Syndra, The Dark Sovereign Information
August 18, 2012 2 Comments
Syndra preview:
August 17, 2012 2 Comments
Everybody HATES to die right? The answer is yes, getting killed will cause a number of side effects such as, rage, high blood pressure, and a recession of your massive E-Peen. Side effects that I believe everyone would like to experience as little as possible. In league of legends when you die you not only put yourself behind, you give whoever killed you a good amount of gold. The other team getting gold from killing you will only make them stronger, which in turn will put more pressure on your team. Simply put, think ahead and be very aware of the situation, such as where all the enemy heroes are, before you commit for a kill. Having some sort of escape mechanic, as many heroes do, is extremely useful for getting out of the fray once you get that delicious kill. There is also the summoner ability “Flash” which teleports your champion a short distance instantly. Feel free to use this if your desired champion does not have an escape mechanic of its own.
This doesn’t mean get the fastest boots there available. It means don’t spend a lot of time doing nothing, here is a nice list of some things I find waste a lot of time, with a simple explanation of each.
3. Know the map layout.
This is extremely important for obvious reasons, but also for some not so obvious ones. Knowing every choke point, bush, and creep camp for whichever map you choose to play will put you at a rather large advantage over other players who may not be aware. Trust me, if the fields of justice are familiar to you will be one step ahead. I will add some resources such as a map detailing these particular areas when I get home later tonight.
I can not express how much of an advantage good map control gives your team. Having good map control, your team will know how the other team is moving and you will be able to prepare as necessary. This is also a great way to take advantage of lone players and gank the shit out of em. Things like wards, or champions who have their own ward-like abilities, such as teemo, nidalee, caitlyn, and a few others are extreme advantages. Excellent places to ward the map are those choke points and commonly traveled areas, such as certain creep camps, or the river/in between lanes.
This is especially true for ranked games, in ranked game 4 champions are banned from the game before anyone picks their own. Having at least 3 or 4 heroes that you know well will make you a more rounded player and asset to your team. You should also try to spread your expertise across all types of champions, tank, nuke, assassin, jungle, and of course support. Make sure to also have appropriate rune pages, masteries, and summoner abilities before you hit the “lock in” button!
Going along with the above point, this shines especially true for support heroes. You can’t pick a support hero such as janna or Sona and expect to go 30/0 that game. instead of thinking only about getting kills, try thinking about how you can make your teammates(preferably your carry(s)) get kills. The only time this doesn’t hold true is for jungle characters, can’t jungle the whole game and do nothing right? But seriously, If everyone on your team knows their role and sticks to it, I guarantee your team will be better off, especially if you have a good team composition. More on team composition at a later date.
Laning properly can almost be called an art form. Watching somebody play who is very experienced with their champion laning is very elegant, yet intense at the same time. While you lane there are a number of things you should be thinking about. These include, but not are not limited to; last hitting, keeping an eye on missing enemy champions on the map, calling mia, and watching your own positioning in the lane to make sure you won’t get ganked, or demolished by a scion stun that came out of the bush next to you. It is also extremely important to know what abilities your opponent has so you may react properly to them. Try to stay in your lane as long as possible to rack up as much gold/xp as you can. this will give you a rather large edge over your laning opponent.
I see a lot of people who just run up and auto attack their opposing creeps. I find that a lot of people do this nearly 100% of the time. They seem to think that’s how it’s meant to be done. This is not the case, what you really want is whats called “last hits”. The term refers to making sure you get the killing blow on a minion, because when you do, you are rewarded with a little bit of gold. Usually, when you are just auto attacking creeps, you will get some last hits. This will as I said reward you with a bit of gold, just not nearly as much if you focused on getting those killing blows.
Don’t be a loner! This game is a team effort, and almost always requires at least some teamwork to win. I have noticed a massive difference in games I play where my team communicates well, and the games where we don’t. If you and your teammates are calling mia every time an enemy is missing(not visible on the map display), it is less likely for a teammate to unknowingly get ganked. I will mention however that every player for themselves should be keeping an eye on the map to watch for ganks. Having said that, we are all human and forget sometimes, so having reliable teammates that will warn you when someone is missing is invaluable.
This may not seem like it pertains to gameplay much, but in actuality it is one of the more important aspects of this game, or any action-rpg. Bashing on your teammates when they make a mistake, saying things like, “Wow your horrible” or “Go play the tutorial again, lmao” while usually pretty entertaining will get you absolutely no where. Instead of curb stomping your teammate into the street corner, say something like “hey man, please don’t over extend yourself like that or you will get horribly ganked again by their whole team.” Another thing I see happen too often, which I admittedly sometimes do myself, is blame someone on your team for your death. While this can help you feel better about that stupid mistake you just made which got yourself and possibly a few other teammates die. It is absolutely detrimental to your teams moral. Don’t forget my first point, Deaths > Everything else, you are responsible for your own champions life and the actions you take, not your teammates.
With a learning curve as steep as a game like this has, doing so will not help your team push for victory. Remember everyone is on a different skill level, and you have to work with them to win, as much as it sucks sometimes. Here is a link to theSummoner’s Code on the League of Legends website, I urge everyone who is reading this to also take a look at it. I believe following their tips will provide a much more enjoyable, while still very intense game experience.
Lastly, thanks for reading, and I really hope this helped some of you out there possibly skip ahead of that extremely steep learning curve a bit. Above all else, remember to have fun. See you in-game!
August 17, 2012 Leave a comment
In addition to Rengar, we’ll have another upcoming champion available for play at Gamescom in Cologne, Germany. After the Pridestalker joins the League, Syndra, the Dark Sovereign, will descend upon the Fields of Justice in the following patch. A magical prodigy, Syndra conjures powerful dark spheres, and even wields enemy minions and monsters as weapons. Here’s the full rundown of her abilities.
Syndra’s kit revolves around the manipulation of short-duration globes left behind by Dark Sphere. While the function of Dark Sphere is very simple on the surface, proper sphere management can be the difference between success and failure with Syndra. Each of her abilities can be used on its own in a pinch, but good sphere placement ensures that Syndra always has the ammunition she needs to throw projectiles with Force of Will, and creates new firing angles for globes launched with Scatter the Weak.
While it might be tempting to snatch up a defenseless minion and use it as a projectile, Syndra’s Force of Will ability really shines when it’s used in conjunction with dark spheres. Syndra can use Force of Will to reposition these globes for a successful shot with Scatter the Weak while Dark Sphere is on cooldown, or to extend the duration of a sphere that’s about to expire in order to build up ammunition on the battlefield. Ultimately, keeping your sphere count high in this manner will allow you to dictate the course of a battle by threatening a large area.
The importance of managing your dark spheres is most keenly illustrated by Syndra’s ultimate ability, Unleashed Power. The increased damage granted by each active sphere can transform this ability from high-damage nuke into a cataclysmic attack. Good planning and strategic dark sphere placement can make Syndra an intimidating opponent to face in mid lane.
August 15, 2012 Leave a comment
It look’s like a sneak peak of the next new champion – Syndra was found in some gameplay at Gamescom. Check after the break to see the ability info.
Part 2:
Champion Abilities:
Passive: Abilities on maximun level gain bonus effects:
Dark Sphere: Deals 20% bonus damage against Champions.
Willpower : Knock an enemy in the air for a short time.
Dispersing of the Weak: Works on a 50% wider area.
Q: Dark Sphere 40 mana | 5s cooldown Conjures a dark sphere, dealing 70 (+16)[.55] magic damage. The sphere lasts for up to 8 seconds long and can be manipulated by Syndra’s other abilities.
W: Willpower 60 mana | 12s cooldown First activation: Grabs a dark sphere or enemy minion.
Second Activation: Hurls a dark sphere, or minion. Enemies struck take 80 (+19)[.6] magic damage and are slowed by 25% for 2 seconds.
E: Dispersing of the Weak 50 mana | 14s cooldown Deals 60 (+13)[.5] magic damage and flings back opponents and dark spheres. Enemies hit by spheres are stunned for 1.5 seconds.
R: Unleashed Power 100 Mana 100s cooldown Syndra uses all her cataclysmic might and all her dark spheres to deal 70 (9)[.2] magic damage ( at the minimum of 210 (28)[.6] to one enemy champion.
source :”http://www.reignofgaming.net/news/21291-new-champion-syndra“
August 15, 2012 2 Comments
League of Legends v1.0.0.145
Rengar, the Pridestalker
Garen
Gangplank
Jayce
Katarina (Gameplay and Art Remake)
Kayle
Pantheon
Shyvana
Teemo
Varus
Ziggs
Zyra
General
Proving Grounds
With every patch, we strive to improve the look of the game in varying degrees. We recommend that you have the latest available video card drivers installed.
source:”http://eune.leagueoflegends.com/news/mid-august-patch-notes?rid=sidebar“
August 14, 2012 2 Comments
Rengar nerf :
Old (Game PTR v122 / Air PTR v148) | New (Game PTR v123 / Air PTR v148) |
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RengarThrill of the Hunt | |
Activates predatory instincts stealthing Rengar, and revealing enemy Champions within2000/3000/4000 range.Rengar gains 10/15/20 % Movement Speed, and a point of Ferocity every .75 seconds. Lasts 7/7seconds or until Rengar uses an ability.
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Activates predatory instincts stealthing Rengar, and revealing enemy Champions within 2000/3000/4000range.Rengar gains 10/15/20 % Movement Speed, and a point of Ferocity every .75 seconds. Lasts 7/7seconds or until Rengar uses an ability.
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Old Bonetooth Necklace:
Item Cost: 1000+20 Attack Damage (+2 per level) UNIQUE Passive: Rengar collects trophies when killing Champions, and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy, and 1 trophy is lost on death. 2Trophies: +25 Movement Speed. 6Trophies: +10 Armor Penetration, +5% Cooldown Reduction. 12 Trophies: Rengar’s leap gains 150 bonus range.18 Trophies: New Active: Instantly gain5 Ferocity.
New Bonetooth Necklabe:
Item Cost: 800+10 Attack Damage (+2 per level) UNIQUE Passive:Rengar collects trophies when killing Champions and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy, and 1 trophy is lost on death. 3 Trophies: +10 Armor Penetration, +5% Cooldown Reduction. 6 Trophies: +25Movement Speed. 9 Trophies: Rengar’s leap gains 150 bonus range. 14 Trophies: Thrill of the Hunt’sduration is increased by 3 seconds.
Additionally,Rengar’s next ability used after activating Thrill ofthe Hunt generates 1 bonus Ferocity
Riot Graves
Kitty Kat Katarina
Source:”http://www.reignofgaming.net/news/21270-unoffical-pbe-patch-notes-for-8-14-2012“
August 12, 2012 1 Comment
Matches are replayed within the actual League of Legends client, providing the following obvious benifites over video replays:
- – Full quality replays
- – Negligible performance impact while playing the game
- – Smaller file sizes / disk space requirements
- – The camera may be freely controlled while playing a replay, alowing the viewer to spectate whichever area they are most interested in.
Download Link here :
August 11, 2012 Leave a comment
PBE has been updated again with some small but intresting changes .
Pool Party Ziggs:
video:
Astronautilus:
video:
NEW Katarina skill icons:
source:”http://www.surrenderat20.net/2012/08/8-10-pbe-update.html“
August 10, 2012 Leave a comment
With the last PBE patch riot added a new champion called “Rengar”. Check out his splash, model, lore, kit and much more!
RENGAR’s splash:
model:
Lore:
Skin (Hunter Rengar) :
Hunter Rengar video:
source : “http://www.surrenderat20.net/“
August 10, 2012 Leave a comment
While in brush or stealth Rengar will leap at the target when using his basic attack.
Rengar builds 1 point of Ferocity with each ability he uses on enemies. When reaching 5 points of Ferocity, Rengar’s next ability becomes empowered, granting it a bonus effect.
Rengar’s next basic attack deals bonus damage and grants him increased attack speed.
Range – 300
Cooldown – 6 seconds
Rengar lets out a battle roar, damaging enemies and gaining bonus armor and Magic Resist for a short duration.
Range – 400
Cooldown – 15 / 14 / 13 / 12 / 11seconds secs
Rengar throws a bola at his target, slowing them for a short duration.
Range – 575
Cooldown – 12/11/10/9/8 Seconds
Rengar activates his predatory instincts, stealthing and revealing all enemy Campions in a large radius around him. He gains Movement Speed and rapidly generates Ferocity while stealthed.
Range – 2000
Cooldown – 120/80/40 Seconds
Champion kills or assists reduce Death Lotus’s cooldown by 10 seconds and refresh basic abilities.
Throws a dagger dealing 50/85/120/155/190 (+0.5) magic damage. The dagger bounces to the 4 closest enemies dealing 10% less damage with each bounce.
Enemies hit are marked for 4 seconds. Katarina‘s basic attacks or spells will consume the mark dealing15/30/45/60/75(+0.2) additional magic damage.
Range – 675
Cooldown – 10/9.5/9/8.5/8 Seconds
Whirls daggers in a circle dealing 40/80/120/160/200 (+0.3) magic damage. If she hits an enemy Champion, Katarina gains 12/20/28/36.5/44% movement speed for 1 second
NEW now her W has a 0.6 AD ratio
Range – 750
Cooldown – 4/4/4/4/4 Seconds.
Moves to a target’s location. Deals 40/70/100/130/160 (+0.4) magic damage if the target is an enemy.
After using Shunpo, Katarina takes 20% reduced damage for 3 seconds
Range – 700
Cooldown – 14 Seconds.
Becomes a flurry of blades, throwing daggers at the closest 3 enemy Champions dealing 400/500/600(+1.75) magic damage over 2 seconds.
Daggers apply Grievous Wounds, reducing incoming healing by 50% for 3 seconds.
New now her ulti has a 3.0 AD ratio
Range – 550
Cooldown – 60 Seconds
Item Cost – 1000
+20 Attack Damage (+2 per level) UNIQUE Passive: Rengar collects trophies when killing Champions, and gains bonus effects based on how many trophies he has. Kills and assists grant 1 trophy, and 1 trophy is lost on death. 2 Trophies: +25 Movement Speed. 6 Trophies: +10 Armor Penetration, +5% Cooldown Reduction. 12 Trophies: Rengar’s leap gains 150 bonus range. 18 Trophies: New Active: Instantly gain 5 Ferocity.
source: “http://www.reignofgaming.net/news/21233-pbe-patch-rengar-katarina-rework-garen-changes“