Hello Summoners! This
week we're going to talk a little about Nami and Vayne! This duo has tremendous
synergy together and have many things in their kits that mesh so well. Early
phases of the game you're going to want to max Nami's E for vayne. E gives a
nice slow and extra damage for 3 auto attack procs making it really easy for
vayne to get off her silver bolts leading up to true damage. Nami also has
really nice peels for vayne and sustain. Vayne is a really squishy adc and
needs to be babysat into late game. Nami's sustain is very capable of doing
just that but also gives you the opportunity to play a little bit more
aggressively. If nami lands a bubble vayne can easily align up a condemn and it
can go the other way around. Vayne condemn into Nami bubble! The best thing
about this duo is the movement speed that Nami contributes to Vayne. Vayne
already gains 30 movement speed when chasing after an enemy and is tripled when
she procs her ultimate. Combine that with Nami's passive! An additional 40 +
(10% AP) movement speed bonus for abilities that she puts on vayne while
already having slows. It's really hard to get away from them. To make up for
Vayne's horrible laning phase Nami gives a little leeway for poke and trades.
If vayne goes in for a tumble Nami can heal her and get a bit of damage off on
the opponent as well. There is of course some things to take into precaution
though as these two aren't unstoppable. Champions such as Taric and Sona with
good CC and sustain can put you on your toes. Any CC on Vayne will set you back
but the movement speed and reposition of Q makes her really hard to catch and
slippery. Hope you guys like them and get the chance to try it out! Let us know
how your games went :)
Sunday, March 16, 2014
Thursday, March 13, 2014
FOR SCIENCE: All you need to know about wards
Welcome to the League Of Science!
Where we will keep you updated with all the math behind League of Legends. We will give you an overview of the current best builds (backed up by formulas) and if you have any League related questions, feel free to ask and we'll settle them ASAP, all to help you get up in the ranks!
Today we will be talking about wards.
Note: The pictures below depict warding locations based on three different settings. Performing a split push strategy where your team is getting pushed back to your own base but you have one or more players pushing another lane requires a separate set of warding locations that is not listed in this guide. However, splicing some of these scenarios below together will potentially get you all the ideal warding locations for any situation!
The first picture depicts ideal ward locations during the laning phase. DO NOT WARD EVERY SINGLE LOCATION THAT CONTAINS A STEALTH WARD PICTURE. Ward accordingly depending on where the vision is needed. For example, if you ward tri-bush and dragon pit down in bot lane, you don't need the ward at the corner of dragon pit that's sometimes used when you're trying to conserve wards.
The second picture depicts ward locations for when your team is pushing. Ward these locations to make sure your team stays dominant. Victory is just around the corner!
The third picture depicts ward locations for when your team is getting pushed. Keep your base safe, and attempt to catch an enemy out of position to lessen any advantage the enemy team may have. Don't worry the game isn't lost yet!
Warding is not only for supports! Make sure that everyone is doing their fair share of warding. Having vision saves lives and reduces the chances of making a mistake, whereas a lack of vision... well you just better hope they're not waiting for you in the bush you're about to face check.
Note: The pictures below depict warding locations based on three different settings. Performing a split push strategy where your team is getting pushed back to your own base but you have one or more players pushing another lane requires a separate set of warding locations that is not listed in this guide. However, splicing some of these scenarios below together will potentially get you all the ideal warding locations for any situation!
Ward Locations for Blue Side, for Purple Side Flip the Map
The first picture depicts ideal ward locations during the laning phase. DO NOT WARD EVERY SINGLE LOCATION THAT CONTAINS A STEALTH WARD PICTURE. Ward accordingly depending on where the vision is needed. For example, if you ward tri-bush and dragon pit down in bot lane, you don't need the ward at the corner of dragon pit that's sometimes used when you're trying to conserve wards.
The second picture depicts ward locations for when your team is pushing. Ward these locations to make sure your team stays dominant. Victory is just around the corner!
The third picture depicts ward locations for when your team is getting pushed. Keep your base safe, and attempt to catch an enemy out of position to lessen any advantage the enemy team may have. Don't worry the game isn't lost yet!
Warding is not only for supports! Make sure that everyone is doing their fair share of warding. Having vision saves lives and reduces the chances of making a mistake, whereas a lack of vision... well you just better hope they're not waiting for you in the bush you're about to face check.
Legend
Laning Phase
Pushing Scenario
Getting Pushed Scenario
Tuesday, March 11, 2014
Watch Out! Lobby Terminator On The Loose
LOBBY TERMINATOR UPDATES FROM MY JOURNAL:
Day 1:
8:07 PM
Any remains of the lobby were not found. Currently we have obtained zero evidence leading to the dangerous Lobby Terminator. However, everyone already seems to have moved on and joined another lobby.
Day 1:
9:32 PM
By now no one seems to have any recollection of OL (Original Lobby). Is this due to the actions of the Lobby Terminator?
Day 1:
9:54 PM
I have produced a vague sketch of what I think the Lobby Terminator may look like:
Please be on the lookout!
Day 1:
10:24 PM
By now, I am starting to suffer from a lack of willpower to continue this pursuit. The Lobby Terminator must have something to do with this. Luckily I have my journal to help me remember why we have to continue the manhunt.
Day 1:
11:20 PM
The manhunt is called off! We have yet to find any leads and we have already lost too many good men. You win this time Lobby Terminator!
R.I.P Original Lobby, you will not be forgotten!
FOR SCIENCE: Amumu Support
Welcome to the League Of Science!
Where we will keep you updated with all the math behind League of Legends. We will give you an overview of the current best builds (backed up by formulas) and if you have any League related questions, feel free to ask and we'll settle them ASAP, all to help you get up in the ranks!
Today we will be looking at Amumu support!
Why Amumu support?
Though typically considered an unconventional support, Amumu support was seen in the Battle of the Atlantic during the match of Gambit Gaming vs XDG, and also showed up recently in the NA LCS.
When to pick Amumu support:
The play style of Amumu support is largely similar to that of Leona support. You pick Amumu when you're feeling like you want to play Leona, but Leona is either banned or the enemy already picked her or you hate Leona. Personally, from the way I play Amumu support, I believe he is a lot more fun than Leona support, but why don't you be the judge?
Who goes well with Amumu support?
Since Amumu plays out like Leona, I would go ahead and say that anyone who works well with Leona should work well with Amumu. Check out all the synergy and counters on this chart. Amumu isn't all that great early on, but scales considerably well into the late game. Along with a strong adc, they become an unstoppable force late into the game.
What abilities do I rank up on Amumu support?
Start level 1 with your E, unless you are either invading or feel like the stun would be more useful, then go ahead and level your Q. With every rank of your E, any physical damage Amumu takes gets reduced by a small amount. Ranking up your E is what's going to help you stay in lane longer and win those trades when an opportunity calls for it. However, every rank of your E increases the damage of Tantrum by 25, whereas every rank of your Q increases the damage of Bandage Toss by 50. If you are thinking you are going to consistently be harassing with your Q (Bandage Toss) and successfully landing most of them, while coming out every time virtually unharmed, then yes go ahead and rank your Q. But, if this is not the case, my suggestion would be to rank up your E and play it safe.
Ability Order Suggestion:
Level Ability
1 E
2 Q
3 W
4 E
5 E
6 R
7 E
8 W
9 E
10 W
11 R
12 W
13 W
14 Q
15 Q
16 R
17 Q
18 Q
What masteries do I get?
The typical melee support masteries
Or the hardcore AP build is always fun
What items do I get on Amumu support?
The typical build for virtually any support can be found here on this chart. However, when I play Amumu support, I like to have fun and just completely demolish my enemies out of nowhere. By "out of nowhere," I mean that the enemy won't even see it coming! This is what I like to build when playing Amumu support:
Start the game off with Relic shield, pot(s), ward, and trinket.
On your first back, depending on how much money you have, grab either a Ruby Crystal or Sightstone and pots
Don't forget your boots!
Your first "big" item should be a Haunting Guise
Sorcerer's Shoes for more damage!
Liandry's Torment OP!
Sell that Relic Shield and go for a Frost Queen's Claim
Abyssal Scepter if the enemy team has a lot of AP damage
Sunfire Cape if the enemy team has a lot of AD damage
Rylai's Crystal Scepter, if you don't want to settle with just armor or mr
Last but not least! Distortion boots. Amumu flash ults are OP!
Ruby Sightstone FTW!
Share your experience playing as Amumu support!
Add me in game if you have any questions, or feel free to ask here.
IGN: Knows Gogeta SS4
Why Amumu support?
Though typically considered an unconventional support, Amumu support was seen in the Battle of the Atlantic during the match of Gambit Gaming vs XDG, and also showed up recently in the NA LCS.
When to pick Amumu support:
The play style of Amumu support is largely similar to that of Leona support. You pick Amumu when you're feeling like you want to play Leona, but Leona is either banned or the enemy already picked her or you hate Leona. Personally, from the way I play Amumu support, I believe he is a lot more fun than Leona support, but why don't you be the judge?
Who goes well with Amumu support?
Since Amumu plays out like Leona, I would go ahead and say that anyone who works well with Leona should work well with Amumu. Check out all the synergy and counters on this chart. Amumu isn't all that great early on, but scales considerably well into the late game. Along with a strong adc, they become an unstoppable force late into the game.
What abilities do I rank up on Amumu support?
Start level 1 with your E, unless you are either invading or feel like the stun would be more useful, then go ahead and level your Q. With every rank of your E, any physical damage Amumu takes gets reduced by a small amount. Ranking up your E is what's going to help you stay in lane longer and win those trades when an opportunity calls for it. However, every rank of your E increases the damage of Tantrum by 25, whereas every rank of your Q increases the damage of Bandage Toss by 50. If you are thinking you are going to consistently be harassing with your Q (Bandage Toss) and successfully landing most of them, while coming out every time virtually unharmed, then yes go ahead and rank your Q. But, if this is not the case, my suggestion would be to rank up your E and play it safe.
Ability Order Suggestion:
Level Ability
1 E
2 Q
3 W
4 E
5 E
6 R
7 E
8 W
9 E
10 W
11 R
12 W
13 W
14 Q
15 Q
16 R
17 Q
18 Q
What masteries do I get?
The typical melee support masteries
Or the hardcore AP build is always fun
What items do I get on Amumu support?
The typical build for virtually any support can be found here on this chart. However, when I play Amumu support, I like to have fun and just completely demolish my enemies out of nowhere. By "out of nowhere," I mean that the enemy won't even see it coming! This is what I like to build when playing Amumu support:
Start the game off with Relic shield, pot(s), ward, and trinket.
On your first back, depending on how much money you have, grab either a Ruby Crystal or Sightstone and pots
Don't forget your boots!
Your first "big" item should be a Haunting Guise
Sorcerer's Shoes for more damage!
Liandry's Torment OP!
Sell that Relic Shield and go for a Frost Queen's Claim
Abyssal Scepter if the enemy team has a lot of AP damage
Sunfire Cape if the enemy team has a lot of AD damage
Rylai's Crystal Scepter, if you don't want to settle with just armor or mr
Last but not least! Distortion boots. Amumu flash ults are OP!
Ruby Sightstone FTW!
Share your experience playing as Amumu support!
Add me in game if you have any questions, or feel free to ask here.
IGN: Knows Gogeta SS4
Sunday, March 9, 2014
The Sivir Janna Combo by Aversa
Hello everyone! This week we’re
taking a look at Sivir and Janna! There’s a lot of things that synergizes well
aside from both of these ladies having movement speed steroids. Hopefully I can
shed a little light as of why. Janna compliments Sivir very well. I know a lot
of people opt for supports that lock down the CC or even Soraka for the mana
replenish but Sivir is already pretty good at sticking to her target and is the
only ADC that can actually replenish her own mana with her spell shield! Even
though relatively safe with an ability that blocks other champion’s spells
Sivir is prone to being poked if not poking back. I know she has her Q and W
that deal all sorts of damage and wave clear but Sivir has one of the shortest
auto attack ranges in terms of ADCs. Janna helps mitigate that with her shield
and even gives an additional 50 attack damage plus an additional 10% of her AP
which makes trading very easy and very good for the two during laning phase.
Janna is also a very good peeler for Sivir if she ends up mistiming her spell
shield which could be fatal from post six or ganks. Sivir can also speed up her
amazing support and janna can provide some awesome cc for locking targets down.
Just make sure that if you’re Janna you don’t use your slow if you don’t need
to as this can be problematic if you need to retreat. If Janna’s slow ( w ) is
on cooldown you no longer ignore creep collision. Sivir can also help her
support in the form of offense. Pokes and hard hitting auto attacks can easily
take down any opponents chasing after the support and since you have Janna she
can always ult and shield for safe measures. This duo might not have wombo
combos or sustain but they make up for it with their shields and hit hard while
providing utility for their team. Hope you guys take the chance to try them out
J
Thursday, March 6, 2014
FOR SCIENCE: NA LCS Prediction Chart (2014 Spring LCS)
ACCURACY: 10 Right, 5 Wrong, 1 Tie
(10/16)*100%=62.5% Correct
(5/16)*100%=31.25% Incorrect
(1/16)*100%=6.25% No Prediction
Note: While Reginald is subbing in for Bjergsen, TSM does not get the +3 bonus
(Not enough data on Reginald to say whether this "Note" is worth taking into account)
Note: Bunny FuFuu from CRS and Sheep from XDG are other people I do not have much data on yet
Every point difference is a 2.5% ±2.5% higher chance to win.
Predictions:
3/7/2014
EG vs C9: CORRECT
EG=Trundle+Evelynn+LeBlanc+Jinx+Morgana=4+5+8+6+4=27
C9=Shyvana+Elise+Kha'Zix+Caitlyn+Thresh+3=6+7+7+5+6+3=34
(27 < 34) C9 Wins
CST vs TSM (Reginald Subbing): INCORRECT (would've been a toss up with
CST=Vi+Shyvana+Nidalee+Lucian+Thresh=5+6+6+4+6=27
TSM=Renekton+Evelynn+Gragas+Caitlyn+Annie=5+5+4+5+5=24
(27 > 24) CST Wins
CLG vs DIG: CORRECT
CLG=Ryze+Elise+Nidalee+Sivir+Morgana+3=4+7+6+7+4+3=31
DIG=Dr. Mundo+Wukong+Ziggs+Jinx+Amumu+2=5+4+4+6+4+2=25
(31 > 25) CLG Wins
CRS vs XDG: CORRECT
CRS=Caitlyn+Lulu+Trundle+Vi+Leona=5+6+4+5+5=25
XDG=Orianna+Renekton+Lee Sin+Sivir+Morgana=4+5+4+7+4=24
(25 > 24) CRS Wins
CST vs DIG: CORRECT
CST=Jax+Elise+Kassadin+Thresh+Caitlyn=4+7+4+6+5=26
DIG=Kha'Zix+Lucian+Evelynn+Annie+Jayce+2=7+4+5+5+4+2=27
(26 < 27) DIG Wins
3/8/2014
TSM (Reginald Subbing) vs CLG: CORRECT
TSM=Gragas+Renekton+Annie+Elise+Sivir=4+5+5+7+7=28
CLG=Lulu+Vayne+Morgana+Shyvana+Jarvan IV+3=6+4+4+6+4+3=27
(28 > 27) TSM Wins
EG vs XDG: INCORRECT
EG=Evelynn+Jinx+Morgana+Gragas+Nidalee=5+6+4+4+6=25
XDG=Kha'Zix+Shyvana+Vi+Caitlyn+Annie=7+6+5+5+5=28
(25 < 28) XDG Wins
C9 vs CRS: CORRECT
C9=Renekton+Kha'Zix+LeBlanc+Caitlyn+Lulu+3=5+7+8+5+6+3=34
CRS=Lucian+Syndra+Trundle+Elise+Leona=4+4+4+7+5=24
(34 > 24) C9 Wins
TSM (Reginald Subbing) vs EG: CORRECT
TSM=Lulu+Dr. Mundo+Leona+Vi+Lucian=6+5+5+5+4=25
EG=Pantheon+Jinx+Morgana+Ahri+Gragas=5+6+4+4+4=23
(25 > 23) TSM Wins
XDG vs CST: CORRECT
XDG=Lulu+Trundle+Vi+Sivir+Leona=6+4+5+7+5=27
CST=Lee Sin+Evelynn+Ziggs+Thresh+Lucian=4+5+4+6+4=23
(27 > 23) XDG Wins
DIG vs C9: NO PREDICTION
DIG=Gragas+Lucian+Kha'Zix+Annie+Shyvana+2=4+4+7+5+6+2=28
C9=Renekton+Pantheon+Kassadin+Sivir+Morgana+3=5+5+4+7+4+3=28
(28 = 28) Toss Up
3/9/2014
XDG vs TSM (Reginald Subbing): INCORRECT
XDG=LeBlanc+Trundle+Evelynn+Caitlyn+Leona=8+4+5+5+5=27
TSM=Gragas+Shyvana+Annie+Pantheon+Ezreal=4+6+5+5+2=22
(27 > 22) XDG Wins
CLG vs CST: CORRECT
CLG=Lulu+Sivir+Leona+Shyvana+Evelynn+3=6+7+5+6+5+3=32
CST=Renekton+Vi+Ahri+Morgana+Lucian=5+5+4+4+4=22
(32 > 22) CLG Wins
DIG vs CRS: INCORRECT
DIG=Lulu+Lucian+Kha'Zix+Annie+Shyvana+2=6+4+7+5+6+2=30
CRS=Draven+Nidalee+Elise+Trundle+Thresh=4+6+7+4+6=27
(30 > 27) DIG Wins
C9 vs CLG: INCORRECT
C9=Trundle+Elise+Gragas+Lucian+Morgana+3=4+7+4+4+4+3=26
CLG=Caitlyn+Ziggs+Leona+Shyvana+Evelynn+3=5+4+5+6+5+3=28
(26 < 28) CLG Wins
CRS vs EG: CORRECT
CRS=Caitlyn+Kassadin+Trundle+Vi+Thresh=5+4+6+5+6=26
EG=Olaf+Sivir+Riven+Morgana+Gragas=5+7+3+4+4=23
(26 > 23) CRS Wins
FOR SCIENCE: Support Item Chart (Vel'Koz Patch)
Welcome to the League Of Science!
Below is a chart showing the general item paths a support should follow during the course of a game.
Of course there are tons of viable builds, but this is just a general build people should consider.
Sorry in advance, but the support that wants to become an AP carry build path is not listed. However, that build is plenty viable and very enjoyable to play.
Let me know if you see anything else missing from here.
Monday, March 3, 2014
FOR SCIENCE: The Worth of Your Runes (Patch 4.3 Vel'Koz Patch)
Welcome to the League Of Science!
Where we will keep you updated with all the math behind League of Legends. We will give you an overview of the current best builds (backed up by formulas) and if you have any League related questions, feel free to ask and we'll settle them ASAP, all to help you get up in the ranks!
Today we will be looking at the gold efficiency of your runes. But, in order to do this, we have to first find out the average cost of each stat.
To simplify things, we will only be looking at the Quints. If you want to know the costs of the other runes, just take the gold efficiency value for whichever stat you're doing it for and multiply it by the amount the rune gives (just follow the examples below if it still doesn't make sense).
So let's begin:
Let's look at the cost of some stats by looking at the in game items:
Ability Power
Amplifying Tome gives +20AP for 435g, so (435g/20AP)=21.75g per AP
Needlessly Large Rod gives +80AP for 1600g, so (1600g/80)=20g per AP
The average of these two comes out to (21.75g+20g)/2=20.875g per AP
Armor
Cloth Armor gives +15Armor for 300g, so (300g/15Armor)=20g per Armor
Chain Vest gives +40Armor for 720g, so (720g/40Armor)=18g per Armor
The average of these two comes out to (20g+18g)/2=19g per Armor
Armor Penetration
The Brutalizer gives +25AD, +10%CDR, and +10ArmPen for 1337g. At 36g per AD (refer below) and 19.3505g per %CDR (refer below), we get ((36g*25AD)+(19.3505g*10%CDR))=(900g+193.505g)=1093.505g worth of AD and %CDR. We get (1337g-1093.505g)=243.495g worth of ArmPen. So, (243.495g/10ArmPen)=24.3495g per ArmPen
Attack Damage
Long Sword gives +10AD for 360g, so (360g/10AD)=36g per AD
B.F. Sword gives +45AD for 1550g, so (1550g/45AD)=34.44g per AD
The average of these two comes out to (36g+34.44g)/2=35.22g per AD
Attack Speed
Dagger gives +12%AS for 400g, so (400g/12%AS)=33.33g per %AS
Recurve Bow gives 30%AS for 900g, so (900g/30%AS)=30g per %AS
The average of these two comes out to (33.33g+30g)/2=31.665g per %AS
Critical Strike Chance
Brawler's Gloves gives 8%Crit for 400g, so (400g/8%Crit)=50g per %Crit
Cloak of Agility gives 15%Crit for 730g, so (730g/15%Crit)=48.667g per %Crit
The average of these two comes out to (50g+48.667g)/2=49.33g per %Crit
Health
Ruby Crystal gives +150HP for 400g, so (400g/150HP)=2.667g per HP
Giant's Belt gives +380HP for 1000g, so (1000g/380HP)=2.63157g per HP
The average of these two comes out to (2.667g+2.63157g)/2=2.649g per HP
Health Regen
Rejuvenation Bead gives +5HP5 for 180g, so (180g/5HP5)=36g per HP5
Life Steal
Vampiric Scepter gives +10AD and +10%LS for 800g. At 35.22g per AD (refer above), we get (35.22g*10AD)=352.2g worth of AD and (800g-352.2g)=447.8g worth of %LS. So, (447.8g/10%LS)=44.78g per %LS
Magic Penetration
Sorcerer's Shoes gives +45MS and +15MPen for 1100g. At 13g per MS (refer below), we get (13g*45MS)=585g worth of MS and (1100g-585g)=515g worth of MPen. So,
(515g/15MPen)=34.33g per MPen
Magic Resist
Null-Magic Mantle gives +20MR for 400g, so (400g/20MR)=20g per MR
Negatron Cloak gives +40MR for 720g, so (720g/40MR)=18g per MR
The average of these two comes out to (20g+18g)/2=19g per MR
Mana
Sapphire Crystal gives +200MP for 400g, so (400g/200MP)=2g per MP
Mana Regen
Faerie Charm gives +3MP5 for 180g, so (180g/3MP5)=60g per MP5
Movement Speed
Boots of Speed gives +25MS for 325g, so (325g/25MS)=13g per MS
Spell Vamp
Hextech Revolver gives +40AP and 12%SV for 1200g. At 20.875g per AP (refer above), we get (20.875g*40AP)=835g worth of AP and (1200g-835g)=365g worth of %SV. So, (365g/12%SV)=30.4167g per %SV
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now that we have the costs of all the stats, we can finally calculate the gold efficiency of each rune!
Note: Some of them are currently too hard to calculate and we will save them for another day :(
Attack Damage: (35.22g*2.25AD)=79.245g
Attack Speed: (31.665g*3.4%AS)=107.661g
Armor: (19g*4.26Armor)=80.94g
Armor per Level: (19g*0.38Armor)=7.22g per level, 129.96g at level 18
Armor Penetration: (24.3495g*2.56ArmPen)=62.33472g
Cooldown Reduction: (19.3505g*1.67%CDR)=32.315335g
Cooldown Reduction per Level: (19.3505g*0.14%CDR)=2.70907g per level, 48.76326g at level 18
Critical Chance: (49.33g*1.86%Crit)=91.7538g
Health: (2.649g*26HP)=68.874g
Health per Level: (2.649g*2.7HP)=7.1523g per level, 128.7414g at level 18
Magic Resist: (19g*4MR)=76g
Magic Resist per Level: (19g*0.37MR)=7.03g per level, 126.54g at level 18
Mana: (2g*37.5MP)=75g
Mana per Level: (2g*4.17MP)=8.34g per level, 150.12g at level 18
Mana Regen: (60g*0.41MP5)=24.6g
Mana Regen per Level: (60g*0.065MP5)=3.9g per level, 70.2g at level 18
Today we will be looking at the gold efficiency of your runes. But, in order to do this, we have to first find out the average cost of each stat.
To simplify things, we will only be looking at the Quints. If you want to know the costs of the other runes, just take the gold efficiency value for whichever stat you're doing it for and multiply it by the amount the rune gives (just follow the examples below if it still doesn't make sense).
So let's begin:
Let's look at the cost of some stats by looking at the in game items:
Ability Power
Amplifying Tome gives +20AP for 435g, so (435g/20AP)=21.75g per AP
Needlessly Large Rod gives +80AP for 1600g, so (1600g/80)=20g per AP
The average of these two comes out to (21.75g+20g)/2=20.875g per AP
Armor
Cloth Armor gives +15Armor for 300g, so (300g/15Armor)=20g per Armor
Chain Vest gives +40Armor for 720g, so (720g/40Armor)=18g per Armor
The average of these two comes out to (20g+18g)/2=19g per Armor
Armor Penetration
The Brutalizer gives +25AD, +10%CDR, and +10ArmPen for 1337g. At 36g per AD (refer below) and 19.3505g per %CDR (refer below), we get ((36g*25AD)+(19.3505g*10%CDR))=(900g+193.505g)=1093.505g worth of AD and %CDR. We get (1337g-1093.505g)=243.495g worth of ArmPen. So, (243.495g/10ArmPen)=24.3495g per ArmPen
Attack Damage
Long Sword gives +10AD for 360g, so (360g/10AD)=36g per AD
B.F. Sword gives +45AD for 1550g, so (1550g/45AD)=34.44g per AD
The average of these two comes out to (36g+34.44g)/2=35.22g per AD
Attack Speed
Dagger gives +12%AS for 400g, so (400g/12%AS)=33.33g per %AS
Recurve Bow gives 30%AS for 900g, so (900g/30%AS)=30g per %AS
The average of these two comes out to (33.33g+30g)/2=31.665g per %AS
Cooldown Reduction
Fiendish Codex gives +30AP and +10%CDR for 820g. At 20.875g per AP (refer above), we get (20.875g*30AP)=626.25g worth of AP and (820g-626.25g)=193.75g worth of %CDR. So, (193.75g/10%CDR)=19.375g per %CDR
Ionian Boots of Lucidity gives +45MS and 15%CDR for 1000g. At 13g per MS (refer below), we get (13g*45MS)=585g worth of MS and (1000g-585g)=415g worth of %CDR. So, (415g/15%CDR)=27.667g per %CDR
Kindlegem gives +200HP and +10%CDR for 850g. At 2.649g per HP (refer below), we get (2.649g*200HP)=529.8g worth of HP and (850g-529.8g)=320.2g worth of %CDR. So, (320.2g/10%CDR)=32.02g per %CDR
Stinger gives +40%AS and +10%CDR for 1250g. At 31.665g per %AS (refer above), we get (31.665g*40%AS)=1266.6g worth of %AS and (1250g-1266.6g)=-16.6g worth of %CDR. So, (-16.6g/10%CDR)=-1.66g per %CDR
The average of these four comes out to (19.375g+27.667g+32.02g-1.66g)/4=19.3505g per %CDR
Fiendish Codex gives +30AP and +10%CDR for 820g. At 20.875g per AP (refer above), we get (20.875g*30AP)=626.25g worth of AP and (820g-626.25g)=193.75g worth of %CDR. So, (193.75g/10%CDR)=19.375g per %CDR
Ionian Boots of Lucidity gives +45MS and 15%CDR for 1000g. At 13g per MS (refer below), we get (13g*45MS)=585g worth of MS and (1000g-585g)=415g worth of %CDR. So, (415g/15%CDR)=27.667g per %CDR
Kindlegem gives +200HP and +10%CDR for 850g. At 2.649g per HP (refer below), we get (2.649g*200HP)=529.8g worth of HP and (850g-529.8g)=320.2g worth of %CDR. So, (320.2g/10%CDR)=32.02g per %CDR
Stinger gives +40%AS and +10%CDR for 1250g. At 31.665g per %AS (refer above), we get (31.665g*40%AS)=1266.6g worth of %AS and (1250g-1266.6g)=-16.6g worth of %CDR. So, (-16.6g/10%CDR)=-1.66g per %CDR
The average of these four comes out to (19.375g+27.667g+32.02g-1.66g)/4=19.3505g per %CDR
Brawler's Gloves gives 8%Crit for 400g, so (400g/8%Crit)=50g per %Crit
Cloak of Agility gives 15%Crit for 730g, so (730g/15%Crit)=48.667g per %Crit
The average of these two comes out to (50g+48.667g)/2=49.33g per %Crit
Health
Ruby Crystal gives +150HP for 400g, so (400g/150HP)=2.667g per HP
Giant's Belt gives +380HP for 1000g, so (1000g/380HP)=2.63157g per HP
The average of these two comes out to (2.667g+2.63157g)/2=2.649g per HP
Health Regen
Rejuvenation Bead gives +5HP5 for 180g, so (180g/5HP5)=36g per HP5
Life Steal
Vampiric Scepter gives +10AD and +10%LS for 800g. At 35.22g per AD (refer above), we get (35.22g*10AD)=352.2g worth of AD and (800g-352.2g)=447.8g worth of %LS. So, (447.8g/10%LS)=44.78g per %LS
Magic Penetration
Sorcerer's Shoes gives +45MS and +15MPen for 1100g. At 13g per MS (refer below), we get (13g*45MS)=585g worth of MS and (1100g-585g)=515g worth of MPen. So,
(515g/15MPen)=34.33g per MPen
Magic Resist
Null-Magic Mantle gives +20MR for 400g, so (400g/20MR)=20g per MR
Negatron Cloak gives +40MR for 720g, so (720g/40MR)=18g per MR
The average of these two comes out to (20g+18g)/2=19g per MR
Sapphire Crystal gives +200MP for 400g, so (400g/200MP)=2g per MP
Mana Regen
Faerie Charm gives +3MP5 for 180g, so (180g/3MP5)=60g per MP5
Movement Speed
Boots of Speed gives +25MS for 325g, so (325g/25MS)=13g per MS
Spell Vamp
Hextech Revolver gives +40AP and 12%SV for 1200g. At 20.875g per AP (refer above), we get (20.875g*40AP)=835g worth of AP and (1200g-835g)=365g worth of %SV. So, (365g/12%SV)=30.4167g per %SV
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now that we have the costs of all the stats, we can finally calculate the gold efficiency of each rune!
Note: Some of them are currently too hard to calculate and we will save them for another day :(
AGAIN THESE ARE ALL QUINTESSENCES TO SAVE TIME, JUST PLUG AND CHUG NUMBERS FROM ABOVE TO CALCULATE COSTS OF OTHER RUNES!
Attack Damage: (35.22g*2.25AD)=79.245g
Attack Damage per Level: (35.22g*0.25AD)=8.805g per level, 158.49g at level 18
Ability Power: (20.875g*4.95AP)=103.33125g
Ability Power per Level: (20.875g*0.43AP)=8.97625g per level, 161.5725g at level 18
Ability Power: (20.875g*4.95AP)=103.33125g
Ability Power per Level: (20.875g*0.43AP)=8.97625g per level, 161.5725g at level 18
Armor: (19g*4.26Armor)=80.94g
Cooldown Reduction: (19.3505g*1.67%CDR)=32.315335g
Cooldown Reduction per Level: (19.3505g*0.14%CDR)=2.70907g per level, 48.76326g at level 18
Critical Chance: (49.33g*1.86%Crit)=91.7538g
Health per Level: (2.649g*2.7HP)=7.1523g per level, 128.7414g at level 18
Health Regen: (36g*0.43HP5)=15.48g
Health Regen per Level: (36g*0.11HP5)=3.96g per level, 71.28g at level 18
Hybrid Penetration: (24.3495g*1.79ArmPen)+(34.33g*1.4MPen)=43.585605g+48.062g=91.647605g
Lifesteal: (44.78g*2%LS)=89.56g
Hybrid Penetration: (24.3495g*1.79ArmPen)+(34.33g*1.4MPen)=43.585605g+48.062g=91.647605g
Lifesteal: (44.78g*2%LS)=89.56g
Magic Penetration: (34.33g*2.01MPen)=69.01g
Magic Resist per Level: (19g*0.37MR)=7.03g per level, 126.54g at level 18
Mana: (2g*37.5MP)=75g
Mana per Level: (2g*4.17MP)=8.34g per level, 150.12g at level 18
Mana Regen: (60g*0.41MP5)=24.6g
Mana Regen per Level: (60g*0.065MP5)=3.9g per level, 70.2g at level 18
SpellVamp: (30.4167g*2%SV)=60.8334g
So the runes that cost the highest gold are the most gold efficient. Of course, it also depends on how effective your champion is with these stats.
Hope this helped!
Add me in game if you have any questions, or feel free to ask here.
IGN: Knows Gogeta SS4
IGN: Knows Gogeta SS4
Sunday, March 2, 2014
FOR SCIENCE: The Best Gold Income Item (Patch 4.3 Vel'Koz Patch)
Welcome to the League Of Science!
Where we will keep you updated with all the math behind League of Legends. We will give you an overview of the current best builds (backed up by formulas) and if you have any League related questions, feel free to ask and we'll settle them ASAP, all to help you get up in the ranks!
Today we will be looking at these three gold income items:
So which one of these gives the most gold? By the way, no super minions are factored in.
Ancient Coin gives 2 gold per minion death. Minions spawn 6 at a time every 30 seconds, and on every 3rd minion wave a siege minion spawns. This would give an average of (6+6+7)/3=19/3=6.33 minions every 30 seconds. However, after 35 minutes into the game, siege minions spawn every 2nd minion wave, giving an average of (6+7)/2=13/2=6.5 minions every 30 seconds. Now, in the optimal case, you would be getting gold from every minion from every lane, but let's be more realistic. We're going to say that you got every minion from one lane and leave it at that giving you a whopping (2*6.33)=12.66 gold every 30 seconds before 35 minutes into the game, and (2*6.5)=13 gold every 30 seconds after 35 minutes.
TLDR: Ancient Coin gives 12.66 gold every 30 seconds before 35 minutes, and 13 gold every 30 seconds after 35 minutes (if you never get out of your lane and watched every single one of your minions die).
Relic Shield gives your ally kill gold, along with you yourself originally obtaining the kill gold. However, your ally getting kill gold does not matter, since if your ally hadn't gotten out of the way for you to use your Relic Shield effect, chances are your ally would've gotten the kill gold for himself. With that said, this is how much money the minions give: melee 19(+0.5 gold every 3 minutes), caster 14(+0.5 gold every 3 minutes), siege 40(+1 gold every 3 minutes). In an optimal case, you would be getting only siege minions, however, since you get a charge every 60 seconds and a siege minion spawning every 90 seconds for the first 35 minutes, it's impossible.
Let's see in a more realistic setting. Initially, you would have to begin by getting the first two melee minions giving you 19+19=38 gold for the first 60 seconds. Now, next time it's up you can save a charge for a siege minion and a melee minion giving you 40+19=59 gold. Of course, these numbers will slowly get higher as time in game goes on.
TLDR: Relic Shield gives 14 to 19 gold every 30 seconds for the first minute (19 if two melee minions are killed), then afterwards around 14(+0.0833 gold every 30 seconds) to 29.5(+0.125 gold every 30 seconds) every 30 seconds (optimal case if a siege minion and melee minion are killed on cooldown until 35 minutes). Of course these numbers should be toned down, since it's almost impossible to be getting Relic Shield off every cooldown on the right minions.
Spellthief's Edge grants 5 gold per spell or basic attack on a champion or structure. This can occur up to 3 times every 30 seconds. So that's easy (5*3)=15 gold every 30 seconds, plus the 2 gold per 10 seconds, so an extra (2*3)=6 gold. We end up getting (15+6)=21 gold every 30 seconds.
As we can see, in the best case scenario, Relic Shield would give the most gold. However, anyone who has bought these items can easily say that Ancient Coin is the easiest one to use on cooldown, since the effect is passive. Spellthief's Edge now grants the buyer more damage on hit (10 additional damage either with basic attacks or spells) which is a significant amount earlier on in the game.
We are also not considering what these items build into later on, which is for another day. However, these calculations tell me that Relic Shield grants the most gold.
TLDR: Relic Shield grants the most gold out of the three items in an optimal situation. However, in a more realistic setting, Spellthief's Edge would give Relic Shield a run for its money.
However, we were just looking at the gold each item gives and nothing else. Here is a list of what I prefer on the supports that I play:
Alistar: Relic Shield
Amumu: Relic Shield
Annie: Spellthief's Edge
Blitzcrank: Relic Shield
Fiddlesticks: Spellthief's Edge
Janna: Spellthief's Edge
Karma: Toss up between Spellthief's Edge and Ancient Coin
Leona: Relic Shield
Lulu: Spellthief's Edge
Lux: Spellthief's Edge
Morgana: Spellthief's Edge
Nami: Ancient Coin
Nunu: Relic Shield
Sona: Toss up between Spellthief's Edge and Ancient Coin
Soraka: Toss up between Spellthief's Edge and Ancient Coin
Taric: Relic Shield
Thresh: Ancient Coin
Zilean: Toss up between Spellthief's Edge and Ancient Coin
Zyra: Toss up between Spellthief's Edge and Ancient Coin
Alistar: Relic Shield
Amumu: Relic Shield
Annie: Spellthief's Edge
Blitzcrank: Relic Shield
Fiddlesticks: Spellthief's Edge
Janna: Spellthief's Edge
Karma: Toss up between Spellthief's Edge and Ancient Coin
Leona: Relic Shield
Lulu: Spellthief's Edge
Lux: Spellthief's Edge
Morgana: Spellthief's Edge
Nami: Ancient Coin
Nunu: Relic Shield
Sona: Toss up between Spellthief's Edge and Ancient Coin
Soraka: Toss up between Spellthief's Edge and Ancient Coin
Taric: Relic Shield
Thresh: Ancient Coin
Zilean: Toss up between Spellthief's Edge and Ancient Coin
Zyra: Toss up between Spellthief's Edge and Ancient Coin
Play style:
Ancient Coin: Passive play style in comparison to the other 2 starts, I hate starting with Ancient Coin, but the Talisman of Ascension active is so good. Of course, you can sell your initial income item and get a Talisman later.
Relic Shield: More sustain, build up gold between the two of you for those late game comps.
Spellthief's Edge: Aggressive play style, so fun! I'm more of an aggressive player so this is my favorite pick as of the latest patch (patch 4.3).
Add me in game if you have any questions, or feel free to ask here.
IGN: Knows Gogeta SS4
Add me in game if you have any questions, or feel free to ask here.
IGN: Knows Gogeta SS4
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