Author: Jeff Morgan (Page 44 of 260)

Champ of the Week: Blitzcrank Wrapup

Piltover Customs Blitz.

It worked out well that I didn’t have time to finish off my Blitzcrank wrapup last night. I hadn’t yet seen the Champion Spotlight Riot put out sometime yesterday, which was for everyone’s favorite steam golem. I wrote the majority of this prior to seeing Phreak’s spotlight, but I’ll add in a couple notes where I think it’s appropriate.

After spending more than a week with Blitzcrank, I was happy to find that the steam golem still has some life in him. In my earlier posts I was frustrated by the tankiness of a lot of my enemies. Later in the week, though, I got set up against some more average comps, which made Blitz feel a lot more fun.

Part of my early issues with Blitzcrank were my build, too. I was messing around with Manamune too much, and he just doesn’t need it. While it’s definitely cool to see more than half of Blitz’s health bar turn to shield when Mana Shield procs, it seems like a waste to build around a skill that only activates when you’re close to death. Honestly, a Sheen rush is plenty to give Blitz that little extra durability when he needs it and provide some much-needed extra damage. If you level his Power Fist first, you should have plenty of opportunities to make use of Sheen’s extra damage.

I want to make sure to point out that Blitzcrank deals excellent damage, thanks to the short cooldown on Power Fist and the fact that it deals double damage. Blitzcrank can crit incredibly hard while still remaining fairly tanky thanks to Mana Shield. That said, he requires farm like any champion, and he can have a pretty rough time farming in lane.

This is where I think it’s good to talk about Phreak’s spotlight for Blitzcrank. Continue reading »

The big reason I’m excited for Dominion

There’s a lot to get excited about with the upcoming Dominion game mode, but I’m excited for one major feature above all else – the lack of a lane phase. It’s not just that I think the lane phase has gotten stale, which it has, or that I don’t really like trying to last hit, which I don’t. I’m excited about Dominion’s lack of a lane phase because it means teams will be playing with one another more. Honestly, I think the change could be the one thing with a shot at injecting some positivity into the LoL community.

I’ve thought a lot about why the LoL community tends be a negative environment, and I think it pretty much boils down to this – for the first 15-20 minutes of a game, it isn’t a team game. It’s 3-4 solo experiences (3 lanes and a jungle) that have the potential to ruin the team part of the game that comes much later. In some cases, your teammates actually become your enemies. If bot lane feeds 5 kills in the first 10 minutes, it’s going to be a very tough game. Because games are fairly long, it can often feel like that feeding lane has just wasted whatever amount of time you spend in the game.

Dominion should remove or at least reduce that initial intra-team tension. From the very beginning of the game, players have to work together to succeed. The way that the map is designed, teams will still split up, and there will still be moments that it feels like your teammates have screwed you. I think the key difference is that you’ll be playing as a team from the beginning, instead of playing as 3 solos and one team lane.

To that end, I’m really pumped about Dominion. What are you looking forward to?

Current Affairs: Poppy

poppy_splash_3

The official LoL forums can be an exceedingly weird place and often play out like a game all their own. Threads catch fire without any apparent reason, and today is a prime example. For whatever reason, the LoL forum community is up in arms this weekend about Poppy and how OP she is. You remember Poppy right? She’s short, likes to slam people into and occasionally through walls. Still don’t remember?

I make the joke because I see her so rarely I can’t believe this is something people get up in arms about. And OP? Sure, with a 50-minute legendary farm, but her early game is atrocious, bad enough that I don’t even bother to play her anymore.

Thankfully, that’s what Riot wants to address. They want to level her power curve a bit so that she’s more enjoyable early game and less of a running-at-mach-4 bomb in the late game. There is some bad news, though. The intended design strategy to level that curve is to push her toward a tank/AD build. Yes, make her more like the existing tanky DPS. Here’s the quote from RiotStatikk:

Poppy from the outset was designed as a tank/fighter but is currently optimally used as (in my opinion) the strongest burst caster in the game if played well. We’re looking to address this by pushing more of her output into sustained damage rather than upfront burst. This change is less about “removing” her AP build and rather more about pushing forward her AD/Tank build.

I’m hoping Riot stays true to not removing her potential for an AP buid. AP Poppy is a lot of fun with a decent farm. I think the key is keeping her power level for both builds about even. When the tanky build takes over too much, I doubt we’ll see many AP Poppy players in the world.

Have the Pantheon changes panned out?

After the global ult nerf patch, Morello put out a call for Pantheon suggestions, hoping to bring him back up to some sort of viability. With the Skarner patch, he got some significant buffs – lower cooldowns on his stun and Heartseeker, a much faster ult, an execute on his Spear Shot – to the point that I’ve been seeing him much more often. I haven’t had a lot of time to spend on him, but when has that ever stopped me from sharing my impressions?

I’ll start by saying that the changes are mostly a good thing. That short-cd stun can be brutal in combination with teammate CC, making Pantheon a very difficult champion to escape. The ranged execute is also a nice buff. I didn’t have much trouble finishing off a target with the old Pantheon but since the change I can’t say that I’ve narrowly missed a kill. I also played against a Pantheon today who was last-hitting teammates I thought for sure I had saved with a well-placed Dragon’s Rage.

It’s Heartseeker Strike that still bugs me. It’s in a much better place now that it can be used more often, but the animation feels a little too long. There also remains the simple fact that it’s a self-stun, which really hurts. He can cast more often, but that also means he’s locking himself up more often. I would really like to see Riot either dramatically shorten the animation time and reconsider the damage or just find a new ability to add in this one’s place.

So, serious Pantheon players, what do you think? Are his new cooldowns helping out? Does he feel more viable? Still just a pubstomp toon? Drop your impressions in the comments.

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