Archive for the ‘Original Content’ Category

Dodge Penalties – Riot Pls

February 11th, 2013



Rioter RiotKiddington recently posted in a forum thread about the dodge penalties in Season 3. Chime in on the matter here, or check out some quotes I’ve selected below, as well as my opinion on the subject!



Why the penalty?


Malzahar_4Queue dodging is a complex problem that involves much deliberation and consideration. We have a queue dodge system with a queue dodge penalty because we need to strike a balance between the need of players who wish to play the game and those who want to dodge the game (of any reason). Why Riot not just have a “free queue dodge” system of some form? The answer to this question is simple because it is too prone to abuse.


Regarding ARAM:


Malzahar_4There is another segment of our player base that will queue dodge for competitive reasons. Let’s take current ARAM game mode as an example, the ARAM mode supposed to be all random in champion selection, and by logical extension of ARAM design, there should never be any “troll pick” or “mid or feed”. In reality: ARAM games currently have one of the highest queue dodge rate. Based on this information, have you considered why that is the case? Were these queue dodgers indifferent about their games? Or they cared too much about their games, and they will, at any instance of perceived disadvantage dodge the queue? One can’t deny there is a segment of our player base that would utilize the dodge system to enhance their competitive advantage if no strong discouragement exists. We need the queue dodge penalty to keep this group of players in check.


Failing to start a game:


Malzahar_4One group of players we also need to take into consideration are those who want to play the game. There are times when I have a perfect team and the other side queue dodged (for whatever reasons), and this really sucks for me. Now if this happens 7 times in a row, it would really make me feel bad. This is not without history, we have seen last year when the Dominion queue dodge system failed to enforce queue penalty for months, the consequences of that bug were devastating. It will take 7-8 tries before a player can successfully launch a game. Once we fixed the dodge penalty bug, the number of tries needed to launch a game dropped dramatically.






I‘d like to discuss Ranked games in particular, because to me ARAM is a chill mode and far from competitive. Obviously Riot wants to eliminate the threat of trolling, so much so that they are willing to reverse changes that many agreed with. It’s a reminder of the loss of Elo system we parted with back in Season 2, where if a player dodged a lobby in ranked, he/she would lose 10 rating. The system’s changed, it’s no longer Elo, it’s League Points, but the idea is basically the same. I myself gladly used, without abusing, the time-penalty system that preceded the current one. It was a safe way to dodge trolls or otherwise unpleasant figures. Two people arguing since last game? Leave! Someone picked ranged carry just because the guy in front stole his role? Leave! It was rather alleviating, it felt… justified. In my mind decent players should never be punished for being stuck with people who are less than eager to commit to the game.

Of course, that’s just one side of the problem. For the good of the community in general, the penalties were reintroduced It’s not fair for everyone but what is? I’ll leave you with a few suggestions that have been wandering on the forums that I, personally, agree with:


Kick/Ban system in lobby: Test it out, introduce it in a careful manner because it’s a system that can easily be abused. Best case scenario, this will be the end for a vast majority of negative experience in Ranked games. Maybe this shouldn’t work for duo premades?

Make the time penalties even more punishing: This is also a dangerous move since many people don’t have the time to play a lot of League of Legends, especially during workdays. But, many will agree that time penalties are the lesser evil. And they don’t even have to increase steadily. First leave could be a 30 minute punishment, but the next would jump to 2 hours and so on, making it less abusable than it currently is.

Add a report function to Champ Select: This is seriously needed as many of the players who troll are often dodged and left unpunished for their actions. To me it is a much cleaner example of terrible sportsmanship than in-game failures. It would help establish a level of mutual respect in lobbies, since the Tribunal threat would be present even there.

Automatic leave for Random Locks: Let’s face it, Random locking in Ranked is a sign of a player either trolling or AFK-ing. The feature itself doesn’t need to go. Why? It’s a great way to identify such actions as punishable! Drop the player from the Champ Select and set a penalty only for him/her. No drawbacks here.



What do you guys think about the dodge penalties? Should Riot once again punish players with loss of rating? Or can we find a middle ground in Season 3? Share in the comments below!


Good luck on the Fields of Justice!



I remember it like it was yesterday: Top insisted the enemy Garen was OP, mid was eating tower shots and our jungler left to eat pizza.



Nervous because ADC isn’t my main role, I did my best to quietly farm. However, my friend who was playing Alistar, felt the need to take matters into his own hands.

Did something crazy like this happen to you? Let me know in the comments below and perhaps I’ll make your nightmare a reality.

Categories: Original Content Tags: , , ,

Selecting Your Support

February 9th, 2013

taric bannerjpg

Last week I talked about what Junglers you should be playing if you want to learn the role and prepare yourself for ranked play in Season 3. Today I’m going to continue along that theme with Support Champions. As was the case last week, if you’re already playing ranked games as a Support player then chances are you will know everything I’m about to tell you; but if you’re new to level thirty play and want to climb the ranked ladders with your team as someone who mainly plays Support, then this is the guide for you. I will run down what I think are the three best Support champions to really get to grips with the position, many of which will become champions you’re playing as you’re reaching the top ranked tier. This is not a guide to each champion but a friendly nudge to three supports that you must learn if you want to play that role. For those of you who know the role of Support and want to read a little more, check out my guide on Synergising your Support.


So which Support champions should I play?



TaricSquareTaric is simply fabulous, he truly is outrageous. Taric is my go-to Support champion for Soloqueue because of how versatile he is in the laning phase. If you’re playing with someone like Vayne and you need to be defensive early because Vayne just needs to farm, the passive armour aura on his Shatter (W) is fantastic in the early game, coupled with his Imbue (Q – Heal) means you should be able to keep your Carry alive. If the enemy ADC gets a little too aggressive you can always stun them with Dazzle (E). These exact same abilities can be used if you’re playing aggressively! A favourite combination of mine is Ashe + Taric for sheer burst. Once you hit level 6, the Dazzle from Taric followed by a Shatter, Radiance (R) means the enemy is stunned, has lower armour and and you and your allies have bonus magic and physical damage. You throw in Ashe’s Enchanted Crystal Arrow (R) and a few auto-attacks with Frost Shot (Q) enabled and there’s no chance the enemy is ever getting away. Both the armour reduction and the increased damage that Taric gives are both AoE spells which means he scales fantastically in to the late game and for team fights, and his Dazzle with a 1.5 second stun is invaluable in the late game, allowing for almost anyone you catch to be burst down. Taric is a brilliant support and is one that anyone learning the role has to learn.



Despite the fact that Sona has less health that a Melee Minion at level one, she is still an incredibly powerful support, with great mobility, poke, burst damage, crowd control and sustain in lane. She is without a doubt one of the most versatile support champions in the game and is one you must master if you wish to play support effectively. Sona has a great selection of abilities which makes her suited to a multitude of different situations. Her passive,SonaSquare which modifies her auto-attack depending on which aura is active, can be used to devastating effect. Stacked with her Hymn of Valor (Q) she can do large amount of burst damage. A simple auto-attack followed by a quick Q will have the enemy ADC or Support thinking twice before coming close to you again. Sona’s Aria of Perseverance (W – Heal) isn’t the most effective heal in the game due to her rather poor AP ratios (25% AP on her W) but that doesn’t mean it can’t be effective. Stacked with her Passive, an auto-attack with her (W) aura up will reduce the targeted enemies damage output by 20% for 4 seconds. You add in the fact that this aura gives off Armour and Magic Resist to allies nearby and you have an extremely effective initiation composition. Her Song of Celerity (E) while giving off a passive movement speed boost as well as burst movement speed when activated will slow the enemy by 40% for 2 seconds, while 0.5 seconds shorter than Exhaust in terms of active time on the enemy, the amount slowed is greater. Crescendo, Sona’s (R) ability is one of the best stuns in the game. It’s a long, wide AoE stun that is fantastic for either engaging the enemy or resetting a fight in your teams favour. If done correctly it can turn fights around or even help you chase down enemies and secure the kill. There’s little doubt surrounding Sona’s effectiveness as a Support champion, and although she does have her downsides, such as been extremely squishy at the start and being very mana heavy before you get some mana regen (I recommend Chalice of Harmony), she has the potential to be a game changing support.


NunuSquareDespite the fact that Riot recently hit Nunu on the head with the nerf bat, and the fact that his recommended items are for his Jungle build, he is still a great utility Support. Consume, Nunu’s (Q) ability isn’t amazing in lane, as although it gives some great health regeneration it will kill all but the Siege Minions and you don’t want to be stealing CS from your ADC. Nunu’s main utility comes from his Blood Boil (W) and Ice Blast (E). Blood Boil is one of the best steroids in the entire game, giving both you and the target 25/30/35/40/45% Attack Speed and 8/9/10/11/12% movement speed increases. Considering that an ADCs primary damage output is their auto-attack, free attack speed increases are extremely effective, allowing for faster farm, coupled with increased movement speed means your ADC can get in, auto-attack a few times and get out before they’re had chance to react. Once you throw in an Ice Blast (E) which deals considerable AP damage (85/130/175/225/275 +100% AP) as well as slowing the enemies movement speed by 20/30/40/50/60% AND decreasing their attack speed by 25% for 3 seconds, there’s little the enemy can do to escape you. This combination can be used either aggressively to pounce on to an enemy or defensively if you are engaged upon and need to slow the enemy and escape. Absolute Zero (R) on Nunu is by no means the easiest ability to time properly. The 3 second channel time which can be cancelled early if needs be (although that reduces the effect) is fantastic in team fights, slowing the enemy movement and attack speed and dealing large amounts of AP Damage. The main downside is for the full cast you are open to attacks for 3 seconds and any stun, such as a Dazzle from Taric will cancel the cast early. Nunu is tanky, self-sustaining and has fantastic support utility, and once mastered can be used in the Jungle as well as Support, so is a support that I highly recommend anyone learning this role learn to play.


Surely there are more supports?

Yes! But these three are just the three that I feel anyone wanting to learn the role must master. Once each of these are perfected you will have 3 solid champions are your disposal that work with a variety of ADCs. There are supports out there that I haven’t mentioned that I think one should learn, such as Lulu, Leona, Lux or Thresh, but each of those has a higher skill cap and shouldn’t be tackled until you are confident playing Support. Sona is by far the hardest of the three champions but is one I felt was worth mentioning due to how satisfying she is to play, and how easy she is to learn the basics of. I hope that those of you who read this will take something away from it and become the better supports this game desperately needs.

Join me in a few days when I’ll be taking on the task of outlining the must-learn Mid Lane Champions that you should know.

Categories: Original Content Tags: , , , , ,

league system

It has been about a week since Riot released the new League System which aimed to revamp soloqueue into feeling like an actual ladder, instead of the endless and painful grind of spamming games to gain or lose rating. The new system has provided people with tangible ranks, divisions, rivals, rewards, and promotions, but was this overall a good thing for soloqueue and does it help alleviate a lot of the common problems and grievances that soloqueue grinders used to suffer from? Well I am here to give my humble opinion on the subject as a pretty avid soloqueue grinder and after only playing a handful of games in the new system all I have to say is…..


The new league system is absolutely amazing and does so much to make soloqueue an actual enjoyable alternative to playing Normal games compared to its old iteration. Soloqueue feels competitive again because the Color and Number divisions actually do an accurate job of distributing players based on their skill. Climbing the ladder to get to your placement matches also feels incredibly rewarding and satisfying and gives you realistically obtainable rewards to queue for compared to the old system. If you get about twenty League Points (LP) a win and need 100 to qualify for a placement, that means you only have to win five games before your hard work pays off. Compare that to the old system where after hitting 1520 rating to get gold you had to get another 330 rating to get platinum! You could even lose rating and slide past your previous achievement into a lower color; which brings me to the other best part of the new system, once you have achieved a certain color (bronze, silver, gold, etc) you get to stay there! Talk about actually getting to reap the rewards of your hard labor!

So What Does It All Mean?

Well the thing that I am noticing when I queue up now is that I am much less stressed when it comes to winning, trolls, and not making progress. The League system has remedied all these things quite nicely. I was put into Platinum Division IV to start and played a few games, win some lose some, until I eventually got to my placements to move up. I quickly lost my first 2 placement matches and was back to building up my LP to 100. One game later I got back to placement, took two quick wins and got promoted to Platinum Division II. What I learned from all of this was that I really didn’t care if I won or lost though. The burden of stress had been lifted and I think part of that was that I knew I was always going to be locked into Platinum. I never again have to worry about sliding so far down the ladder into areas where I greatly outskill the players on mine and the enemy team, and this made losing much less stressful. Another thing is, when you enter a new division and are starting anew, you have no pressure at zero points because you can only go up, never down. I never find myself grinding my teeth anymore and I am always having a good time even when I lose because I know I can queue up again and get an equally challenging game that actually caters to my appropriate skill level. Also, because you cant go down in color (you can go down in division but its unlikely) your skill becomes tempered and you always make progress. I can’t quantify how much my skill in playing mid lane has gone up by being in my current division, but I sure as hell notice a difference. I die less, I have better map awareness, my cs is good, and I carry more often. This also leads to positive feelings because if you can stick it out in your division long enough and actually learn stuff from the games you play then you will definitely rise and eventually be promoted.

The last thing I want to briefly touch on that is a problem in soloqueue is trolls. Now I will say that with the new system I find that people are much more cooperative and nice within the game lobby, they all want to win, but people still rage a TON in game, especially if they are in placement matches. There are also still some “lobby bullies” lurking out there which are the people that will call mid and even risk going double mid or double top to try and coerce you out of picking the role they want. The new system did nothing to resolve these problems so every once in a while you will encounter them. However, it makes giant strides in removing the general stress and animosity people feel towards eachother in soloqueue under the pressure to win in order to gain rating, which I think overall is a great change to the environment and makes everything much more enjoyable.


So What Are You Waiting For?

If ever there has been a Season to clean up your act and finally achieve a specific color rating to really make yourself proud, impress your friends, and add a tangible value to your skill this is the Season. Riot has made giant strides with the game to make it more enjoyable as a spectator sport and also now to play as a casual fan of the game. Brush up on some of my past Season 3 articles if you want to have an edge over your opponent and I’ll see you on the Fields of Justice!

Previous “Glory of the Climb” Articles:

Making Sense of Season 3

Dominion: Helping You To Win More Lanes and Games

Developing Your Killer Instincts: Why to be Aggressive in Season 3

Working With Your Team to Win

Countering Health with DFG


Love, Dcgreen



LoLKing Profile

Welcome to Tribunal Cases of the Weak.  Every week you’ll get the best/weirdest/worst Tribunal cases.  As always, purple text is the accused, green text is the teammates, and red is the opponents. The actual cases are NSFW.


Case #5: Trolling Like a Sir

Mundo goes where he pleases.  Where did this Mundo go?


Sounds bad.  What did his score look like?


And what does he have to say for himself?


Well played, Sir Mundo.  Fortunately the Tribunal has power over even the most knightly players.




Case #4: Well, You Said It

Trolling reveals more about the troll than the victim.  For example, see this Skarner:


How does he know what a STD smells like?  Soraka has a good question though, what is Skarner’s problem?


Yeah, that sounds about right.

PunishTime Ban



Case #3: Too Much Information

Continuing the theme from above, this player seems to have one thing on his mind:


Always nice to see that 18 seconds into a game.  But he keeps going, in his own bizarre way:


Spoiler alert: the other team won.  But for this player, the game ended where is started:






Case #2: Too Much “Swag”

Sometimes the trolling seems to come out of nowhere.  Your AP Mid picks Ahri, everything seems fine.  And then Ahri starts building AD.  Why?


Ah yes, yolo.  Well, Amumu and Ahri’s other teammates weren’t on board for the yolo plan.


And they did.  And the Tribunal checked his swag:

PunishTime Ban



Case #1: Worst Troll of the Week

A well-earned award for this week.  This player broke the Summoner’s Code in almost every way possible.  But the worst offense was in Game 3:


And then:


Ouch.  Hopefully this player has already gotten the Permaban heading his way.  For now:

PunishTime Ban




This case isn’t funny; it’s not strange.  What is it, ultimately, is satisfying.  We’ve all had this guy in our games:


The intentional feeder just running straight down a lane:


Well, they do get what’s coming to them eventually.



That’s all for this week!  We’ll be back next week with another round of Tribunal Cases of the Weak.

Have a case you think should be included?  Send your submissions to  Be sure to include the case number and region, your summoner name, and explain what makes it interesting.



  • Check out the video! It goes into more detail about the topic as a whole!
  • If you enjoyed the video subscribe for more!
  • If you have questions about this particular topic of reinforcement, leave your questions here.
  • For any other questions, you can go to my FacebookTwitter, or YouTube Channel, and direct your questions to me there.


What is reinforcement?

  • Reinforcement is a process we go through that strengthens a particular dimension of behavior. These dimensions are rate, duration, magnitude, and latency.
  • Reinforcement is split between two different types, positive and negative.


Positive Reinforcement

  • Positive reinforcement is defined as the adding of a stimulus to increase a certain behavior or response. The key word that you’re going to want to remember from this is “adding”. We’ll come back to why that’s important in a little bit.

wmplayer 2013-02-04 10-07-42-423

  • In this example the stimulus, or thing being added, is the team constantly praising the AD carry’s plays. The situation or behavior is your AD carry’s increased confidence and continued success. Without the addition of the praise your AD carry might still continue playing well, but the praise most likely has increased his chances for success.

Negative Reinforcement

  • Negative reinforcement is defined as the removal of a stimulus to increase a certain behavior or response.
  • As you can tell the words “removal” and “adding” are the only words that are different between the definitions of positive and negative reinforcement. These two words change things quite a bit.
  • Both positive and negative reinforcement increase a specific behavior but one of them adds a stimulus while the other takes it away.

wmplayer 2013-02-04 10-08-15-056

  • In this example Ashe is in bot lane farming creeps. The response in this situation is grouping up with her team. While the stimulus is Ashe wanting to avoid her team being upset or angry.

wmplayer 2013-02-04 10-08-58-623

So, what’s the point?

  • The point of this particular post is to teach you how to use reinforcement in every single game you play and how you can use it to your advantage in LoL.
  • Not only do we have all the control over our own emotions, we have the ability to affect the emotions and feelings of our teammates as well.
  • We can use reinforcement to stay positive, which can help improve the morale of our team, and we have the ability to avoid confrontation with our teammates.
  • Chat is a wonderful thing if we use it for what it was intended for.
  • I’ll leave you with this thought. Wouldn’t this game be a way better game to play if everyone properly used reinforcement? Or if we had a game where people tried to avoid confrontation, and they supported each other’s good plays with positive feedback? I think so.



About Me (These are all questions I have received from people since starting my channel)

Who are you?

My name is Jon, aka FrenziedKing

What do you do?

I’m currently in college, with a psychology major. I make YouTube videos about different mental/psychological concepts and I relate them to League of Legends. The goal of it all is to inform the community with a hope that people can 1. improve their behaviors, and 2. Improve their overall gaming experience. And now of course I write posts on News of Legends about each of  my individual videos.

Will following these “tips” increase my Elo?

That isn’t my intended goal, however I wouldn’t be surprised if you gain Elo by following some of the things I have said. You see the interesting thing about the content that I create is this: It all has the potential to make you a great player, IF you already have the mechanical knowledge. 

Other than your goals for the community, what are your goals for your content and your future?

I have plans that are set in place for me, but I want those to be back up to a profession in E-sports. For the channel, and these posts I hope to continually increase the quality with every single one. I hope that with every post, at least 1 person, at least 1, learns and takes something away from it. As for the channel and myself combined, I hope this is something that can lead me into bigger things. I hope this opportunity that and have given me propels me into the scene as someone who truly cares about the community and wants to make it better. 





Junglers for Beginners

February 3rd, 2013

maokai banner

The Jungler has the most potential to turn a game around, yet it is the position that most people find the most daunting. They have the ability to focus on any lane they desire, to slow down the enemy jungler and to help out failing lanes. They can act as an initiator or tank in team fights, or even a bruiser carry depending on who you play. All this makes the Jungler  certainly the most versatile role in the game. In a return to my series on guiding the beginner to ranked play in the right direction, I want to point out a few of the changes that were made to the Jungle and then show a selection of Junglers that are highly recommended to anyone wanting to learn the role. For the seasoned Junglers among us, you will already know everything I’m going to say. For those of you wanting to tackle the behemoth that is the Jungle, read on! I am not going to talk about the best champions to play in the jungle for those experienced in the position. This isn’t going to be a meta-breaking discussion on how, if you play it just right, you can run Leona in the jungle- this is a simple point in the right direction for those wanting to pick up their first Jungle champion.

So what were the main changes to the Jungle?

Season 3 brought around a lot of changes to the jungle, most notably a change to how jungle creeps behave. The main change here was a massive increase in the amount of health large jungle creeps have, with a reduction in the health of smaller jungle creeps. This meant that sustain junglers like Warwick or Fiddlesticks were suddenly viable, and also that the jungle was no longer the sole realm of the AoE clear. Additionally, Hunters Machete was added to the game. It gives a small amount of true damage when attack monsters as well as 10% increased damage to monsters and the Spirit Stone upgrade is even stronger. Suddenly, AP junglers were far more viable, and with Madreds/Wriggles and Spirit Stone available, the field was wide open for junglers no one thought viable before the pre-season 3 patch.

hunter's machete


So which Junglers should I be trying out?


NunuSquareNunu is a beast in the jungle. He’s primarily used because the combination of his Blood Boil (W) and Ice Blast (E) make him impossible to catch in the Jungle, which means he’s a fantastic counter jungler- but he also works great for those just starting to jungle. He has Consume, a mini-Smite, as his Q and his counter-jungling abilities mean if anyone tries to counter-jungle you, there’s no chance they’re getting away unless they burn flash, which is still a success. Nunu has a relatively quick clear time due to Consume and Blood Boil and if you manage his passive correctly, he isn’t as dependant on getting Blue buff as some other junglers. For full Nunu builds and guides check out this and this build on the Solomid guides page. He doesn’t have the strongest ganks due to not having a hard gap closer, so landing his Ice Blast is crucial to making ganks work. This can take some time to get used to, but once you’ve mastered his ganks and his counter-jungling, there’ll be no stopping you.



Amumu is my favourite jungler, and for good reason. His Bandage Toss (Q) is a fantastic gap closer if you’re good with skill shots. The AoE damage output from his Despair (W) and Tantrum (E) aren’t bad, but his main ability AmumuSquareand the primary reason you might struggle to play him because he’s often banned in every game: Curse of the Sad Mummy. His (R) ability still remains as one of the best ganks in the games. Freezing the enemy in place for 2 seconds allows your own AoE damage and whoever you’re helping out with a gank to burst an enemy champion down. There are also better hard resets to team fights in the game. While Amumu is an incredibly strong ganker once he hits level 6, he does have downsides, primarily that he’s so Blue buff dependant. Despite various changes to Amumu over the last few years and various item changes- if the enemy team manages to successfully invade at the start of the game meaning Amumu doesn’t get Blue buff, he will be on the back foot until the next one comes up. Despite all this, we’ve seen time and time again through tournaments that Amumu is still incredibly viable with the right team composition, and is a champion that any budding jungler should know. For a full in depth guide on Jungle Amumu, check out this guide from TSM substitute Dan Dinh.


MaokaiSquareLike many of the recommended champions for the beginner’s Jungle, Maokai is tanky. With the right build, outlined in this guide by TSM jungler TheOddOne, Maokai can be a powerhouse of ganks and CC. His Arcane Smash (Q) works as a knock-back that slows and damages enemies hit. Add in Twisted Advance (W), makes for a 1/1.25/1.5/1.75/2 second root and 20/27/34/41/48% slow throughout the game. Throw in a Flash or Exhaust depending on your preference and there’s no way the enemy is escaping your ganks. Perhaps the biggest downside to Maokai is the fact you must fully commit to fights. There’s no skirting around the edges, his Q, W and R all require you to be in the middle of the action. This isn’t too much of an issue and generally you build him tanky, but it can be a little daunting for someone new to the jungle. Once Maokai is perfected he is a champion that will stay in your repertoire for a long time, as he is still viable at high ranked bracket play and makes regular appearances at professional tournaments.



Warwick is a pretty underrated Jungler and not one we see a lot of at high Elo (or should I say brackets?), but that doesn’t mean he can’t be an effective first Jungler. Although he doesn’t have the fastest clear times, Warwick’s WarwickSquarestrengths lie in the fact he has ridiculous levels of sustain. Both Warwick’s passive, Eternal Thirst and his (Q), Hungering Strike, give him good sustain in the jungle. This is even more important now that large Jungle creeps are much stronger. Sustain is never a bad thing and Warwick has plenty of it. Warwick’s ultimate, Infinite Duress, is also incredibly powerful if used correctly. At level six, if the lane you’re ganking is paying attention, you are almost guaranteed to get a kill. It is the combination of these two features that makes Warwick a great jungler. Yes he’s not the fastest clearer and yes he is incredibly dependent on his Infinite Duress to effectively gank, but his sustain makes him a great choice for someone wanting to learn jungle routes and ganking without having to constantly worry about health.


Dr. Mundo

DrMundoSquareNo discussion on Jungling is complete without talking about Dr. Mundo, which is why he’s earned the 5th and final spot in my most important beginner jungle champions guide. The first thing we notice about Dr. Mundo is the fact he doesn’t use mana, so this means we’re starting at Red Buff (or Wraiths if you so choose), but not Blue Buff. Mana is perhaps the biggest factor in holding many junglers back in the early game, but Dr. Mundo doesn’t have to worry about this. All he needs to worry about is his health, but once you have either a Warmog’s Armour or Spirit Visage, this isn’t an issue. Mundo can be played like a bruiser or a tank, and coupled with the fact he has very fast clear times due to the AoE of Burning Agony (W) and the steroid from Masochism (E) means you can gank lanes incredibly early. The lack of CC on Dr. Mundo is detrimental, so having some CC in lanes is important to making him successful. He can use his sheer tankiness as well as high damage output and frankly ridiculous sustain from his Sadism (R ) to make sustained ganks or repeat ganks on the same lane very rapidly. Mundo offers a different yet equally effective situation in the jungle compared to his blue buff dependent counterparts.

This is by no means a definitive guide to Jungling, nor is it an in depth discussion on every jungler, or even each of the champions I’ve listed. What I hope to have achieved is to help those of you who wish to play the role of Jungler throughout Season 3 to decide on a champion to play. For those of you with little to no experience in the jungle, you can’t go wrong with the champions I’ve listed and briefly described above. I hope that I’ve at least pointed a few of you in the right direction and I wish you the best of luck in your jungling career. Go gank some Teemos!

You can read my previous guide on AD carries here


This week on Doodles of Justice I explore the beautiful relationship between jungler and mid.

The reaction I get from mid if I miss an anchor toss

The reaction I get from mid if I miss an anchor toss

Missed a skill shot? No problem! Do as your teammate suggests and just uninstall and play Tetris!
Just kidding, please don’t do that. Instead, wait until your mid is almost dead and come in for a heroic save!

What will happen to our derpy Nautilus as he roams the jungle of Summoner’s Rift? Leave your theories or other suggestions for next time in a comment below!~



Welcome to another edition of my advanced strategy series! This time we’ll be looking at Corki. If you haven’t checked out my previous guides, here is my latest one, where I covered Caitlyn.


Corki, the Daring Bombardier


Corki is an amazing carry, while he has lost some of his Season 2 fame, he is still a very strong pick. He brings tons of upfront burst damage to the table, as well as an amazing escape tool and plenty of poke. This moustache-wearing pilot is the jack of all trades, master of none among ranged carries.



Farming, Harassing & Laning: Corki can be an enormous threat in lane. While he gains most of his damage at level six, prior to that he is still capable of lethal bursts. His medium auto-attack range is somewhat alleviated by Phosphorus Bomb, which is almost impossible to dodge and does a decent amount of magic damage. This means he can retaliate against champions that out-range him, such as Ashe, Caitlyn or Varus.

Corki is versatile in lane, meaning he can be played offensively, defensively, or anything in between. He is extremely mana-hungry early on, so going all-in is preferable to sitting back. The best supports for him are your standard aggressive options like Leona, Taric and Blitzcrank. Of the three mentioned, Leona stands out as a top pick. Reasons? Gatling Gun’s damage ticks are so rapid that you’ll be able to proc every Sunlight burst. Sona, Nami and Janna are also excellent, as they can help Corki play more passively, while stile offering an offensive punch when needed. Follow the general rule when choosing a support- burst beats sustain, sustain beats poke.

Phosphorus Bomb will reveal hidden units, and since brush control is such an integral part of a successful bottom lane, it means Corki can easily assume zone control.

The most important tip for anyone laning with Corki is don’t waste Valkyrie! You can easily get baited into horrible situations and a lack of any crowd control means you’re very likely to be punished heavily for it. Corki is very mana-hungry, meaning you have to judge when using spells is appopriate. An example: you’re laning with a Leona and she engages the enemy Caitlyn, who manages to Flash out before being stunned. Is this a good situation to commit with Valkyrie and Gatling Gun? No! Huge mana loss that will set you way back.

Corki has insane burst, massive AoE and mediocre poke before level six. Put this together and you get a carry that is very potent in lane.


Corki_DragonwingSkinMidgame gameplay & Item Choices - Corki has one of the strongest midgames of all AD carries. He can easily poke down teams trying to contest dragon, decimate bruisers who don’t have a lot of armor due to Gatling Gun, and chase down survivors, snowballing his team into an early victory. His kit benefits mostly off raw AD, meaning items such as the Bloodthirster, Infinity Edge and Last Whisper can be extremely effective. There’s an interesting branch in itemization when around 4k+ gold and that is a Trinity Force vs Bloodthirster Sheen. The former provides utility through increased movement speed and a slow, while the latter gives Corki excellent sustain, harder poke and insane burst. Assess the game situation correctly and build appropriately, as both builds have their flaws and strengths.




We’ve already discussed support picks, now we’ll look at the team as a whole. Corki shines when he’s able to harass from afar, which means champions like Nidalee and Jayce are excellent partners. Hard crowd control helps our brave ROFLcopter-piloting Yordle keep enemies pinned under his Gatling Gun. Thus, anyone with a consistent stun or significant slow is a perfect match.

Corki is pretty straight-forward in his abilities, the only exception being Missile Barrage. It can be used as a:

  1. Cheap poking tool.
  2. Extra sustained damage by using it after auto attacks.
  3. Scary burst once you’ve prepared a Big One and are ready to commit to a kill.

A useful trick is to place your cursor immediately next to the champion you’re chasing when Gatling Gun is active. Doing so keeps Corki’s model straight, allowing the armor reduction to keep stacking. As your team’s primary damage output it’s your job to make sure you survive and have ample gold to spare on further items. Never be greedy with Valkyrie as it can end the game for your team if used incorrectly. Always make sure you save it until the last possible second, as its cooldown is massive! Its best used as an escape over a wall from assassins or bruisers or as a chasing mechanism after a teamfight.


Carry potential: Corki excels at all stages of the game and doesn’t drop off as hard as other carries with a strong early presence. He is an amazing carry with a steep learning curve that newer players should keep in mind. Corki brings both burst and sustained damage to the table. This allows him to absolutely demolish weaker champions, even when they’re fed. If going against a tanky team, he may not be the best choice however, even with Gatling Gun’s amazing armor shred. Reason being he simply has no attack speed steroid, making him feel underwhelming in an extended fight.

Corki isn’t so heavily reliant on his team, making him a good solo pick. With that said, he does have a solid place in organized teams who do well to protect him. He is versatile in the item department and is one of few ADs who can utilize Trinity Force to its full effect, as he tends to have low attack speed and relies on Sheen procs. Because Corki hits slower, stutter stepping (the act of moving between attacks) is huge on him. Practice microing as an AD and you’ll do wonders!

Despite his obvious versatility and strengths, Corki is neither a hard carry nor a good kiter due to Valkyrie’s massive cooldown and his lack of any hard CC spell. He has no trouble tackling assassins who can’t stick (Zed, Kha’Zix, Katarina, Nocturne, Pantheon, Renekton and Talon) but will be hard pressed surviving the likes of Irelia, Xin Zhao, Akali, Kassadin, Lee Sin, Diana and Evelynn. Corki despises harder carries than him who have done well and kept up with him on gold. An example would be Vayne, with her unmatched single-target damage output, Tristana, with her ungodly range and Kog’Maw for having both.


corkibestallies corkihardcounters




FAQ Section:


Q: Who are you?

I’m an avid player from EU West who’s been in the League since Season 1. My highest Elo is 1927 but I mostly play premade matches. In all teams that I’ve joined for various tournaments I’ve taken the role of an AD carry. I’ve played every champion in this category extensively, although special credit must go out to Vayne who is my personal favourite.

Q: Who is this guide for?

Mostly players who have decided to delve deeper into the role of AD carry.

Q: What can I find in it?

An overview of each AD Carry, its strengths and weaknesses, both in lane and in teamfights, as well as tips for synergizing with certain support champions. There are short lists of counters and allies, as well as more detailed explanations as to why that is the case.

Q: Should I completely agree with all your choices for counterpicks and good allies?

Of course not! I’ve based my opinion around general advice. Of course, players can always pull off something amazing that I haven’t mentioned, but this guide is aimed at providing the most solid and safe choices.


I hope you enjoyed the third episode of my mini-series! In my next article I’ll be covering Draven!


Good luck on the Fields of Justice!

A Look Back 1

Welcome to the third Look Back. If you don’t know who this week’s article is about, you’re probably about to be caught and killed by him in the Jungle… because we’re taking A Look Back at Ryze, the Rogue Mage.


Ryze is an iconic champion in League of Legends. He shares his name with the CEO of Riot Games, Brandon Beck. Nowadays, he’s a fairly sustained DPS mage with the unique ability to focus on building more tanky and still scaling well with mana. But he wasn’t always that way.

In the days of yore, Ryze was not much of a sustained damage mage at all. He didn’t build mana, save for the mana that was inherent in the AP items back then (this was when Zhonya’s was not an Hourglass, it was a Ring, which built out of another Ring called the Sage’s Ring, a 975 gold item that gave a hefty chunk of mana). Back in those days, Ryze was known for one thing and one thing only.

If he found you alone, he would kill you. Period.

You think it’s safe to walk through the jungle alone, late at night? Well, you’re trespassing. And trespassing would get you a one-way ticket to Ryze’s Rune Prison, which showered the target with a Damage over Time component. And once there, he would make sure to give you the Rune Prison treatment.

Don't Drop This!

You see, back in the old Beta days, Ryze’s Spell Flux was his ultimate. This meant it had ultimate-level damage. It still could bounce between him and a target like it does today, or between multiple targets, but if it was just you and him, in a quiet secluded forest, you could guarantee he would make sure you were finished off. Three bounces of Spell Flux were usually all it took to snuff out a target foolish enough to wander away from a nice “safe” minion wave.

Among beta testers, pre-matchmaking, Ryze was notoriously strong. The games were basically pick-up games, with no real organized group play. His penchant for winning 1v1 encounters made him extremely appealing, and easy for him to get fed. And once fed, well, it just made it so that extra bounce of Spell Flux wasn’t needed anymore.

Of course, since Spell Flux was his ultimate, that means that it wasn’t the only ability that was different in the olden days. He also had a different W (Rune Prison was his E). His W passively increased his mana pool, but it also had a toggled effect that was quite unique. When toggled on, his auto attacks stopped using his Attack Damage stat, and started using his Ability Power stat. They stopped dealing physical damage, and instead dealt Magic Damage. I should also note, as an aside, that this was in the time before Towers had magic resist to deal with Heimerdinger’s grenades and turrets and Rammus’ Tremors, so a fed Ryze with Lich Bane could kill towers in one or two shots late game if he so desired.

Ryze wasn’t as useful in competitive play in that form. Once tournaments began happening, and matchmaking came around so the “high elo” separated themselves from the herd, he wasn’t seen as much by top players. His kit was good at picking players off, but a pick-off champion didn’t do so well when teams began to roam in packs.

At the end of 2009, in the Udyr patch, Riot unveiled the first of the Ryze Reworks.

His Q, Overload, has always scaled off mana. In the early days, it scaled off his current mana. With the remake, Riot changed it to scale off Maximum mana, and reduced the AP ratio to compensate. His unique toggle W was cut entirely as Rune Prison was moved up to W, and Spell Flux moved from Ult status to E. He was given his “spell machine gun” passive, though his cooldowns weren’t quite low enough yet to take advantage of it. His Ultimate gave him a significant amount of AP and made his spells deal AoE damage.

The community was wary at first. He didn’t seem much improved. But he found a place. Combined with champions like Amumu or Alistar, he could deal an extreme amount of burst damage.

He saw a wave of varying buffs and nerfs. However, as new AP champions were introduced to the League, with much longer ranges, safer laning phases and similar late game burst potential or significantly better sustained damage, Ryze fell off the radar, and was forced to seek out a new Desperate Power.

Ryze came back in force in 2011 alongside Maokai and the brand new Co-Op versus AI matchmaking. Ryze’s passive stayed the same, but his Overload’s damage was sliced in half, with its cooldown reduced to a new low. Rune Prison’s DoT was replaced with straight damage and also given a mana scaling component. Desperate Power’s AP was replaced with Spell Vamp and a passive granting of max mana.

At first, most players still tried to treat him like a standard AP, but soon the secret was discovered. Frozen Heart and Banshee’s Veil both had mana…that meant they made him deal more damage! Ryze was…a tank! Of course, that didn’t mean players would outright ignore items like Tear of the Goddess or the other Catalyst item, Rod of Ages. But… Ryze was given a freedom most mid laners didn’t have at the time — he could be hard to kill AND still get damage FOR being hard to kill. Even bruisers drooled with jealousy at that prospect.


Since that remake, he’s stayed in more or less the same state. He’s only seen one major change (to his ultimate) which eventually replaced the passive mana gain with Movement Speed to help him get off that important initiating Rune Prison. Any other changes were mostly changes to his base or scaling values.

Many pro players have Ryze somewhere in their arsenal these days, with Alex Ich of Gambit Gaming being one of the most notorious Ryze players. With the Season 3 addition of Muramana and Seraph’s Embrace, Ryze’s late game was given a choice of better damage scaling or further tankiness, both of which appeal to the Rogue Mage. In the near future, I don’t foresee Ryze falling out of favor. He’s a great choice for late game, and his W synergizes well with pick-off compositions.

That’s all for this week’s Look Back. I’m not sure who will be the focus of the next entry yet. It may not be a champion at all! Be sure you stay tuned!

As always, I’m TiberiusAudley. Follow me on Twitter!
Check out my previous articles covering Twisted Fate and Rammus