Category: Champ of the Week (Page 6 of 13)

Champ of the Week: Tryndamere

Well, unfortunately I’m going to have to push back some of the upcoming changes I have to the Champ of the Week feature, but that doesn’t have to delay this week’s Champ any longer. This week I’ll be playing Tryndamere.

If you check my recent games list, you can see that I’ve already played a decent number of games with the Barbarian King. I made sure to sneak in a few before the remake so I could assess what the changes have given to or taken from his viability. First, let’s talk some history.

Tryndamere has posed some fairly unique problems to the League in the past. For a while it was Cleanse that gave him some ridiculous killing power, back when it could clear Ignite and offered CC immunity. I remember some of my earliest games against Tryndamere being more frustrating than even old Eve games. Even after the Cleanse nerfs, though, Tryndamere has enjoyed insane power creep. He remains the one champion that has allowed me to come back from a game in which all of my buildings were down but the nexus. I got to a point quickly enough in that game that I simply could not be killed and I was able to 2-3 shot most of my opponents.

Tryndamere’s basic design issue is that he gets exponentially stronger as he loses health, but can remain at one health point – his strongest point in the game – for an extended duration thanks to his ult. The old Tryndamere gained crit chance as his health went down. As he crit targets, he gained stacks of Bloodlust that improved his crit damage and could also be spent for a sizable heal.

He caught a remake today that changed all that. Continue reading »

Champ of the Week: Lee Sin wrapup

Lee Sin Splash

After playing Lee Sin for a week I finally started having some real fun with him last night. I’m not sure if that’s just what it took for me to start to utilize all his mobility effectively, or if I wasn’t trying hard enough. Whatever the case, I played three games with Lee last night and had a blast, even in a game that I lost.

I’ve always been drawn to high mobility champions and Lee Sin is sort of the highest of the high mobility, provided you can land Sonic Wave and manage your energy. One of the hardest things to adjust to with Lee Sin, at least in the jungle, is to forget about buffs. He doesn’t need them to gank well and they do too much damage to him. I save buffs until I have a Razor because at that point they’re very easy to take and increase his already excellent ganking skill by quite a lot.

Lee Sin will be in a very interesting place if Guinsoo’s proposed jungle remake goes through. The new jungle is supposed to respawn smaller creeps faster, reduce the reliance on buffs a bit and nerf lizard so that it no longer slows. Lee Sin already burns through jungle creeps much faster than they can respawn. Improved respawn timers could put him in a class all his own, even if the experience in the jungle gets a significant nerf.

Though I like the mobility offered by Sonic Wave/Resonant Strike, I can’t help feeling that the 10% missing health component is a little bit broken in the lane. This is a tough one to reason out because it’s really hard to tell how much damage it does. I know this – when I see a character under 50 percent health, I’m positive I can get a kill if they don’t have Flash or some other escape ability. That’s true for a lot of characters in the game, but not for quite as many melee champions. I think the real issue is the mobility of Sonic Wave. Lee’s mobility is unique in that it works based on two ever-shifting points of control: his position and his opponent’s. By maneuvering a bit in lane, it’s pretty easy to guarantee Sonic Wave strikes, making that 50 percent kill simple enough to land.

For all of his 1v1/ganking power, Lee doesn’t shine in teamfights, which is probably a good thing. As I mentioned in my last post, he really has to wait for the right moment to engage. I often find myself using Resonating Strike to bait the enemy’s attack, dash out with his W to a teammate, and then dive back in when I see an enemy get low. I really started to fall in love with Brutalizer for the extra cooldown reduction, and with 25 armor pen on the runepage, 6 from masteries, and 15 from that item, Lee Sin can push players into that 50 percent range really fast.

I’m really starting to understand why Lee Sin players are such fanatics. He’s an extremely aggressive champion in a game that is becoming increasingly passive. It’s a nice change, and though can be tough to get used to I think he’s definitely a champion worth learning.

Champ of the Week: Fun with Flying Kicks

Acolyte Lee Sin.

When Lee Sin first launched I was totally underwhelmed. He just didn’t seem to have that special something that makes a champion fun. He had all the right stuff – decent damage, excellent mobility, cult status with the community – but it was still missing. He was just too…boring.

Things have since improved. He caught a little buff here and there and I’ve found him a bit more enjoyable, but I’m still having trouble really getting into his playstyle. There are a couple of basic problems. First, I don’t have a clue how to build him. So much of his damage comes from steady, consistent attacks that it seems like just about everything works (except maybe attack speed). Wriggles? Sure. Sheen? Yeah, why not. Bloodthirster? Some of my best games so far. But I’ve also worked with Ghostblade and Frozen Mallet and Sunfire and the list goes on. Lee Sin doesn’t feel particularly good at any one thing, and for me that’s just not very enjoyable.

It’s not that I’m doing poorly, either. I’ve had some bad games, but I’ve also had some pretty incredible games. I went 12-1 today with a Wriggles -> Bloodthirster build. It was a decent game, but thinking back on it I realize part of what makes Lee Sin a bit less enjoyable than other champions. He seems to best on the outskirts of a fight, waiting for that one moment to dive into the fray and land his AoE slow. From there, it’s pretty much just praying that the enemy splits up enough that your Resonant Strike can land on your desired target.

I’ll have more thoughts later in the week I’m sure. Keep checking back, and if you have some other build ideas, let me know. I’m still not sure what’s best.

Champ of the Week: Lee Sin

As promised, this week’s Champ of the Week is someone I’m truly bad with, someone I haven’t been able to master since his release several months back, and someone who consistently dominates me in lane. This week’s Champ of the Week is none other than Lee Sin, the Blind Monk.

Honestly, I’m not sure what my problem is when it comes to Lee Sin. I’m probably running the wrong runes or the wrong skills or some combination of all things above, but I just can’t get him down. I had a somewhat decent game with him the other day but that was owed mostly to a solid performance from the rest of my team and the fact that I was able to kill steal enough to get a decent farm. The rest of the time I’ve felt like a fish that’s been thrown from a 30-story building, flapping my flippers all the way down. It’s not pleasant.

I have seen several Lee Sin players rock, though, and he’s an absolute demon if he can get ahead. I’ll be focusing on build strategies and aggressive early game tactics to maximize his late game potential. It seems to me that consistent early ganks from Lee are hard to stop, thanks to high mobility and an energy system that offers virtually unlimited gank potential.

If you have tips or requests, drop them in the comments. Otherwise, check back later in the week for more impressions or catch a game with me at “The Wiggin Boy.”

Champ of the Week: Soraka Wrapup

soraka_splash_0

The forums provided a serendipitous thread necro for me to wrap up the Soraka Champ of the Week series. In the thread linked here, Xypherous lays out some of the design problems around heals, which I think is a decent place to kick off the Soraka discussion. Soraka is strong as most every other healer is strong – they all remove attrition from a game.

Healing is a really tough mechanic to balance for a game like League of Legends. In order for the healer to have any fun whatsoever, the heal needs to do something during the laning phase, which usually means giving it a somewhat short cooldown. Later in the game it needs to scale in some way to be remotely useful, which means AP builds can be both viable and infuriating. In short, heals don’t really work. Even if a heal could truly provide a judgement call for a player, heals just happen too often to really be balanced.

That’s essentially what I saw with Soraka. If my team was willing to sit back, not rush fights if the enemy ignites were up, or start a poking war, we won. We won easily, too. Even in games where I’ve built a Deathfire or a Guinsoo with Soraka, the wins have been decisive. There’s not much more to say about her.

If I could change one thing about Soraka, it would be Starfall. Though the spell is occasionally lulzy and provides a decent debuff, it doesn’t have a practical range for teamfighting. It’s decent for farming, but again, it suffers from a short range. I’d love to see Soraka get something like Lux’s Lucent Singularity, a skill that could slow in an area on the ground. She would probably need a slight heal tweak due to the increased lane power, but I think she would be more fun.

That does it for Soraka week. Check back tomorrow for next week’s Champ of the Week. It’s back to someone I’m not particularly good with. What can I say, I’m a glutton for punishment.

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