Rioter Comments
: Draven Axe Glitch...Nautilus 2.0
I've seen it happening even in live on multiple situations, specially in ARAM. Though I'm still not sure why it occurs this glitch, maybe on blinks/quick disengage through abilities could be a reason
: [Ashe] E Tooltip bugged
I can confirm this, the gold counter doesn't say the correct gold income
: The E passive is already reliable compared to other champs bonus gold. 100 CS is 300 bonus gold, which is almost a boot. 100 CS can be easily obtain by 12-15mins. By that time, your prob going back for 1st or 2nd buy and you get a free boot. Which other champ can do that just by regular one(well maybe TF)
Yes but you need to consider that Ashe's lane is susceptible to early aggressiveness of the enemy team which force a fight in the early stage of the game in which Ashe doesn't have many chances of surviving if not well protected/reactive enough. So I would consider as I said the option of doubleing the bonus gold from large minions/monsters and champions. Mine it's just a suggestion
: [Zed]- Zeds shadow does not disappear.
I tried to reproduce this bug but it didn't happen anything. Could you please give more informations/details about the process?
: To everyone having trouble with Skarner's sustain through his first clears I'd like to suggest my runes/masteries. Runes: 2 spell vamp quints (4%) 1 lifesteal quint (2%) 9 attack damage reds (8.5 damage) 7 armor yellows (9.8 armor) 2 mana regen yellows (0.82 mana per 5) 3 mana regen blues (1.8 mana per 5 total from runes) 6 attack speed blues (3.8% as) Masteries 12 - 5 - 13 Offense: 5% cdr and "martial mastery" for [12.5 starting AD] and w/e else u want (i go 5%as) Defense: get bladed armor and enchanted armor Utility: +1.5% movespeed, +3 mana per 5 for [+4.8 starting mana per 5], buff duration, 3 ranks into vampirism [7% starting spell vamp] and [5% starting life steal], and the +40 starting gold mastery. Items: -Machete blade thing, 4 pots, 1 ward Justifications 1. [HYBRID] Skarner is a hybrid, one of the best champs to take advantage of both spell vamp and lifesteal. Since his built in sustain is gone, he needs something to sustain and spamming his shield wastes valuable mana. Hence the points into vampirism and the sustain quints. This setup lets Skarner complete his first clear at full (roughly) hp with most of his HP pots still available if he gets a decent leash (only 1 pot left or none if you don't get leashed.) 2. [Q'S AD RATIO] Skarner's q is what you will be spamming most in the jungle, hence the AD focused runes and masteries over AP, stacks with lifesteal and Skarner's q has a higher AD ration (IIRC). the attackspeed runes also help with lifesteal. 3. [EARLY INVADES] Skarner is squishy early and usually out of mana, making him extremely susceptible to early invades, especially blue steals. The instant ward lets you safely check if your blue is stolen and (if it is) decide where you would like to start instead and if you plan on invading the enemy blue. This can be coupled with a trinket ward if you don't like scrying orb that you can place to protect you while you are doing your second buff. 4. [EARLY MANA DEPENDENCY] On the off chance that your wards and teammates fail you, and your blue is stolen without you being able to steal theirs in response, your skarner would normally starve himself of mana through the first 2 or 3 camps (setting you painfully behind). By focusing all of your damage around Skarner's Q that now gives him attackspeed (benefiting from lifesteal more), is buffed more by our early AD runes/masteries instead of AP (spellvamps more), and gives you enough sustain on your own, allowing you to only spam one spell (his Q) instead of the 2 spells youd normall need to (his Q and his W). The fact that W's attackspeed component was relocated to his Q means that (IMHO) spamming any spell other than Q while you're jungling is a waste of resources. So I came up with this set up to work around that. 5. [MY BUILD HAS NO MR] I sacrifice early MR blues for attackspeed to help with clear times, If you're against some magic damage opponents that you are expecting to fight with before level 6 (elise/shyv/etc...) you can swap out the attack speed runes (and maybe even the mana regen blues) for more MR, just realize it will make mana conservation THAT much more important early. Also, junglers spend most of their time up against creeps early (AD damage) so I usually skip magic resist all together based on assumption that the benefits of having other runes instead of magic resist runes outweighs the early damage mitigation by allowing me to have a relatively safe start and first set of clears. To me, this safe start helps ensure that I will be able to afford magic resist items in time if the need becomes apparent, whereas if I automatically default to magic resist runes, I may not need them early, and my start is just a little bit riskier (which can be a pretty thin line for skarner) SORRY IT WAS LONG, I HOPE SOMEONE FOUND THIS USEFUL! (i like skarner, nothing is more satisfying than ulting someone away from the wall they were about to flash over!)
I personally prefer attack speed reds, for quick cdr on his Q which helps to clear fast the jungle without worrying much about the lack of sustain, and about the quint I'm not sure if using flat AD runes or hybrid penetration runes. I tried him with both quint and red AS and he was clearing the jungle like a truck.
: Skarner Rework Back on PBE
I have never truly been a Skarner's player but after using it with this kit rework I've changed my idea and I'll surely think about purchasing him also on my main account. His clearling are clearly faster specially when he has the blue buff, the Q granting AOE Q granting him attack speed at a low mana cost give him a lot of potential for being a mid-late game threat if built like a tanky dps champion. Now his pre level 6 ganks are way better thanks to his MS steroid of his W plus the E skillshot that allow you to slow down the enemy champion for a potential kill that's way easy to achivie now if you are able to land it succefully. Though he's still too mana greedy for laning him even if his hybrid damage output is quite consistent he's easily shutdown by resourceless or sustain champions. I've never relied much on his sustain that I always consider pretty weak for a lane situation, so now that he losed it I don't feel much the lack of a decent sustain in his kit. In my opinion the AS steroid of his Q should be lowered cause it's way too much and paired with his passive really turn him into a mid-late game monster
: New Audio Engine on PBE!
I personally don't like the new announcer voice on summoner rift it was way better before in my opinion. On Realtek HD audio equipment sound's levels must be changed in order to listen clearly the announcer and few effects of champion's skill, dance or joke. Sometime I noticed that the sounds aren't really synched with what's actually happening on the map, for example the announcer yelling double kill after few seconds of delay which happened frequently lately. Apart from these differences I didn't notice anything else that might be helpful for this feedback, hopefully we'll soon can hear the actor's voices, I'm missing them so much :X
Rioter Comments
: Kha'zix's jump.
The jump isn't meant to be a damage source for Kha Zix but a way for catching his preys and then leave the battlefield once he gets the kill
: (Riven) Q sound is heard globally.
It's the new sound system still being under devolopment in my opinion, cause I had a similar issue hearing the AA sounds of a friendly champion wherever I was
: [Sivir] - Spell shield doesnt work on Zilean bomb.
It's not a bug, Sivir can only protect herself with the shield before Zilean castes his bomb not when it's already on her
Rioter Comments
: Huge lag ingame
Just ended an ARAM in which everyone was having their screen frozen
: PBE Client Update
I suggest you to reinstall the client and try again
: Rengar Q bugged
I think that the whole tooltip needs to be changed, his attack speed steroid last for 6 seconds and the increased AA for 2 second, maybe they haven't yet listed these new changes
Rioter Comments
: As a mid Annie main I couldnt disagree more with this(all of it)...what Support Annie needs is a Pyromania nerf not a range nerf or a Damage nerf....other way you are just destroying Annie mid too. I think the best option is, nerf molthen shields CD or make it so it doesnt add stacks to the passive....this way, Annie cant farm the stun while being on a bush, she has to last hit minions to do it(0 cs sup cant do that).
Or they could just increase the mana cost of molthen shield on early levels, so for stacking a stun you don't have just to press E everytime
Rioter Comments
Rioter Comments
Rioter Comments
: Ahri's E/Charm not working correctly.
Yes I've noticed this fact too, the champions stay still without actually heading towards Ahri during the charm


Level 30 (PBE)
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