[NEW] LoL Objectives guide: Priority and Timers | slay lol – Vietnamnhanvan

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WHAT IS OBJECTIVE IN LoL?

Objective in LoL is an important map object what provides an advantage to anyone who controls it, what in turn leads to the constant competition for it, e.g Elemental Dragons, Baron Nashor, and Turrets. Objectives provide significant advantage to the team and that’s why they are so important if you want to elo boost yourself in LoL. 

OBJECTIVES VS KILLS

There are several ways to get an advantage in LoL: kill your enemies, get ahead in the creep slain process, or control important Summoner’s Rift objectives. The last method is most preferred because objectives usually provide global advantage to your team and allow you and your allies start to snowball. Some of them, especially turrets, also provide you positional advantage what can be the decisive factor in the game outcome. While advantage you gain through enemy kill most time would be “local” and won’t affect most of your teammates. Thus if you have a choice between two variants: start a hunt for an enemy who is split from his team or ability to take a major objective (Elemental Dragon, Baron Nashor or Turret) then you have to choose objective.

In this guide, we consider one by one all objectives on the Summoner’s Rift, their gold and experience gain, timers and buff effects.

 

JUNGLE MONSTERS: TIMERS, GOLD AND EXPERIENCE GAIN

First of all, let’s consider inhabitants of the Summoner’s Rift jungle. Neutral monsters in LoL are playing a major role not only for junglers but for all team overall. Besides useful blue buff, what provides mana regeneration and red one what perfectly fits AD carry needs.

From the 7th season, Smite does not give any buffs to the champions in all cases, but it now heals you if it was used against an enemy minion. Heal amount is 70, but if you use it on a Large Monster it will restore 70 + 10% of your base HP.

To compensate, all these loses special jungle items were added, that dramatically increase the amount of the receiving experience by the champion and other useful bonuses. You can buy those items only if you equipped with the Smite spell.

If you obtaining jungle item then you will receive a bonus EXP points from slaying monsters – +50 bonus experience upon killing large monsters and + 30 bonus experience on monster kill for each level higher the monster than you.

Special Jungle items:

  • Hunter’s Talisman – 150% mana regeneration in the jungle.
  • Hunter’s Machete – +10% life steal against jungle monsters.
  • Skirmisher’s Sabre – 180% base mana regeneration in jungle,
    +10% life steal against monsters, 
    Smite can be cast upon the enemy champions, revealing him for 4 seconds, reducing their damage by 20% and dealing 60-162 (based on level) true damage over 3 seconds from your basic attacks for the duration.
  • Stalker’s Blade – 180% base mana regeneration in jungle,
    +10% life steal against monsters,
    Smite can be cast upon the enemy champions, dealing 28-166 (based on level) true damage and stealing 20% of their movement speed for 2 seconds.
  • Tracker’s Knife – 180% base mana regeneration in jungle,
    +10% life steal against monsters,
    WARDING ability, that place a Stealth Ward that reveals the surrounding area for 150 seconds. Charges refilling each time you visit the shop.

CRIMSON RAPTOR AND FIVE RAPTORS


 In season 7 smite does not give any buffs, but it is still a very helpful summoner’s skill, that will heal you up in a dangerous moment. The amount of gold that champion received by killing this pack was increased. Also now there are Five little raptors instead of three.

  • Total experience gain:

    20 + 35 x 5 = 195 (245 if you have a jungle items and the difference in levels is equals 0)

  • Total gold gain:

     62 + 9 x 5 = 107

  • First respawn at:

    1:37

  • Respawn time:

     2:30

 

GREATER MURK WOLF AND TWO MURK WOLVES


 

  • Total experience gain:

     100 + 40 x 2 = 180 (230 if you have a jungle items and the difference in levels equals 0)

  • Total gold gain:

     68 + 16 x 2 = 100

  • First respawn at:

    1:37

  • Respawn time:

    1:40

 

 

ANCIENT KRUG AND KRUG


The core mechanic of these minions was changed, and now Krug split into lesser copies upon his death. For example, if you kill one Ancient Krug, then he will split into two Krugs, and they will split into four Mini Krugs.

  • Total experience gain:

     125 + 45 * 3 + 15 * 6 = 350 (400 if you have a jungle items and the difference in levels equals 0)

  • Total gold gain:

     70 + 10 * 3 + 10 * 6 = 160

  • First respawn at:

    1:55

  • Respawn time:

    1:40

 

 

GROMP


With the start of the Season 7, Gromp now buffs himself for 100% attack speed at the beginning of the fight and this buff lasts for 5 attacks.

  • Experience gain:

     200 (250 if you have a jungle items and the difference in levels equals 0)

  • Gold gain: 86

  • First respawn at:

    1:52

  • Respawn time:

    1:40

 

 

BLUE SENTINEL


Upon slain this jungle monster provides  Crest of Insight buff for 120 seconds which gives 5 plus 1% of maximum mana (or 0.5 of maximum energy) regeneration per second and 10% cooldown reduction. If the buff holder is slain, this buff is transferred to the killer. In this case, duration of buff would be refreshed. Very useful buff for most mid lane champions what allows them to pressure their opponent what in turn leads to the ability to roam freely. However, jungler mustn’t give all blue buffs since the second one to the mid laners because it provides tons of experience and sometimes junglers themselves need advantages buff provides.

  • Total experience gain:

     200 (250 if you have a jungle items and the difference in levels equals 0)

  • Total gold gain:

     100

  • First respawn at:

    1:40

  • Respawn time:

    5:00

 

 

RED BRAMBLEBACK 


Upon slain this jungle monster it provides  Crest of Cinders buff for 120 seconds what makes your auto attacks slow enemy movement speed by 10 / 15 / 25% for melee champions and 5 / 7.5 / 12.5% for ranged champions. The slow amount depends on the level of the champion and increases two times at 6 and 11 levels. Also,  Crest of Cinders makes target burn for 3 seconds dealing 4 – 38 (2 + 2 x level) true damage per second. If the buff holder is slain, this buff is transferred to the killer. In this case, the duration is refreshed. Additionally, regenerates 1% / 3% / 9% of maximum HP every 5 seconds. This buff significantly increases jungler gank potential in the early game and significantly boosts ADc performance in the late game

The slow from the buff stacks multiplicatively with other slow effects (except another champion with red buff who attacks the same target). But every source of slow will be reduced by 65% except strongest one. E.g. 11 level  Fiora has  Frozen Mallet and Crest of Cinders buff. Since  Frozen Mallets unique effect (40% of slow) is bigger we can calculate total slow amount: 1 – (1 – 0,4) x (1 – 0.15*0,35) = 1 – 0,6 x 0,9475 = 100 – 0,5685 = 0,4315. Thus targets movement speed will be slowed by 43,15%.

  • Total experience gain:

     200 (250 if you have a jungle items and the difference in levels equals 0)

  • Total gold gain:

     100

  • First respawn at:

    1:40

  • Respawn time:

    5:00

 

 

Rift Scuttler


On slain scuttle crab will move towards  Elemental Dragon’s pit or  Baron Nashor’s pit entrance to burrow into the ground, spawning the Speed Shrine – an indestructible ward that would create an area what shortly buffs movement speed when you pass through it.

Effect  Rift Scuttler provides can not be overestimated. It helps you to prevent ganks through the river in the early game and will be a big advantage in the contest for  Elemental Dragon or  Baron at any stage of the game. As jungler try to keep scuttle crabs on your side. Serious con of this objectives is that it last only 75 seconds.

  • Experience gain:

     10

  • Gold gain: 7

    0

  • First respawn at:

    2:25

  • Respawn time:

    3:00

 

 

ELEMENTAL DRAGONS

On slain provides the  Dragon Slayer buff to each team member. The stacks of  Dragon Slayer are permanent and they depend on the type of dragon you killed:

  • Infernal Drake – Infernal Tribute:

    +8 / 16 / 24% attack damage and ability power

  • Mountain Drake – Earthen Arms:

    +10 / 20 / 30% damage to epic monsters, towers, and buildings as a true damage

  • Cloud Drake – Stratus Walk:

    +25 / 50 / 75 movement speed while out of combat

  • Ocean Drake – Heart of Oceans:

     Restore 4 / 8 / 12% of missing health and mana every 5 seconds, but only if enemy champions don’t hit you in the last 8 seconds

  • Elder Dragon – Aspect of the Dragon:

     Basic attacks and abilities burn the target for 45 x Elder Dragon slain + 45 per Elemental Dragon Mark over 3 seconds, and increase previous buffs by 50%. This buff lasts only 120 seconds and canceled when champions die.

 Dragon along with  Baron Nashor are most important objectives in the game. The Aspect of the Dragon can be compared with the  Hand of Baron.

Any of these   Dragons has a unique passive called Ancient Grudge which grants the  Dragon 20% bonus damage and 7% damage reduction against enemies with the Elemental Dragon’s buffs.

Elemental Dragons spawn every six minutes, but only three of them can be spawned per each match. After 35 minutes Elemental Dragons will no longer spawn, but Elder Dragons will take their place. By the way, the minimap indicates the elemental type of the next dragon and these runes are visible through the Fog of War.

There are few basic situations when you should go for the Dragon:

  1. When an enemy jungler is dead or you saw him at the top lane while your team is close enough to the  

    Dragon

     to rush it.

  2. The same rule works if there is no enemy mid laner including situations when foe recalled or he is on low HP. In LoL middle lane champions have the biggest affection in the early team fights due to burst damage and wide area casts thus absence of an enemy caster is the big advantage.
  3. When enemy players on the bottom lane have recalled or they can’t join the fight for the  

    Dragon

     for any other reasons like due to low HP.

  4. Enemy’s 

    Outer turrets

     were destroyed and right now foes are busy with minion waves nearly their 

    Inner turrets

    .

  5. Your team is stronger thus you can provoke a team fight at  

    Dragon’s

     pit or else take the  

    Dragon

     for free.

PULLING THE DRAGON

This is an important mechanic when you provoke the  Dragon to move out of the Dragon’s Pit it by dealing one hit to it and then running away. This makes the beast chase you until the edge of Dragon’s Pit. When you pull the Dragon it serves two purposes: you can easily disengage fight with  Dragon if the enemy team comes to contest it and you make it harder for enemies to reach the  Dragon from the blue side of the jungle.

  • Total experience gain:

    75 to all nearby allies

  • Total gold gain:

    25 only to the slayer.

  • First respawn at:

    2:30

  • Respawn time:

    6:00

RIFT HERALD

Rift Herald is a new epic monster that appears in the Summoner’s Rift. He waiting for you in the Baron’s Pit from 4:00 and right to 19:35. As any other Epic monster, you need a couple of friends to defeat this beast, but the reward will be incredible.

Anyone who slain those monster will be rewarded with a special Trinket – the Eye of the Herald. It trinket allows to summon the Rift Herald that starts pushing the closest lane. But he is vulnerable (every 3 seconds he opens an eye on the back, and at this moment champion’s attacks deal 20% of Rift Herald’s maximum health as a bonus true damage), and it is your job to protect this beautiful creature. Using as a living shield you will be able to destroy a couple of towers, but beware, the Rift Herald loses HP over time, and when he attack towers.

 

BARON NASHOR


Except the huge amount of gold and experience  Baron Nashor provides the strongest buff in game  Hand of Baron (only  Aspect of the Dragon can compete with it). Let’s consider what does it grants:

  1. Up to

    40 attack damage and ability power

    (scales up with time).

  2. Improved Recall

    .

    Cast time

    is now only

    4 seconds

    , on successful recall

    restores 50% of health/mana

    instantly and provides

    50% movement buff for 8 seconds

    .

  3. Aura which buffs minion while champion is nearby them:
  • All minions

    • Increase speed to match 90% of average movement speed of nearby champions, capped at 500 movement speed
    • Gain resistance to slow effects
    • Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects
  • Melee minions

    • Gain +50% movement speed when within 800 units of enemy minions or turrets
    • Increased size
    • +75 attack range
    • +75% damage reduction versus champions and minions
    • +30% damage reduction versus turrets (similar to cannon minions)
  • Caster minions

    • +20 attack damage
    • +50% missile speed
    • +100 attack range
  • Cannon minions

    (beyond turret range)

    • +600 attack range
    • +50 attack damage, but attack speed is halved
    • Attacks are now Area of Effect (200 range) and deal double damage to turrets
  • Super minions

    • +25% attack speed
    • Gain +50% movement speed when within 800 units of enemy minion or turret

When you should start an attempt to take the  Baron Nashor:

  1. Someone of the enemy team appeared on the bottom lane and won’t be able to come in time to help his team to contest  

    Baron Nashor

    .

  2. Your team is in majority and have enough damage to slain  

    Baron Nashor

     before enemy would respawn.

  3. You want to provoke the enemy team to fight at  

    Baron Nashor

    . In this case, you have to save your cooldowns for the future team fight.

  4. One of the most fed enemy champions just recalled while you have enough damage to get  

    Baron Nashor

     while you are in majority. This also may lead to a team fight in 5 against 4 situation. Thus if you see that enemies are coming despite the fact they are in minority then you may want to save cooldowns for an incoming team fight. 

Remember that unreasonable attempt to slain  Baron Nashor would lead to a throw.  Baron Nashor debuffs armor and magic resistance what makes your team very vulnerable. Therefore you should be really careful before engage on  Baron Nashor and make all necessary preparations with warding.

If the enemy team has a strong poke champions such as  Nidalee or  Ziggs while your team damage is not high enough to slain  Baron Nashor with lighting speed you should abandon your attempts until such poke champion is alive.

  • Experience gain:

    600 to each person on the team and 800 experience shared between nearby allies on moment of slain.

  • Total gold gain:

    300 to all allies and additionally 25 to the slayer.

  • First respawn at:

    20:00

  • Respawn time:

    7:00

 

OBJECTIVES PRIORITY IN LoL

When you have several ways to act what are close to each other by benefits they carry – you need to setup for yourself an objectives priority. There are few classic situations what you often meet in the game, we will consider them in this part of LoL objectives guide.

INHIBITOR OR THE  BARON NASHOR?

Usually, you can’t get both objectives thus you have to choose. Our answer to this dilemma is the  Baron Nashor. There are two main reasons for that:

  1.  

    Hand of Baron

     is sieging buff and with such advantage it’s very likely that you will get

    Inhibitor

    later. If you decide to go for an inhibitor first then slaining the  

    Baron Nashor

     in time would be a difficult goal. Moreover  

    Baron Nashor

     slain gives overall more benefits than a single

    Inhibitor

    . In turn, two inhibitors are more attractive than  

    Baron Nashor

    .

  2. If your team is wounded after a team fight and you rush for an 

    Inhibitor

     then disaster may happen. When

    Inhibitor

     is destroyed your team have to recall due to low HP meanwhile your foes are able to rush  

    Baron Nashor

     right after their respawn and most time you won’t be able to stop them in time.

TURRET OR THE DRAGON

Obviously, you should choose the  Dragon. Turret is not going anywhere and can be destroyed later while  Dragon is the neutral objective with it’s own respawn timer and each stack of  Dragon Slayer provides your team with more and more global advantage.

 

TURRETS ON SUMMONER’S RIFT

Attack range of each turret is 775 (550 is a standard attack range of ranged champion) and attack speed is 0.83 (4.0 for inhibitor and nexus turrets).

TURRETS HAVE ITEMS

Each turret has a set of items. This was made to show their special abilities clearly:

  • Reinforced Armor

    • Block 66.66% of all damage when no enemy minions nearly (backdoor protection).
  • Penetrating Bullets

    • Turret attacks can’t be dodged.
    • Turret gain 40% bonus damage to champions with each successive strike (up to 120%)
    • 30% armor penetration
  • Warden’s Eye

    • Can see invisible units in the range of 1000.
  • Fortification

    (Outer turrets only)

    • Blocks 50% damage from champions attacks, this passive ability disappears after 5 minutes. (This effect does not apply on the bottom lane turrets)
  • Lightning Rod

    • Ignore 75% of champion’s armor
    • This type of turrets attacks with the beam, that accumulates its damage with the each hit
    • With every hit the turret gains 6 heat points, up to 120. Each heat point increase the damage by 1.05%, up to 125%

PHYSICAL AND MAGICAL DAMAGE VS TURRETS

Champion damage on turrets is equaled to base attack damage plus the higher of bonus attack damage or 50% of ability power. Armor and magic penetration work on turrets since 6.9 patch.

  • You can’t critical strike turrets, but the hit will be registered

  • Armor penetration now work on turrets

 

OUTER TURRET

  • Turret’s items

    • Reinforced Armor
    • Warden’s Eye
    • Penetrating Bullets
    • Fortification
  • Gold gain:

     

    • 100 gold to the team
    • 250 gold divided between the champions that were close to the tower
  • Special effects:

     

    • +4 AD per minute, from the first minute of the match. Up to 180 AD
    • +2 Armor and Magic Resist per minute, up to 70 Armor and Magic Resist

No experience gain.

 

INNER TURRET

  • Turret’s items

    • Reinforced Armor
    • Warden’s Eye
    • Penetrating Bullets
    • Fortification
  • Gold gain:

     

    • 125 gold to the team
    • 175 gold divided between the champions that were close to the tower
  • Special effects:

     

    • +4 AD per minute, from the eighth minute of the match. Up to 250 AD
    • +2 Armor and Magic Resist per minute, from the sixteenth minute of the match up to 70 Armor and Magic Resist

No experience gain.

INHIBITOR TURRETS 

  • Turret’s items

    • Lightning Rod
    • Warden’s Eye
    • Reinforced Armor
  • Gold gain:

     

    • 150 gold to the team
    • 50 gold divided between the champions that were close to the tower
  • Special effects:

     

    • +4 AD per minute, from the eighth minute of the match. Up to 290 AD
    • +2 Armor and Magic Resist per minute, from the thirty-first minute of the match up to 70 Armor and Magic Resist
    • Regenerate 5 health per second

100 exp to the whole team

NEXUS TURRETS

  • Turret’s items

    • Lightning Rod
    • Warden’s Eye
    • Reinforced Armor
  • Gold gain:

     

    • 50 gold to the team
    • 0 gold divided between the champions that were close to the tower
  • Special effects:

     

    • +4 AD per minute, from the eighth minute of the match. Up to 270 AD
    • +2 Armor and Magic Resist per minute, from the thirty minute of the match up to 30 Armor and Magic Resist
    • Regenerate 5 health per second

Now let’s consider each turret in the game separately.

TOP LANE OUTER TURRET

As jungler, if you have successfully ganked a foe then don’t leave the top lane instantly. Consider helping your team mate to push the lane to make your minions die on turret while an enemy is dead (this makes a foe to lose gold and experience and starts the process of counter push on the lane in the direction of your top laner). If the game is already in the middle or late phase then you and your laner would be able to destroy turret instead of the lane push.

Obviously, if the enemy top laner  teleports or roams, as top laner you should start to push the lane to make him pay a price with the fallen turret.

 

TOP LANE INNER TURRET

As top laner it’s hard to get it in solo due to shield inner turret has and another one that it provides to the enemy champions. If you feel that you won’t be able to handle one versus two fight when the enemy jungler comes then your choice should be a roam to the middle lane. You can try to gank the enemy middle lane champion to get the turret or gather your team to go for the  Elemental Dragon. If your lane opponent is not on the lane then you can try to get the Inner Turret.

 

MID LANE OUTER TURRET

Very important turret what provides lots of map control. If the middle lane is not dominated the best way to get turret is to call a jungler for help. Mid laners used to poke each other thus a little effort from jungler can tilt the balance in the right direction. Even if your gank was not successful and a foe has escaped – push the lane with your ally and make few attacks to the turret. It will boost fall of this important turret.

 

MID LANE INNER TURRET

Usually, this turret destroyed through sieging when all team gathers. Being alone near it can be very dangerous. Of course you can ignore those risks if you are dominating hard from the very beginning.

 

BOTTOM LANE OUTER TURRET

Usually, this turret falls first because there are two players on each side and attack damage carries are designed better than the rest for demolishing turrets. This turret is also important because when it falls down it opens a way to take the  Elemental Dragon. All you need is to push the bottom lane to the inner turret making your enemies busy with minions. Also destroyed outer bottom turret allows you to move to the middle lane to join your allies in destroying another turret.

 

BOTTOM LANE INNER TURRET

The turret of many throws. There is a common mistake when bottom lane players are dominating and instead of going for objectives they start to push constantly. This, in turn, puts them in a vulnerable position when an enemy a jungler or mid laner can gank them freely. Such behavior often leads to come back of the enemy team. If you are not dominating bottom lane so hard that you are able to win fights in minority then don’t do that common mistake. Pressure on this turret is acceptable if you saw enemy jungler somewhere else while the enemy middle laner is not in position to roam.

 

INHIBITOR TURRETS


These turrets have many tools to defend themselves to be easily taken alone. 75% armor penetration, slow and damage reduction on hit plus they are able to heat themselves up with a time that leads to more and more damage. Such turret can be taken by a single champion as part of split push strategy, backdoor or in the case of the hard team domination. Else stick to the team play and get it with your team.

 

NEXUS TURRETS


They have same benefits as Inhibitor turrets except the fact that you have to face two such turrets at once. This is your last barrier before the victory!

 

INHIBITOR

  • Gold gain:

    50 to the champion who made the final blow.

  • No experience gain.

  • Respawn time:

    5:00

Can be easily backdoored if turret guarding it is down. If the inhibitor is down then it will spawn  super minions each wave on the same lane for a team who destroyed it. If all inhibitors are destroyed spawns two super minions instead of one (totally 6 with each wave).

 

SUPER MINION STATS

Receive only 70% damage of turrets.

Buffs nearby minions giving them 40% additional damage, 40 armor, and 40 magic resistance.

STATISTICS

  • Health:

    1500 + 200 every 3 minutes of game.

  • Attack damage:

    190 + 10 every 3 minutes of the game.

  • Armor:

    30 (fixed).

  • Magic resistance:

    -30 (fixed).

  • Spawn time:

    every 30 seconds with each wave.

 

 

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[Update] LoL Support Tier List (Update 11.2) | slay lol – Vietnamnhanvan

LoL Support Tier List: This Tier List will always display the best Support Champions, based on the latest patch (11.2)

Updated: 25 January 2020

LoL Support Tier List Methodology

This LoL Support Tier List  (best-in-role) is based on:

  • Personal experience and feedback taken from multiple players, across multiple ranks.
  • Based on a Champions skill floor, and their ease of play (and skill ceiling).
  • The difficulty of a Champion, and their potential in the hands of a highly skilled player.
  • The ability to climb with the Champion, from lower ranks to high, with ease. In effect, these Champions will do the heavy lifting for you.
  • We’ve also colour coded Champion difficulty based on the above factors, using a Traffic Light system. It’s subjective, but should give you a steer (red challenging, orange moderate, green accessible).

Support

God Tier

(First Ban Material)

LeonaLeona is my most played Support Champion. While she lacks a lot of the utility of Senna, she makes up for it in other ways. She’s particularly “tanky” thanks to Eclipse, while her Immobilize through Zenith Blade is amazing for quickly shutting down an opponent. Her Ultimate is also exceptional thanks to the stun it provides. Great for our LoL Solo Tier List.

Lulu isn’t a Champion you’ll see all the time, but she’s amazing. Direct and helpful, her ability to heavily slow or speed up allies, combined with Wild Growth, ensures she brings fantastic 1 on 1 support for her carry.

Thresh is amazing, and it’s not hard to see why. A kit that’s brimming with utility, he can comfortably make big plays. His mini-stun and pull from Death Sentence, allied pull in Dark Passage, and a potent slow/prison in The Box. He has a high skill ceiling to get the most mileage out of him, but he’s so worth it.

 

S Tier

(Optimal)

Bard LOL Support Tier List

Bard is a complex Champion that isn’t necessarily easily understood. He doesn’t bring as much support tools as his peers, but he can make brilliant plays thanks to Magical Journey and Tempered Fate. His double-stun, however, in Cosmic Binding – if it lands – can be incredible on bottom lane.

Blitzcrank LOL Support Tier ListBlitzcrank is really easy to climb with, and is one of the most accessible support Champions in the game. A simple and straightforward kit, that’s hard to fail with.  As long as you land his Rocket Grab, everything else is pretty much a button mash while your ADC does all the work.

Galio LOL Support Tier ListGalio looks the bees knees, and offers excellent team utility. His melee range places him a difficult position where a double ranged composition on bottom – combined with a good support – can punish him easily. That said, he has some poke in Winds of War and his taunt is amazing once he engages.

JannaJanna  is a popular Support, and you’ll often see her on any solo climb. Her ability to speed up allies passively (if looking at her), while Zephyr grants even more mobility and light crowd control. It’s Eye of the Storm however, that allows her to bring the most value, as the shielding ensures her ADC can be particularly aggressive, especially if she uses her Ultimate at the same time (which later heals).

NautilusNautilus is an absolute beast at the moment. Exceptional enough, tons of utility and crowd control, and a monster in the right hands. A root, powerful engage in Dredge Line, a potent shield and massive AOE slow in Riptide ensures if he dives deep, he and his team can mop up. No wonder he’s top of our LoL Support Tier List.

Rell
Rell is solid right now. A varied kit that can punish, but one with a fairly high skill ceiling, she’s a solid draft that’s not exceptional, but is above average. Crash Down is particularly valuable in team fights, while Magnet Storm can cause serious issues for a team if you draft heavy amounts of AoE.

is solid right now. A varied kit that can punish, but one with a fairly high skill ceiling, she’s a solid draft that’s not exceptional, but is above average. Crash Down is particularly valuable in team fights, while Magnet Storm can cause serious issues for a team if you draft heavy amounts of AoE.

Senna is incredibly strong right now. She can play most lanes, but excels at Support. Her kit pretty much does everything: there’s little point listing it all. Roots, stealth, sustain, poke, burst – it’s bloated. Draft her if you can, though recent tweaks have brought her down slightly from God Tier.

Soraka has excellent self sustain in Starcall, and her ability to slow is also potent. What makes her great, however, is her large AOE silence that can, for the most part, absolutely destroy opponents in a team fight. I’ll also add that her life share, through Astral Infusion, ensures that with good positioning, it can be bloody tough to kill her carry.

Morgana LOL Support Tier ListMorgana is possibly tipping into God Tier after her buffs, simply because she’s so potent with her utility and burst. Her ability to shield an ally, grab players with Dark Binding, and pressure multiple with her Ultimate ensures that she’s not only a high damage threat, but also a Champion that can comfortably feed her carry.

Nami LOL Support Tier ListNami is another regular support you’ll often see on any climb. Her stun from Aqua Prison is invaluable, healing solid (Ebb and Flow), while Tidecaller’s Blessing ensures your ADC can hit hard, early game. The strongest utility of Nami, however, is from her Ultimate, as it’s often hard for new players to dodge, and it guarantees you and your team will zip up to the enemy for easy kills..

A Tier

(Great)

Alistar is a solid draft. Certainly not poor, with a knockback, knockup, AOE heal (passive), and plenty of mitigation in Unbreakable Will (Ultimate), he can do well. He can be easy to punish from range, but effective use of his defences and a well placed Pulverize can see his carry do well.

Braum LOL Support Tier ListBraum is much improved after recent tweaks to his kit, and back fighting for a place in S Tier. Unbreakable is amazing at mitigating ranged threat, while his Ultimate, Glacial Fissure, is fantastic during mid to late game when team-fights are more common. He can also play particularly aggressively, ensuring that he takes most of the flak while his carry fires away behind him.

Pyke is probably on the bottom end of S Tier, leaning into A, but for now – he’s here. A huge slow from Bone Skewer, combined with the pull, makes for simple but effective plays. Phantom Undertow also provides a valuable stun, while Death from Below, recastable, can snowball fights pretty hard. He’s always worth a draft, and does well in our LoL Support Tier List.

Rakan solid survivability thanks to his passive shielding, combined with healing from Gleaming Quill make him a great pick. Combined with his knock-up, as well as his ability to Charm opponents, ensures he can boss a lane fairly easily.

Shaco LOL Support Tier ListShaco might not be seen as a conventional Support, but there’s no doubt it’s a roll he can perform well. His ability to zone with Jack In The Box, quickly burst alongside his ADC, while utilizing his decoy, ensures he’s a much more aggressive pairing. A decent pick in our LoL Support Tier List.

Taric LOL Support Tier ListTaric has a kit that that’s niche, but good. Lots of immunity lends himself to a melee-heavy composition, and he can withstand plenty of punishment thanks to his passive. He gets bullied easily by ranged compositions, and can be blown up quickly it out of position. That said, he’s great at the moment even after his tweaks.

has a kit that that’s niche, but good. Lots of immunity lends himself to a melee-heavy composition, and he can withstand plenty of punishment thanks to his passive. He gets bullied easily by ranged compositions, and can be blown up quickly it out of position. That said, he’s great at the moment even after his tweaks.

Yuumi LOL Support Tier ListYuumi is much improved after her last updates. She might have a super passive playstyle (it’s not for everyone), but she does incredibly well. She basically bolsters anyone she’s attached to, which allows them – as one – to bully most 1 on 1 encounters with ease. Players often forget she’s attached, and they live to regret it. Her healing can be incredible.

Zilean is a complex Champion that has a high skill ceiling. At times wins don’t come easy for him, and other Support Champions are far easier to pickup and do better with, but he’s still good. Solid AOE zoning and damage, a powerful slow, and a rewind (similar to Ekko) for his team-mate ensures he’s good at peeling and protecting the vulnerable.

Zyra LOL Support Tier ListZyra is my most played Support, and while she lacks mobility and relies massively on perfect positioning, she can do exceptionally well. An amazing root, plenty of poke, lots of vision and AOE zoning through her pods, she can work wonders with a good carry. Her Ultimate is also amazing, and can comfortably wipe an entire team if they’re all caught in the vines when knocked up.

B Tier

(Good)

Brand can be terrifying in the right hands. His ability to attack from range (as well as stun), he really does hit hard. More aggressive than most other Supports, this makes his use mid to late-game fantastic, as his AOE potency is significant in later team-fights. He may only have one form of crowd control, but when you hit like a truck, you sort of make up for it.

Karma is – I would argue – a better Support than top lane. That said, she’s solid regardless of where she plays. A powerful (large) AOE slow, a tether for rooting, and a shield for her ally sees her have a balanced, fair kit. The fact she has an Ultimate (Mantra) from level 1 also helps with early snowballing.

Nox LOL Support Tier ListLux is really popular, and it’s not difficult to see why. Plenty of damage and utility, she’s easy to play and hard to play badly. Her ability to root multiple enemies, slow them, and blast them into oblivion with a well placed Final Spark sees her comfortably support just about any carry.

Shen is Good as a Support, in fact, it’s common. However, there’s simply better to choose from in our LoL Support Tier List. He’s far better in top lane at the moment. While he has zoning potency, and reasonable damage, he lacks the utility needed to aid his carry in poking and securing kills through crowd control.

Sona LOL Support Tier ListSona is a fantastic Support that’s fairly passive, but valuable. Plenty of auras to heal, increase movement speed, or damage, she has a lot of utility that gives brilliant sustain. Her AOE stun in Crescendo is also fantastic in a team-fight.

Vel’Koz brings good AOE damage, and poke potency, but loses some crowd control because of it. He also lacks healing/shielding tools for his carry. Despite that, his use is all about long-range pressure, while making key use of his single knock-up.

Xerath has a kit similar to many (AOE slow, stun) as well as poke. He would be higher in our LoL Support Tier List, were it not for the fact that most of his abilities have a fairly heavy wind-up time. This makes his play somewhat predictable – and avoidable. That said, he’s still good and Rite of the Arcane can often kill lazy players.

C Tier

(Poor)

Fiddlesticks in comparison to all his peers does an OK job. He’s a weird Champion that needs practice and patience. It’s hard work, his kit is challenging, and he can be incredibly frustrating to deal with if you play on the top of your game. That said, he’s one to avoid in a Support role.

Gragas lacks finesse in his kit. He’s predictable, most of his telegraphs are easily read, and his Ultimate doesn’t necessarily lead to securing kills (the knockback is harsh and hard to master). He’s eclipsed by so many other Support Champions, there’s little value in bringing him.

Swain is only really good in low ELO as a support. A potent AOE slow, root, immobilze and pull ensures he has most of the tools necessary to play aggressively, and support his carry. That said, he’s poked easily and most experienced players comfortably avoid his kit.

Tahmn Kench LOL Support Tier ListTahm Kench has a solid Ultimate ability, that gives him and an ally fantastic split push potential. However, besides that, his kit is severely lacking. His biggest issue as a Support, is the fact he gets absolutely battered by ranged compositions. Without the ability to apply his Trait with

Veigar is fantastic mid, but not so much bot lane. Event Horizon will always have value in holding enemy Champions in place, and his burst is eye-watering if he’s fed. However, if he’s supporting his carry – and giving them kills – he’ll fall behind and lack damage. Event Horizon alone isn’t enough to make him your Support. Avoid in our LoL Support Tier List.


Slay another Way – #EVOSRAWR Ep.17 | EVOS


EVOS EVOSRAWR Slay
Vậy là sau một thời gian nghỉ ngơi và suy nghĩ, Slay đã quyết định rời EVOSLegends. Đây là quyết định của Slay sau một thời gian dài đối chọi với sức ép thi đấu và dư luận. Clip cũng có sự chia sẻ của các thành viên trong đội như Stark , Ron , YiJin và Noway . Noway chia sẻ rằng anh cũng rất buồn vì không thể làm đồng đội với Slay lần hai, và Noway cũng chúc Slay có đủ kiên nhẫn và can đảm bước trên con đường mình đã chọn. EVOS Esports Vietnam và cả đội EVOS Legends chúc Slay có một tương lai thật rộng mở cùng nhiều cơ hội, cũng như sức khỏe để tiếp tục bước trên con đường mình đã chọn. Cảm ơn Slay, anh mãi là siêu xạ thủ của EVOS Legends!
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Ava Max – Salt (Lyrics)


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Ava Max - Salt (Lyrics)

⚛ MICROONDAS MÁGICO ⚛ Microondas y batidora mágicos con M\u0026M’s de colores


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⚛ MICROONDAS MÁGICO ⚛ Microondas y batidora mágicos con M\u0026M's de colores

Special Series #30 HELLO KITTY PURPLE Vs PINK !! Mixing Random Things into Glossy Slime


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Special Series #30 HELLO KITTY PURPLE Vs PINK !! Mixing Random Things into Glossy Slime

Build Amazing Tortoise Pond For Turtle From Magnetic Balls (Satisfying) | Magnet World Series


Build Amazing Tortoise Pond For Turtle From Magnetic Balls (Satisfying) | Magnet World Series 114
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ขอบคุณมากสำหรับการดูหัวข้อโพสต์ slay lol

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