Tag: shaco (Page 4 of 4)

LoL: How viable is melee DPS?

Master Yi.A friend of mine really likes Master Yi. I try to understand, I really do, but at the end of the day all I see is a toon with no escape mechanism and no team utility. If your opponent is bad enough he can be fine, even great, but if your enemy is mildly competent you’re going to have some trouble. To some extent his problem can be blamed on the fact that he’s melee, and melee toons have it rough. You have to throw yourself in harm’s way and hope you can live through the CC and burst long enough to get your damage in. As one forum poster put it, “when will melee DPS be viable?”

Here’s what Phreak had to say:

Melee DPS poops on kids in Treeline. It’s going into matchmaking soon. Melee DPS being underpowered is simply a function of 5 people being able to burst down 1 melee DPS super quickly. Champions like Udyr, Tynda (sic), and Mundo are able to kite in and out and heal or shield themselves, ignoring a lot of the burst out there. Yi can do similar things with meditate, I suppose.

Mostly, I feel like melee DPS does really well in small battles, and then in the larger ones seems to require a good support champ like Morgana or Kayle to keep him alive vs 5 champions. Otherwise you need to use supreme discretion to get in and out. Generally you should grab Cleanse. Ghost isn’t a bad option either. IMO it’s a different playstyle.

I agree with him for the most part. Melee toons have to choose their battles very carefully, which is why a full melee team rarely succeeds. But played well, I think melee is just as viable as any ranged. Most ranged suffer, in fact, from a reduced health pool or slightly lower damage. I’ve had some excellent games with Nasus, a toon with no escape to speak of, simply through smart play and the Ghost/Cleanse combo. It’s all about picking your battles, and making sure your teammates can help support you on your way to close the gap.

LoL Basics: Crit chance or crit damage?

Warwick showing TF some love.Today I’ve got another rune discussion for you, branching off the magic penetration guide I made the other day. If you’re a physical DPS player – Ashe, Warwick, Twitch – you’re going to be going after critical strike items, typically culminating with Infinity Edge. Few things are quite as fun as burning down a Fiddlesticks with a few quick crits. So how should you spend your IP: critical strike chance runes or critical damage?

There are two sides of the debate. For critical damage, the idea is that you are increasing your damage by means only available on two items in the game: Sword of the Occult and Infinity Edge. Those are the only method by which you can increase your critical damage and one, the Sword of the Occult, can be fairly unreliable. If you’re a Shaco player, crit damage can be invaluable as it increases the damage caused by Deceive. Early game you can nearly one-shot players if you have a full crit damage page.

But crit damage runes are expensive. Very expensive. The crit chance folks would argue that crit chance has wider application and can more effective swing the early game in your favor. Bumping your crit chance by as much as 20% means you should win almost every stand and fight situation at level 1, and your harassment gets a big boost too. It’s easy to scare someone off with a few early 120+ hits. As abundant as critical chance items are, you could easily make the argument that runes allow you to forego some of those items in favor of damage, which could in turn lead to more Bloodthirster stacks, which gets very scary for the other team.

For my IP points, I’d go for crit chance. They’re cheap, provide a solid benefit, and can help push you toward a few more wins until you’ve got the IP to upgrade to crit damage.

Newer posts »

© 2026 Fearless Gamer

Theme by Anders NorenUp ↑