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Titleleague of legends summoner stats & champion build guides - lolking

Length: 70, Words: 11
Description create & discover new champion builds/strategies, check your summoner statistics and try our powerful lol charts.

Length: 117, Words: 17
Keywords league of legends,lol,champion guides,champion strategy,champion builds,guides,builds,matches,summoner stats,lol summoners,top summoners,best champions
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Words/Characters 6704
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Headings H1 42
H2 2
H3 25
H4 10
H5 0
H6 0
H1
patch 7.14 rundown - singed 3: tokyo drift
kayne: the shadow reaver
alistar  
caitlyn
cho'gath  
diana
fiora  
garen  
ivern  
rammus  
singed  
taric  
yorick  
lpl post game review - g2 vs we analysis
reminder: riot summertime merch and free meep!
stars aligned - cassiopeia as a top lane champion
longzhu’s cassiopeia
skt’s cassiopeia  
the psychology of solo queue - priming
what is priming?
how is priming used in league of legends?
final thoughts
patch 7.12 rundown: doran item nerfs
items
patch 7.12 rundown: champion changes
camille
corki
ivern
jax
jhin  
karma
kindred  
malzahar
rakan  
rek'sai
rumble
xayah
zac
what does a league of legends analyst do?
quantitative analysis  
gameplay analysis  
what analysts can do for a team  
H2
champion changes:  
what on earth does a professional analyst do?
H3
thornmail
bramble vest
ancient coin
randuin's omen
lethality items
serrated dirk
poacher's dirk
duskblade of draktharr
youmuu's ghostblade
edge of night
by 'cabramaravilla'
by rilea
locket of the iron solari
redemption
zeke's convergence
athene's unholy grail
banner of command
knight's vow
righteous glory
glacial shroud
raptor cloak
talisman of ascension
doran's ring
doran's shield
by cody 'avin' gerard
H4 on the other hand, huni was not as effective with his cassiopeia.
article written by manuel 'cabramaravilla' martínez
you can check him out on twitter by clicking here
rilea is a diamond support player and a psychology student, you can follow him on twitter by clicking here
patch 7.12 changes brings us a ton of focus on support itemization and some champion rebalancing. enchanter supports are now rewarded for building their usual items, while tank supports will prefer going for items such as locket and knight's vow. this patch should reduce the prevelance of redemption and locket on every support as an almost mandatory two core item build.
if you'd like to check the full changes, make sure to click here for the official patch notes
continuing our patch 7.12 changes, listed below are the numerous changes to champions for the upcoming patch.
if you'd like to check the full changes, make sure to click here for the official patch notes
written by cody 'avin' gerard
you can follow him on twitter by clicking here
H5
H6
strong
kha'zix
orianna
lee sin
karma
prg goku
xayira
psg kirei
wechat862097141
permaban00150859
thief of relics
xuradel
humble diligent
swiffer
dyrus
master
9,122 viewers
i stay cool
diamond
1,611 viewers
vapora dark
diamond
922 viewers
quinn
loading...
kayne: the shadow reaver
now live:
alistar
damage reduction on r increased.
what's new:
caitlyn
attack speed per level down.
what's new:
cho'gath
e now only applies to next three attacks, but does significantly more damage. q mana cost down. w silence duration up at earlier ranks.
what's new:
diana
passive’s attack speed now procs off spellcasts and increases with e rank. passive attack now restores mana. q cooldown reduced at early levels. w mana cost reduced at early levels.
what's new:
fiora
passive’s movement speed down. r no longer grants duelist’s dance’s movement speed when near the target.
what's new:
garen
what's new:
ivern
w cast range decreased.
what's new:
rammus
what's new:
singed
new passive grants movement speed when passing by other champions. base and scaling health increased. q base damage down, ap scaling up. w now grounds enemies within it.
what's new:
taric
what's new:
yorick
mist walker base damage down early game. maiden of the mists health up late game. mist walkers more responsive, graves more consistent.
what's new:
new:
passive:
passive
frostfire covenant:
new:
passive - point runner:
camille
passive cooldown reduced. q2 damage increased.
what's new:
adaptive defenses (passive)
precision protocol (q)
corki
attack speed slightly up. base ad slightly up. autos do more magic damage rather than physical.
what's new:
base stats
hextech munitions (passive)
valkyrie (w)
e damage decreased.
what's new:
triggerseed (e)
w now grants bonus range.
what's new:
empowered strike (w)
jhin
q base damage down but scaling up. r base damage up.
what's new:
dancing grenade (q)
curtain call (r)
karma
e shield decreased. mantra’d e shield on secondary targets decreased.
what's new:
inspire (e)
defiance (r+e)
kindred
base attack damage up. e mana cost down.
what's new:
base stats
wolf's frenzy (w)
mounting dread (e)
malzahar
q and r damage reduced at later ranks.
what's new:
call of the void (q)
nether grasp (r)
rakan
passive shield now properly interacts with shield amplifying effects.
what's new:
fey feathers (passive)
rek'sai
base ad up. armor per level up. w unburrow damage up. r more reliably hits targets.
what's new:
base stats
un-burrow (w)
void rush (r)
rumble
heat drains more slowly. q cooldown higher early, damage increased, now does decreased damage to minions. w shield amount up, duration down. e slow and damage up.
what's new:
junkyard titan (passive)
flamspitter (q)
scrap shield (w)
electro harpoon (e)
xayah
can’t attack while casting q, w cooldown increased.
what's new:
double daggers (q)
deadly plumage (w)
zac
w and e damage reduced
what's new:
unstable matter (w)
elasting slingshot (e)
“arrowhead”
b
kha'zix
orianna
lee sin
karma
prg goku
xayira
psg kirei
wechat862097141
permaban00150859
thief of relics
xuradel
humble diligent
swiffer
dyrus
master
9,122 viewers
i stay cool
diamond
1,611 viewers
vapora dark
diamond
922 viewers
quinn
loading...
kayne: the shadow reaver
now live:
alistar
damage reduction on r increased.
what's new:
caitlyn
attack speed per level down.
what's new:
cho'gath
e now only applies to next three attacks, but does significantly more damage. q mana cost down. w silence duration up at earlier ranks.
what's new:
diana
passive’s attack speed now procs off spellcasts and increases with e rank. passive attack now restores mana. q cooldown reduced at early levels. w mana cost reduced at early levels.
what's new:
fiora
passive’s movement speed down. r no longer grants duelist’s dance’s movement speed when near the target.
what's new:
garen
what's new:
ivern
w cast range decreased.
what's new:
rammus
what's new:
singed
new passive grants movement speed when passing by other champions. base and scaling health increased. q base damage down, ap scaling up. w now grounds enemies within it.
what's new:
taric
what's new:
yorick
mist walker base damage down early game. maiden of the mists health up late game. mist walkers more responsive, graves more consistent.
what's new:
new:
passive:
passive
frostfire covenant:
new:
passive - point runner:
camille
passive cooldown reduced. q2 damage increased.
what's new:
adaptive defenses (passive)
precision protocol (q)
corki
attack speed slightly up. base ad slightly up. autos do more magic damage rather than physical.
what's new:
base stats
hextech munitions (passive)
valkyrie (w)
e damage decreased.
what's new:
triggerseed (e)
w now grants bonus range.
what's new:
empowered strike (w)
jhin
q base damage down but scaling up. r base damage up.
what's new:
dancing grenade (q)
curtain call (r)
karma
e shield decreased. mantra’d e shield on secondary targets decreased.
what's new:
inspire (e)
defiance (r+e)
kindred
base attack damage up. e mana cost down.
what's new:
base stats
wolf's frenzy (w)
mounting dread (e)
malzahar
q and r damage reduced at later ranks.
what's new:
call of the void (q)
nether grasp (r)
rakan
passive shield now properly interacts with shield amplifying effects.
what's new:
fey feathers (passive)
rek'sai
base ad up. armor per level up. w unburrow damage up. r more reliably hits targets.
what's new:
base stats
un-burrow (w)
void rush (r)
rumble
heat drains more slowly. q cooldown higher early, damage increased, now does decreased damage to minions. w shield amount up, duration down. e slow and damage up.
what's new:
junkyard titan (passive)
flamspitter (q)
scrap shield (w)
electro harpoon (e)
xayah
can’t attack while casting q, w cooldown increased.
what's new:
double daggers (q)
deadly plumage (w)
zac
w and e damage reduced
what's new:
unstable matter (w)
elasting slingshot (e)
“arrowhead”
i
kha'zix
orianna
lee sin
karma
prg goku
xayira
psg kirei
wechat862097141
permaban00150859
thief of relics
xuradel
humble diligent
swiffer
dyrus
master
9,122 viewers
i stay cool
diamond
1,611 viewers
vapora dark
diamond
922 viewers
quinn
loading...
kayne: the shadow reaver
now live:
alistar
damage reduction on r increased.
what's new:
caitlyn
attack speed per level down.
what's new:
cho'gath
e now only applies to next three attacks, but does significantly more damage. q mana cost down. w silence duration up at earlier ranks.
what's new:
diana
passive’s attack speed now procs off spellcasts and increases with e rank. passive attack now restores mana. q cooldown reduced at early levels. w mana cost reduced at early levels.
what's new:
fiora
passive’s movement speed down. r no longer grants duelist’s dance’s movement speed when near the target.
what's new:
garen
what's new:
ivern
w cast range decreased.
what's new:
rammus
what's new:
singed
new passive grants movement speed when passing by other champions. base and scaling health increased. q base damage down, ap scaling up. w now grounds enemies within it.
what's new:
taric
what's new:
yorick
mist walker base damage down early game. maiden of the mists health up late game. mist walkers more responsive, graves more consistent.
what's new:
new:
passive:
passive
frostfire covenant:
new:
passive - point runner:
camille
passive cooldown reduced. q2 damage increased.
what's new:
adaptive defenses (passive)
precision protocol (q)
corki
attack speed slightly up. base ad slightly up. autos do more magic damage rather than physical.
what's new:
base stats
hextech munitions (passive)
valkyrie (w)
e damage decreased.
what's new:
triggerseed (e)
w now grants bonus range.
what's new:
empowered strike (w)
jhin
q base damage down but scaling up. r base damage up.
what's new:
dancing grenade (q)
curtain call (r)
karma
e shield decreased. mantra’d e shield on secondary targets decreased.
what's new:
inspire (e)
defiance (r+e)
kindred
base attack damage up. e mana cost down.
what's new:
base stats
wolf's frenzy (w)
mounting dread (e)
malzahar
q and r damage reduced at later ranks.
what's new:
call of the void (q)
nether grasp (r)
rakan
passive shield now properly interacts with shield amplifying effects.
what's new:
fey feathers (passive)
rek'sai
base ad up. armor per level up. w unburrow damage up. r more reliably hits targets.
what's new:
base stats
un-burrow (w)
void rush (r)
rumble
heat drains more slowly. q cooldown higher early, damage increased, now does decreased damage to minions. w shield amount up, duration down. e slow and damage up.
what's new:
junkyard titan (passive)
flamspitter (q)
scrap shield (w)
electro harpoon (e)
xayah
can’t attack while casting q, w cooldown increased.
what's new:
double daggers (q)
deadly plumage (w)
zac
w and e damage reduced
what's new:
unstable matter (w)
elasting slingshot (e)
“arrowhead”
em kha'zix
orianna
lee sin
karma
prg goku
xayira
psg kirei
wechat862097141
permaban00150859
thief of relics
xuradel
humble diligent
swiffer
dyrus
master
9,122 viewers
i stay cool
diamond
1,611 viewers
vapora dark
diamond
922 viewers
quinn
loading...
kayne: the shadow reaver
now live:
alistar
damage reduction on r increased.
what's new:
caitlyn
attack speed per level down.
what's new:
cho'gath
e now only applies to next three attacks, but does significantly more damage. q mana cost down. w silence duration up at earlier ranks.
what's new:
diana
passive’s attack speed now procs off spellcasts and increases with e rank. passive attack now restores mana. q cooldown reduced at early levels. w mana cost reduced at early levels.
what's new:
fiora
passive’s movement speed down. r no longer grants duelist’s dance’s movement speed when near the target.
what's new:
garen
what's new:
ivern
w cast range decreased.
what's new:
rammus
what's new:
singed
new passive grants movement speed when passing by other champions. base and scaling health increased. q base damage down, ap scaling up. w now grounds enemies within it.
what's new:
taric
what's new:
yorick
mist walker base damage down early game. maiden of the mists health up late game. mist walkers more responsive, graves more consistent.
what's new:
new:
passive:
passive
frostfire covenant:
new:
passive - point runner:
camille
passive cooldown reduced. q2 damage increased.
what's new:
adaptive defenses (passive)
precision protocol (q)
corki
attack speed slightly up. base ad slightly up. autos do more magic damage rather than physical.
what's new:
base stats
hextech munitions (passive)
valkyrie (w)
e damage decreased.
what's new:
triggerseed (e)
w now grants bonus range.
what's new:
empowered strike (w)
jhin
q base damage down but scaling up. r base damage up.
what's new:
dancing grenade (q)
curtain call (r)
karma
e shield decreased. mantra’d e shield on secondary targets decreased.
what's new:
inspire (e)
defiance (r+e)
kindred
base attack damage up. e mana cost down.
what's new:
base stats
wolf's frenzy (w)
mounting dread (e)
malzahar
q and r damage reduced at later ranks.
what's new:
call of the void (q)
nether grasp (r)
rakan
passive shield now properly interacts with shield amplifying effects.
what's new:
fey feathers (passive)
rek'sai
base ad up. armor per level up. w unburrow damage up. r more reliably hits targets.
what's new:
base stats
un-burrow (w)
void rush (r)
rumble
heat drains more slowly. q cooldown higher early, damage increased, now does decreased damage to minions. w shield amount up, duration down. e slow and damage up.
what's new:
junkyard titan (passive)
flamspitter (q)
scrap shield (w)
electro harpoon (e)
xayah
can’t attack while casting q, w cooldown increased.
what's new:
double daggers (q)
deadly plumage (w)
zac
w and e damage reduced
what's new:
unstable matter (w)
elasting slingshot (e)
“arrowhead”
Bolds strong 128
b 128
i 128
em 128
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[eng/ger] soul hunter kayn jungle/top guide for patch 7.14 [diamond] /guides/425816
[7.14] the ultimate rakan support guide /guides/423984
gardevoir101's guide to xayah /guides/424341
darkness to diamond- 1-shot carries (very detailed) high diamond-master tier nocturne (7.8 updated) /guides/383663
rank#1 yasuo // comprehensive guide // new op build [7.11 updated] /guides/404292
[7.5] en garde - diamond top lane fiora guide (with videos & in-depth items+matchups) /guides/359106
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officer vi (pea... /models?champion=254&skin=6
officer vi (rub... /models?champion=254&skin=8
sandstorm ekko ... /models?champion=245&skin=8
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dark star kha'zix 1350 /models?champion=121&skin=4
dark star orianna 1350 /models?champion=61&skin=7
god fist lee sin 1820 /models?champion=64&skin=11
traditional karma 975 /models?champion=43&skin=3
north america /leaderboards#/?region=na&type=0
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oceania /leaderboards#/?region=oce&type=0
japan /leaderboards#/?region=jp&type=0
prg goku #1 br | 2,963 /summoner/br/1721150/prg goku
xayira #1 eune | 2,964 /summoner/eune/66294687/xayira
psg kirei #1 euw | 2,963 /summoner/euw/37802452/psg kirei
wechat862097141 #1 jp | 2,964 /summoner/jp/7651004/wechat862097141
permaban00150859 #1 kr | 2,960 /summoner/kr/1821116/permaban00150859
thief of relics #1 lan | 2,964 /summoner/lan/537764/thief of relics
xuradel #1 las | 2,963 /summoner/las/11410126/xuradel
humble diligent #1 na | 2,960 /summoner/na/83339123/humble diligent
swiffer #1 oce | 2,956 /summoner/oce/636251/swiffer
more streams /streams
dyrus /summoner/na/5908/dyrus#stream
i stay cool /summoner/euw/24908190/i stay cool#stream
vapora dark /summoner/euw/24454881/vapora dark#stream
all streams /streams
dyrus | night time dygus playing morde a lot master | 9,122 viewers /summoner/na/5908/dyrus#stream
i stay cool | heute mit pulsmessör! !bestchamps diamond | 1,611 viewers /summoner/euw/24908190/i stay cool#stream
vapora dark | [vodcast] on vacation until august 4th | rip chester bennington :( diamond | 922 viewers /summoner/euw/24454881/vapora dark#stream
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this site makes extensive use of javascript. please enable javascript in your browser. we've recently updated our profile page for all summoners which includes improvements to live games! notice a bug or have feedback? contact us! login | register | get premium na north america europe west europe nordic & east brazil korea turkey russia latin america north latin america south oceania japan | | guides charts items champions leaderboards 3d models replays streams more champion guides: all guides popular new highly rated updated create a guide newest champions [eng/ger] soul hunter kayn jungle/top guide for patch 7.14 [diamond] [7.14] the ultimate rakan support guide gardevoir101's guide to xayah highly rated guides darkness to diamond- 1-shot carries (very detailed) high diamond-master tier nocturne (7.8 updated) rank#1 yasuo // comprehensive guide // new op build [7.11 updated] [7.5] en garde - diamond top lane fiora guide (with videos & in-depth items+matchups) charts: all charts most 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| 2,964 xuradel #1 las | 2,963 humble diligent #1 na | 2,960 swiffer #1 oce | 2,956 streams: more streams dyrus i stay cool vapora dark all streams dyrus | night time dygus playing morde a lot master | 9,122 viewers i stay cool | heute mit pulsmessör! !bestchamps diamond | 1,611 viewers vapora dark | [vodcast] on vacation until august 4th | rip chester bennington :( diamond | 922 viewers sections: items leaderboards 3d models replays streams sections: guides charts items champions leaderboards 3d models replays streams account services: login register get premium na north america europe west europe nordic & east brazil korea turkey russia latin america north latin america south oceania japan quinn demacia's wings view guides loading... top news patch 7.14 rundown - singed 3: tokyo drift kayne: the shadow reaver a peerless practitioner of lethal shadow magic, shieda kayn battles to achieve his true destiny—to one day lead the order of the shadow into a new era of ionian supremacy. he audaciously wields the sentient darkin weapon rhaast, undeterred by its creeping corruption of his body and mind. there are only two possible outcomes: either kayn bends the weapon to his will... or the malevolent scythe consumes him completely, paving the way for the destruction of all runeterra. now live: kayn is live with this patch, be sure to check out the champion reveal for full details and background on the new champion! alistar damage reduction on r increased. what's new: unbreakable will (r) damage reduction down from 50/60/70% to 55/65/75% caitlyn attack speed per level down. what's new: attack speed growth per level down from 4% to 2% cho'gath e now only applies to next three attacks, but does significantly more damage. q mana cost down. w silence duration up at earlier ranks. what's new: rupture (q) damage down 5 only at max rank, mana cost down 30 feral scream (w) silence duration scaling changed from 1.5/1.625/1.75/1.875/2 seconds to 1.6/1.7/1.8/1.9/2 seconds vorpal spikes (e) reworked: cooldown 8/7/6/5/4 seconds cost 30 mana base damage 20/35/50/65/80 (+0.3 ability power) deals 4% target’s maximum health (+0.5% per feast stack) applies slow 30/35/40/45/50%, decaying over 1.5 seconds now grants 50 extra basic attack range now resets cho’gath’s basic attack timer diana passive’s attack speed now procs off spellcasts and increases with e rank. passive attack now restores mana. q cooldown reduced at early levels. w mana cost reduced at early levels. what's new: moonsilver blade (passive) now grants a scaling attack speed for 3 attacks after spell cast, also restoring mana equal to 15% of her ap crescent strike (q) cooldown rescaled from 10/9/8/7/6 seconds to 8/7.5/7/6.5/6 seconds pale cascade (w) mana cost rescaled from 60/70/80/90/100 to 40/55/70/85/100 moonfall (e) increases passive's attack speed bonus to 50/60/70/80/90% fiora passive’s movement speed down. r no longer grants duelist’s dance’s movement speed when near the target. what's new: duelist's dance (passive) bonus movement speed down from 20/30/40/50% to 15/20/25/30% grand challenge (r) no longer grants passive's movement speed while near the target garen passive modernization (and buff). w now grants damage reduction and tenacity briefly after activation, e ad ratio per spin up. what's new: perseverance (passive) out of combat regeneration rescaled, from 2/4/10% maximum health per 5 seconds to 2/8% maximum health per 5 seconds (at levels 1/11), and the out of combat timer rescaled from 9/6/4 seconds (at levels 1/11/16) to 9/4 seconds (at levels 1/11) also now increases regen to 4/16% maximum health per 5 seconds when below 25/50% maximum health (at levels 1/11) courage (w) grants 60% damage reduction and tenacity for 0.75 seconds, returning to the normal 30% damage reduction for the remaining duration judgement (e) ratio per spin up from 34/35/36/37/38% total attack damage to 36/37/38/39/40% total attack damage ivern w cast range decreased. what's new: brushmaker (w) cast range down from 1600 to 800 rammus self-slow on w decreased in intensity. what's new: defensive ball curl (w) self slow down from 60% to 30% singed new passive grants movement speed when passing by other champions. base and scaling health increased. q base damage down, ap scaling up. w now grounds enemies within it. what's new: base health up from 542.76 to 610, and health growth up from 82 to 90 noxious slipstream (passive) is new passive (old health from mana passive removed) gives 20% bonus movement speed for 2 seconds when within 225 range of a champion. champion-unique cooldown of 10 seconds poison trail (q) base damage rescaled from 44/68/92/116/140 to 40/60/80/100/120 mega adhesive (w) duration down from 5 seconds to 3 seconds, slow changed from 35/45/55/65/75% to 40%, no longer lingers but now grounds units within area, cost rescaled from 70/80/90/100/110 mana to 60/70/80/90/100 mana, cooldown from flat 14 seconds to 17/16/15/14/13 seconds fling (e) cost rescaled from 100/110/120/130/140 mana to 80/95/110/125/140 mana insanity potion (r) cost down from 150 mana to 100 mana, and bonus stats up from 35/50/80 to 35/60/85 taric mana regen increased at early levels. q heals more; charge model updated. e cooldowns higher early; lower later. e deals more damage and stuns for the same duration at all ranks. what's new: base mana regen up from 5 per 5 seconds to 8.5 per 5 seconds, but mana regen growth down from 1 to 0.8 starlight's touch (q) healing per charge rescaled from 20/30/40/50/60 (+0.2 ability power) (+1.5% taric’s bonus health) to 30 (+0.2 ability power)(+1% taric’s maximum health), now has a 3 seconds cooldown (charges still 15 seconds), and passive empowered attacks changed from "reduce starlight’s touch’s recharge timer by an additional 5 seconds" to "reduce starlight’s touch’s cooldown by 1 second and instantly grant a charge" dazzle (e) damage increased from 60/105/150/195/240 to 100/145/190/235/280, cooldown rescaled from 15 seconds at all ranks to 17/16/15/14/13 seconds, and stun duration rescaled from 1/1.125/1.25/1.375/1.5 seconds to 1.25 seconds at all ranks yorick mist walker base damage down early game. maiden of the mists health up late game. mist walkers more responsive, graves more consistent. what's new: shepherd of souls (passive) now has the mist walkers attack immediately upon landing from the e jump, their base damage rescaled from 10-95 (at levels 1-18) to 2-100 (at levels 1-18), mourning mist (e) reaction range increased from 1000 to 1400, and grave dwspawn range up from 1600 to 2000 eulogy of the isles (r) cooldown down from 160/150/140 seconds to 160/130/100 seconds, and base health up at max rank from 3000 to 4000 thornmail now builds out of new item bramble vest, total cost increased from 2350 to 2900 armor down from 100 to 75 now gives 250 hp passive changed - thorns: upon being hit by a basic attack, reflects magic damage equal to 25 + 10% of your bonus armor, inflicting grievous wounds on the attacker for 1 second. also gives cold steel: when hit by basic attacks, cripples source’s attack speed by 15% for 1 second. bramble vest new item, builds from cloth armor + cloth armor + 300 gold +35 armor unique passive - thorns: upon being hit by a basic attack, reflects 20 magic damage, inflicting grievous wounds on the attacker for 1 second. ancient coin quest reward now grants movement speed to approaching allies (+8%) instead of an early skill point. randuin's omen build path modified, 1 giant's belt rather than 2 ruby crystals, combin cost lowered to 900, total cost unchanged health increased from 350 to 400 lethality items the armor penetration of lethality now scales with your level rather than target's level (displayed on tooltip as well) lethality items adjusted to give more lethality and less attack damage except youmuu's ghostblade items no longer grant out-of-combat movement speed serrated dirk new unique passive - headhunter: after killing an enemy, your next damaging spell will deal 40 bonus physical damage to all enemies it hits (30 second cooldown) no longer grants out of combat movement speed poacher's dirk new unique passive - headhunter: after killing an enemy, your next damaging spell will deal 40 bonus physical damage to all enemies it hits (30 second cooldown) no longer grants out of combat movement speed duskblade of draktharr build path modified from serrated dirk + b. f. sword + 850 gold to serrated dirk + caulfield’s warhammer + 700 gold total cost from 3250 to 2900 lethality up from 15 to 18 attack damage down from 65 to 55 no longer grants 20 out of combat movement speed now grants 10% cdr nightstalker damage rescaled from 75 (+2.0 lethality) true damage to 90 + 15 per level (105 - 360 at levels 1-18) physical damage nightstalker now slows the target by 99% for 0.25 seconds nightstalker proc window up from within 4 seconds of being seen to 5 seconds youmuu's ghostblade out of combat movement speed up from 20 to 40 lethality up from 15 to 18 attack damage down from 60 to 55 edge of night build path changed from serrated dirk + pickaxe + null-magic mantle + 675 gold to serrated dirk + pickaxe + ruby crystal + 725 gold no longer grants 20 out of combat movement speed lethality up from 15 to 18 attack damage unchanged now grants 250 hp no longer grants 35 magic resist latest videos lpl post game review - g2 vs we analysis lpl post game review - a look at the new chinese 'high elo' super server lpl post game review: the new galio and how to use him qg doinb, ig rookie, we mystic and lgd imp talk about the meta and some of their picks lpl post game review - the global ganking system pro play: leblanc after the patch 7.5 changes practice tool routines - ep. 5: support combos (thresh, alistar, leona etc) pro play: unusual starting items | triple rejuv bead? practice tool routines - ep. 4: graves and diana combos practice tool routines - ep. 3: gragas combos lpl post game review - g2 vs we analysis recent stories reminder: riot summertime merch and free meep! in case you missed it, riot has launched their line of summer merchandise with a new figure, adorable plushies, shirts, and even a cute little meep clip included for free with every order. the meep seems to be a while-we-have-them deal so head over to the summertime promotion page and pick up some wonderfully wallet-draining goods. stars aligned - cassiopeia as a top lane champion by 'cabramaravilla' at first glance, cassiopeia is not what would come to mind when thinking of a top laner. due to her overall squishiness and lack of mobility, ganks can be incredibly punishing for her. since she is a carry, cassiopeia is very dependent on gold to be effective, and a couple of early deaths can take her out of the game for several minutes. because ganking is usually easier on an elongated lane, where wave manipulation can be extremely punishing, it is much more common to simply use her as a mid laner. however, the half snake has shown up as a top laner from time to time, most notably in fnatic’s series against tsm on the very first day of msi 2015. to this day, the tilting properties of seung "huni" hoon heo locking in cassiopeia remain unproven but, regardless of this, the 2017 summer meta has increased the instances where the choice can be justifiable. with the addition of rift herald, her immense 1v1 pressure and lane control are perhaps more valuable than ever before. as teams learn how to play with herald, top lane control becomes more rewarding, and the priority of the pick rises. whether the choice ends up working or not is mostly dependent on her getting out of the laning phase in one piece. once she has acquired a few items, she offers a great deal of strategical variety. from splitpusher, to baron melter to teamfight kiting machine, few top laners are as scary as a mid-to-late game cassio. but getting her out of laning phase is far from an easy task, and teams will need great early macro to be able to pull it off. comparing longzhu’s use of the pick with skt’s will give us a good understanding of how the pick can be punished. longzhu’s cassiopeia longzhu’s choice of the cassiopeia here is very smart, and works brilliantly against skt’s composition. because of how easy it is to know when kennen is engaging onto her, she can reliably use miasma to kite back and inflict a serious amount of damage onto him. pair this with the risk kennen runs when engaging against petrifying gaze and you have a very favorable matchup, as kennen’s natural range advantage is not as relevant versus the cassiopeia. these factors, combined with gragas’ weak early clear, will make her able to abuse the kennen early, only to fall back to a more moderate approach once gragas reaches level 6. longzhu’s early execution was practically flawless. because gragas revealed himself on an invade, paired with the first blood they managed to get on him, kim "khan" dong-ha was free to push up his lane and ignore the enemy jungler. once gragas reached level 4, kha’zix would lean towards the top side and invade. not only did this benefit from the laning strength of cassiopeia, but it also helped keep tabs on gragas and made it easier to set up for a counter gank if needed. but this strategy couldn’t go on for much longer. knowing that gragas would soon reach level 6, unlocking his true ganking potential, cassio roamed mid for a gank onto faker. this gank worked on several fronts. the fact that gragas was level 6, combined with taliyah’s strong push in the mid lane, would have made it very easy for skt to set up top lane dives. if taliyah also joined the play, the chance of skt getting a kill and first tower would have been huge, as terrain creation punishes cassiopeia’s lack of mobility heavily. by roaming mid and trading her flash for taliyah’s, she alleviated the pressure derived from mid lane priority. even though faker still had pushing advantage over his lane counterpart, he needed to play carefully against zed, as he was left without tools to avoid a forced all in from the ninja. under these circumstances, it became much harder for skt to secure top side control, and for taliyah to threaten a roam by walking into the fog of war. cassiopeia could now simply stay under her tower, as diving her with less vision and without faker was a much bigger risk for the skt lineup. in this manner, longzhu secured another safe period for cassiopeia but, as it happened before, this can not last forever. once taliyah’s flash came back up, they would be back to square one, and lz would need a new play to keep her safe. this is why, as soon as faker’s flash came back up, zed and cassiopeia lane swapped. in a single move, longzhu managed to protect their medusa; while simultaneously making skt’s itemization absolutely terrible in the new matchups. had skt chosen to match the lane swap, kennen would have been in a situation where he would not be able to pressure his lane. due to mid lane’s reduced lane length, his ultimate and constant harass from basic attacks and q’s simply isn’t as big of a threat, and wave manipulation is much less effective as a denial tool. in addition, taliyah’s ultimate would now be unable to influence the bot lane, heavily diminishing the value of faker’s pick. even though zed’s lack of teleport can be seen as a slight disadvantage for lz’s map plays, it’s a reasonable price to pay for getting cassiopeia out of laning phase, as well as giving both solo laners heavy item advantages. on the other hand, huni was not as effective with his cassiopeia. skt’s cassiopeia this draft suggests that skt were toying around with cassiopeia, instead of tryharding for a win. against jarvan iv ‘s gap closing combo and terrain creation ultimate, cassiopeia is at a much bigger risk of dying. her lane dominance won’t last long as, once jarvan hits level 6, he has tremendous gank setup against her, which can easily be abused by graves. despite graves not being the best ganker in the game, the immense lock down provided by cataclysm makes his lack of crowd control irrelevant. furthermore, it makes it very easy for him to land all his aoe damage, punishing further cassio’s squishiness. the jungle matchup does little to alleviate this pressure. gragas doesn’t bring much into a 2v2 scenario, and will either have to rely on graves not being top to pull off successful ganks or head to other lanes. this is not the case for mvp. top lane is by far the best lane for graves to gank. faker’s mobility and lane pressure makes it very difficult to land either a shockwave or graves’ burst on him. on bot lane, mvp have the push advantage and, because of tahm kench’s devour, diving bang and wolf can be too risky. since graves is not the best diver, cassiopeia becomes even more of a tempting target than she usually is. in spite of skt’s best efforts to obscure peanut’s jungle start, this was not something that mvp concerned themselves with. graves straight out camped the cassiopeia as much as possible, almost disregarding peanut’s early pathing. this camp would ultimately result in two deaths by huni and a big advantage for mvp. it’s hard to say that huni is without blame on the lost top lane. knowing himself to be in an inferior 2v2, there is hardly any justification for him to be as pushed up as mvp would often find him. because he is traditionally overaggressive, it’s hard to think of this as a planned choice, and looks more like a mistake. abusing cassiopeia’s lane dominance is no doubt very tempting, but the risks far outweigh the rewards. knowing that mvp would have no tools to deal with his splitpush once he reached a tipping point, it made no sense to risk losing the lane that hard. especially when graves has little ganking options elsewhere. had huni hugged the tower, as khan did, he would very likely not even get camped. despite mvp’s strong dive, under tower, the risk of a gragas counter gank becomes all too real. as it was the case of the previous example, faker’s dominant mid lane matchup would have easily granted skt enough vision and river control for cassiopeia to have a much easier time under tower. despite their unstoppable split push later on, skt’s early cassiopeia display was disappointing. in contrast with their victory over mvp, which banked on their opponents' poor mid game shotcalling, their victory over longzhu’s forced them to overcome one of the best early displays of cassiopeia top lane ever. when not even the best team in the world can pull off a convincing cassiopeia, it becomes apparent just how difficult the champion is to properly execute. take notice of how both teams save the pick to the very last moment of the draft, yet are still presented with plenty of issues they need to navigate around. you won’t see cassiopeia often in the top lane, and skt getting outplayed and failing to repeat their opponent’s success is even less common. but if you are lucky enough, and the stars align, you might get to see both. article written by manuel 'cabramaravilla' martínez you can check him out on twitter by clicking here the psychology of solo queue - priming by rilea this week, i’m going to take a look at breaking down some of the psychology of solo queue. league of legends is an extremely complex game, and your mindset is an important aspect of this. using psychological knowledge and theories, there are some steps you can take to improve your mindset in game, such as using the priming theory. what is priming? priming is the theory of making somebody think in a certain way, which subconsciously affects their behaviour. for example, one study found participants took longer to walk to an elevator after listing either words associated with the elderly (such as “lonely” and “slow”) compared to listing neutral words. the participants had been primed to think like an elderly person, and this unconsciously affected their behaviour to walk slowly (bargh, chen & burrows, 1996). another study found participants who were primed to think like a professor answered more general knowledge questions correctly compared to participants who had been primed to think like a secretary (dijkssterhuis & van knippenberg, 1998) how is priming used in league of legends? one of the most frustrating instances of priming i experience in solo queue is when somebody has been searching up our opponents, and types in chat about the insane win rate an enemy has on the champion they are playing. not only does it instantly put people in a negative state of mind if they know they are against a very strong opponent, it primes teammates into having a losing mentality, and this subconsciously affects their play. my advice is to simply not look up the information, and more importantly, not share it with your team. conversely, you can also prime you team into a positive mindset, by typing how confident you’re feeling about the game or how certain your team will win the game; it may seem silly, but subconsciously, it can greatly benefit your team’s play! a redditor investigated a similar experience after priming a teammate to believe x player is bad, causing the teammate to flame x player, before revealing x player was in fact the redditor - read more about it here final thoughts psychology plays a huge, yet undervalued, role in league of legends, and the priming effect is one such example. remember to avoid negatively priming your teammates, and instead, positively prime them into a winning mentality! rilea is a diamond support player and a psychology student, you can follow him on twitter by clicking here patch 7.12 rundown: doran item nerfs patch 7.12 changes brings us a ton of focus on support itemization and some champion rebalancing. enchanter supports are now rewarded for building their usual items, while tank supports will prefer going for items such as locket and knight's vow. this patch should reduce the prevelance of redemption and locket on every support as an almost mandatory two core item build. check out the full changes below and in our other post to get ready for the patch to hit live: items locket of the iron solari shield changed from 70-665 (at levels 1-18) to 65-434 (+2%~36% of your bonus health) (at levels 1-18) redemption health reduced from 300 to 200 health regen decreased from 75% to 50% mana regen increased from 125% to 150% heal decreased from 65-490 (level 1-18) to 30-370 (level 1-18) new: redemption’s heal amount is affected three times as much by heal and shield power amplifiers zeke's convergence name change zeke's harbinger → zeke's convergence total cost increased from 2250 gold to 2400 gold ability power decreased from 50 to 0 armor increased from 30 to 60 magic resist increased from 0 to 30 passive: casting your ultimate near your ally surrounds you with a frost storm and ignites your ally’s basic attacks for 10 seconds (45 second cooldown). enemies inside your frost storm are slowed by 20% and your ally’s attacks burn their target for 50% bonus magic damage over 2 seconds. passive frostfire covenant: basic attacking a burning enemy ignites your frost storm to deal 40 magic damage per second and slow by 40% for 3 seconds. athene's unholy grail ability power decreased from 40 to 30 mana regen increased from 75% to 100% cooldown reduction decreased from 20% to 10% blood earn rate increased from 20% of premitigation damage dealt to champions to 25% of premitigation damage dealt to champions new: grants 5 ability power for every +25% base mana regen no longer grants +25% base health regen for every +25% base mana regen banner of command now grants 125% health regen no longer grants 400 mana passive - point runner: builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets, and void gates. knight's vow no longer grants +100% base health regen now grants 10% cooldown reduction righteous glory now grants 30 armor now grants 10% cooldown reduction no longer grants catalyst of aeon’s eternity passive slow nova now automatically triggers if an enemy champion is within close proximity slow nova can no longer be manually triggered early glacial shroud combine cost decreased from 350 to 250 total cost decreased from 1000 to 900 armor decreased from 25 to 20 raptor cloak total cost decreased from 1200 to 900 armor decreased from 40 to 30 talisman of ascension total cost decreased from 2400 to 2200 combine cost increased from 350 to 450 doran's ring mana return when killing minions is now unique doran's shield cost increased from 400 to 450 if you'd like to check the full changes, make sure to click here for the official patch notes patch 7.12 rundown: champion changes continuing our patch 7.12 changes, listed below are the numerous changes to champions for the upcoming patch. check out the full changes below and in our other post to get ready for the patch to hit live: champion changes: camille passive cooldown reduced. q2 damage increased. what's new: adaptive defenses (passive) cooldown decreased from 20/15/10 seconds to 16/13/10 seconds precision protocol (q) delayed second hit damage increased from 180% to 200% corki attack speed slightly up. base ad slightly up. autos do more magic damage rather than physical. what's new: base stats base attack speed increased from 0.625 to 0.638 base attack damage increased from 56 to 58 hextech munitions (passive) basic attack damage changed from 50% physical, 50% magic to 20% physical, 80% magic valkyrie (w) phosphorous bomb and missile barrage can now be buffered during valkyrie's travel time ivern e damage decreased. what's new:triggerseed (e) damage decreased from 60/90/120/150/180 to 50/70/90/110/130 jax w now grants bonus range. what's new: empowered strike (w) if jax uses empowered strike to empower a basic attack, it gains 50 extra range jhin q base damage down but scaling up. r base damage up. what's new: dancing grenade (q) base damage decreased from 50/75/100/125/150 to 45/70/95/120/145. ratio increased from 30/35/40/45/50% total ad to 40/45/50/55/60% total ad curtain call (r) base damage per shot increased from 40/100/160 to 50/115/180 karma e shield decreased. mantra’d e shield on secondary targets decreased. what's new: inspire (e) shield decreased from 70/100/130/160/190 to 70/95/120/145/170 defiance (r+e) shield on secondary targets reduced from 50% primary target’s shield to 30% primary target’s shield kindred base attack damage up. e mana cost down. what's new: base stats base attack damage increased from 54 to 57 wolf's frenzy (w) wolf dash speed increased from 1200 to 1400. zone duration now waits to begin counting down until wolf reaches the cast location. casting dance of arrows during wolf’s travel time will still grant the reduced cooldown mounting dread (e) mana cost reduced from 70 to 50 mana malzahar q and r damage reduced at later ranks. what's new: call of the void (q) damage reduced from 70/110/150/190/230 to 70/105/140/175/210 nether grasp (r) beam damage reduced from 125/250/375 to 125/225/325 beam ratio reduced from 115% ap to 110% ap quicksilver sash and mercurial scimitar now properly purge only the suppression portion of nether grasp. beam damage will continue to tick as long as malzahar’s target stays in range (1250 distance) rakan passive shield now properly interacts with shield amplifying effects. what's new: fey feathers (passive) now properly benefits from effects that modify heal and shield values (ex. forbidden idol line, windspeaker’s blessing) rek'sai base ad up. armor per level up. w unburrow damage up. r more reliably hits targets. what's new: base stats base attack damage increased from 55.628 to 57.5 armor growth stat increased from 3.4 to 3.75 un-burrow (w) ratio increased from 40% bonus ad to 80% bonus ad void rush (r) void rush is now much harder to dodge. rek’sai’s target should no longer be able to walk out of damage range without exceptional amounts of movement speed (or a dash/flash). rumble heat drains more slowly. q cooldown higher early, damage increased, now does decreased damage to minions. w shield amount up, duration down. e slow and damage up. what's new: junkyard titan (passive) heat decay start decreased from 3 seconds (4 if flamespitter was used) to 4 seconds heat decay rate increased from 0.5 seconds to 1 second heat decay amount increased from 5 per tick for 5 ticks, then 10 per tick to 10 per tick flamspitter (q) damage to minions reduced from 100% to 75% cooldown increased from 6 seconds at all ranks to 10/9/8/7/6 seconds base damage increased from 75/135/195/255/315 to 135/180/225/270/315 ratio increased from 100% ap to 110% ap scrap shield (w) shield duration decreased from 2 seconds to 1.5 seconds shield increased from 50/80/110/140/170 to 80/110/140/170/200 electro harpoon (e) base damage increased from 45/70/95/120/145 to 60/85/110/135/160 slow increased from 30/40/50/60/66% to 30/40/50/60/70% xayah can’t attack while casting q, w cooldown increased. what's new: double daggers (q) xayah can no longer basic attack while double daggers is firing deadly plumage (w) cooldown increased from 16/15/14/13/12 seconds to 20/19/18/17/16 seconds zac w and e damage reduced what's new: unstable matter (w) damage decreased from 40/55/70/85/100 to 30/45/60/75/90 elasting slingshot (e) damage decreased from 480/130/180/230/280 to 60/110/160/210/260 if you'd like to check the full changes, make sure to click here for the official patch notes what does a league of legends analyst do? by cody 'avin' gerard what on earth does a professional analyst do? analysts, they’ve become commonplace everywhere from the highest levels of competitive league of legends such as lck and lcs, to the national leagues of regions like europe and latin america south. yet, despite the now almost total prevalence of this position across all high-level league of legends, the role remains somewhat poorly defined in the public eye. so, what does an analyst do? most fans probably have an image of someone burying their head in massive amounts of numbers, and spitting out almost their conclusions in something that hardly sounds like english, or maybe they have an idea of someone who shouts buzzwords at a team like “rotations,” “wave control,” or “macro play.” while these are undoubtedly part of the most basic frame work of league of legends analysis, the reality is much more complicated. i’m going to try to paint the picture of it for you today. quantitative analysis to start with, there are two different styles of analyst. in my own work, i lean heavily towards these types one of analysis, so i talked with my friend, samuel “arrowhead” moreno, former head analyst of kiyf esports in the spanish lvp and current head analyst of vega squadron in the lcl who uses a very different style. he described his job as “[working] with large amounts of numbers and data and [then having] to give [data] that a useful meaning that can be useful both for players and coach/coaches.” he continued on to say that, “my basis are numbers and what i do is…make conclusions and recognize patterns in these in game numbers.” arrowhead is what i would call a quantitative analyst. quantitative analysis focuses more on the raw numbers. these sorts analysts prefer to cultivate large sets of data and statistics and use the stories and trends found within those numbers to draw their conclusions. they often collect this data using riot’s api, which arrowhead says can yield a remarkable wealth of data, “when i work with the api i use [it] to pull out individual stats such as gold and xp minute by minute, total damage to champions and the percentage of every player, [i] also [do] this for the gold. we can make comparatives [sic] between players and the eu/kr average and also [each] player’s role, [as well as] players position on the map. it's usually used for jungle proximity. also to control support that have roaming tendencies in the early game.” while collecting this data takes effort, the real skill comes in interpreting it. anyone can learn to use riot’s api to collect data, but knowing how parse through and interpret it, then in turn coming to correct and useful conclusions is the hard part. not only is it does it take lot of work and skill with numbers to sort through this mass of numbers, but it takes a deep and strong knowledge the game to know which numbers mean what, and more importantly what patterns they reveal and what strengths and weaknesses they show. an example of spreadsheet work from arrowhead, which tracks the champion by champion solo queue statistics of a professional midlaner. gameplay analysis while arrowhead’s approach is effective, i’ve largely preferred to use a different approach in my time as an analyst for baskonia esports, also of the spanish lvp. i’m what i would describe as a qualitative or gameplay focused analyst. i prefer to watch vods, scrims, and even solo queue matches, to draw my conclusions then use numbers to either prove or disprove my conclusions. if the numbers do not line up, i then go back to the vods to see what i missed or got wrong. while gameplay focused analysis is often not as easy to prove or backup as quantitative analysis, it does have the benefit of having its results based directly in what can be observed through gameplay. this means that the data is not only more relatable to what the players and coaches are actually seeing, but it is also more flexible. it can be not only be easier to identify patterns within slight deviations, but it can also be easier to view the game from a macro strategy perspective. instead of seeing the numbers, which often only show the end result, you get to see the push and the pull, the rotations, the warding, the plays, the mistakes, all the things that might lead to a massive team fight win, or a sneaky baron, or even something as small as a lane advantage or blue buff steal. as well, gameplay focused analysis allows you to focus on certain numbers when you reference them. now, this can be risky as it can sometimes cause you to overlook at certain stat that might help you or even occasionally contradict what you think you’ve seen, but mostly it allows you to focus on the numbers and statistics that you know can either prove or disprove your conclusions. the latter case is usually very frustrating, but often leads to you learning more than you thought you would have found in the first place. the biggest key to being a good gameplay analyst, much like a quantitative analyst is a strong knowledge of the game. this is necessary to spot the “rights” and “wrongs” of gameplay when you are reviewing competitive vods or scrims. that being said, the supplementary skills are much different. instead of a strong understanding of statistics and numbers, you need to have the ability to quickly and confidently identify patterns, then figure out ways to exploit or play around those patterns. additionally, you need an eye for detail in order to recognize the more subtle flaws in team’s game play as, when playing vs high level competition, the exploitation of these little flaws can be the difference between winning and losing. what analysts can do for a team both sets of analysis have their merits, and actually complement each other quite well when done in conjunction with each other. when both are applied right, the data and conclusions they yield can be invaluable to a team. analysts can do a variety of things. one of the most common things i have done is construct scouting reports about opposing teams. these reports contain information about the strengths, weaknesses and tendencies of an opposing team, as well as strategies, synthesized from the data, which should give a team an upper hand. "tracking jungle pathing is one of the many things an analyst can do to scout the opposing team" another major part of just about any analyst’s job is understanding the meta, particularly how it shifts with each patch. this can mean doing a bunch of math to understand how a change to an item or champion will affect their damage, tankiness, utility etc. it can mean breaking down the overall changes and predicting resulting meta shift, per say from a control mage meta in the mid lane to an assassin meta, or simply reordering tier lists around the myriad buffs and nerfs that happen in any given patch. lastly of course, analysts can help a team itself improve. the massive troves of data analysts collect, can help teams identify weaknesses that are not immediately obvious to the naked eye. as well, when sitting in on scrims or watching real matches, an analyst with a detail oriented mind can pick out mistakes or bad decisions, point them out to the players or coaches and let them know what needs to be done to fix them and/or what should have been done instead. this variety of things that an analyst can do, as well as the raw value of any data or observations they may make, turn them of various kinds into critical assets for any league of legends team hoping to compete at all levels of professional play. written by cody 'avin' gerard you can follow him on twitter by clicking here show more news from the web sponsored content by zergnet send feedback name e-mail feedback summoner name region submit cancel feedback about us . contact & faq terms of service . privacy policy featured sites wowhead hearthhead destinydb opshead tf2 outpost dayzdb database sites wowhead destinydb dayzdb final fantasy xi everquest everquest ii community sites wowhead forums zam social media sign up! join the world's largest mmo gaming network


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