: Says you. _Every_ new champion is a Jungle champion to me.
> [{quoted}](name=ChickenWrap,realm=NA,application-id=yrc23zHg,discussion-id=gWi8H0fW,comment-id=0000,timestamp=2019-12-10T02:42:10.389+0000) > > Says you. _Every_ new champion is a Jungle champion to me. I tried to make Yuumi jg a thing... tough few games
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Benzooka (NA)
: User Kernel Not Responding (Mac)
Pls help, I want to plat some League this weekend
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: > [{quoted}](name=Myles JT,realm=NA,application-id=cIfEodbz,discussion-id=FXAooE3r,comment-id=001f,timestamp=2015-11-24T19:16:40.790+0000) > > I know this is pretty early to be asking this, but have you guys had any thought at all about a Dunkmaster skin for her, because of her W and R animations, or a sports trainer skin, because of general personality for wanting to teach others and Nagakaborus being a ball? I'm pretty sure Dunkmaster Illaoi is a matter of "when", not "if".
OMG... I would love a pool party Illaoi would be AWESOME!!! Flailing pool noodles EVERYWHERE!!!
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: Make TP boot not purchaseable if you have the summoner. Boom done. You can pick between early game safety (F+TP) and normal late game. Or early game kill potential (F+Ign) and late game map presence.
As a Hecarim main, No. Not having tele + homeG is saying goodbye to top lane hec.
: Nice design. I would imagine the ultimate theme is balance. ______________________________ Another cool ability layout: ( If DhaMa (MaDha) is AP ) http://i.imgur.com/Rq2opzn.jpg Dha Ma - The Force of Balance > **Base Health:** 430 + 90 per level **Base Health Regen:** 4 **Base Mana:** 380 + 40 per level **Base Mana Regen:** 8 + 1.6 per level **Base AD:** 49 **Base AS:** 0.595 **Base Movement Speed:** 330 **Armor:** 23 + 3.6 per level **Magic Resist:** 33 + 0.8 per level **Attack Range:** Dha: 430 > Ma: 125 **Passive - Speed & Feed** >Dha: _Speed._ Gains movement speed based on the amount of enemy champions. ( 10 x champions ) Ma: _Feed._ Gains passive AP based on the amount of damage recently traded in an area to enemies, allies, minions or monsters. ( 1 per >level + ( Damage(1.002)^Level - Damage ) that lasts for 6 seconds. **Q - Inescapable Truth** 40/50/65/80/100 mana >Dha: Fires a small ball of light energy surrounded by dark energy. Deals 30/50/70/90/110 + (0.6 AP) and applies a lasting effect that deals 1% of max health over 3 seconds. Ma: Fires a small ball of dark energy surrounded by light energy. Deals 60/80/120/180/260 + (0.4 AP) an applies a lasting effect that slows 99% and decays rapidly over 3 seconds. Cooldown: 14/13/12/11/10 Range: ( Skillshot ) Dha: 450 Ma: 900 Speed: Dha: 1600 Ma: 800 Cast Time: Dha: .08 >Ma: .02 **W - Soft Touch / Evil Mark** 60/70/80/90/100 mana >Dha: Dha takes 75/80/85/90/95% reduced damage for 0.5 seconds Ma: Ma marks his opponent, increasing damage dealt by 5/10/15/20/25% for 1.5 seconds. Cooldown: 20/18/14/10/4 Range: ( Self/Point-Click ) Dha: Self Ma: 650 >Cast Time: .05sec **E - Too Close / Closer** 35/55/70/85/100 mana >Dha: Dha knocks enemies back in a small cone with his tail dealing 30/35/40/45/50 + (0.6 AP) Ma: Ma pulls enemies in large cone with her tail dealing 60/70/80/90/100 + (0.4 AP) Cooldown: 12/11/10/9/8 Range: (Skillshot) Dha: 200 Knockback = 150 Ma: 600 Pull = 50 Cast time: Dha: .02 >Ma: .08 **R - Peace / War** 50 mana >Dha: Switches to Dha, restoring 3/5/10% of Dha Ma's missing health and grants access to Dha's abilities. Ma: Switches to Ma dealing 3/5/10% of Dha Ma's maximum health to enemies and grants access to Ma's abilities. _Dha and Ma have separate cooldowns_ Cooldown: 10/7/6/5 Range: Self Dha: Self Ma: Splash Self 500 >Cast Time: .0333 **Champion Character:** >Dha Ma is created from unstable energies that have collided. These energies are in balance, but require even more energy to become unbalanced. Dha is male energy who is playful, defensive, and prefers a safer playstyle. Ma is female energy who is serious, offensive, and prefers a riskier playstyle. Dha and Ma keep each other in balance by mere existence. They trade off certain qualities to make a unique champion that highlights the >differences of an offensive strategy and a defensive one. **Playing Dha Ma:** >Dha Ma requires a lot of mana for his/her combo. At level 3 their combo can easily cost 305 mana consuming over half of Dha Ma's mana. Using Dha Ma's abilities for farming become very expensive mana-wise, so saving a large amount of mana will always be a necessity. Dha Ma has passives which are self sustaining, but the need for mana means that Dha Ma will have to build mana items and mana regen. Dha Ma is recommended as a tank, but can be squishy AP. > **Using Dha** - allows for a larger ranged auto attack, but a lower amount of ability range. For laning, he will be a safer option naturally, but he does not have a long ranged poke. He would be able to farm safely but not trade with enemy laners. Dha offers limited damage options that scale with AP. Dha can run from danger when the jungler comes to gank with the passive and knock back. He will also be able to avoid a lot damage taken from abilities for a brief period if he can time his ability just right. Switching back into Dha also heals him so he >will be able to survive and evade. > **Using Ma** - allows for a shorter melee auto attack, but a higher amount of ability range. Her short auto-attack range opens her up to receiving damage from her opponent since she does not have a ranged auto attack. She can trade with the enemy laner with her damaging abilities that have range and flat damage. Her passive builds up AP that fuels off of damage being traded in an area. To best use this, it is best to wait till a minion wave. Her passive also can be a fight changer since it can be built it really quick if an ally dies from a burst. Ma doesn't have any escape potential, so it's best to use her for an all out offensive rather than a laner. It's best to switch into Ma once you >have locked down an enemy, since she can deal a percentage of her max health as damage. **Advanced Techniques** >To maximize damage potential, use Dha to AA then Q and Quickly E. Flash on top of the enemy and switch to Ma, W the enemy to increase the damage, E then Q and end with AA until you can switch to Dha and W to escape any damage. > When laning, use Dha to last hit minions and Ma to kite the enemy laner away. Dha will have 350 movement speed without boots if the enemy jungler comes for a gank. Using Ma should only be for an all-out offensive since she lacks mobility and an escape. Be mindful of cooldowns and mana at all times. > Dha Ma has a built in kit that allows a lot of damage, but a high mana cost. Switching to Ma can sometimes be more damage efficient if a poke needs more punch. Dha Ma has to have a long term presence in order to be effective due to their long cooldowns and passives. In order to achieve this, Lots of mana, health, armor and magic resist would be needed. This would effectively make players have to build tanky. A typical tank build may look like this: {{summoner:21}} {{summoner:4}} {{item:3259}} {{item:3151}} {{item:3102}} {{item:3027}} {{item:3068}} {{item:3116}} {{item:3361}} > Alternatively, Building Dha Ma squishier may raise his/her burst potential, but at a cost of survivability and mana. A typical glass cannon build may look like this: >{{summoner:14}} {{summoner:4}} {{item:3255}} {{item:3003}} {{item:3089}} {{item:3157}} {{item:3285}} {{item:3165}} {{item:3361}} **Going Against Dha Ma** >Dha has the escapes, Ma has the damage. Be ready to pounce whenever Ma is activated because the damage is coming. Ma has a longer range and more damage, but has to continue with a melee attack. Attacking while Ma is active is the most effective because Ma will be focused on an all-out offensive and isn't able to be defensive. Whenever Dha is reactivated, he gains health, but this can be negated with a simple ignite or grevious wounds. Saving ignite to execute Dha Ma will be crucial in getting the kill. Dha is not very great at soloing, so it's best to 1v1 him at that point rather than to try to chase him down as a team because he will get away. Watch Dha Ma's mana carefully, they will need at least 600 mana to burst at max level. Dha Ma has long cooldowns so avoiding their abilities will set them back tremendously. Dha Ma is scaled Mid-Late Game despite their early game potential. Taking advantage of Dha Ma early and not allowing them to buy the >most expensive items available to Mages will keep their overall output low. Ironically, Inescapable Truth is escapeable when Ma uses it. **Ideas Surrounding the Concept** >**1.** _I want Dha Ma to be a defensive and an offensive character._ Two extremes in a symbiotic relationship. **2.** _Dha Ma must have high mana costs._ In Chemistry, unstable atoms take little energy to bond to another (Hydrogen and Sodium) and stable atoms ( Argon and Neon ) require even more energy to separate. Knowing that Dha Ma is a balance character, I feel as if the high mana costs should be a part of them because they require lots energy to manifest any imbalances that can be turned into abilities. **3.** _I want Dha to be male and Ma to be female._ To better contrast the two. Also the gender assignment helps break a gender appropriation rule, so it's kickass. **4.** _Dha should prioritize defensive ability, excelling at mobility and damage reduction._ Because of this, Dha pushes away enemies, runs from them, laughs and screams high pitch during his abilities, has a quick ranged attack and does minimal damage. **5.** _Ma should prioritize an all-in offensive ability, excelling at damage and retention._ Because of this Ma pulls enemies toward her, grunts, growls and roars (tiny roars) in her abilities, has a melee attack and does maximum damage. **6.** _To keep Dha Ma from building pure AP, because that's boring, I started with a 1.0 AP ratio, and split it unequally_, to give Dha a higher AP ratio and Ma less. Ma does more damage then Dha, so being safe with farming with Dha means that you don't do much damage. Switching between Dha and Ma costs mana at early ranks to avoid constant harass. **7.** _I wanted the passives to reflect the nature of Dha and Ma._ Dha feeds off danger to be more slippery ( adds to clowny nature ) and Ma feeds off damage ( adds to malevolent nature ). **8.** _To keep Ma from being extremely powerful, her abilities have more damage, but less speed and CC._ Avoiding Ma's abilities will mean that she is already screwed and cannot afford to keep throwing misses at you. **9.** _To keep Dha from being the most used half, the damage is reduced and has no CC counter._ Dha is easy to catch if you chase with 1 person only. If the team chases he will get away. **10.** _A thematically interesting character._ Dha or Ma will hover behind the active half just meandering. The stark contrast in sound >and visual effects I believe will make them a very eye catching. ________________________________ That's my AP Dha Ma concept, let me know what you think.
Here's what I think is a fantastic idea, Instead of transforming ult which many champs have, you could make it to where if you use one ability as Da, next would be a Ma ability which would limit but create some interesting combos. Also your ult idea seems pretty OP. Someone from Roit had a good idea where you switch places
: > [{quoted}](name=DanLikesBacon,realm=NA,application-id=3ErqAdtq,discussion-id=EZgN6GqQ,comment-id=0002,timestamp=2015-04-26T04:23:10.347+0000) > > Problem with kalista is that she isnt op, I don't know man,she's kind of 100% pick/ban in korea( http://lol.gamepedia.com/2015_LCK_Spring/Scoreboards/Round_Robin/Week_11 ) ,I mean that doesn't make her op(though honestly......it kinda does),but I wouldn't be so eager to call her not op. >and in lane she can get pooped on by other adcs. she doesn't,that's just the bad ones,she actually has a very strong,very safe laning phase. BUT ANYWAY,kalista is very much op as you NEED point click cc(or burst) to deal with her,meaning a very small set of champions(who riot considered to lack counterplay,but can't realize their beloved cancershitsta is far worse ) is needed vs her else she gets completely out of control,she hard counters a huge pool of champions,which is a very big strength,but what is her tradeoff for it? Remember carry junglers before cinderhulk? who forced mobility in all lanes and the ability to withstand their pressure from all junglers? Some would say they were balanced(or at least some of them were),but no,the entire role("carry jungler") was broken,it countered half of the champion pool and payed nothing for it,so we just didn't see said half of the champion pool. If there's one thing to learn from cinderhulk is that countering a large number of champions has to come with a tradeoff and is very much op if it doesn't,sure the meta will "adapt" and you just won't see the champions countered by it,but that doesn't make it balanced. p.s: I wonder why support nautilus is so popular right now,could it be because he has point click cc?
> [{quoted}](name=manbearswine,realm=EUNE,application-id=3ErqAdtq,discussion-id=EZgN6GqQ,comment-id=00020000,timestamp=2015-04-26T12:23:25.942+0000) > p.s: I wonder why support nautilus is so popular right now,could it be because he has point click cc? Probably because he is free right now XD
Benzooka (NA)
: Viktor Health Bar Glitch
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Benzooka

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