Savlonic wrote:
If the player behind graves knows their animation cancels front and back, he's tier 1, there's no doubt, experienced graves' players can stomp just about anyone reliably.
Did they change something about this with his texture update? He feels so much smoother now. I tried him today after not having played him in a few months.
Zylmoc wrote:
Let me clarify. I'm talking about his Q when I poke, maybe I have no idea what i'm doing, I auto with my soldier Q on them for a slow, then auto again. Azir's dash (E)is not used for poking, my problem is the distance he travels, which is next to nothing if his Q is down. Then you have to contend with the fact that in a full blown fight you'd be throwing every soldier you got into thee fray, if you don't you could potentially let somebody get away or die. After that you put your self at risk. That, is my problem.
Even though, in the late game, his soldiers are on a relatively low cool down he, still, offers point of weakness. The Emperor is nothing without his soldiers.
Even though, in the late game, his soldiers are on a relatively low cool down he, still, offers point of weakness. The Emperor is nothing without his soldiers.
It still sounds like the issues originate from your play style rather than the champion himself.
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OTGBionicArm wrote:
Did they change something about this with his texture update? He feels so much smoother now. I tried him today after not having played him in a few months.
That just might be because he looks smoother in general, I definitely felt that after playing the




Rank 1 Void Rush -> Rank 2 -> Rank 3
150/2 minutes 30 seconds -> 110/1 Minute 50 seconds -> 80/1 minute 20 seconds (Before CDR)
Rank 1

200/3 minutes 20 seconds -> 180/3 Minutes -> 160/2 Minutes 40 seconds (Before CDR)
Take into account each



Numbers are taken from current PBE balances on S@20. Hopefully they change to what is listed on the wiki, but who knows for now.
League Wiki's version. Listed as 180/150/120 instead there, not sure which is correct.
Sig by TheNameless ^ Check out my Nasus guide ^
I think
Rek'Sai top and obviously jungle will be pretty strong due to her massive map presence. However, she does actually have to scout uncharted territory to set up shop. And sadly people may remove her tunnels, should they find them. Her lack of CC outside her one knock up might kill her team fighting though.

I think what will occur in most games is if a
Rek'Sai ever goes bot once, whether it be to gank, or just help secure an objective they gain the freedom to just set up shop down there in their allied side jungle or behind bot tower assuming it hasn't fallen. Once this has been done they can either just go top normally by walking, or if they set up tunnels under tower in top lane they can just walk bot/enemy jungle and ult top when necessary to keep it pushed. The Map wide screech is a pretty good way to prevent it from being an incredibly strong 'where the hell did they come from, and why did they show up so fast?!' roam. Add on the cheeky ways to tunnel through multiple walls, or un
Flashable walls too, it's pretty strong.


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Zylmoc wrote:
Let me clarify. I'm talking about his Q when I poke, maybe I have no idea what i'm doing, I auto with my soldier Q on them for a slow, then auto again. Azir's dash (E)is not used for poking, my problem is the distance he travels, which is next to nothing if his Q is down. Then you have to contend with the fact that in a full blown fight you'd be throwing every soldier you got into thee fray, if you don't you could potentially let somebody get away or die. After that you put your self at risk. That, is my problem.
If you're playing correctly and keeping one soldier up, it's pretty much a

Lategame there's almost no reason to have no soldiers if you got your 40% CDR
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NicknameMy wrote:
I bet the first nerf will nerf her ult range to
Nocturne level.

To be fair, her ult doesn't deal damage, or do anything but travel. And it also requires you to place something where you want to go before hand. I don't think it needs nerfed.
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