Meddler (NA)
: Quick Gameplay Thoughts: October 25
Any thoughts on how removing mana regen, CDR, and damage procs from support items might affect mage/enchanter early laning phase? Especially on champions like Zyra who have recently been gated by their mana costs? I don't want to jump to any conclusions, but it seemed like a more major change to early laning than anyone seemed to stress at the moment... especially considering how poorly mages perform at higher levels of play already. It was also concerning how support items stop giving active gold (they still generate passive gold) after 15-20 minutes, but still prevent farming minions/camps. Does this end up slowing down mage support itemization dramatically if games go very long? Finally, do we have any exact information on how the support item's "excessive farm limit" works? Currently it works a lot like monster hunter (it even shows the monster hunter debuff on PBE atm), and often allows farming 2 whole waves before even thinking about turning on the penalty, but then stays on for a good 5 minutes. To be clear I'm not saying on of this is bad... I'm just curious how it has landed on PBE so far and how it is expected to go.
Meddler (NA)
: Quick Gameplay Thoughts: September 13
1. I think there should be a faster way to pick up all the boxes (such as just left clicking them). Walking is super tedious sometimes due to being unable to walk directly on top of your champions due to the right click menu. Target champion only doesn't even work. 2. I think boxes should display over top of champions, so that they cannot be obscured.... and the gray "common" boxes should be more visible regardless. 3. I think that gold should be picked up immediately just like getting a champion... no matter how fun it is picking up lots of coins. 4. I think if you are the last person to complete a PVE round, you should have enough time to pick up all of the dropped boxes, and then have 5-10 seconds left to decide to sell them. It's a bit ridiculous that the last person often doesn't even have enough time to pick up gold before the next round starts. 5. The animation for new champions obtained from boxes should be clearer. I had an Evelynn on my bench that I didn't even notice was there because the animation went to the left side where it put Veigar, but then Shyvana and Evelynn were placed on the right. It might work to highlight them (like sword of the divine) until you mouse over them... like new champion shards in the loot tab.
: Eternals Feedback Thread: Set 1 Uniques
So a lot of the first draft eternals can be "PvEed" spending all game stacking them on jungle mobs, or just teleporting between walls near the fountain to gain distance near a giant mana source. This includes a lot of healing eternals like Nocturne and Nunu as well as distance eternals like Bard and Fizz. Even things like Lissandra healing on R can be PvEed. If you don't think this is possible or likely, I can guarantee you that if there is a "highest in a game" record that will display, this will happen in norms. Some that are less bad, but similar are the defensive or otherwise crowd control effects that are encouraged to be used off-cooldown instead of their intended purpose. These include things like Wither and Polymorph. You really don't want a Nasus casting W off cooldown do you? Others that are warping, but possibly less so are the eternals that either require a specific build or require using a multi-use ability a specific way. These include Kha eternals requiring specific evolves or polymorph only being used on enemies. A final generic note before getting into champion specifics, the long range skillshot hit eternals are fun and cool on some champions, but could be warping if thought about too much. Champions like Jayce and Zyra although max range hits are cool and feel amazing, having something tell you that you should keep doing it and rewarding (through gamification within a game) you for doing so will likely cause habits where you back up to create max range, rather than playing the game normally. One of the most polarizing examples is Ashe, who I explain next. {{champion:22}} Ashe's "max stun" eternal likely encourages more cross-map plays rather than some of the more classic engages, which traditionally are closer to 60-75% of the maximum stun. I could be off on this, but I am pretty sure the actual max stun is usually impractical for engages that Ashe herself is involved in. This could get frustrating to try and max, causing the tendency to just go for random cross-map arrows. It likely should be a percentage of the max stun if this is the case. {{champion:268}} KIlls from soldiers with Q on Azir is potentially warping due to the greed factor of trying to stack it. Q is the only way to reposition soldiers in a fight, and therefore must be used to reposition soldiers, kite with the slow, or damage enemies. Yes, you will get kills with it, but that eternal encourages a specific nonoptimal playstyle in some situations if you are actually trying to stack the eternals. Even a change as small as "kill while slowed by Q" would be less warping, since that would count a Q plus buffered auto towards the eternal. {{champion:245}} Ekko's kills 5s before or R is warping in that it encourages using R even if you were in no danger at all. Potential fixes include "after taking X% of your HP in damage" or "with tower aggro" being requirements on the R after a kill. {{champion:96}} Kog's eternals sound like very poor skill expression and just slapped on (kinda like his kit). Would have much preferred things like: 1. Damage dealt to champions with W? Hello? 2. Takedowns on champions with Q debuff 3. Takedowns with R or passive on the same eternal cuz REEEE. Honestly I'm somewhat okay with either, but the passive one is a bit meme {{champion:11}} Wait if you can detect skillshots dodged with Q on Yi, just require that on the Ekko R after kill. Another one on Yi, I assume the W mitigation is champion only, but I personally would prefer if it were only before/after kills (like Kat and Ekko) to prevent abuse and make it more skill expressive. {{champion:75}} Wither duration on enemy champions. Again not something useful. Maybe damage dealt to or takedowns to withered targets? Yes it includes less time, but it is far more skill expressive and less game warping than desiring to press W off cooldown on people if you think you have the extra mana and can't be punished for it. {{champion:16}} So I now get a benefit from not healing my allies. Cool "why aren't you healing me?" ... "stacking my eternal" {{champion:39}} Irelia's isn't exactly "PvE-able" but at the same time, you really don't want her casting Q on every minion kill. {{champion:161}} Does Vel'Koz R Eternal include kills from his passive if procced by his ulti?
Jackhkim (NA)
: Clash Tiers! (For Upcoming Clash for 2019)
I have multiple plat players on my friends list who are Tier IV, while I also have a G3 friend with like a 40% win rate who is Tier I. Tier IV is looking to be a tad bit spicy during this test lol.
: [GAMEPLAY] Yuumi Unable To Attach To Sion's Passive
This has been the case for several patches, and has always annoyed me. If she isn't allowed to attach to dead Sion, then she shouldn't be able to burn the cooldown going to him and then not attach.
IWrath (NA)
: Ranked.. 1 game, 1 Win, I'm Iron?
Yup they start you out in Iron even in the real deal now. It's funny cuz they still start you around silver/gold MMR in real league on fresh accounts, even if your rank says Iron.
Youngcuck (EUW)
: I had an entire team of Yordles last game with 4 lvl 2 and 3 lvl 1, and guess what, I lost to a dude that had Tristana and GP at lvl 3. Synergy is NOT better than lvl 3 unless you have a full 6 stack of a faction with at least all champs being lvl 2.
> [{quoted}](name=Youngcuck,realm=EUW,application-id=RaE1aOE7,discussion-id=ZMxo37MW,comment-id=0000000000000000,timestamp=2019-07-17T10:36:50.782+0000) > > I had an entire team of Yordles last game with 4 lvl 2 and 3 lvl 1, and guess what, I lost to a dude that had Tristana and GP at lvl 3. Synergy is NOT better than lvl 3 unless you have a full 6 stack of a faction with at least all champs being lvl 2. Not quite. When most people mention "synergy" they aren't referring to a single origin or class. Some comps are just clearly better than others, and the Yordle buff doesn't even work against ability damage, so if 6x Yordle was your only synergy, then I'm really not surprised you lost. This isn't like an amazing comp, but it should give a better idea of what someone means by "synergy > 3-star"... don't get me wrong, a 3-star is very good and if you can get a 3-star plus synergy it is obviously better than either of the two alone. It just isn't an automatic win. So here is a game I won without 3-stars. https://i.imgur.com/U0zf3Xs.png I had a BOTRK on trist as well, so I had: 1. Blademaster-3 (extra attacks) 2. Gunslinger-4 (more extra attacks) 3. Guardian-2 (bonus armor) 4. Pirate-3 (bonus gold) Even though, the 2nd place player had a 3-star graves, and 3-star tristana, he simply couldn't compete with the defensive and offensive capabilities of my comp. This includes the heavy CC coming from leona and Pyke, as well as the AoE from MF and burst from Draven. Note that a large part of why Guardian was important here, was because none of the top players had consistent magic damage (although a Swain might have insta-won the game for the 3rd place guy if he could find it). 2nd place had: 1. Gunslinger-2 (extra attacks) 2. Yordle-3 (dodges) and the Yordle buff doesn't even work against MF, Pyke, Leona, Titanic Hydra or RFC. 3rd place had a much better comp, but had poor positioning, and either couldn't find, or didn't understand the importance of Ahri/Rengar as the 4th wild in his comp. He also held onto some units that just didn't fit his comp. 1. Wild-2 (attack speed) 2. Shapeshifter-3 (bonus health) 3. Brawler-2 (bonus health) 4. Yordle-3 (dodges) A good way to understand how to build a comp is to go to something like mobalytics to understand how you can stack synergies to make a good comp. You can't always go a super optimal comp, but this should give a better idea of what a synergy looks like, rather than just thinking Yordle x6 is an effective synergy for winning against a 3-star. https://tft.mobalytics.gg/team-comps
: Patch 9.14 notes
I wish {{champion:25}} ulti had a "root" component for the true vision to extend into hehe xd It's a stun guys {{sticker:zombie-brand-clap}}
Kuponya (NA)
: What champions are good without comping into them?
Also ye Kennen is a very good anti-assassin with just PD and stick him as their primary target. He will wipe the entire enemy assassin comp 1v9.
: > [{quoted}](name=Kuponya,realm=NA,application-id=RaE1aOE7,discussion-id=5XZnOWTE,comment-id=0002,timestamp=2019-07-12T19:28:52.543+0000) > > The fact that it boosted those to begin with was unfair and unclear. I agree they obviously should have been listed that it scaled off of AP. For a while I just assumed ludens was broken and only did like 70~ damage.
> [{quoted}](name=TheKingofSaIt,realm=NA,application-id=RaE1aOE7,discussion-id=5XZnOWTE,comment-id=00020000,timestamp=2019-07-12T20:36:41.617+0000) > > I agree they obviously should have been listed that it scaled off of AP. For a while I just assumed ludens was broken and only did like 70~ damage. I mean I would hope they plan to add all the AP scalings to the tooltips. Most people don't know that stuff like Kassadin shield scales with AP too.... although that one makes a decent amount of sense considering it's his "ability".
Cibreca (NA)
: Items are being fixed in Patch 9.14 . . . July 17th . . . WTF? Items are critical NOW.
Did you know building a rapid fire cannon (wait items drop for people other than my enemies?) completely ignores Yordle buff because it can't be dodged and that Magic can't be dodged in the first place?
IcyWard (NA)
: You never know what the slot machine is going to drop for you, so you can't prepare for what it rolls in the future. You don't know if that warwick is going to drop again in your next 2 rolls. Again, I frequently get stuck with pairs because a 3rd never drops. I often sell my starting 2-coin champion because I've learned that starters NEVER drop until far later in the game. I'm convinced the game has something in the algorithm that prevents you from rolling your starter in the slot machine before x rounds because this is always the case for me.
> [{quoted}](name=IcyWard,realm=NA,application-id=RaE1aOE7,discussion-id=faLZ21EY,comment-id=0001000000000000,timestamp=2019-07-12T20:26:48.597+0000) > > You never know what the slot machine is going to drop for you, so you can't prepare for what it rolls in the future. You don't know if that warwick is going to drop again in your next 2 rolls. > > Again, I frequently get stuck with pairs because a 3rd never drops. I often sell my starting 2-coin champion because I've learned that starters NEVER drop until far later in the game. I'm convinced the game has something in the algorithm that prevents you from rolling your starter in the slot machine before x rounds because this is always the case for me. Actually it is the case. Almost every starter is a tier 2, and tier 2s cannot drop until you are level 3. At level 3, you have aprox 2.5% chance of getting the unit you started with (per slot) if you haven't sold it, but by that time, not selling it means you missed several opportunities at a 2-star tier 1 unit. I am not saying that you need to predict there being a warwick in the future. I am saying, buy everything, so prediction isn't required. When you can't buy everything, you either buy the best/highest chance units (because you don't have enough gold), or you sell the worst/lowest chance units (because you don't have enough space). Remember that the pool is limited, so when your opponent gets 6 Vaynes early on (there are even announcements to let you know that they got 6 of them) that is to let you know that there are only 33 Vaynes left in the pool, which means it is less likely (although very far from unlikely) that you will 2-star a Vayne. If you see that 4 people have already obtained 4+ Kha'zix, you know that you can sell the 1 Kha you were saving to buy the Kassadin because there are only 23 or fewer left. Might 2 Kha's show up right after? Well ye, but why gamble on a 5.5% chance when you can gamble on a 9.4% chance? Point of it is that I see a lot of people right after the first 3 minion rounds with like 3 units on their bench... that should pretty much never be the case. That bench should be full.
Kuponya (NA)
: What champions are good without comping into them?
My list would be something like this, but it depends on what point in the game you are talking too. {{champion:117}} Lulu is quite good early/mid, but is pretty bad late game by herself. {{champion:53}} Blitzcrank (for cheese against idiots... aka people not watching) {{champion:119}} Draven (just needs a front line and a couple items) {{champion:31}} Cho'Gath (giant ball of stats with a very good CC ability) {{champion:63}} Brand (damage damage) {{champion:84}} Akali (if you have the open slot, she can easily pull her weight) {{champion:157}} Yasuo (duh... hasagi!) {{champion:555}} Pyke (kinda overtuned... not as bad as before, but still kinda bonkers) To some extent, a lot of mythic/legendary units can just be thrown in as a replacement to something you have just because they are bigger and stronger than what you have, and pull a decent amount of weight for it.
Ztoka (NA)
: I agree, seeing your enemy during planning would actually make sense for the tactical part. Otherwise your positioning is just RNG based on who you go up against.
> [{quoted}](name=Ztoka,realm=NA,application-id=RaE1aOE7,discussion-id=Ed79F7fV,comment-id=0004,timestamp=2019-07-12T19:47:41.830+0000) > > I agree, seeing your enemy during planning would actually make sense for the tactical part. Otherwise your positioning is just RNG based on who you go up against. Note that just like in a 1v1, it kinda becomes a goofy juggling game if both people can see the enemy board.
IcyWard (NA)
: I do this too but rarely find that 3rd champion to go with the pair. Luck is still required to find that 3rd.
> [{quoted}](name=IcyWard,realm=NA,application-id=RaE1aOE7,discussion-id=faLZ21EY,comment-id=00010000,timestamp=2019-07-12T19:40:01.446+0000) > > I do this too but rarely find that 3rd champion to go with the pair. Luck is still required to find that 3rd. A big mistake I see people doing early is something like: -buys 2 garens -buys 1 vayne -buys 1 lucian -ignores several other units because they are going for nobles -can't find more lucian -gets 2 more vaynes -gets to krugs with only vayne at 2-star -loses to krugs This player made the mistake of trying to settle on a specific comp way too early, and skip past all possibility of any other opener (such as wild or 2-star hodgepodge). Early on you need to buy just about everything from the shop every turn, focusing on pairs first, and early game units/synergies second. if you had the above scenario, and skipped past buying 1 Warwick sitting in 3 different shops on 3 different rounds, you basically passed up your chances at getting items from krugs for maybe 1 or 2 gold of interest. Yeah you can often get lucky and get triples without spreading out and buying everything early, but the higher percentage play is very often to ignore interest for the first round or two it is available, so that you can have more chances (yes it's a CHANCE... still rng, but more chances is better odds) at finding something you need to get through early game. Not saying you are making but this mistake, and later on misconceptions about drop rates and rerolling are the basis for a lot of the RNG complaints I have seen. Sure RNG can still technically screw you over, but the average game is very far from always playing with a big disadvantage. I say that knowing full well that a lot of games start with 0 items from minions, while your opponents start with guinsoos+shojin. Just accept that and move on, it doesn't win them the game. Just play the rest of the game better than they do. EDIT -- and oh my goodness sell your 2-cost unit after the first minion round so you can buy that double Nidalee please!
tooomine (NA)
: This game is not fun or meaningful.
I would have to agree with Subdue here. Have you played more than once? Have you looked up what better players are doing and how their thought process goes on during a game? There is a lot more intricacy to the game than it seems you have caught on to. Yes, the game have some pretty blatant issues (it's in beta, and still has Riot's "WIP" logo on it), sure. It has some champs that need balanced a bit (like maybe Pyke lol), and the item drop rates are a bit whack sometimes (an attempted fix for that is already on PBE), but that doesn't just ruin the whole game, and the game is NOWHERE near as uncontrolled as you make it sound. Try watching a streamer/youtuber like Disguised Toast or Dogdog, who explain what they are doing and why, and it might become more clear where the tactical parts of this game are. It isn't a Final Fantasy Tactics or Fire Emblem game where you pick your army and masterfully move them across the battlefield to claim victory, instead you are trying to do the best with what you have, choosing between economy (to generate more gold), hyper-rolling (to use a large portion of resources to gain a "physical" advantage), and pushing to the next level to change the odds of finding what you need. Positioning also has very important pieces to it, regardless of whether you are against a random 1/7 opponent or are in the last 1v1. Choosing for positioning that tries to play well on average into any comp, positioning to counter a specific opponent you know you will lose to, but think you can beat everyone else regardless, or even ignoring the strongest opponent's assassin positioning, since you know you can't beat them if you get them anyways. There is also an element of strategy around the statistics of finding what you want to complete a comp based on what you already have. If you go into every game thinking "I just need Pyke, Graves, and MF to win" before you even see your opening, then you are gunna have a bad time and feel like the game is cheating you almost every time. Adapt to what you get, rather than try for something perfect.
: Ludens & Locket Change on PBE
Did you also notice that Drakes (pve) are no longer immune to magic damage on PBE?
: Do tft games give tokens?
This should answer your question: https://na.leagueoflegends.com/en/news/game-updates/special-event/tft-added-arcade-event-pass
LeoiJw (NA)
: So Riot being dumbasses in one game mode with horrible "mechanics" excuses them being dumbasses in another with an equally awful "mechanic." {{sticker:zombie-brand-clap}} Great analogy, you sure have a good head on your shoulders.
> [{quoted}](name=LeoiJw,realm=NA,application-id=RaE1aOE7,discussion-id=gcAfG3wO,comment-id=0001000000000000,timestamp=2019-07-12T16:12:32.952+0000) > > So Riot being dumbasses in one game mode with horrible "mechanics" excuses them being dumbasses in another with an equally awful "mechanic." > > {{sticker:zombie-brand-clap}} Great analogy, you sure have a good head on your shoulders. Imagine a game where high-rolling early made you win the game because nobody could come back to challenge your win streak. Imagine complaining about one of the mechanics made to make sure RNG wasn't the only factor in winning in a thread created to question how such RNG is fun.
LeoiJw (NA)
: Oh you mean the lose streak "strategy" where you spend the entirety of the game killing yourself before blowing all your pity gold hoping for lucky rolls? Wow such an intuitive and skillful strategy!
> [{quoted}](name=LeoiJw,realm=NA,application-id=RaE1aOE7,discussion-id=gcAfG3wO,comment-id=00010000,timestamp=2019-07-12T15:26:57.048+0000) > > Oh you mean the lose streak "strategy" where you spend the entirety of the game killing yourself before blowing all your pity gold hoping for lucky rolls? > > Wow such an intuitive and skillful strategy! Imagine a weird game mode where you watch one of your allies die repeatedly to your opponent and the best way to win is to kill them, gaining a bunch of bonus shutdown gold for you to hard carry the game with. Wouldn't that be a weird game feature? Like why would you want come-back mechanics. {{sticker:sg-lulu}}
øHaruø (NA)
: Except those RNGeezus players place high and will climb anyway. Im ina game right now, in early stage 2 and someone has a 3 star vayne already.
> [{quoted}](name=BigBïtchBërthä,realm=NA,application-id=RaE1aOE7,discussion-id=XhlAILX9,comment-id=00000000,timestamp=2019-07-12T14:02:14.842+0000) > > Except those RNGeezus players place high and will climb anyway. > Im ina game right now, in early stage 2 and someone has a 3 star vayne already. The players that rely solely on RNG instead of game knowledge, prediction, and scouting will still win a few games by RNGing the best comp ever with the best items ever, and will gain LP for it. That is not the same thing as climbing consistently. These players will also get many games where they try to force their dream comp, and then complain about how they couldn't find the 3 recurve bows, 2 vaynes, 5 lucians, and MF they needed to win the game, when to win the game, they just had to not force that comp. This is the same thing as competitive Poker. You don't win every game. You win a higher average than the competition. 3-stars don't mean everything (even early). There are many strategies, including Hyper-rolling at level 4 (ye it can still work if you get a good opening for it) that rush 3-stars, but 3-stars don't just win games, and even if they did, getting a 3-star to win is not a consistent way to win. Climbing is through consistently outperforming the players you are matched with. You can't do that if the only thing you are doing is hoping for good RNG to get a 3-star. You either force RNG in your favor over the course of the whole game, in every game, or you don't climb. Obviously if you get 0 items all game you are screwed, but they are fixing that and even if they didn't, you would still be able to outperform over several games, since it would happen to everyone eventually. Just as an example, these are my last two games, and although my items in the Wild/Shapeshifter/Imperials game were fairly good they were far from perfect, and the Glacial/Elementalist game my only two items were Spear of Shomuchfun and Morellos. https://i.imgur.com/QJbfZ6m.png https://i.imgur.com/PjpFQ1z.png
Rioter Comments
: What if item drops aren't entirely RNG?
I would be more unhappy about items drops than I already am, so I sure hope not.
: Little Legends
They said the quests won't release until some time next week. > In some regions, (NA,EUW/N, KR, VN, TW, LAN and LAS) TFT’s missions and client hub will be enabled one week after the mode is released. We want to be sure that the missions and beta pass are functioning as intended. We don’t want you to think you’ve completed missions to get your free Little Legend only to have them break. Once we’re confident that everything is working, we’ll get the pass and missions to all regions. Note: you will not earn progress towards the free “Beta Pass” until this system is up and running. This means that your free Little Legend, emotes, icon, and board skin will be delayed. https://boards.na.leagueoflegends.com/en/c/developer-corner/hvzgE6om-tft-teamfight-tactics-release-timeline-and-temporary-restrictions
Waý (NA)
: Item drops
I definitely wish it worked like this as well. They mentioned working on some ways of doing this if I remember correctly, but I don't think they even hit PBE yet.
Jinxalot (NA)
: > [{quoted}](name=Immortal Void,realm=NA,application-id=RaE1aOE7,discussion-id=GxQ0MdEf,comment-id=00010001,timestamp=2019-06-25T18:08:27.062+0000) > > This is teamfight tactics. It isn't 35%, and melee champion range isn't 200. Oh...is this the new mode?
> [{quoted}](name=Jinxalot,realm=NA,application-id=RaE1aOE7,discussion-id=GxQ0MdEf,comment-id=000100010000,timestamp=2019-06-25T23:34:13.673+0000) > > Oh...is this the new mode? Yup yup https://www.youtube.com/watch?v=liNLLx874g4
Jinxalot (NA)
: 35% bonus range on a melee champion is 200
> [{quoted}](name=Jinxalot,realm=NA,application-id=RaE1aOE7,discussion-id=GxQ0MdEf,comment-id=0001,timestamp=2019-06-25T15:35:34.573+0000) > > 35% bonus range on a melee champion is 200 This is teamfight tactics. It isn't 35%, and melee champion range isn't 200. > Rapid Firecannon > Wearer's attacks cannot be dodged. Attack Range is doubled.
: Ragefire Cannon Not Increasing Attack Range
I had this issue earlier on Draven with rapid fire cannon as well. It started out allowing Draven to auto attack people on the other side of the board, but then 2-3 fights later Draven was walking into 1-3 range to attack.
TankyHanky (EUNE)
: Playing TFT woth friends ?
They even said that you will be able to play ranked with at least a few friends depending on how high you are ranked (low ranks can have more friends in their game).
Rioter Comments
Ralanr (NA)
: Most of the time, primary is pretty accurate. Secondary is usually less so. Honestly J4's categories seem reversed. Or maybe Riot nerfed his original tank potential so bad that people just decided to not waste the effort and go full AD instead.
Well there isn't a jungler class, or anything similar. Fiddlesticks is labeled as Support, but that makes no sense at all.
Meriipu (EUNE)
: it should be
I am not sure I understand what you are trying to say. Could you use a full sentence without pronouns? And preferably give some type of reasoning to what you are saying.
Ralanr (NA)
: Most of the time, primary is pretty accurate. Secondary is usually less so. Honestly J4's categories seem reversed. Or maybe Riot nerfed his original tank potential so bad that people just decided to not waste the effort and go full AD instead.
Okay, if that is the case, what do the classifications even mean? I understand "tank", but what is the difference between Assassin and Fighter, and how can Jarven be classified as both?
Meriipu (EUNE)
: surrendering in ranked should be disabled
Is it disabled in ranked games? I don't think it should ever be removed. At worst shouldn't it just require a unanimous vote? My question is mainly for games involving a troll, which shouldn't exist in ranked play due to the level requirement, however, I have never played a ranked match, so I wouldn't know. EDIT - why do you think it should be removed anyways? What is the purpose of removing it?
: what is his win rate?
like 48% according to metalol http://www.metalol.net/champions/Aatrox
UnwardiI (NA)
: Seriously, can we stop pretending that Jarvan is a tank?
Wait you mean those classifications aren't just placed on characters at random?
Rioter Comments

Immortal Void

Level 191 (NA)
Lifetime Upvotes
Create a Discussion