Five Evil LoL Tricks To Win More Games

Today I gathered these 5 evil tricks in League of Legends for you. Join the dark side and start using these tricks – you will definitely win more games.

5. Thresh Lantern Block

lantern.pngThresh is a great support for many reasons, but one of his strongest traits is his ability to save his teammates from seemingly hopeless situations. However, you can use many things to keep your enemies from actually taking the thresh lantern. The easiest ways are:

(i) place wards on the lantern,

(ii) stand on the lantern,

(iii) place pets or zz’rots on the lantern.

Each of these will make your opponents attack the ward/champion/pet instead of taking the trip to safety. Little extra: This somewhat works against Bard journeys too.

4. Relic Top Lane

relicShield.png

Yea, I know – it sounds weird, but let me elucidate. This is not good in all match-ups, but if you have, let’s say Maokai vs Poppy on topside, who will just hit each other again and again without ever really being able to kill one another, then there are a lot of really good arguments for top side relic:

  • You gain an additional 10 gold per auto attack because of the bandit passive. Two auto attacks ~ 1 cs.
  • When your jungler ganks or you gank another lane you can proc the relic and thus increase total team gold and giving some sustain.
  • You get some passive gold.
  • The finished item is extremely cost efficient. For 2200 gold you get a gold generating item with
    • 450 Hp + 340 Hp shield – which is quite comparable to ~800 Hp,
    • 10% cooldown reduction,
    • 100% base health regen,
    • 10% max health shield for you and a teammate.

Of course you will be a bit weaker in the first few levels, since relic shield is not as gold efficient from start. But – from midgame on, this relic will pay off huge.

3. Ward Baiting

DKkFXZPVYAAns6B.jpg

You wanna trap the enemy waiting in some brush but they don’t fall for it? Place Wards! Noone in Solo Queue is buying pinkies, but when it comes to killing wards – no risk is too huge. For some strange reason, people are obsessed with killing wards. They will even lose xp and gold on lane to kill wards. Especially if someone already has 2 hits or so on a ward – they will never stop hitting it. Just give your opponents more things to clear and they will follow you anywhere!

2. Teamfight Warding

warding.jpg

Place wards in important teamfights! Actually – place everything you have: normal wards, control wards, zz’rots and pets. Many adc’s just run around teamfights with standard attack move. Doing that they will often just attack the wards you just placed. Remember that an adc can easily do 500 damage or more with a single auto attack. If your ward just eats one auto, it is as valuable as a small item.

Even if people do not attack move run, they will sometimes right click on your ward and instead of running to a good position, they will stand still and attack the ward. It has so much value, that you should definitely place all you have in important fights.

1. Use Elixiers

Many players don’t ever use elixirs until the very moment they are full build – and even then they often forget it. However, elixirs are very efficient items from midgame onwards. Of course they only last for 180 seconds, so you cannot buy them all the time, but if you think an important fight is about to come soon, then better buy an elixir!


elixirIron.png

Elixir of Iron is awesome on tanks. Most tanks are strong on two items and don’t need further items as much as other classes, so you can afford to delay your item build a bit.

The Elixir of Iron has all you need. Some flat Hp is nice, but the other stuff is even better. 25% Tenacity is really valuable in teamfights for you, since you want to soak the opponents spells anyway. Furthermore giving 15% movement speed to allies in a path behind you is amazing. It’s hard to imagine a teamfight where 500 gold for this elixir doesn’t pay off.


elixirSorcery.png

Elixir of Sorcery is nice, but probably not as strong as Elixir of Iron. You can use this item early if you don’t scale as well as your opponent and want to force an all-in soon.

50 Ap is strong, the 15 mana regen however depend. If you don’t have a lot of mana regeneration at this point, this is very valuable, otherwise it’s a bit wasted. The Sorcery passive is strong during mid game and helps if you need to push turrets.


elixirWrath.png

Elixir of Wrath is a two edged sword. It gives nice stats for an adc, however, most adcs scale really well with items, so you do not want to delay them even a bit. In the very late game you must not miss this buy on an adc, but during the mid game I think this elixir is a better fit on Ad bruisers.

The flat 30 Ad are really good in the mid game and the Bloodlust passive is especially strong in a 1v1 and during laning phase. This item gives a super strong 1v1 boost in the mid game.


What else?

If you wanna know what else you can do to improve your win rate, check out my last post about how I use the TrophyHunter overlay to win more games: How I Use The TrophyHunter Overlay

How I Use The TrophyHunter Overlay

The TrophyHunter Overlay has so many useful information now, but most people don’t know about them and even less are using them to their full potential. Let me show you how I use the TrophyHunter Overlay to gain information about my opponents and teammates and how this information helps me to win more games.

TrophyHunter Overlay – Basics

OverlayExplained.png

The overlay will open up during the loading screen when you start a League of Legends game. All the data shown is received through the open Riot API, so this is not a cheat tool of any kind, but just data, that Riot provides, presented to the user in a clear way.

The overlay might look a bit crowded at first, but that is because we want to present as much useful information for the user as possible in a restricted space. Take the image above as an overview for its functionality.

Win Rates, Summoner Badges and Champion Mastery

winrates.png
Ryze’s win rate is bad. (It’s me :D)

The first thing I check is the win rate for  every summoner in the game. The win rate is calculated based on normal and ranked games on the chosen champion by that summoner. If that summoner has a lot of games, but a win rate that is above 60% or below 40%, you can be quite certain to either face a smurf or a boosted fellow. It can be misleading at times, but more often than not, I know what to expect of my teammates and opponents.

The next this I check are the Summoner Badges of each player. If the player has at least 8 analysed games on his champion, TrophyHunter assigns certain badges for players depending on their play. For example: If a summoner gets first blood a lot of times, then we will show a badge saying: “Careful! This summoner gets first blood often.”. The nine different badges that we show are:

dripping-knife.png First Blood

demolish.png First Turret

swords-emblem.png Least Deaths

 blindfold (1).png Worst Vision Score

farmer.png Highest Creep Score

biohazard.png Most Damage To Champions

dead-head.png Most Deaths

binoculars.png Best Vision Score

pirate-flag.png Most Kills

winrates.png
Ryze is careful and a good farmer. Cassio is a killer.

This gives a lot of valueable information about your opponents. For example: If you play toplane against a Renekton who has First Blood Badge, First Turret Badge and Most Deaths Badge, you know that you better be careful early. However, he seems to play careless at times, so if you wait for a gank, you can have a good chance to punish him.

Further things I check here are: Runes (including minor runes) and Champion Mastery.

The Heatmap

The Heatmap is a very useful tool especially for three things:

Where does the jungler start and path early?

heatmap1.pngheatmap2.pngheatmap3.png

You can manually set the starting and ending point for the timeline. If you set starttime to around 2 minutes and end time to around 5 minutes, you will receive amazing information. Sometimes a jungler is flexible in his starting paths and you cannot deduct much with this method, but many junglers use the same starting path on a specific champion every time. If you have such a jungler, you can assume where he starts and when and where he will do his first gank.

Do they invade?

You can definitely notice if people invade often and where they invade. Can be useful.

Do they cheese level 1?

I saw Singeds where I knew they would proxy the first wave and I saw Heimerdingers and Sions who would start at the enemy blue buff. Each time very valueable information.

Miscellaneous

Damage Composition

damagecomposition.jpg
Mostly physical damage for this team.

I always check the damage composition of the opponent team and choose my build path accordingly.


matchHistory.png

Match History

Another thing I find quite useful from time to time is the recent match history of my opponents. Always useful to know if someone just lost 3 games in a row.


premades1.png
Rengar and Ezreal are premades.

Premades Info

The app checks the last 100 games of each player and checks if any of them played with each other before. This detects most premades, especially if the jungler is premade with someone else, you can assume what lane he will sit.


Conclusion

These are the features of the overlay that I use most and I’m pretty certain that it helps me win more games. Other players use the info about builds and skill orders more, but I’m already quite familiar with that kind of information on the champions I play. I hope this overlay can be a useful companion for you, too.

Download the app

TrophyHunter Play Style

Some time ago we changed the playstyle computation in the TrophyHunter app. It is based on eight attributes now. You gain points for each of the attributes by achieving certain trophies.

Relative Play Style Distribution

This is how the relative distribution among 18733 TrophyHunters looks:

chart (1).png

For comparison: This is how the distribution looked in the old system:

chart (4).png

Relative Attribute Points Distribution

The distribution among all points achieved for the specific attributes looks like this: (This means, that for example 14% of all attribute points achieved among all TrophyHunters are capability points.)

chart (5).png

 

December Tree Analysis

The Trees

In December we had the trees of Pantheon, Shyvana, Syndra, Caitlyn and Bard.

.decemberTreesSmall.png

 

laurels-trophy.png

The Best of December

 

The following 4 TrophyHunters finished all 5 December trees (random sorting, Abu Mosah and Hîghnrich completed all trees last month too):

Hîghnrich
Abu Mosah
LikeaDidiDX
Sickey Misc

Well done TrophyHunters! 
laurels-trophy2.png

Top Ten TrophyHunters in Completing Trees

  1. Abu Mosah – 32 trees
  2. Quappa – 25 trees
  3. Hîghnrich – 22 trees
  4. zakdoekje – 21 trees
  5. BeNaThEo – 19 trees
  6. Blade Of Despair – 18 trees
  7. zSuicide – 18 trees
  8. Мой Ник Спиздели – 18 trees
  9. TheRedShadow9 – 17 trees
  10. NekoTheFlame – 17 trees
  11. Baldy Runner – 17 trees
  12. The Pentakiller – 17 trees
  13. Darkbeyer – 17 trees
  14. 弱いchamp使う人 – 17 trees
  15. Limextar – 17 trees
  16. Gittvald – 17 trees

Abu Mosah extends his lead to 7 trees, since Quappa couldn’t finish any tree at all this month.  Hîghnrich and zakdoekje could both separate themselves from the crowd and are now on rank 3 and 4.

Rank 9 is split among 8 competitors with some new faces like Baldy Runner, 弱いchamp使う人 and Limextar.

The Distribution

Overall 9124 TrophyHunters were active at least once during December (we got more reliable data now, so this number grew drastically, compared to last month). The distribution of the number of achieved trees looks like this:DecemberTrees_2.png

As you can see, most of the TrophyHunters didn’t complete any tree. So the next graphic only shows those who completed at least one tree.DecemberTrees_3.png

Four TrophyHunters could finish all trees – that’s  the dark blue slice which can hardly be seen ;). Last month we had 5 summoners who could finish all trees.

The hardest tree was Shyvanas tree and the easiest was Pantheons. Below you can see how often each of the trees has been achieved:DecemberTrees_1.png

TrophyHunter Plans 2018

Planned Features For 2018

We planned a lot of new stuff for 2018. Let me give you an overview of the new features that are planned for 2018.

Season Ranking

We decided to not reset the current ranking, but add a new ranking called season ranking. This one will be set to 0 points for all trophyhunters when season 8 starts. You will gain points in the same way as before with ladder points. You can only gain points for this ranking during season 8. By the end of season 8 the leading players of that ranking will gain some kind of special reward.

The current ranking will now be referred to as all-time ranking. This is the current ranking and will simply continue as usual. This will show the leader board by ladder points across multiple seasons.

Playstyle Comparison

At the end of the current season 7, we introduced the new playstyle system. This system is based on eight attributes and assigns one of 16 playstyles depending on the attributes. At some point in 2018 we want to add a comparison of playstyles with other trophyhunters. You will be able to see how your playstyle differs from another trophyhunter in each attribute.

Adjust Trophies for ARAM

We are not satisfied that some trophies are much easier or harder on ARAM. Even though we think that the main trophy-balancing is based on Summoners Rift, we want to enable you to also gain trophies on ARAM. However, we don’t want it to be much simpler to gain some trophies on ARAM, so we will change some trophy definitions based on the map where you try to achieve them.

In a second step we will also adjust the trophies for Twisted Treeline.

Adjust Trophy Scores

Easy point. Sometime in 2018, we will go over all trophies again and adjust their difficulty according to new data.

Adjust Attributes/Playstyles

We want each attribute to have more or less the same score averaged over all trophyhunters. Also we want to have the playstyles more or less equally distributed. We will check how good we achieved these two goals so far and then adjust if necessary. That will be done by changing the attribute that a certain trophy is assigned to.

TrophyHunter Encyclopedia

So far, we are not satisfied with the state of explanations and help that is provided to new users by the app. TrophyHunter became quite the complex app in the last year and we didn’t keep up with explaining materials around it. We want to change that in 2018 and add an encyclopedia inside the app where you can find all necessary information about trophies, trees, playstyles and whatnot.

Champion/Summoner Statistics

Later in the year, we want to add more information about how specific champions achieve specific trophies. We want you to see what champion is specifically good to achieve a certain trophy.

The second extension regarding statistics is that you will be able to see more statistics about your own performance after the game. We will add some stats like solo-kills and the current progress of your stats that determine trophies where you need to be able to achieve something three times. For example you will see that you already had most kills two games in a row, so if you achieve most kills again, you will gain the trophy the tiger.

Include Discord Chat

We are already working on integrating discord into the app. There will be a TrophyHunter channel and the current chat system will  be connected to the discord channel. We hope this will enable more communication in the TrophyHunter community and you will be able to find other players more easily.

Voting For New Features

We want to enable users to participate in the decision of what features we should include into the app in the future. For this we will probably add a voting mechanism in the app.

Variable App Size

Right now the app has fixed dimensions. On some smaller laptops, however, that is a bit inconvenient. We want to enable different sizes of the app for different use-cases.

Clubs and Clans

Not sure we will be able to add this feature in 2018, but we want to add some club or clan creation at some point. Didn’t think about the details too much, but there would probably be a clan ranking and also the opportunity to challenge and battle other clans.

Other Stuff

We will add other stuff as well that is not planned yet. However, the features above are the things that we definitely want to integrate into the app in 2018.

Other changes include some clean up of our own code that should result in a more stable version of the app.

Let us know if you think there are other cool features that we should integrate in 2018.

November Tree Analysis

The Trees

In November we had the trees of Gnar, Nidalee, Corki, Kog’Maw and Leona.

.novemberTreesChamps.png

 

laurels-trophy.png

The Best of November

 

The following 5 Trophyhunters finished all 5 november trees (random sorting):

Abu Mosah
Hîghnrich
I MarZ I
MetroHD
I am Brainless

Well done Trophyhunters! 
laurels-trophy2.png

Top Ten Trophyhunters in Completing Trees

  1. Abu Mosah – 27 trees
  2. Quappa – 25 trees
  3. Blade Of Despair – 18 trees
  4. zakdoekje – 18 trees
  5. NekeTheFlame – 17 trees
  6. The Pentakiller – 17 trees
  7. Darkbeyer – 17 trees
  8. Hîghnrich – 17 trees
  9. zSuicide – 17 trees
  10. Gittvald – 17 trees

Abu Mosah could extend his lead over Quapa to two trees. For place 3, we now have two trophyhunters Blade Of Despair and  zakdoekje, where before we had four hunters sharing that place (NekeTheFlame, Darkbeyer, Blade Of Despair and Мой Ник Спиздели). Other from that we got three new face in the top 10 with Hîghnrich, zSuicide and Gittvald – lets see if they can stay in there.

 

The Distribution

Overall 2408 Trophyhunters played at least one game during november (almost same as in october 2431). The distribution of the number of achieved trees looks like this:

november trees finished.png

Only 5 Trophyhunter could finish all trees – that’s  the dark blue slice which can hardly be seen ;). Last month we had 14 summoners who could finish all trees.

The hardest tree was Leonas tree and the easiest was Nidalees. Below you can see how often each of the trees has been achieved:novemberTreeDist.png

 

Trophyhunter Playstyles

Hey Trophyhunters,

finally we finished the new playstyle analysis in the Trophyhunter app. It took a while, but now it’s there. Here I will explain you how it works.

Attributes

attributes.png

We defined eight attributes. When you play a game and gain trophies, you will gather points for these attributes. Each trophy will have an attribute assigned it and when you achieve that trophy, you will gain points for the associated attribute.

The assigned attribute of a trophy will be based on logical fit (heal trophies have cooperation attribute) and overall balance so that all attributes get around the same amount of points on average of all trophyhunters.

Let’s take the trophy Assassins Creed for example.

example-trophy.png

This trophy is Hard, which means that it is worth 16 points. The assigned attribute of that trophy is Lethality. If you gain this trophy in a game, you will gain 16 points for the lethality attribute. The points of the lethality attribute will be referred to as lethality-points.

List of Attributes:

freedom-dove.pngWisdom

Your ability to set up vision and your ability to lead your team and thus achieve team-trophies.


cultist.pngLethality

Your ability to be deadly to enemy champions. Succeed in dueling and assassinations.


evil-tower.pngPower

Your ability to use crowd control on enemy champions and deal a lot of raw damage.

 


steelwing-emblem.pngCunning

Your ability to secure objectives. Destroy turrets or inhibitors, secure dragons and barons.

 


shaking-hands.pngCooperation

Your ability to empower your teammates. Assissting, healing and shielding.

 


rosa-shield.pngRobustness

Your ability to tank damage and survive.

 


caesar.pngCapability

Your ability to make yourself fed. Get gold, kills, farm.

 


winged-sword.pngCombat

Your ability to be successful in teamfights. Playmaking in fights.

Playstyles

As a trophyhunter, you will have a score for each playstyle. The playstyle with the maximum score will then be assigned to you. The score for each playstyle depends on the primary and secondary attributes of that playstyle. Each playstyle has a primary and three secondary attributes.

Lets take The Bear for example:

bear-head.png

primary Attribute: combat

secondary attributes: robustness, lethality, power

Your score for this playstyle will be computed as:

SCORE_TheBear = 3 x combat-points+ robustness-points+ lethality-points+ power-points

In this fashion we get scores for each of the playstyles and the playstyle with the highest score will be your assigned playstyle.

Will the points for the attributes grow indefinitely?

Nope. After each game the points for each attribute will be multiplied with 0.95 before the new points from the recent match are added.

18dukt.jpg

For example:

You have 100 combat-points before your last match. Now in this match the trophies you achieved give you 20 combat-points. Your new combat-points will be calculated as follows:

COMBAT_POINTS = 100 * 0.95 + 20 = 115

So after this match you will have 115 combat-points. This will have the effect that your attribute points will overall grow less the more games you have played.

List of Playstyles:

bear-head.pngThe Bear

primary: Combat

Secondary: Robustness, Lethality, Power

The bear is a power in every combat. This player feels most comfortable among the height of a fierce fight. Killing and dealing damage while being able to survive – that’s what this game is about. Wards? Don’t deal damage. Turrets and Dragons? Boring opponents.


bull.pngThe Bull

primary: Power

Secondary: Robustness, Combat, Capability

The bull succeeds in dealing a lot of damage and applying crowd control. This player is hard to take down eventhough his damage can’t be left unanswered. Trying to outsmart a bull is most of the time a better choice than trying to run into him head vs head.


eagle-emblem.pngThe Eagle

primary: Capability

Secondary: Lethality, Combat, Wisdom

The eagle is a calculated force. This player always finds a way to become fed on the rift and knows about the importance of farm. Once he gets fed, he is a lethal killer and a strong fighter in teamfights. It is difficult to surprise an eagle because he has superior vision from his position.


elephant-head.pngThe Elephant

primary: Wisdom

Secondary: Robustness, Power, Cooperation

The elephant is a wise entity on the rift who can lead his team. Its key to success is using his robustness and raw power to enable his teammates. You can feel a lot more save if you have an elephant in your team.


fox-head.pngThe Fox

primary: Cunning

Secondary: Lethality, Capability, Wisdom

The fox is the smartest player on the rift. The foxes moves can be lethal, but it is never just the kill but some objective that is in the mind of the fox. Fight when you are strong, trade when you are behind.

gorilla.pngThe Gorilla

primary: Power

Secondary: Cunning, Combat, Cooperation

The gorilla is full of power. This player will never miss a fight and knows how to cooperate with others in and out of combat to achieve the important objectives.

horse-head.pngThe Horse

primary: Cooperation

Secondary: Robustness, Power, Wisdom

The horse is a strong teamplayer. This player enables, assists and leads the team. Initiating a fight can be more important than dealing the damage and saving a life can be worth more than securing a kill.


lion.pngThe Lion

primary: Combat

Secondary: Wisdom, Capability, Cooperation

The lion is the king on the rift. This player knows how to choose the right fight and cooperate with teammates to gain victory. The lion will also find ways to be fed when the fights start.

owl.pngThe Owl

primary: Wisdom

Secondary: Capability, Cunning, Lethality

The owl is the most intelligent player on the rift. This player knows about the importance of vision and leadership. Most fights are over before they even start. Setting up a fight through vision and leadership is the important part.


rhinoceros-horn.pngThe Rhino

primary: Robustness

Secondary: Combat, Power, Cooperation

The rhino has a thick skin. You always want this player in your team. You can stand behind the rhino and – for the love of god – there is not much standing in its way when it is full charging at someone.

gold-scarab.pngThe Scarab

primary: Cunning

Secondary: Robustness, Capability, Power

The scarab is a mysterious ancient being. This player will focus on objectives and farming more than on fighting. Even though not the deadliest, you will have a hard time killing a scarab and even if you do, it can feel like you lost much more on other parts of the map.


scorpion.pngThe Scorpion

primary: Robustness

Secondary: Capability, Lethality, Cunning

The scorpion is small but has an extremely tough armor. This player is hard to take down even though the scorpion can easily hit a lethal strike. If you want to fight a scorpion, you want to bring some friends, because scorpions don’t group often.


shark-jaws.pngThe Shark

primary: Lethality

Secondary: Robustness, Capability, Power

The shark is a killer. This player is more often than not a fed nightmare that you hardly dare fight 3v1. The smell of blood will always trigger a shark and can be abused, however, you should never underestimate a hungry shark.


snake.pngThe Snake

primary: Capability

Secondary: Robustness, Lethality, Power

The snake is a dangerous opponent. This player will find ways to gain gold and use it to output damage. The snake is lethal when ahead and careful when put behind.

tiger.pngThe Tiger

primary: Lethality

Secondary: Combat, Wisdom, Capability

The tiger is a smart killing machine. This player will find opportunities for easy prey through his vision and hunter intuition. You never wanna face a fed tiger alone.

wolf-head.pngThe Wolf

primary: Cooperation

Secondary: Cunning, Lethality, Combat

The wolf might not be the strongest 1v1 fighter, but when grouped, wolves are most deadly. relentless in fights and smart in global moves. The wolf wins by grouping and fighting, killing and securing objectives together.