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OTG's SoloQ Tier List (Patch 4.20)

Creator: OTGBionicArm September 27, 2014 10:49pm
Savlonic
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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.
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OTGBionicArm
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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.
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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.

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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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 Gragas rebalance. I don't think anything's changed, would have to look into it. Can't wait for the Shen rebalance and Shadow Dash buff though, definitely won't make him top tier again, especially with the terror of Rek'Sai top lane probably becoming meta. Anyone else have a huge problem how much of a gap there is between their cross map ults?

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 Stand United -> Rank 2 -> Rank 3
200/3 minutes 20 seconds -> 180/3 Minutes -> 160/2 Minutes 40 seconds (Before CDR)

Take into account each Rek'Sai Tunnel lasts for 10 minutes, that's 4 possible uses for a single set before level 11, 5 possible uses before level 16, and then 7 uses 16 and on. Before you account for any cdr she builds for. The amount of roaming you could potentially do with her compared to other strong roaming top lanes is insane. Not to mention you can just return to lane anytime. Queen's Wrath(Q) offers good enough wave clear, stack it with something like Ravenous Hydra, unless the laner you're against has wave clear to counter that, they're in for a rough time dealing with you, and saying Shen's is a whole minute longer minimal because it shields the ally he's teleporting to, that's hardly a justifiable for hers to be so much shorter in my opinion.

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.
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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.
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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 Flash, which isn't bad at all. Furthermore, Q CD becomes pretty manageable if you're leveling it up, as you should.

Lategame there's almost no reason to have no soldiers if you got your 40% CDR
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Prepare your self for jungle twisted fate.
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I bet the first nerf will nerf her ult range to Nocturne level.
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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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