League of Legends - Azir + Nunu, 2 man baron in 11 seconds Minute 22.


Azir + Nunu, 2 man baron in 11 seconds Minute 22.

Posted: 25 Jan 2018 05:44 AM PST

Nunu has gone from the worst jungler in League of Legends to the best in one patch.

Posted: 25 Jan 2018 02:43 AM PST

According to Champion.gg, he has surpassed all 43 other viable junglers.

~Win Rate https://imgur.com/a/obR7I

~Champion Rank https://imgur.com/a/0xUJ9

My friend has been abusing him in the jungle, I also think he would be a viable support. Hoping he doesn't get perma banned in competitive so we can see some cool interactions with Azir or perhaps Jinx.

Is this "Too much power" for one patch?

submitted by /u/Fat_Toby
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EUphoria Podcast: Pilot Episode | G2 Perkz

Posted: 25 Jan 2018 10:25 AM PST

When Jinx was young, she was sweet and caring. Unfortunately, she accidentally killed her family which triggered her insanity.

Posted: 25 Jan 2018 12:28 PM PST

Swain's rework brings many special interactions. Here's an interpretation of his mysterious quote to Jinx.

Here's the special interactions video

https://www.youtube.com/watch?v=IaGaqTW6QPQ

2:30 Jinx

Faces... Fading in the flames... It was all her fault.

At first glance it seems like there's nothing special about this quote; I mean it's JINX, she kills and stuff for fun, but I think it may go further.

In Jinx's lore, it says no one really knows where she came from. The older people of Zaunite remember a girl fitting her description, but she wasn't crazy like Jinx. Quote: "This girl was sweet and innocent, a tinkerer with big ideas, who never quite fit in and came to a bad end.

I'm confident that this little girl was Jinx, and that one of her "big ideas" accidentally started a huge explosion that killed her parents and many other people, which is why Swain says to her, "Faces... Fading in the flames... It was all her fault." Swain stole her memories and KNOWS she felt remorse that day for killing her parents.

This ultimately made Jinx insane and enabled her chaotic nature.

There are a lot more clues that indicate Jinx accidentally started a fire in Vi's lore (and I'm sure we all agree by now that Jinx and Vi are sisters).

Quotes from her lore:

Vi remembers little of her childhood, and what she does remember, she wishes she didn't.

None of the old timers from Vi's youth could tell her anything of her parents, with most assuming they had simply died in one of the industrial accidents...

In the end, Vi gave up on any notions of learning anything about her parents, figuring some things were better left unknown.

Jinx killed their parents.

Jinx also knows Vi is her sister (but Vi doesn't know about Jinx). In Jinx's lore she only targets Vi in all her recent crimes. Perhaps it's because she feels guilty and this is either

1) A psychotic way of apologizing 2) She wants Vi to kill her because she's so guilty of killing their parents.

There is one small problem with this theory though based on Vi's lore. It says,

On his deathbed, a notoriously mad sump-scrapper claimed to have found Vi adrift in a bassinet large enough for two in the ruins of a collapsed chem-laboratory.

This implies that he found Vi as a baby, which may mean Jinx was a baby at that time too since the bassinet had room for one more baby.

I don't think this is too damning though. For one, it says the guy was notoriously mad. I believe he did find Vi in a collapsed laboratory (where jinx started the fire), but the details he remembers are hazy.

It's also possible that Jinx is the older sister and was old enough to tinker around with gadgets, thus starting the fire. She might have even saved Vi during the fire.

submitted by /u/kruton93
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100T Meteos: 'I really like my teammates, they're all super chill and easy to work with'

Posted: 25 Jan 2018 07:30 AM PST

Riot Tantram with the sick burn here.

Posted: 24 Jan 2018 07:31 PM PST

KSV eSports vs. Afreeca Freecs / LCK 2018 Spring - Week 2 / Post-Match Discussion

Posted: 25 Jan 2018 07:25 AM PST

LCK 2018 SPRING

Official page | Leaguepedia | Liquipedia | Live Discussion | Eventvods.com | New to LoL


KSV eSports 2-1 Afreeca Freecs

KSV | Leaguepedia | Liquipedia | Best.gg | Twitter
AFs | Leaguepedia | Liquipedia | Best.gg | Twitter | Facebook


MATCH 1: KSV vs AFs

Winner: Afreeca Freecs in 47m | MVP: Kuro (200)
Damage Graph

Bans 1 Bans 2 G K T D/B
KSV camille kogmaw jayce khazix shyvana 86.8k 1 1 O1
AFs sejuani ryze malzahar zac jarvan iv 100.1k 3 11 H2 C3 C4 B5 E6 B7
KSV 1-3-2 vs 3-1-4 AFs
CuVee gangplank 1 0-1-1 TOP 2-1-0 1 gnar Kiin
Ambition rengar 3 0-1-0 JNG 1-0-1 3 nidalee Spirit
Crown azir 2 0-0-0 MID 0-0-1 2 zoe Kuro
Ruler ezreal 2 1-0-0 ADC 0-0-1 1 kalista Kramer
CoreJJ tahmkench 3 0-1-1 SUP 0-0-1 4 braum TusiN

MATCH 2: AFs vs KSV

Winner: KSV eSports in 72m | MVP: Haru (100)
Damage Graph

Bans 1 Bans 2 G K T D/B
AFs malzahar sejuani ryze zac rengar 146.7k 12 11 H1 C2 M3 B4 E5 B6 B7 E8 B9 E10 B11
KSV kalista camille kogmaw taric azir 138.2k 15 9 None
AFs 12-15-37 vs 15-12-29 KSV
Kiin gangplank 2 3-3-8 TOP 1-2-5 2 gnar CuVee
Spirit khazix 1 3-2-6 JNG 4-1-7 4 jax Haru
Kuro galio 3 3-4-7 MID 2-5-7 3 zoe Crown
Kramer ezreal 2 3-1-7 ADC 7-4-3 1 varus Ruler
TusiN alistar 3 0-5-9 SUP 1-0-7 1 braum CoreJJ

MATCH 3: KSV vs AFs

Winner: KSV eSports in 30m | MVP: Haru (200)
Damage Graph

Bans 1 Bans 2 G K T D/B
KSV kogmaw camille zoe veigar galio 61.5k 6 11 M1 I2 B3
AFs malzahar sejuani ryze gangplank jayce 53.5k 2 4 None
KSV 6-2-7 vs 2-7-4 AFs
CuVee ornn 2 0-0-0 TOP 0-2-0 3 gnar Kiin
Haru rengar 2 4-1-0 JNG 0-1-2 2 khazix Spirit
Crown azir 3 0-0-3 MID 2-2-0 1 kassadin Kuro
Ruler varus 1 2-1-0 ADC 0-1-1 1 kalista Kramer
CoreJJ braum 3 0-0-4 SUP 0-1-1 4 taric TusiN

This thread was created by the Post-Match Team.

submitted by /u/PMTC_Paaipoi
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I'm sorry but the top post is ludicrous, anyone who's ever played the game know that a team of 61 Bronze Garens could 100% beat an LCS team

Posted: 24 Jan 2018 11:47 PM PST

The top post claimed that the LGW number was 73 but come on, we can do way better than that. To be fair, that post was looking to maximize efficiency and win as quickly as possible, thats why their number was so high. I'll also show that the same 100% win rate can be achieved with a lower number of Garens.

 

Before I say anything else, I also think its fair to mention that the post was also wrong because in no way did he take into account that this was Bronze.

 

RUNES

As this is Bronze, we know that the majority of players will be taking Electrocute as their keystone, as dictated by the top Mobafire Garen guide. This will be the keystone for 31 of our Bronze Garens. 11 will take Kelpto, as they did not read the patch notes (though to be fair, only 7 of them did but 6 just did ctr+f Garen and then left). 10 will take comet as its on the mobafire guide with "secret OP garen!!11!!1!!!!" in the title. 5 will take Phase rush because why not, and 4 will take Predator cause they saw NB3 do it once.

 

Gameplay

As this is Bronze, we know we're down to a maximum of 80% of our team when the game actually loads in. Meaning we lost 5 in champ select to rage quitters for attrocities they commited with each other mothers, 6 decided they didnt actually want to play, and 2 are still using dialup so they're out. So we're down to 48 Garens.

 

Strategy

Every single one of those Bronze Garens is Faker, so they all shout in chat what the teams strategy is, many flaming others and rapidly pinging the other Garens choice of long-sword when clearly the right move was boots and a refillable potion. Some even ping 5 times and wait a few seconds before pinging another 5 times. At this point 13 of our Garens go bot lane, 7 go mid, and 20 go top lane, as thats obviously where Garen is meant to be played. The other 8 got pissed off and are already running it down midlane. First blood goes to the enemy midlaner followed by a penta. At this point the "GG noobs" start rolling out, and 30 of our remaining Garens start bum rushing the towers.

 

How it plays out

The top lane Camille is caught of guard for a second by the flood of garens and is hit by one of the few garens to actually start Q. She gets blocked and ultimately dies to the flood. 10 of the Top Lane Garens call "KS noooooooob FU GG" at the same time. 3 DC immediately, and 5 join the others running it down midlane. Its at around 2 minutes that the LCS ADC picks up a triple kill. One of the dead Garens scream in All Chat: "*** HAX REPORTED", which is echoed by 28 of the other Garens. One changes taunt and screams "If your a *** bot say nothing", to which obviously there is no replay. Another cry of "see hes a *** bot, everyone on the ******* **** ** **** hacker noob". It is at this point the tide starts to shift. Our 13 bot laners, joined by now 3 Top lane who tp'd in, and 2 midlaners who came to gangbang the *** ***** **** bot, have started to bum rush the botlane, ending up picking a kill on the LCS support, and taking tower at the same time. 31 simultaneous pings all point to the botlane inhibitor and more Garens from the other lane join, hoping to get kill for themselves. Minus the AFK pushers midlane, the Garens end up running it down bot and pushing in the towers to the nexus like the brain-dead monkeys that they are. "GG ez's are said all around, and the game ends in a victory"

 

It's understandable that the top post would neglect the fact they were Bronze, as he is a Challenger redditor like the rest of us. Obviously I only know this from playing my smurf

submitted by /u/NotAnADC
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This or That: Worst Team NA?

Posted: 25 Jan 2018 09:00 AM PST

Ryze cant R into Zhonyas anymore @PBE

Posted: 25 Jan 2018 02:14 PM PST

just overlooked the newest pbe notes and saw this, what do you guys think bout that? http://www.surrenderat20.net/2018/01/125-pbe-update-swain-in-client-lore-non.html

submitted by /u/GUESSIHATEYOU
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"Swain is garbage, this is a Nasus spotlight now"

Posted: 25 Jan 2018 10:00 AM PST

1/25 PBE Update: Swain In-Client Lore, Non-English VO, & More Tentative Balance Changes

Posted: 25 Jan 2018 12:28 PM PST

ROX Lava: "The Stopwatch should be usable at 10 minutes."

Posted: 25 Jan 2018 05:19 AM PST

I can no longer passive aggressively ping my team's warding totems

Posted: 25 Jan 2018 04:41 AM PST

You used to be able to see the number of charges they had in the scoreboard. It was great because you could ping the number of charges to politely remind them to use the wards, but it seems to have been removed this patch :(

submitted by /u/gobber178
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Probabilities of New Kleptomancy. (900 klepto proc data dissected)

Posted: 25 Jan 2018 02:51 AM PST

Let me say now that I know this isn't perfect, but it's a decent start. I did a few different experiments with Kleptomancy. The klepto change in 8.2 states that the "Drop rate significantly decreased in the first 15 minutes of the game" and "After 15 minutes, drop rate slightly decreased for melee, significantly decreased for ranged." I used Gangplank q in the practice tool for every test. Gangplank's q is counted as a melee ability. I DID NOT do calculations for ranged klepto drop rates.

 

For the first experiment I tested the drop rates for items with Gangplank level 3, under the 15 minute mark. Out of 300 Klepto procs, 74 of those dropped items. That gives a 24.67% chance to drop an item on any klepto proc. One interesting thing I observed in my testing is that level 1-5 mana potion, health potion, gold sack, stealth ward, and potion of rouge are the only possible drops.

Item Amount % Chance
Mana Potion 20 27%
Health Potion 10 13.5%
Sack of Gold 28 37.8%
Stealth Ward 11 14.9%
Potion of Rouge 5 6.8%

 

I then did drop rates for level 6, 9, and 12 under the 15 minute mark. All of the results for these three levels were very similar so I'm going to clump them together into one table. Out of 300 klepto procs, 80 of those dropped items, giving a 26.67% drop rate between 1-15 min.

Item Amount % Chance
Mana Potion 10 12.5%
Health Potion 4 5%
Sack of Gold 17 21.25%
Stealth Ward 7 8.75%
Potion of Rouge 10 12.5%
Biscuit 4 5%
Farsight Ward 5 6.25%
Oracle's Extract 2 2.5%
Control Ward 5 6.25%
Elixir of Iron 3 3.75%
Elixir of Sorcery 5 6.25%
Elixir of Wrath 3 3.75%
Elixir of Skill 5 6.25%

 

For the third test I did 100 klepto procs each at level 9, 12, and 16, totaling 300 procs. Then I did 300 more procs at level 16. This was between the 15-30 minute mark. There wasn't a significant difference in results between those three levels either so again I'll clump the data. Out of 600 klepto procs 347 of those dropped an item. That's a 57.83% proc rating between the 15-30 minute mark.

Item Amount % Chance
Mana Potion 20 5.76%
Health Potion 13 3.75%
Sack of Gold 50 13.37%
Stealth Ward 37 10.66%
Potion of Rouge 36 10.37%
Biscuit 17 4.9%
Farsight Ward 34 9.8%
Oracle's Extract 20 5.76%
Control Ward 28 8.07%
Elixir of Iron 28 8.07%
Elixir of Sorcery 26 7.49%
Elixir of Wrath 26 7.49%
Elixir of Skill 12 3.46%

 

This data seems to show that, besides levels 1-5, level does NOT affect specific item drop rate. But game time does. Lets look at the difference between the 1-15 min drop rate to the 15-30 min. A trend in the data shows that over time Mana Potion, Sack of Gold, and Elixir of Skill drop less as the game progresses and Farsight Ward, Oracle's Extract, and the Elixir of Wrath, Sorcery, and Iron increase in drop rate over the course of the game. Biscuit, Health Potion, Stealth Ward, and Control Ward drop rates stay pretty steady throughout the game, at least until the 30 minute mark.

Item 1-15 min. drop rate 15-30 min. drop rate % difference
Mana Potion 12.5% 5.76% -6.74%
Health Potion 5% 3.75% -1.25%
Sack of Gold 21.25% 13.37% -7.88%
Stealth Ward 8.75% 10.66% +1.91%
Potion of Rouge 12.5% 10.37% -2.13%
Biscuit 5% 4.9% -0.1%
Farsight Ward 6.25% 9.8% +3.55%
Oracle's Extract 2.5% 5.76% +3.26%
Control Ward 6.25% 8.07% +1.82%
Elixir of Iron 3.75% 8.07% +4.32%
Elixir of Sorcery 6.25% 7.49% +1.24%
Elixir of Wrath 3.75% 7.49% +3.74%
Elixir of Skill 6.25% 3.46% -3.46%

 

TL:DR To summarize this data with a few conclusions:

 

  • Klepto item drop rates in the 1-15 minute mark are about 25.67%. Or about 1 in every 4 proc's an item will drop.
  • Klepto item drop rates in the 15-30 minute mark are about 57.83%, so almost 3 out of every 5 proc's will drop an item.
  • Level 1-5 you can only get mana potion, health potion, sack of gold, stealth ward, and potion of rouge.
  • Besides level 1-5 and level 18 (as you can't receive Elixir of Skill at level 18) level does NOT affect drop rates of particular items. The game time however DOES affect drop rates.
  • Sack of Gold is the most common drop at least until the 30 minute mark.

If anyone has more data to add or has any criticism's or questions, feel free to comment.

 

edit: https://www.reddit.com/r/leagueoflegends/comments/79mh5z/probabilities_of_the_kleptomancy_rune_long_post/

Here is a link to a thread from /u/TikeyMasta with what I believe is early pre-season testing of klepto, I can't find anything else more recent. I took inspiration from his post. Assuming that all of his data is correct, it showed that between 2-15 minutes the drop rate was about 30-35%. Meaning klepto now has a 5-10% reduced drop rating 1-15 min. What's interesting is that his data showed that in the 15-30 minute mark klepto was dropping about 35-39% of the time, which means sometime between then and now the 15-30 min drop rate of klepto increased dramatically, as I recorded almost 60%.

 

edit 2 I've added 300 more proc's to the 15-30 minute data tables, totaling 600. I've updated everything here to reflect the changes. Most things changed by 1-2% at most. If you've read through the post already there's not much need to do it again; the results stayed very similar to what they were previously. That brings the total proc's I've used for data up to 1,200.

submitted by /u/cliff12341
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Apollo: 'It's nothing like NV at all, Clutch has done a really good job of bringing support staff'

Posted: 25 Jan 2018 09:30 AM PST

Golden Guardians visit the Golden State Warriors and discuss the formation of their League team - Hai talking to Kevin Durant

Posted: 25 Jan 2018 02:02 PM PST

Honestly, the new Master Yi Meditate change is a hidden nerf

Posted: 25 Jan 2018 04:55 AM PST

  • Cooldown lowered from 35 to 25
  • Healing per second lowered from 30/50/70/90/110 to [20 - 80]
  • [Removed] No longer amplifies healing based on missing health
  • [New Effect] If full channel succeeds, next 3 attacks restore [30 - 50 (+20% bonus AD)] health and reduce the remaining cooldown of his other abilities by 1 second

Indeed, the W cooldown change is nice, but the new effect will NEVER be used in real battles since you can't just stand around for 4 full seconds and channel your Meditate without getting stunned, nor did Yi have massive problems with sustain in the jungle. With this in mind, the W changes are basically

  • Cooldown lowered from 35 to 25
  • Healing per second lowered from 30/50/70/90/110 to [20 - 80]
  • [Removed] No longer amplifies healing based on missing health

That's just a nerf in disguise?

As a flair bonus,here is Cowsep destroying his mouse while ranting over the Yi nerf

EDIT:

As you can see, Yi is right now overall in a bad state. He has a negative winrate right now in every elo, getting progressively worse the higher you climb.

submitted by /u/DariusIsLove
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Nerfing the attackspeed of an ADC makes them feel bad and less fun to play.

Posted: 25 Jan 2018 12:58 AM PST

Why keep messing with the attackspeed numbers? There are other ways of nerfing an ADC without making them feel clunky. Ezreal, vayne, caitlyn got this attackspeed nerf approach which sucks, nerf other things instead.

submitted by /u/Sorest1
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An NA LCS War Map - Week 1

Posted: 25 Jan 2018 09:53 AM PST

Loathe as I am to interrupt bleeding edge, Garen-based mathematical research…

It's time for the NA LCS War Map update! If you're new here please see the original Intro Post.

Current Strategic Situation going into Week 2:https://i.imgur.com/todI7Wr.png

The State of the Realm

The land rush in the west is in full swing, as expeditionary forces from across the realm scramble to seize territory before borders close and security increases. Yet, a sense of order is beginning to emerge, with the Guild of 100 Thieves expanding their influence in the north and the Fox Federation surging out of the south. But it is the Cloud9 Expeditionary Force sweeping south and west that has everyone's attention.

Taking advantage of chaos is one thing. Defending what you've taken is quite another.

In the Immortal South, Liquid has solidified their rapid expansion with a stunning defeat of the TSM Sixth Legion. In the same theater, Flyquest stabilized a partial border zone between the two giants, a tenuous position to be sure. In his fortified palace, TSM's Emperor demands success from his reeling legions just as a fleet of foreign ships flying the Fox flag appears on his northern shores.

Here are some Imgur Albums with day-by-day Week 1 results: Clean | Marked

And a Google doc archive of all Post-Match Lore Blurbs: HERE

There was an additional round of annexation of neutral territories, where each team received one regardless of match record. The intent is to reflect the open nature of the west as well as provide a cushion for weaker teams who were likely start the split 0-2, like Optic, Golden Guardians, and TSM.

Rules Notes for Week 2

  • All typical matches are now worth two territories.
  • The final 10 neutral territories will be annexed by victorious teams after all matches are completed in order of total match record. They will try to be logical but…it might get a little weird over there.

Increased Stakes Match of the Week (+1 territory)

Cloud9 vs Echo Fox

Cloud9's Expeditionary Force has torn through the west like wildfire, extending their dominance of the Inland Sea and partially encircling their primary objective: the 100 Thieves stronghold of Dignitopia. But at their southernmost extent, where the Donger Plains transition into the Envy Steppes, they've encountered a sudden wall of orange-clad resistance. This new rival must be defeated before the assault on the ancient city begins.

For their part, the nascent Fox Federation is ready for a pitched battle to hold onto their newly acquired territory. Furthermore, the Holo Invasion Fleet will be arriving at its target very soon…

Meanwhile, in the Academy Timeline, things are similar…for now.https://i.imgur.com/TQbhm8S.png

I know I promised a new, improved Intro Post, but my desktop PC died on Monday night and I've been a day behind on everything since. I'll have it ready by this weekend's matches.

Always back up your files, folks.

All questions/suggestions welcome!

submitted by /u/DiscoGobbo
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Vitality Crossover - episode 1: The path of Yamato

Posted: 25 Jan 2018 09:13 AM PST

League of Underdogs | EU LCS Spring 2018

Posted: 25 Jan 2018 11:19 AM PST

Why should I care how long Lethal Tempo has been active?

Posted: 25 Jan 2018 07:12 AM PST

Can we get a change to Lethal Tempo's tooltip to show the current attack speed boost (similar to Phase Rush's which shows the current speed boost)? I don't find it very useful in any way to know how long LT has been active. I know I could do the math for each level but, going back to the Phase Rush example, there is already a rune that shows its current usefulness, so why can't Lethal Tempo?

submitted by /u/DeathComOne
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Kog'maw + Lulu + Nunu is absolutely broken on 8.2

Posted: 25 Jan 2018 08:01 AM PST

I´ve seen this teamcomp numerous times now and it is absolutely unbeatable. I believe these 3 champions together in a team have an extremely high winratio. Nunu W gives Kog'maw full benefits and he is already a beast when he is paired with Lulu. I hope something is done about this. Until then i have to ban Nunu or Lulu otherwise i have the chance to run into this comp every other game.

submitted by /u/rtaSmash
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