Category: Champ of the Week (Page 12 of 13)

Champ of the Week: Damn that Kog’maw is slow

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This may have been a bad week to try Kog’Maw as my champ of the week. I’ve actually had some enjoyable games with him but I’ve also been playing Vayne and, as far as anti-tanks go, she obviously has the upper hand. Let’s be honest, though, she’s more of an anti-anything-that-moves than she is anti-tank. Still, I’m forging ahead with the Kog’Maw testing so here are a few thoughts.

I had forgotten just how damn slow Kog’Maw feels. I’m playing with the amazing Monarch Kog’Maw skin, which may contribute to the slow feeling in part. When he’s hopping around flapping his wings he certainly doesn’t feel very fast, but in teamfights I always feel like it takes me longer to get any place than I would like.

The most common Kog’Maw build also lacks the burst that many other ranged carries build for. Since most of his damage is percentage based, he doesn’t feel much different from the point that you finish Madred’s Bloodrazor until the end of the game. It’s a unique mechanic, unlike any other champion currently in the game. It also translates strangely into his gameplay.

In my most successful Kog’Maw matches I regularly have a few fights in which I start out at half health and, at a time I would normally run on other ranged carries, I turn and fight whoever is in my face and often win that fight. The percentage based damage gives him the ability to do this fairly early in the game and continue to do it through the game’s duration. With other ranged carries I simply wouldn’t do that until I have a monster farm, if for no other reason than that so much of your damage comes from critical strikes. With Kog’Maw, though, it is usually a finite and unwavering number of attacks that will kill an individual target, affected only by the target’s purchase of magic resistance or your own build changes. In some ways that makes Kog’Maw very enjoyable to play, but it can be frustrating to think that just one simple crit could have meant a kill on a retreating carry.

My biggest problem with Kog’Maw right now is how much damage high magic resistance targets can absorb. Malady is really his only option for addressing that problem, and it doesn’t reduce MR by very much. The rest of the magic penetration items are AP based, which feels like a waste of money. You could get Sorcerer’s Boots, but Cloak and Dagger isn’t really designed for a champion like Kog’Maw. I’m going to have to try a few games with Cleanse to see if that would be enough.

Champ of the Week: Kog’Maw

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I’ve done a couple AP champions and a melee assassin for this feature – I think it’s time for some ranged DPS. Looking at Kog’Maw’s kit it seems that, other than Vayne, he’s probably best suited for flat out tank killing. Ashe is likely still the best pick overall for a ranged DPS, but if Kog’Maw can get ahead, he can burn tanks like no other. That said, he’s very susceptible to crowd control effects and suffers from a fairly weak early lane presence.

Basically, I want to see how Kog’Maw performs against a variety of comps with an average farm. He is absolutely devastating if overfed, which also has me interested in seeing how well he can carry against tanky DPS teams. I think the changes to Wit’s End make it the perfect Kog’Maw item, so I’m going to try a few builds centered around a Wit’s End rush to see how well it scales.

Check back later in the week for more impressions. Hopefully I can get a few Vayne games in before the day’s end and have some impressions on her tomorrow as well.

Champ of the Week: Nocturne Wrap Up

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Once again, I spent much of my Champ of the Week playtime early in the week, knocking out quite a few Nocturne games with very poor results. One of the problems with strong, popular champions, at least as it pertains to this feature, is that I can rarely get them in ranked. These champions will be banned often, which means reverting to normal games for testing. That’s not all bad, but if I can say one thing for ranked it’s that teams attempt to put together a decent comp at least 50 percent of the time. I can’t say the same for normal, which is why my early Nocturne games ended so poorly. Nocturne is definitely not the kind of champion that can just flat out carry anything. The bruisers are still too strong when played en masse, especially if Nocturne’s teammates are all as squishy as he is.

That said, it still happened. I still had a couple games with solid team composition and in those games I was dominant. I was particularly thrilled to have a game last night in which I was paired up with a Twisted Fate. Our combined ganking power was just too much for our opponents. Nocturne’s ult is a big part of what makes him strong. He doesn’t have to worry about positioning for teamfights. All he has to do is get within the general vicinity of a fight before ulting onto anyone in vision. I would often wait until fights were virtually over before heading in, making sure the enemy team had burned summoner spells and ultimates and cutting up low-hp targets.

That’s really where Nocturne excels; he absolutely trashes low health, low armor targets. He is slated to catch some nerfs tomorrow, but he will retain the damage steroid on Duskbringer, despite the nuke nerf. I’m not sure I need to say much more about the champion than what I’ve said in other posts – his kit is just too overwhelming for most champions to handle.

As for the one thing I would change, I think it would be his ultimate. It just needs to be changed, completely. The rest of his kit is strong enough on its own – he doesn’t need a global vision reduction along with a huge radius dash for positioning. Give him a weakness. Make the people playing him actually think about their positioning.

Champ of the Week: Karthus review

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I spent most of my time with Karthus early in the week since I had so much to test. He may not have been given a completely fair shake, but, well, I can always revisit him later if necessary. For now, here’s what I think about The Deathsinger.

Karthus is heavily reliant on immobile teamfights. He doesn’t do particularly well with chasing, largely because so much of his damage comes from the Defile toggle. Also, as teamfights get more mobile, his passive loses much of its effectiveness, existing to pretty much only get his ultimate off. His ult is definitely a pain as the game goes on, especially at higher ranks, so it’s extremely important that he stay ahead of the leveling curve as much as is possible.

I think I had the most fun building Karthus kinda tanky. I definitely missed having a massive ult, but with a Rod of Ages and a Rylais it was easy enough to soak some serious damage, all the while dishing back some pain with Defile. Add in an Hourglass and he can be really tough to hang around. His ult still hit surprisingly hard whenever I built him on the beefy side.

Playing Karthus was a strong reminder of why I hate global ults so much. His might be the best of them, if only because he doesn’t teleport with the ult, but it’s still too much unavoidable damage to be dealt across the entire map. If I could change one thing about Karthus it would be that his ult not be castable while his passive is up. It’s just silly that he can be 100% effective from death. I would even be fine with a 50 percent damage reduction while in his passive, but frankly, I think the best thing would be a rework of his ultimate in full.

Champ of the Week: Karthus

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It’s Monday, which means it’s time for a new Champ of the Week. I was thinking about rolling with one of the remade champions from tomorrow’s patch, but I think I want to have a champion to play that won’t be getting picked quite as often as those champions are likely to. With that in mind, I’ve chosen Karthus as this week’s Champ of the Week.

Karthus currently holds a very strange position in the game – he’s one of few champions that can provide almost as much value dead as he can alive. In fact, I’ve seen some Karthus players use death as a viable carry strat. They allow themselves to be focused so that the teamfight happens on top of their dead body. Once dead, they cast like mad, dropping that humongous ult in the middle of five opponents. It can be seriously devastating.

I have a problem with the concept of global ults in general. So much of the game is knowing how to position yourself – when to run, when to fight, when it’s good to leave lane and help your teammates survive a gank. Global ults circumvent that knowledge requirement, allowing players to be more sloppy with their play.

With the advent of Deathcap, Karthus poses an even bigger threat. His ult has a pretty awesome AP ratio, which Deathcap obviously takes advantage of. Dealing 700-900 damage to an entire team before the fight starts can be catastrophic. If the teamfight then happens on top of Karthus, well, it’s probably game over.

I’ll be focusing on the ways Karthus affects the game, mostly at the early and middle game – I think we all know what he can do late game. I’ll also be taking a look at his best build. Is just rushing all out AP best for that big ult or is some sort of utility a better service to the team. At the very least, it’s going to take some time for me to get used to mouseover casting again.

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