Tuesday, November 9, 2010

Sona... At least Morg has to target her skills...

Sona... At least Morg has to target her skills...


Special thanks to Awning for providing this.

Friday, October 15, 2010

Zilean Support/AP Build

Zilean Support/AP build



























Difficulty of Play – 7/10

Ideal Item Purchase Sequence:

First start with a
 Sapphire Crystal +200 mana (400 gold) and one or two




 Health Potion: click to consume: restores 200 health over 20 seconds. (35 gold each)

On your next trip back you should be able to upgrade your Sapphire Crystal into a
Tear of the Goddess: +350 Mana +7 Mana Regen per 5 sec UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana, up to a maximum of twice in a six second period; bonuses cap at +1000 Mana. (gold 595)

After buying the Tear of the Goddess(which you need get early on) your mana problems will be solved, This is why I do not take the summoner spell clarity. Then buy boots.
 
Boots of Speed UNIQUE Passive: Enhanced Movement 1 (350 gold)

Then upgrade to either Mercury's Treads or Sorcerer's Shoes
If your team is doing a good job pushing and not feeding then definitely go for sorcerer’s shoes.
If the opposing team has lots of cc then I would recommend getting the treads
+20 Magic Penetration UNIQUE Passive: Enhanced Movement 2 (750 gold) (Recommended)


+25 Magic Resist UNIQUE Passive: Enhanced Movement 2 Reduces the duration of stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 35%. (850 gold)

After completing your tear and boots you can either upgrade your tear into an Archangel's Staff or start building Glacial Shroud to later make into a Frozen Heart. Either path you choose to build, you are going to make both of these.

Archangel's Staff  +400 Mana +25 Mana Regen per 5 sec +45 Ability Power Passive: 3% of your Max Mana is converted to Ability Power. UNIQUE Passive: Each time your Champion uses an Ability their Maximum Mana will increase by 4 Mana. This effect has a 3 second cooldown. Bonus caps at 1000 mana. (1860 gold) (Recommended to build first)


Glacial Shroud +425 Mana +45 Armor UNIQUE Passive: Reduces ability cooldowns by 20% (1675 gold)
 Frozen Heart +99 Armor +500 Mana UNIQUE Passive: Reduces ability cooldowns by 25% and reduces the attack speed of nearby enemies by 20%. (1100 gold)


If the game is still going after completing both Archangel’s Staff and Frozen Heart you have a number of items to choose from. But make sure you have completed the core build above.

1. Zhonya's Ring +120 Ability Power UNIQUE Passive: Increases Ability Power by 25% UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 sec cooldown. (3460 gold)

-Zhonya’s will greatly boost the damage of your bombs and your ult. Also if you build this item you MUST remember to use the unique active! Making you untargetable and unable to take damage for 2 seconds can save you from death in team battles allowing you to ult your DPS and not yourself remember that this does make you unable to move or attack back though. (highly recommended after core build.)
+500 Health +80 Ability Power Passive: Dealing spell damage slows the target's movement speed by 35% for 2 seconds (15% for multi-target spells). (3105 gold)
-a nice amount of health, nice boost of AP, and a decent passive for chasing/retreating.
+70 Ability Power +57 Magic Resistance UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20. (2650 gold) 
-A nice amount of AP, good amount of MR(if needed) and a good Unique Aura that benefits pretty much all ally champs damage output since most champions’ abilities do Magic damage.
4.  Void Staff
+70 Ability Power UNIQUE Passive: +40% Magic Penetration(2295 gold)
-A nice boost of AP, and of course great Magic Penetration. I would only get this item if the whole team is stacking magic resist, otherwise it isn’t the best item to get.

5. Will of the Ancients
+40 Ability Power UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 15% spell vamp. (1965 gold)
-Decent amount of AP, but mostly get if you have allies that benefit greatly from AP and spell vamp.

And of course it is always nice to use the elixers.
Elixir of Brilliance
Click to Consume: Grants 31-65 Ability Power, based on your champion's level, and reduces cooldowns by 10% for 4 minutes.(300 gold)
-This Elixir is the best since it gives AP and cooldowns. (Recommended)

Elixir of Fortitude
Click to Consume: Grants 230-400 Health and 11-28 Damage (based on champion level) for 4 minutes.(300 gold)
-If you have plenty gold to spend I don’t see why not to buy this Elixir.

Elixir of Agility
Click to Consume: Grants 20-35% Attack Speed, based on champion level, and 15% Critical Chance for 4 minutes.(300 gold)
- If you have plenty gold to spend I don’t see why not to buy this Elixir, but definitely get the Blue/Red before getting this one.

Oracle's Elixir
Click to Consume: Gives your Champion stealth detection until they die.(400 gold)
-If twitch, eve, shaco, etc are being a nuisance I would get one of these. But I would recommended your tank to get this since you will be using your ult on your allies mostly.

Masteries:


Haste(1 point) - Increases the movement speed of your Ghost spell by 6% and its duration by 1.5 seconds.
Perseverance(3 points) - Increases your total health and mana regeneration by 2% (4% at rank 3).
Expanded Mind(4 points) - Increases your champions mana by 1.25% of your maximum mana (5% at rank 4).
Awareness(only 2 points) - Increases the amount of experience your champion gains by 1.25% (5% at rank 4).
Greed(1 point) - Generates 1 Gold every 10 seconds.
Meditation(3 points) - Increases Mana regeneration by 0.33 every second (1 at rank 3)
Quickness(3 points) - Increases your base movement speed by 1% (3% at rank 3).
Intelligence(3 points) - Reduces your champion's cooldowns by 2% (6% at rank 3).
Presence of the Master(1 point) - Reduces the recharge time of your summoner spells by 15%.

Archmage's Savvy(3 points) - Increases your ability power by .20 per champion level (0.60 at rank 3). At rank 3, this translates to an additional 10.8 ability power by level 18.
Deadliness(only 1 point) - Increases your champion's critical strike chance by 0.66%. (2% at rank 3)
Sorcery(4 points) - Reduces the cooldown of your champion's abilities by 0.75% (3.00% at rank 4).
Archaic Knowledge(1 point) - Your magical spells penetrate 15% of the target's magic resistance.

Note after completing the Frozen Heart your cooldown reduction will be at 34% with just items/masteries.

Runes:

Marks –

More magic penetration the better, plus they are not too pricy.

Seals –




I would go with health per level, 1 because they are cheaper and 2 because they benefit you more in end game, plus by level 6 they are better than the Seals of Fortitude.

Glyphs –

Once again I would go with health per level. Although Glyphs can be whatever you please. I choose health because you really don’t need any extra magic penetration, cooldown reduction, or mana.

Quintessence –
I would get these for the additional 97 bonus health in the start.



Skills:

Increases experience gain of all allied champions by 8%.

Nice passive. Not much to say about it.
Places a bomb on any unit, allied or enemy, which detonates after 4 seconds, dealing area of effect damage.
Damage 100/155/210/270/330 (+0.9 AP)
Cooldown 10
Mana 60/75/90/105/120
Range 650

This is basically your only source of damage. It scales with AP nicely and the range is nice to harass. Spam this like crazy.
Reduces all of Zilean's other spell cooldowns by 10 seconds.
Cooldown 18/15/12/9/6
Mana 50

This is ability is crucial. Once I have my Tear of Goddess and not in combat I use this ability whenever I can to get my ult off of cooldown. Also use the combo q-w-q to “double bomb” enemies.
Zilean slows an enemy champion's movement speed or increases an allied champion's movement speed by 55%.
Duration 2.5/3.25/4/4.75/5.5
Cooldown 20
Mana 100
Range 650

Basically a short ghost or short exhaust very good ability.
Marks an allied champion; if the champion would take lethal damage, they are instead brought back to life.
Duration 13
Heal 500/750/1000 (+3.0 AP)
Cooldown 180
Range 900

This is what makes Zilean Zilean. You should almost always use this on your main DPS. Even if it means dying to ult your ally to clean up the rest of the team, do it. You should not be getting all of the kills anyways so get use to it.

Here is the order of leveling up your abilities.

You only need one skill in your ult for a couple of reasons. Leveling your ult only gives 250 additional health upon revive. Also leveling up rewind or time warp is much more beneficial to the team.

Summoner Spells:

Recommended
Clairvoyance - Reveals an area of the map for 6 seconds. (55 second cooldown)
-Great way to reveal enemy ganks, seeing if they are getting baron, dragon, etc.

Flash - Teleports your Champion to target nearby location under your mouse cursor. 475 Range. (240 second cooldown)
-Great quick escape

Alternative
Ignite - Ignite is a damage over time spell that targets a single champion dealing 50 true damage plus 20 true damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target’s healing and regeneration by 50%. Range 600. (180 second cooldown)
-If you want some extra damage, go for ignite.

Exhaust - Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds. 550 Range? (210 second cooldown)
-Great for team fights and escaping/chasing. Although you already have your Time Warp ability that does the same thing with no blind.

Not Recommended
Ghost - Your Champion ignores unit collision and moves 27% faster for 14 seconds. (210 second cooldown)
-A nice chasing/escaping ability. Although this is not recommended because you have Time Warp.

Clarity - Restores 160+30x level mana to your champion and 50% of that to nearby allies.(180 second cooldown)
-Once you get your Tear, this will become basically worthless. So stick with something else.

Saturday, October 9, 2010

How to Jungle in League of Legends

How to Jungle in League of Legends

<---- Great video by Stonewall008
1) Pick a good jungler champion. Warwick, Fiddlesticks, Udyr, Olaf, Amumu for starters.
2) Buy wards.You have to know the moment a monster or the dragon spawns so you can kill it quickly. Also you need to know when the enemies are trying to take your buffs away.
3) Jungling is a task not a role. Yes you're supposed to be in the jungle, but your main purpose is to eventually leave the jungle for the lanes when A) a good situation for a gank comes up. B) When your teammates need a tower covered to shop or recover.
4) If your team doesn't know how to ping for help you may not be in a position to jungle for that team. Jungling requires paying a lot of attention to the lanes. If your team doesn't know when to call you in for the gank (or help) you become useless towards your team very quickly.
5) Come out to assist on tower knockdowns. Taking down towers wins the game so if you hear an enemy being slain, pay attention.

Thursday, October 7, 2010

How Armor Works in League of Legends

How Armor Works in League of Legends


The Calculation


This percentage of reduction is determined by the formula: Damage Reduction = Total Armor / (100 + Total Armor). For example, a champion with 150 points of Armor would receive 150 / (100 + 150) = 60% reduced damage from physical attacks. The Total Armor is determined by your personal Armor - the amount of Armor Penetration the attacking opponent has.

When armor goes below 0, the calculation transfers to Damage Reduction = Total Armor/ (100 - Total Armor)
This keeps the calculation functional so that -100 Armor translates to -50% Damage Reduction (meaning you take 50% more damage)

Armor Graph
x / 100 + [x]












Total Armor /// Damage Reduction /// Physical Attack dealing 100 damage

0 0.00% 100.00

10 9.09% 90.91

20 16.67% 83.33

30 23.08% 76.92

40 28.57% 71.43

50 33.33% 66.67

60 37.50% 62.50

70 41.18% 58.82

80 44.44% 55.56

90 47.37% 52.63

100 50.00% 50.00

110 52.38% 47.62

120 54.55% 45.45

130 56.52% 43.48

140 58.33% 41.67

150 60.00% 40.00

160 61.54% 38.46

170 62.96% 37.04

180 64.29% 35.71

190 65.52% 34.48

200 66.67% 33.33

210 67.74% 32.26

220 68.75% 31.25

230 69.70% 30.30

240 70.59% 29.41

250 71.43% 28.57

260 72.22% 27.78

270 72.97% 27.03

280 73.68% 26.32

290 74.36% 25.64

300 75.00% 25.00

310 75.61% 24.39

320 76.19% 23.81

330 76.74% 23.26

340 77.27% 22.73

350 77.78% 22.22

360 78.26% 21.74

370 78.72% 21.28

380 79.17% 20.83

390 79.59% 20.41