Quoted:
to add to that: as a jungler wait for the enemy to go forward and take a cannon or ranged minion THEN do the gank those couple feet the enemy walked forward WILL make the difference between a succesfull and a towerdead gank.
I think this short comment may have just multiplied my effectiveness as a jungler twofold.
very specific tip, but it is a tip :D
when playing annie, you can shoot your q while being one pasive stack away from a stun, then pop e (obviously w and r as well, but you loose damage if you don't use e) while the q is mid-air and get a stun. this makes it much harder for the enemy to guess when you will go all-in.
when playing annie, you can shoot your q while being one pasive stack away from a stun, then pop e (obviously w and r as well, but you loose damage if you don't use e) while the q is mid-air and get a stun. this makes it much harder for the enemy to guess when you will go all-in.

Thanks to IPodPulse for this <3^
On a similar vein, when you're trying to land a combo with
Karma: use
Focused Resolve first, then
Inspire to close the gap and keep them in snare range, then lastly
Mantra'd
Inner Flame just before they get snared. This keeps the enemy from just running out of
Inner Flame after the initial burst without taking the second chunk of damage pretty much every time.






The_Nameless_Bard wrote:
On a similar vein, when you're trying to land a combo with






That leaves you in a pretty bad spot if your enemy can get onto you(every melee in the game) most of the time you'd want to at least save your shield unless you're going for a kill.
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!

"Carrying"-guide | My reviewservice

"Carrying"-guide | My reviewservice
Specific champion tips are cool, but I think we should run with "generic" or general tips. I'll get around to updating the OP as soon as I can. Like mentioned earlier, I may try to make images of the tips. I'm not sure yet which would be the best way.
Quoted:
That leaves you in a pretty bad spot if your enemy can get onto you(every melee in the game) most of the time you'd want to at least save your shield unless you're going for a kill.
true, I felt it was largely implied that you would be going for a kill...obviously if you have reason to believe someone's gonna jump on you, you wouldn't want to just blow everything
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SCRATCH DAMAGE
If you're last hitting, it stands to reason that the enemy will be last hitting too. If you watch both sets of minions, you will see that a pattern emerges: regardless of the danger in doing so, the enemy will always move towards a low health minion to get the last hit. You can abuse this mechanic by waiting for the enemy to go in to last hit, and hit them with an auto-attack. When the enemy starts a wind-up animation to last hit a minion, they can't auto-attack again until the animation is complete (unless they have an auto-attack reset mechanic), meaning this is the safest time for you to get in some scratch damage. They will have to choose between last hitting the minion, or turning to attack you. This can deny them CS. If they choose the CS path and if you keep this scratch damage up, the enemy will get lower and lower in health, and you'll establish lane dominance.
you can actually do the same thing as a ranged support with your abilities, this way you nearly always land the harass because they have to stop the auto-attack to move out of the way or out of range...I've been doing this with
Seems fairly obvious, yet I mostly see support players just throwing skills out randomly, often missing them, instead of consistently harassing when it's easiest to land the harass.