Thursday, October 13, 2022
Standard Mono Blue Tempo Deck Guide
Monday, February 21, 2022
Set 6.5: Navigating a Midset Downgrade
Set 6.5 is not it. It hasn't even been a full week since release and nearly every complaint the set deserves has been said.
Rehashing Said Complaints
- 3 Trait units, their abundance in general, especially at lower costs (Sejuani, Rek'sai)
- Augment Power level, True Two's and Rich Get Richer are both gold augments. What.
- Bad designs. Silco. The Colossus trait, which is exactly what should be removed during mid-set.
- Awful balance. Syndicate units are awful across the board, Hextech units are broken across the board.
The Early Game
- Ezreal, Singed, Twitch --> Innovators, Twitch Reroll, Renata
- Nocturne, Jarvan IV --> Hextech Sivir
- Ziggs, Poppy --> Corki Reroll
- Kassadin --> Strong as a random unit, Mutants has the potential to be strong in some games
The Mid Game
The Late Game
A Quick Note on Augments
- Take Hextech Augments. The Silver and Gold +1 Hextech augments are insanely strong, and Stored Power is strong as well as long as you have some Hextech units early on. Note that it doesn't work during the creep round, no clue if it's a bug or intended.
- Knife's Edge is substantially less good in this set. Striker's already have 30/65 flat AD, more AD isn't an efficient way to get more damage. Challengers want Draven this time around, who really doesn't want to be in the front two rows.
- Second Wind is awful. I'm not sure if they were too conservative with the numbers, or if it's a metagame thing, but every time I see this augment it doesn't do anything.
Sunday, November 28, 2021
Tristana Flex ---> Masters
Trist comps rarely if ever win, but consistently top 4. According to my lolchess, 85% of the games where Trist is on my end game board, I top 4 the game. High-end Arcanist/Challenger/Fast 9 legendaries boards typically edge you out and push you into 2nd and 3rd.
Why Trist?
Carousel Priority
If you start Tear or Rod, do not play Trist.
Socialite
General Strategy
Friday, November 12, 2021
Set 6 Initial Impressions
Set 6 is great. Easily the best set thus far, even if we were forced to play the initial patch for the next 3 months. The only true balance outlier is Twisted Fate, who egregiously has extra Armor/MR. Yone is too forgiving, Fiora too weak, Lux too punishing. A few of the augments are not balanced very well (Phony Frontline especially). This is my entire list of gripes. I only hope the high complexity and sheer amount of reading don't scare off the casual players.
I hope to see the following for accessibility's sake alone.
- Socialite and Mutant need to be revealed at the start of the game. It's not fun to repeatedly have to figure these out, especially when they drastically change the power level of affected units. I am OK with the second Socialite hex staying hidden because revealing will probably just confuse people.
- The first augment should be on 2-1, not 1-3. Too many of the augments are really committal, and you're often forced to take a massive risk at the very beginning of the game.
Twisted Fate
No More Demotion
Quick Thoughts:
- (1) Best: TF, obviously.
Worst: Ziggs, can lose to creeps - (2) Best: Swain, CC/Good Traits/Resilient.
Worst: Kog'Maw, 30 AD KEKW - (3) Best: Zac, great CC/Good Traits
Worst: Lissandra, buggy and narrow - (4) Best: Yone, stupidly forgiving
Worst: Fiora, stupidly low damage - (5) Best: Yuumi, Good at everything except actually killing units
Worst: Viktor, takes 8 years to cast, bizarre ult targeting
- Rod: Morello and Spark are the best items.
- Belt: Strong and versatile.
- Sword/Glove: Comps that want these items really want them.
- Bow: Similar to Sword/Glove but worse.
- Cloak/Tear: Usually easy to come by later in the game if you need them. Largely taken to insure Bluebuff or Runaan's respectively.
- Chain: None of the chain items are good except for Titans.
Kevin
Saturday, September 11, 2021
Set 5.5 Quick Thoughts
Haven't written in FOREVER so here's some quick thoughts on set 5.5 patch 11.18.
Starting Items
Tear > Sword/Belt > Bow > Chain > Cloak >>> Rod
Rod is awful, do not start it. The only early item you can make with it that's not overly comital is Rageblade. Spark is an underpowered item and requires a 2 star tank, Gunblade is weak early, Locket is a weak item at all stages, Archangel is really comital and only good on Vlad and a few others. Morello is a good item but isn't going to save you HP early unless you have something that pairs really well with it like 4 Knight/4 Brawler/Abom.
Comps that need Rods either need one for Rageblade or two for Deathcap (Karma).
Tear
I really like starting Tear right now because comps that use Tear can use a pile of them, with spreads like Blue Buff HOJ Karma with Redemption frontline (4 whole tears!). The best early game openers right now involve Ziggs and Brand, who absolutely excel with Blue Buff. You get griefed if you open Tear and hit Cloak/Bow but then you can make a Runaan's and play Jax/Kayle/Lucian (it's actually good I swear).
Best Comps
The best things to play right now are Yasuo, Aphelios, Karma; Lucian and Kayle are good but are a step below. Nocturne/Sins is insanely good but is too reliant on Sin Spat/Radiant RFC, with the added fail rate of, woops I didn't hit Nocturne 3 guess it's an auto 6th.
Yasuo: Runaan's/JG/Flex, Legionnaire 2/Nightbringer 4 is important and it's pretty flexible after that. You don't have to go for Yasuo 3 if you're not hitting a lot of Yasuos, but unless you're really high HP it's probably going to be a bot 4/4th. Yasuo was probably broken in half when everyone was playing Lucian Galio and people either were missing something or playing it wrong, and now it's even better.
Aphelios: Deathblade is like playing a different unit, other two items are more flexible. Akshan 1 isn't always better than Aphelios 1 because reasons, despite being a legendary AD carry that uses 95% of the same items.
Karma: Blue Buff/Shojin are absolute requirements, and one good damage item like Deathcap or Giant Slayer. 2 Item Karma will work for way longer than it has any right to, as long as you have a lot of frontline Karma will do well. The dream is stacked Garen 2 but Galio 2 is very good as well.
Jax/Draven/Lucian: All of these comps are backup plans for Aphelios, or if you hit them early/2 star them early.
Rerolling
Most batches of early units can be successfully rerolled if you have a bunch of copies of them. I've had success/seen other people succeed with the following:
Gragas/Sej/Vlad/Soraka
I've seen Khazix used with Gragas as well. Soraka is the carry here and needs Archangel or Morello (an item that scales with fight length that isn't Rageblade)
Olaf/Irelia/Senna
Olaf 3 is a monstrosity of a unit but REQUIRES Runaan's. He has a tendency to get glued to a tank the entire fight, and his passive healing gets doubled with Runaan's. He plays like weird Jax but the units you can pair him with are better.
Hellions
Tristana is a pretty functional carry but so are Kled and Ziggs. Ideally you get strong enough to go fast 8/9 and pivot into something else, or play an entirely golden board with MF/Thresh at 6.
Vayne
Needs to be hit reasonably early as the primary strength here is streaking through the end of stage 3 into the beginning of stage 5 easily. Vayne like Olaf needs Runaan's (it's as close to double damage as it gets while allowing you to not get stuck on a drain tank like Hecarim/Galio/Jax). Vayne does mostly physical damage because of Forgotten, but is better with items like JG compared to Last Whisper because of the passive. Ideally you want to secure Runaan's/Rageblade and a Trapclaw, with either a good damage Radiant for Vayne or a good tank one for Hecarim
Closing Thoughts
This patch feels pretty skill rewarding and balanced, although I wish Velkoz and Heimer were SLIGHTLY better. I'm sitting around 590ish LP right now and have felt pretty competitive in all of my games despite being easily the lowest LP player in all of my lobbies.
Saturday, April 3, 2021
Don't be a Dirty Wukong Purchaser
DON'T BE A DWP
Sometimes I'm furiously hitting the 1 key to scroll through opposing boards, and a certain gigantic golden monkey will catch my eye.
Please, for the love of god, stop buying this chosen. Seriously. Enough. It doesn't matter if it's Vanguard, it doesn't matter if it's Divine, it's not a remotely playable chosen.
Back before the 11.6 changes, the chosen chance was 33%, and you had to be a lot less discerning with what chosens you bought. I'll admit, I used to be a Dirty Wukong Purchaser, or DWP, but back then we were desperate. If you didn't buy that Chosen Wukong, you might not see anything better for the entire stage. Wukong might as well have had the tagline, "Hey, at least it's not Fiora"! We live in a different world now, with Cultists and Brawler chosens ruling the early roost, and everyone else opting for some sort of Spirit or Fortune opener, many people choosing not to play units whatsoever.
Wukong, irregardless of positioning, will lose to a similar strength Cultist board. He will die to either Sivir or Kalista before he does much of substance. Wukong also loses to Brawlers, they have too much health and will always outlast his Divine passive. Forget it if there's a Shyvana involved, he's getting toasted even with far greater cash on board.
One of the biggest ways to define the impact of a specific unit is if it can allow you to beat or lose well against boards that have more money/resources on them. Wukong will not do this.
That leaves us with Fortune and Spirits, both of which actively want to lose. And the maniacs who don't play any units. Which would lose to a Fiora 1 board.
The cost to play Wukong is that you can't hit another chosen. No chosen 2 cost high rolls, no Cultist Twisted Fate or Elise. You're stuck with Wukong. There's no reroll potential after the nerfs, where it barely existed originally, it's totally absent now. Buying a Wukong chosen gives you a near guarantee of an awkward WWLWL path into Krugs, which will costs you huge amounts of gold in the long term.
In terms of other, more insidious costs to pay, you won't win out in Carousel priority, and you won't adequately save HP. In bad match-ups, you get absolutely smoked. In good match-ups, you would have won with no chosen at all. Wukong only really sends you towards Neeko or Kayle, because he is good with Divine and Vanguard units, respectively, but otherwise offers no direction.
Obviously there's an exception to every rule, and playing your best means knowing when to break them. If I could put 4 Vanguard together, I would probably buy Vanguard Wukong, and the same goes for 4 Divine. If I had a Nidalee 2 and a Tristana 1, I would probably buy either one because I'm in the classic "just add frontline" spot. Would I ever buy Wukong at 1-2 or 1-3, something I see happen in more than half my games? Absolutely not. You don't even have a fully established board yet, and you're already hitting yourself in the shins with a hammer.
Please keep Wukong Chosen in the shop, where he belongs.
TL;DR Wukong chosen guarantees a mixed streak to Krugs, has no reroll potential, and deprives you the ability to hit better chosens.
Sunday, February 7, 2021
Set 4.5 Hardstuck's Guide Part 1, the Early Game
Set 4.5, a Hardstuck's Guide Part 1
If you can't seem to climb, or even learn, you're not alone in Set 4.5. This set is obtuse and has variance jacked up to 11. While I'm no expert at this set, I've managed to stay in NA GM, and I have a few things that seem to work consistently.
Starting Items:
Bow is the best opener, it's not even close, but you shouldn't start it every game. Bow is so contested that you can expect all 7 other players in the lobby to all go for a single bow, this is a frequent occurrence especially once you get higher up the ladder. First Carousel is mostly RNG once you're competing for an item. Even if you are clicking faster, or even substantially faster than your opponents, clicking to move at the exact right moment is an ever-shifting 1 frame input influenced by unit collision and your ping. I like to solve this problem with basic math, am I willing to go for 50% or 33% of a bow, or is 100% odds of Rod/Chain/Sword better? If you lose Carousel, you are likely going to get stuck with Tear/Belt/Cloak, which has the potential to really hurt your equity in the game, meaning your average placement in the game will likely be lower. If there's minimal contest, or only one other player going for bow, go for bow. 2 is sketchy but up to how you're feeling, and 3 other players means avoid. There's numerous things that go into playing opening Carousel, but that's a subject for another article. My item priority would be.
Bow >>> Sword > Rod/Chain > Glove > Cloak > Belt > Tear
The basic methodology for what to start and why is a combination of how good the item is in multiples, or how important an item that you get to build from that component is. Bow is highest priority because of RFC, which often can go together with Runaan's Hurricane, meaning you'll want a whopping 3 Bows for a unit like Olaf.
Reroll Comps:
The first real decision you'll have in a given game is whether to play a reroll comp or not. Reroll comps are popular, meaning that each player playing for reroll in a given game will help each other hit desired units. 9-18 one cost units missing from the pool is a huge help in hitting the 1 cost you're looking for. Multiply this by 3 or 4 depending on the lobby's population of reroll players, and you get anywhere between 27 - 72 units missing from the pool, the equivalent of 3 entire 1 cost champions getting deleted from the game.
Where am I getting 18 units from? It should be your goal when playing a reroll comp to both 3 star your chosen unit, Nidalee, Yasuo, Nasus, and also 3 star some filler unit, like Garen, Fiora, or Wukong. While spending gold to reroll, it often only takes a bit more mental effort to pay attention to another unit, and nothing more.
Reroll Position:
In order to play a reroll comp you need to be in reroll position. This means that at the start of the game, you're only looking to keep units that directly support the comp, and otherwise you make maximum interest gold each round. If I am playing Nidalee, I will only keep Nidalee, other Warlords and Sharpshooters, but if I can make 20 Gold vs. 19 by selling a Garen, I will.
DO NOT LEVEL. Once in a while, you will have already leveled early, and you hit a Chosen Nidalee while you already have a Nidalee 2 in play. In this instance, it's a good idea to transition toward Nidalee reroll, meaning selling other units to make interest thresholds, and keeping all Nidalees/supporting units.
At 3-1, you have your only major decision point in a reroll comp, whether to "hyper roll", meaning you roll until you hit your 3 star Chosen, or "slow roll" meaning you only roll until you hit 50 gold to maintain maximum interest income. The typical bar is 6 of the unit, meaning that if you have 6 or more Nidalees, you hyper roll, 5, you slow roll, 3/4 at 3-1 you shouldn't play it and you abandon rerolling to go fast 8/9 instead. Nidalee in patch 11.3 is a special case, and I would still try to reroll for Nidalee at 3/4 Nidalees if I was uncontested with no more than 1 Nidalee user in the lobby. Nidalee 3 is better than most 3 star 4 costs, the unit is legitimately broken.
My tier list for 1 cost chosens:
SS: Nidalee (Either)
Nidalee Best in Slot: Spear of Shojin, JG, Flex item such as QSS, Gunblade, IE, Second SoJ/JG
S: Nasus (Syphoner)
S- Nasus (Divine)
Nasus Best in Slot: Titan's, JG, Flex item such as Second Titans'/JG, IE, Bramble, DClaw, GA
Nidalee is more broken than Nasus, but Nasus is also insanely broken. It's not uncommon for Chosen Syphoner Nasus to winstreak through stage 2 without leveling or sometimes even making any items at all.
A: Yasuo, Wukong
Yasuo Best in Slot: IE, Titan's, Flex item like Hurricane, Last Whisper, Deathblade, Second Titan's. QSS is essential in some lobbies, worthless in others. Adept is the main reason to want QSS because it drastically slows how fast Duelist can ramp up.
Wukong Best in Slot: Hurricane, Deathblade, RFC. BT is also good, multiple Hurricanes is good, HoJ is good. QSS is not good, neither is GA.
Strong, but reliant on hitting specific items/specific other units and you also don't have the luxury to spend too much gold looking for them, because you need to hit level 8 for Yone/Lee Sin/Ornn
B: Fiora
Fiora Best in Slot: ??? The strength of Fiora as a reroll is that she works surprisingly well with random items. I've seen Shojin's, Gunblade, Sunfirecape, JG, and numerous other items used.
Still better off not playing this as a reroll comp. Fiora is bugged and frequently casts at improper timings (such as without enough mana to cast, it's bizarre, or gaining mana while not taking damage with Riposte). This unit is incredibly strong in either iteration, but you'll need a trait bot for Duelist/Enlightened respectively, she sucks without both.
F: Brand/Tristana
Neither of these units are playable as a reroll comp, but I see my opponents try often. You need to hit the respective units without rolling at all, and you also need perfect items. If you find yourself in such a situation, by all means play them, but know that you only will be in a situation to play them by playing the game incorrectly.
Trista Best in slot: Rageblade/QSS/Hurricane
Brand Best in slot: Luden's/Blue/QSS
Not Rerolling:
If you don't plan to play a reroll comp, you should plan to level after 2nd Carousel, and again either at 3-1 (if on 3/4/5 Winstreak) or 3-2 (if not). If you're trying to lose with Fortune and don't have a solid loss streak established or a high gold opener, do not level in stage 3 because you'll be too broke. 95% of games should involve leveling at 3-1/3-2. If you don't think you can figure out when to level, just level at 3-2, it's a safe default that can't go that wrong.



