my name is Anatidae i play mostly swain but love to go ap/ad heroes like TF and i recently trying to have some fun with AP cho'gath it works if u got good start
Edit: lvl 22
my name is Anatidae i play mostly swain but love to go ap/ad heroes like TF and i recently trying to have some fun with AP cho'gath it works if u got good start
Edit: lvl 22
Last edited by Mardo Stoneshield; 2011-06-15 at 07:22 AM.
Here is some of my favorite LoL Themed songs
http://www.youtube.com/watch?v=8smbp5hHfQk - Don't Chase.
http://www.youtube.com/watch?v=UJBph...eature=related - Pantheon's Jumping in. (and almost every song he's made)
"When you want to succeed as bad as you want to breathe, then you'll be successful"
If you're not buying wards, you're doing it terribly wrong. It doesn't matter what skill level you are at, or what level. Wards give you the coverage of safely being able to farm (You can't farm when you're dead/ganked). Standard ward is 75g, that's 3 creep kills.
Anyway, I'm going to write a guide on my main (Malzahar) for anybody that's interested in playing him:
Malzahar is one of, if not the strongest character in League of Legends in my opinion. Don't confuse this with being overpowered though. An average Malzahar player will not beat good players just because he's playing Malz. Malzahar is all about positioning, and timing when to drop your combo on people. If you ultimate the wrong target, while being out of position, you will not survive without summoners. He is extremely squishy, and doesn't have a spell to "Deter" people from attacking him once you've used your ultimate.
Where Malzahar shines is killing the enemy tanks (Yes, really, I'm telling you to attack the tanks first). You might stop reading here, thinking I'm totally out of my mind, but let me explain:
Malzahar is amazing at denying those initiators from starting team fights and giving the opposing team a head start. Example: Amumu has bandage-tossed into your group and is about to stun you all with his ultimate. A skilled Malzahar will see this coming, and will have positioned his W ability on the floor where Amumu will land. As soon as he lands, you will ultimate him, which will easily eat 50-70% of his health. That is you solely doing that damage, add in the damage of the rest of the team, and he will melt.
Malzahar punishes those initiators/tanks, making it easier for your tanks/initiators to control their carries.
This depends on your playstyle. If you are uncomfortable having ignite and not ghost, then run ghost. I use ignite as I'm comfortable with my positioning and knowing what I can/can't get away with. Until that point, I'd recommend running ghost. The Masteries I've provided are for people who would run Ghost. If you want to run ignite, switch the point in Improved Ghost to Good Hands 1/3
45 min queue to log in and grab a screenshot.
Reds: Magic Penetration
Blues: AP per level
Yellows: Ap Per Level
Quintessences: Flat AP/Movespeed
Runes are totally subjective to the player though. Play with what you feel most comfortable
Pretty self-explanatory standard AP carry mastery page
Summon Voidling (Passive) Call of the Void Null Zone Malefic Visions Nether Grasp
This is the standard Malzahar skill order:
You want to start charging up your passive at the fountain at level 1 (Spamming Q) until you're one cast away from Voidling. Join up with your team, where you will probably be roaming for a level 1 fight. If you're not going to level 1 fight (Team running to stand near turrets) then I suggest starting with "E" and getting a point in Q at level 2.
Starting items: or or
This is dependent on how confident you are playing as Malzahar, and which lane you take. Generally, if I have middle, I will buy a Dorans Ring if I'm confident of being able to dominate the lane from level 1 onwards. If i'm top I will usually take Boots + 3health pots. The boots give me superior move speed if I'm ganked early game (Nunu level 2 gank for example). However, as Malzahar I rarely have to go top lane, as he is such a dominant force middle. However, some games I will take Boots when middle, and Dorans if top. It all depends on the enemy team composition (Do they have a fast / slow jungler? Can the jungler slow you, or incapacitate you in some way?) Ask yourself these questions.
Mana Crystal + 2 Health potions is another option, but not a build I play myself. I used to rush Catalyst and then Rod of Ages. However, due to the mana return and the general range of Malzahar I found that Catalyst this early was redundant, and as such a Rod of Ages wasn't as strong as a Deathcap. I was never below 75% health if I play the lane correct. Another option, would be to rush Catalyst, but not upgrade it until mid-game into a Banshees Veil, however, doing this, I've found that you really gimp yourself where you are strongest (Level 6-15 roughly) as you won't have the raw damage that taking a more offensive route will grant.
First trip back:
This is all depends on what you bought to begin with:
From here, the build meshes into the core items you want on Malzahar:
The first item you should rush after the first trip back is Rabadons Deathcap. It gives you so much extra damage on all your abilities, that you should never not aim to get Deathcap. If you're dominating your lane then get the Needlessly Large Rod when you can. If you're having troubles then get Blasting Wand first, then buy NLR then upgrade into Deathcap. As you become more comfortable with Malzahar you'll find it easier to get the Rod first.
Void Staff is because you have a very formidable Damage over Time effect. Your E not only does a truckload of damage, but if a target dies with it on, it jumps to a close target and refreshes the duration back to as if you've just applied it! However, this shouldn't be the sole reason why you buy it. Void Staff should be seriously considered on all AP carry champions. It melts away a chunk of their magic resist.
In a standard game, I will upgrade my boots to after I have my Deathcap (Which I usually get around the 15-17 minute mark). Because you are middle lane, you are relatively safe from ganks and the extra movespeed is not needed as much as if you were soloing top. The added effect of magic penetration is nice, but you will be melting people without them for the time being.
After you have the core build, the route then branches out again depending on how well you're farming/what team comp you're playing against (the items are the same, but this is the order you should get them):
Balanced Team: Decide for yourself. What targets are threatening, which champions are underfarmed/overfarmed. Make your choice dependent on that.
and then either or
Other items to consider:
- Get this if you're not comfortable playing Malzahar yet, it adds a nice chunk of health/Mana/Sustainability
- Get this if you have to kite a lot. The added health is nice, but the slowing effect is amazing. (Mainly if you have champions like Akali/Xin sitting on your 24/7) Granted, you won't survive against Akali unless you can melt her while kiting.
(Note: Will of the Ancients IS an aura item, so if somebody else benefits from it's effects as well, which is standard in the European Meta-game, then one of you should get this item)
Passive: Summon Voidling
After casting 4 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage.
Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).
Ahhh Voidlings. Both amazing and annoying. Amazing, because as a natural pusher of the lane, Malzahar's voidlings will assist in this. This is again a "Love/Hate" relationship because, while you will push them to their turret every 2-3 waves denying them last hits on minions (More if you expend the mana on doing so) you are opening yourselves up to ganks if you stay too long after pushing. While middle lane isn't long in regards to where you will be at early game, don't think for one second that you can't be ganked. You can, and will be if you get too cocky.
Quick note: Voidlings will attack a target if it has Malefic Visions on it. Use this to your advantage. The only other negative about voidlings is they can't be controlled the way summons such as Tibbers can be. Voidlings can be killed by your enemy though, and it will reward them gold. Try to back off so that the little voidy follows you before it dies, not granting gold/experience to the enemy.
Q: Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles which deal 80 / 135 / 190 / 245 / 300 (+80% of ability power) magic damage and silence champions for 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds.
Cost 90 / 100 / 110 / 120 / 130mana
A very effective ability that is skill shot based. This ability is primarily used in 2 ways in team fights. The first is to single out individual targets who you believe pose a huge threat to your team (Amumu going to ult your team? Silence him for 3 seconds!). Of course, it's not just restricted to Amumu, think of the champions that can disrupt your team heavily (Vlad, Malphite, Rumble, Orianna) you get the picture. The second is to just "Go by numbers" and silence as many champions as possible. Both ways are effective, and landing that one clutch silence will win you team fights. However, you will level this skill last.
W: Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 4/5/6/7/8% (+0.01%) of their max health each second (damage to Monsters is capped).
Cooldown 16 seconds
Cost 90 / 100 / 110 / 120 / 130 mana
This ability is beyond amazing. It's this ability that lets you melt tanks, and stop those initiators from disrupting your team. "But it's just a puddle on the floor, they can walk out of it" True, but not if you ultimate them on top of the puddle, unless they are mid flash when you apply it, you will have the quicker reflexes to drop your ultimate on top of them too while they're standing in it. Your ultimate lasts 2.5 seconds.
You will level this ability third.
E: Malefic Visions
Malzahar infects his target's mind, dealing 80 / 140 / 200 / 260 / 320 (+80% of ability power) magic damage over 4 seconds. If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 10 / 14 / 18 / 22 / 26 mana.
Cost 60 / 75 / 90 / 105 / 120mana
Probably my favorite ability in game for lane presence and harass. I tend to start throwing this on creeps at around spell level 2 (Champion level 3). You can pretty much AFK farm with this ability. It does so much damage, and scales so well with your ability power. Imagine at level 1, and you land Malefic Visions on a target, throw on ignite as well and you've just taken a chunk of their health straight off. Many people will now be screaming "WHY USE IGNITE SO EARLY, YOU WON'T KILL THEM" - That's besides the point. After this little exchange, they have 2 options (3 if they started with health potions). They can either 1) Go back to base, missing experience, b) Stay in the lane but play super defensive not getting CS, or 3) Use a health potion straight away, putting them behind. (They are a health potion behind already, if I start with boots +3 health pots, I have an extra 200health to mess around with). In team fights, you want to throw this on the target of your nuke combo. It just adds so much damage that you can't neglect using it.
R: Nether Grasp
Malzahar channels the essence of the Void to suppress the target (stuns and disables summoner spells), dealing 250 / 400 / 550 (+150% of ability power) magic damage over 2.5 seconds.
One of the best ultimates in the game in my opinion. As soon as you hit level 6, you will be a danger to anyone you lane against, as well as anyone you run across (Malzahar roaming from middle lane at 6 is so strong/effective that you're doing your team a dis-service by not doing it)
However, just because it's strong, don't get caught out of position just to use this ability. If the other team has a brain, they will focus you, and kill you before you even get a chance to use it. Yup, it's a big bulls eye in team fights. Positioning, Positioning, Positioning. If you can beat this into your brain when playing Malzahar then you will be successful. 9/10 you will use this ability to punish enemy tanks/initiators. If you think you can get away with melting an enemy carry go for it. One less carry on an enemy team is such a DPS loss for them, that the fight will probably be lost (As long as you/your tank/your other carry gets melted that is)
Early game you want to play safe while farming CS. Try to last hit where you can. If you want to punish the opposing player, Malefic Visions and push the lane hard. Most champions struggle last hitting early game against a turret. When you have a voidling cast up, you have a choice; you can either go full out aggressive on the enemy champion, or, you can push the lane hard and back off. Harass the enemy when he comes in to last his with either Malefic Visions or auto-attack. If you need mana, Malefic Visions a wave, and hard push it (If it's early game, try not to Malefic visions a tank wave, you will rarely be able to kill the tank with Malefic Visions on it, making it expire). By hard push, I mean put your Malefic visions up, and auto attack it. Don't just last hit. If you can time it right early game, you can actually have malefic visions kill the last target, as the next wave runs into range, effectively clearing 2 waves with 1 spell.
Note: This will push the lane to the enemy turret, which is the perfect time to shop, you will lose very little experience if you have 1.5/2 creep waves pushed to the enemy turret. If you're laning against a strong lane, play safe and wait till 6. When you reach 6, you can easily kill your opponent with voidling,null zone and nether grasp with a jungle gank easily. Malzahar starts to become strong at level 6, so your objective is to reach that point.
This is where Malzahar truly shines. You will stay in middle lane the majority of the time, pushing the waves hard to the enemy turret, and then roam for ganks. This is especially effective because the enemy will be at the turret last hitting. By the time he realizes you are missing from the lane, it will probably be too late for a lane (Don't overextend for kills though) Roam top/bottom looking for kills. If you have gold to burn, invest in some wards and ward the enemy Red/Blue. Stopping an enemy jungler from getting these important buffs will severely impact them. If you can steal it, then all the better, if you can get a kill as well as that, then that's amazing. Just be aware, people will often leave lane to help their jungler if he gets ganked. (Also note, that from about the 7 minute mark, Junglers will often give blue buff to laners who need it (Anivia for example) - If this happens, ask your jungler if you can have blue, being able to chain cast, and not worry about mana makes Malzahar truly terrifying.
As the game progresses, as with any caster, Malzahar will fall behind the AD carries as they can maintain high damage output while building 1-2 defensive items. Your role in team fights is, as stated earlier, melt the tanks if you can before they can hard initiate on your team. I feel I've already covered what you should be doing in team fights thoroughly enough. Just remember, stay at the back until you know you'll be safe to stop that initiate (Hopefully your tank will go in before theirs, meaning they need to reposition around you, and not the other way round)
Malzahar is a very, very strong caster with the ability to make/break team fights. Often enough, you will be relied on to silence the correct targets. Remember, it is common practice to build a Quicksilver Sash if playing against a Malzahar, so don't use your ultimate on those targets unless you are sure they have already used it. This also holds true for Gangplank, his remove Scurvy will remove your ultimate. Never use your ultimate on him, I will guarantee it will be a waste.
---------- Post added 2011-06-27 at 08:28 PM ----------
Sorry for the wall of text :P I got carried away! If you guys liked this guide however, I can make more
Last edited by Leesa; 2011-06-27 at 06:15 PM.
I'm really to confused as to if the tournament is happening.
OT: I just played as Mundo and had the most epic game of... well deaths but lots of assists, I play Mundo like a tanky dps plus I'm kind of a noob and I'm playing with my friend in the lv 30 lobbies.
Any hints of how to play Mundo better, I dive a lot.
You've probably never heard of him.
Just got 6300 IP points, I was thinking to buy Lee Sin. Any other good ones? Already have Ryz and Xin...
Edit: In terms of pure stats, he's the only tanky DPS to give something to his team as well. Both Irelia and Renekton don't have a group buff, you can't really call others effective tanky dps
Last edited by Leesa; 2011-06-30 at 07:54 PM.
I meant more that pretty unkillable is an exaggeration.
In terms of stats he offers nothing that another champion doesn't offer and almost all tanky dps use the same item set as him, for example on Irelia I almost use the exact same set.
Granted that I'm only lvl 16 and started playing Jarvan at around lvl 6, at the start I totally dominated most matches with 21 kills 0 deaths etc. but once you reach a bit higher level (around 12-ish) he starts to get a lot weaker, when the whole enemy team runs Flash your ultimate starts to feel pretty useless.
While I agree that he can really take a beating the moment you get your FoN, in a teamfight he still dies fast when focused and just charging or ultimating in will get you killed insanely fast, therefore I don't agree with calling him pretty unkillable.
He is pretty much unkillable because, sure, they can burn their flash to get out of your ultimate, but then they can't escape your carries. You can also escape with flash + Q+E combo, and you only initiate fights. You force them to attack you, then you get out of there once you've slowed them all (Allowing your carries time to initiate into them). Run out of the fight, that enter back in with your Q+E. jarvan is all about disrupting while taking a beating. If they all flash out your ultimate, then they cant follow you when you flash over walls, or Q+E up cliffs.
Remember, forcing them to blow flash is a win for you. Using your ultimate you want one of two things to happen: You trap a lot of their members in your Catacylsm for your team to pick off or you want them to burn as many summoners as possible.
Jarvan doesn't fall off at level 12, if you don't go straight up defence first. My usual build consists of Philostone > Boots 2 > Trinity Force. After that, you are free to build as defensive as you want, while still putting out a lot of damage. If you're only level 16, then you haven't had a lot of "practice" last hitting your lanes. I don't mean the offensively, but there's such a different playstyle at 30. In general, I can reach about 100 CS within 10-12 minutes, that's roughly 3000g alone from creeps.
Last edited by Leesa; 2011-06-30 at 08:59 PM.
A couple of friends of mine have been playing LoL for close to a year now and are level 30 and I occasionally join their games. So I have a little experience with lvl 30 play. This puts me at a disadvantage though, I only have half of the masteries and no runes but I can keep up with the pace very well and most of the time am top lane and are easily able to hold my own against lvl 30's that have 800 won games.
But you are right, there are a lot of differences when I queue alone and play against people of my own level. There are always 2 people top, 1 mid and 2 bottom. Tanks, supports, junglers, wards and runes are unknown concepts and most games consists of 5 carries vs 5 carries with the occasional tanky dps.
In my own experience with Jarvan, at the start I buy the regen pendant that turns in philo and one health pot. I can easily harass my opponent with Q and stay in my lane till level 6 - 8 and most of the time manage to harass my opponent out of the lane or get a kill with the use of my ultimate and ignite. On my first trip back I get a philo and HoG and those tenacity boots, later I go for FoN, then Trinity, at this moment we either win or the enemy surrenders. I'm still able to get kills and such but it is way harder than the pre-Flash levels and most of the time I have a butt-load of assists while previously I used to have a lot of kills and a few assists.
If you like Jarvan, keep playing him, because you'll become a monster at 30 with enough practice.
May I ask, if the game drags on, what's your general build against a balanced team? (let's say, a tank, AD carry, 2xAP, Support)
I have to admit I only played a handful of games since the latest patch, the one with the slight Jarvan nerfs and the gold/10 item nerf, because the servers are so horrible for EU at the moment. I also started with Garen again (played him before I got Jarvan) and just bought Irelia. For some reason I only do well when I play tanky dps champions, I tend to fail when I play any other role. This is also the reason I decided to try Irelia because I read she could be build pretty tanky, I'm currently also saving IP for Renekton which also looks like pretty tank-ish.
Start: Rejuv pendent + health pot
then Philostone > Merc Treads > Trinity > FoN > Atmas > then either Sunfire (AD is farmed)/Banshee's (Double AP carry which is standard EU META)/Quicksilver Sash (if against Malz/WW teams)
I wouldn't buy Renekton if I was you. He's taken a lot of nerfs recently, making him not to good (Irelia + Jarvan IV are the AD tanky atm) - I play the same as you. AD Tanky DPS as well as a select AP carries. Irelia also plays the "anti-tank" role with her W ability
I'm level 28 and I don't have any runes...
I still own though. But if I'm playing with randoms and I get in a team with mentally unstable individuals like most players in the EU seem to be... it results in a loss. Period. Is it just my bad luck or what? I SAW AN AD MORDEKAISER.
Are the US servers with better players? I feel like the only way I can win now is to play with my friends in a premade team. Wards, Oracles, Elixirs, Tanks, Supports, etc. are UNKNOWN by most players in the EU.
I'm starting to lose my faith in humanity.
Anyway, my mains are:
AP Mains: Brand, Vlad
Tank Mains: Mordekaiser, Singed
AD Mains: Nocturne, Shaco
Hybrid Mains: Jax, Ezreal
Tanky DPS Mains: Jarvan IV
Support Mains: Zilean
I guess I like the background, story and looks of different champions and I prefer to have a wide variety of them so I bought a shitload. If I had a full runebook now for any of the above archetypes... I would fucking sunder the Fields of Justice.
Mordekaiser isn't a tank, and shouldn't be built as such. Not anymore. It was viable at one point, but with no control, and nothing to stop a team jumping on his team mates, he falls off quite a lot when you reach higher ratings at ranked. He's nowadays build Pure AP (I've seen a farmed mordekaiser decimate a "squishy" caster with just a W + E combo.
Zilean also doesn't really fall into "support" anymore either. I know what you mean, with his ultimate being able to rez, and a slow, but once that's up...he's a nothing champion. He usually play an "AP carry" role currently, but falls off late game, as his bombs have too long of a CD, and the range on them, means he has to get close. Don't get me wrong, Zilean decimates early game, but once you hit the marks where people are 13-15 he just falls off too much.
I'd also not get too cocky. Ranked and Normal are two seperate games all together. I mean that. When you hit ranked, you will be amazed at the different game style. I know this from experience. When I was levelling, I would play Malzahar and dominate my lane at level 18, vs 30s, I was like "Hah, can't wait to hit ranked and tear this shit up, no elo hell for me!)
What you have to realize is, you can't win it by yourself. It's a team game, and unfortunately, you will be matched with idiots, who will troll you, and intentionally lose. No matter if you go 10-0 within the first 15 minutes. If your team is bad, you will lose (Think of the people that don't ward, auto-attack waves, and need constant "Missing" or "SS" - Luckily where I play, people are smart enough to check the minimap, to see if people are missing :P
Last edited by Leesa; 2011-06-30 at 11:06 PM.
Though tanking isn't really my thing.
My problem is that my team is almost always bad or there's just 1 good player in it. That's my last 20 games, man. It's horrible. Can't farm IP fast enough because I lose all the time. Most of the times I'm playing LoL I can only play like 1 game with my friends.
Also, I have played 2 games today and the EU server was "Busy" after my League crashed (AGAIN) because of a stupid server error. I'm seriously considering playing in the US servers, though I'll need to start anew, which sucks. But maybe not so much in my case... Not to sound cocky, but I believe I'm very good at this game. I've played a lot of DotA, so when I started it was kind of easy for me. Still, I love games where there are statistics, numbers, different items, different playstyles, etc. I study every champion, every strength and weakness of his in every game and use it, it's just my mindset.
Well, they are switching Europe into 2 seperate regions soon. EU West and EU Nordic. So before you pack off to US, see what happens there. I know exactly how you feel though. I'm good at the game, due to watching high level streams from a very low level. A lot of that taught me the game, and I'm better than 90% of the people I encountered when leveling. I always build around my team and the enemy team.