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General League of Legends Teamfight Tactics Valorant

New Placement Matches Policy for LOL, TFT, Valorant

The gaming world is always evolving, and with it, the policies that shape our play. Recently, significant updates have been made to the placement match policies for popular games like League of Legends (LoL), Teamfight Tactics (TFT), and Valorant. Understanding these changes, particularly regarding Matchmaking Rating (MMR) and rank alignment, is crucial for players aiming to maximize their gaming experience.

Last Known Rank Clarification

A key aspect of these updates is the alignment of the account's MMR with the order requirements. For instance, if you're playing on a Diamond account with Master MMR in LoL, you should select Master as your last known rank. This clarification ensures fair and balanced matchmaking in placement matches.

Guaranteed Wins Policy in League of Legends

In LoL, the new policy introduces a system of guaranteed wins for placement matches. The policy stipulates that:

  • For 5 placement matches, players are guaranteed 4 wins (Unranked to Master) and 3 wins (Grandmaster and Challenger).
  • This guarantee scales down with the number of placement matches played, ensuring players have a clear expectation of their potential ranking outcome.

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Guaranteed Wins Policy in Teamfight Tactics

In TFT, the new policy introduces a system of guaranteed wins for placement matches. The policy stipulates that:

  • For 5 placement matches, players are guaranteed 4 wins (Unranked to Master) and 3 wins (Grandmaster and Challenger).
  • This guarantee scales down with the number of placement matches played, ensuring players have a clear expectation of their potential ranking outcome.

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Guaranteed Wins Policy in Valorant


Valorant, too, has adopted a similar policy

  • Players can expect 4 guaranteed wins for 5 placement matches in ranks up to Immortal and 3 wins at Radiant.
  • As with LoL and TFT, the number of guaranteed wins adjusts according to the number of placement matches.

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Should the guaranteed win count not be met, players will receive wins equal to their losses. However, it's important to note that compensation will not exceed a full division if the total win rate is 50% or above. This safeguard ensures that players are fairly compensated while maintaining the integrity of the ranking system. This guarantee scales down with the number of placement matches played, ensuring players have a clear expectation of their potential ranking outcome.


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Conclusion


As we embrace these new placement match policies across LoL, TFT, and Valorant, players need to stay informed and adapt their strategies accordingly. These changes not only bring a new level of excitement and challenge to the games but also ensure fairness and competitiveness in the ranking system. Whether you're a seasoned player or just starting, these policies are set to impact your gaming journey significantly. Remember, these updates are designed with your gaming success in mind. By understanding and leveraging them, you can optimize your gameplay and enjoy a more satisfying competitive experience. So, gear up for the new season, keep these changes in mind, and get ready to climb the ranks with confidence and strategy! 🚀🎮🏆


1/9/2024

New Placement Matches Policy for LOL, TFT, Valorant
EB24 about League of Legends #25 Itemization, Patch 10.6 - from the Booster perspective
League of Legends

EB24 about League of Legends #25 Itemization, Patch 10.6 - from the Booster perspective

With the new patch comes the best guide you can find on the internet! EB24 has already a guide about the meta now comes to the best items! Check it out below:

 

Top

To start with the boots, it always depends on the enemy team comp, mercs vs heavy ap/cc, Tabi against AD damage.

 

Wukong:

Wukong is a bruiser now. So of course, you want to build like a bruiser. So far it’s pretty standard build. The Tiamat is optional, it depends on if you want to push the wave fast or not.

 

Tryndamere:

There are few variations of an early build, you can go hydra first, good for trades or essence reaver for all in/roaming. The First 4 items are must go(including boots), then the build-depend on what you need.

 

Trundle:

Most important tip: Sheen is must have the first item no matter what happens, never go Tabi or phage or you will hardly lose, also end trinity before the Tabi. The reason for it is your q has INSANE synergy with trinity passive. If you get those 2 items you unlock your superpower spike and sooner you get it sooner you will demolish enemies. Sometimes you can change my build like going something tanky like Deadman’s Plate instead of Wit’s End if the enemies don’t really have ap champions. Generally, if you can’t get sheen first back go cull and try your best to farm for entire sheen until next back. Whenever leaving base use your won the max range while healing on the fountain and stay on the very edge. Trundle’s w improves ALL healing he receives and this includes fountain healing, so it will save you quite of time.

The last tip from me is, sometimes wait for the enemy to have a slight advantage over you when fighting then pop out your ultimate to surprise him with your healing and damage, as your ultimate reduces enemies’ armor and MR making him super squishy even if it’s bruiser or tank.

 

Jungle

Here are the best builds for the champions presented on our Tier list:

 

1. Graves:

For Graves, I have 3 builds:

First build:

Warrior > Black Cleaver > Phantom Dancer > Infinity Edge > Deaths Dance > Boots depends

Second build:

Warrior > Drakthar > Youmuu's > Edge of Night > Mortal Reminder > Boots depends

Third build:

Warrior > Stormrazor > Cloak of Agility > Cloak of Agility > Cloak of Agility > Rapid Fire cannon > Infinity Edge > Phantom dancer

This build is for %100 crit and is built for almost every crit champion.

 

2. Nidalee:

Runic Echo > Sorcerer's boots or Oblivion Orb > Lich bane > Rabadon or Zhonya > Rabadon or Void staff

If they have +2 assassins (like Zed or Kha), you can go oblivion orb and Zhonyas. If +3 enemy has +120 MR go for void staff, not Rabadon.

 

3. Ekko:

Runic echos > Protobelt > Zhonyas > Lich bane=Rabadon > If they have +2 Hard cc champs buy mercs

 

4. Lee Sin:

Warrior > Black Cleaver > Sterak's Gage > Guardian Angel > A tank item depends on enemy > Boots depends too

 

5. Nocturne:

Warrior > Sanguine Blade > Black Cleaver > Guardian Angel > Edge of Night > Boots depends

6. Rek'Sai:

Warrior > Black Cleaver > Sterak's Gage > Guardian Angel > Depends on the game, you can either go offensive item or defensive > Boots depends too

7. Kha'Zix:

Warrior > Drakthar > Black Cleaver > Edge of Night > Guardian Angel > boots depend

8. Ornn:

Cinderhulk > Abyssal Mask > Ice Born Gauntlet

9. Vi:

Warrior > Trinity Force > GA or streaks gage if they have too much burst > Armor or Mr item depends on the enemy team

 

10. Sylas:

Runic echoes > Sorcerer's boots > Hextech Protobelt > Zhonyas (very important) > Lich Bane > Rabadons Deathcap

 

11. Sejuani

Cinderhulk > Warmog's > Gargoyle > Rest is adaptive tank items

 

Mid

Items for mid lane are similar:

If your champion is AP:

- Archangel's Staff& Rod of Ages (Best on Cassio, Ryze, Kassadin)

- Morellonomicon

- Zhonya's Hourglass (Best vs AD and burst champions and for Fizz)

- Hextech Gunblade (Best on Kata)

- Rylai's Crystal Scepter (Best on Cassio)

- Hextech Protobelt-01 (Best on Ekko, Sylas, Fizz)

- Luden's Echo (Best on Sylas and Syndra)

 

If your champion is AD:

Lethality items are very optional if you are ahead you go for:

-Youmuu's Ghostblade & Duskblade of Draktharr and finish with GA or Last Whisper

 

If not:

Duskblade of Draktharr & Edge of Night/ Sanguine Blade

 

Situational:

If you have mountain drakes, Banshee's Veil makes you stronger and gives you a lot of MR (especially good vs AP mid & top/jungle). Build a Liandry's Torment if you're against tanks.

 

·         AD Carry

The items for the S and A-tier champions are the same as for the last patch, nothing changed in terms of items.

 

1. Aphelios:

Build - Essence Reaver, Runnan, Infinity, Phantom Dancer

 

First Rune: Precision

Going for:

- Press the Attack

- Triumph

- Legend: Bloodline

- Coup de Grace

Second Rune: Sorcery

- Nimbus Cloak

- Gathering Storm

 

2. Kai'Sa:

Build - Manuamane>Guinsoo> Nashor Tooth> Zhonya

 

First Rune: Precision

Going for:

- Press the Attack

- Triumph

- Legend: Bloodline

- Coup de Grace

Second Rune: Inspiration

- Magical Footwear

- Biscuit Delivery

 

3. Senna:

Build - Manamune, Duskblade, Yommu/Edge of the night (depends on the comp), Infinity edge

 

First Rune: Domination

Going for:

- Dark Harvest

- Taste of Blood

- Eyeball Collection

- Ravenous Hunter

Second Rune: Precision

- Presence of Mind

- Legend: Alacrity

 

4. Miss Fortune:

Build - Essence Reaver, Infinity Edge, Rapid Fire Canon, GA/Phantom Dancer/Maw

 

First Rune: Precision

Going for:

- Press the Attack

- Triumph

- Legend: Alacrity

- Coup de Grace

Second Rune: Inspiration

- Magical Footwear

- Biscuit Delivery

 

5. Caitlyn:

Build - Stormrazor> Infinity Edge> Rapid Fire Cannon, after it, you can go for a situational item or another crit.

 

First Rune: Precision

Going for:

- Fleet Footwork

- Triumph

- Legend: Bloodline

- Coup de Grace

Second Rune: Inspiration

- Magical Footwear

- Biscuit Delivery

 

6. Lucian:

Build - Botrk> Essence Reaver> Infinity Edge/ Phantom Dancer/ Rapid Fire Cannon> GA/MAW/BT

 

First Rune: Precision

Going for:

- Press the Attack

- Triumph

- Legend: Alacrity

- Coup de Grace

Second Rune: Inspiration

- Magical Footwear

- Biscuit Delivery

 

7. Jhin:

Build - Stormrazor> Rapid Fire Cannon> Infinity Edge> PH/MAW/GA

 

First Rune: Precision

Going for:

- Fleet Footwork

- Triumph

- Legend: Bloodline

- Coup de Grace

Second Rune: Inspiration

- Magical Footwear

- Biscuit Delivery

 

8. Ezreal:

Build - Manamune> Trinity/Iceborn Gauntlet (depends on the enemy team, if full AD then Iceborn better)>Botrk/Mortal Reminder if u need Grievous Wounds and Armor Pen

 

First Rune: Precision

Going for:

- Lethal Tempo

- Presence of Mind

- Legend: Bloodline

- Coup De Grace

Second Rune: Sorcery

- Manaflow Band

- Transcendence

 

9. Jinx:

Build - Infinity Edge> Runnan's Hurricane> Rapid Fire Cannon> Situational Items

 

First Rune: Precision

Going for:

- Lethal Tempo

- Triumph

- Legend: Bloodline

- Coup De Grace

Second Rune: Inspiration

- Magical footwear

- Biscuit Delivery

 

Situational Items

Every ADC after 2/3 core items, have to decide to pick up some items from the list below

1. Maw of Malmortius

Strong vs AP Teamcomps, gives AD, CDR, MR, with a passive that gives you shield, lifesteal and AD.

2. Phantom Dancer

Items that gives you AS/CRIT/MS and shield vs both types of damage, useful on ADC that builds crit items (Tristana, Aphelios, Xayah, Miss Fortune, Draven)

3. Guardian Angel

After getting killed, you getting respawned with 50% of your base hp, gives AD/ARMOR

very good item vs strong assassins

4. Quicksilver Sash

An item that removes one CC, useful vs team comps with a lot of CC or vs CC that will kill you when you will get them (Malzahar, Leona, Warwick, works vs Mordekaiser ult as well)

5. Bloodthirster

Gives AD/Lifesteal, passive that grants you shield, good on champions that need lifesteal but as well they depend more on AD than attack speed (Draven)

6. Lord Dominik's Regards

Gives AD/ ARmor pen, good vs tanks, when you don't play a champion that has % dmg, like Kai'Sa, Kog'maw, Vayne

7. Mortal Reminder

Gives AD/Armor pen, 10% less armor pen than Lord Dominik's, but your auto attacks apply Grievous Wounds

 

Support

- Zeke's Converge

Standard cdr armor and MR item whit the active link damage buff and slow buff.

 

- Knights Vow

Standard armor item whit hp cdr and active shared damage link

 

- Locket of the Iron Solari

Standard MR item whit some armor specific vs heavy magic team comps, it gives an aoe shield for every 1 active.

 

- Redemption

Usually, either the 1st or last item depending on the lead you have, it gives cdr hp and mana regen plus the healing and shielding power and the active aoe heal.

 

- Gargoyle Stoneplate

Good item on champions that don't get natural stats, I would usually build this only if I'm the only tank on the team if not I would usually skip it entirely, it gives armor, MR and HP and the passive stats buff per player and the active increased hp and defensive stats per champion.

 

And this is it. Make sure you grab your boosting service or coaching service and assign it to any of our boosters that helped us make this blog post possible! Their names will be below so click on them and don't forget to assign your service to them.

Top - Starkingg

Jungle - Celebrimbor

Mid - Justfizzics

ADC - DanteG

Support – Covefiel

 

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4/16/2020

EB24 about League of Legends #24 Current meta, Patch 10.6 - from the Booster perspective
League of Legends

EB24 about League of Legends #24 Current meta, Patch 10.6 - from the Booster perspective

With the new patch comes the best guide you can find on the internet! EB24 is here to help you out with the new meta for Patch 10.6, so check down below and we can guarantee that you’ll climb if you play the best champions!

 

Top

With the new patch, there are new champions in the S tier. So far, the nerfs for the current S tier champions are not good enough to weaker them. In S tier we welcome reworked Wukong, Tryndamere, and Trundle. Trundle might be a surprise for many people but we will get in second in detail why I’ve chosen him from B tier to S tier. Wukong at the current state is insanely strong, he is super hard to outtrade, his w is perfectly synced with his animations giving you almost no space for counterplay, and he has a 3-second knock-up which cannot be countered with tenacity. Tryndamere is an Elo machine super high DPS, unkillable, almost no hard matchups, great at split pushing and he can scale easily no matter how hard behind u put him. Trundle is my personal favorite pick of the patch, he received buffs beforehand and now he is an absolute monster. Capability to 1v1 any champion, with his ultimate he can turn any losing matchup and he is shredding the turrets if few hits. All other S tier picks build and runes are in patch 10.5 posts so check them out to find out more about them. This time we going to focus on these 3 newcomers.

 

Top Tier List

 

S-tier: Kled, Mordekaiser, Darius, Ornn, Garen, Wukong, Tryndamere, Trundle

A-tier: Kayle, Shyvanna, Poppy, Illaoi, Camille, Dr.Mundo, Cassiopeia, Jax, Malphite

 

Jungle

10.6 mainly focuses on melee carry top lane champions and wukong. But kindred buff is huge in my opinion. Buff to her W is making her early game more and more. After one more buff, she will be on meta because other champions still outduel her. And another change in the jungle is deaths dance but sadly the item is too expensive and I think it's only available on graves.

 

Mid

Patch 10.6 brought us some changes for mid lane champions. Riot Games is buffing control mages what is not a dream for assassin players but a big deal for those ones who like to play slow farm up and play team fights in 40 min. So, let’s see what’s changed. Anivia received a 1-sec frozen duration buff which, to be honest, doesn’t change anything. She is a nice late game champ but early game is vulnerable for ganks and she is immobile which makes her easy target for assassins.

They nerfed Ryze that much that they needed to buff him again so he received some mana regen and dmg for E. This makes him a more solid pick. And here it goes the twisted fate. From my point of view, he received a huge buff. The ap ratio on the blue card goes from 0.5 to 0.9 which is a big deal for him cause it’s the most likely card to use at early stages of the game when you just spam q and refresh mana and I think this change would make a blue card in the late game more usable and even kind of 1 shot potential. Veigar received some ad and q dmg which basically let the Veigar players farm easier and stack q more efficient, kind of cool adjust. Xerath received some dmg buff on ultimate and big dmg buff on his w when the target is in the middle of an area of damage. I would say this would make him a very good pick.

The biggest expectation for me is how will Wukong suits mid lane meta. He received HUGE rework and buffs. He is an AD assassin with the potential of wave clear with hydra E + Q. He has a lot of cc now and burst. I’m sure he is a good pick vs all control mages and some assassins like fizz cause of his ability to dodge the main burst with his clone. Overall, I like the way riot is trying to buff poke and control mid laners (Ziggs lately) we will see what will happen next patch.

Mid-Tier List

S-tier: Katarina, Diana, Qiyana, Kassadin, Ekko, Talon, Cassiopeia, Fizz, Zed

A-Tier: Yasuo, Vladimir, Sylas, Ryze, Aurelion, LeBlanc, Malzahar, Twisted Fate, Syndra

 

As we can see the tier list we can highlight:

Zed: I would say he is more and more often visiting mid lane. He has a huge ability to snowball and well played he can outplay almost all burst champions.

Twisted Fate: I think buffs in this patch can make him s tier champ. He has probably best roams with his ultimate and the catch potential is terrifying. He has wave clear and ofc we build him often in a defensive way (Zonhyas/Rod of Ages) so he can manage to survive early stages of the game and lead the late game

Diana: She manages to dominate mid lane since her rework. She is just a great pick with high chances to assassinate and kill almost everyone. And Diana players have to admit that when you see the enemy in a group you know the team fight is won. For those who survive Diana’s ultimate there is still 4 man behind her.

 

AD Carry

In the current patch 10.6 the bot lane meta hasn’t changed as much Aphelios has received another set of nerfs so we will probably see him less and less because of his weakness being no mobility and needing a lot of peel which is hard to get is soloq MF is still the reigning champion of the adc role and it has been like this for quite a while now she hasn’t received any nerfs whatsoever and continues to be the number 1 adc in the meta.

 

Fortunately, we have another adc rising up the ranks which is Ezreal he has seen an increase in popularity and with the multiple buffs after klepto got nerfed he is quite a good champion for soloq even though he has a bit of a weak laning phase of course but this is avoidable with good use of teleport.

 

And of course one of the most overpowered/broken bot lanes remain Senna and Tahm Kench which is super obnoxious to play against because Senna doesn’t need to farm and keeps poking with range and Tahm is almost unkillable because of his tankiness Senna also gets a lot of souls from not farming so it’s basically not worth to take cs with her knowing the fact that you have the option to have 120 souls at 20 mins instead of 40 when farming or even less.

 

Kalista is also a champion that has popped up quite a bit in soloq with the recent few buffs she got she is probably stronger in a solo lane like top lane but it is still okay to play her bot especially with a duo with good synergy she can stomp most lanes but she has trouble against MF.

 

Kai’Sa is also one that has increased in popularity with the buff in 10.5 so ap Kai’Sa is also good to play because her w is up very often if she hits it, Draven also got a buff in this patch but I don’t think it’s impactful enough to see him actually be meta because he’s a very hard champion to pilot of course the Draven OTP’s are happy about it but not much to be excited for there’s also lethality Varus which has been seeing some play because of the buffs a few patches ago.

ADC Tier List


S+ tier: MF, Fasting Senna (aka Senna + an Engage Support like Tahm and Nautilus)
S-tier: Ezreal, Aphelios
A-tier: Kalista, Varus, Yasuo, Draven, Caitlyn
B-tier: Lucian, Ashe, Jinx, Xayah, Kai’Sa


The rest are situational picks u can pick in certain matchups but by themselves they’re not very good champions.

 

Support

The current meta on the bot lane is reliant in mostly hard tank engages, follow up by defensive supports and lastly any enchanter support.

 

Support Tier List

S-tier: Leona, Nautilus, Thresh, Blitzcrank

A-tier: Taric, Tahm, Senna, Braum, Yuumi

 

Getting leads the early game, rotating to the river for drake, invades in the enemy jungle or to kill the enemy mid laner early levels, whoever is winning lane is most likely to rotate to contest the rift herald or change lanes to pressure any solo lanner, essentially the main reason you play tank supports at the moment is that most of the solo lanners and junglers are playing carry or bruiser, so they need a reliant tank to engage on any team comp which is why currently, tank supports are so valuable.

You can also play defensive supports that do both well vs the s tier supports and usually out scale as well.

Lastly, Yuumi Senna can be played with specific champions like Tahm or Ezreal but requires synergy and I rather use it only whit duo partners.

 

S tier supports currently need to dominate the lane so tank supports are the strongest at the moment follow up by tank defensive supports and last Senna Yuumi supports the only 2 enchanter supports.

And this is it. Make sure you grab your boosting service or coaching service and assign it to any of our boosters that helped us make this blog post possible! Their names will be below so click on them and don't forget to assign your service to them.

Top - Starkingg

Jungle - Celebrimbor

Mid - Justfizzics

ADC - DanteG

Support – Covefiel

 

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4/16/2020

EB24 ABOUT LEAGUE OF LEGENDS #23 - PATCH RUNDOWN 10.6 - FROM A BOOSTER PERSPECTIVE
League of Legends

EB24 ABOUT LEAGUE OF LEGENDS #23 - PATCH RUNDOWN 10.6 - FROM A BOOSTER PERSPECTIVE

New patch, new Rundown! Follow us below throughout all the changes for this Patch 10.6 and get ready to climb the ladder after it!

 

Anivia:

R - GLACIAL STORM

ICED DURATION 2 seconds 3 seconds (now the same as Q - Flash Frost's Iced duration)

Mediocre change.

 

Aphelios:

SEVERUM, THE SCYTHE PISTOL

INNATE - RESURGENT HEAL 8-25% (levels 1-18) of damage dealt 3-20% (levels 1-18) of damage dealt

INFERNUM, THE FLAMETHROWER

INNATE - INCENDIARY AOE DAMAGE TO MINIONS 45% (level 9) of the AoE damage 30% (level 9) of the AoE damage

CRESCENDUM, THE CHAKRAM CHAKRAM

BASIC ATTACK EMPOWERED DAMAGE 30-173% total attack damage 24-164% total attack damage

Aphelios is still super strong. The thing about him is he will never be balanced. It’s pretty simple his kit is too overloaded. No matter how hard riot will try they can’t balance him. They will keep nerfing him until he will be too weak with his numbers. He is just too complicated for this game. He has too much going on, heal, high range, slow, snare, single target huge DPS, turret, multi-target high DPS it’s just too much.

 

Darius:

W - CRIPPLING STRIKE

BONUS PHYSICAL DAMAGE 50/55/60/65/70% total attack damage 40/45/50/55/60% total attack damage

COST 30 mana 40 mana

E - APPREHEND

COST 45 mana 70/60/50/40/30 mana

This was supposed to hit Darius’ trades. Except it doesn’t change pretty much anything, you’re supposed to all in any way and your e is second maxed spell so the mana change doesn’t really mean anything. Darius is still turbo broken.

 

Draven:

W - BLOOD RUSH

DECAYING MOVEMENT SPEED 40/45/50/55/60% 50/55/60/65/70%

Mediocre change. This gives you a t1 boots for free, but it’s not like you ever feel, wow, I wish I was faster with W on. Mains might have an easier time kiting.

 

Garen:

BASE STATS

MAGIC RESIST GROWTH 1.25 0.75

E - JUDGMENT

CRIT STRIKE RATIO 50% 33%

Amazing but it’s not what’s making Garen S tier now. It doesn’t even change the way you would build. Mr change is also without any sense because you got tons of it from the runes

(if you use my set check patch 10.5 top itemization blog) and from W. The only way to nerf Garen is to change his R damage back to ap because this is what makes him such a monster is no counterplay for his R true damage.

 

Hecarim:

R - ONSLAUGHT OF SHADOWS

FEAR DURATION 0.75-1.5 (based on distance travelled) seconds 0.75-2 (based on distance traveled) seconds

Despite the change not being super impactful I think Hecarim is really forgotten champion. He is still really strong people just stopped playing him. Especially with jungle meta shifting into tanks + good early game champions Hecarim is a great fighter in 1v1 situation, as well as his scaling, is really good. Give him a try you might find success.

 

Kayn:

PASSIVE - THE DARKIN SCYTHE

ORB GAIN SPEED At 10-13 minutes into the game, Kayn will increase his orb gain speed by 15%, rising throughout the duration.

This does not change anything.

 

Kindred:

BASE STATS

ATTACK DAMAGE GROWTH 2.26 2.5

MANA REGEN 6.972 7

W - WOLF'S FRENZY

HEALTH RESTORE 32-100 (levels 1-18) based on her missing health 49-100 (levels 1-18) based on her missing health

R - LAMB'S RESPITE

HEAL 200/250/300 250/325/400

I think it’s actually a nerf for kindred cause the heal from her ultimate applies to all people inside her ultimate and her E is based on missing hp. If you don’t know most kindred mains wait with the third hit from E to maximize the damage after the ultimate is done, but this is lowering her damage because enemies will have higher hp. It would be nice if it was for allies only.

 

Morgana:

BASE STATS

MOVEMENT SPEED 330 335

E - BLACK SHIELD

SHIELD 60/120/180/240/300 80/135/190/245/300

I still think Morgana is an S tier support countering every diver with her black shield that gives immune to any kind of cc.

 

Ryze:

BASE STATS

MANA REGEN GROWTH 0.8 1

W - RUNE PRISON

DAMAGE 80/100/120/140/160 80/110/140/170/200

You max W as last, so it doesn’t change anything.

 

Senna:

PASSIVE - ABSOLUTION

ATTACK DAMAGE PER SOUL 1 0.75

INNATE - WEAKENED SOUL COOLDOWN 4 seconds 6/5/4 (levels 1/6/11) seconds

With 50 stacks you lose about 12 damage. Will it make Senna bad? No. She is in pretty much same situation as Aphelios. She either will die from nerfs or she will be a broken monster on the rift. It also doesn’t really change anything for fasting Senna (I don’t even know why they call it like that it just support Senna with close-range ADC who’s usually a tank) or the classic support with normal ADC.

 

Shaco:

R - HALLUCINATE CLONE

BASIC ATTACK DAMAGE 75% total attack damage 60% total attack damage

Riot nerfing Shaco because one tricks are good on him meanwhile leaving Zac and Olaf without nerfs is pretty questionable. Let’s not talk about that change any more.

 

Soraka:

Q - STARCALL

TOTAL REJUVENATION HEAL 40/50/60/70/80 (+0.3 ability power) 50/60/70/80/90 (+0.3 ability power)

MOVEMENT SPEED BONUS 10-20% 15-25%

I think Soraka is only good in duo Q. I don’t really see a sense picking her blind. The thing about Soraka is that she was such a lane bully spamming her q to poke enemy and most divers couldn’t counter it cause of her speed. I think the best idea to make her a good support while nerfing the top is reverting the changes and change her q to do half of the damage if no nearby ally is near.

 

Twisted Fate:

W - PICK A CARD

BLUE CARD AP RATIO 0.5 ability power 0.9 ability power

RED CARD AP RATIO 0.5 ability power 0.6 ability power

Honestly, I really don’t like the ap TF, I rather play the ad version of it. The thing is yes twisted fate is great at controlling the map and can win all 3 lanes with his roams and ultimate. But he is not a hard carry champion, so it’s up to your team how they will use the advantage you gave them. And if they don’t use it then you’re pretty useless. Unlike Qiyana or Kassadin if you get fed you won’t really single handily win the game.

 

Urgot:

Q - CORROSIVE CHARGE

SLOW DURATION 1 seconds 1.25 seconds

E - DISDAIN

STUN DURATION 0.75 seconds 1 second

A small change. I think Urgot is already a really strong champion but people don’t realize this.

 

Veigar:

BASE STATS

ATTACK DAMAGE 50.71 52

ATTACK DAMAGE GROWTH 2.625 2.7

ARMOR 22.55 23

Q - BALEFUL STRIKE

BASE DAMAGE 70/110/150/190/230 80/120/160/200/240

A filler change.

 

Wukong:

He has his entire kit pretty much changed. So far, I can tell with current numbers he is an S tier top laner. Below you have all changes, not going to talk about each because it would take too much time to explain all his changes. All you need to know is that if you face him it’s going to be a really tough matchup for you.

 

BASE STATS

MAGIC RESIST 32.1 28

HEALTH 577.8 540

MANA 265 300

MANA GROWTH 38 45

RECOMMENDED ITEMS Updated to reflect the strength of bruiser-oriented builds on Wukong

PASSIVE - STONE SKIN

ARMOR 4/6/8 (levels 1/7/13) per nearby champion 5-11 (level 1-18)

REMOVED MAGIC RESIST Wukong no longer gains 4/6/8 (levels 1/7/13) bonus magic resist

HEALTH REGEN Now grants 0.5% maximum health regen per 5 seconds

NEWMAN IN THE MIRROR Bonuses are increased by 62.5% for 5 seconds every time Wukong or his decoy hit an enemy champion or monster (stacking up to 8 times for a total bonus of 500%)


Q - CRUSHING BLOW

BONUS BASIC ATTACK DAMAGE 10/40/70/100/130 (+0/0.1/0.2/0.3/0.4 total attack damage) 30/55/80/105/130 (+0.5 bonus attack damage)

BONUS RANGE 125 75/100/125/150/175

HIT FAST Cast time now scales with Wukong's attack speed

QOL Added a timer to the ability icon to show how much time is left to use the empowered attack

NEWDECOY CDR Whenever Wukong or his decoy deal damage with basic attacks or abilities, Q - Crushing Blow's cooldown is reduced by 0.5 seconds

COOLDOWN 9/8/7/6/5 seconds 9/8.5/8/7.5/7 seconds



W - WARRIOR TRICKSTER

NEWKIND OF PURE OF HEART Added a 300-range dash that can’t go over walls

STEALTH DURATION 1.5 seconds 1 second

REMOVEDPOOF! Wukong's decoy no longer deals AoE magic damage before disappearing

COOLDOWN 18/16/14/12/10 seconds 20/19/18/17/16 seconds

COST 50/55/60/65/70 mana 60 mana

DECOY DAMAGE REDUCTION Wukong's decoy now mimics his attacks and ultimate but deals 50/55/60/65/70% damage

DECOY BASIC ATTACKS The decoy will attempt to attack enemies Wukong has recently attacked

DECOY Q - CRUSHING BLOW The decoy's next attack is empowered

DECOY E - NIMBUS STRIKE The decoy gains bonus attack speed

DECOY R - CYCLONE The decoy will start spinning and knock-up enemies that haven't been knocked-up already from the initial ultimate cast


E - NIMBUS STRIKE

DAMAGE 65/100/135/170/205 (+0.8 bonus attack damage) physical 80/120/160/200/240 (+0.8 ability power) magic

BONUS ATTACK SPEED 30/35/40/45/50% 40/45/50/55/60%

ATTACK SPEED BUFF DURATION 4 seconds 5 seconds

COOLDOWN 8 seconds 10/9.5/9/8.5/8 seconds

COST 45/50/55/60/65 mana 30/35/40/45/50 mana

DISTANCE TO TARGET POST-DASH 0 75


R - CYCLONE

MAKE IT DOUBLE Wukong can now cast his ultimate a second time within 8 seconds. The second cast can knock-up enemies a second time.

KNOCK-UP DURATION 1 seconds 0.75 seconds

SPIN DURATION 4 seconds 2 seconds

DAMAGE PER SECOND 20-200 (+1.1 total attack damage) 4-8% maximum health (+1.1 total attack damage)

SPINNING MOVEMENT SPEED 5-40% (based on spin duration) 20%

SPIN CANCELLATION After 1 second After 0.5 seconds

DAMAGE TICK RATE 0.5 seconds 0.25 seconds (each tick of damage now applies Conqueror)

DISTANCE TO TARGET WHILE SPINNING 175 50 (this will make Wukong get closer to his target)

DOESN'T MOVE HER BODY LIKE A Wukong can now cast other abilities to cancel his ultimate, stopping its spin

KEEP ON SPINNING Wukong's bonus attack speed duration from E - Nimbus Strike is refreshed while spinning

QOL Added a timer to the ability icon to show how much spin time is left and how much time he has left to recast the ability before it goes on cooldown

 

Xerath:

W - EYE OF DESTRUCTION

CENTER DAMAGE AMP 50% increase 66.7% increase

R - RITE OF THE ARCANE

DAMAGE PER SHOT 200/240/280 (+0.43 ability power) 200/250/300 (+0.45 ability power)

Xerath is already a pretty good champion to carry, he teaches you how to predict enemy movement with his skill shots, also his playstyle is pretty safe. Decent change but won’t really make a revolution.

 

JUNGLE CHAMPIONS

Brand PASSIVE - BLAZE MONSTER DAMAGE Ablaze now deals 120% damage to monsters

Morgana W - TORMENTED SHADOW MONSTER DAMAGE Now does 150% damage to monsters

Shen Q - TWILIGHT ASSAULT MAXIMUM MONSTER DAMAGE 75/100/125/150/175 120/140/160/180/200

Teemo Q - BLINDING DART BLIND DURATION Now lasts 100% longer vs. monsters E - TOXIC SHOT POISON DAMAGE Now does 150% damage to monsters

Yorick PASSIVE - SHEPHERD OF SOULS FINAL SERVICE Yorick now raises graves on large monster deaths and Mist Walkers take 50% reduced damage from monsters

Zyra PLANTS DAMAGE TO MONSTERS Zyra's plants now deal 150% damage to monsters

 

Please don’t play those champions in the jungle. Even the most considerable brand and Shen are pretty much low B tier so just don’t play them.

 

Funnel changes:

UNIQUE - Monster Hunter

MINION GOLD PENALTY 13 less gold from lane minions if more than half of your farm gold is from minions; removed at 14 minutes 13 less gold and 50% less XP from lane minions if more than half of your farm is from minions; removed at 14 minutes.

I don’t really change anything most funnel players play Yi + Taric and it’s about the synergy between these champions. Master Yi has 80-90% of his dmg based on his items and true dmg from e. Most funnel players don’t even play it for the exp and gold from mid, it’s all about the Taric roaming with e and throwing him a 3 second unkillable spell.

 

Items:

Death's Dance

ITEM BUILD

Caulfield's Warhammer + Pickaxe + Vampiric Scepter + 625g Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g

STATS

80 attack damage, 10% cooldown reduction 50 attack damage, 30 Armor, 30 magic resist, 10% cooldown reduction

UNIQUE PASSIVE Stores 30% of all post-mitigation damage received and takes it as damage over time true damage Stores 30% of all post-mitigation damage received for melee champions (20% for ranged champions) and takes it as damage over time true damage

Passive buff + 30 MR and Armor for 30 damage. All champions building it benefit from it.

 

Summoner Spells:

Teleport

COOLDOWN 360 seconds 420-240 (levels 1-18) seconds

CAN'T CATCH ME Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)

Seeing an 8-minute TP is pretty scary but realistically speaking, when do you use TP? Most likely level 3-4 at top lane after backing after a fight. So already it’s -30 seconds making it 390, which is close to what we had before. I don’t really know why they changed it; my best shoot is they want TP to be used more as helping source for other laners than TPing back to lane. Overall, it’s a pretty huge buff for this spell. It also makes it harder to track down the time since it’s the first summoner spell with scaling cd.

 

Here are the changes for this Patch! In case you want to learn more, stay tuned on our social media and on the upcoming blog posts, you’ll learn more about the meta and the itemization! For those who want help climbing, you can always grab a Solo Boosting order or a Duo Boosting order and we’ll get you, someone, right away! Feel free to also learn more by purchasing a Coaching session, we’ll get you one of the best coaches we have!

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3/27/2020

EB24 ABOUT TEAMFIGHT TACTICS #13 - TFT SET 3 - All Origins and Classes explained!
Teamfight Tactics

EB24 ABOUT TEAMFIGHT TACTICS #13 - TFT SET 3 - All Origins and Classes explained!

TFT Set 3: Galaxies Origins and Classes





The new TFT Set is already here, Set 3: Galaxies! On this blog post, we’ll be talking about the new origins and classes so those who don’t know it yet will be able to know everything before playing!





Origins

  •  Celestial 

All allies heal for 15% (2 units), 30% (4 units), 55% (6 units) of the damage, they deal.


 


Units and cost: 


Xayah (1g), 


Rakan (2g), 


Xin Zhao (2g), 


Ashe (3g), 


Kassadin (3g).


 



 


2 Celestial has been seen among the new set, but 4 and 6 Celestial remain underwhelming. 4 Celestial is sometimes played in hyper roll comps.




  • Chrono 

All allies gain 10% (2 units), 35% (4 units), 70% (6 units) Attack Speed every 4 seconds.


 


Units and cost: 


Caitlyn (1g), 


Twisted Fate (1g), 


Blitzcrank (2g),


Shen (2g), 


Ezreal (3g), 


Vanguard (4g), 


Thresh (5g).


 



 


Chrono has seen ups and downs with multiple buffs and nerfs on the PBE. 2 Chrono is a good synergy to splash into many comps, and 4 Chrono Kayle carry comps, as well as 6 Chrono Sniper comps, are being played.




  • Cybernetic

Cybernetic champions with at least one item gain 350 health and 35 AD (3 units), 800 Health and 80 AD (6 units). 


 


Units and cost: 


Fiora (1g), 


Leona (1g), 


Lucian (2g), 


Vi (3g), 


Irelia (4g),


Ekko (5g).


 



 


After massive buffs to Cybernetic, both 3 and 6 Cybernetic are strong options. 3 Cybernetic is a strong early game synergy, while 6 Cybernetic is a solid late-game composition.


 


  • ·         Dark Star


When a Dark Star Champion dies, it gives 35% (3 units), 80% (6 units) increased damage, plus any previous stacks of this the effect, to the nearest ally Dark Star Champion.


 


Units and cost:


Jarvan (1g), 


Mordekaiser (2g), 


Lux (3g), 


Karma (3g), 


Shaco (3g), 


Jhin (4g).


 



 


Dark star, despite multiple buffs, is weak both at 3 and 6. The synergy is incredibly underwhelming and no top comps currently build around the trait.


 


  • ·         Mech Pilot


At the start of combat, three random Mech-Pilots are teleported into a Super-Mech. The Super-Mech has the combined Health, Attack Damage, and Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies, the pilots are ejected, granted 25 Mana, and continue to fight.


 


Units and cost: 


Annie (3g), 


Rumble (3g), 


Fizz (4g).


 



 


Mech Pilot is a very powerful and versatile synergy. Two top tier comps, Mech Pilot-Infiltrator and Mech Pilot-Sorcerer are S tier comps in the current meta. A fully stacked Mech with Ionic Spark is a sure-fire way to win streak in the midgame.


 


  • ·         Rebel


At the start of combat, Rebels gain 150 (3 units), 225 (6 units) shield and 10% (3 units), 12% (6 units) increased damage for each adjacent Rebel.


 


Units and cost: 


Malphite (1g), 


Ziggs (1g),


Sona (2g), 


Yasuo (2g), 


Master Yi (3g), 


Jinx (4g), 


Aurelion Sol (5g).


 



 


Rebels are a viable early to mid-game comp that relies on Master Yi as its primary carry. Late game, 6 Rebel can be viable but is too dependent on finding a 2* Aurelion Sol.


 


  • ·         Space Pirate


Whenever a Space Pirate lands a killing blow on a Champion there is a 50% (2 units), 100% (4 units) chance to drop extra loot and a 15% (4 units) chance to drop a component item.


 


Units and cost: 


Graves (1g), 


Darius (2g), 


Jayce (3g), 


Gangplank (5g).


 



 


Space Pirate comps have seen very little play, even in transition. Individually, Jayce has proven to be a very strong unit - however, 4 space pirates are not being played.


 


  • ·         Star Guardian


Star Guardian's spell casts grant 30 (3 units), 60 (6 units) Mana to other Star Guardians. (Spreads among them).


 


Units and cost: 


Poppy (1g), 


Zoe (1g), 


Ahri (2g), 


Neeko (3g), 


Syndra (3g), 


Soraka (4g).


 



 


6 Star Guardian, 4 Sorcerer has been seeing some play as a B tier comp. The best item for Star Guardian comps is Chalice of Harmony, stacked on either Syndra or Ahri. Late game, the Star Guardian synergy is weak and falls off.


 


  • ·         Valkyrie


Valkyrie attacks and spells always critically strike targets below 50% health. (2 units)


 


Units and cost: 


Kai’Sa (2g), 


Kayle (4g), 


Miss Fortune (5g).


 



 


All three Valkyries are extremely good units that can carry a team. The Valkyrie trait is very good to splash in if you have Kai’Sa, Kayle, or Miss Fortune as your carry.


 


  • ·         Void


Attacks and spells from Void Champions deal true damage. (3 units)


 


Units and cost: 


Kha’zix (1g), 


Cho’gath (4g), 


Vel’koz (4).


 



 


Void has returned in Set 3, but, unlike its predecessor, is difficult to fit into most comps. The trait has seen very little play, unlike in Set 1. Some comps splash in Void for Vel’Koz carry.


 


Classes


 


  • ·         Blademaster


Blademasters' Basic Attacks have a 30% (3 units), 55% (6 units) chance on hit to trigger two additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.


 


Units and cost: 


Fiora (1g), 


Xayah (1g), 


Shen (2g), 


Yasuo (2g), 


Master Yi (3g), 


Irelia (4g), 


Kayle (4g).


 


  • ·         Blaster


Every fourth Basic Attack from a Blast fires 2 (2 units), 5 (4 units) additional attacks at random enemies. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.


 


Units and cost: 


Graves (1g), 


Lucian (2g), 


Ezreal (3g), 


Jinx (4g), 


Miss Fortune (5g).


 


  • ·         Brawler


Brawlers gain 300 (2 units), 750 (4 units) bonus Maximum Health.


 


Units and cost: 


Malphite (1g), 


Blitzcrank (2g), 


Vi (3g), 


Cho’gath (4g).


 


  • ·         Demolitionist


Damage from Demolitionists' spell casts stuns their targets for 1.50 seconds. (Once per spell cast). (2 units)


 


Units and cost: 


Ziggs (1g), 


Rumble (3g), 


Gangplank (5g).


 


  • ·         Infiltrator


Innate: At the start of combat, Infiltrators move to the enemy's backline. Infiltrators gain 50% (2 units), 80% (4 units) Attack Speed for 6 seconds at the start of combat, refreshing on takedown (4 units).


 


Units and cost: 


Kha’Zix (1g), 


Kai’Sa (2g), 


Shaco (3g),


Fizz (4g), 


Ekko (5g).


 


  • ·         Mana-Reaver


A Mana-Reaver’s first (2 units), all (4 units) Basic Attacks increase the Mana cost of their target's next spell cast by 40%.


 


Units and cost: 


Darius (2g), 


Kassadin (3g), 


Irelia (4g), 


Thresh (5g).


 


  • ·         Mercenary


Innate: Mercenaries can buy upgrades for their Spells in the shop.


 


Units and cost: 


Gangplank (5g), 


Miss Fortune (5g).


 


  • ·         Mystic


All allies gain 30 (2 units), 120 (4 units) Magic Resistance.


 


Units and cost: 


Sona (2g), 


Karma (3g), 


Soraka (4g), 


Lulu (5g).


 


  • ·         Protector


Protectors shield themselves for 20% (2 units), 35% (4 units) maximum health whenever they cast a spell. This shield doesn't stack.


 


Units and cost: 


Jarvan (1g), 


Xin Zhao (2g), 


Rakan (2g), 


Neeko (3g).


 


  • ·         Sniper


Snipers deal 12% increased damage for each hex between themselves and their target. (2 units)


 


Units and cost: 


Caitlyn (1g), 


Ashe (3g), 


Jhin (4g).


 


  • ·         Sorcerer


All allies have 20% (2 units), 40% (4 units), 80% (6 units) increased Spell Power.


 


Units and cost:  


Twisted Fate (1g), 


Zoe (1g), 


Ahri (2g), 


Annie (3g), 


Lux (3g), 


Syndra (3g), 


Vel’Koz (4g).


 


  • ·         Starship


Innate: Starships gain 20 mana per second, maneuver around the board, and are immune to movement impairing effects, but can't Basic Attack.


 


Units and cost: 


Aurelion Sol (5g)


 


  • ·         Vanguard


Vanguard champions gain 60 (2 units), 250 (4 units) bonus Armor.


 


Units and cost: 


Poppy (1g), 


Leona (1g), 


Mordekaiser (2g), 


Jayce (3g), 


Wukong (4g).


 


And here you have the explanation and also the opinion of our TFT boosters towards the new Origins! Don’t forget to always check our boosters list and select for “TFT Booster” in case you want to boost your TFT rank with us! You can buy anything related to TFT Boosting from us, TFT Solo Boosting, TFT Duo Boosting, TFT Placements, TFT Win Boosting, and event TFT Coaching, just order and we’ll provide you the best service on this Set 3! See you not on Summoner’s Rift but within among Galaxies! By the way… Our Social Medias are down below, check them out!

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3/27/2020