Ranked Solo Queue
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Ranked Solo Queue
Un article par Elmementz
Solo Queue Tips Article! + Podcast & Interview!
November 16th, 2010
Hey guys. I got an old article I wrote and updated it with some more information and tips on what makes a good solo queue player. I also got a podcast on 25 mins to surrender and a written interview on Runeterra with Onisnake.
Podcast Link: http://25minstosurrender.podomatic.com/player/web/2010-11-08T18_46_50-08_00
Interview with Onisnake of Runeterra: http://runeterra.com/forums/index.php?topic=1740.new#new
So you guys can check both of those out and read my updated Solo Queue Tips Article!
So in in my recent solo queue games I’ve started to notice a trend that causes people to lose games. This trend is also effecting me a lot as it’s literally the reason I lose every game. So I thought I’d shed some light on the community on what to do and when to do it correctly because making these decisions is quite game breaking.
1.) Since you’re all smart players I know you got dragon warded (if not.. Ward Dragon and take a jungler in all games) when you see that Warwick, Amumu, Olaf, Etc.. going for Dragon. I can’t stress this enough.. THIS IS THE TIME YOU GROUP UP BEFORE THEM!! Grouping up and killing the jungler who’s at Dragon is such an advantage. Not only does the jungler on the other team suffer as he wasted time on dragon you most likely got a couple kills and dragon out of it.
Also if you’re middle or bottom lane and you kill an enemy champion in lane now is the time to do dragon. Ping for your jungler to come because you can take dragon now 4v3 on your side making for an easy dragon kill. If they decide to take you on that’s fine because you have the advantage and you can most likely get some kills and dragon. Win win for your team.
Mid, bottom (always have 2 players bottom for better Dragon control, that’s why mid and top are the solo’s) and your jungler need to collapse ASAP on dragon to make this possible. I know good team work is hard but if everyone knows this it makes it that much easier.
Not grouping up when you need to at vital times really makes or breaks the game for your team.
2.) Communication is key to winning games. Calling MIA is important as watching the mini map can be hard if you’re in a heated battle trying to kill someone and then all of a sudden it’s 2v1 and you died because you didn’t realize someone was MIA. It’s a simple rule that helps everyone.
At the same time don’t be a jerk and blame you going 1-5 in your lane because the lack of MIA’s. You should watch the mini map and be aware.. MIA’s are just helpful reminders. Don’t rely on them, build your own self-awareness.
Having self-awareness is keeping an eye on the mini map listening for pings. Being a tunnel visioned player who doesn’t look at his map can really hurt your score and your teams if you are tunnel visioning your lane. So be aware when you’re in lane! Don’t just focus on CSing!
3.) If you’re jungling and one of the solo lanes needs to go back to base to heal and you’re covering for them.. Ahem.. OH MY GOD STOP AUTO ATTACKING AND PUSHING THE LANE!!!! Every time I see a solo leave a lane including myself I see the jungler going bat **** crazy going HAHAHAH Q,W,E,R,!!! DIE MINIONS DIEE!1! It just makes me so..
By doing this it hurts your solo much more than you would think. Pushing the lane makes them more vulnerable to ganks and denies them gold and experience which is vital to your solo’s. Simply LAST HIT the minions you can until the solo is back to his or her lane. You got some gold and experience so be happy
4.) Is it around 20+ mins into the game? Is Dragon up? Are 4+ enemy champions MIA? Now here’s the most important part.. Is Baron warded? If not.. Don’t do dragon, and get a ward on Baron ASAP. Far too many times I watch a team go for an easy Dragon while the other team gets an easy Baron. This is NOT a trade you want to do. So wise up and buy some wards before doing dragon when it starts to get later in the game. You won’t regret this.
5.) This is an easy rule to remember for you laning folks. If you want your jungler to have a successful gank then you can’t go pushing your lane like a mad man. You want your lane being pushed so it’s easier for you guys to kill the enemy champions as they’re more vulnerable to ganks. Last hit the best you possibly can or don’t even attack and actually sit back a bit so the enemy champion actually feels like he’s zoning and denying you a bit. Ganking someone who is over extending and a little cocky is much easier than ganking someone who’s pushed to their tower and playing conservative.
6.) Here’s one that bugs me the 2nd most and its one of the two major game changers. It is 30+ Mins into the game. Are you on the defensive side of the battle waiting out Baron or simply down 10+ kills and really need to win the next team fight to stay in the game? Then why oh why are you in the middle of the map farming creeps with 0 towers in your lane and all 5 MIA? There’s simply no point at all to doing this. Let the creeps come to you and farm near a tower or just outside your base. Getting caught this late into the game leads to 4v5 team battles, them getting Baron, or even losing an inhibitor. Getting caught by yourself is a VERY stupid thing to do because it doesn’t ever need to happen. You don’t need to farm out there. Go into the jungle as 5 and or wait till some creeps get to you. Don’t ever roam by yourself this late in the game it really really REALLY puts your team in a bad situation if you get caught. You can only really do this if you have the entire map warded and know no ganks are coming for you. Otherwise go back to base and CS there!
7.) Now here is the #1 reason you will lose a game that you had the advantage in..
Over extending after your success.
You just won a big team fight and everyone has it in their head. KILL TEH INHIBS HOLY **** KILL THEM!!! I do it too so don’t worry. You want them down because it just makes life in LoL that much easier. Here lies the problem though.. Biting off more than you can chew.. Because quite literally you choke on it when you over extend.
You have to watch the death timers very closely and know what kind of physical DPS your team in capable of. If you miscalculate and end up getting killed and chased down due to you guys wanting to kill that 1 extra thing guess what. The lead you just had is gone and its even again or even worse, the game is now in there favor. Playing a bit conservative is better then losing everything because you got greedy. If Baron is up and you got 3 low champions in their base barely killing the inhib and they die? Guess what. You just traded an inhib for baron + all your remaining outside towers and maybe even an inhibitor as well. It’s not worth it most of the time.
Stop. Think. Listen if someone is telling you to B because chances are they’re right and you really should be getting back.
To be honest with all of you. That’s what makes a good player. Someone who can stop and think about what happened and judge the situation correctly to make the right call. Making the right calls wins games. How you do it is by taking some time after having success to really think about what you should do next.
Buy more wards everybody! I want it to look like I got map hack on! That basically sums it up. You want maphack when you play. You want to know their every move that they will make. Having this ability to see when ganks are coming or even being able to see when to gank that unsuspecting Warwick doing blue. Free kills and free buffs is what warding gives. So everyone do it!
9) Team composition. So many times I see people in ranked go “I don’t care, I want to be solo on Ashe!” “But you’re 5th pick and we already have Panth, and Miss Fortune as our two solo’s..” Right there you’ve just crippled your team so bad. I can’t stress this enough. PICK ACCORDLING TO WHERE YOU LANDED IN THE DRAFT! If you’re 4-5th pick prepare to be playing something you wouldn’t normally play. If your team needs a tank and support than guess what. Pick those two roles and help your team out!
Just talk it out before hand and let people know what ROLE you want to play and not what champion. If you’re a pretty good jungler say “I’ll get jungle” if you’re a good support say “I’ll play the support” etc.. If you do this it makes life while drafting so much easier.
10) Positioning and roles. If you’re the tank. Then be in front and be the guy to face check those brushes. That’s your job to go in and take damage. Don’t force Annie to go into the brush because you want kills. Play your role.
If your Annie don’t face check those brushes either. You’re not a tank, you’re a little girl. So stay behind big bad Shen and wait for him to check for you before you rush right in.
If you’re Janna don’t be beside the tank or the jungler. Always ALWAYS ALWAYS! When playing support ride the ass of your AD carry or AP carry and make sure they can freely dps / cast on the others. Always toss shields / heals up on these champions as you want them to do good and be strong. If you find yourself auto attack their ranged carry in a team fight while you carry is dying then you’re doing support wrong. Support your carry first and then add in the little DPS you have. That’s the way a good support players. PS Supports should be buying wards all game long. They don’t need that much items. They are ward machines so play your role!
AD and AP carries know your place as well. There’s a time and a place to rush into a team fight to burst people down. Otherwise sit back behind the tank and dps from a far. No need to suicide because you didn’t position yourself well while Warwick and Galio double ultied you making you explode. Stay back and DPS the closest targets for the most part
11) Lastly. If you feel like dinking around.. DON’T PLAY SOLO QUEUE RANKED! That’s what normal games are for. Playing champions you need to get used too and playing games if you just aren’t that interested in trying hard. Don’t ruin someone elses gaming experience because you decided you just wanted to troll ranked games. Be nice and respectful to others. Don’t ruin 4 other people’s game.
-Elementz
Solo Queue Tips Article! + Podcast & Interview!
November 16th, 2010
Hey guys. I got an old article I wrote and updated it with some more information and tips on what makes a good solo queue player. I also got a podcast on 25 mins to surrender and a written interview on Runeterra with Onisnake.
Podcast Link: http://25minstosurrender.podomatic.com/player/web/2010-11-08T18_46_50-08_00
Interview with Onisnake of Runeterra: http://runeterra.com/forums/index.php?topic=1740.new#new
So you guys can check both of those out and read my updated Solo Queue Tips Article!
So in in my recent solo queue games I’ve started to notice a trend that causes people to lose games. This trend is also effecting me a lot as it’s literally the reason I lose every game. So I thought I’d shed some light on the community on what to do and when to do it correctly because making these decisions is quite game breaking.
1.) Since you’re all smart players I know you got dragon warded (if not.. Ward Dragon and take a jungler in all games) when you see that Warwick, Amumu, Olaf, Etc.. going for Dragon. I can’t stress this enough.. THIS IS THE TIME YOU GROUP UP BEFORE THEM!! Grouping up and killing the jungler who’s at Dragon is such an advantage. Not only does the jungler on the other team suffer as he wasted time on dragon you most likely got a couple kills and dragon out of it.
Also if you’re middle or bottom lane and you kill an enemy champion in lane now is the time to do dragon. Ping for your jungler to come because you can take dragon now 4v3 on your side making for an easy dragon kill. If they decide to take you on that’s fine because you have the advantage and you can most likely get some kills and dragon. Win win for your team.
Mid, bottom (always have 2 players bottom for better Dragon control, that’s why mid and top are the solo’s) and your jungler need to collapse ASAP on dragon to make this possible. I know good team work is hard but if everyone knows this it makes it that much easier.
Not grouping up when you need to at vital times really makes or breaks the game for your team.
2.) Communication is key to winning games. Calling MIA is important as watching the mini map can be hard if you’re in a heated battle trying to kill someone and then all of a sudden it’s 2v1 and you died because you didn’t realize someone was MIA. It’s a simple rule that helps everyone.
At the same time don’t be a jerk and blame you going 1-5 in your lane because the lack of MIA’s. You should watch the mini map and be aware.. MIA’s are just helpful reminders. Don’t rely on them, build your own self-awareness.
Having self-awareness is keeping an eye on the mini map listening for pings. Being a tunnel visioned player who doesn’t look at his map can really hurt your score and your teams if you are tunnel visioning your lane. So be aware when you’re in lane! Don’t just focus on CSing!
3.) If you’re jungling and one of the solo lanes needs to go back to base to heal and you’re covering for them.. Ahem.. OH MY GOD STOP AUTO ATTACKING AND PUSHING THE LANE!!!! Every time I see a solo leave a lane including myself I see the jungler going bat **** crazy going HAHAHAH Q,W,E,R,!!! DIE MINIONS DIEE!1! It just makes me so..
By doing this it hurts your solo much more than you would think. Pushing the lane makes them more vulnerable to ganks and denies them gold and experience which is vital to your solo’s. Simply LAST HIT the minions you can until the solo is back to his or her lane. You got some gold and experience so be happy
4.) Is it around 20+ mins into the game? Is Dragon up? Are 4+ enemy champions MIA? Now here’s the most important part.. Is Baron warded? If not.. Don’t do dragon, and get a ward on Baron ASAP. Far too many times I watch a team go for an easy Dragon while the other team gets an easy Baron. This is NOT a trade you want to do. So wise up and buy some wards before doing dragon when it starts to get later in the game. You won’t regret this.
5.) This is an easy rule to remember for you laning folks. If you want your jungler to have a successful gank then you can’t go pushing your lane like a mad man. You want your lane being pushed so it’s easier for you guys to kill the enemy champions as they’re more vulnerable to ganks. Last hit the best you possibly can or don’t even attack and actually sit back a bit so the enemy champion actually feels like he’s zoning and denying you a bit. Ganking someone who is over extending and a little cocky is much easier than ganking someone who’s pushed to their tower and playing conservative.
6.) Here’s one that bugs me the 2nd most and its one of the two major game changers. It is 30+ Mins into the game. Are you on the defensive side of the battle waiting out Baron or simply down 10+ kills and really need to win the next team fight to stay in the game? Then why oh why are you in the middle of the map farming creeps with 0 towers in your lane and all 5 MIA? There’s simply no point at all to doing this. Let the creeps come to you and farm near a tower or just outside your base. Getting caught this late into the game leads to 4v5 team battles, them getting Baron, or even losing an inhibitor. Getting caught by yourself is a VERY stupid thing to do because it doesn’t ever need to happen. You don’t need to farm out there. Go into the jungle as 5 and or wait till some creeps get to you. Don’t ever roam by yourself this late in the game it really really REALLY puts your team in a bad situation if you get caught. You can only really do this if you have the entire map warded and know no ganks are coming for you. Otherwise go back to base and CS there!
7.) Now here is the #1 reason you will lose a game that you had the advantage in..
Over extending after your success.
You just won a big team fight and everyone has it in their head. KILL TEH INHIBS HOLY **** KILL THEM!!! I do it too so don’t worry. You want them down because it just makes life in LoL that much easier. Here lies the problem though.. Biting off more than you can chew.. Because quite literally you choke on it when you over extend.
You have to watch the death timers very closely and know what kind of physical DPS your team in capable of. If you miscalculate and end up getting killed and chased down due to you guys wanting to kill that 1 extra thing guess what. The lead you just had is gone and its even again or even worse, the game is now in there favor. Playing a bit conservative is better then losing everything because you got greedy. If Baron is up and you got 3 low champions in their base barely killing the inhib and they die? Guess what. You just traded an inhib for baron + all your remaining outside towers and maybe even an inhibitor as well. It’s not worth it most of the time.
Stop. Think. Listen if someone is telling you to B because chances are they’re right and you really should be getting back.
To be honest with all of you. That’s what makes a good player. Someone who can stop and think about what happened and judge the situation correctly to make the right call. Making the right calls wins games. How you do it is by taking some time after having success to really think about what you should do next.
Buy more wards everybody! I want it to look like I got map hack on! That basically sums it up. You want maphack when you play. You want to know their every move that they will make. Having this ability to see when ganks are coming or even being able to see when to gank that unsuspecting Warwick doing blue. Free kills and free buffs is what warding gives. So everyone do it!
9) Team composition. So many times I see people in ranked go “I don’t care, I want to be solo on Ashe!” “But you’re 5th pick and we already have Panth, and Miss Fortune as our two solo’s..” Right there you’ve just crippled your team so bad. I can’t stress this enough. PICK ACCORDLING TO WHERE YOU LANDED IN THE DRAFT! If you’re 4-5th pick prepare to be playing something you wouldn’t normally play. If your team needs a tank and support than guess what. Pick those two roles and help your team out!
Just talk it out before hand and let people know what ROLE you want to play and not what champion. If you’re a pretty good jungler say “I’ll get jungle” if you’re a good support say “I’ll play the support” etc.. If you do this it makes life while drafting so much easier.
10) Positioning and roles. If you’re the tank. Then be in front and be the guy to face check those brushes. That’s your job to go in and take damage. Don’t force Annie to go into the brush because you want kills. Play your role.
If your Annie don’t face check those brushes either. You’re not a tank, you’re a little girl. So stay behind big bad Shen and wait for him to check for you before you rush right in.
If you’re Janna don’t be beside the tank or the jungler. Always ALWAYS ALWAYS! When playing support ride the ass of your AD carry or AP carry and make sure they can freely dps / cast on the others. Always toss shields / heals up on these champions as you want them to do good and be strong. If you find yourself auto attack their ranged carry in a team fight while you carry is dying then you’re doing support wrong. Support your carry first and then add in the little DPS you have. That’s the way a good support players. PS Supports should be buying wards all game long. They don’t need that much items. They are ward machines so play your role!
AD and AP carries know your place as well. There’s a time and a place to rush into a team fight to burst people down. Otherwise sit back behind the tank and dps from a far. No need to suicide because you didn’t position yourself well while Warwick and Galio double ultied you making you explode. Stay back and DPS the closest targets for the most part
11) Lastly. If you feel like dinking around.. DON’T PLAY SOLO QUEUE RANKED! That’s what normal games are for. Playing champions you need to get used too and playing games if you just aren’t that interested in trying hard. Don’t ruin someone elses gaming experience because you decided you just wanted to troll ranked games. Be nice and respectful to others. Don’t ruin 4 other people’s game.
-Elementz
makemashita- Messages : 559
Date d'inscription : 31/05/2010
Re: Ranked Solo Queue
Un post de grande qualité ICI.
[edit] In case this post offended you, I'm sorry, and let me explain:
http://www.leagueoflegends.com/board...d.php?t=483863
[/edit]
Hi. I'm 5HITCOMBO and I'm ranked 1840~ atm. I'm in the top 500 players in this game in solo queue and I play with a lot of players who are much better than me and think I'm a scrub, which I pretty much am. I'm not better than you at playing this game--well, maybe SLIGHTLY. But the big reason that I'm 1800+ and you're stuck in 1400 isn't because I'm a better player than you. I routinely, ****ing ROUTINELY get called bad/scrub/feeder/**** by my teammates, and it's basically true. I'm terrible at this game. (I'm known to every good player as ****combo. Working as intended, I guess.)
Does that mean that you belong in my spot and I belong in yours? No.
Being "skilled" at this game isn't what separates good players from bad players. Being "skilled" at this game is what separates good players from GREAT players. League of Legends doesn't have a particularly high skill cap on most champions. The only ones that really even come to mind are like... Ezreal/Karthus/Corki/Leblanc/Shaco. Most other champions are not very hard to play. Mechanics of an 1800 player won't be far superior to those of a 1400 player.
So why are we ranked so much higher? Because we understand the game better.
Skill separates good players from great players. Understanding separates good players from bad players. Don't go spouting off about how you "understand the game" because if you're stuck at 1400 you clearly ****ing don't. I'm tired of hearing scrubs tell me that they can hang with me in games, they just can't win their solo queue games. Yesterday I had some guy be like "oh yeah 5HIT? wanna bet I can break 1400?"
No, I don't wanna bet you can break 1400. A ******ed monkey drunk on Mike's Hard Lemonade could break 1400. Breaking 1400 is about as hard as jacking off. Betting that you can break 1400 is like betting you can survive 3 days at the mother****ing Holiday Inn.
But seriously, if you can't break 1400--and don't be ashamed, I couldn't break 1400 when I was ****ing terrible at this game--it's because you don't understand the basics. Stuff that people in my Elo bracket take for granted. Don't be at the bottom lane if the enemy team isn't there past 25 minutes. They will force a 4v5 at baron. Don't bait teamfights out of position. Don't fight them when they're beating you in teamfights. If you're losing teamfights, no matter what the score or situation is, you're in danger of losing the game. Never let mid tower fall if you can help it--it provides the most map control out of all 3 of the outer towers. WARD. Don't push lanes vs good gankers. Don't let carries freefarm. Switch lanes if you're getting raped. NEVER EVER CHASE.
What are the three most important objectives in the first 15 minutes, in order?
1) take mid tower
2) get a dragon without trading more than 1 person or a tower for it
3) don't lose lanes
That's right. Dragon is more important than top lane, in my opinion. Obviously you don't just want to give it to your enemy but if you can get a dragon and come out a kill up (or better), dragon is 100% more important.
What is the role of a ranged carry/AP?
Not every team needs a ranged carry. Not every team needs AP. When people say "we need a ranged carry" or "we need AP" what they really mean is "we need to be able to win fights at towers" and "we need a large amount of burst damage". Burst damage wins fights away from towers. Ranged carries win fights at towers. There are other situations where both are useful but who cares if you're doing magic or physical damage if you're killing them. I've lost to a team of full ranged AD carries because at some point their focus fire became strong enough to burst us down outside of towers (and obviously they win fights at towers). Understand why you need a ranged carry and why you need AP.
Team comp--I notice a lot of players that think they're hot **** at this game that absolutely cannot play more than 4 champs. That's fine. I only play Cho and Warwick in ranked well. Sometimes if they pick my Warwick and we need a jungler I pick Shaco, but I pretty much suck with him.
Does that mean I can't play any other champs?
**** no! I'm BADASS at like half the lineup in relationship to these scrubs at 1200-1600. I just happen to be best at WW/Cho so I tend to play them in ranked. But if we have a jungler? If we have a top lane? I totally pick Shen. I'll play Taric. Janna, Poppy, whatever. If you already have two solos and a jungler DON'T PICK A ****ING SOLO. If you are last pick or second to last pick, face it--you're jungling or playing support/tank at bot lane. LEARN EVERY CHAMP. Know what everyone's passive is. Be comfortable picking a champ you don't even play in ranked just because it would fit well with the team. If you can't do that without feeding? Well, there's something to work on right there.
My ideal team comp looks like this:
Top lane: (Ideally a bit tanky) AP Burst (Sion/Aniv/Malzahar/Cho/Vlad)
Mid lane: Good ranged carry or anti-ranged carry (Ezreal/Sivir/Ashe--Pantheon)
Bot lane: Babysitter with a farm dependent hero (Janna/Morg/Taric/Alistar/Shen + Ashe/Poppy/Tristana/whoever) OR Tank/Support (Janna/Taric/Alistar/Shen/Morgana/Blitz)
Jungle: Someone who can control dragon, gank, be highly mobile and not die to counterjungling (Shaco/Warwick/Nunu/Rammus)
There's a lot more than I can cover here in one sitting, but this is what I consider to be basic-ass basic **** that everyone should know. I get mad at people when they don't know this stuff because it's such huge common sense. If you say that you understand what I and every other good player understands about this game and you're still stuck under 1400 you are either A) ****ing terrible at actually playing the game, which is unlikely or B) wrong. Seriously, if you're complaining about being stuck under 1400 you probably belong there. Either you can carry 4 idiots vs 5 idiots or you belong in low Elo. When I play against 1200-1400s, my first thought is "I'm going to ****ing crush this game." I don't think "oh, I hope my team doesn't feed" or "their comp is better than ours" because that doesn't even come into play. They don't understand the game and I will abuse that super ****ing hard to completely outplay them. If you see a team of 1200 scrubs and don't think "I'm going to ****ing crush this game 1v5" you probably don't have the high Elo mindset. Elo Hell doesn't exist, so stop whining about it to good players. It's INSULTING when a scrub that can't break 1400 says **** like "I'm just as good as you" or "I'm good enough to play with you" to us top players because basically what he's saying is that we are scrubs too.
(Not that I think I'm a "top player" or anything. I actually suck at this game, ask anyone who plays with/vs me.)
But look, straight-up--if you can't carry a game of scrubs on scrubs, you belong in low Elo.
[edit] In case this post offended you, I'm sorry, and let me explain:
http://www.leagueoflegends.com/board...d.php?t=483863
[/edit]
Hi. I'm 5HITCOMBO and I'm ranked 1840~ atm. I'm in the top 500 players in this game in solo queue and I play with a lot of players who are much better than me and think I'm a scrub, which I pretty much am. I'm not better than you at playing this game--well, maybe SLIGHTLY. But the big reason that I'm 1800+ and you're stuck in 1400 isn't because I'm a better player than you. I routinely, ****ing ROUTINELY get called bad/scrub/feeder/**** by my teammates, and it's basically true. I'm terrible at this game. (I'm known to every good player as ****combo. Working as intended, I guess.)
Does that mean that you belong in my spot and I belong in yours? No.
Being "skilled" at this game isn't what separates good players from bad players. Being "skilled" at this game is what separates good players from GREAT players. League of Legends doesn't have a particularly high skill cap on most champions. The only ones that really even come to mind are like... Ezreal/Karthus/Corki/Leblanc/Shaco. Most other champions are not very hard to play. Mechanics of an 1800 player won't be far superior to those of a 1400 player.
So why are we ranked so much higher? Because we understand the game better.
Skill separates good players from great players. Understanding separates good players from bad players. Don't go spouting off about how you "understand the game" because if you're stuck at 1400 you clearly ****ing don't. I'm tired of hearing scrubs tell me that they can hang with me in games, they just can't win their solo queue games. Yesterday I had some guy be like "oh yeah 5HIT? wanna bet I can break 1400?"
No, I don't wanna bet you can break 1400. A ******ed monkey drunk on Mike's Hard Lemonade could break 1400. Breaking 1400 is about as hard as jacking off. Betting that you can break 1400 is like betting you can survive 3 days at the mother****ing Holiday Inn.
But seriously, if you can't break 1400--and don't be ashamed, I couldn't break 1400 when I was ****ing terrible at this game--it's because you don't understand the basics. Stuff that people in my Elo bracket take for granted. Don't be at the bottom lane if the enemy team isn't there past 25 minutes. They will force a 4v5 at baron. Don't bait teamfights out of position. Don't fight them when they're beating you in teamfights. If you're losing teamfights, no matter what the score or situation is, you're in danger of losing the game. Never let mid tower fall if you can help it--it provides the most map control out of all 3 of the outer towers. WARD. Don't push lanes vs good gankers. Don't let carries freefarm. Switch lanes if you're getting raped. NEVER EVER CHASE.
What are the three most important objectives in the first 15 minutes, in order?
1) take mid tower
2) get a dragon without trading more than 1 person or a tower for it
3) don't lose lanes
That's right. Dragon is more important than top lane, in my opinion. Obviously you don't just want to give it to your enemy but if you can get a dragon and come out a kill up (or better), dragon is 100% more important.
What is the role of a ranged carry/AP?
Not every team needs a ranged carry. Not every team needs AP. When people say "we need a ranged carry" or "we need AP" what they really mean is "we need to be able to win fights at towers" and "we need a large amount of burst damage". Burst damage wins fights away from towers. Ranged carries win fights at towers. There are other situations where both are useful but who cares if you're doing magic or physical damage if you're killing them. I've lost to a team of full ranged AD carries because at some point their focus fire became strong enough to burst us down outside of towers (and obviously they win fights at towers). Understand why you need a ranged carry and why you need AP.
Team comp--I notice a lot of players that think they're hot **** at this game that absolutely cannot play more than 4 champs. That's fine. I only play Cho and Warwick in ranked well. Sometimes if they pick my Warwick and we need a jungler I pick Shaco, but I pretty much suck with him.
Does that mean I can't play any other champs?
**** no! I'm BADASS at like half the lineup in relationship to these scrubs at 1200-1600. I just happen to be best at WW/Cho so I tend to play them in ranked. But if we have a jungler? If we have a top lane? I totally pick Shen. I'll play Taric. Janna, Poppy, whatever. If you already have two solos and a jungler DON'T PICK A ****ING SOLO. If you are last pick or second to last pick, face it--you're jungling or playing support/tank at bot lane. LEARN EVERY CHAMP. Know what everyone's passive is. Be comfortable picking a champ you don't even play in ranked just because it would fit well with the team. If you can't do that without feeding? Well, there's something to work on right there.
My ideal team comp looks like this:
Top lane: (Ideally a bit tanky) AP Burst (Sion/Aniv/Malzahar/Cho/Vlad)
Mid lane: Good ranged carry or anti-ranged carry (Ezreal/Sivir/Ashe--Pantheon)
Bot lane: Babysitter with a farm dependent hero (Janna/Morg/Taric/Alistar/Shen + Ashe/Poppy/Tristana/whoever) OR Tank/Support (Janna/Taric/Alistar/Shen/Morgana/Blitz)
Jungle: Someone who can control dragon, gank, be highly mobile and not die to counterjungling (Shaco/Warwick/Nunu/Rammus)
There's a lot more than I can cover here in one sitting, but this is what I consider to be basic-ass basic **** that everyone should know. I get mad at people when they don't know this stuff because it's such huge common sense. If you say that you understand what I and every other good player understands about this game and you're still stuck under 1400 you are either A) ****ing terrible at actually playing the game, which is unlikely or B) wrong. Seriously, if you're complaining about being stuck under 1400 you probably belong there. Either you can carry 4 idiots vs 5 idiots or you belong in low Elo. When I play against 1200-1400s, my first thought is "I'm going to ****ing crush this game." I don't think "oh, I hope my team doesn't feed" or "their comp is better than ours" because that doesn't even come into play. They don't understand the game and I will abuse that super ****ing hard to completely outplay them. If you see a team of 1200 scrubs and don't think "I'm going to ****ing crush this game 1v5" you probably don't have the high Elo mindset. Elo Hell doesn't exist, so stop whining about it to good players. It's INSULTING when a scrub that can't break 1400 says **** like "I'm just as good as you" or "I'm good enough to play with you" to us top players because basically what he's saying is that we are scrubs too.
(Not that I think I'm a "top player" or anything. I actually suck at this game, ask anyone who plays with/vs me.)
But look, straight-up--if you can't carry a game of scrubs on scrubs, you belong in low Elo.
Re: Ranked Solo Queue
Effectivement... En lisant le texte du mec je me dis dans la team des potes nous somme tous des joueurs de merde.
Car clairement il y a encore plein d'aspect et des moment du jeux que l'on ne comprend pas.
Cela arrive plein de fois que l'on se demande : "mais on fait quoi là ? Il nous faut un leader".
Cela arrive plein de fois que l'on soit en total désaccord sur quoi faire " Baron ! Non push !"
Et lorsque l'on gagne, c'est souvant avec une grosse stratégie de noob : "allez tous au centre, ou push et on gagne le team fight".
Ce que je regrette c'est j'ai rarement lu de vraiment bon conseil de la part d'un joueur qui "sait" jouer.
Je me les commentaire du dessus dans la cathégorie "conseil moyen car peut argumenté".
Oui ils mettent le doigt très correctement sur ce qui fait que l'on de des merde, mais explique mal à mon sens pourquoi faire tel ou tel action.
Pourquoi un Jungler ? (pas expliqué)
Pourquoi prendre le dragon aussi vite (pas expliqué)
Ok avec la petite expérience nous savons que :
Cela permet de gagner la course au XP et au build.
Mais ce n'est pas si évident et j'ai trouver une seul fois un post qui expliqué vraiment pourquoi c'étais si important.
Se que j'aimerai ce sont des conseils très claire et détaillés et que l'on se mette d'accord ici sur quel est vraiment le bon comportement à suivre dans tel ou tel situation.
Je veux bien croire que l'on peut gagner avec 5 Ad carrie.... Mais comment ou pourquoi cela se réalise vraiment dans les faits et en détail, fasse à une équipe classique :
1 tank
1 dps contact tanky
1 dps carrie distance
1 supporte
1 burst Ap
l'un d'eux est un jungler bien entendu.
Car clairement il y a encore plein d'aspect et des moment du jeux que l'on ne comprend pas.
Cela arrive plein de fois que l'on se demande : "mais on fait quoi là ? Il nous faut un leader".
Cela arrive plein de fois que l'on soit en total désaccord sur quoi faire " Baron ! Non push !"
Et lorsque l'on gagne, c'est souvant avec une grosse stratégie de noob : "allez tous au centre, ou push et on gagne le team fight".
Ce que je regrette c'est j'ai rarement lu de vraiment bon conseil de la part d'un joueur qui "sait" jouer.
Je me les commentaire du dessus dans la cathégorie "conseil moyen car peut argumenté".
Oui ils mettent le doigt très correctement sur ce qui fait que l'on de des merde, mais explique mal à mon sens pourquoi faire tel ou tel action.
Pourquoi un Jungler ? (pas expliqué)
Pourquoi prendre le dragon aussi vite (pas expliqué)
Ok avec la petite expérience nous savons que :
Cela permet de gagner la course au XP et au build.
Mais ce n'est pas si évident et j'ai trouver une seul fois un post qui expliqué vraiment pourquoi c'étais si important.
Se que j'aimerai ce sont des conseils très claire et détaillés et que l'on se mette d'accord ici sur quel est vraiment le bon comportement à suivre dans tel ou tel situation.
Je veux bien croire que l'on peut gagner avec 5 Ad carrie.... Mais comment ou pourquoi cela se réalise vraiment dans les faits et en détail, fasse à une équipe classique :
1 tank
1 dps contact tanky
1 dps carrie distance
1 supporte
1 burst Ap
l'un d'eux est un jungler bien entendu.
Le Mat- Messages : 598
Date d'inscription : 31/05/2010
Re: Ranked Solo Queue
les gains en or, xp et buffs de la jungle "comptent double" puisque les gagner prive ou deny l'adversaire d'autant.
voilà pourquoi la jungle est un enjeu primordial
voilà pourquoi la jungle est un enjeu primordial
makemashita- Messages : 559
Date d'inscription : 31/05/2010
Re: Ranked Solo Queue
Il faut bien différencier team et solo queue, hein, parce que ces textes portent sur le solo queue, où ta marge de manoeuvre est beaucoup plus limitée. En team, tu peux avoir des stratégies vraiment bizarres (genre un carry+4 support, ou bien des global ults, ou bien aoe ou que sais-je), et tu peux communiquer. En solo queue, la difficulté, c'est que tu n'as pas ça, donc tu dois te concentrer sur les "fondamentaux", que clairement aucun de nous n'a.
Et par fondamentaux, je parle pas de warder, hein, mais de comprendre ce qui est important à un moment donné. OP donne un exemple dans un post, un peu plus loin dans le thread, pour expliquer que les bases sont plus compliquées qu'on le pense. Ils viennent de faire une percée mid, l'inhib est à nu, il veut le niquer, et là ses teammates, plus haut elo que lui, lui disent NON, et qu'il faut aller top pour niquer une tourelle moins avancée ; il suit mais à la fin du jeu demande pourquoi, et le high elo répond que niquer la tourelle permettait plus d'EXP. Et là tu réalises que tout ce que tu crois savoir est faux : à ce moment précis (ils étaient niveau 12) c'est l'expérience qui primait, pas l'inhib, donc il fallait back et niquer une tourelle.
Bref, c'est juste un exemple. On ne comprend effectivement pas grand chose aux bases "stratégiques" du jeu, et la solution donnée par OP dans un post suivant, à savoir jouer avec des high elo le plus souvent possible, eh ben... on n'a pas ça ! A moins que l'un d'entre nous devienne une brute à ce jeu, ou en tout cas atteigne un niveau significativement supérieur, on en est un peu réduits à tatonner. Il me semble que les streams avec commentaires, par exemple celui de treeEskimo, sont aussi une source valable d'information, mais bon, ça remplace pas le jeu avec des meilleurs.
Et par fondamentaux, je parle pas de warder, hein, mais de comprendre ce qui est important à un moment donné. OP donne un exemple dans un post, un peu plus loin dans le thread, pour expliquer que les bases sont plus compliquées qu'on le pense. Ils viennent de faire une percée mid, l'inhib est à nu, il veut le niquer, et là ses teammates, plus haut elo que lui, lui disent NON, et qu'il faut aller top pour niquer une tourelle moins avancée ; il suit mais à la fin du jeu demande pourquoi, et le high elo répond que niquer la tourelle permettait plus d'EXP. Et là tu réalises que tout ce que tu crois savoir est faux : à ce moment précis (ils étaient niveau 12) c'est l'expérience qui primait, pas l'inhib, donc il fallait back et niquer une tourelle.
Bref, c'est juste un exemple. On ne comprend effectivement pas grand chose aux bases "stratégiques" du jeu, et la solution donnée par OP dans un post suivant, à savoir jouer avec des high elo le plus souvent possible, eh ben... on n'a pas ça ! A moins que l'un d'entre nous devienne une brute à ce jeu, ou en tout cas atteigne un niveau significativement supérieur, on en est un peu réduits à tatonner. Il me semble que les streams avec commentaires, par exemple celui de treeEskimo, sont aussi une source valable d'information, mais bon, ça remplace pas le jeu avec des meilleurs.
Re: Ranked Solo Queue
Je vois que nous somme d'accord sur l'approche.
Le commentaire sur l'inhib et la tourelle, ça c'est vraiment très intéressant et instructif.
Penser Xp avant tourelle tant que l'on est pas level 18. Il me semble que c'est ça la leçon. maintenant pourquoi ?
Parce que la victoire à ce niveau là du jeu n'est pas assurée et qu'il faut donc toujours favoriser la course à l'xp et au level ?
Et bien c'est parfaitement ce genre d'info qu'il faut glaner et regrouper ici.
Je pense que si l'on arrive à comprendre ces concepts là (dont les vraiment bon joueurs sont salement avare je trouve) et à les appliquer on fera pas mal de progrès.
Le commentaire sur l'inhib et la tourelle, ça c'est vraiment très intéressant et instructif.
Penser Xp avant tourelle tant que l'on est pas level 18. Il me semble que c'est ça la leçon. maintenant pourquoi ?
Parce que la victoire à ce niveau là du jeu n'est pas assurée et qu'il faut donc toujours favoriser la course à l'xp et au level ?
Et bien c'est parfaitement ce genre d'info qu'il faut glaner et regrouper ici.
Je pense que si l'on arrive à comprendre ces concepts là (dont les vraiment bon joueurs sont salement avare je trouve) et à les appliquer on fera pas mal de progrès.
Le Mat- Messages : 598
Date d'inscription : 31/05/2010
Re: Ranked Solo Queue
J'avais parlé du fait d'eviter de fracasser une tourelle level 1 avant la dixieme minute de jeu, permettant un farm plus simple et eviter une perte de niveau en se deplacant sur une autre ligne, comme par exemple le mid...
vecu plusieures fois, jouant ashe mid, voir les mecs du top exploser la tourelle en 5mins puis arrivant mid...
resultat, je perds en farm, en xp (deux ou trois sur ligne contre un en face), et les TF commencent alors que je suis encore avec doran/boots...
j'ai tendance a penser que conserver les lanes un moment tout en etant capable d'inverser la situation peut amener les carry a etre plus efficaces au moment des TF...
ce qui ne veut pas dire que breaker une tower a la 5eme est improductif...mais si c'est fait, faut adapter la start a un push de tourelles incessant et rapide, eviter les gros TF...
je sais pas ce que vous en pensez de votre coté...
vecu plusieures fois, jouant ashe mid, voir les mecs du top exploser la tourelle en 5mins puis arrivant mid...
resultat, je perds en farm, en xp (deux ou trois sur ligne contre un en face), et les TF commencent alors que je suis encore avec doran/boots...
j'ai tendance a penser que conserver les lanes un moment tout en etant capable d'inverser la situation peut amener les carry a etre plus efficaces au moment des TF...
ce qui ne veut pas dire que breaker une tower a la 5eme est improductif...mais si c'est fait, faut adapter la start a un push de tourelles incessant et rapide, eviter les gros TF...
je sais pas ce que vous en pensez de votre coté...
KuroPotter- Messages : 336
Date d'inscription : 15/06/2010
Re: Ranked Solo Queue
ben je ne sais pas se qui est plus ou mois productif, mais c'est une question intéressante qui montre d'autant plus à quel point on est à l'ouest.
Maintenant je pense que le but c'est de gagner, si tu peux push vite pourquoi s'en empêcher. Tu peux toujours monter de temps en temps pour du free farm sur la lan où la première tourelle est tombée.
Maintenant je pense que le but c'est de gagner, si tu peux push vite pourquoi s'en empêcher. Tu peux toujours monter de temps en temps pour du free farm sur la lan où la première tourelle est tombée.
Le Mat- Messages : 598
Date d'inscription : 31/05/2010
Re: Ranked Solo Queue
La fait est que en effet pusher peut permettre un win plus rapide...
mais est ce que revenir au centre apres sans tenter un push tourelle immediat rend l'action aussi interessante...
la lane pushée ne farm plus, la lane occupée farme moins que l'opponent, et au final la tourelle ne tombe pas toujours (pick qui rend le kill impossible, pas assez de powerpush...)
hors le carry qui voit sa ligne occupée voit aussi sa possibilité d'etre performant dans le TF reduite, et comme souvent le TF arrive rapidement dans ce cas, c'est voué a finir en TF lost et au pire des cas une tourelle mid qui tombe, mais pas la bonne...
alors n'est il pas plus productif pour le duo qui a pete la tourelle de rester sur lane a farm voir a push la seconde, ne venant mid que pour un gank sur pour repartir apres, laissant au carry le moyen de se builder...
je pose vraiment juste la question, je n'ai pas encore la reponse, meme si j'ai tendance a penser que laisser le carry farm donnera forcement plus de patate par la suite...
mais est ce que revenir au centre apres sans tenter un push tourelle immediat rend l'action aussi interessante...
la lane pushée ne farm plus, la lane occupée farme moins que l'opponent, et au final la tourelle ne tombe pas toujours (pick qui rend le kill impossible, pas assez de powerpush...)
hors le carry qui voit sa ligne occupée voit aussi sa possibilité d'etre performant dans le TF reduite, et comme souvent le TF arrive rapidement dans ce cas, c'est voué a finir en TF lost et au pire des cas une tourelle mid qui tombe, mais pas la bonne...
alors n'est il pas plus productif pour le duo qui a pete la tourelle de rester sur lane a farm voir a push la seconde, ne venant mid que pour un gank sur pour repartir apres, laissant au carry le moyen de se builder...
je pose vraiment juste la question, je n'ai pas encore la reponse, meme si j'ai tendance a penser que laisser le carry farm donnera forcement plus de patate par la suite...
KuroPotter- Messages : 336
Date d'inscription : 15/06/2010
Re: Ranked Solo Queue
Et niveau strategie je vous conseille cette game :
http://www.own3d.tv/fureur#/watch/64674
juste hallucinant le Allistar, du leadershipcomme j'en ai jamais vu, et des notions tactiques de toute beauté...
le ending <3
http://www.own3d.tv/fureur#/watch/64674
juste hallucinant le Allistar, du leadershipcomme j'en ai jamais vu, et des notions tactiques de toute beauté...
le ending <3
KuroPotter- Messages : 336
Date d'inscription : 15/06/2010
Re: Ranked Solo Queue
un article intéressant (particulièrement concernant les stratégies de ban)
c'est encore en cours de rédaction ici : http://piratepad.net/DenCuMuhcQ
et c'est fait par un certain Morzas, de RuneTerra
c'est encore en cours de rédaction ici : http://piratepad.net/DenCuMuhcQ
et c'est fait par un certain Morzas, de RuneTerra
- Spoiler:
On Drafting
Here is what I have observed in my recent Ranked games, and what goes through my mind at the Draft screen. Note the following:
* This is for 5v5 Solo Queue. Arranged Team games are probably pretty different. I wouldn't know because I don't play them.
* I generally don't duo queue. I suspect that duo queueing could make this a little different because you can set up a swap with your partner.
* When I started writing this, I was in the 1700s. For most of my time on the ladder I was in the 1500s, back when that actually sort of meant something. A lot of this information may not apply to you right now, but stuff tends to trickle down from the top*. (On another note, I suspect that this "rise" in rating is more because of rating inflation from new players populating the ladder, skilled players quitting, and an overall decrease in competitive attitudes on the ladder -- not because of any dramatic personal increase of skill. I get carried.)
* This is based on the North American servers. Europe is pretty different from us. Call it speculation, but I think some of their style is bleeding over to our server.
* I prefer the term "hero" to the term "champion". I was and will forever be a DotA scrub. I also say "skirmish" instead of "teamfight" because I don't like the latter term. I only like endocentric compound words when they're Greek.
With that out of the way, this is what I tend to think about at the draft screen.
Where am I placed in the pick order?
Where you are in the pick order determines what role you will be playing. There are five roles, in order from most prestigious to least prestigious: AD Carry/Anti-Carry, AP Mage, Jungler, Support and Tank.
Typically, if you're one of the first two picks on your team, you're expected to play one of the more prestigious roles: The AD Carry/Anti-Carry, the AP Mage or the Jungler. However, this doesn't mean that the Team Captain (the player who dictates who is picked and banned) is going to pick one of those. It's often a good idea to pick an extremely powerful support like Janna or Taric then swap for an AD Carry after drafting is over. But in the end, the early picks get to play these prestigious roles because they have proven over time that they're more skilled than the players beneath them. Naturally, they will take all of the credit when your team wins.
If you're in the middle, you're going to be the AP Mage, the Jungler, the Support or the Tank. In some rare situations you might be the AD Carry. In case you haven't noticed, this means that you could end up playing anything if you're in the middle. It depends on the whim of the players above you. The middle has to be the most flexible player on the team because they could be assigned any role.
If you're last or second-to-last, you're going to be the Support or the Tank. Sometimes you'll be the Jungler. The other people on your team will look down on you and probably use you as their scapegoat if your team loses.
I actually prefer playing the Jungler, Support and Tank roles, so I'm happiest when I'm late in the picks (not so happy when I also pick up the 'scapegoat' role...). There's less pressure on me to perform because these roles aren't very prestigious, and I like playing low-priority targets because I don't have to think defensively all the time in a skirmish. Plus, I don't have to worry about "bad players" under me feeding, because I am the "bad player". Being last pick is not necessarily a bad thing.
Not everyone thinks like this. I've seen a lot of people stubbornly lock in an AD carry at fourth or fifth pick, even after the first pick has already taken this role. I actually root for these kinds of people sometimes (usually when I'm in a whimsical mood), because I think the system we have in place now is bullshit. But this essay isn't about opinion, it is about fact. You have to understand how this system works and conform to it if you want to win, or you have to find some way to exploit it and convince others on your team to do it, too. The latter is probably too difficult for most people, because it's likely that your team won't be flexible enough to stray from the norm. There is a place for radical experimentation, but that place is not 5v5 Solo Queue Ladder.
Which team is banning first?
This is a very important thing to note. The team that bans first and fourth does not get first pick. This means that they have to be defensive with their bans. Their objective, generally, is to ban the heroes considered the most powerful at the time to minimize the impact of the enemy team's first pick.
The team that bans second and third has access to the first pick. Their goal is to make their first pick as powerful as they can. This opens up a lot of interesting mind-games that they can play with the enemy team. Let me give you an example from a game I played in January 2011, where the common bans in my rating bracket (1600s) were Pantheon, Sivir, Rammus, Shen and Malphite.
I was Team Captain, and I had first pick. This meant that the enemy Team Captain was banning first. The enemy Captain started by banning Pantheon. This was a good choice because Pantheon wreaks havoc on unorganized teams, and most players don't know how to play around him (buy more armor than you usually would, group up earlier than you normally would, Banshee's Veil is useless since he can pop it with Q or R and combo you anyway, etc). By banning Pantheon, he minimized how much of a factor his team's incompetence would be during the match. It was a very good defensive ban. However, he probably should have banned Sivir first, for reasons you'll find out soon enough.
Bans: Pantheon
Now it was my turn to ban. First I banned Shen, because he's extremely powerful and since I was first pick, I would be playing an AD Carry, AP Mage or Jungler; not a Tank. I actually enjoy playing Shen a lot, but it was my responsibility as Team Captain to minimize the potential incompetence of the other players on my team. After all, how often has the enemy Shen at bottom hit level 6 without the people your team sent to bot informing everyone? He's like Pantheon in that he preys on unorganized teams, so I felt that I had to give him the boot. My ban was also defensive in nature.
Bans: Pantheon, Shen
One ban left for me. Since I had first pick, I decided to do something sneaky and "throw away" one of my bans. I chose to ban Sion because like Pantheon and Shen, he was also pretty annoying, but people didn't consider him "OP" at the time.
Bans: Pantheon, Shen, Sion
The thing is, in the environment, it would have been "better" to ban Sivir or Rammus. These are two heroes that were greatly feared at the time. So, why didn't I do it? I figured that the other Team Captain wouldn't call my bluff. You see, by banning Sion, I would get either Sivir or Rammus if the Team Captain on the enemy team is a typical drafter who is trying to ban defensively. I figured, "this guy's just going to ban whoever he thinks is the most broken, allowing me to get the second-most-broken dude on his list". Sure enough, he banned Rammus, giving me Sivir**.
Bans: Pantheon, Shen, Sion, Rammus
I think that he made the wrong choice. What he should have done was "throw away" a ban of his own so that he would force a decision on me: should I pick Rammus and give them Sivir, or should I pick Sivir and give them Rammus? Instead, he made a difficult decision that ended up being a factor in the game (my team won, I don't remember the exact details. I believe that I got farmed like hell but always got KSed ;_. When you're given the choice between making a difficult decision or handing it off to the enemy team, it's probably better to hand it off. He should have banned a "second-tier" hero like I did, then the ball would have been in my court***. Instead, he walked right into my trap.
Fear might have played a factor in his decision. If he had banned a "second-tier" hero like Janna or Corki, he would have looked stupid to his team. They would say something like "Why didn't you ban Sivir/Rammus? OMG we're going to lose". I suspect that this is why this bluff tends to work. People don't want to make unpopular decisions. Right now, there's a commonly-held belief that you should only ban the "OP" heroes, and going against that will make your team flip out and prematurely surrender. For the sake of his team's morale, he felt he had to ban someone "OP".
So, if you have the first ban, you are in the defender's position. You want to minimize the impact of the enemy's first pick as much as you can. Howeverou also have to be on the lookout for tricks like this one. If you think that the Team Captain on the other team is trying to be clever, you should do your best to explain this trickery to the players on your team and then counter it. Don't be a sucker.
If you have the second ban, you have the first pick, so do everything that you can to ensure that your team gets the most out of the first pick. One thing that you have to remember is that team composition, or "comp," is for most people more like an arcane study of symbols than a science founded in reason or logic. Most people will believe that your team will instantly win if you get certain heroes that other people think are "OP", and most people on the enemy team will be afraid of these "OP" heroes and use their Team Captain as a scapegoat, saying "You didn't ban such-and-such 'OP' hero, it's all your fault that we lost". In other words, they will give up at the draft screen****.
To put it simply, team "comp," for the majority of players who don't actually understand the intricacies of LoL, is fashion. In order to be considered an effective team captain, you have to know who is popular and ban them, then know who is next-popular and pick them, and try to get everyone else on your team to also make "OP" picks. A well-drafted team may very well stimulate the irrational fear of an "OP lineup;" if this happens players on the opposing team will use your composition as an excuse for playing poorly or losing. In other words, a superior team "comp" can have demoralizing effects on your enemies while boosting your allies' spirits at the same time.
What do people on my team want to play?
You should try to get other people to speak up by saying something like, "What's everybody feel like playing?" Typically people will answer with some flavor-of-the-month hero. Some other players have personal preferences and will say something like the classic "I only play Ashe" line. A rare collective of people will answer with a hero that people think is "weak" or "underpowered". It's hard to tell if these people are genuinely good at an overlooked hero, or if they are trolling your team. I find that it's better to have good faith, because mocking them will only make them play worse and you cannot force them to play what you want them to. The important thing is to get people to speak up because you need to form a coherent team in a very short period of time. The sooner you find out what everyone prefers, the sooner you can start strategizing.
People generally don't try to force specific archetypes in Solo Queue. You're going to get the AD Carry/AP Mage/Jungler/Support/Tank team pretty much every game. I suppose this is because it's a very flexible team to build. Anything other than this kind of team is seen as a gimmick, and any attempt at experimentation will usually be ignored at best and mocked at worst. I used to be annoyed by this, but the ladder really isn't where you should be experimenting. Organized scrimmages or Arranged Team games are probably better for this.
What is the enemy team picking?
This is something that is difficult for me to write about. My first thought was that it was largely fomulaic, but that isn't really true. There are a lot of archetypes that used to be pretty common, but nowadays it seems that individual heroes are the fashion as opposed to certain specific teams. In the past you'd hear people bitching about "Taric/Sivir" teams, "Malphite/Amumu/Morgana" teams, "Ezreal/Ashe/Janna/Heimer/Shen" teams, "Kog/Janna" teams -- specific combos. Now that a lot of these combos are weaker than they used to be, this is not as common. That makes this section a little hard to write about.
I think it's still useful to try and evaluate what archetypes the enemy team falls under, because it makes it a little easier to figure out how to beat them -- but don't see this section as a shortcut. It's more of a shallow summary than anything. You need to understand how each individual hero that is commonly played works if you really want to know how to win*****. Part of me questions if this section is any use at all -- will it give people new insight, or will it be yet another crutch (like those accursed livestreams, those worthless guides that promise to make you better or those stupid tier lists) that will help people continue to wallow in their ignorance? I hope it's not the latter.
Focus-Fire
If the enemy team has a lot of single-target disables or burst damage, they conform to this archetype. Their plan for winning skirmishes is singling out one person with a disable/burst chain and using the momentum from that kill to demoralize you and win the skirmish.
How to recognize them: Generally, if the enemy team can keep a target disabled for about four seconds before Treads, I treat them as this kind of archetype. So if you see, for example, Sion and Warwick picked early, start treating their team as a Focus Fire team. I don't consider silences on their own to be disables because you can still walk away while silenced. However, when I see a silence and a snare (something like Cho'Gath and Ashe, or Kassadin******) then I do tend to count the silence as a hard disable because it basically is one for the purposes of chain stunning. A silence shuts off your escapes, and a snare restricts your mobility. A combination of both is basically a disable.
Example team: AP Sion top (2 second stun), Ashe mid (1 ~ 3.5 second stun), Warwick jungle (1.7 second suppression), Taric (1~2 second stun), Xin Zhao (approx 1 second pop-up) bot. A disable chain that will usually last about 8 seconds without Treads, and about 6 seconds with them because suppression and pop-ups aren't mitigated by them.
Counter-picks and strategies: Zilean, Janna, Gragas and Morgana are pretty good supports against these teams. Zilean basically undoes all of their focus fire, Janna and Gragas can blow them away to disrupt their stun chain or their follow-up and Morgana can block a few stuns with her Black Shield. You would think that healing would be good against this kind of team, but with the rise of Ignite, shields and positioning disruptors are usually more powerful than heals.
You can't proactively counter-pick your carries against this team because carries are usually picked first. However, carries with mobility skills like Corki, Ezreal and Tristana are good against this kind of team because with quick reflexes, you can move away before their first disable hits you, making it harder for them to chain-stun you. Dr. Mundo and Olaf are also pretty good against any kind of chain stunning team because they have abilities that punish chain stuns that are sent their way.
Counter-items: Mercury's Treads, Banshee's Veil, Guardian Angel and Quicksilver Sash. I usually hate Mercury's Treads, but they are specifically designed to counter these teams.
Counter-runes: In general, I prefer using runes to boost your strengths as opposed to lowering the enemy's . However, if you have some Magic Resistance glyphs, they're pretty good against this kind of team. They tend to be reliant on burst.
Counter-spells: Flash, Cleanse, Heal and Revive. Flash doesn't pop projectiles anymore, but it does disrupt positioning. Cleanse is self-explanatory. The last two are pretty controversial, but Heal is a decent counter to burst (or was until they put in Ignite), and Revive literally undoes all of the burst that a Focus Fire team will put out. If Revive is paired with Teleport or used on a hero with an innate teleportation move, then it's even more powerful. You should only take Heal or Revive if you're playing with some very open-minded or intoxicated people, because these spells have a very negative stigma surrounding them.
Anti-Focus-Fire
These are teams that load up on heroes that punish focus fire, with heals, repositioning moves, crowd control mitigation or specific unique spells. Heroes that can heal away burst damage such as Taric or Soraka; heroes that can mitigate crowd control like Olaf, Dr. Mundo or Morgana; and heroes that can cheat death like Kayle, Zilean or Tryndamere are major components of these kinds of teams. You might also see some unique heroes like Poppy or Vladimir.
Example team: Vladimir top, Jungle Olaf, Ezreal mid, Taric + Poppy bot.
Counter-picks: Strong assassins like Shaco are useful against the squishy support heroes that are often pillars of this archetype. They can force someone like Zilean to blow his ultimate on himself instead of their carry.
This archetype is heavily reliant on spellcasting, so chained silences can really mess them up. Cho'Gath + Kassadin is a pretty potent combo.
Loading up on AoE can punish Anti-Focus-Fire teams because if you're damaging all of them at a roughly equal rate, they won't know who to heal or buff.
Counter-items: If movement speed steroids are a major component of their focus-fire punishment, having your carry pick up a Zeal can help a lot. The movement speed gives your carry some extra chasing power, and the critical chance gives them some unpredictable burst, making it harder for the enemy team to coordinate their focus-punishing spells.
Counter-runes: I cannot think of any specific runes that counter this archetype.
Counter-spells: If the enemy team is reliant on a heavy hitter like Olaf, Tryndamere or Kayle, Exhaust is pretty useful. Ignite is good if healing is a major component of their anti-focus archetype.
Area of Effect
A venerated archetype.
Example team: Annie top, Corki mid, Amumu jungle, Morgana + Malphite bot.
Counter-picks:
Counter-items: Mercury's Treads and Banshee's Veil.
Counter-runes:
Counter-spells:
Sausagefest
A team with an abnormally large number of tanks is a Sausagefest.
Example team:
Counter-picks:
Counter-items:
Counter-runes:
Counter-spells:
"Poking"
I despise this term almost as much as I hate this kind of team. I haven't seen a team like this one for a while, but there are different ways of beating them. I find the best way to beat them is to attack sooner rather than later. If they can force a prolonged siege, waiting is only going to favor them because they have better attrition than you do. Another way to beat them is breaking off and split pushing.
Example team:
Counter-picks:
Counter-items:
Counter-runes:
Counter-spells:
Global
If the enemy team has a lot of global attacks, the best way to counter them is to group up much earlier than you normally would. Global attacks prey on unorganized and divided groups, because turning a 2v2 into a 3v2 usually favors the 3v2. But if you're grouped up, all they can do is turn a 5v5 into a 5v5 where they have slightly better positioning.
Example team: Twisted Fate top, Pantheon mid,
Counter-picks:
Counter-items:
Counter-runes:
Counter-spells:
Banana Hammock
If the enemy team has one strong carry and multiple babysitters, they are a Banana Hammock team. People also refer to this kind of team as "support stacking" but that term is not as lewd as the one I have chosen.
Example team: Morgana top, Corki mid, Nunu jungle, Janna bot, Taric bot
Counter-picks: Fight them indirectly. They're a team that is dedicated to skirmishing, so split pushers are very good at flat-out ignoring their strategy. Master Yi, Nidalee, Shaco, Kassadin and Twisted Fate are examples of heroes that are good against this archetype.
Counter-items:
Counter-runes:
Counter-spells:
In Conclusion
A lot of the top players know that the Draft Screen is a bullshit charade. Every hero is playable, and has a purpose. In spite of this, even if it might be correct to pick Teemo (or whoever people think is "UP" at the time) in a given Draft, the damage that it would do to your team's morale isn't worth it. Solo Queue Ladder isn't really about making intelligent counter-picks or crafting a strategy to counter the enemy team's. Strategizing is secondary to manipulating the emotions of your teammates so that they won't go into the game thinking that you're a chump or troll. What good is a counter-pick if your team is going to be raging all game? It's better to adhere to the system. The master strategists should play Arranged Team games, because I imagine those are environments where each player has at least some trust in their fellow teammates; odd picks are more likely to be agreed upon by everyone. In Solo Queue, trust formed by camaraderie is replaced with a weak and baseless faith that is easily betrayed by malicious trolling or human stupidity.
Some day, people are going to get fed up with all of the bullshit, and we will overthrow it. It's only a matter of time; people can only put up with bullshit for so long before they revolt (or quit). If you don't think the day of reckoning is coming, remember that we players created this system, and we can just as easily destroy it. In spite of my strong belief in the coming Judgment Day, I don't think that it will come any time soon. This game is still young, and very few have a strong comprehension of what really goes on in their games. This system could be in place for a long time. But I do believe that we will all understand each other better some day, and the boundaries that harden the hearts of all Solo Queue players will be destroyed and replaced with bridges of trust and understanding. Until that glorious day, I hope this essay serves you well.
Footnotes
* It's strange. I don't consider myself to be a top player, but I do hold a three-digit-rank on the ladder right now. I'm definitely not pro, but I am in the top percentage of all players. This is something that I generally don't like to think about. It was Shakespeare who said, "The fool thinks himself to be wise, but the wise man knows himself to be a fool." Best not to let 'success' get to my head.
** Sivir is just all-around more powerful than Pantheon. Pantheon will drop off late-game because he's strongest when the enemy team is divided, and people five-man late game. Sivir, on the other hand, is pretty powerful at every point of the game, especially the late game. If you're first ban, your first ban should be someone who's dangerous late-game and can be built around. Pantheon is a lot more narrow in utility than Sivir. He's a weaker ban.
*** In general, the more choices you force your opponents to make, the more likely they are to make incorrect ones. This is one of the reasons why Shaco is such an annoying hero, and why Twisted Fate is such a useful split pusher late game. This only works against intelligent people, though. Intelligent people will receive an information overload if you send a ton of decisions at them, and they'll often be at a loss at what to do. Uneducated people don't even know that they're being presented with any choices and they'll do the same thing over and over.
**** I, personally, think that this is a load of bullshit. I've won plenty of games where my team didn't have perfect "team comp". However, I'm not trying to change the established practices of Solo Queue drafting. I'm trying to educate you on what they are right now.
***** And, as we saw with Evelynn, if you want to innovate you need to understand how the unpopular ones work too.
****** In a skirmish, Kassadin basically has a hard disable for the purposes of chain stunning. Think about it. He can shut off your escape skills with Null Sphere (2.6 second silence at skill level 5) and make it nearly impossible for you to run away with Force Pulse (3 second 50% slow at skill level 5, 1.95 second slow after Treads). Riftwalk allows him to seamlessly combo these two skills into one. What the fuck else can you do but auto-attack? Kassadin's silence + slow combo is basically a taunt in that it leaves you no option but to cleanse it off or auto-attack; running away or using an escape skill won't work. Kassadin doesn't have what we consider a "hard disable", but his skills combine to form one. He's a lot more powerful than people realize right now, but mastering him isn't easy.
makemashita- Messages : 559
Date d'inscription : 31/05/2010
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