[Guide] Montegomery's Super Serious Guide to ARAMs - Page 19
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StorrZerg
United States13906 Posts
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oZe
Sweden492 Posts
Is me owning with taric & poppy skill or are they OP in aram ^^ Wish they made a ranked queue so people don't dodge so much. Ps. I hope there is a special place in hell reserved for dodgers in aram. I mean don't leave because you got a bad/not your main hero WHEN YOU WENT FUKIN ARAM... Especially since you can reroll or trade. I basically only reroll when I get a hero to often, mainly play aram to get practice with different heroes. | ||
NeoIllusions
United States37500 Posts
On September 10 2013 05:41 StorrZerg wrote: this guide has helped me go positive Not sure if I should applaud Monty or be disappointed with you. I'll probably go the latter. | ||
red_
United States8474 Posts
On September 18 2013 07:23 NeoIllusions wrote: Not sure if I should applaud Monty or be disappointed with you. I'll probably go the latter. TLDR: Storr pls. | ||
Gahlo
United States34965 Posts
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phyvo
United States5635 Posts
A mini-guide cause I can. + Show Spoiler [Warwick] + QQE, R>Q>E>W. Go W earlier depending on your team (# of autoattackers like Jax, xin, ADCs) and the momentum of the game (when you start taking turrets). 9/21/0 masteries. boots or tome + chalice start, Grail -> SV or Frozen Heart, WotA is always good after, if you want more damage VS is all you need, build tank elsewhere. Boots2 usually mercs or tabi. Warden's mail is always a must when ADs start chunking you hard. You want to tank up to start so that when blood scent is on you can run up to Q people freely. Against high CC teams this is difficult, just watch their CDs and positioning for openings, if they are going on an ally there's no reason to not contribute since you can probably run away easily. If you get chunked don't risk anything and Q creeps (only champs if it's free) until you're near full. Amp tome can be decent as your mobility is high as long as you have blood scent and the extra heal and damage can be very helpful though you'll have fewer openings. Your basic game goal is to repeatedly harass them with Q and your high speed (which makes dodging skill shots easy) until they can't win a team fight and protect/catch people with your ultimate. It doesn't really matter who you Q, tanks will get wittled down just as easily as squishies especially after void staff. The important thing is getting the Q off safely (that is, without being locked down) | ||
ticklishmusic
United States15977 Posts
On September 24 2013 23:17 phyvo wrote: Worlds didn't work, aram nids still going AA DC instead of grail void staff. A mini-guide cause I can. + Show Spoiler [Warwick] + QQE, R>Q>E>W. Go W earlier depending on your team (# of autoattackers like Jax, xin, ADCs) and the momentum of the game (when you start taking turrets). 9/21/0 masteries. boots or tome + chalice start, Grail -> SV or Frozen Heart, WotA is always good after, if you want more damage VS is all you need, build tank elsewhere. Boots2 usually mercs or tabi. Warden's mail is always a must when ADs start chunking you hard. You want to tank up to start so that when blood scent is on you can run up to Q people freely. Against high CC teams this is difficult, just watch their CDs and positioning for openings, if they are going on an ally there's no reason to not contribute since you can probably run away easily. If you get chunked don't risk anything and Q creeps (only champs if it's free) until you're near full. Amp tome can be decent as your mobility is high as long as you have blood scent and the extra heal and damage can be very helpful though you'll have fewer openings. Your basic game goal is to repeatedly harass them with Q and your high speed (which makes dodging skill shots easy) until they can't win a team fight and protect/catch people with your ultimate. It doesn't really matter who you Q, tanks will get wittled down just as easily as squishies especially after void staff. The important thing is getting the Q off safely (that is, without being locked down) I always did R>E>Q>W. The detection range on E is pretty good, it more or less negates any bush advantage if your team has non-crap poke. I really like Sorc Shoes on Warwick, you depend on Q for most of your damage and the pen helps immensely. Tabi is reasonable against a poke-heavy team though, and I'd stick in Guise for it. Chalice + Tome -> Boots -> SV/Grail -> Sorc Shoes core, then Randuin or Sunfire. 40% CDR, ult on 30 sec CD, use when you see any opportunity and troll with massive Q heals. | ||
phyvo
United States5635 Posts
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lilwisper
United States2515 Posts
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miicah
Australia2470 Posts
What are you supposed to do when the enemy team has 5 CC's and sustain? If you try to go HAM they just disengage and if you hang back at tower you die to poke. Stupid game mode. | ||
mordek
United States12704 Posts
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rhs408
United States904 Posts
On October 02 2013 20:53 miicah wrote: This guide is bullshit, helped me go 0-3 What are you supposed to do when the enemy team has 5 CC's and sustain? If you try to go HAM they just disengage and if you hang back at tower you die to poke. Stupid game mode. Poke, cc, and sustain can be a very deadly combo, and is not always beatable... really you can only win if you have something that they don't, i.e. tankiness or very high sustained damage output. The thing about tankiness and high damage output is that you usually need to get to late game in order for their effectiveness to be meaningful, and vs poke, cc, and sustain (which are of course already powerful at the very start of the game), you often times won't make it to late game. Either way, the guide has nothing to do with why you lost. ~ | ||
Jek
Denmark2771 Posts
On October 02 2013 20:53 miicah wrote: This guide is bullshit, helped me go 0-3 What are you supposed to do when the enemy team has 5 CC's and sustain? If you try to go HAM they just disengage and if you hang back at tower you die to poke. Stupid game mode. You build Horn so you can re-engage constantly. A Shurelia or two on the team goes a long way too. If the enemy team has 5 CCs and sustain and your team has none, it usually means your team consists of multiple bruisers which actually put the enemy team on a clock since you will eventually become tanky enough to dive through their CC and disengages. Unless the squishy team can capitalize massively with range/poke/cc/sustain in the early phase the game should be a formality after a certain amount of items have been build. So basically, just chill it out and wait for your team to be virtually immortal since such team as you describe usually have little to no frontline. In ARAMs you will occassionally be SOL by team compositions tho, but that's part of the charm. :-P | ||
ticklishmusic
United States15977 Posts
Again RNG may screw you but so it goes. | ||
rhs408
United States904 Posts
+ Show Spoiler [Pantheon/Hamtheon] + Of all the champs that I've played on ARAM, Pantheon gets my vote for most fun. HAM all game. His burst potential is pretty damn insane, something which can't be said for many other AD's. His ult can also be a great initiate, especially vs an annoying poke team. Panth's greatest strength in ARAM is his E. It can do SO MUCH DAMAGE in team fights, even at level 1, so try to get it to hit multiple champs whenever possible. You will usually be using this after jumping in with your W, but one mistake which can easily be made is using your E immediately after landing your W - it makes sense to do this, but you can actually end up missing your E pretty easily this way since you are so close to the target, and the "cone" area of effect of E is very small directly in front of Pantheon. After using your W, if you take just a small step back and then fire off a perfectly aimed E, it makes it much tougher to dodge since the champ will be in the wider area of the cone area of effect. You'll want to build armor pen in order to keep its damage high. A Q->W->E->Q combo can 100-0 a squishy or even a mildly tanky bruiser pretty easily. When using Panth's ult to initiate, you want to aim just a little bit behind the enemy back line. After your ult has been aimed/used, start spamming pings at the spot that you will land as soon as possible. If your team is not aware of your ult, it will likely end up failing miserably. You need them to put pressure on the enemy team so that they can't simply 5v1 and kill you in one second when you land. If all goes as planned, the enemy team will retreat right into your ult, or at the very least they will be forced into a team fight. Starting Items: Brutalizer+Potion (BE A MAN!) Priority Items: Black Cleaver, Last Whisper, Hexdrinker Runes: Armor Pen, AD, Armor, Magic Resistance Masteries: 21/9/0 (Make sure to get the Frenzy Mastery for your E's passive!) Skill Order: Q/W/E, R>Q>E>W or R>E>Q>W + Show Spoiler [Teemo] + Teemo is considered top tier in ARAM mainly because of his mushrooms. That being said, DO NOT BUILD AD TEEMO IN ARAM UNLESS YOU REALLY REALLY NEED AN AD - if you go AD teemo, you are gimping his biggest ARAM strength. I had to learn this the hard way since I liked AD teemo on Summoner's Rift... Your mushrooms can do HUGE damage at high levels, usually enough to half life a squishy. The first priority for mushroom placement is of course the middle two health relics. Once you've got those covered, start placing them in the middle bushes, preferrably at the end of each bush, towards the center. Assuming you are causing lots of pain with your mushrooms, any good team will eventually buy a vision item. Once they do this, placing shrooms in bushes becomes a better option because the enemy will either need to burn their vision item's passive or walk into the bush in order to see if a shroom is there - hopefully when they walk in to check, they will walk into one of your shrooms. Also at this point it is becomes more important to save one mushroom for a teamfight since they likely won't have time to attack the mushroom before it goes off. Other than laying shrooms, you're mostly just going to be spamming your blind shot whenever possible. You likely aren't going to have very many chances for autos since you'll have to get very close to the enemy (and they all want to kill you really bad - remember, you're Teemo!). If the game goes long enough you can pick up a Rylai's to make your blind shots super annoying - assuming you already have Liandry's, your blind shots will do +12% damage + slow. Lich Bane is also super strong on AP Teemo late game. Starting Items: Boots + Fiendish Codex + Pots, Sorc Shoes + Pots Priority Items: Nashor's Tooth (essential if you want to be able to dual anyone, and for a big sustained damage output boost) Liandry's Torment (gives your shrooms a big power boost - the Liandry's proc starts over for every tick of mushroom poison), Rabadon's Deathcap Runes: Magic Pen, AP, Armor, Magic Resist Masteries: 21/9/0 - on Summoner's Rift I'd get both the 8% armor pen and magic pen masteries, for ARAM I go full AP, no armor pen Skill Order: Versus most teams you will want to max Q over your E, however if the other team is lacking ranged poke and you will be in a position to land a lot of autos, max E instead. QWE, R>Q>E>W + Show Spoiler [Warwick] + Warwick is a very strong ARAM champ because he has sustain, tankiness (mostly due to his innate sustain from his Q and passive), and high damage output. Similar to on Summoners Rift, he takes a while to get going - you can't do much early on other than spam your Q on whatever is closest to you. But once he gets his core items and gets his W and E leveled up a bit more, he becomes very scary. Make sure to pick Ghost for your summoners over Flash, as it works great in combination with your E. Also start Chalice for him so that you can spam your Q and W freely. Your next item should be either a Sunfire Cape or Spirit Visage, depending on what you are up against (by late game you'll want both of these if possible). After you pick up your first big defensive item, get a Wit's End. Wit's End provides a HUGE damage spike for Warwick - once you get it, you'll be able to dual pretty much anyone. From there you should build mostly tanky, but if the enemy team is already having a hard time taking you down, a BotRK or Frozen Mallet can be a very good buy as well to seal the deal. If possible, use your ultimate only on the enemy poke or ADC. Make sure your team is nearby so that they have a chance to follow up. Be patient with it - sometimes it may work out better to use it towards the end of a big battle as you will likely have fast movement speed from your E due to an enemy champ being low HP and you can run and catch up to any fleeing squishy. As far as leveling E and W, I first level up my E 3 levels, then start maxing W, since the scaling on your E falls off a bit after level 3, and a high level W can be VERY strong in team fights. AP Warwick is also a viable option in ARAM, although it makes you very dependent on your Q. You sacrifice damage output for sustain, which vs a heavy poke team can be a good option. Starting Items: Chalice + Boots + Potions Priority Items: Sunfire Cape, Spirit Visage, Wit's End Runes: Attack Speed, Lifesteal, Armor, Magic Resist Masteries: I run 17/13/0 on Warwick, unlocking both armor pen and magic pen and taking Block in the defensive tree. Skill Order: See above, start out Q/W/E | ||
SagaZ
France3460 Posts
On the other hand, AP warwick is where the shit is at, it's just that it has somewhat of a weak time before chalice+rabadons, and this is where people pussy out and start building tank. persevere in the ap escalation, chunk people with Q and recover over half your hp with it | ||
Jek
Denmark2771 Posts
On October 05 2013 05:31 SagaZ wrote: I hate tank warwick, I feel so useless in arams. On the other hand, AP warwick is where the shit is at, it's just that it has somewhat of a weak time before chalice+rabadons, and this is where people pussy out and start building tank. persevere in the ap escalation, chunk people with Q and recover over half your hp with it I sort of build him as both. Spirit Visage -> Boots 1 -> Sheen -> Boots 2 (sorcs or mercs) -> Phage -> Wardens Mail -> Trinity. All the damage and tankiness you need. | ||
schmutttt
Australia3856 Posts
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Jek
Denmark2771 Posts
If your team have multiple champions which utilize AP or AD, someone should rush the corrosponding aura item. They are without a doubt the most cost efficient items in the game when you are basically teamfighting 24/7. I'd even go as far as need be, pick up Zeke's on an ADC if for instance your bruiser does not listen to reason. By rushing the aura item your team as a whole will gain a significant advantage if the other team does not, and you can easily capitalize on this by winning the early game towers fast. | ||
Apoptotic
United States137 Posts
On October 07 2013 22:52 Jek wrote: Something I just noticed in Monte's OP is he omitted mentioning the strength of aura items in ARAM. While this is obvious, it is a point that should be stressed. If your team have multiple champions which utilize AP or AD, someone should rush the corrosponding aura item. They are without a doubt the most cost efficient items in the game when you are basically teamfighting 24/7. I'd even go as far as need be, pick up Zeke's on an ADC if for instance your bruiser does not listen to reason. By rushing the aura item your team as a whole will gain a significant advantage if the other team does not, and you can easily capitalize on this by winning the early game towers fast. It's actually in the OP. Auras are King In almost every ARAM someone on your team should build Aegis/Bulwark. The difference it makes in terms of survival cannot be overstated. While other aura items are still situational (e.g. Zeke's, WotA), remember that you are perpetually in a 5v5 situation. More often than not you'll be surprised how strong they are. | ||
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