Sunday, March 27, 2011


Nocturne seems like a very powerful jungler due to his ganking. His chasing is imba with Q (movement speed + attack damage), E (fear) and mostly R (blink over half of the map). He can also heal himself with his passive. And that's all a jungler wants.

Here's a little video on his jungling.
His ultimate mechanics are new to LoL.
"Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion."
Now this can be verry annoying. Especially when playing solow - when you aren't on any kind of voip with your teammates. He ultis and you have no idea what's going on on the map. You can only expect something like "Nocturne has slain an ally" withing next seconds. You never know who he will attack and who you should help survive. That ulti is mainly the reason he is considered somewhat OP and is very often banned in competitive games. In premades this ulti is not as strong as it is in solo queue due to voice chat, but still it can be a real pain in the ass. 

He can also solo lane if needed. He can actually be strong solo laner due to his heal and Q as harass. Also it help to have him 6 soon so he can gank easily. But jungle just seems like more popular choice for him. 

Overall Nocturne is pretty strong, maybe a little bit OP champion. We'll see what they'll do to him in the upcomming patch.

Sunday, March 20, 2011


Just thought I'd share with you guys how Maokai crashes the game.

Thursday, March 17, 2011

New patch

New patch is out after a certain delay (on Europe atleast). New patch means new champion.
Here are the patch notes. v1.31.27
  • Made several usability improvements to the Join Custom Game screen
  • Private games are now hidden by default. There's a new checkbox to show them
  • Made improvements to the Login Queue UI
  • Login Music checkbox now saves correctly between sessions
  • The player list in the end of game screen will now correctly always show all of your teammates
  • The "View Profile" button in personal messages now works correctly
  • Fixed several bugs with viewing runepages when a match is found that was causing bad behavior

League of Legends v1.0.0.113
Nocturne, the Eternal Nightmare
  • Duskbringer: Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.
  • Shroud of Darkness: Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
  • Unspeakable Horror: Nocturne plants a nightmare into his target's mind, dealing damage each second and fearing the target if they do not get out of range by the end of the duration.
  • Paranoia (Ultimate): Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
  • Umbra Blades (Passive): Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.

  • Adjusted Twin Disciplines to trigger at 9.5 AD and 19.5 AP to account for rounding

  • Glacial Storm mana cost reduced to 75 at all ranks from 75/125/175
  • Updated all of Anivia's animations to be less frigid

  • Headshot now requires 8/7/6 attacks to trigger at level 1/7/13 respectively from 8 attacks at all levels

  • Feral Scream damage reduced to 75/125/175/225/275 from 80/130/180/240/300
  • Vorpal Spikes
    • Damage increased to 20/35/50/65/80 from 20/30/40/50/60
    • Ability power ratio increased to .3 from .2
  • Feast
    • Damage reduced to 300/475/650 from 300/550/800.
    • Ability power ratio increased to .7 from .5
  • Carnivore mana received on kill has been reduced by 50%
  • Base health reduced to 520 from 550
  • Base armor reduced to 19 from 21

  • Fixed a bug where Hate Spike's tooltip showed the damage incorrectly at earlier ranks

  • Righteous Gust mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100

  • Barrel Roll damage reduced to 85/135/185/235/285 from 100/150/200/250/300
  • Drunken Rage mana restored while channeling reduced to 30/45/60/75/90 from 40/55/70/85/100

  • Equilibrium Strike
    • Damage reduced to 80/130/180/230/280 from 80/135/190/245/300
    • Cooldown reduced to 8 seconds from 9
    • Ability ratio reduced to .5 from 1
  • Transcendent Blades damage reduced to 85/135/185 from 90/140/190
  • Base health reduced to 515 from 575
  • Movement speed reduced to 320 from 330

Jarvan IV
  • Golden Aegis' description no longer states it triggers automatically

  • Force Pulse
    • Damage reduced to 60/115/170/225/280 from 60/120/180/240/300
    • Cooldown increased to 6 seconds from 5
    • Ability power ratio reduced to .7 from .8
  • Riftwalk ability power ratio increased to .5 from .4
  • Void Stone damage reduction reduced to 10% from 15%

  • Prismatic Barrier shield increased to 60/85/110/135/160 from 50/75/100/125/150
  • Finales Funkeln ability power ratio reduced to .75 from .85

  • Granite Shield Increased the re-use time of your shield reactivating upon taking damage to 12 seconds from 8.
  • Ground Slam bonus damage based on armor decreased to 50% from 70%

  • Arcane Smash damage increased to 70/115/160/205/250 from 50/95/140/185/230
  • Twisted Advance damage increased to 80/115/150/185/220 from 80/110/140/170/200
  • Sapling Toss lifetime increased to 35 from 25 seconds.
  • Vengeful Maelstrom
    • Casting delay reduced by 50%
    • Initial mana cost changed to a static 75 from 75/125/175
    • Continual mana cost changed to a static 30 from 30/35/40 per second

  • Fixed a bug where Mordekaiser's per-level health, armor, attack speed, damage, and magic resist were lower than intended

  • Armor per level decreased to 3.5 from 4.2

  • Death's Caress damage and shield reduced to 100/150/200/250/300 from 110/160/210/260/310
  • Base health reduced to 507 from 577
  • Base health regeneration decreased to 1.58 per 5 seconds from 1.62
  • Health regeneration per level reduced to 0.19 from .2

  • Fixed a bug where Fleet of Foot had stopped working

  • Power Chord now deals 14 damage + 9 x lvl (from 24 + 12x bonus magic damage) in bonus magic and a bonus effect depending on Sona's last song played.
  • Hymn of Valor
    • Base damage reduced to 50/100/150/200/250 from 60/110/160/210/260
    • Ability power ratio increased to .7 from .5
    • Mana cost changed to 75 from 65/70/75/80/85
    • Power Chord - Stacatto: Deals double power chord damage
  • Aria of Perseverance
    • Base heal increased to 35/70/105/140/175 from 30/55/80/105/130
    • Ability power ratio reduced to .35 from .5
    • Mana cost normalized to 75 from 65/70/75/80/85
    • Power Chord - Diminuendo: Debuffs the target to deal 20% less damage for 3 seconds
  • Song of Celerity
    • Mana cost changed to 75 from 65/70/75/80/85
    • Power Chord - Tempo: Slows the target by 25% for 2 seconds
  • Crescendo
    • Cooldown decreased to 140/120/100 from 170/150/130
    • Ability power ratio increased to .8 from .7

  • Added a funky new dance for Veigar - rock on!

  • Time Bomb
    • Mana cost increased to 70/85/100/115/130 from 60/75/90/105/120
    • Base damage reduced to 90/145/200/260/320 from 100/155/210/270/330
  • Chrono Shift
    • Base revive increased to 600/850/1100 from 500/750/1000
    • Ability power ratio reduced to 2 from 3
    • Buff duration reduced to 7 from 10

  • Banshee's Veil refresh time increased to 45 seconds from 30 seconds.
  • Doran's Blade
    • Fixed a bug where Doran's Blade was providing an unintended effect
    • Damage increased to 10 from 9

  • Experience
    • When more than 1 champion is sharing experience, 10% extra experience is split among all targets
    • Two champions each gain 55%, up from 50%
    • Three champions each gain 36.7%, up from 33.3%
    • Four champions each gain 27.5%, up from 25%
    • Five champions each gain 22%, up from 20%
  • Death timers increased slightly for levels 4-17
  • Minions
    • Cannon and super minion turret resistance returned to 50% from 65%
    • Minions now deal 50% damage to turrets from 60%
    • Cannon minions now start spawning every other wave after every 35 minutes, increased from 20
  • Effects that prevent you from dying will now always occur in a set order
    • Undying Rage
    • Chronoshift
    • Guardian Angel
    • Rebirth

Friday, March 11, 2011

[Review] Jarvan IV

Just some more thought on Jarvan.

I've tried going all kinds of builds - tank, dps, hybrid. And I ended up using this hybrid most of the time. It just seems most effective. First I take doran's shield (+HP regen quints) for some very nice regen so I can stay on lane longer. Then I rush Ghostblade which I think is must have for all melee dpsers. Then I buy Randuin's Omen which is imba item. That way I have 2 on-use items, both very powerful. And then I just go tank ish if they have some imba nukes or dps if i know I can survive abit.

Some people have tried jungling with him and it seems to work for them, but I didnt have any success. Here's a video on him jungling.

Anyways I really enjoy playing him and I think he's a good buy (4,8k IP).

Monday, March 7, 2011

[Review] Jarvan IV

Now here are my thoughts on Jarvan. Took me awhile to write the review since I havent had much time to play LoL in the past week but it's here now.

(Passive): Jarvan IV's first attack on his target deals 10% of the target's current health as bonus magic damage, this caps at 400 damage. This effect cannot occur on the same target for 6 seconds.
(Q): Jarvan IV extends his lance through his opponent, dealing physical damage and then lowering their armor by a percentage for 3 seconds. If its lance contacts his standard it will pull Jarvan IV to its location, knocking up all enemies in his path.

(W): Jarvan IV forges a shield protecting him from harm for 5 seconds and applying a 2 seconds slow to surrounding enemies upon activation. The shield adds more mitigation for every enemy champion nearby when activating.

(E)(Passive): Grants Jarvan bonus attack speed and armor.
(Active): Jarvan IV throws a Demacian flag to a nearby area, dealing magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds

(R): Jarvan IV heroically leaps to an enemy champion, dealing physical damage and creating a circle of impassable terrain around them for a 3.5 second duration. Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities

He feels ALOT like Xin Zhao. Xin has a knock up on 3rd attack when Q is actvated, while Jarvan has knock up on E+Q combo. Xin has -% of HP on ulti, Jarvan has that for his passive (singe target though). They both got attack speed as passive. And some sort of blink on the enemy (E on Xin and R or E+Q on Jarvan).

I think he lanes pretty well anywhere. He's actually really good as solo laner and I prefer him that way, but some strong harassers who can also heal might be hard to counter as him. But he easily denies squishie non healers, which is just about any carry. His E+Q+ auto attack (to apply passive) is damn strong.
Some people say it's best to lvl E first in order to grant team as well as you some additional attack speed. But after trying out that and leveling Q first I would definitely go with Q. It can be retardedly good ranged harass with really short cooldown and not very mana expensive.
But although he is more than decent solo laner you can also go duo lane with him. And with some decent CCer it can be imba. I practices Jarvan + Alistar which is some strong CC and it works really well.
But I use HP regen Quints on him. Tried it out and along with Doran's shield it is some very decent regen that will let you stay on lane forever. And since mana is not a big issue on him you don't need to get Manamune or something.

This is my current impression of him. And the post is not yet finished just to keep you all updated.

Friday, March 4, 2011

Underrated champions

I think there are currently 2 highly underrated champions. Nunu and LeBlanc.

Nunu is an awesome jungler. He jungles faster than (nearly) anyone. His control of jungle is amazing. And even his ganks are awesome. Even later in game if you get to cast his full ulti (usually best to cast it in brush as they cannot see it then) he will destroy their team. And even if you can't cast his full ulti - he's got a decent harass and imba slow on very short cooldown and a highly underrated buff to put on carries. Attack speed and movement speed - what more does a carry want?

Here's some nice guide on him.

Then we got LeBlanc. She will practically destroy ANYONE who can't heal himself on middle or top. You can literally nuke 1/3 of their hp at lvl 3 with only 2 spells (Q->W) while getting away on practically full hp when you click W again. And after 6 you will kill squishies with 1 burst only (Q->R->W->E + maybe ignite). But after that she kind of feels useless for the next like 10 sec which is probably why people don't like her.

have fun.

Wednesday, March 2, 2011

Jarvan IV

I'm gonna review him soon, when I play some more games with him and against him. Meanwhile here's some Chuck Norris style jokes on him.

"Jarvan isn't Tanky DPS

He's Battleship Dps"

"Jarvan IV is so imba Riot will be patching him down to Jarvan II."

"Jarvan IV used Cataclysm.... server is now down for schedule maintenance till 11 am"

"Jarvan was once grabbed by Blitzcrank, and Blitzcrank was pulled towards him."

"Jarvan sometimes likes to intiate with Cataclysm into their whole team.... so you don't steal his pentakill."

"Mundo wishes he could go to the places Jarvan can."

Anyways here's the link to the thread full of such comments.