Showing posts with label Tank. Show all posts
Showing posts with label Tank. Show all posts

Tuesday, July 29, 2014

NASUS BUILD GUIDE

 

 

Introduction


This guide focuses on surviving the laning phase of the game with quickness and health regeneration while passively farming. Nasus can and will turn into a Hyper-Carry if you succeed in doing this. Therefore, it’s important to itemize accordingly. This guide will give you the tools by maximizing your CDR without sacrificing tank.

For those not familiar with Nasus: He can best be described as a top lane Off-Tank. The unique part of the Keeper is that he does not scale with attack damage or ability power much at all, but rather farm. Even when built full tank a heavily farmed Nasus will kill and put out more damage than anyone. We could even consider him somewhat of an Assassin. This is because if you are able to locate someone alone on the map, they are as good as dead with little chance of getting away due to Wither and built-in CDR. Needless to say, Nasus is a top notch 1v1 champion. If you are a person that has patience, hope, and a thing for being an unkillable wrecking dog: You need to play Unkillable Nasus!

Summoner Spells


Primary Set

This pair of skills give Nasus a safe early game, and unrivaled kill potential in team fights. If you remove a champions main weakness he becomes strong, and that is what these two do for Nasus.

Teleport & Ghost
This set is an old favorite of Nasus players and for good reason. This is because it synergizes with the type of game Nasus wants to have. There is nothing more important to Nasus than farm, and these summoners give him the opportunity to attain it in several ways. Have you taken too much damage to keep laning? Go ahead to base and teleport back in time to catch the minion wave at your tower. Does your team want to do an early dragon? Nasus' ultimate is one of the best abilities to do dragon with, and teleport makes it possible and still get back to your lane. Remember, Nasus has a weak early game but that doesn't mean he can't help get kills. If you notice bottom lane is pushed with your teams ward behind them, go ahead and teleport gank down and get a double kill. Lastly, this ability allows Nasus to split push the entire game, allowing Siphoning Strike to become overwhelmingly strong. So as you can see, this set has it's uses. However, you won't be quite as mobile as the first set, and taking it against certain junglers can be a gamble. In particular Jarvin and others with gap closers.

 

When to pick Nasus?


I feel Nasus has more laning options than others do, but there's no question that he should be picked with discretion. This is because Nasus has a fragile early game and it can be exploited if you aren't careful. If you aren't sure how a lane against a champion may go, keep these things in mind.

Generally speaking, Nasus prefers a few things in his lane enemies:

1. Melee (To be in range of his attacks/ultimate and have no ranged harass)
2. Mana (Limits the amount of harass that can be given to Nasus)
3. Auto Attacks (Nasus is a direct counter to AA champions with )

It's my opinion that Nasus should always be selected if you have a favorable lane matchup to farm in no matter the team compositions. This is because a farmed Nasus can rip through and shut down any enemy ADC in team fights. This is significant because that is the source of most of a team's damage. Almost every team has to have an ADC, and nothing is more frustrating for them than to sit there not putting out damage.

Having said that, it does help when both teams contain certain team compositions that can help reduce the effect of Nasus main weakness. The important words here are : Crowd Control. Nasus needs all the crowd control and initiation he can get from his team, and the least amount from the enemy team. This is because Nasus can be kited hard in team fights if no one can be locked down. If at all possible, having champions like Amumu in Nasus' team will greatly enhance his ability to kill.

When these things come togethor, you'll notice Nasus has "god-like" games because his ability kit is made for carrying late. Simply put, Nasus is THE counter to all attack damage carries and high HP bruisers.

Friday, July 25, 2014

LEONA BUILD GUIDE

 

 

Introduction



I picked up Leona at around September 2012 when I got really bored of playing Blitzcrank. After playing around 300+ games with her, I fell in love with her aggressive playstyle, and really like how she could remain incredibly effective throughout all stages of the game. Not only is she a fantastic support champion, but she also transitions pretty well into a tank/bodyguard with her toolkit. Overall, if you are looking for a very aggressive, reliable support champion, then Leona is perfect for you!

In this guide, I am going to discuss how to play Leona as a support champion on Summoner's Rift. If there is enough interest, I can write about how to play her in Dominion.

I apologize in advance for the crappy video demonstrations. I use a Mac and don't have LoLrecorder, so I had to scrape what I could find from streamed games.


Pros:
  • High CC with Shield of Daybreak + Solar Flare.
  • Free tankiness with Eclipse.
  • High damage output with Sunlight.
  • Great initiation with Zenith Blade + Solar Flare
  • Highest base mana regen in the entire game
  •  Very good pairing with almost every ADC in the game

Cons:
  • Melee, so you're going to get poked
  • If you miss your Zenith Blade, you're a sitting duck in lane and you're going to get poked
    • Once you go in, you have to commit since you have 0 disengage. And if you got poked, you're not going to have too much hp.
    • Because you can't proc your own Sunlight, Leona can't be played in others roles effectively except for support (and barely scraping by jungle)
    •  Loses 1 damage to people with sunglasses :(

     

    Summoner Spells



    Exhaust
    This is definitely the best offensive summoner spell for you. Exhaust is 100% necessary to lock down a high priority enemy, and you're one of the best users for exhaust because you can get close to this target with Zenith Blade. Definitely have this around if they have hyper carries (Vayne, Kog'Maw) or if they have assassins (Zed, Kha'Zix)



    Flash
    Flash is still one of the best summoners in the game. It can be your get-out-of-jail-free card if the enemy jungler comes to gank, or it could be your holla-holla-first blood-dolla card. If you are laning against an annoying map-finder girl like Ezreal, then use this offensively with Shield of Daybreak. This will make it a lot easier to land a follow-up Zenith Blade after the enemy tries to flash/dash away.



    Ignite
    Ignite is a lot worse than exhaust in teamfights since it's more effective to slow/reduce AS on the enemy ADC as opposed to doing a bit more damage. But if you 100% want to crush your lane because you want to snowball or play aggressive (like with Draven), then this is definitely a good option.