Improve Microing - a guide to Smartcast and Selfcast

In Starcraft, an immensely popular RTS game, there is microing and macroing (nouns). Macroing means building up economy by managing workers and buildings to achieve the greatest efficiency; microing means controlling each units to achieve the best positioning leading to higher survivability and damage output. In league of Legends, only microing exists because you only control one unit -your champion. Microing in LoL is necessary to position yourself to last hit, harass the enemy champions, and most importantly, survive. If you watch pros' livestream, you will see that they are constantly clicking -some might say a bit excessive- to move their characters around even by an inch at a time. Pros are constantly aware of their positions and their enemy's position, of course, being familiar with the range of autoattacks and skills for most characters, they can move in and out without getting a scratch. Sometimes you will see two pros moving back and forth without attacking (except for last hit) as if they are in an invisible tug of war. For pros, microing is their second nature.

Microing a champion to its fullest potential requires more than just clicking the mouse. There are several hotkeys that are very useful. For example, the "A" key allows you to move to a location while attacking everything in your path -decent for last hitting. The "S" key allows you to stop everything you are doing (moving, casting, w.e), which can help you last hit if you timed your previous hit too early. The "H" key acts as a sentry by rooting you in a position while attacking everything that comes in range until you decide to move. There are many other hotkeys which I won't go in to detail. You can find them in game via "esc" -> menu -> "key bindings", and experiment with each of them.

The two most important microing mechanisms in my opinion are smartcast and selfcast. Smartcast allows you to instantly cast a skill (except for self-buffs) at your cursor location without needing to aim and then click manually. Selfcast allows you to instantly cast a skill on yourself (heals, buffs) without needing to click on yourself. Both of them saves you a precious second, which could be the difference between life and death, kill or miss. The problem with smartcast and selfcast at the moment that discourages most players from using them (many don't even know what they are) because of the awkward default key setup. To smartcast, you have to press "shift" + skill key, which is difficult for many players because you have to basically shift your entire hand to smartcast, defeating the purpose of casting quickly. Selfcast exhibits the same problem by forcing you to press "alt" + skill key, very awkward. (if you are a pianist, you might do better). Therefore, I will teach you how to make smartcast and selfcast viable again.

Hotkey setup overview
Smartcast and selfcast custom key settings cannot be made up of 2 separate key combinations, such as "T" + "skill key" -the key binding program won't let you do that. But that's ok, its better to assign it to one key for selfcast or smartcast because its much easier than pressing 2 keys. I do not recommend assigning smartcast for skills that require some AOE aiming (e.g. ashe's volley) because unless you can imagine the spread range in your head (your cursor is at the middle of the AOE skillshot), you will miss a lot. For assigning keys, you can assign whatever you want, but keep the following in mind:

1. must be easy to reach
2. "tab" cannot be reassigned
3. make sure you do not forget the other key you unbinded to bind your new hotkey.
4. make sure you change hotkey setup for different characters. But most primary skillshots are Q (e.g. kennen's shuriken)
5. most of the time, unless you are playing a support with 2 different buff mechanisms, stick with 1 extra hotkey (smartcast or selfcast, not both), it's enough. But if you have rapid finger dexterity and want to control 8 or more hotkeys, be my guest.

Champions that should have hotkeys assigned for smartcast include:
1. champions with skillshots in any form (e.g. ezreal's "Q", Anivia's Wall, Annie's bear...)
2. optional: champions with targetable heals (e.g. taric's heal)
3. not recommended: champions with targetable skills (e.g. Yi's Alpha Strike)

Below I will show you my recommended setup.

The "T" hotkey (QWER+T)
Perhaps the best hotkey for assigning and extra smartcast or selfcast skill is the "T" hotkey. In this setup, your index finger controls both "R" and "T" -very convenient. Remember for most characters only assign one extra hotkey, be it smartcast or self-cast. In Ragnarök Online (popular mmorpg), I use battlemode (/bm) setup when PvPing and use up to 37 hotkeys. But this is not RO, and any keys more than necessary will screw up your game.

The draw back of using "T" as hotkey could be that you might accidentally press "R". But with practice and a calm nerve, not a problem.

To assign, follow the steps below:
1. in game, press "esc" -> menu -> "key bindings"
2. scroll down to find smartcast/selfcast skill X (whatever you want to setup), and assign "T" to the secondary hotkey. (or primary, w.e)
3.the "T" key's default use is for something else. Find it and unbind the default use.

Remember for most characters only assign one extra hotkey, be it smartcast or self-cast, choose the BEST SKILL. For champions with many skillshots, choose the BEST ONE.

"T" key skills smartcast champions examples (skillshot focused):
-Kennen's Q (shuriken)
-Corki's R (rocket)
-Blitzcrank's Q (grab)
-malphite's R (charge)
and many other "Q" and "R" skillshots, etc...

"T" key skills selfcast champions examples (self-buff focused):
-morgana's E (shield)
-Kayle's (E or R, your choice)
-Taric's Q and Soraka's E (heal)
and many other shields and heals.

OPTIONAL: The "Y" hotkey (QWER+TY, or QWERTY)
Use this setup if you are a support heavy champion with multiple self or smartcast skills, like Zilean (and only Zilean), or if you think you are 1337 and can control keys like mad, you can also assign another skillshot key to "Y". Again, not recommended.

To setup "Y", follow similar instruction for "T". Make sure remove "Y" default binding (camera lock).

For Zilean, I recommend the following:
-2 selfcasts, no smartcast
-"T" for selfcast "E", Time warp, to speed yourself up
-"Y" for selfcast "R", Chrono shift, revive yourself.

Good luck and have fun!


Improving your Laning - Mini Guide

Hey guys I translated a nice writedown from my friend BlackSteal so enjoy and learn :P

Original post by: BlackSteal
Translated by: Candy Panda

The Laning phase is one of the most important aspects in LoL and its early game.
Laning usually includes the static remaining on a lane, with a few exeptions. Also laning can have a heavy impact on the later game due to snowballing.
While laning you can run into different scenarios which I will explain one for one. The typical lanes in LoL consists of 1 Toplaner, 1 Midlaner and 2 Botlaners and 1 Jungler. I will use this as standart for the following examples.

If your enemy team decides to play without jungler try to use your jungle advantage and play aggresively since a jungler allows you to turn a 2v2 or 1v1 fight to a 2v3 or 1v2 fight. Also he can hold the lane for you if you have to go back so no experience is wasted.

General thoughts before the game:
The game starts.
Pre Laning Phase

Against which champion I have to lane and am I able to do so?
You always have the choice to swap the lane with your teammates but always remember to keep the 1-1-2 sheme.
If you know beforehand that you wont be able to lane against the champion you will probably face then try to swap your lane or use certain tricks to hold yourself as good as you can
Which of the enemy champions can have influence on my lane and which of my allies have?
You should basically always rely on the fact that the enemy will react properly while your team doesnt, that way you wont encounter situations where you rely too much on your teammates and get dissapointed.
Ezreal, Gankplank, Karthus, Pantheon, Shen, Soraka, Twisted Fate all of those can have direct influence to your lane as soon as they hit level 6 so always keep an eye on the level of these champions and take that into consideration when you want to engage. Also champions who have the summoner spell "teleport" or have abilities that move them quickly around the map(Kassadin, Rammus) can do that.
Which jungler my enemy has and in what way he will be able to gank me?
If I take all these information and box them in 1 packet, then send it to santa claus I will hopefully get enough information back to make myself a plan of how I want to lane the first 10 minutes of the game. I think beforehand if I can stand a Level 1 fight and at which level I will be able to start harrass. An important point here aswell is the item choice. If I know I will lane against a Miss Fortune I will grab the Dorans Shield or the Clotharmor and not the Null-Magic Mantle right? ;)
Im honest, when I play all these things run through my head. I dont write this because I think it COULD be like this, no it should be the standard. Generally I think about those things and I try to look what I can do/cant do in my lane.
If you know what your lane will be like we can go to the next step:

Early Laningphase
First: Is it really the enemy I expected and if not can I even control the lane against the current one?
Often your teammates agree with swapping lanes since they want to win aswell right?
However, you should check following criteria aswell: Enemys starting item, Summonerspells and changes on his base stats. You can try to hit the enemy once and look how fast he regenerates. But for the most part experience will come in handy now. There are 1 million ways a lane could be like and I you cant describe them all.
Anyway I will try to describe the most common ones now:
-A person dominates in every aspect the other one: Lets hope youre the dominating person. If thats the case, use your advantage. Dont push your lane too much, the creeps should be on your side of the lane but not in your tower since then they will get pushed themselves. Try to keep the enemy out of experience and gold range while you get the most gold possible. Your enemy will try to be passive and you dont have to change that. Dont get aggresive even if he backs up to his tower. In most cases that will just backfire on you since you cant get lasthits anymore and youre waaaaaay to far away from any help so the jungler can easily kill you. If you dominate try to keep him out of xp and gold range, nothing more. If you try to kill him you will waste your advantage most likely.
However, if youre the person who gets dominated you should come to following conclusion: First, why did it even come to that? Sure, some laners are better then others but theres no champion who is completly helpless against another. On the other hand you want to keep your loss as small as possible. Most likely your enemy will try to last hit your creeps which will push his creeps sooner or later to your tower. But you should still keep them away from your tower range. This way your lane wont get pushed and you cant be ganked so easily. if you dont get in xp range for 1 or 2 creep waves, then it is like this and theres nothing you can do about it. Better back of first instead of getting killed. if you have no change in a direct fight against him then dont fight.
Harrass vs Fighter: First of all heres my definition of those classes: A harrass champion can poke from long range while having some form of health regeneration, this way he can slowly dominate the lane. Often he likes to trade some hits since he will get his life back easily anyway while you dont. Anyway, the fighter on the other hand has alot of burst potential and is usually stronger in a direct 1v1 fight. However hes fairly weak in terms of regeneration and harrassment.
If your champion is a harrasser you should try to fight a bit. You try to get the enemy so low that even if he wants a direct fight he will loose. This way you get the lane control. The advantage of the harrasser is that if he has the advantage he can usually keep it. if youre the fighter you want to search the direct fight. Lets imagine the follwing. An Ezreal gets harrassed constantly by a Vladimir lvl 5. His creeps are pushing since he has to use Q on the creeps to heal your Mystic shot. You can use ghost and search the direct fight since you know that he is really weak at level 5 due to long cooldowns. Anyway dont chase too long since he can turn it around when his cooldowns are up again.
Generally you can give every champion the tag fighter or harrasser. There are special cases but you cant describe them all.
Try to think of every possibility the enemy has. Generally I recomment to stay passive and farm. Especially against good enemys you get a nice position advantage this way, since he has to walk through your creeps to harass you. Look for his mistakes and use them to your advantage.


Common Misconceptions About Items - Void Staff vs. Abyssal Scepter

Today will be a rather brief article about casters. The main theme will be magic penetration, which will be abbreviated from here on out as MPen.

With the introduction of Rabadon’s Deathcap, it’s plausible for casters to reach obscene amounts of ability power now, exceeding 500 if a caster is fed (and he won’t even need Mejai’s Soulstealer!). If you see an 800AP LeBlanc run up to your, what’s your first thought? I’m going to have to go with “Oh, shit.”

Yet let’s say that she’s got a Rabadon’s Deathcap and multiple Archangel’s Staves. With all that AP, she’s still only got around 30 magic penetration from her boots and runes – less if she doesn’t have these.

Whenever a person sees that the majority of the damage they took was from a caster, especially burst casters like Annie, Ryze, or Veigar, they go out and buy magic resist items. Regardless of whether you’re a tank or a carry, a good player will adapt his build to counter his enemies. Say you get the most logical choice – a Banshee’s Veil. That’s 50 magic resist right there (I won’t even talk about the bubble).Say you play a typical 30 magic resist squsihy champion. Against a mage with typical 30 magic pen, you have 0 MR and are now taking the full brunt of their abilities. Yet with one Banshee’s Veil, that 50 magic resist negates a good 33% of their damage. Buy an Abyssal Scepter after that and half of their magic damage is down the drain.

What can we conclude from this? Against any good team, your role as a caster becomes less effective based on how much magic resist your enemies have. Thus purely stacking AP is [b]not an option[/b] in any game with relatively skilled players. MPen becomes absolutely essential at this point.
There are five items in the game that either give magic penetration or reduce magic resist – Sorcerer’s Shoes, Haunting Guise, Malady, Void Staff, and Abyssal Scepter. We’ll rune out Malady because it’s not common on most casters, and we’ll rule out Haunting Guise because it’s an item you typically sell towards late-game. Sorcerer’s Shoes will also be ruled out because you should almost always be getting it whenever you play a caster, except in scenarios that will be explained later.

This brings us to the main issue of the day – Void Staff vs. Abyssal Scepter. Let’s go over some stats, shall we?
Void Staff
-2295 gold
-recipe: Blasting Wand, Amplifying Tome

-UNIQUE Passive: 40% Magic Penetration

Abyssal Scepter
-2650 gold
-Recipe: Blasting Wand, Negatron Cloak
-+57 Magic Resist
-UNIQUE Passive: Reduces the magic resistance of all nearby enemies by 20

At a first look, Void Staff seems like a better item. More magic penetration and a smaller cost – it seems like you should only buy Abyssal Scepter when either the enemy team is magic-damage heavy or your own team is magic-damage heavy.

But this isn’t true. Let’s do some calculations. The following calculations assume you’re running 9 MPen Marks, Sorcerer’s Shoes, and the Archaic Knowledge mastery.

Given the existing equipment, you have 28.55 magic penetration and an additional 15% MPen. Remember that magic resist calculations are calculated in the following order:

Percent reduction
Flat reduction
Flat penetration
Percent penetration

Meaning that against a 100 MR target, you’ll first penetrate through 28.55 MR, then an additional 15% of the remaining 71.45 MR, for a total of 29.36 effective magic penetration.

Now Abyssal Scepter gives us a flat 20 magic resist reduction, meaning that it is applied before both your flat MPen and percent MPen. Let’s completely skip the fact that it gives AoE MR reduction, and that it gives you MR, and that it’s slightly more expensive. For now, we’ll only be considering the change in magic resist regarding one enemy opponent.

Against a typical squishy that gets a Banshee’s Veil, they’ll probably have around 80 magic resist. Let’s take the case where you have Abyssal Scepter first. As soon as you get within range of them, Scepter procs its effect and their MR drops down to 60. Then your flat MPen comes in and reduces that 60 down to 61.45. Finally, the remaining 15% from Archaic mastery comes in, bringing their final magic resist down to a meager 26.73. That’s quite substantial.

Now let’s say you have a Void Staff instead. First, the flat MPen from boots and runes kicks in, reducing 80 down to 51.45. After the percent MPen from masteries and Void Staff is accounted for, they have an effective 26.24 magic resist.

(Note that for these calculations I assumed multiplicative percent magic penetration instead of additive – it only amounts to a difference of about 3 MR in either case.)

Now wait a minute. We’ve got around the same total magic resist for both targets. Sure, Void Staff costs slightly less. But what are we missing out on?

Abyssal Scepter gives you 57 magic resist. FIFTY-SEVEN MAGIC RESIST. against any magic damage, you’re suddenly a lot beefier, and you didn’t even need to buy a defensive item like a Banshee’s Veil. In addition, Scepter gives reduced magic resistance in an aura to all nearby enemies, not just the one you’re targeting. That means that on a magic-damage heavy team, you’re greatly helping out your teammates who haven’t got sufficient magic penetration. To me, those bonuses are well worth 400 gold or so, since you're getting roughly the same magic penetration against a slightly bulky enemy (we're maybe talking a mage that gets a Banshee's Veil for defense).

If you really want to do actual calculations, consider that Abyssal Scepter gives 20 flat MR reduction. We need to calculate when the 40% penetration from Void Staff starts to beat Scepter.

Working backwards, we have 20/(0.4)=50

My math isn’t perfect here, as there are minor percentile errors – but these prove to be negligible. There’s a reasonable level of leeway where I would gladly trade 5-10 additional magic penetration from Void Staff in exchange for the bonuses that Scepter gives me.

In short, unless all your enemies have around 100 or more magic resist, you really don’t need to buy Void Staff. This is, again, assuming that you go with MPen boots and marks, and take Archaic Knowledge. Abyssal Scepter proves to be better in almost all cases where your priority targets have less than 100 MR.

Obviously, use prudence with these decisions. Many casters sometimes forgo the standard Sorcerer’s Shoes in favor of Mercury’s Treads or Ionian Boots of Lucidity – in this case, the calculations are no longer as relevant and you may find that Void Staff is efficient at a lower base MR.

Regardless, what we see here is that Abyssal Scepter is almost always more effective against squishy targets compared to Void Staff with the standard mage rune/mastery layout. Magic penetration is an essential part of playing a caster, so when you’re deciding between these two items next time, think of this article to tell you what to play.

I hope this helped you with another item discrepancy that you may have had. Next week... I’m not quite sure what I’ll be going over, actually. I’m welcome for suggestions. Anyway, thanks for reading, and I’ll see you guys next time.


Ryze Rework Has Been Revealed

Besides the new champion Maokai, the biggest thing this patch is the new and improved Ryze. The patch hasn't come out yet but they did release the patch notes. After my post on Maokai I will have one on how the new ryze plays out, but for now we'll have to stick with what we know and theory craft.

An analysis on Ryze, Old vs New

Overload is Ryze's signature skill, a high damage bolt of energy that not only scales off of ability power, but also scales off his maximum mana. Obviously the bread and butter of any Ryze assault, and the rework still sticks true to this deliciousness.

Old Overload:
2/4/6/8/10% cooldown reduction as a passive effect
50/90/130/170/210 base damage, plus 45% of his ability power and 10% of his max mana
11/10/9/8/7 second cooldown
50/65/80/85/110 mana cost
600 range and 1200 missile speed
New Overload:
2/4/6/8/10% cooldown reduction as a passive effect
30/55/80/105/130 base damage, plus 20% of his ability power and 10% of his max mana
3.5 second cooldown
70 mana cost
675 range and 1400 missile speed
Obviously the biggest change is that while nearly slicing the damage in half, they also sliced the cooldown in half. Along with that, the mana cost has been set to 70 at all ranks, and they increased the range and the speed the missile travels.

It seems like it would be a good skill to use for farming now, with the reduced cooldown, but lets check with the closest skill, Annie's own q, Disintegrate.

at level one, disintegrate does 90 damage, while ryze's Overload does, lets say 60 damage. (at lvl 1 ryze has 305 mana unaltered, which would add 30 damage.) Overload also has a less cooldown, at 3.5 compared to 4, but it costs 10 more mana.(not counting the miniscule 2% cdr, not getting too in depth on this part.)

The only problem is that Annie's disintegrate refunds the mana off a kill, meaning that ryze is at a considerable disadvantage as long as Annie constantly last hits. This is not a farming skill, you are best off last hitting with your auto attacks.

However, New Overload still has the potential to do more damage than the Old Overload. Lets say at lvl 18 ryze has 400 ability power and 3000 mana.

The Old Overload would deal 690 damage(210 + 180[45% of 400] + 300[10% mana]) before calculating mr and penetration.

New Overload would deal 550 damage(130 + 80[20% of 400] + 300[10% mana]) before calculating mr and penetration. AND it has half the cooldown of the Old Overload.
Still not seeing the machine gun comparison but we still have 3 other skills to cover.

Rune Prison
Rune prison is Ryze's W skill, a simple snare that deals damage over time. Unique as it is the only snare to deal damage as a dot instead of just straight up when it hits you. I've been told Morgana used to have a dot on her snare but I started playing LoL when shen came out, ok back on track now.

Old Prison:
40 base damage plus 20% ability power every tick. ticks 2/3/4/5/6 times.
1.2/1.5/1.8/2.1/2.4 second snare
14 second Cooldown
80/95/110/125/140 Mana Cost
600 Range
New Prison:
60/95/130/165/200 base damage plus 60% ability power plus 5% max mana.
1/1.25/1.5/1.75/2 second snare
14 second Cooldown
80/95/110/125/140 Mana Cost
625 Range
Wellp, so much for that. They took another semi-unique skill and simplified it. At least he has the only snare that isn't a skill shot, right?

Anyway, lets take a look at the damage difference. For starters the big thing about this is that he now also has some damage on it that scales with mana like Overload. Once again for comparison we have a lvl 18 Ryze with 400 ap and 3000 mana.

The Old Prison would deal 720 damage([40 + 80{20% ap}] times 6.) ignoring mr and penetration.

New Prison would deal 590 damage(200 + 240[60% ap] + 150[5% of max mana]) ignoring mr and penetration.

Overall this seems like a bad trade off. Sure the damage is upfront instead of over time but unless you have a ton of mana then the damage won't overtake the old one. Not only that, but the snare is lowered by .4 seconds.

Spell Flux
The third basic skill of Ryze, Spell Flux is a bouncing orb of doom that deals damage and reduces the magic resist of all enemies it hits.

Old Flux
70/85/100/115/130 base damage plus 38% ability power.
Reduces Magic Resist by 12/15/18/21/24
9 second Cooldown
60/80/100/120/140 Mana Cost
625 range
New Flux
50/70/90/110/130 base damage plus 35% ability power
Reduces Magic Resist by 12/15/18/21/24
14 second cooldown
60/75/90/105/120 Mana Cost
675 range
So it is obviously apparent that Spell Flux is getting nerfed. 3% less scaling on ability power plus 5 extra seconds on the cooldown. Hopefully I don't have to run any numbers to show you the damage difference.

Desperate Power
Desperate power is Ryze's Ultimate, and the new version looks so different from the previous version.

Old Power
Grants 50/80/110 ability power
all spells deal 65% splash damage
8 second Duration
50 second Cooldown
No Cost
New Power
grants 75/150/225 mana
Grants 15% spell vamp
all spells deal 50% splash damage
5/6/7 second Duration
70/60/50 second Cooldown
No Cost
This here is probably the biggest impact to Ryze. Mainly in the fact that this cuts his damage output, by not buffing his ap but instead buffing his mana, which all his skills scale better off of ap, but i guess its a trade off as the mana is permanent. Another reason that this cuts his damage output is that they reduced the splash damage by 15%, along with the fact that it lasts for less duration, especially at level 1 and 2, which even have a bigger cooldown.
Interesting to note however is how much the 15% spell vamp plays into all of this. Although it might not look that bad, take in mind that this spell vamp is active while his aoe damage is active, which actually gives you only 5% spell vamp (aoe skills only vamp for 1/3rd of your total spell vamp.)

How does the rework affect his combo?

Namely, the biggest effect this has to his combo is the reduced cooldown on q. Before hand his combo was R>W>E>Q, but I'm thinking that it would easily work for a R>Q>W>E>Q with the new cooldowns.

So lets theory craft up some damage. Once again same statistics, level 18 Ryze with 400 ap and 3000 mana. I will be ignoring his aoe damage as then I would have to take into account how many people are nearby, and all of these calculations are before mr/penetration. Also for this example we will say that the target is hit by spell flux, say, 2 times.

Old Ryze
Desperate Power, bringing his ap up to 510.
Rune Prison, dealing 852 damage (142[40 + 20% of 510] per tick, 6 ticks.)
Spell Flux, dealing 648 damage (324[130 + 38% of 510], also hitting the target 2 times.)
Overload, dealing 740 damage (210 + 45% of 510 + 10% of 3000)
Dealing a total of 2240 damage to the main target alone, ignoring magic resist and penetrations.

New Ryze
Desperate Power, the passive still bringing his mana to 3225
Overload, dealing 533 damage (130 + 20% of 400 + 10% of 3225)
Rune Prison, dealing 763 damage (200 + 60% of 400 + 5% of 3225)
Spell Flux, dealing 540 (270[130 + 35% of 400], also hitting the target 2 times)
Overload, dealing 533 damage (did the math just a second ago.)
Dealing a total of 2369 damage to the main target alone, ignoring magic resist and penetrations.

As we can see, at this point its fairly tied (and New Ryze still had to cast the same spell twice), but until we actually get out there and play we won't have a clue.

Summary, TL;DR
I know I just talked a lot (no surprise I do that often.) and with my simple calculations he seemed to do a little more damage, but again we won't see how big a difference this is until we play him.

What do I think? Ryze has always been a unique champion in the fact that stacking mana increased his damage output. It's great to see Riot buffing an older champion that needed it, besides the fact that Ryze is the "poster boy" of LoL, but its definitely great to see them taking Ryze a step away from the other champions by expanding upon his uniqueness. Within a few days I'll do a follow up post on how the New Ryze plays out.

The 9 Layers of ELO Hell

Thanks to Kama Toki,araneae

1st Layer *Updated*
(0-300 ELO)

A haze fills the air as you wonder to yourself, "How did i get here?" "Is this even possible?". You wonder if stacking Maladies was such a good idea after all, but in truth it's much more than that. If you're in this layer you're actually suffering the least and you're most likely playing the least too. Chances are you don't use your keyboard to hit abilities and you're a "clicker". Chances are you ignore teammates and attempt to solo towers without minion support. Your allies aren't much different and there is a high chance they aren't even humans in the first place. The closest you could imagine would be a cactus sitting at a computer in the middle of a desert attempting to play this game with you.

Interestingly enough, the language we are so accustomed to speaking is completely absent. The probability that your allies know how to type is a very slim one, and cactus lack the motor skills to type anyway so its a null point. Even the announcer realizes that she's not getting across too well, and has resorted to a system of grunts and low guttural sounds to convey the message every time an ally dies.

This may sound terrible but in essence it's not, you're fine. No stress no worries, your teammates aren't telling you to go die or complaining about how bad you are.Nobody can even type in the first place. You don't even have to worry about your score! This is heaven compared to the lower levels,

2nd Layer
(300-600 ELO)

A faint smell of acrid smoke fills the air and the bitter taste of metal flirts over your tongue. You're in a pretty bad place and you know it. Your allies are definitely human and speaking some foreign dialect you can't understand, chances are they don't even understand each-other, and teamwork is completely absent from any of your strategies. Even so the gameplay bears a very minimum resemblance to an actual game. The entropy of your allies and enemies may bug you a little if you're not used to it, but there's honestly nothing wrong with the game lasting so long that the minions win it by default.

Luckily your teammates still can't yell at you because you don't understand them. I mean they might be yelling at you in Martian but it's not like you care, definitely not as stressful as the depths to come. Mostly because as bad as your allies are, you're pretty much ripping apart the enemy single handedly anyway.

3rd Layer
(600-900 ELO)

Well they started speaking English now, but they have terrible spelling (this is a given). You see this is the true level where all those "BR" players who don't speak English go, and it's a great reason to laugh at all those "I HATE BR" threads, because you know for a fact that those poor souls can't even play the game well enough to distance themselves from other players that don't speak English.

Every once in a while a smurf will roll through, completely decimating not only his enemies, but badmouthing his allies so harshly and aggressively that the phrase "Uninstall" isn't just an insult, it's what all of the teams, half the cannon minions and even a few of the turrets do the minute the game ends. This is quickly followed by all of them swearing to never play LoL again, and within 24 hours most of them return; and by most i mean the population of cannon minions has slowly been decreasing for the last four months, if you're interested in applying please contact Riot.

4th Layer
(900-1200 ELO)

Smell of sulfur everywhere and the oppressive heat is getting to your head, hopefully you get out of here quick...

The "Misplaced Tryhard" level as i like to call it. This ELO range consists of players who are pretty much raging before the game even starts. Chances are the players are also always between the ages of 12-14. They feel that they were misplaced and aren't actually this bad, when in reality they are much much worse. Teamwork once again is LOWER than the previous levels, this is because your teammates are too busy blaming that 9/1 teemo for the loss, or *****ing at that guy who plays AP taric instead of AD.

Whatever they are complaining about, they think they are always right, always the best and always not the one at fault for the loss. If you manage to keep your sanity in this 4th layer, you've already won the game forever, because if you can accept that sometimes maybe sometimes, it was your fault your team lost... then you're always a better player than the 900-1200 range.

5th Layer
(1200-1500 ELO Normal, 1200-1400 Ranked)

It's deep and dark and the flickering piles of burning Evelyns/Jax are everywhere. It smells like the charred bodies of one thousand minions all mixed with excrement. Needless to say it's not a pleasant place to be.

This is the first major "Cutoff Point" Essentially where those champions you have been enjoying for the first 1200 or so ELO become... bad... Evelynn, Jax, Alistar, Urgot... if you pick these guys you get to deal with an entire team *****ing at you, an entire team blaming you and chances are you won't do too hot in the first place. This is where teamwork really starts, and this is where team composition starts mattering. You can't just solo push and win the game with Yi anymore, you have to help your allies too.

Of course you will still be blamed for the loss, or feeding or whatever else. Technically this is the range of "Tryhards" where if you screw up you're going to be reported, if you yell at them for reporting you, you're going to be reported and then banned, if you yell at riot for banning you they nerf your favorite champion to the ground and laugh. That or Guinsoo trolls you and you become the laughingstock of the community for the day. Usually riot enjoys strategically linking the chat logs with the 14+ comments about your mother from the enemy team cut off, and your chat telling them that their mother's niece is a hooker (which happens to be a fact) in plain view.

"This can't be that bad" you say to yourself, but it is. You're going to do badly and you're going to get reported for it and chances are you're going to yell at someone who is yelling at you and bad things will happen. This is pretty much where the most players are "Banned" from, at-least the ones who don't spam allchat with racial slurs.

Games don't end very well here, you're either happy that your team did well and won, or depressed because you lost for some stupid reason. Games here can leave you in a VERY sour mood, in which you will take out your anger on someone else, propagating the process.

6th Layer *Updated*
(1500-1800 ELO Normal, 1400-1600 Ranked)

This is a pretty big range, it's essentially where you stop killing things. Those days of 40 kills on twitch? Well you're only going to get 20 now. Consider your average scores halved on most champions, or on others they can drop as low as 1/4th of what you're used to getting. Everyone is just a better player here, and they die many many times less.

Wards are now popular too, wards are also everywhere. You're now required to spend atleast 300-400g a game on buying shiny little wards to help your team not die as much. Course they were around before, but up here they really explode into commonplace. Everyone swears by the silly things, and everyone will cry, moan and whine if you don't buy one. However these same crying/moaning/whining players actually don't buy wards themselves, and instead stack Dorans rings and overextend, claiming they don't have any item slots to buy wards.

To be honest, you can't be sure if buying wards helps your team win, or having teammates that are intelligent enough to buy wards in the first place proves you have teammates who are more intelligent than average. It's up for debate.

Your build is going to seem much less efficient now, You'll be really sad because suddenly you're not killing as much as you used to, and you're going to think its your fault or they nerfed you or something is wrong with your items. In this ELO range you really can't be happy, you're continuously searching for the correct items and runes and masteries and they just don't work like they used to.

When you get here, get ready to be depressed.

7th Layer
(1800-2100 ELO Normal, 1600-2000 Ranked)

The official "Cutoff Point #2" this isn't just evelynn or jax anymore. This is about 35 Champions now that if you play them you're a "Noob". Reporting, feeding, intentional trolling, and tryhard 5 man teams are pretty much all that exist at this level.

Mostly because 65% of the players who reach this level have to switch mains now from perfectly fine tanks like Rammus, to Shen or Amumu who everyone seems to think are tons better. If you see an Evelynn the chances are it's going to be the best player on your team, even better then you and that Tier 1 champion you've been playing this entire time. The sad fact is, the lack of facing evelynn in the last 600 ELO range means you forget how she even works, and the people who were truely good with her pretty much tear you up. No worries though you'll learn again soon.

The game switches from "lets kill people for gold" to "let's last hit for gold and farm dragon/baron". Champions steamroll and become unstoppable (twitch) and the team who wins is decided from champion select. At this depth of ELO hell it really doesn't matter who your teammates are and how good they are, whoever picks the best team composition wins, and there is nothing you can do about it.

Tier lists are law here, and if you stray from any of them you're reported for intentional feeding. Because everyone is so unwilling to work with non-top-tier champions, that it's pretty much all you're able to do anyway.

8th Layer (2100-2400 ELO Normal, 2000-2100 Ranked)
The floor is lava
and at this point it doesn't even matter, you're playing pros, or dynamically programmed versions of military human-emulating software. Either way this is the kind of stuff you would pay to watch in a tournament. Players count cooldowns and know exactly where every enemy is at all times. 90% of the map is warded at all times, and the other 10% can't even be warded because it's technically not even reachable by players. (Usually clairvoyance is on rotation in these areas)

If you don't know what's going on you lose, and chances are if you even made it to this ELO you lose. In-fact you lose for just reading about this level of hell. Because the chances you're going to function this well as a team is about Zero in solo queue, you need Vent for this kind of stuff.

This is also the realm of Elementz and his friendly friendly council members, you know what that means! If you play well, essentially getting more than 3 kills on whatever champion you play, while ANY council member is in the game, means that champion is now top tier and every player (and their cactus) will now play that champion. This is because nobody ever dies, ever.

Champions are fully farmed before first blood, and the game lasts 40 minutes before 15 kills even happen. Chances are you fight about 2-3 team-fights and then the game is over, that's it.

Also this is the point where all summoner abilities are useless besides ghost, and ghost. Your new best friend is ghost, you'll dream at night about ghost. Choosing anything else gimps you and means your team will lose. Once i saw a player accidentally pick revive. The result was both teams breaking out into hysterical laughter, The laughter wouldn't stop and soon the paralyzing embarrassment gripped that player like an icy glove. The game lasted an excruciating 25 minutes, no movement besides the constant stream of "HAHAHA" in chat, and the minions pushing each tower individually. At 25 minutes the desperate embarassed player attempted to surrender to escape. At which point he was instantly disconnected, the message "______ Has been Banned" flashing in red across the screen.

You don't pick revive here.

The 9th Layer (2400-???? ELO Normal, 2100-???? Ranked)

I only made it here once on complete accident, and i never wanted to go back. It didn't matter though, i had already ventured too deep.

The second i queued up i knew something was wrong, portions of the League of Legends client began to glitch and frizzle like they were an old TV set, a strong odor of burning.... just burning filled my nostrils. Now i know what Annie means, and i can't bear to imagine she's seen these horrors.

The bells rang for "Click to join queue, or wait 30 seconds" but they were garbled and broken, almost demonic. I chose to wait, i didn't want to go in. So i sat staring at the store for half a minute, with the demonic visage of every purchasable champion staring me down, on impulse i bought evelynn, because her eyes were following me and wanted them to STOP. 30 seconds were up, i was thrust into the game.

But something was wrong, there was no champion selection, it was simply the League of Legends logo appearing on my screen. The screen faded to black and the teams appeared, but there was something wrong here too. There was only one player and it wasn't me. Jesse Perring Hovering in the middle of the screen on the Purple team, a perfect ping of Zero... only a single summoner ability "The Button". Oddly enough he was playing Ryze but without a skin i've ever seen. It was Black and Red and had numbers painted across his chest "666".
Without a ping of course i only saw the screen for a mere second before the game loaded and i realize why the enemy team didn't have players. For this match... his opponent was Ryze-Bot.

Oddly enough my screen was locked upon our nexus, was i the nexus? What was going on? Unlocking my camera i roll over to Jesse, seemingly afk at spawn and examined his skin. It was red and black with this intricate fine-gold lacing across his entire body, just as i zoomed in to examine the book he was carrying "The depths o..." i was interrupted with a a flash as he instantly moves forward a full 10 feet. Flash, Flash, Flash. So quick i was having trouble keeping my camera on him. Within seconds Jesse has reached the mid but Ryze-bot was already there, and within an instant both of them explode in a flash of lightning and thunder, the spells ricocheting across the map and destroying two unlucky turrets that happened to be in the way. The crackling residual energy resounding through the map.

"FIRST BLOOD" the announcer yells and i realize both of them are dead, as-well as a huge crater in the mid where they used to be. Yet only 5 seconds pass and they respawn once again, traveling near instantly to mid one more and detonating upon reaching each-other. Death after death or kill after kill, they were all the same, every time Ryze and Jesse ran to middle and tied, neither besting the other in reaction speed, neither the better player. Yet both of them reacted so quickly i couldn't assure myself they were players, what was jesse perring then?

"Thirty Seconds Until Minion Spawn!" The announcer exclaims in a booming voice. By this time most the turrets on the map had been destroyed, the jungle was actually burning down and some sections of the map were missing entirely, black voids filling the places where the river and golem spawns used to be.

The Clock hits 1:30, and suddenly my camera locks back to the nexus. i Watch as minions spawn... 1 melee minion... 2 melee minions... 3 melee minions.... 1 caster minion.... 2 caster minions....3...and my Camera follows the third Blue-Caster-Minion.

With fear i realize i am the caster minion and i attempt to move "Not enough Mana" a cackling voice exclaims with glee, as my minion slowly trots towards the center lane... the crater.

I watched Jesse pass me three times, and although i couldn't move my camera i heard the explosions and even watched as a stray lightning bolt killed one of the minions in-front of me, a faint scream escaping its lips.

As we neared the middle we watched one more Ryzebot/Ryze-Jesse encounter in all its glory before we were fighting with the opposing minions. It seems i could move now, at least enough to choose who to attack. I knew Ryze attacks are AOE, i knew if they came back we would all die, but i couldn't resist the minion urge to mindlessly throw myself at my enemies.

I chose to attack a lone Purple-Caster-Minion that strayed a bit from the group, and i realized *wincing in pain* that he was attacking me back, hurling small bolts of energy from the tip of his wand. I saw why he was OP, he hit for 16s and not 15s, i was going to die first. As my health bar neared the critical range i lucked out, my allies decided to help and sprayed that PCM with all they had. The echoing wail of a dying minion heard across the battlefield. Before we could gloat in victory i chanced to catch out of the corner of my eye an explosion, and then i saw Jesse.

I wasn't sure how it happened because i could swear i saw the bright flash of lightning before i saw his Ryze, (that can't be possible, he can't move faster than light!), but after the flash all i saw was white. Nothing, the screen had just faded to white.

And in red text across the top, it said
Loss Forgiven
And i knew i would never escape...


New Skins in the Store
Totemic Maokai
Charred Maokai
Longhorn Alistar

PVP.net v1.29.23
Created a new UI flow for joining games of all types
Updated the Friend List UI
Runes are now stacked in the Summoner profile
A new game mode approaches: Co-op vs. AI!
This mode pits a team of all human players against a team of all AI bots on Summoner’s Rift.
This mode is supported by matchmaking, and allows summoners to join the queue solo or with friends.
Summoners may choose between two AI bot difficulty settings: Beginner or Intermediate.
IP and XP rewards are earned, and adjusted based on summoner level and difficulty setting.
The following bots are enabled for Co-op vs. AI:
Miss Fortune
Coop versus AI will be available to play in the coming days after the patch goes live, but not on release day.

XP & IP Rate Changes
We have completely overhauled the IP and XP system in order to make it more fair. Our intention was to leave the overall XP and IP gained by players unchanged.
Previously, IP and XP were awarded for winning or losing a game. Now, they are granted based on how long the game was, and whether you won or lost.
In a long game, you will make significantly more XP and IP than before. However, in a very short game, you will make less IP and XP. We found it frustrating to be stuck in an hour long games, and then get what was effectively 30 minutes of IP reward.
When calculating the number of minutes the game took, we only award for actual game time. However, we give all games a small fixed bonus reward, which is to give you credit for time in queue and champion selection.
Other details:
We have also tweaked the formulas so that new players get larger quantities of IP in their first 10 or so levels so that they can unlock their first Champions more quickly.
First Win of the Day remains unchanged – it is still a flat bonus you will receive when you are eligible.
We removed the no-leave-streak bonus and increased the IP rewards in general to compensate. The reason we did this is because we felt that with the new LeaverBuster system, this was no longer necessary.

League of Legends v1.0.0.111

Maokai, the Twisted Treant
Sap Magic (passive): Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, Maokai’s next melee attack drains energy from his target, healing him for a percentage of his maximum HP.
Arcane Smash: Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, damaging and slowing his enemies.
Twisted Advance: Maokai dissolves into a cloud of arcane energies. He regrows near a target enemy, dealing damage and rooting it in place.
Sapling Toss: Maokai hurls a sapling, dealing damage on impact. The sapling becomes implanted in the ground, warding a nearby area. When enemies approach, the sapling attacks, exploding in an arcane blast that damages enemies.
Vengeful Maelstrom (ultimate): Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal damage to enemies within the vortex.


Some Interesting Stats about the top 50 players

It lists the names and Main Champions of all Ranked Solo queue players in the Top 50 as of Feb. 11, 2011.

If you notice, three of the top five players in LoL are Shaco players.

1. Feedfest – Shaco.
2. Reginald – Shaco.
3. HotShotGG – Nidalee
4. 3xecutioner – Sivir
5. Doomtrobo – Shaco
6. Yiruru – Pantheon
7. bigfatjiji – Vladimir
8. Chaox – Pantheon
9. Chauster – Ezreal
10. A Lilac – Ezreal
11. Dyrus – Singed
12. Xpecial – Ezreal
13. sologamer – Malphite
14. samsterlicious – Singed (584 ranked games played with singed)

15. Doublelift – Blitzcrank

16. Maknoon – Pantheon

17. 6iiii9 – Zilean
18. Monkey D Luffy Z – Garen
19. Kobe24 – Udyr (2nd and 3rd most is Warwick and Olaf, junglers)
20. BruiseLeet – Urgot
21. Voyboy – Ezreal
22. LoCicero – Pantheon
23. Richard Tracy – Morgana
24. chillfish – Kassadin
25. TheOddOne – Annie
26. Classick – Kayle
27. battle c loser – Singed
28. knob HK – Ashe (Miss Fortune right behind with 279 played, Ashe 283)
29. Strelo – Master Yi (729 ranked games with Yi…)
30. I got A – Nidalee
31. MikakoTabe – Warwick
32. TaoPay – Twitch
33. ManyReason – Anivia (and Twisted Fate only 1 game less played, 114)
34. 19WAI – Kassadin
35. Bryden7 – Nunu
36. Locodoco – Tristana
37. TaeRang – Twisted Fate
38. Westrice – Akali (659 ranked games with akali)
39. Cornsalad – Kassadin
40. Dan Dinh – Twitch
41. alaste – Anivia (388 ranked games with Anivia, 2nd most is rammus 23)
42. SydTKO – Vladimir
43. Elementz – Kassadin
44. KoreanMicro – Shaco
45. halfrican – Warwick
46. Wh1t3zz – Twisted Fate
47. Reep – Alistar (265 ranked games with Alistar)
48. sbsbsb – Twisted Fate
49. saintvicious – Warwick
50. VenserL – Corki

Amount of players who main these champions in Top 50 :

4 Shaco
4 Ezreal
4 Pantheon
4 Kassadin

3 Singed
3 Warwick
3 Twisted Fate

2 Anivia
2 Nidalee
2 Vladimir
2 Twitch

1 Akali
1 Alistar
1 Annie
1 Ashe
1 Blitzcrank
1 Corki
1 Garen
1 Kayle
1 Malphite
1 Master Yi
1 Morgana
1 Nunu
1 Sivir
1 Tristana
1 Udyr
1 Urgot
1 Zilean

- Only 28 of the game’s 69 champions are represented in the Top 50 as someone’s Main.
- Only 2 tanks, Singed (3) and Alistar (1). I guess if you count Nunu (1) it’s three.
- Only 5 Ranged AD carries… and only 1 of those is high on the list. I guess six if you build AD Ez

————————– EU SIDE TOP 50 MOST PLAYED —————————–

1. Wickd – Yi
2. Arcagod – Vladimir
3. Edvin – Mundo
4. Linak – Ezreal
5. Akbardz – Shaco
6. SurvoOlt – Vladimir
7. Yellowstar – Ashe
8. Alex ich – Akali (51) / Kassadin (50)
9. xpeke – Ashe
10. Darien – Kayle (36) / Kassadin (33)
11. sOAZ – Anivia (45) / Gragas (42)
12. ForellenLord – Anivia
13. yellowpete – Kennen
14. SorakaBot – Eve
15. eaZyWin – Yi
16. Gibpfötchen – Miss Fortune
17. NidhoeggrOmba – Karthus
18. tDarka – Ashe
19. Adamoss – Twisted Fate
20. Reefa – Karthus
21. priest – Shaco
22. Mowarth – Shaco
23. talol – Shen (301) / Shaco (296)
24. Warkdemon – Rammus
25. fredy122 – Corki
26. KoK Tidus – Sion
27. Genja007 – Ashe
28. Blowyourbrain – Ashe
29. Kaareh – Fiddlesticks
30. skyyart – Akali (27) / Gragas (24)
31. sassbits – Shaco
32. Rashaasii – Gragas
33. SR kev1n – Nidalee
34. Sologamer – Tristana / Yi / Miss Fortune / Irelia (each about 20x)
35. MiguelBasilio – Ashe
36. TRIKAAI – Twisted Fate
37. Kik0o – Kassadin
38. Ipes – Sion
39. StrixiE – Ashe
40. Osaft22 – Janna
41. BlackSteal – Twitch
42. Faulty – Yi
43. Beardie – Ashe
44. Renos – Ashe
45. Blazzka – Ashe
46. QStrYKerQ – Ashe
47. karalius – Cho’gath
48. LaMiaZeaLoT – Ashe
49. nRated – Shaco
50. SleazyWeazy – Twitch

12 Ashe
6 Shaco
4 Yi
3 Gragas
3 Kassadin

2 Akali
2 Anivia
2 Karthus
2 Miss Fortune
2 Sion
2 Twitch
2 Twisted Fate
2 Vladimir

1 Corki
1 Cho’Gath
1 Eve
1 Ezreal
1 Fiddlesticks
1 Irelia
1 Janna
1 Kennen
1 Nidalee
1 Mundo
1 Rammus
1 Shen
1 Tristana

- 26 out of 69 Champions
- also nearly no Tanks (4 or 7 if you count Gragas)
- Ashe dominating as ranged AD carry

Differences to US:
- no Pantheon, Singed and Warwick
- more Ashe played (12 to 1)

TY WAYFARER for the EU side!

Shaco OP in Solo Queue ;p haha, I am sure if you compiled the top 3 champions on all these players these stats would be a lot different I think. Then maybe even compile the win/loss ratio together and everyone can see what the top % is for these champions. Would be interesting to see.

What is Elo Hell?

People have many definitions for Elo Hell as being sub 1400, 1200, or even 800. What is Elo Hell?
What do you experience in Elo Hell? Leavers, players of less skill?
People have a misconception about Elo Hell being at a set elo. Most arguments seem to be, “I would be able to hold my own ground at (insert elo here).
To tell everyone the truth, Elo Hell is experienced in any elo; low,mid, or even high elo.
From my understanding, Elo Hell is a term fabricated to explain the frustration- when you go 20-0 and lose because of some moron or a leaver. There is no escape to elo hell, you’ll always have those games where its impossible due to your teammates lack of skill. Does this only happen at 1400 elo and below? No.
There have been games where i’ve gone 15-0 and lost, due to feeding 2000 elo players that go 0-10.
Some players that are 2000-2100 elo are much worse than 1800 elo players. How did they get to 2100? Luck.


QuadraKill Series

Quadrakill Series

With the help of our European Emissary gluecks and h2k's flyy, CLGaming is bringing a brand new tournament series to you. Watching two coordinated teams clash in combat is impressive, everyone can agree on that. Even more impressive is four high level teams competing for glory in a tournament with real prizes on the line!
The four teams currently dominating competitive play in Europe will duke it out in a single elimination tournament, with all games shoutcasted by HotshotGG!
For the finals we have a special treat for you: Joining HotshotGG will be no other than THE one and only Phreak! This is going to be Phreak's debut on shoutcasting a European event, so stay tuned and look forward to that! :-)

Saturday 12th - 9pm CET (Central Europe) / 3pm EST (East Coast) / 12pm PST (West Coast)
SK Gaming - http://www.sk-gaming.com/
h2k Gaming - http://www.h2k-gaming.eu/
*aAa* - http://www.team-aaa.com/
myR - http://www.myrevenge.net/
Game A: myR vs. *aAa* - Bo1
Game B: h2k Gaming vs. SK Gaming - Bo1
3rd Place Match: Loser Game A vs. Loser Game B - Bo1
Finals: Winner Game A vs. Winner Game B - Bo3
CLGaming.net - Main Stream
Bans: 1-2-2-1
Picks: 1-2-2-2-2-1 Exclusive
Each team will have 90 seconds per ban/pick round. If the time runs out on a ban, the ban is lost. If this happens during a pick round, the team may be disqualified. The bans & picks will be done in QuakeNet IRC.

How about a magic trick?

We have also planned a little raffle for you guys. If you want to take part in it then make sure to be in #clgaming during the event.

Right before the Finals
QuakeNet IRC #clgaming
1x Bigfoot Networks Killer™ 2100 Gaming Network Card
1x Bundle of your choice (Collector's Edition, Champion Bundle, RunePage Bundle)
1x Legendary Skin of your choice

This Quadrakill Episode is organized by gluecks, flyy and Vodoo and sponsored by Riot Games. If you have any suggestions/feedback, let us know!


Maokai - the next tier 1 tank?

Maokai, the Twisted Treant, is Riot's latest attempt to make up for their streak of disappointing champion designs since Trundle. From what I have seen so far, Maokai seems to be quite a solid attempt to end the streak. Maokai is a tank; most likely built quasi-tank judging from his abilities. While Maokai possess immense teamplay potential, he is also a direct counter to the current "team AOE to win" meta-game.

Replay Mode

Here you can get the replay mode:
new update avaliable
Download the Latest LOL Replay v0.4.6

Draft Mode Tier List updated!

Draft Mode Tier List updated


Udyr's Sorrow

In a recent patch to the game "League of Legends", a lot of balance changes were made. Things were added and a "certain item" was removed. Everyone deals with the patch in their own way. Some take it harder than others. This is but one story.
Click here 4fun


League of Legends next Champ ? =Jarvan IV

Jarvan IV
Initiator Support DPS / Release Date: March 1

Jarvan is the Demacian bad-ass your momma warned you about. If champions look up to Garen for his righteous epicness, then Jarvan IV is the one Garen looks up to— Jarvan screams “DEMACIA!” in not one, but two different ways. He was the first to take down Baron Nashor and bring him to the League, and in his spare time, Jarvan enjoys slaughtering dragons, skinning them for their scales and attaching their teeth to his armor and golden lance. His lance can split apart into multiple segments, and is constantly rotating like a drill—he’s basically wielding a gyrating dragon’s tail. Jarvan is a pompous warrior, maybe even flamboyant—but don’t let him hear you say so, or he’ll bury you six feet deep.

When we saw Jarvan, he was in a very early stage of development, so the designers were tossing around ideas for abilities that are worthy of Jarvan’s epic stature. He was actually first sketched over three years ago, and it’s finally time to bring this decked-out, over-the-top dragoon to the Field of Justice. A sort of foil to Swain, the Master Tactician, Jarvan is a Demacian prince who may have his family lineage explored in later updates.

A possibility for Jarvan’s Q ability is a single-target nuke where Jarvan dashes towards and through an enemy, straight to the person behind the target, like the Demacian Goku. This would enable Jarvan to dash through tanks so he can get straight to cutting up the fragile DPS or support champions hanging out in the back during teamfights.
Another potential ability would have Jarvan hurling his lance like a giant spear, impaling an enemy champion. The throw is so powerful that the lance would plant in the ground behind them, where it would transform into a flag that buffs allies. Jarvan can pick the lance back up, ala Olaf’s axe throw, but enemy champions have an opportunity to burn the flag before he gets the chance to.
Epic. Jarvan’s ultimate has him leap into the air and slam down lance-first into an enemy champion within range. Upon impact, an arena springs up from the ground to create a one-on-one duel between Jarvan and his unfortunate nemesis. This sounds like a combination of Pantheon’s and Poppy’s ultimate abilities, although it was undecided if the ultimate will be global or how long the duel would last.
Jarvan’s passive is designed to support his playstyle: initiate fights with the enemy, run into the fray hitting everyone a little bit (rather than single-target DPS), and keep on going ‘til the opposing champions are wiped out. His passive lets him deal extra damage to champions with 70% or more of their maximum health, meaning Jarvan players have the incentive to change targets rapidly in a fight, softening them a bit and then moving on to the next and letting their teammates clean up the rest. The developers were also toying with the idea of giving him an innate slowing debuff on his auto-attacks, to encourage players to tag as many enemy champions as possible to maximize his effectiveness.

Ace client 3.0

Its an Addon ofc and it rocks!
Check this out!
You can download the addon here  its torrent.

Oh Nasus! You so crazy!

A live stream from All mia Podcast with a funny Nasus yeah!Nasus is so nice after the patch!


NESL launches LoL with $35,000 in prizes!

Hello everyone.

I'm just on here today to inform you all that NESL is opening a LoL division with a prize pool as high as $35,000 dollars for 2011. You might even make a name for yourself in the process. I really suggest you guys head to this link and grab your buddies, form a team, and sign up ASAP.

NESL has put together the chance for 8 of the top qualifying teams (and possibly more in the future) to play against some of the top LoL teams by region in the EU for a chance to win up as much as 5000 Euros. Qualifiers for this are beginning soon so sign up quick. And not only is that not the only event, there are others running to win up to $100 a week. What it comes down to is: You could easily make a sizeable bit of cash on LoL and settle some of that US vs EU rivalry that's been brewing as of late.

The exact date of the events can be seen here:

Sign up quick as there's a scrim night coming up for the Wednesday, February 9th to get better seeding in the qualifier brackets. It is open to anyone so you can take your shots at all those high ELO jerks you guys in ELO hell are always talking about.

The prize money of just the first event is about $7000 and that's just the first to come, there will be more in the future.

Tencent has bought Riot Games for about $400 million

Tencent, the giant Chinese Web holding company, has bought Los Angeles-based Riot Games for about $400 million.

It’s yet another big-dollar buyout for the game industry, which has been in an M&A frenzy for about a year, and one of the biggest investments by a Chinese company in an American digital property.

The transaction was first reported by Bloomberg, and Riot confirmed the deal to VentureBeat, though neither outlet has the financial details. Here’s how they break down, according to people familiar with the transaction:

Tencent, which had already invested in the game-maker, will pay “just south” of $400 million to buy out other investors, primarily Benchmark Capital and FirstMark Capital, who along with angels had put approximately $18 million into the company.

The company’s management team will receive some portion of that buyout themselves, but will also retain an equity stake; some will receive “stay packages.”

The total investment values the company at $472 million.

The chief appeal for Tencent is Riot’s League of Legends game, which is free to play initially, but which encourages players to pay up for skills, equipment, etc, via micro-transactions.

In that sense it’s like Zynga’s Farmville and other popular social games. But it’s a much more sophisticated game with arcade-style action: Think of World of Warcraft, on steroids and amphetamines.

The deal follows a string of Web-based game deals in the last year. Among the more notable ones: Walt Disney purchased Playdom, Electronic Arts purchased Playfish and DeNA purchased Ngmoco.

More info : China Digital Times


Bot lineup changes this patch

When the servers come back online, some of you might notice that there’s been a bit of a change to the bot lineup when you fire up your custom games. Well, the bots you’re used to have been called back to the institute of war for a bit of retraining while we make the transition to our Co-op vs. AI game mode. So in the meantime, we’ve sent in the subs! If you’ve been through our tutorials, you might recognize them as the lineup from our Battle Training mode. These brave champions have been kind enough to fill in while their colleagues go back for some re-education in League of Legends tactics.
So remember, what you’re seeing right now isn’t the final lineup for Cooperative vs. AI! They’re just the understudies! You’ll see most of the old faces back before long, as well as a fair number of new ones! Stay tuned for more details as we draw closer to the update!


Livestreams from all over the word

Fixed!Now u can enjoy the best skills from all over the world live! Watch here or click on the tab at the top of the blog.

Release Notes v1.0.0.110 + New Skins

League of Legends will be updated during scheduled maintenance on 2/1/2010 from 1:30AM until 12PM PST.

New Skins in the Store
Sun Goddess Karma
Sakura Karma
Lion Dance Kog’Maw
Djinn Malzahar

League of Legends v1.0.0.110
Karma, the Enlightened One
Heavenly Wave: Karma sends forth hidden blades from her fans, dealing magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal allies in the cone based on a % of their missing life.
Spirit Bond: Karma bonds an ally or enemy creating a beam between them. Allied anchors have increased movement speed and enemy anchors have reduced movement speed. Enemy units that come in contact with the beam take magic damage. Karma strengthens the bond to double the effect of the movement speed modifier.
Soul Shield: Karma summons a protective shield that absorbs incoming damage. Mantra Bonus: In addition to casting the shield, energy radiates out from the shield dealing damage to enemy units around Karma’s target.
Mantra: Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.
Inner Flame (passive): Karma gains increased Ability Power corresponding to her % of missing Health.

Twin Disciplines no longer deals bonus damage to towers

Twin Fang range increased to 700 from 675

Rising Spell Force now has a particle to indicate the amount of stacks
Fixed a tooltip bug that stated Ezreal was gaining 15% per stack instead of 10%
Fixed a bug where some of Ezreal’s spells were displaying incorrect text on cast

Resolute Smite’s area of effect size and projectile speed have been increased slightly

Fixed a bug where Barrel Roll was not properly drawing aggro from towers and monsters

Fixed a bug where Jax would lose health while leveling in some instances

Death Lotus
Base Damage per dagger increased to 50/65/80 from 40/50/60
Ability power ratio reduced to .25 from .3
Attack damage ratio reduced to .5 from .55

Miss Fortune
Fixed a bug where Strut sometimes wouldn’t show a particle while active
Fixed a bug with Bullet Time where it would occasionally scale off of ability power instead of attack damage even though attack damage provided slightly more overall damage

Fixed a bug with Iron Man where the tooltip said it had 5% decay but was actually 3%
Shield generation increased to 25/27.5/30% from 20/25/30%

Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit

Powerball slow duration reduced to 3 seconds from 4
Powerball slow percent reduced to 20/25/30/35/40 from 28/36/44/52/60

Cull the Meek
Cooldown changed to 8 seconds from 12/11/10/9/8
Base damage increased to 60/90/120/150/180 from 40/70/100/130/160
Attack Damage ratio increased to 0.8 from 0.6
Healing reduced to 7.5% from 15% (Fury-enhanced heal unaffected)
Champion healing increased to 4x from 3x
Ruthless Predator cooldown reduced to 13/12/11/10/9 from 14/13/12/11/10
Slice and Dice armor reduction changed to 15/17.5/20/22.5/25% from 10/15/20/25/30
Health per level increased to 87 from 82
Base health increased to 513 from 508
Armor per level increased to 3.8 from 3.2
Base armor increased to 19 from 17.2
Fixed a bug where Renekton was gaining bonus attack damage while wounded

Fixed a bug where Deceive could be dodged

Astral Blessing
Base heal changed to 60/120/180/240/300 from 80/130/180/230/280
Ability power ratio reduced to 0.9 from 1
Buff duration reduced to 4 from 9
Armor buff increased to 20/35/50/65/80 from 15/20/25/30/35
Removed Innervating Locket from her tips

Move Quick – Ability Rework
Passive – Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
Active – Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit


Sanguine Pool
Slow percentage reduced to 40% from 50%
Slow duration reduced to 1 second from 1.5 seconds
Tides of Blood health cost reduced to 30/40/50/60/70 from 30/45/60/75/90
Fixed a bug where Vladimir would lose health when leveling in some instances

Boots of Speed now shows Ionian Boots of Lucidity as a build option instead of Ninja Tabi
Doran’s Shield
Cost increased to 475 from 435
Armor increased to 9 from 8
Health regen per 5 seconds increased to 10 from 8
Doran’s Blade
Cost increased to 475 from 435
Damage increased to 9 from 8
Doran’s Ring
Cost increased to 475 from 435
Mana regen per 5 seconds increased to 5 from 4
Last Whisper cost increased to 2290 from 2090
Fixed a bug with Lich Bane where the cost was inadvertently increased and the mana gain lowered
Rabadon’s Deathcap cost increased to 3600 from 3400

Summoner Spells
Fixed a bug where Rally provided ability power whether or not you had the mastery
Fixed a bug where Rally was granting less ability power and attack damage than it stated
Each unit now gains ability power and attack damage based on the caster’s level, rather than each individual unit’s level

Strength of Spirit mana to health regeneration converted reduced by about 33% and clarified the tooltip to show that it was regeneration per 5 seconds
Meditation mana regeneration reduced by 40%
Veteran’s Scars health reduced to 12/24/36/48 from 15/30/45/60

Clarity Runes reduced in effectiveness by about 33%
Quintessences of Fortitude reduced in effectiveness by about 20%

Fixed several spells that did not preload properly, causing a delay the first time used in game
Adjusted many champions’ PVP.net attack, defense, spell, and difficulty ratings
Removed many PVP.net tags (like heal, stun, and pet) and made the remaining tags more accurate
Updated many Champion’s recommended item lists
All Champions with mana had their base mana regeneration increased by 2.5 mana per 5 seconds and mana regeneration per 5 seconds per level increased by 0.2
Dragon is now immune to disables

A New Champion Approaches: Karma, the Enlightened One

The Karma Champion Spotlight is here! Playable as both an AP carry and a support champion, Karma is sure to delight you. Utilizing a new resource system, Mantra, Karma will test the limits of your mental fortitude while rewarding those who can manipulate her abilities to their highest potential.