't always strongest early on. Just look at Amumu and Hecarim. Both have amazing mid and late game potential but are very weak early on. The same goes for Warwick and Skarner. A very limited list of junglers are actually strongest early on.

Even a champion at his prime can not take two champions working together. Team work wins the game...almost never does one champion actually "carry" the other 4. Ideally, each team mate should be contributing to a team fight equally, but in different ways.

For instance, even super late game that AD carry is nothing if it's not being supported. Losing Janna at 60 minutes loses the game just as much as losing Corki because without Janna, Corki doesn't get a peel when he needs it and he dies to the bruisers.

I know I just ripped your guide apart...but the meta exists for a reason. Some very smart and talented people spent a very very very long time strategizing the "best" team setup. And the META was fruit of their labor.

You aren't going to undermine something that been establish with hundreds of thousands of games of play testing. I always encourage thinking outside the box.

But unless Riot makes major changes to the gameplay (such as reworking the jungle again), the META will stand firm.


A tank that can't bring the hurt gets ignored.
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by sapmess » May 9, 2012 4:56am | Report

I disagree with above ^ on a few points. I think this guide is very interesting, and your ideas will be explored in my games, but some people will be too stuck in their safe metagame.

This guide has made me think a bit, but as someone said above, just do a quick run for spelling errors please :)

+1 and rep


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by sapmess » May 9, 2012 4:57am | Report
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by glizdka » May 9, 2012 5:53am | Report

@ Pelikins

I wrote in my guide - if you can't open your mind, stop reading.


If you kill carry in seconds, and entire team is tanky as hell, you can dive anything you want = turrets aren't problem.

If you win a teamfight, you can destroy turrets with ease.

I didn't say wriggles' are vital for the concept, just said it's strong counter.




Meta wins agains 90% of concepts, this concept wins against current meta.
Current meta is 95% of games. This concept wins 95% of games then.
simple?


Left this sad game...
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by deathalo44 » May 9, 2012 7:15am | Report

VOTED +1

Quite a useful guide to get across the duo bottom laner idea and stuff :) Maybe expansion to other sections could be better if possible, but not sure what is possibly good for that.


Amumu Guide :D

Eve guide :D

Hope whatever I say helps! :D

PS : Not all my criticism is good. Most of the time, I just talk like that anyway. So forgive me if you get offended, unless you just can't look from my angle, or at least close enough.
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by Huchbl » May 9, 2012 8:32am | Report

VOTED +1

is good

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