Category: league of legends (Page 109 of 163)

Guide: Playing Nidalee in a post-nerf world

Leopard Nidalee.

Nidalee used to be at the top of my most-hated toon list. She was impossible to run down, near impossible to lane against, and devastating to anyone but the thickest of tanks. She received a string of nerfs that slowly but surely brought her down from the godlike status she once held, but she can still be very strong in the right hands. Eradicator for some advice on playing Nidalee so I thought I’d throw together a quick guide.

Nidalee Basics
Nidalee is one of the more complex toons in that she has four human form skills, one of which makes her a cat, which gives her a new set of three skills. Most players play Nidalee as AP these days in order to capitalize on her abilities in both forms. Nidalee, like many toons, was hit pretty hard by the Sheen/Trinity Force/Lichbane nerf, but she can still perform very well. Her heal scales very well with AP, her trap scales slightly with AP, and her javelin is deadly with even a little bit magic penetration. As with many casters, I like to focus on a magic pen build, and rushing Zhonya’s once you’re in position to do so.

Laning
Laning with Nidalee is pretty simple. Attack, heal, attack some more. She can kill off creep waves very quickly with the attack speed buff from Primal Surge, so use it as often as your mana allows. Primal Surge also gives you the ability to harass and take a few creep hits, heal yourself, and use the attack speed buff to get the minions down. Make sure you take one rank of each skill before six, though, or your cat form will be severely gimped.

Once you hit six you should be farming very quickly. Try to get a lane against a squishier toon if you can. It will make it that much easier for you to trap, Pounce, and Swipe the caster minions for quick gold and then finish off the melee and push. Remember, as a healer you can afford to stand and attack towers with your opponent attacking you so long as you don’t have tower aggro. Heal through their damage and keep pushing. A lot of players make the mistake of burning through mana to harass Nidalee when she can just heal right through it. Let them. When you’re on their tower they’ll have nothing left.

Ganking
Nidalee’s passive allows her to traverse the map very quickly (though not as quickly as a certain champion). Use the brush for a little speed bump to get you to the next lane for a gank. I roll Flash/Ghost in most cases to maximize my mobility. If your ganking partner has a snare, let them snare, toss a javelin from as far as you can reliably land it (you’ll want to get good at this), Cougar Form and run in, making sure to land your pounce on your target. Swipe -> Take down and your target should either be dead or very close to it. If he flashes away, Human Form -> Javelin Toss. Nidalee’s greatest weakness in a ganking situation is her lack of CC. For this reason, positioning is everything. Make sure you strafe your opponents from the side whenever possible to maximize the amount of time you can deal damage to them. Ganking with a stun/snare partner makes your life much easier.

Teamfighting
Nidalee is best suited to taking down carries/squishies. Group with teammates before a fight and focus on harassing with Javelin Toss before the fight starts. You can easily hit an enemy carry for 20-30 percent of his HP with just a little bit of magic pen. Land two of those and that carry has to go heal or risk dying very quickly in the upcoming fight.

When the fight starts, get to the carries by whatever means necessary. Seriously. Flash to them, ghost into the mix and Pounce. It is your sole responsibility to burn the carries and get out before the tanks can get on top of you. With the current CC/high-HP DPS metagame, this has become much harder. Nidalee is a good toon, but only in the right comp. She’s a poor choice as a first, second, or even third pick in my opinion. You need to see that your enemy has a shortage of CC. If they have 4-5 stuns/slows, pick a different toon. If there’s a squishy or two and one to two hard CC characters, you should be fine. Remember, your heals scale incredibly well with AP, so don’t be afraid to get a little low in order to bring down that Ashe/Ezreal. Heal up, and loop back around to support your teammates.

Make try to drop traps in the line of an impending team fight when possible. The magic resist/armor reduction can make the difference between a dead enemy tank and one that lives to fight. It’s a very strong skill, and if you have Rylai’s, it puts a slow on the trapped target, too. Speaking of traps, use them as often as possible. Most players ward in very common places – the little brush about a quarter of the way from middle to a side lane is almost always warded – giving you the chance to counter them. Trap their wards, Primal Surge and burn it down. Killing the enemy vision gives your team the chance to set up ganks deep in enemy territory.

Build
My skill build is based on the following priority with the simple exception that you take one rank of your Pounce/Trap skill before six. After that, it’s the last skill you rank.

Cougar Form -> Primal Surge -> Takedown -> Trap

As for items, I’d recommend Sorc Boots, Haunting Guise, Zhonya’s, Rylai’s, Abyssal and Lichbane as solid items. Use your discretion on Lichbane, though. The nerf really did hurt the damage it provides a lot of characters, especially someone as spammy as Nidalee. Basically, you won’t want to spend all your time in cougar like you might be used to. Get out of form, use your heals/javelins to support your team. Nidalee is still a strong support character, but she is a far cry from the carry she used to be. Don’t forget that.

Hopefully this helps you understand Nidalee’s position in a team and her strengths against enemy teams. Remember, Nidalee cannot be forced into any team comp, but when the mix is right, she can be a lot of fun.

Sona is on release notice

Sona.

I know I haven’t covered her much, but really there wasn’t much to tell. It looks like Sona is on release notice, though, in about as short a time from her Sneak Peek to the Champion Approaches post as I’ve seen.

Sona joins the League as the newest support champion. All of her skills, save her ult, are focused on buffing allied champions. Think of her like a softer version of Taric (though I don’t know, maybe people will build her very similarly). On to the abilities:

Hymn of Valor: Sona plays the Hymn of Valor, granting nearby allied champions bonus Damage and Ability Power. Additionally, casting this ability sends out bolts of sound, dealing magic damage to the nearest two enemy champions or monsters.

Aria of Perseverance: Sona plays the Aria of Perseverance, granting nearby allied champions bonus Armor and Magic Resist. Additionally, casting this ability sends out healing melodies, healing Sona and a nearby wounded ally.

Song of Celerity: Sona plays the Song of Celerity, granting nearby allied champions bonus Movement Speed. Additionally, casting this ability energizes nearby allies with a burst of speed.

Crescendo (Ultimate): Sona plays her ultimate chord, forcing enemy champions to dance, taking magic damage over time.

Power Chord: After casting 3 spells, Sona’s next attack deals bonus magic damage. Additionally, Sona’s Auras persist for 3 seconds after deactivating and set off a 2 second global cooldown.

I really wish my Test Realm wasn’t broken so I could get a look at the way these skills actually play out. I’m mostly confused about the passive because the wording is so bad. Does the global cooldown occur after every aura deactivation (which…wait…they’re auras that have to be deactivated?) or after every third cast. Again, are her skills auras? It sounded at first like casting a spell grants an aura as well, but then why would it need to be deactivated? From what I can find on the web, she plays like Udyr in terms of active skill and a persistent effect (aura). Poor wording makes her skillset very hard to grasp, other than her ultimate. Personally, I think it’s cheesy, especially since she’s already playing songs (WE GET IT). Is it a disable? Is it a root? I couldn’t find any info.

I’m glad to have another support champion, but I’m guessing she’ll be at least 3150 IP. That’s not going to make many people happy. In before Shurelia changes her forum avatar.

Upcoming map: The Magma Chamber

Magma-Chamber-Illustration

Many of you have probably seen the issue of PC Gamer where this was all debuted, but in case you haven’t, Riot’s posted the news to the Announcement forums for your perusal. The biggest news for what’s on the horizon is, yes, finally, a new map.

For my part, I’m not all that excited. I really don’t mind that there’s only one 5v5 map right now. There are so many different champion and build combinations that the variety doesn’t have to come from different settings, it comes from the way the games play out. In fact, I don’t really like the last new map Riot put together. It snowballs way too hard and allows for very limited character selection. At the onset, I’m worried that the new map will suffer the same problems, or different problems that are similar. If Miss Fortune taught me one thing, it’s that Riot is willing to release mechanics that are at conflict with the fundamentals of the game. Miss Fortune virtually breaks the laning phase for most characters, and I don’t want to see another map that breaks 60-70 percent of the available champions’ ability to contribute.

But enough of my fears and worries. They won’t do any more than give me Nostradamus-style credibility (which is to say, none) if things do indeed go wrong.

The new map is called The Magma Chamber, and promises to the “premier arena for [League] use.” You have to wonder what that means, but let’s cover the rest of the details first.

Deep within the obsidian mountain from which the Institute of War is sculpted lies the League’s most intense Field of Justice to date – the Magma Chamber. Before the time of the League, the Chamber was the heart of a powerful, but now dormant, volcano. Ancient magma flows cut out a gigantic cavernous room that the League has reshaped for its own purposes. This battle arena was built specifically to address the increasing number of disputes between Demacia and Noxus. It is one of the largest Fields of Justice found anywhere on Valoran. To that end, teleporting platforms provide champions with the ability to rapidly relocate to strategic points in the arena. The magic-infused stone and cooled magma that dominates the structure of the arena will force champions to work together more closely in pushing toward the enemy’s nexus. It will be harder for a champion to rely on their summoner to traverse hazards and obstacles. The League is preparing this Field of Justice to be the premier arena for its use; as such, a slew of new monsters and minions await champions in what will surely be their greatest challenge yet.

Things we know:
1. It’s hot
2. It’s really hot
3. You can teleport around
4. You might only be able to teleport around
5. It’s really big

From the sound of things, there’s no jumping over walls, no Body Slamming off the little ledges into hot magma. Of course, that could be totally wrong. “It will be harder for a champion to rely on their summoner to traverse hazards and obstacles” is so vague there isn’t really a way to know what that means, but my guess is you don’t have lane-jumping capability. That’s something Riot has hinted at for some time.

We also know it’s going to be big – one of the biggest in Valoran which makes it…bigger than Summoner’s Rift? Maybe. The good news is that there is a plan (I hope) for the rest of Valoran’s Fields of Justice. That’s good news.

What I’m most interested to see, though, is the teleportation system. Is there a delay? Is it instantaneous? Can you use it in combat? Do you have vision at the destination point? We won’t know any of this, obviously, until the map’s out in practice games for widespread playtesting.

On the whole, I’m anxious for The Magma Chamber’s release. Anxious, because I really want it, but I really want it to be good. If it’s not good, then I definitely don’t want it.

The state of Malzahar

Malzahar Ulting.I haven’t written a “state of the champion” post in a long time, and though I just posted some negative vibes about Miss Fortune, I’ve got a few left over for Malzahar.

When Malzahar launched I really enjoyed him. He was very mana efficient, a great farmer, and he had an ult that could really decimate some people. If they took Cleanse or bought Mercury treads, though, he dealt little to no damage, which is why I stopped playing him. Riot gave him some range buffs to help his survivability in team fights, which I thought was understandable. It seemed just about perfect, too. He wasn’t so far away that your teammates couldn’t get to him but he wasn’t getting smashed the instant he stepped in the fight.

Fast forward to today, when not only has his range been buffed to one of the longest in the game, it also gets suppression, meaning you have no way to escape it unless you buy a Quicksilver Sash. He retained his incredibly long attack range and his Malefic Visions is still a ridiculously efficient farming tool. After playing him a few times and laning against him quite a bit, I think it’s safe to say he’s been overbuffed. His ult has become a source of great frustration, both because of the stun duration/damage and the fact that it is completely unavoidable.

As it currently stands, you basically can’t be on the same screen as Malzahar without either a teammate present or a tower between the two of you. Between. That’s important. Even if you’re at your tower he can easily put you to the gray screen without much risk to himself. His Null Zone also means that he can take golem easily, bringing his ultimate down to a very low cooldown. You’ll see it every fight for sure, and usually from a distance that will make you scream.

Thing is, I’m not sure what to do about Malz. I think they could lower the range on his ult and maybe reduce the duration. They could also reduce its base damage and give it a small AP bump so that he isn’t such a “level 6, you’re dead” kind of toon. Whatever the case, they need to do something. He’s at the top of my list of toons that are incredibly unfun to play against.

The problem with Miss Fortune

Miss Fortune laning.

I’ve played a lot of Miss Fortune since the most recent patch, probably more than any new champion in recent memory. Her playstyle is much more enjoyable than many of the newer folks (I still just don’t get Galio) but as I mentioned in my impressions post, I think that’s because of her relative strength. After playing her some more, I realize her power actually makes her less fun.

The realization came after a game today in which I was racking up kill after kill after kill. I had been dominating the mid lane, but I wasn’t really having much fun. The reasoning is pretty simple – Miss Fortune isn’t difficult, in any way.

I prefer toons with a little bit of complexity to them. The fact that you can land Double Up without even trying for more damage than most skillshots ungeared is completely absurd. It’s also not fun. The joy of skillshot damage is landing that one hit on a guy that was about to get away. There’s also a lot of fun in dodging the hit that was about to kill you. For all the work Riot has done to reduce the RNG for toons like Gangplank, why introduce a toon whose baseline skill is an RNG for the second hit? Add to it the fact that Double Up forces you to either take damage from that big shot, or get harassed while she darts in and out of creep range from her passive. It’s not fun to play against and really, I don’t think it’s all that fun to play. I can almost hear the frustration of the other team.

I hope she gets some serious reworks. My best option is turning off her passive in combat. It’s good enough for getting across the map, it doesn’t need to so severely wreck the laning metagame, too.

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