Quote:
Originally Posted by janeri11
I have some problems dealing with the attack speed junglers since the Feral Flare was released. Im maining ADC and i find it very hard to kite them or to survive a teamfight with an opponent using this item. Do you have any advice for me (especially as the ADC role) as i think Thornmail is not really an option for squishies (additionally it deals magic damage)?
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Great question, since Feral Flare is FotM at the moment.
It shouldn't be a question of how you (as an ADC) should be dealing with the enemy team's jungler using Feral Flare. The enemy jungler using Feral Flare is not the reason you are having trouble. It's that he got farmed/fed/strong whilst using Feral Flare (which snowballs very hard).
If this is not low-elo and your team (especially your jungler) knows what they are doing, you guys as a team should be trying to slow down/shut down the enemy jungler as much as possible.
Like you said, you are having trouble with "attack speed junglers", Master Yi, Shyvana and Jax etc come into mind. All these junglers have weak/poor early game presence (ganking pressure) compared to other junglers LeeSin, Xin, Eve etc. This is WHY they build Feral Flare. Feral Flare is their core component > farm > get big > big presence > carry.
If your jungler can counter jungle the enemy jungle's big creature of every camp, the jungler will not only be losing exp & gold, he will be losing his stacks for Feral Flare.
How is this any different to counter jungling to Spirit Item junglers? Like I said above, on top of the obvious negatives, you are negating Feral Flare's passive of obtaining bonus gold and getting extra damage.
Low early game presense > waste gold on Feral Flare > can't get stacks > lose exp/gold > can't gank > farm for longer > map pressure lost > all tier 1 turrets/dragons stolen > all lanes lose.
You as a team, should collectively be trying to help mitigate the enemy jungler from growing if he has Feral Flare. Mid can invade enemy red/blue with your jungler or steal big wraith. Jungler can steal wolves & white. Bot lane can take big golem (if outer-turret is down).
Hope this answers your question.
Quote:
Originally Posted by »Kubilαy.√«
Irelia
How to build?
Which runes?
Masteries?
How to dominate early game without feeding?
Flash + Teleport or Flash + Ignite?
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I will be going over this briefly, so bare with me.
Runes
Option 1:
1x Crit Mark (obviously sub this out if you don't believe in taking 1% crit for lane phase)
8x Attack Speed Marks
9x Armor Seals or 4x Flat HP 5x Scaling HP Seals (Take 9x Scaling against easy lanes)
9x Flat/Scaling Magic Resist Glyphs (depending on opponent(s))
3x Attack Speed Quints
Option 2:
3x Attack Damage Marks
6x Attack Speed Marks
9x Armor Seals
9x Flat MR Glyphs
3x Attack Damage Quints
Option 1 is for the more advanced player, who understand lane phase and more importantly, how to play Irelia's early game laning phase.
Option 2 is just standard cookie cutter.
Even or Option 1 there are many variants. You can take scaling armor and mix & match your setup. It really depends on who you are vsing. Irelia has so many options and varying builds depending on who her lane opponent is, since her lane phase is so integral to her growing into a threat.
Take this with a grain of salt, but life steal & move speed quints are not on the same level as attack speed or attack damage in terms of usefulness.
AD helps with early last hitting if you have trouble (Q shouldn't make it difficult) and
EARLY trades before you go back for your first purchase.
Attack Speed will obviously not help as much in 1 second trades compared to AD, but will be more beneficial as the length of the skirmish increases. The reason is because Irelia's W (especially the true damage) boosts Irelia's sustain & dmg so much. Not to mention, Attack Speed can help you last hit under tower (certain situations) and push lane faster.
Masteries
There are many options.
Two common builds (especially in Korea) are 4/23/3 (with attack speed in offense tree) or 14/13/3 (the utility is always mana regen not ms).
Although 9/21/0 and POSSIBLY 21/9/0 (not advised unless weak enemy lane).
Like I said earlier, Irelia has so many options, there is no "correct" or "standard" build.
Irelia plays like a standard champion that needs time to rev up. Farm up, stay healthy and wait for jungler if you know you can get a kill (otherwise don't waste your jungler's time and let him come later when you CAN kill).
Irelia also has good bait potential, Q jukes, W & R sustain and CC with E. Great kit for baiting and getting kills with a well coordinated gank from your jungler.
Flash + TP = Can't win/kill lane or need it for sustain to come back to lane quickly (early game dominate (lane bully)/poke heavy enemy top laner).
Flash + Ignite = Kill potential.
That was a really brief summary of Irelia, hope it helps.
Quote:
Originally Posted by Nyuu<3
Thanks for doing this AMA!
How do you feel about Riven Jungle?
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Thank you for appreciating it :)
Riven has NO place in the current meta, especially with the arrival of Feral Flare. You get invaded, you are dead.
You fall behind, you are useless.
Ganks aren't the best, not the worst.
Can't build HP.