Who is jungler and what does he do
When I was in Fnatic, I mentioned before that his personality was more like a midlaner than a toplaner. In terms of what I know of Bwipo, I think this is a good move for him and he definitely has the knowledge to become a top jungler.
On Treatz, I do find it a bit more questionable because I felt that he had as good a season as possible on support, so I did not really see the need for him to role swap to go to the next level. We also saw Excel make some changes themselves in the off-season by bringing in Nukeduck and Denyk.
How have these changes changed the team, and how has practice been with your new midlaner and support? Dan: We chose to make some changes based on spring because essentially our roster lacked some experience, and I was somewhat the main leadership figure of the team.
We wanted to bring in more experienced members with bigger voices and also more decisiveness, because in spring, a good example of this was our second game against SK Gaming. We got pretty far ahead and then we just failed to pull the trigger at a fight over drake. The game went from instantly won to instantly lost.
We had a very good structure that we were playing with but it just felt like we kind of liked that decisiveness in-game. We decided on a more experienced pairing and the trials went really well. Right now our main struggle as a team is combining all three of them and to all get on the same page. Sometimes we have different or conflicting calls in-game and I think it will just take a little while to work itself out.
How close are both teams? Do you scrim a lot and share info between teams regularly? Dan: I would say we scrim them quite a lot. What did you focus on in the off-season and how far do you think this new Excel lineup can go? Dan: Firstly in the off-season, I actually took some time to chill.
In Fnatic, this stuff was not really monitored. So for me this off-season, I took some time to relax and reset, to make sure I would be fully recharged and focused for summer. When I came back into it, the jungle was getting changed so my main focus was to kind of relearn the jungle again.
Last question then. Some fans were quite vocal about it. How have you dealt with social media pressure over the off-season? Was it something that affected you personally? Strong late game if you get there. Great counter to AD compositions.
Moves fast as hell with Q. Cons Low damage to most ganks. Relies on his team a lot. Not as great against heavy AP. He's not moving as fast as he can. Ability to Deflect Counter-jungling:. Pros Completely amazing early game ganks. Fairly sustained in the jungle with his passive. Double AoE damage on Sapling Toss helps his speed.
Excellent poke damage with his ultimate up. The only tree in the league. Arcane Smash. Cons Bad late game overall. High mana costs and dependence on blue. His ultimate is easy to wander out of.
Cooldowns are approximately years. Susceptible to fire, termites and deforestation. MMM After you get some levels into Sapling Toss he does some great double AoE impact and explosion that really speeds his jungle up a lot. The new jungle helped his speed out a lot. You are now able to drop a sapling down and use one Arcane Smash and it's a done deal. He is still slow on the large buffs and slows down in the later game, but his initial clearing speed is pretty quick.
Pros Hilariously large model. So much CC. So much. Ultimate is extremely good. Great ganks from the jungle. Badass voice. Cons Slow in the early levels. Easy to counter jungle. Needs a lot of farm to get scary. Does little damage early on. Pros Punishes being out of position hardest Seen play anywhere from low ELO to professionals Does a ton of damage and is tanky One of the coolest designed characters in the League.
Pros Not extremely item dependent. Amazing counter jungler. Lives forever if minions are near. Ultimate has the best AP scaling. Strong team character.
Cons Needs the team to do well in order to win His ultimate is really hard to land most times His late game damage is very lacking His legendary skin sucks. Nunu is bad at farming unknown embed type.
Best legendary skin in the game Very early and strong ganks available. Cons Deals damage to himself Vulnerable early in his path Can be kited if an axe is missed Susceptible to counter jungling. Pros Great ganking ability. Very mobile with his ultimate. Does not wear pants. High early burst damage. Bad against safe laners. Puncturing Taunt. Pros Great passive gap closer. High burst damage. Very sustained without items. Good escape mechanisms. Totally badass voice and sounds. Cons High skill cap.
Snowball character. Managing Ferocity can be hard. Frequently banned and likely to be nerfed. Pros Level 2 ganks and ganks all day long! Brings a lot of damage, a gap closer and stun to a gank Can super carry a game. Very disruptive if played properly. No, really. Pros Can gank hard and often. Her gap-closer ignores minions and applies slow. Glacial Prison is broken. Has pretty good base stats and damage. Cons Doesn't do a lot of damage. Hard to carry a bad team with. Only has one horn. Her mount looks like a herpderpavore.
Pros Is able to back door with his twin. Does a ton of early damage and can gank at level 1 Can ward the map with his boxes for free. Spectacular counter-jungler Smiles often. Cons Super squishy. Everyone hates you. Pros Has a global ultimate and a taunt. High early damage. Sustained in his jungle and no mana. Is a flippin' ninja!
Cons Jungle slows over time. Requires a lot of awareness. Pros Spectacular damage output. Very tanky and can be built tanky DPS. Extremely fast clear time. Great dueling skill set.
Is more badass than most of the cast. Turns into a dragon. Cons No CC at all. Only gap closer is her ultimate. Pretty much has to run Exhaust Can be kited harder than Udyr.
Pros Has spectacular late game trinity damage. Hilariously fast in the jungle. Has a unique and useful ultimate. Neat toolkit to use on himself. The only insect in the league Swain is super effective. Cons Not effective against tanky DPS. Ganks are lackluster pre Hard to get into the proper position to win a teamfight. Fingers get tired from mashing Q all day. Pros All of his skills are conducive to killing things Pillar is very nasty and helpful Shreds tanks armor and MR for a time Kills anyone trying to counter jungle him.
Pros Ridiculous late game if played correct No mana issues Can perform strong early ganks Very badass character. Pros He does crazy damage and lives forever. Has a stun for anyone he hits. Clears the jungle ball shrinkingly fast. Absolutely kills anyone trying to counter jungle him. Is a manbeartigerphoenixturtle. Is my favorite character that scores points, right? Cons No great initiation.
No gap closers except a movespeed buff. Not the best pick against certain team compositions. Easy to kite. Pros Is a bear. Is a bear. Throws things while being a bear.
A lot of bear-related CC. Cons Bearly playable. Passive is unreliable. Only one damage skill. Extremely reliant on auto attacking. Laner health refers to how healthy your ally and the enemy laner are. The higher your ally health and lower your enemy health the better.
In the case in which both laners are low, it is especially enticing to gank because you can pick up a kill and potentially save your ally from death. That would result in a two kill swing. Where the laners and minion waves are located in the lane matters for gank opportunities. The farther an enemy laner is from his own turret, the easier it is to catch him before he can return to safety.
Just be careful that the enemy minion wave is not too big. The extra damage from minions can turn a 2v1 into a more dangerous proposition. Conversely, if the enemy laner is very low health, you can turret dive with your minion wave crashing into the enemy turret. This allows you to get close to the enemy laner before the turret starts to hit you. Besides looking at the lanes, you also need to look at your own jungle camps. When the majority of your camps are up, it is safer to clear some of them before ganking.
There is a huge opportunity cost if you attempt a gank that fails while all of your camps are up. Clearing the camps resets the timer and allows you more opportunity to farm as the game progresses. Another option you have to farming or ganking is to set-up a countergank. This is when you expect an enemy gank and walk to that area to turn the gank against the enemy.
With an assumed number advantage, enemy players will commit farther than they would if they knew that the number of champions are equal. Thus, you lie in wait and reveal yourself as the enemy starts to overcommit. The easiest way to plan a countergank is to get vision of the enemy jungler. If you know where the jungler is, you can follow him on the map. Placing wards around his jungle camps is a great way to follow his path.
Another great indicator for a countergank is when one of your ally laners is very low on health. This is a signal for the enemy jungler to show up and try to pick up the kill. Attempting a countergank can also allow your ally laner to continue farming when they would not otherwise feel safe.
As a jungler, your priority on warding is keeping track of the enemy jungler. Whenever possible, you will want to try to get a Stealth Ward down on an enemy jungle camp. This can catch the jungler moving across the map. Even the absence of movement is information you can use to figure out where the enemy jungler currently is located. The other important area of the map you want to control is the river. Taking the Rift Scuttler is not only high in gold value but also gives your team vision in the river for a short duration.
Scuttlers are a very high priority camp for this reason. Putting a Control Ward in the river brushes for your team can be very useful. It helps to track the enemy jungler and alerts your team to any potential roams from the enemy mid laner.
Swapping out from a Stealth Ward to an Oracle Lens is very common for junglers. An Oracle Lens allows the jungler to see if he has been spotted in his map movements and to clear out any enemy vision on his path. Using your Smite on jungle camps gives your champion health, so make sure to use it after your champion takes damage from the camp.
It is also better to try to use it as the killing blow to make sure you secure the last hit on the camp. Chilling Smite deals damage and slows the enemy champion. It is great for chasing down and staying in range of enemy champions. Challenging Smite reduces the incoming damage from the smited champion and increases your damage against that champion over a short duration.
Challenging Smite is great for dueling an enemy champion.
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