Tag: laning (Page 2 of 2)

LoL: Understanding zoning

I know that many of you have probably seen this video, but it’s so good I had to share it. I’ve played most of my games over the past couple days with a guy named Everett and we’ve been winning a ton. We even took down a high-tier TakashiX/Elementz combo, albeit largely because the rest of their team lacked synergy. In the games that we’ve been able to lane together, we’ve done an absolutely brutal job of zoning our opponents with combinations like Sion/Ezreal. With so much nuking power and Ezreal’s extreme range, we have effectively shut our opponents out of early XP, making the rest of the game very difficult for them.

Zoning is basically using your skills and position to keep your enemy away from creep lines, thereby denying them XP while still farming yourself. It is a rough tactic, and though some champions can counter it, most will struggle if you can do it well. Shurelia does a great job explaining the various aspects of zoning so I’ll save you the trouble.

On a side note, I may start a weekly learning series, in which I cover some aspect of the game, much like this. If you have any questions or a topic you’d like to see covered, drop a note in the comments. I’d also be open to guides if you need help with a specific hero. As always, you can find me in game as “The Wiggin Boy.”

LoL: Rolling with Jax

Jax on some neutrals.With yesterday’s Jax buffs you can bet you’ll be seeing a lot more of the lamppost-wielding master at arms. The changes made him much more viable for competitive play, but he still requires a skilled player to truly dominate a game. I lost a few games in a row as Jax today, in part because my teammates couldn’t quite figure out how to complement the Jax playstyle. He is very different, so I’ve put together this quick guide to help you get the most from any Jax you might lane with.

As with most melee carries, Jax is most effective when he’s fighting. He really starts to shine, though, when someone is attacking him back. This is especially important to consider early game, when one stun can be the difference between a kill and a death. If specced and runed, Jax can have nearly 20% dodge at level one with Counter Strike. If you see him engage an enemy, especially a physical damage dealer, get in there with him. Chances are he’ll have a Counter Strike stun within the first 2-3 hits.

The same is true for the rest of the game. By level 6, Jax can easily have 30% dodge or more if he gets his Ninja Tabi, and it improves, albeit with diminishing returns, from there. If you see Jax engage and you are confident it will be an even fight or better in your favor by numbers, fight. His damage output is huge, and with his dodge chance and stun, you should both walk away in the end. The one exception is two casters, like an Annie/Ryze combo. Without silence, you’re both probably dead.

For the rest of the game, your best bet is to shut down casters early and often. Very few players can withstand Jax and a friend, and once you reach a certain farm level, meeting Jax one on one is guaranteed death.

There is one situation in particular that I feel needs covered because it happened to me several times today and it is infuriating to watch. If you have a Zilean on your team, consider that he can use his ult offensively. It is not just a tool to help you get away from an ignite or a poison. Jax is a great target for Zilean ult because he is very high damage and has to get in the mix to be a threat. If Zilean throws his ult on Jax, blow all of your cooldowns on as many enemies as you can see. They’ll surely burn Jax when he jumps in, but if you’ve done enough damage, he can pop up in the center of the scrum and wreak havoc.

Jax is in a better spot than he’s ever been, but he requires an extremely aggressive playstyle to succeed. If you can support that style, you’ll probably have a lot of fun playing with him. If not, be ready for a long game, because you’ll need a lot of farm before he becomes effective.

LoL: Snowballing and its eventual nerf

Morgana's about to get ganked.We’ve all been on the receiving end of a good old-fashioned beat down at one time or another. The other team bangs out a couple early kills and suddenly you and your teammates are stuck 3 levels down and your towers are getting steamrolled.

This situation happens frequently enough that Riot is looking at ways to change it. According to a post from Zileas, they’re trying to discourage the 5-man roam that has become so popular. Here’s his post:

Our philosophy on this issue is that individual snowballing is good, and team snowballing is bad. Right now, team snowballing occurs too much — one super carry twitch is a lot easier to handle than 5 guys who are 3 levels higher than each of you.

We are going to make some experience table tweaks to reduce team snowballing without hurting individual snowballing much. We are also going to make a new 3 lane map that is larger, has less cross-map connectivity (so that there is higher cost to 5 man roam, and less shutdown of the farming/laning phase via the first tower being down), etc.

We probably will nerf flash.

We wont be nerfing snowball items. Emotional highs from the game you super carried make this genre sticky. We removed it too much in the beta, and it cost us. Sorry, but being super carry annie or super carry corki once in a while gets a player through the 8 defeat in a row streak they hit the next day.

I’m on the fence about early gold for kills. It’s been something we have been talking about, for the reason you cite. OF course, an early kill is also harder than a late kill.

I can appreciate the thought behind this, though I worry about the pace of the game. The roaming gank squad has already taken its toll on pace. I’ve had a number of games recently where safe play from both sides led to more than 20 minutes without a death. Discouraging ganking seems like it will just make the laning phase that much longer and more painful. There are plenty of games in which I feel like losing my outer turret is the best thing that could happen because it breaks me out of the laning mentality. I realize that this is the point – to keep people from leaving lane – but that’s where the fun of the game is.

If anything, I think the best solution is the 3-lane map with less interconnectivity. That at least gives you the option to farm a lane once the tower is down with some potential for intra-lane ganking so long as there are enough hiding spots.

What do you think? Are there too many games in which snowballing is a serious problem or are you okay with the 5-man roam?

LoL: Laning against Udyr

Udyr.Playing with Udyr on the map right now can be a frustrating experience. Sure, there are the flavor-of-the-week players who pick him because they’ve heard he’s OP, but there are also a lot of good players exploiting his recent buffs for big IP gains. I put together this quick guide to help you shut down your opponent’s Udyr to get a solid win.

It’s all about lane control
I never like to pick toons just in case the other team has an Udyr, but until the nerf comes I think it’s a wise choice. Everyone, and I mean everyone on your team should be rolling with some sort of disable. Get stuns, get snares, get silences (yes, silence prevents stance dance). Take two stuns to your lane and focus your harassment on Udyr. It’s critical to use your spells and auto attacks when turtle form is down. Early on it doesn’t prevent a lot of damage, but it gets tough to penetrate fairly quickly. If he’s playing defensively, you’ll have a very hard time killing him once he reaches level five. That shield only lasts three seconds, though, so get your hits in when it’s down. This forces him to spam shield, wasting the mana he would otherwise use to wtfpwn you. The harassment also keeps him from farming too quickly, which puts his attack speed at unmanageable levels.

If he’s not in a lane, you have to gank him. No exceptions. Udyr has become the best jungler in the game because of the phoenix buff. Unless you want him steamrolling your team, you better get to their jungle and stop his farm. How? Clairvoyance. Someone on your team should spec into improved Clairvoyance. That gives you enough time to see where he is and figure out where he’s going. It’s always a good bet to check Dragon around level five or six.

Mid-game counters
Udyr’s major disadvantage is that he can only close the gap with bear form or flash. Granted, once it’s closed you’re in trouble, so you need to be aware of his map position at all times. Buy sight wards. No one likes to hear that, but it is necessary. Have everyone spend 180g every 5 minutes early game, less if you have a Clairvoyance user. It will help you avoid ganks and slow down his farm.

If everyone is still laning, focus on your farm. Udyr can be killed just like anyone else, and if you outfarm him, you will beat him. Be cautious about lingering too close to enemy towers. If your creeps push too far, back off and go grab a golem buff or check Dragon with 3 people.

Team fights, it’s Udyr first. Your ranged DPS (you better have a lot) should blow nukes and stuns on him in succession. Set up a chain of action (Ashe always opens, followed by Sion, followed by Annie) and burn him down fast. From there you can worry about the rest of the team.

Late game: towers need magnum-sized protection
Udyr becomes a serious BD threat as early as level 11 or 12. If your outside turrets are low, assume that he will BD them. Try sneaking a 5-man BD yourself and then push to inner or inhibitor turrets. If he’s trying to BD you, he’s put his team in a penalty box situation, offering the chance for a strong push. Take advantage of cocky Udyr players by coordinating team attacks while he tries to make his solo game work.

In late game team fights you should focus burst damage on Udyr, just check your greed at the door. Nuking him to 1/4 health might feel like a waste, but it usually sends him running, especially if you’ve been harassing well all game. Really, if they have a farmed up Udyr late game, you’re in trouble. Start at the beginning of this guide and read again if you get to that point.

Post Script: solo players need not apply
I play solo queue a lot, so my heart goes out to those of you with a string of frustrating defeats as a result of careless teammates. You will have trouble with Udyr. Period. Try to get communication started early with your team and you might be able to avoid a few headaches. If they have a smart jungler, you’re going to be in trouble. Coordinating hero choice and summoner spells is the key to beating Udyr, and those things rarely happen in solo play. If you want to be successful against him until his nerf, find at least two other players you can trust and play arranged games.

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