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Also on the supports, You added who you like but why?
Sincerely,
Laughing JungleKing
Adding videos helps your guide, keep on the good work ^^
+1 for encouragement.
I said fed
Sincerely,
JungleKing
I hope you like it.
#4 My style is unique and emphasizes aggressive play.
Counter #4- While I realize getting your Q at level 1 lets you check the brush but here's the thing. A: Pushing the lane while someone like
Counter #5- It's overvalued for a reason. If someone is 2 shotting you down (fed
The list was required so it wouldn't look like I was typing random stuff lol. Again thanks for the response and I hope you'll look into improving this guide with BBCoding
A couple of points from JungleKing
#3 - AP Carry is the greatest threat to this build. That doesn't change with the additional +13 MR from Runes. Take the attack speed or even mana regen. You are relying on your range and teammates against the AP Carry.
#4 - A Valid argument. This is a common choice and used in most guides. I use traps constantly, but level 1 is the wrong choice here. You'll pop level 2 during the 2nd minion wave. Get the traps then. Use the Piltover to check the bushes and to push the first wave back to its turret. From here keep them pinned down and drop traps at the river bush, top of the bush closest to their turret, then one either directly under them or the gap between the turret and the wall. This forces all action to one side of the turret, guards the gank and your escape path.
#5 - Defense is overvalued. As an AD carry, remember dead champs (Karthus/Kog excluded) won't kill you. So load up the offense and kill them faster.
I'll be adding these and the other points into the guide. Thanks for the discussion points and appreciate the list. Much easier to read and respond.