Just like the thread of lame puns ("Victory is Garen-teed!" before Garen got nerfed), I found a match where I was facepalming and laughing at the same time.
Died 4 times as a 1v2 Anivia during laning. YOU DON'T FKING DIE DOING SUCH AN IMPORTANT JOB SD:LFKJWL:KE F@#N$<M NFD . I also learned some new bait tactics.
But after I rushed Banshee's Veil, I bought Mejai's as a means of cheap AP (hey if we have a chance, this can help make up for it); I never died again. In fact, I got to 20 stacks, and I became Legendary =D
BobboTheDk Wrote:IGN: BobChican
Level: 30
Champs i use: Pantheon, Shaco, Nasus, Jax, Xin Zhao, Ashe, Singed, Sion, Annie, Kass, Amumu just to name a few lol
O.O I've had you on my BL for as long as I can remember. "Rayquaza2233"
I made a Southperry chatroom on LoL called "Southperry", if anyone cares.
EDIT : Apparently there's a champion coming out in the near future that may be able to use Tiamat.
Also, here's what may be Caitlin's information.
Caitlyn
Caitlyn
The Sheriff of Piltover
All-Points Bulletin(Passive): Whenever an allied champion is slain, Caitlyn gains vision of the killer for a limited time.
Aimed Shot(Q): Caitlyn channels her shot, increasing damage and range over time. If the shot hits, Caitlyn can fire a second shot shortly after, but if it misses, Caitlyn is revealed to the enemy.[Caitlyn channels to take careful aim, gaining @Effect1Amount@% damage and 20 range per second charged. Caitlyn can cancel the charge at any time to reset Aimed Shot's cooldown.] [If Aimed Shot hits a target, it deals @Effect2Amount@ (+@CharTotalPhysical@) physical damage and Caitlyn can fire a single extra shot one second later with half of the bonus damage of the first. [If Aimed Shot misses on the first attack, Caitlyn is revealed to the enemy for 1 second.]
Bulletproof(W):Caitlyn passively resists projectile damage, and can actively double the resistance for a short time. While on cooldown, Caitlyn's movement speed is increased.[Caitlyn's bulletproof vest helps to protect her, reducing projectile damage by @Effect1Amount@%.][Caitlyn improves her defenses, doubling her projectile damage reduction to @Effect3Amount@%. While Bulletproof is on cooldown, Caitlyn's movement speed increases by @Effect2Amount@%.]
Authority of Law(E): Caitlyn fears an enemy for a short time and is immune to that enemy's debuffs for a time afterwards. If Caitlyn takes damage from her target during that time, her damage and defenses are improved.[Caitlyn flashes her badge at an enemy champion, causing them to panic in fear for 1 second. For @Effect1Amount@ seconds afterwards, Caitlyn is immune to her target's debuffs, and if Caitlyn takes damage from them during that time, she gains @Effect2Amount@ attack damage, armor and magic resistance.]
The Long Arm(Ultimate): Caitlyn channels for a period of time, then fires a high-speed bullet at a target, getting double the payoff if it kills.[Caitlyn readies her rifle, locking onto and tracking an enemy champion. After channeling for four seconds, Caitlyn fires a high-velocity shot at her target, passing through minions and dealing @Effect1Amount@ (+@CharTotalPhysical@) physical damage if it hits an enemy champion. If this shot deals a finishing blow, Caitlyn receives twice the victim's bounty in gold.]
Opposing Tips
*If Caitlyn's Aimed Shot misses, she'll be revealed on the map for one second. Use that brief glimpse to hunt her down.
*When Caitlyn locks on with The Long Arm, you have an very short time after the targetting reticle disappears to get out of the way. Use summoner flash, if you have it.
*Caitlyn's Authority of Law prevents her target from casting debuffs on her, wait until the effect disappears before trying to stun her.
Character Tips
*Aimed Shot and The Long Arm leave you vulnerable while you channel. Place wards near where you're charging to keep an eye out for enemies.
*Bulletproof only increases Caitlyn's speed while it's on cooldown, so take this into account when trying to escape.
* Use The Long Arm in combination with Caitlyn's passive in order to finish targets off after a fight.
First time i played anivia my passive didnt trigger. :f6:
Not as in it bugged, i just didnt die was playing it safe, had a 2-0-13 score. But like 450 creep kills.
Anyway, the new champion looks interesting, mh, i'm expecting heroes like olaf to fear her, i mean olafs are great for ganking your allies 1v1 and then run away with 300~400 hp.
This champion seems to be nice at getting them down if they try to pull that trick.
Rayquaza2233 Wrote:O.O I've had you on my BL for as long as I can remember. "Rayquaza2233"
I made a Southperry chatroom on LoL called "Southperry", if anyone cares.
EDIT : Apparently there's a champion coming out in the near future that may be able to use Tiamat.
Also, here's what may be Caitlin's information.
Caitlyn
Caitlyn
The Sheriff of Piltover
All-Points Bulletin(Passive): Whenever an allied champion is slain, Caitlyn gains vision of the killer for a limited time.
Aimed Shot(Q): Caitlyn channels her shot, increasing damage and range over time. If the shot hits, Caitlyn can fire a second shot shortly after, but if it misses, Caitlyn is revealed to the enemy.[Caitlyn channels to take careful aim, gaining @Effect1Amount@% damage and 20 range per second charged. Caitlyn can cancel the charge at any time to reset Aimed Shot's cooldown.] [If Aimed Shot hits a target, it deals @Effect2Amount@ (+@CharTotalPhysical@) physical damage and Caitlyn can fire a single extra shot one second later with half of the bonus damage of the first. [If Aimed Shot misses on the first attack, Caitlyn is revealed to the enemy for 1 second.]
Bulletproof(W):Caitlyn passively resists projectile damage, and can actively double the resistance for a short time. While on cooldown, Caitlyn's movement speed is increased.[Caitlyn's bulletproof vest helps to protect her, reducing projectile damage by @Effect1Amount@%.][Caitlyn improves her defenses, doubling her projectile damage reduction to @Effect3Amount@%. While Bulletproof is on cooldown, Caitlyn's movement speed increases by @Effect2Amount@%.]
Authority of Law(E): Caitlyn fears an enemy for a short time and is immune to that enemy's debuffs for a time afterwards. If Caitlyn takes damage from her target during that time, her damage and defenses are improved.[Caitlyn flashes her badge at an enemy champion, causing them to panic in fear for 1 second. For @Effect1Amount@ seconds afterwards, Caitlyn is immune to her target's debuffs, and if Caitlyn takes damage from them during that time, she gains @Effect2Amount@ attack damage, armor and magic resistance.]
The Long Arm(Ultimate): Caitlyn channels for a period of time, then fires a high-speed bullet at a target, getting double the payoff if it kills.[Caitlyn readies her rifle, locking onto and tracking an enemy champion. After channeling for four seconds, Caitlyn fires a high-velocity shot at her target, passing through minions and dealing @Effect1Amount@ (+@CharTotalPhysical@) physical damage if it hits an enemy champion. If this shot deals a finishing blow, Caitlyn receives twice the victim's bounty in gold.]
Opposing Tips
*If Caitlyn's Aimed Shot misses, she'll be revealed on the map for one second. Use that brief glimpse to hunt her down.
*When Caitlyn locks on with The Long Arm, you have an very short time after the targetting reticle disappears to get out of the way. Use summoner flash, if you have it.
*Caitlyn's Authority of Law prevents her target from casting debuffs on her, wait until the effect disappears before trying to stun her.
Character Tips
*Aimed Shot and The Long Arm leave you vulnerable while you channel. Place wards near where you're charging to keep an eye out for enemies.
*Bulletproof only increases Caitlyn's speed while it's on cooldown, so take this into account when trying to escape.
* Use The Long Arm in combination with Caitlyn's passive in order to finish targets off after a fight.
Dusk Wrote:Every carry is overpowered once you have 10k+ gold worth of farm. Sniper's good, but fairly balanced.
I think you misunderstood me, i didnt mean imba as in too overpowered, actually meant that he was imba fun xP Should've worded it better, sorry.
Medusa was OP last time i played DotA, imba laning phase, able to tank several thousand damage lategame and good carry and good support in team fights..
One of the reasons Piltover is known as the City of Progress is because it has an extraordinarily low crime rate. This hasn't always been the case; brigands and thieves of all sorts used to find the city-state an ideal mark for plunder, primarily due to the valuable resources it imports to fuel its techmaturgical research. Some even theorize that it would have fallen long ago to the chaos of organized crime if not for Caitlyn, the Sheriff of Piltover. Born the daughter of a wealthy statesman and a pioneering hextech researcher, Caitlyn discovered her natural gift for investigation when, at age 14, her father was assaulted and robbed on his way home. She snuck out of her house that night with her father's rifle and tracked down the muggers from the crime scene. At first, her parents did their best to discourage her from such risky hobbies, but she was incorrigible. Wishing to protect her daughter in the only way she knew how, Caitlyn's mother began outfitting her with techmaturgical devices tailored to her sleuthing needs.
Caitlyn quickly gained notoriety, both because she was singlehandedly defeating crime in Piltover and also because she soon developed into a ravishing beauty. She never backed down from a case or a challenge, and she was one of the sharpest shots in the city-state. Her services were soon requested by Demacia to help track down a mysterious outlaw who had begun committing high-profile heists. The bandit, who always left a card with an ornate "C" at the scene of the crime, became Caitlyn's arch-nemesis. To this day, Caitlyn still searches for this cat burglar, and the chase has led her all across Valoran. She has joined the League to hone her skills and gain the influence necessary to track down the only quarry that has managed to evade her.
"Go ahead, run. I'll give you a five minute head start." -Caitlyn, from her book Willing Apprehension
Abilities:
Piltover Peacemaker: Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals physical damage (deals less damage to subsequent targets).
Yordle Snap Trap: Caitlyn sets a trap to reveal sneaky yordles. When sprung, the trap immobilizes the champion and deals magic damage over 1.5 seconds.
90 Caliber Net: Caitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back.
Ace in the Hole (Ultimate): Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.
Headshot (Passive): Every 8 attacks (attacks while in brush count as 2), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion.
Quote:Yordle Snap Trap: Caitlyn sets a trap to reveal sneaky yordles. When sprung, the trap immobilizes the champion and deals magic damage over 1.5 seconds.
That actually sounds like something unlike Riot. Zileas stated that they didn't like doing trap skills, and the reasoning was sound.
So....since my main champion is Rammus now, anyone care to share their best Rammus strategy?
What I do now - HP permitting - is at early levels, put on Defensive Curl and Taunt any enemies that get a bit too close to the turrets. Later on, when I become more resilient, I start picking off people on 1v1 battles if I can get to them. (I usually do 1v1 against lightly armored targets, as Rammus will have a better chance of killing them and not get himself killed in the process ). For full-on tanking (teammates backing me up), I just initiate (Taunt) on a nearby enemy, and do the same routine, and let teammates take the enemy out.
What I do is Barrel Roll (stun/slow) ---> Defensive Curl --> Taunt ---> Ultimate (if its available to cast; I use this to deal additional DPS to enemy) ---> Exhaust (if available), then start bashing away.
WillDaSnail Wrote:So....since my main champion is Rammus now, anyone care to share their best Rammus strategy?
What I do now - HP permitting - is at early levels, put on Defensive Curl and Taunt any enemies that get a bit too close to the turrets. Later on, when I become more resilient, I start picking off people on 1v1 battles if I can get to them. (I usually do 1v1 against lightly armored targets, as Rammus will have a better chance of killing them and not get himself killed in the process ). For full-on tanking (teammates backing me up), I just initiate (Taunt) on a nearby enemy, and do the same routine, and let teammates take the enemy out.
What I do is Barrel Roll (stun/slow) ---> Defensive Curl --> Taunt ---> Ultimate (if its available to cast; I use this to deal additional DPS to enemy) ---> Exhaust (if available), then start bashing away.
Is this an OK strategy? :f6:
Your summonser spells should be flash and exhaust or ghost and exhaust if you're laning.
If you're jungling (I do it now, it's much better than laning) they should be smite+ ghost.
Either way you should be starting with a cloth armor and 5x hp pot (i do 3x if im laning, I usually dont need more). Just last-hit as many creeps as possible and go back to base when you dont have hp pots and are on low health. First item should be Heart of Gold. 2nd item should be Mercury's Treads/Ninja tabi depending on the team (99% of the time you'll get merc treads). Buy some wards if you have a bit of gold left over (2 or 3 should suffice) and ward the bush at the exit of the river (if you're playing 3v3 i have a sadface, even though rammus rapes face there). Keep it warded as long as possible. If you're at bottom ward dragon as well.
Wrapping this up: Your core should always be Heart of gold and Ninja tabi/ merc treads. From then on out you should be buying tank items based on their team composition. Thornmail to counter physical dps carries, banshees veil to counter mages/ crowd control effects, etc.
Against a balanced team I usually go HoG> Merc Treads> Thornmail> Banshee's> Guardian angel/sunfire cape (depends if im dying a lot)> Sunfire/ guardian angel (whichever I didnt get)> Upgrade Heart of gold to randuin's omen (I'll upgrade it earlier usually, the active is too good.)
With rammus you generally want to be very conservative with your mana.
My skill order in lane:
Q>E> E> W> E> W> E> W>E > W> W> W
Obviously I grab R whenever possible but I was too lazy to stick it into the right places of the skill order.
Your general initiation combo should be Q into enemy carry> W > E> R (You can cast E before W, doesn't really matter)
Your objective in team fights is to assure your team kills the enemy carries before anything else, as well as protecting your own carries. You should always be the one initiating team fights because you are the tank. (obviously there's exceptions sometimes)
SOMEONE PLEASE GET ON SO WE CAN PLAY TOGETHER. I'M HAVING HORRIBLE LUCK WITH MY MATCHMAKING
>Pineapple' Wrote:If you're jungling (I do it now, it's much better than laning) they should be smite+ ghost.
I LOVE jungle rammus. Really good at ganking, not so great at dragon though. I'd take flash/smite, being able to powerball>flash>taunt out of a bush makes ganking so easy. Mid/late game rammus' damage doesnt scale so well compared to jungle creap hp. Make sure you are giving red to your carry. You can keep taking blue as it really helps rammus, unless you have an anivia(sp?) or someone similar on your team.