In order of priority:
Rek'Sai: ridiculous champ, needs the nerfbat (has crazy damage, utility, sustain, global pressure, mobility);
Azir: Most Azir players I got were either hit or miss, but a good azir is ridiculous right now during teamfights;
Fizz: I don't mind laning against him but 90% of them get fed through roaming, which is more effective than most midlaners;
Syndra: Crazy strong lanephase, if I'm not playing her I'm banning her;
Xerath: If I'm going mid and my priority bans are out of the way, so is this guy;
Gnar: It just turns up relevant and crazy.







1.
Darius - Can be annoyingly tanky really quick so I remove him
2.
Fizz - This guy can be extremely frustrating if the mid lane has an idea of his mechanics
3.
Morgana - As an Janna player Morgana is one of the few supports that can counter her
Other options:
Yasuo,
Master Yi,
Katarina,
Lee Sin,
Blitzcrank and
Zed

2.

3.

Other options:






"The Wolf eyes the Prey, The Cow eats the hay, One of them is a killer, The other his buffet"
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My Soraka Guide | My Review Service

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My Soraka Guide | My Review Service

Thanks for the sig, MissMaw!
Basically:
Corki - I hate him. I really really do :D
Lissandra - Mostly a ban if someone wishes to play zed or fizz on my team.
Rek'Sai - Never really played against her since I came back to the game, don't plan on getting caught by surprise and people say she's broken anyways.
Azir - Getting 3 soldiers suddenly poking your butt dealing 600 damage per hit is no fun.
Maokai - ffs mao ult is just too strong, how do you even deal with that out of lane ._.
Agree. A good Janna shouldn't ever get hit by an obvious binding and if your shield isn't leveled enough she can pop it with Q+W and push you away in the midst of an ult which sucks. Also, when playing the auto attack poke game she's so quick she can hit you and run away before you can hit her back which also sucks q.q





utopus wrote:
Agree. A good Janna shouldn't ever get hit by an obvious binding and if your shield isn't leveled enough she can pop it with Q+W and push you away in the midst of an ult which sucks. Also, when playing the auto attack poke game she's so quick she can hit you and run away before you can hit her back which also sucks q.q

utopus wrote:
Idd




Done it several times, it's legit :D
First of all, my opinion can be wrong on some parts. But the ban priorities are very reliant on what picks there are gonna be from both your team and their team (hence why a more lively discussion in champion select "could" make it easier to make bans that are going well with your team, but I don't see anyone when I play go "Okay guys, what will you guys pick? We need a strategy for the early game and a plan that we can go after so that we will transition into the mid-game and finally to the late game against whatever they pick", but I would just love to see a serious debate in the champ select chat).
Now, focusing on whatever you pick, whether it be a strong late game champion like a Jax or maybe someone who has a really strong impact on the laning phase in the early game, like a Riven. You have to make (maximally one, to be able to ban other champs that your teammates might have a hard time playing against, it's really up to you to satisfy your teammates need for bans so that they don't come rushing to your home with knives, to really sum that up in a short phrase, don't be selfish. Now, this doesn't just go to specific people, but to everyone, because your lane matters a lot when it comes to how the outcome of the game is gonna be, there's no "Oh but toplane is gonna be fine, they can still do well by splitpushing toplane or pressuring drake or baron", there's no such a thing as a role less important than another one, don't value your art after what people say it is worth, but on the other hand, the value of your role can be "less" important than another one, for example support and adc, the obvious choice is that the adc is more important in some aspects, but not to such an extent that the support is completely unnecessary to have in the game. The support is supposed to carry the adc through the laning phase when he/she faces a bad matchup or are in a bad position in terms of gold or power.
Now, back on topic, I have been playing botlane for 1 year (pretty short, and my experience is not very large as other adc/support mains, which I won't disagree with ever), but I've also played almost all other roles for about the same length of time (except jungle). I've gone through a lot of mechanics, guides, builds and dynamics of matchups, what I have encountered through my experience, is that "counters" are only determined by how the matchup is "supposed" to play out, not how it will be played out when you play against other people, take a sion and a darius and put them on toplane, the darius can easily kill sion, unless the actual player who is playing sion, does something to prevent this, that's where mechanics come into perspective. You can bait abilities like darius q and e, and there's a lot more to it than that.
Another matchup, varus against leona. We all know varus can't easily dodge a leona e, because he has no real escape ability except his flash, that's why leona is technically a "counter" to him, this is only true because of varus kit and because of leona's kit, but it's the actual players who decide whether they will win or lose against the other player. If a varus player who has 3 years experience under his belt, solid farming and a healthy end game cs score of about 300 at around 30-38 minutes(depending on if he/she got behind early and hit the 300 cs mark later than 30 minutes or if he/she just came across the mighty draven moustache that is too smexy for anyone to defeat) and solid prediction, can pull out wonders against a leona with the same amount of experience, why? Because the counters don't really matter as much as solid gameplay do.
Azir against a fizz, lissandra, ori or maybe a zed, can also do great, and he is so so great in teamfights, really what I want to say is, we aren't perfect, your opponent isn't perfect, not your teammates either, no one is. Hence why there's a word called "mistake" and another one called "comeback". We have all been discussing this, and I can say that the only true way to see the dynamics in their true form, is through achieving perfection which...well, we can't at the moment.
Dynamics at the most fundamental level, are in my opinion the ground for which mechanics, and parts of the strategy stand on, however it is not supposed to overshadow everything else, if dynamics were the sole reason for a game's outcome, then you wouldn't see players like inSec, Pawn, or Dade or anyone for that matter. No one would wanna play a game where you really can't affect the game with your skills, where only the matchup determines if you win the game or not.
Just ban champions that you have a hard time against, or the champions that are gonna counter your champion on some aspects. But if you aren't sure of what to ban, just follow the usual priority list that has been made for the current patch and meta.
Now, focusing on whatever you pick, whether it be a strong late game champion like a Jax or maybe someone who has a really strong impact on the laning phase in the early game, like a Riven. You have to make (maximally one, to be able to ban other champs that your teammates might have a hard time playing against, it's really up to you to satisfy your teammates need for bans so that they don't come rushing to your home with knives, to really sum that up in a short phrase, don't be selfish. Now, this doesn't just go to specific people, but to everyone, because your lane matters a lot when it comes to how the outcome of the game is gonna be, there's no "Oh but toplane is gonna be fine, they can still do well by splitpushing toplane or pressuring drake or baron", there's no such a thing as a role less important than another one, don't value your art after what people say it is worth, but on the other hand, the value of your role can be "less" important than another one, for example support and adc, the obvious choice is that the adc is more important in some aspects, but not to such an extent that the support is completely unnecessary to have in the game. The support is supposed to carry the adc through the laning phase when he/she faces a bad matchup or are in a bad position in terms of gold or power.
Now, back on topic, I have been playing botlane for 1 year (pretty short, and my experience is not very large as other adc/support mains, which I won't disagree with ever), but I've also played almost all other roles for about the same length of time (except jungle). I've gone through a lot of mechanics, guides, builds and dynamics of matchups, what I have encountered through my experience, is that "counters" are only determined by how the matchup is "supposed" to play out, not how it will be played out when you play against other people, take a sion and a darius and put them on toplane, the darius can easily kill sion, unless the actual player who is playing sion, does something to prevent this, that's where mechanics come into perspective. You can bait abilities like darius q and e, and there's a lot more to it than that.
Another matchup, varus against leona. We all know varus can't easily dodge a leona e, because he has no real escape ability except his flash, that's why leona is technically a "counter" to him, this is only true because of varus kit and because of leona's kit, but it's the actual players who decide whether they will win or lose against the other player. If a varus player who has 3 years experience under his belt, solid farming and a healthy end game cs score of about 300 at around 30-38 minutes(depending on if he/she got behind early and hit the 300 cs mark later than 30 minutes or if he/she just came across the mighty draven moustache that is too smexy for anyone to defeat) and solid prediction, can pull out wonders against a leona with the same amount of experience, why? Because the counters don't really matter as much as solid gameplay do.
Azir against a fizz, lissandra, ori or maybe a zed, can also do great, and he is so so great in teamfights, really what I want to say is, we aren't perfect, your opponent isn't perfect, not your teammates either, no one is. Hence why there's a word called "mistake" and another one called "comeback". We have all been discussing this, and I can say that the only true way to see the dynamics in their true form, is through achieving perfection which...well, we can't at the moment.
Dynamics at the most fundamental level, are in my opinion the ground for which mechanics, and parts of the strategy stand on, however it is not supposed to overshadow everything else, if dynamics were the sole reason for a game's outcome, then you wouldn't see players like inSec, Pawn, or Dade or anyone for that matter. No one would wanna play a game where you really can't affect the game with your skills, where only the matchup determines if you win the game or not.
Just ban champions that you have a hard time against, or the champions that are gonna counter your champion on some aspects. But if you aren't sure of what to ban, just follow the usual priority list that has been made for the current patch and meta.
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<Perfectionist>