League of Legends -- how many [H] regulars?

I agree with the Magic Pen remark, but I think 15 is just fine for Armor Penetration. The rune setup is more about helping you jungle quicker than anything else. The faster you jungle, the more effective a ganker you can be and the longer you last in the jungle. As I said, I did not return to base till level 6 or 7. I was able to take down 2 turrets and assist in ganks before returning to base. I also picked up a pro tip from Phreaks Shaco spotlight, I stole their blue golem at the 7:15 mark and royally fucked over the enemy Trundle.

Protip, put the JITB way behind your enemy and use your E to get the most out of it and finish your gank. I also agree with Ignite as the other summoner spell, it works wonders.
 
I'll tell you guys what, go play a few games as Shaco, 5 with all armor pen reds, and 5 with my setup, see which one works better for you.

Make SURE you watch a couple of Shaco Jungle Youtube videos if you are not familiar with how to jungle as Shaco, so you get the most out of your playing as Shaco and don't waste a game cause you are unfamiliar with his optimal jungle route.

Post your results here!!!!
 
I stole blue from jungle shaco last night 3 times during early game, this put him way behind even though we didn't have a jungler, he couldn't effectively make any ganks early or mid game.

my point = always be alert in jungle vs shaco = always do what is most effective for you to get what you need. be it different Rune/mastery/Item builds than the norm or what have you.

Personally,I've found an early game build for me which doesn't give me many good stats early, but gives me gold whether or not I can get all the CS that an AD Melee requires.
 
I stole blue from jungle shaco last night 3 times during early game, this put him way behind even though we didn't have a jungler, he couldn't effectively make any ganks early or mid game.

my point = always be alert in jungle vs shaco = always do what is most effective for you to get what you need. be it different Rune/mastery/Item builds than the norm or what have you.

Personally,I've found an early game build for me which doesn't give me many good stats early, but gives me gold whether or not I can get all the CS that an AD Melee requires.

Care to elaborate on this top secret early game build with a list of items/runes/masteries/non jungle behavior?
 
I only had time for 1 game last night. I got grouped with a 4-man premade. This is the absolute worst. Almost every time it's the same thing. They're on vent, they don't say anything in chat, I have no idea what they're doing, they never assist me, and then complain I'm not helping. I was playing Teemo and went 1-1-13. Pretty crappy score, but what do you do when the tank (Maokai) is more interested in getting kills than protecting the team? When you're up against Jarvan, Katarina, and Noc as Teemo, you damn sure can't jump into a teamfight without support or you'll get focused and die in less than 2 seconds. These guys had the nerve to say I didn't help and they carried me. But the facts were:

1) I had the least deaths on the team by a good margin
2) I had the 2nd highest damage total (Shyvana had the highest)
3) I had the highest CS
4) I defended the base after we aced them. We had 2 inhibs down and 1 inner turret down, and they all ran off into the enemy base without saying a word to me and not making any effort to defend. If I hadn't done that we'd have lost the game to super minions.
5) Also, I didn't get a single gank from our jungle Shyvana at mid even though Heimer had me pushed almost the entire time, yet I never died from enemy ganks or the ult from Jarvan on me.
6) The entire map was covered in mushrooms for a good part of the game, boosting our map awareness greatly.


I know how to play Teemo, and when the enemy team stays grouped up and focuses me first in a fight, I'm not charging in to my death. My team could not figure this out. It REALLY pissed them off when they had all died and I wouldn't suicide 1v5 to help defend our mid base tower. I just laughed.

Oh, by the way, we won the game.
 
Care to elaborate on this top secret early game build with a list of items/runes/masteries/non jungle behavior?

its not top secret, its more of an experiment, but i'm not pro, so i don't want to put it out there especially when i'm still not sure if you'd call Talon a carry.


So is that character a carry?
 
I stole their blue golem at the 7:15 mark and royally fucked over the enemy Trundle.

wow, that seems like a really slow jungle trundle... or he decided to try for an early gank or went b to early
 
Why Nasus and kayle?

Nasus has always been MY personal best character. I simply get him more and have a hell of a time picking people off as they try to run away in team fights. Hes a great character IMO and is incredible if equipped right.

Kayle is just a fun use character for me, kinda like Janna was for a long time. I may not get a hell of alot of kills, but my assist #'s are off the chart and I know how to use her well, cause I tend to enjoy being more a support sometime.
 
wow, that seems like a really slow jungle trundle... or he decided to try for an early gank or went b to early

Erm, not sure I follow exactly. Unless there was some stealth update blue respawns every 5 minutes. If Trundle starts at blue (which I assume he did here as he would've had to for it to be available at the time in question) that puts the respawn time at roughly 7:10... stealing it at 7:15 means you were probably camping it with boxes and killed it in 2-3 seconds. There wouldn't be much Trundle could do even if he was there at the time.

Of course, he could've skipped blue altogether, but then having it stolen wouldn't have really bothered him.
 
its not top secret, its more of an experiment, but i'm not pro, so i don't want to put it out there especially when i'm still not sure if you'd call Talon a carry.


So is that character a carry?

Carry is an extremely general term, talon is an assassin anti-carry he is best at killing very specific champions rather than just dishing out as much damage as possible. I would avoid gp 10 runes on him, his ability to farm is really good maybe even the best of any assassin. Armor pen reds and quints, mp5 or magic resist blue's and armor yellows. I dont play him much and since they nerfed him I dont know how bad his early game mana pool is now but taking mr/armor for blues and yellows is generally a very strong strategy on any melee champion.
 
Carry is an extremely general term, talon is an assassin anti-carry he is best at killing very specific champions rather than just dishing out as much damage as possible. I would avoid gp 10 runes on him, his ability to farm is really good maybe even the best of any assassin. Armor pen reds and quints, mp5 or magic resist blue's and armor yellows. I dont play him much and since they nerfed him I dont know how bad his early game mana pool is now but taking mr/armor for blues and yellows is generally a very strong strategy on any melee champion.

Exactly

I tend to take armor yellows and Magic Resist per level blues.

Talon is best when you use him like Poppy, to focus down a specific target, he's often your best anti-carry because of his teleport which also allows him to silence, and his ult allows him a get out of jail free card if he isn't stunned and killed before he can use it (or if the other team has Oracles).
 
Carry to me are characters like Ashe, akali, Graves, Vayne, etc.

Basically people who , if given fed or farm enough, can put out a extremely high sustain dmg output while being nigh impossible to 1 vs 1 without a coordinated team focus.

Talon I would put in the realm of burst dps. He can't sustain dmg like a true carry but he has good burst and can pick people off.
 
Skarner.jpg


I love skarner. :D Triple Gold/5 items early and then build for tanky/AOE buff support and win every team fight.
 
Well had my favorite game so far.

Team insta locked gang, yi, olaf and xin. So I figure no mid and no tank so I go Ryze. Opposite team consisted of trist (mid), urgot, shaco, nasus and irelia.

I had good farm but lost the turret as trist had me pushed hard because I wasn't managing my mana well enough. I'm ticked but had decent cash. We get past laning and my whole team is AS/AD even olaf who had phantom and berserkers. I finish up frozen heart and see the other team isn't building any AP resistance so I finish archangel. Proceed to run off 6 kills straight while being tank Ryze. Ended the game with over 500 AP, 3500 mana and 250 armor. I was tanking, initiating and taking the team down to under half before I would die and my team would mop up the 2 or 3 remaining champs.

Tanky Ryze is my favorite Ryze.
 
Really been loving Talon lately. I got 25 kills in a 25 minute ranked game with him the other day, it was pretty epic.
 
Well had my favorite game so far.

Team insta locked gang, yi, olaf and xin. So I figure no mid and no tank so I go Ryze. Opposite team consisted of trist (mid), urgot, shaco, nasus and irelia.

I had good farm but lost the turret as trist had me pushed hard because I wasn't managing my mana well enough. I'm ticked but had decent cash. We get past laning and my whole team is AS/AD even olaf who had phantom and berserkers. I finish up frozen heart and see the other team isn't building any AP resistance so I finish archangel. Proceed to run off 6 kills straight while being tank Ryze. Ended the game with over 500 AP, 3500 mana and 250 armor. I was tanking, initiating and taking the team down to under half before I would die and my team would mop up the 2 or 3 remaining champs.

Tanky Ryze is my favorite Ryze.

There's no other kind of Ryze. AP's almost useless on him, all you care about is being tanky as fuck and having tons of mana. Spam Q, gg.
 
Well, after 3-4 months of not playing, I had 4 friends come over and we played a few premade 5 man games.

We won 4/5. I played Blitzcrank in every winning game, and played Chogath in the game we lost. Not sure if we would have won if I were Blitz. One of my best grabs was pulling enemy blue buff golem through the trees at 1:55 and stealing it from their Fiddlesticks. He rage quit. All 5 of us killed blue buff in 2 seconds, then we ambushed middle and got first blood. Needless to say, we stomped that game.

My little brother wanted me to play with him, so I played a couple games with him on Sunday. We won both games.

Last night, my brother wanted me to join his custom game and fight against him. I can't remember which character he played but I went with Blitzcrank. There were only 3v3, and we added 2 bots to each team. They targetted our bots too much, in my opinion. They had to go for those easy kills. First game, they surrendered and I had 10-0-10. My brother had 7 kills 5 deaths.

There was some taunting and trash talk and he wanted to fight me again. He's been playing at least 3-4 hours every day all summer & fall. I have not been playing since May/June.

So he picks his best champ, Vladimir, and I go with Blitz again. We kept the same teams, with one of his friends on my team who is also very good. This time they had 4 players & 1 bot and we had 3 players & 2 bots.

I killed his girlfriend (teemo) in my top lane twice early on and he decides to come take top lane vs me & annie bot. So now it's Blitz & annie trying to defend against Vlad & soraka. ugh. He kept getting those bot kills, and we lose our tower. I kill him once, twice, soon it's midgame.

I land a few more good grabs and pretty soon late midgame we're really pushing back. They surrender at 30 mins. I had 12-1-15, and my poor little brother went 10-8. They could not stop the Blitzcrank machine! I grabbed Akali out of her circle and smashed her up, they couldn't run away from me. It was awesome.

Hehehehe. Sometimes you gotta stomp those little brothers when they get cocky!

I love having 4 computers in my basement. Only one friend has to bring a computer then and it makes playing so easy. It would have been even more fun if my brother was local so I could have seen the expressions on his face & frustration when I kept killing his Vlad with Blitz!
 
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I watched that SK vs Fnatic game on own3d.tv earlier today before work, that was one fucking intense game. I wasn't sure if SK gaming would win because they didn't have a tank, turned out it didn't matter, SK gaming won by taking an early lead, even though they did lose a few team fights late, but the last team fight turned out to be the decisive one (as it usually does) and SK gaming won off the back of that team fight when they could do Baron without fear.

I like watching top players play, I saw Doublelift play Fizz, he looks pretty damn OP if you play him correctly. That Playful/Trickster move is wayyyyyyyyyyyyyyyyyyyyyyyyyyy OP, it lets you get away with too much.
 
I generally don't like to complain about changes in updates because I like having to adapt, and I usually like to wait several weeks before judging new champs, but I'm finding very little that I like in this latest patch.

I'm not all that satisfied with the numbers on the summoner spell changes. The additional cooldown on CV seems excessive, and if it wasn't lumped in with several others I would see no reason to spec the mastery for it. This is a much bigger nerf than the long-awaited Flash changes. Shortened range by 50? That's what, almost a quarter inch? Melee range has been increased to 125 or more on some champs already. And sure, they increase the cooldown but leave it as the only one that reduces cooldown when the mastery is used. Mmmk. Based on the games I played today I see no noticeable difference. Promote is kind of cool... saw more towers taken in less than 6 minutes today than the rest of the time I've been playing, methinks. Same thing happened with Surge. That probably has something to do with the masteries, too, but still. Oh, and improved Ignite? Great if you're an AD carry, but meh on anyone else. Plus 5 on an AD autoattacker is pretty nice when you're getting base damage plus a multiplier, whereas plus 5 AP on a caster where you're just getting a fraction is less than endgame caster minion damage.

Not really a fan of the mastery changes, either. I made thorough use of the old defensive tree, and when I went and redid my pages today after the update I often found myself with 6-8 unused points after hitting the stuff I felt I needed/were useful. I guess the goal was to make the early ones seem worth taking, but now I don't see a point to taking the late ones. As someone who primarily plays a tank I'm left with few options for saving myself and my team, but I guess I can kick out some slightly better deeps. That's pretty neat.

Oh, and the entirely new ones? Didn't they raise the cost of Doran's items so that you couldn't get pots with them as it was too much sustain? Ok, lets give a mastery that gets around that even though we're trying to nerf sustain even more. Sure, only the champs that do babysitting duty will bother to spec it, so they'll be able to sustain even more! Hey, and while we're at it, that whole 0cs support thing is something we want to get away from, so let's bump up the Greed mastery so supports can be slightly more viable while getting that 0cs. Then there's the armor pen ones. The old offense tree didn't have as much in this regard, but that made sense since you can get a bunch more ArPen from runes than you can magic pen. But now they reduce the magic pen there, and add a mirror for ArPen... yay, more instalock AD carries. Plus there's the tower pushing ones I alluded to already. Yup, towers were totally useless after the 10 minute mark, but clearly that was making games last too long; surely this is retribution for the damage Fortify (may it rest in peace) did in this regard. Hell, in two games I played today there were bare inhibs before the 20 minute mark. If you're going to do that let's lower the surrender timer to 10 minutes (and I'm the guy who wanted to see surrender removed completely from all game modes).

Most of the buffs/nerfs are too new for me to judge, but I don't like what I see from the new guy. Let's give him not one, but two versions of flash on low cooldown, plus add a Banshees-esque mechanic to one of them. Oh, and let's give him a perma-ghost, too. And hey, his W could be like a free ignite! Oh, but don't worry, we'll give him a skillshot to compensate that works even if the enemy is able to dodge it... it'll be like an Anivia stun except it'll self detonate, plus if they have a Banshee's or spell shield it'll pop that and still provide the intended effect!! And it'll interrupt any channel and give a knockback!!! If you depend on aoe to do damage don't bother harassing, but if you autoattack and can get close to him we'll let you hit him a time or two before he can hop away. You shouldn't be hitting something so cute, though, so we're gonna gimp our damage because we can you jerk!!!! His non-ult ratios'll be pretty meh, but his cooldowns are low enough that the sheer volume of casts can compensate!!1!!11

I mean, just talking about it gets me hard, and it is pretty damn awesome while I'm doing it, but once I'm done and needing to do my laundry yet again I can't help but wonder if it was really worth it to do absolutely everything on my own. I'm normally a lone wolf, but some things are just more fun when someone else is involved, even if they're not quite up to your standard. This is still a team, erm, "e-sport" or something, right?

tl;dr: One might say that I'm a wee bit Vlad.
 
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HIs w (banshee type ability/flash) is literally a .5 second untarget. It is VERY difficult to do things, the simpel reaction time of having to hit his w, and time it so that when it's in the air for .5 seconds is when he gets hit is hard to land.

ON top of this it doesn't help him geti tihat far away, the rang eon the top and another hop has to be done quickly, if you don't hit the hop twice and wait even a split second, you don't do it.

As far as his "other" flash? He has to target an enemy, he can't flash anywhere with it.

On top of this his ult has quit ea low base dmg to it It's not even close to op compared to ults that can do 1k dmg for 5 people if they are close (Brand, Karth, etc). It's a single target nuke usually that's dodged quite eaisly if you are quick, on top of the fact when you do miss it, it only stlays on the groun dlike 2 seconds and then goes off so you can't use it to cut someone from going that way, etc.
 
I gotta agree, chesty... I hadn't played LoL since skyrim came out, but i came back last night to lots of changes.

I never fought the new guy, but all the changes to the spells and trees make this game more like WoW than ever. Major Meh.

The game has been going towards stunnuke for a long time, but i'm really getting tired of it.
 
I like Fizz, but Stiler is right,

his E (Playful/Trickster) requires some guessing and timing, if you are using an ability at full range you probably won't land the hit on him, especially slower moving projectiles, like Nid's spears, or Taric's stun.

His W which is the SeaStone trident is great and can cause damage, it is like ignite or Talon's Noxian Diplomacy, however if you go to help someone get a buff you will sometimes find yourself with the buff you were just trying assist with.

His Q is the Urchin Strike, its similar to Irelia's BladeSurge (not sure if thats the one or exactly how that one works, but its good for dashing for that farm, and like Stiler said it requires a target like Talon's Cutthroat. Additionally not all targets in that dash line take damage like Jarvan's Dragon Strike to Demacian Standard. In the end, its not really like flash at all, or like Kat's Shunpo, or Ezreal's Arcane Shift.

His R Ult, is flashy, and he says something while he casts it so it is fun to see be put in use. I will admit it does have some range on it and it can cause some disruption but the area of effect isn't large, my guess is something like Cho's knockup ability with out the slowing effect.

His passive is the "ghost-like ability" I think it works great for or against people. He doesn't have a life steal sustain and personally I can't think of a better passive but i will say it does give him an advantage when it comes to farming.



As for the masteries... I found my self going full on Offense first couple of games, then had to scale back a bit on that after getting rocked with no durability.
 
Ugh, my first two responses timed out (yup, they were long) so here goes again. I lack the motivation to replicate them fully, so here's the condensed version. The issue I have is with the the concept of his design moreso than the execution. His design goes completely against the trend of nerfing sustain that's been going for the past couple of months, as his kit is designed to make it next to impossible to drive him out of lane.

The untargetable on his E for .5 isn't the biggest problem (though it's closer to .75 if you consider that he needs to land before anything can be used against him), it's the fact that it makes him invulnerable. There have been plans for a z-axis but it has never been implemented; essentially Fizz is allowed to work in another dimension that nobody else can touch. He can avoid ground snares like Lux and Morg, airborne projectiles like Cait's Q, Brand's Q, Nid's Spear, Ashe's ECA, Lux's Laser (and if the forums are accurate Cait's ult as well as Karthus'), jump over Anivia's wall which was supposed to be impassable without some sacrifice, or avoid aoe in any dimension (Brand's W supposedly goes from ground to infinite space). At least Hourglass and Banshees require some farm and noticeable cooldowns that can't be reduced with CDR.

Vlad had something similar with his pool, but with him it comes at the cost of 20% of his health, which is huge if he's caught out of position. Fizz, on the other hand, has it lead right into a combo that deals damage and soft cc. Plus it breaks tower projectiles, which by implication would indicate that it would also circumvent things like Urgot's homing Q and Veigar's ult. Even things like Morg's shield which get complained about a ton have ways around them. I don't see the drawback with this, though. Oh wait, I have to actually, like, pay attention to dodge these things that are clearly telegraphed through their animation? How unfortunate.

And his Q requires a target? That's really going to suck in all those situations where I need to escape but there are no enemy minions or jungle creeps or enemy champs to hurt me in any way. Oh damn, Xin dashed to me and is now in melee range... it's too bad I don't have a skill that will create distance between us again while damaging him and slowing him at the same time. The damage from my thing is moderate, but I can proc on hit stuff to boost that a lot and provide debuffs depending on my items. Plus he's being gimped on his damage by my passive so I can deal with that. Oh, but it isn't as good as Jarvan's ability that requires him to use 2 skills to complete and has no peer among non-ult abilities? Tis a shame, to be sure. Riot has stated several times they want Flash to primarily be offensive in nature, so I see no difference here aside from the other benefits it gives.

His low ult base damage has that 1.0AP ratio, though, and since he can afford to build glass cannon without needing to worry about constant harass he can bump that up handsomely. Plus it's single target in that it can apply a slow and knockback on up to 4 other people in the area. I guess I don't follow the reasoning that it's like Cho's knockup without the slow, considering that there's a slow attached to it? Yeah if he misses the skillshot he is left with an are somewhere between Brand's pillar and Graves smokescreen to get you (somewhere around Morg's soil, which isn't huge but "small" would not be how I'd describe in compared to other similar aoe spells)... good thing he'll never venture into the jungle/dragon/baron or go near a turret/rubble with that because that might be harder to avoid. That is, of course, assuming you got far enough away to make sure it doesn't bind to you for being "in the area" after the initial miss. Besides, 1.5 seconds is a ton of time considering he has no other means of restricting your movement. Yup, clearly he's not going to read his Q or E and decide that maybe he should lead with that to ensure his ult lands. Plus I've yet to see a Fizz build a Crystal Scepter, so the passive on his W certainly won't slow either.

So his W makes it hard for him to help an ally jungle? He should probably go cry to Gangplank, Teemo, and Cass... I'm sure they'll understand. No lifesteal or heal sustain? I can't think of any other champs gimped in such a way. I lost track when I was going through alphabetically and ran out of fingers before getting to K.

The point is he can farm, harass, avoid ganks, avoid damage, provide all sorts of utility... all things Riot has been trying to prevent champs from doing for several updates now, and in the process violating the principles of "unfun" that were used to justify removing dodge and the mana-denial aspect of Wit's End. Fortunately he's not two-shotting people (yet... we'll see when people actually get good with im), so the execution isn't terrible; I just don't see the logic behind any of it based on all the precedent to this point.
 
Got suspended yet again to this Tribunal crap, you can get reported for literally anything now. Funny thing is, I havent been banned for AFKing, feeding or leaving, only for stuff I say. Its lame to ban people for that reason when a chat filter and ignore feature exist.
 
Perhaps you need to tone it done a bit man lol, I have never been banned once and I've played since the beta.

Just don't blow up on people.



Have you played with him?

Noc's shield (which blocks all abilities) last longer an dis MUCH easier to use then fizz, it simpyl doesn't provide the dmg.

Also Playing fizz as "Glass" cannon is a good way to die. He needs some health or tanky'ness, as he's a melee guy and to be effective you need to get into the thick of things and focus people with his attacks.

Go pure ap and you'll be squishy as hell and easily focused down.

I still haven't found a good build that I feel works "well" for him. So far I'm leaning toward trying a kayle style CDR/AP/Attk speed style, with Malady, Nashors, and then wits or something, while throwing in a crystal secpter for helath/slow.
 
Chesty,
You bring up some good and valid points, all I can do is suggest you play as Fizz. Just like any other character you'll learn where they are strong or where they fail. Whenever I face a new character, I usually get owned for 2 deaths until I find out their combo sequence. Most characters have a sequence they run, and many people play that by muscle memory, such as Xin, and Malzahar and Kassadin. Against Malz I can usually avoid his initiation, but against Xin or Kassadin sometimes I have a hard time dodging. Fizz's dodge to me falls in the realm of a decoy or blink, Le Blanc has one, Shaco has both a decoy that deals damage and his decieve, WuKong's decoy is a pain to deal with and so is his ult, but i bet he is fun to play as and I've seen him sustain in lane on his initial items for a long time/ levels.

All I'm saying is sometimes the new guy seems more OP than he is, but its like anything else, when its new, you've got to find the right counter for it. I'm still looking to find one for Fizz. I wonder if Singed or Rammus hard counter him?
 
I grabbed him on my alt account and futzed with him in some bot games (it's not 30 so I don't have full runes, and I lack the speed to instalock a release day champ in a competitive setting even if I wanted to... thus my not wasting the IP on my main). Not an expert, but I've got his general mechanics down, and am using those as a reference to what I've seen in games and on the forums.

Noc's shield (which blocks all abilities) last longer an dis MUCH easier to use then fizz, it simply doesn't provide the dmg.
As does Morgana's, yet both allow you to deal physical, nonspell damage to them while proccing crits, multipliers, sheen, etc. Fizz circumvents all of these, and get the damage element, on hit stuff, and the slow on top of it. There are plenty of shields/steroids that provide a couple of these benefits, but no others give all of them. As for the decoy parts, Leblanc's and Shaco's appear in predictable locations and have tells that are easily spotted to differentiate. Shaco's clone deals damage, but it can be dodged or wasted if he is escaping rather than controlling it.

Also Playing fizz as "Glass" cannon is a good way to die. He needs some health or tanky'ness, as he's a melee guy and to be effective you need to get into the thick of things and focus people with his attacks.

Go pure ap and you'll be squishy as hell and easily focused down.
Crystal Scepter and RoA seem to be very popular on him, and both provide a good chunk of health. I consider these items standing alone to be AP in nature first, and without resists to still be glass cannon though I'm probably in the minority on this; health without resists is not tanky. Between his dodges and dashes he can avoid most burst damage, so there's no need build heavy resist items like Hourglass or Banshees. These two, plus some spell vamp provide plenty of sustain, especially when combined with CDR. If you can land a stun on him and focus, great, he'll blow up like anyone else; landing that stun is much more challenging on him, though, especially if he's not initiating. I generally haven't been able to kill enemy ones but again, I'm usually a tank (and thus survive his abilities more often than not) and that's not my job.

I don't know that anyone has the optimal build for him yet, as I said at the end of my last post. That generally takes a while. He's not release day Xin, fortunately, but if they keep this kind of logic for future champs it's just a matter of time.
 
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He's countered quite well by range dps or people with good sustain in a lane (garen, Wukong, etc).

As he has no harass outside of his melee if you can dmg him most Fizz's have no health regen on them, usualy they go dorans or boots + health pots.
 
Bush camping like Garen seems to work decently. Using his E to pop out and get behind a champ, then hitting Q to get back through to create some separation is a pretty decent poke from what I've seen. I also haven't seen many Fizz's take a solo lane, whereas the Garens and Wukongs seem to do that, so if that's a counter I haven't seen it come into play much.
 
I just got in the Dota 2 beta, and I will definitely compare it to LoL and see which one I like better. I will for sure like how Dota 2 handles things. If you troll over chat, then the game will mute you, and you become unmuted when you've let a period of time lapse.

This allows you to be playing. Not sure what happens to leavers/afkers.
 
Jesus. So many feeding teammates this week. It's getting out of hand.

I noticed that too, I think they banned all the players who complained about the bad players.

So now we're only left with bad players cause the good ones are banned, hahahaha.
 
Geez.... the feeders could be because some of the people guides for mastery setups so when they set them up, it was wrong, or they didn't set them up at all.

I personally lost 3 games in a row because I was doing terrible, readjusted my masteries, played alot safer, less aggressive and won 2 in a row before hitting the sack.
 
Lost a bot game. Got matched with 4 level 3-13s. They all fed from minute one. I killed Ryze 3x in mid then started roaming but it didn't matter, anywhere I wasn't they were dying like it was their job. No one would group up late game, bots picked them all off, I couldn't hold out 4 or 5 v 1. Dragged on forever. Pathetic.
 
been wanting to get into a new game... should it be this one or am I too late?

Certainly worth checking out. It's free to play, though if you're impatient or want to look fancy (I sometimes fall in to both categories...) it could end up costly in the long run. If you enjoy it I recommend buying the boxed copy at Target / Walmart / Gamestop for $20, as it gives you quite a few champions and a $10 credit in RiotPoints you can use to buy more champions or skins.
 
Got suspended yet again to this Tribunal crap, you can get reported for literally anything now. Funny thing is, I havent been banned for AFKing, feeding or leaving, only for stuff I say. Its lame to ban people for that reason when a chat filter and ignore feature exist.

It's humorous at this point...
 
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