Clairvoyance becomes even more useful on Twisted Treeline due to both the fact that you cannot buy wards there, and the fact that the map is far, far smaller, to the point that Clairvoyance reveals about half the jungle (or the Vilemaw pit) at a time. I've run Exhaust/Clairvoyance on Amumu lately, and it's saved us from getting full-team-ganked about three or four times a game, in addition to setting up a couple full-team ganks of our own.
There's a saying about how wards win games. In Twisted Treeline, there are no wards, so Clairvoyance will have to do.
CV gives so much jungle control early and late game, you can find out where the enemy is starting and what buffs are still alive, plus you can tyell when they are getting baron and dragon :D
^ So true. Clairvoyance is OP on lux. Wait until enemy starts to back, clairvoyance, run in and pew pew! Normally they learn but yesterday I had 5 kills in a 50 minute game from just cv/finale sniping them on recall. Not to mention CV'ing baron and sniping it from the enemy team.
Also very helpful for those with long range skill shots. I can't count the number of kills I've got on Lux and Ezreal thanks to CV.
Safe in the bush between your towers, blue-pilling?
"DEMACIA!"
Guess not :P
Blitzcrank's Rocket Grab also benefits from it - pulling people out of their base (or into yours) through walls. Turning the tables on would be gankers hiding in bushes, etc.
I use it for my Janna and Nidalee builds, and it plays out just like Jun said, cant be ganked, and that map awareness gives you such and edge. If you have Junglers you can light up buffs and that makes ganking junglers so much fun. Buff stealing from the other team is so much fun
On its own Clairvoyance isn't anything special, but still useful.
If you can get 2 tanks/supports who get this spell, Clairvoyance becomes virtually OP. Far superior to any multi-Fortify or multi-Teleport.
Double Clairvoyance means a reveal every 30 seconds or less.
This reduces the areas that need warding to Baron and dragon, meaning you will always at least know where the enemy isn't lurking.
I once fed 21 kills to the enemy, yet because of double clairvoyance, they couldn't gank, and thus couldn't push, and ended up getting ganked themselves 3~5 times, with the final ace winning us the game.
We ended up climbing out of a huge ditch because of the massive map-awareness we had.
I love this spell. Its one of the best for anyone that plays a Support role. Ive got a Nidalee that uses this and I must say, its awesome. Such great map control with this.
There's a saying about how wards win games. In Twisted Treeline, there are no wards, so Clairvoyance will have to do.
Safe in the bush between your towers, blue-pilling?
"DEMACIA!"
Guess not :P
Blitzcrank's Rocket Grab also benefits from it - pulling people out of their base (or into yours) through walls. Turning the tables on would be gankers hiding in bushes, etc.
I use it for my Janna and Nidalee builds, and it plays out just like Jun said, cant be ganked, and that map awareness gives you such and edge. If you have Junglers you can light up buffs and that makes ganking junglers so much fun. Buff stealing from the other team is so much fun
If you can get 2 tanks/supports who get this spell, Clairvoyance becomes virtually OP. Far superior to any multi-Fortify or multi-Teleport.
Double Clairvoyance means a reveal every 30 seconds or less.
This reduces the areas that need warding to Baron and dragon, meaning you will always at least know where the enemy isn't lurking.
I once fed 21 kills to the enemy, yet because of double clairvoyance, they couldn't gank, and thus couldn't push, and ended up getting ganked themselves 3~5 times, with the final ace winning us the game.
We ended up climbing out of a huge ditch because of the massive map-awareness we had.