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Would you like this to be a weekly thing?
Vynertje wrote:
W max first or second? I know a lot of pro players max W second for the increased mobility. It's pretty much the trade-off between utility/mobility and damage.
Maxing W doesn't do anything for mobility though, just survivability.
"Janitsu"
2. How does one play Lee **** jungle? I run 21/9/0 masteries and AD/ARMOR/MR/AD rune page.
standard AD runepage is good, 21/9/0 is also good. Max Q > E > W, build elder lizard -> hexdrinker (unless of course you're facing a full physical damage team) into full tank pretty much with items like Randuins, Sightstone, Banshee's, etc.
>> I play situationally like this: Rush elder > Brutalizer > Last whisper > Boots > BC > Randuins > Banshee. Max Q > W > E. The tank build is efficient when behind, but generally I think damage is better if your team comp allows it and you're not behind. You can carry this way also. (This is rather situational and doesn't work every game tho. Khazem's suggested path is more safe)
2. How does one play Lee **** jungle? I run 21/9/0 masteries and AD/ARMOR/MR/AD rune page.
Khazem wrote:
standard AD runepage is good, 21/9/0 is also good. Max Q > E > W, build elder lizard -> hexdrinker (unless of course you're facing a full physical damage team) into full tank pretty much with items like Randuins, Sightstone, Banshee's, etc.
>> I play situationally like this: Rush elder > Brutalizer > Last whisper > Boots > BC > Randuins > Banshee. Max Q > W > E. The tank build is efficient when behind, but generally I think damage is better if your team comp allows it and you're not behind. You can carry this way also. (This is rather situational and doesn't work every game tho. Khazem's suggested path is more safe)

"A person giving you advice isn't perfect and has their own shortcomings but they may give you the piece that you're missing."
GrandmasterD wrote:
What's the current status of

He's not a perma-ban but you'll see him banned quite regularly nonetheless. His ultimate turret is absolutely broken but besides that he isn't that unbalanced IMO. He has counterplay possible but you just can't gank when he has all his turrets up and you can't guarantee a 1-shot. Because of those reasons, he is better top than mid since mids can more easily burst someone and also have easier ways to destroy the turrets.
Lugignaf wrote:
Maxing W doesn't do anything for mobility though, just survivability.
Oops, I thought it reduced the cooldown as well. My bad. E however doesn't deal such massive damage cause it's magic damage which probably is the reason a lot lee players go W>E.
I want to be a Blitzball wrote:
1) Olaf has no reliable ganking possibilities and doesn't work that well with

2) He's decent but you have to win early game with him because his power drops down quite badly late game - even though his damage early game is massive. His clear speed isn't that good either compared to most meta jungle picks, but he's viable nonetheless.
(Also, sorry for triple post but I did it because it's easier for the list of questions that have already been answered)
This past week, i've jumped from gold 4 to gold 1 spamming morgana support, and using her snare as a way to siege turrets and take advantage of people's mistakes. Games when i've had significant map control have usually led to wins for me, and games where it's a constant battle to get vision of our own jungle usually lead to losses.
TL;DR how do you defend against turret sieges
Consider the following (quite common) circumstance:
Your team is slightly behind in gold, and a couple towers down, but you are not decisively behind. The other team is sieging one of your last inner towers, and you don't want to give up whatever is left of your vision control & safety. How do you successfully defend against this turret when:
1. Both teams are grouped around this turret
2. The aggressing team has a low map-mobility champion splitpushing top (no
Teleport) that outduels any champion on your team
3. The aggressing team has a high map-mobility champion splitpushing top (with
Teleport) that outduels any champion on your team
4. The aggressing team has a high map-mobility champion splitpushing top (with
Teleport) that cannot outduel one of your bruisers
TL;DR how do you defend against turret sieges
Consider the following (quite common) circumstance:
Your team is slightly behind in gold, and a couple towers down, but you are not decisively behind. The other team is sieging one of your last inner towers, and you don't want to give up whatever is left of your vision control & safety. How do you successfully defend against this turret when:
1. Both teams are grouped around this turret
2. The aggressing team has a low map-mobility champion splitpushing top (no

3. The aggressing team has a high map-mobility champion splitpushing top (with

4. The aggressing team has a high map-mobility champion splitpushing top (with

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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
What are some good "Carry your way out of bronze champions?". I've been climbing Bronze and plan to enter silver soon. Builds would be nice if possible
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