![]() The farther away you cast this, the slower it will fall, so generally, its not a good idea to cast this at maximum range. So if the enemy completely focuses your lane partner, you can just keep them barely below the threshold, and make for a quick escape. Interestingly, you can use this as an escape as well, if you run towards people who are low health (but they're safe), and you DON'T heal them, so that you can maintain all the movement speed. Be careful of your positioning with this, you run EXTREMELY fast, and its very easy to run a little too far/close, then suddenly find yourself in some crossfire and now suddenly you're in trouble. It does give a lot of stats as a last item. And that's if every other item looks unappealing to buy. If there's one and ONLY ONE particular threat on the enemy team that you just cannot deal with, taking 30% less damage from them could make all the difference, assuming everyone else on the enemy team is not really a problem. Stopwatch is also an insane buy that can win you a team fight. Would consider more vs mostly AD compositions, to make use of the Armor it gives, on top of it's amazing active. This item always ALWAYS baits people, and a well timed Zhonya's Hourglass can completely win you the fight by just stalling the threat that's on you. It is not worth completing this item until the very end. Works much better if you pair it with Moonstone Renewer or Locket of the Iron Solari. Relatively safe choice if none of the other legendaries look appealing to buy. Here is a youtube short demonstrating that. If you can self cast this by buffering it just before CC hits you, this also becomes a Cleanse for yourself, which increases the value tremendously. ![]() Otherwise, better to just build other items. The main choices of CC, usually Ashe's Enchanted Crystal Arrow, or Twisted Fate stun card or other ranged hard CC abilities to get use against. I'd be looking to buy this if there's a bit of CC to get rid of, but if there's too much CC, then it won't feel impactful at all. The only reasons why I'd buy Ardent Censer, is because I have at least another ranged Auto-Attack focused carry on my team ( Kayle, Corki, Graves, Kindred etc etc). I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a relatively weak buy. Amazing to pair with Moonstone Renewer to constantly give the AP/Ability Haste Pairs much better with AD casters, such as Ezreal or Kai'Sa, or while having multiple AP threats on your team. Salvation will already help a ton once you're in range with it, and getting into that range with Mobility Boots will make you all the more infuriating to deal with. Mobility Boots are actually not bad, if you really like roaming and impacting the map a lot more. ![]() ![]() Boots of Swiftness if they have some very crippling slows that are hard to avoid, such as Ashe or Trundle Pillar of Ice Plated Steelcaps if entire enemy team is AD damage Mercury's Treads if there's an absurd amount of CC and/or vs high AP team comps. Ionian Boots of Lucidity are a very safe choice A lot more safety, but less effective in extended fights compared to Moonstone Renewer There's a lot of burst champs that can kill you easily. There's a lot of AoE damage on the enemy team to mitigate. Gives some assistance to team mates who may need to run at them more, like Hecarim Udyr Rammus. Most hypercarries don't have much mobility, you can give that to them so they can position to put out their damage. Your early buys can include, Ruby Crystal, since it builds into all 3 items, and Faerie Charm, since that builds into almost everything you're looking to get anyways, so if you decide to get Locket of the Iron Solari instead of Moonstone Renewer / Shurelya's Battlesong, then you can still turn the Faerie Charm into something regardless. There are 3 main mythics to buy, and generally speaking, you will be rushing one of these 3. ![]()
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