Episode 487

July 03, 2025

01:05:17

The Four Wards Podcast - Episode 487: Auto Attacks are Like an Instrument

Hosted by

Jax Omen Freeeshooter Pillohpet Mikeofmanynames
The Four Wards Podcast - Episode 487: Auto Attacks are Like an Instrument
The Four Wards Podcast
The Four Wards Podcast - Episode 487: Auto Attacks are Like an Instrument

Jul 03 2025 | 01:05:17

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Show Notes

Join the Four Wards Discord! https://discord.gg/2BAXd8VStA


This week, MikeofManyNames and CodexNinja have the show to themselves while Jax is away at MSI! Unfortunately they didnt write up this part for Jax to post so... hopefully they talked about the patch and answered listener questions!


Keep those questions coming to [email protected] so we can answer them on the show! We NEED more questions! WE'RE super LOW!!!

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Contact information:
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Episode Transcript

[00:00:04] Speaker A: Welcome to the Four Wards podcast. Hey, what's up? It's Eric Bra, voice of Draven Jerks and Velkoz. And you're listening to the Four Wards podcast here to help you move forward in League. Hello and welcome to episode 487 of the Four Words Podcast. I'm Mike of Many Names and I've taken over the host. I am now the host of the podcast for at least one week. Jax can no longer be the ever present and I have with me just one other word to help you move forward in League of Legends. I have Codex Ninja with me. [00:00:53] Speaker B: Hello. [00:00:55] Speaker A: Just the two of us. We are now the Four Words Podcast. We have a discord. The link is in the description below. Join us. Come in, ask questions. We're happy to talk. We're happy to play games. Anything that you can think of, we'll be talking about it. We have other games, we have other vents, puppy pictures, food pictures. You name it, we'll do it. Some of us stream on Twitch and right now almost none of us do. I technically stream occasionally at my [email protected] you might see League, you might see some more Elden Ring Night Rain. If I stream, which I'm not really inclined to right now because the weather is me over. We have shout outs. Shout outs to CodexNinjo, Pilipet and Robegun for supporting us at the shoutout tier for our patreon and as that mentions we have a patreon sign up. $1 a month tells us that you love us. At $5 you can get the exclusive behind the scenes audio for our prep work which is half the time for today's episode. Is Codex and I figuring out what the hell to go on and do things and then a a bitchfest of me at the airport. It was brutal. And $10 a month gets you to the shout out tier. And lastly, please send your questions in to our email@the4words podcastmail.com that is 4 wards not the number spelling for. We did not check that email address today because neither of us had the password so we didn't look. But we have questions from you people, you lovely, lovely people who sent in questions to our question submission. So we will have a little bit of a backlog of questions to go through today and we might spend a little bit more time doing some questions here. There are some beefy questions that we want to get answers to. But before we can do any of that we have a patch. A patch to go over. This is the MSI patch. Patch 25.1, 3. Codex, you want to start us off with one of your changes? [00:02:58] Speaker B: Yeah, I think. I think we're gonna start with Irelia. So this is the patch I believe that is for msi. So that is why if you are going to find out very quickly that this is a very light patch, this is very proof skewed patch. But for Irelia specifically, I actually think this is a real one that actually affects us people. So first off, we've got it changes to her passive. So like, you know the little notch like stacks that you see, they're kind of yellowish. When she gets all five, I believe Ionian fervor. So every stack she gets, she gets attack speed. And this is used to be scaled from 7.5% to 25% based on level. And it is now scaling from 10% to 25% again based on level. The max attack speed is also increased. Again percentage based on level from 30 to 100% to 40 to 100% based on level. And there's a major. [00:04:02] Speaker A: So she gets four stacks. [00:04:03] Speaker B: Yeah. Oh, is it four stacks? Okay, four. [00:04:05] Speaker A: It's a four stack passive. [00:04:06] Speaker B: Four stacks passive. And then she also got a major quality of life bug fix where her attack speed now dynamically updates if she levels up while buffed. So you might think, oh well, like why. Why was that really matter? See the thing is that when she gets her stacks going, if she was at two stack and then leveled up to level six, it would still have the old attack speed. Because again it's based on level, right? So it dynamically updating is a huge quality of life buff. Like even just like hearing about this, I can't imagine like trying to play with something that was like so janky like, like, like, you know what I mean? But then again, I'm an auto attack person. So like having it change like that like based on my level, like, oh my God, like this is great. So props to riot. The reason why I think that this is a big deal is because that attack speed that is going to massively affect her levels one to three. In my opinion. [00:05:03] Speaker A: This is huge. [00:05:06] Speaker B: Her super duper early game. This is a gigabuff. [00:05:10] Speaker A: This is her hidden power. This is where Irelia's power really lies is in her attacks from her passive. One, the bug fix means that she is now just stronger midway through fighting you. If she levels up mid fight, she is significantly stronger. And two, she is now just stronger in general early game because of the base level on this. This is where her like hidden strength was. Was in her Just auto attacking you down. And it was always brutal. And it's gonna be a little more brutal early. Early Aurelia in some cases was an unplayable lane to face against. And this may bring her into some points where she is now capable of fighting some people she couldn't before. [00:05:53] Speaker B: And. And I'm just glad because I like seeing a like a buff. Like this is actually like. Like I said in comparison to other things that we're seeing. There's like three armor or something like that. This is an actual meaty buff. It'll be good to see her kind of come around. [00:06:06] Speaker A: This. This is an impactful buff. And. And speaking of impactful buffs, let's talk about Briar real quick here. So Briar is an interesting champion in that Briar is a. A champion. We won't be seeing it pro because of what Blood Frenzy is and the fact that you just lose control of your character which is not allowed to happen in programs. It's. It's too important to have control for every single second. [00:06:34] Speaker B: Yeah. [00:06:34] Speaker A: To allow Briar to be in a pro environment. But for anyone who actively plays Briar, this is massive. So now they've done two changes with Briar. One, her Blood Frenzy, the auto attacks from it can no longer be cancelled. This matters a ton because you could accidentally cancel a bunch of autos, prevent her from doing things while you're chasing faster people while you're directing different inputs on things. This is. This is a lot of extra damage that people were incidentally losing by accidentally losing auto attacks. [00:07:09] Speaker B: Okay. [00:07:10] Speaker A: And the second change she got is that they're changing the cast time after channeling her chilling scream. Her E, it's going from 0.25 scaling with attack speed to just 0.15 which. That sounds incredibly small. That's because there is a very minor cast time post her charge so she can charge it for like I think it's a second and a half. Might be two. And the longer you charge it, the longer you get healing, the more damage you deal at the pushback. That little cast time is that last little launch afterwards. That's the cast time on it. Having that just be faster is just a buff. Anybody who plays Briar is going to feel these both buffs and it is going to make her easier to play if you haven't picked up prior. [00:07:58] Speaker B: So okay, I'm curious. Like this prevents her from sometimes canceling auto attacks on Chase while chasing fast moving enemies. [00:08:08] Speaker A: Is it so she would par attack and then they would be out of range and she would cancel that auto attack to chase them. [00:08:15] Speaker B: Okay. [00:08:16] Speaker A: Because there is a like auto attacks, once you start the initiation instantly you do the auto attack. It doesn't matter. But Briar's AI code was coded to. [00:08:27] Speaker B: Chase more and cancel. Okay. So it cannot be canceled. It's just considered. Considered to be hit? [00:08:35] Speaker A: Yes. [00:08:36] Speaker B: Okay. If it is within zone. Oh my God. This actually could be huge. [00:08:40] Speaker A: This is very big because this means that Briar is not going to. To randomly cancel her own auto attacks. [00:08:47] Speaker B: Also. I'm sorry. You know that feeling when these mother fucking fast people who just managed to just. They walked away from me. Oh boy. You're still gonna be doing damage to those people. Like I. E. If you were canceling in those situations where they're just a little too fast for you. [00:09:04] Speaker A: People like Lilia especially were this, you'd get an auto attack partially going and they'd now be like a little too far. And so Briar's COD would go, nah, nah, I gotta chase. [00:09:13] Speaker B: Oh my God, this is incredible. I'm so excited. [00:09:17] Speaker A: Yeah. And said she will always be doing the auto attack animation. So this is very, very big for Briar. [00:09:21] Speaker B: We're gonna see how this shakes out. Yeah. So I think I'll. [00:09:26] Speaker A: Codex, take your next one. [00:09:27] Speaker B: I think I'm gonna go after Nidalee. All right. So this is obviously a pro skilled change. But at least it has with her javelin tossed. So her Q went in human form, I assume. Yeah. [00:09:41] Speaker A: This is just human formula. [00:09:43] Speaker B: Human form Q where you throw the big spear super long, super thin. Damage is increased based on distance Traveled. Goes from 0 to 200% to 0 to 225. And distance required for the amp because it's again, it's not like the amp doesn't scale that way. It goes from 525. Wait a minute. To unchanged. [00:10:05] Speaker A: So the meaning for this is they're not giving you an increased distance to travel for this number to happen. They're not squinching it. [00:10:14] Speaker B: Okay. [00:10:15] Speaker A: It is now the exact same amount of. For the amp to happen. [00:10:20] Speaker B: Right. Because there's, it's. It's at. It's at 525. So if you throw the sphere like a decent distance. [00:10:26] Speaker A: Yes. [00:10:27] Speaker B: And, and it lands. That's when you get the damage amp. And, and, but it isn't going to be changed. Okay. So you're not amping on top of that. You're just getting a flat. [00:10:35] Speaker A: Yeah. So. So essentially what it is is they're changing the damage calculation from 0 to 200 to 0 to 225 over the exact same length. They've, they've squished more damage in and that amp procs at the exact. Yeah, the amp procs are at the exact same range locations they would be. And so you're getting slightly more damage per spot. You said this was pretty much a pro skew. Yes, this is a pro buff because no one else should be playing Nidalee unless you're playing Aram, in which case this is an Aram buff. [00:11:09] Speaker B: Oh, yeah, that's true. It is an Aram buff. Yeah. Okay. Yeah, yeah, yeah. Keep, keep, keep throwing her an Aram because you're only gonna hit 1 in 20 anyway. But it'll now be bigger. [00:11:20] Speaker A: Yeah, pretty much on your 20th. Although, although, speaking of Aram, let's, let's bring this part in now. They have brought in Aram changes and these are good changes. They have done something amazing and I love it. They have decided. First things first, there's a fundamental change in how Aram functions. When you log in, when you, when you queue for the Aram match, you no longer have roles. When you go into Aram, you'll be given a choice, much like how you have your, your choice for the skins. When the skins pop up, you can see them all. You will have two champions most of the time and randomly they will give you three champions to pick from and you just get the choice of which of those champions to have. So this would. This royally benefits people who got the champion they love and have two rerolls. So you wouldn't see them because they didn't want to risk losing their champion. [00:12:16] Speaker B: Right. [00:12:17] Speaker A: Yeah. This means that there will now be a consistent 10 champion pool for everyone every game, always with an occasional couple extra champions. Because if It's a consistent 15 champion pool, you are a little bit more likely to consistently get champions. That can make things a little bit of a problem. You don't want the game where every single person consistently has all of the poke. [00:12:45] Speaker B: Yeah. [00:12:46] Speaker A: At all of the range, giving everyone the amount of choice there is a little bit too much at 15, but at always giving everyone 10. I think it's a great idea. [00:12:55] Speaker B: Yeah. [00:12:56] Speaker A: That is the fundamental base Aram change. But also they've added two maps. Each of the maps has something slightly different about them. The first one is a old map, one of. One of the. One of the first Aram maps they made a while ago. It's really, really fun. We got given, oh, what do they call it? Butcher's Bridge. Butcher's Bridge is such a fun map. This. This came out with the gangplank rework. When he got barrels and changed who he was, they made this map. So the fundamental Aram change here is instead of having the portals, you have a cannon. The cannon that works like Earth cannon. It has roughly the same ranges as the. The portals did, only it is a cannon, which means if you land on someone, they get knocked up and it functions like you gave a knockup. So Yasuo will always have somebody to provide knockups if you have cannons. [00:14:05] Speaker B: Nice. [00:14:06] Speaker A: They've also added a brand new map. They call it Cochin's Crossing. This is the Spirit Blossom Ionia map. It has a light and a dark half and it is absolutely gorgeous. Absolutely beautiful. Oh, and Butcher's Bay has a little fight zone in the bottom corner that has like a little petal on it for a flower. They give very minor buffs, but that's it. [00:14:34] Speaker B: The. [00:14:35] Speaker A: The Cochin's Crossing map, they change the bushes in that corner a little bit. They have a little wall there and they have some extra bushes on the side instead of having just the one bush. But now there is a portal directly in the middle of the map that connects to itself so that you can now hit that portal and go to the other side of the map. Not like long distance, the length of Aram, but a very tiny one in the middle. This causes a ton of playmaking. It's just. It's a good, good map. And these are tiny little changes because the last time they did big changes with Bridge of Progress, I think they up. They made way too much, way too quick. And I didn't. I did not like it. I hated it, actually, especially the changes to the inhibition problem. This. This feels good. They're small things, they're just map. The functionality of the rest of the game is still pretty much exactly the same and it gives a little bit of variety in Aram so that you're not always doing the same thing on Howling Abyss over and over and over again, you get a little bit of a visual refresher one. Both the maps are gorgeous in different ways. The lighting is different, so in each one of them has a unique feel to it. Yeah, I'm going to briefly mention this because it is a thing that a lot of people are going to like, even though neither of us have done it. Arena is also back. And arena is back for a full year. It is going to stick around for 12 months. [00:16:06] Speaker B: Oh, yeah, that's right. They're going to actually Try and stick it out for 12 months. This will be interesting because like I think one of the things that I think is interesting is like, I don't know, some like it seems like to me that they, they have these new modes, right? And they'll have them for like, I don't know, like three months and then they'll give up on them because it's like expensive to like maintain. Right. And that just makes sense. Like I understand but like, I just, sometimes I like to kind of like hear how other people feel about the mode before trying it out myself. I don't know, maybe I'm just weird like that and like I never get to try any of the modes because like, you know, by the time I'm interested in them the hype has died down. So I don't know, it'll be interesting to actually like, I don't know, try arena because like it'll actually be here for a year. [00:16:57] Speaker A: Yeah, the testing ground is does this deserve to stick around like Aram does? [00:17:02] Speaker B: Yeah, yeah, exactly. [00:17:03] Speaker A: This is really the testing ground. If it's consistently popular the entire time, it might end up being another permanent game mode. [00:17:10] Speaker B: Yeah, I did, I did however read an article that a huge amount of Chinese server folks actually made that happen, so to speak. There was, there was a like jaw dropping amount of, of Chinese server folks who were doing that. [00:17:27] Speaker A: So one of their favorite things to do is just fight. [00:17:29] Speaker B: Yep, just fight. Yo. [00:17:31] Speaker A: And this is just fighting all the time. [00:17:32] Speaker B: This is just fighting. [00:17:34] Speaker A: And it's, it's also like actually a tool that a lot of pros use to just fight each other. These are new additions that are coming that are I think all in all, all positive. Every, every ounce of this is going to be good. Arena sitting around for a long time gives them a lot of testing information. And the new game modes for Aram, even if they don't stick around forever, just having multiple map rotations is refreshing while it lasts. And the new change to how they do rerolls is just good. It's just good. [00:18:06] Speaker B: And speaking of just good, we have a small buff to fiddle his w. His like heal where he like like makes the little channel between him and another thing and, and like you know, damages and heals himself is getting a small 5% AP ratio buff. So it, it is a flat 60 to 180. Uh, scaling to 180s. That's remains the same but instead of 40 AP it is now 45 AP. [00:18:35] Speaker A: This is a pure jungle buff. [00:18:36] Speaker B: Yeah, so, so Mike's on the, the, the Feeling that this is a jungle buff. I. I personally don't. Don't sleep on the. The fiddlestick support. It is pretty. It's pretty serious. So I think I say this is. [00:18:49] Speaker A: A pure jungle buff because if I'm not mistaken, this is your last max as support fiddle. [00:18:55] Speaker B: Okay, that's true. [00:18:56] Speaker A: Your E is a silence. [00:18:58] Speaker B: Yep. [00:18:58] Speaker A: And your Q is a fear. [00:18:59] Speaker B: Yep. [00:19:00] Speaker A: You care more about both of those things than you do about the slow drain damage. [00:19:05] Speaker B: It's true. I will say though, that, man, I tried. Oh, my God. There was some. I think it was an ash support. Oh, my goodness gracious. Those. Those boots. So the boots, like, now being cheaper, I think it's what it would have ultimately came about. Whatever the changes to, like, what boots are right now, it's a huge buff to supports in general. And those AP. The. The AP Pen boots. [00:19:31] Speaker A: The 500 gold drop. [00:19:33] Speaker B: Yeah, the 500 gold drop is for Boots of Warfare. Massive Boots of Warfare. Okay. Yeah, the Boots of Warfare for it. For, like, stuff like Fiddle. Ap. AP supports. Because again, they. They don't have like the full, like, package. So yeah, like, this is a huge buff for. For obviously, like jungle who's building full ap. Right. But like, you also need to realize that that like. Like those supports that they're. They're pretty decent too. So I don't know. But again. Right. [00:20:04] Speaker A: I think junk support fiddle is a cheesy thing that you need to very, very heavily play around. And if you don't, you're kind of fucked. [00:20:12] Speaker B: Yeah. [00:20:13] Speaker A: So the last change we're gonna talk about, Rammus got some more buffs because he's not good. He's still not good. [00:20:25] Speaker B: Womp, womp. [00:20:27] Speaker A: He's still at a below 50% win ratio. So they're boosting his health growth to 100 from 94. And this part is why I think this is a discussion point is they're changing his W to. Instead it gave a flat 27 bonus armor. And Mr. That is now scaling with ranks from 27 to 47. 47 armor. And Mr. Is a crap ton of armor. And Mr. That then is multiplied by his wife. My philosophy is we've been talking about it. Your W should have been your last max. That's not what they want. I think they want you to be maxing W or E first. [00:21:16] Speaker B: Oh, first. Holy shit balls. Are you serious? [00:21:19] Speaker A: Yeah. [00:21:20] Speaker B: Is this good enough for first? [00:21:21] Speaker A: Because is it good enough? I don't think so. I think it needs more. [00:21:25] Speaker B: Well, did you. How much more, bro? I will say that giving it scaling like this will actually make it valid. [00:21:31] Speaker A: Second, 5.5per is a little low. Yeah, but once. Once you get the. The final package, like at level nine, you have enough health to sustain 47, plus your bonuses, armor and Mr. [00:21:47] Speaker B: Okay. [00:21:48] Speaker A: And normally you want more stats before you get more stuff. [00:21:51] Speaker B: Yeah, yeah, exactly. [00:21:52] Speaker A: So usually you'd care more about the damage on your Q. And for ganking, you care about the duration of E a lot more. Yeah, like this is. This is not an ignorable amount of armor. And Mr. Considering it is his damage boost now. So this is part of their. Their philosophy. [00:22:12] Speaker B: Okay, okay. Because it's because. Because it's his damage boost. Okay. This. Okay. I gotta be honest with you. It's so interesting because again, I don't play this champ, right? Like, I think it's interesting how like, Riot really wants to make this a thing, but in doing so, they're making it fucking confusing as shit as to what is the optimal. Like, dude, you obviously should go E first. Dude, you should obviously go W first. Dude, you should obviously go Q first. You know what I mean? Like, it's not. It's just so incredible to me that by doing this, they're actually making it way more complicated. Then like, I don't know. He is kind of a simple champion. [00:22:58] Speaker A: Yes. [00:22:58] Speaker B: I mean, I know I say that in the sense I've never played him, but he is theoretically the simple one, right? I wouldn't call him like Soraka level. [00:23:06] Speaker A: Simple, but like, yeah, his identity is fairly simple. I come at you, I taunt you, you whack me, I whack you. That's Rammus in a nutshell. But much like other champions, getting. Getting a scaling base armor instead of having a static bonus. I'm sorry, a scaling bonus night. Scaling base. Scaling base would be insane. But the. The scaling bonus number not percent because he still gets the percent bonus. This. This is a lot of increased armor. And Mr. Now and you. You need stats for that to be functional. But now, this is a lot of damage for him. I think this is what Riot intends for you to try and do. I do not know if it is worthwhile for you to do so. [00:24:01] Speaker B: I'm okay, I'm curious. Bonus. So in. In ADC land, there's a shitload of things that. That trigger off. Bonus attack speed, bonus attack damage. Like a lot of our, like how. How you balance an ADC is based on those, like total AD bonus ad. That kind of crap. [00:24:20] Speaker A: So you're talking about what this word means in this ability? [00:24:24] Speaker B: Yeah, for Rammus, and tanks. What does bonus like mean holistically? [00:24:32] Speaker A: As a system, that doesn't mean anything. So functionally here, you're not looking at that as a numeric thing. Bonus means plus. [00:24:42] Speaker B: Right. [00:24:43] Speaker A: As opposed to times. [00:24:45] Speaker B: Right. [00:24:46] Speaker A: So he is getting 27 more armor and Mr. As opposed to multiplying his armor by 27%. [00:24:57] Speaker B: Okay, yeah. Percentage. [00:24:58] Speaker A: Yeah, but he's also doing that. [00:25:00] Speaker B: Yeah, well, that's the thing. It's like. [00:25:02] Speaker A: Okay, because most. Most of his systems deal with total armor and Mr. [00:25:07] Speaker B: Okay. [00:25:08] Speaker A: Most things are either going to be dealing with total or bonus. Ramuses are all about armor and Mr. [00:25:14] Speaker B: Okay. [00:25:16] Speaker A: So the only things he cares about are total armor and Mr. And then he builds health to sustain that. [00:25:23] Speaker B: And total is. Is registered like after bonus has been applied. Correct. [00:25:28] Speaker A: Total is registered after bonuses and percentages have been applied. So when he does his defensive ball curl, he gets like 30, 40 AD. [00:25:38] Speaker B: All of his percentage stuff, which I assume tank items do it based on percentage. Right. [00:25:46] Speaker A: Most tank items give a what we call bonus. It's a plus. [00:25:51] Speaker B: Okay, so they give additive. [00:25:52] Speaker A: Yeah, they give additive armor and Mr. [00:25:54] Speaker B: Okay, is there a percentage? [00:25:56] Speaker A: There are a couple of champions who have multipliers in their kit for armor and Mr. Rammus being the most powerful of them. [00:26:04] Speaker B: Correct. [00:26:06] Speaker A: 60% bonus Mr. And armor at max rank and then plus the additional base. So he's getting by late levels. You'll see Ramis while he has his w going with 7, 800 armor and Mr. If he has a good set of items. [00:26:26] Speaker B: So I'm looking at his passive. I actually didn't know what his passive did. So how big does his. [00:26:31] Speaker A: This is. This has changed recently. [00:26:33] Speaker B: Okay, so. So how big does his auto attacks get these days? [00:26:37] Speaker A: Bigger now. [00:26:38] Speaker B: Like carry style. Like. [00:26:42] Speaker A: Like302.300 if he has high enough. Yeah. That's all of rammus's damage. [00:26:47] Speaker B: That is 100% of his damage. [00:26:49] Speaker A: Yeah, his auto attacks and what people are doing to themselves. Taunt no longer gives him attack speed. Once you use Q. Once you've used your Q, it's really not there for a second portion of that fight. [00:27:04] Speaker B: I also feel like it's very weird that they took off the damage off of E. So fucking weird, man. Why would you take it away? [00:27:10] Speaker A: Well, they changed it to be a damage plop on Jungle Creeps instead of being an attack speed bonus for him. But it means it was never. It never dealt damage to Champions. But it gave him more damage against Champions because he got more attack speed. [00:27:27] Speaker B: Yeah. Yep. [00:27:28] Speaker A: But now it doesn't do that it's just a taunt. [00:27:31] Speaker B: Yeah. Now it's just a taunt. And, like, I don't know. Like, that's just. That's just hardcore. I don't know. Regardless, it is interesting to, like, see. Like, I don't. I. I personally think that this is enough to make something change. I know that you feel different, but I don't. I don't know. [00:27:49] Speaker A: It's. This is a question mark for me because this is a lot of armor, and Mr. 47 armor and Mr. By level nine is a ton. [00:27:59] Speaker B: Yep. [00:27:59] Speaker A: And then you have your bonuses on top of it, plus, that's where all of your damage is coming from. [00:28:03] Speaker B: Yeah. [00:28:04] Speaker A: So, like, this feels like what they want you to do, design wise. I just don't know if it's worth it to do damage wise. It. It just might not be. [00:28:17] Speaker B: Oh, I feel for the Rammus people, though, because, like, dude, it's got to be hard. This last couple patches. [00:28:23] Speaker A: Yeah, he's. He's just not doing well. They've. They've taken away too much power from him, and they're adding in a little more tankiness. Little more. They're just adding in tankiness, and he needs damage. [00:28:36] Speaker B: Well, speaking of how to avoid damage, why don't we move on to our trinket tip? [00:28:41] Speaker A: Okay, so this one. This one's a fun Trinkatip for the new map in Aram. That. That little portal in Aram. Actually, every portal in Aram does this, but it matters a lot. For the new map has that center portal. And when you are in the portal, not while you're channeling, you're untargetable. So you can time things like Karthus alts, like fizz sharks. [00:29:11] Speaker B: Oh, nice. [00:29:13] Speaker A: You have to be perfectly positioned to do a Zed alt. Yeah, but, like, these are things you can untargetable. And it's a great way. Like, a lot of skill shots people will send at you to try and kill you. You can dodge those. This happened a couple of times in the games that I played. I played a lot of Arams when this first switched over on Wednesday, and I've had a blast with Aram since. These new maps are just fun to play in. And that's. It's a. It's a good little thing to remember. This is a function that works on every single little portal. So the Hextech gates, mainline portals that you have in Howling Abyss, all of these grant you untargetability. But it's a really important thing to have for the new one. [00:30:01] Speaker B: Yeah. And I don't know. With all the stuff you've been talking about with Arams, I'm just like, man, I just want to get like some listeners in and I just want to like play some Aram with people. So I just want you to know, guys, come to the Discord. Let's play some Aram Codex. I want to play Aram. Let's do it. [00:30:18] Speaker A: We're, we're going to move into some questions now and we have a little bit of backlog. Most of these are questions from the Discord. So let's, let's grab some old Discord questions and help out some people who haven't heard from us in a bit. I am Squid. He has a couple of questions for us. This is a little bit older. Is it a problem when melee top laners are meta in the jungle? Garen, Darius, nasus, Mundo, Tryndamere, etc. This depends. [00:30:48] Speaker B: Okay. I, I, as an ADC, I'm gonna say what an ADC thinks. So in general, I, so I don't actually think it's a problem for ADCs when, when they are meta in jungle because if you have your ass too far forward in lane and you haven't got it ordered, then you're a dumbass and deserve to die. Like, it's just kind of that simple for like the other. Every single one of these. Garen, Darius, Nasus, Mundo, Tryndamere, all these people, they do have gap closers which suck because it's like, dude, I don't have mobility to be able to counter those, those gap closers. [00:31:30] Speaker A: Only one of those has a gap closer. Just Tryndamer. Just Tryndamere. [00:31:36] Speaker B: Tryndamere. Okay, I guess you're, I guess you're right. Okay. [00:31:39] Speaker A: So, yeah, so I'll, I'll tell you what it is. [00:31:43] Speaker B: Most melee, most melee folks do. Like I was thinking more actually. What? Who's the mage guy? Who's the, he's the black mage guy with, with Bat. God dang it. [00:31:56] Speaker A: Echo. [00:31:56] Speaker B: Echo. Yeah, that's actually who I was thinking was, was trained to marry an echo. [00:32:01] Speaker A: Okay. Yeah, Echo is just a flat jungler, so. [00:32:04] Speaker B: Yeah, that's true. [00:32:05] Speaker A: He's always there. [00:32:06] Speaker B: That's true. [00:32:07] Speaker A: Yeah. The reason why this isn't really a problem. These champions are very focused on dominating lanes and they generally speaking, don't have very good clean, clear speeds. All of them have problems with jungle secure. They either don't have a ton of CC or they don't do quick clearing or they don't have good ganks. All of These have that one problem when they suddenly get one of those. Almost always it is an increased clear speed because they gain either a ratio or a change gives them more damage or suddenly they do bonus damage to monsters. The clear speed goes up, but they don't really gain anything. That helps them gank real well. Almost everything you said there is a damage absorption or a Tryndamere. These. These guys are meant to soak up damage. In Darius case, dish damage back. But he is a. He's a bruiser, so he does a lot of healing. Tryndamere is just a split pusher. And if Tryndamere got on you anyways, he was always a pain in the ass. [00:33:17] Speaker B: Yeah, he was always a pain in the ass. So. So like, like I'm actually looking at this pool, right? Garen, Darius, Nasus, Mundo, Tryndamere. So Darius, specifically when Darius got popular, God, it was like February. [00:33:31] Speaker A: It was recent. He had a bonus to it. He got a lot of ratio to. [00:33:35] Speaker B: Was it was because he had an insane clear speed. Was my understanding why? Yes, he was, bro. [00:33:42] Speaker A: It was. [00:33:44] Speaker B: I actually didn't think he did too much damage. [00:33:46] Speaker A: And his gank revolved around popping ghost and running at you. And if you had anything to stop that, you won, right? You walked away. [00:33:55] Speaker B: Yep. And this is the same thing with Garen. It's the same thing. It's like, did he have enough, like, to Mundo? [00:34:02] Speaker A: Yeah, Tryndamere actually had the gap close and Nasus can slow you if he gets to you. But Nasus, like, these are. These are not problems in the jungle. They're problems in mid lane when they suddenly are capable of facing mages. That's when there's a huge problem with the game. [00:34:21] Speaker B: And it's usually, again, I hate to say it, but it is usually pro. [00:34:24] Speaker A: Skewed almost all the time. [00:34:25] Speaker B: But they have to like, like balance them around those sorts of like really high elo level plays. So the only thing I would say, personally as an adc, I hate it when Nasus is strong because, like, dude, wither is just so freaking broken. [00:34:39] Speaker A: Wither is very powerful. [00:34:40] Speaker B: That spell is just broken. It's so broken. Like, oh my God. That's actually why I did feel that Nasus had a gap closer is because basically I don't get to move. So. [00:34:53] Speaker A: He also says I am a simple squid. If my jungler picks a tank, I'm excited. However, it seems like melee top laners get nerfed when they become popular in this role. I have a feeling Mundo is next. A pro did it. And now solo Key player wants to do it as well. His win rate may not be impressive in jungle, but something tells me that Riot wants him to stuck up in top lane. What do you think about this? Some of this is true. [00:35:17] Speaker B: Okay. As an adc. Yeah, Yeah. I. I will put my new opinion first because I think it's always better to have you come in on the back end. All right, so my understanding is that it's Alois the. The top laner who did this and made Mundo, like, really freaking popular for some reason. Like, so, yeah, he. So Mundo does not, as far as I'm. I'm aware, have a very strong early laning phase. That's how you shut him down is. My understanding is like, he just gets to become this gigantic health sponge and like, you can't really stop that. Mundo's going to do what Mundo wants to do. That being said, he doesn't get to do damage and be a tank sponge if you shut him down early. But like, so I think both of. [00:36:07] Speaker A: You are having a little bit of an incorrect assumption here, and that is okay. When he is popular in one role, he becomes popular in the second. Therefore, the nerf has to happen. That's not, generally speaking, how Riot tries to do things. We can take Fiddlesticks as a good example. Right now, he is primarily as a jungler. He has seen some use in support. So what they're trying to do to make sure that balance remains in the correct direction is they give buffs or nerfs in situations where it benefits one more than the other. So, like this for. For Fiddle, they buffed his W, which you don't use as a support almost. You use it, but it's not your primary damage. Whereas in the jungle, your W is your damage type. As a top laner, Mundo needs that Q, that Q. Powerful. Now, it's also one of your main things in the jungle clear. But he doesn't have a good jungle clear speed. What makes him a decent gank is he has a good slow that's a repeatable. He's relatively quick, and he can just ignore the first CC that hits him. So if there's any CC in other lanes, he's very good at allowing them to apply it. But he's not exactly built for damage. So it's not exactly a situation where he's really at risk of being massively changed from one because of the other, because he's not doing so well in that one new category that it actually matters. He's a good niche jungler, but he's Not a mainline jungler. He has the capacity to do it. [00:37:54] Speaker B: One minor other note that I will make is. And then this is only coming from watching Phreak talk about balance and stuff like that. Phreak absolutely feels like that tank junglers are only a high elo skewed concept that in general, like, you should be playing things like, oh, God, I wouldn't say Graves, but like, Amumu is like the only tank jungler that, that like. And even that being said, you should be building damage on him in his opinion. [00:38:29] Speaker A: So, like, I can explain that for you too. [00:38:32] Speaker B: Tanks have a tendency, in my opinion, to get nerfed because of pro skewed things. And Mundo is never going to fall into that category because, like, dude, he just. Pros understand how to layer CC in. [00:38:45] Speaker A: A way that you have another incorrect assumption. Mundo is not a tank. He is a bruiser. [00:38:52] Speaker B: Well, he is a health sponge or. [00:38:54] Speaker A: A. Mundo does not apply cc, which is one of the primary functions of Tanks. [00:39:00] Speaker B: Okay. That is true. He does, however, soak a lot of damage. [00:39:04] Speaker A: Mundo walks forward and makes you deal with him. And because he's mostly health based, yeah, it's. It's a very different style to fight him. [00:39:13] Speaker B: But you don't see it in pro skewed because again, they know how to deal with that. [00:39:17] Speaker A: Well, you see quite a lot in pro right now because he's just powerful. [00:39:20] Speaker B: Do you really? [00:39:20] Speaker A: Oh, yeah. He's. [00:39:22] Speaker B: I. I haven't watched like, I have. [00:39:24] Speaker A: Seen him 1v3 recently. [00:39:26] Speaker B: Okay. Okay. Wow. [00:39:30] Speaker A: The reason. But he is a powerful top laner cat. The main thing here is that, like, it's a functional disconnect where sometimes a jungler is built towards jungle and sometimes they're built towards top laner. When you are in a balance where you're trying to fill two roles relatively equally, Riot has a harder time balancing you. [00:39:52] Speaker B: I think Cho was. [00:39:53] Speaker A: The Naafiri is one of those recently. [00:39:55] Speaker B: Yeah. I was thinking Cho where they had that like super fast mid lane Cho. Like there was like Cho with like, yeah, mid lane Cho and. And they were just really struggling to balance because top lane was just getting. [00:40:06] Speaker A: His ass kicked most of the time. [00:40:09] Speaker B: Because of mid lane Cho. [00:40:10] Speaker A: Jungle isn't the problem right up until it becomes way too much of a problem. [00:40:16] Speaker B: Yeah. [00:40:17] Speaker A: And then they prefer to pull you out of one area and push your bonuses into the other. Rell is the good example of that. She was a brilliant jungle. One of the best. [00:40:30] Speaker B: The best jungler. [00:40:31] Speaker A: But she provided so much gank power. [00:40:34] Speaker B: Yep. [00:40:35] Speaker A: And so much utility. From the jungle. [00:40:38] Speaker B: Yep. [00:40:39] Speaker A: That she could not properly support. [00:40:42] Speaker B: Yep. [00:40:42] Speaker A: Because to give her any power as a support made her op as in the jungle. And so they went. You know what? It's not tenable for you to have two roles. You lose your bonus damage to monsters, your support again. [00:40:55] Speaker B: And. And that was probably the only time I think, that they've actually ripped off a monster region. [00:41:01] Speaker A: They've done it a couple times. [00:41:02] Speaker B: Okay. As long as they've done it a couple times. But I. I don't riot. Doesn't seem to like to. They don't like to rip off. You are not allowed to jungle very often, in my opinion. [00:41:13] Speaker A: That's the. That's the most prominent one. It's less common, but it. It happens sometimes. And that's just the most prominent one because she was the best in the game by far and unplayable in the other role because she was the best in the game. [00:41:29] Speaker B: Yeah, it's just. It's just hard, but all right. [00:41:34] Speaker A: Toast asks us as a jungler, how do you know what a good gank is? I've heard people say only Gank wins an 80% chance to be successful, but how do I decide if I have a high chance of success? [00:41:45] Speaker B: Okay, so again, just a new BDC put form Penny Lane. First of all, there's a couple things that you should be looking at. In my opinion, when you are looking to gank, first, you need to look at everybody's health bar. That is the primary, most important thing. If you're incorrect. Okay, well, hey, from an ADC's perspective, right, because I am trading life for. [00:42:14] Speaker A: DPS, you are also wrong. There it is. Position. [00:42:19] Speaker B: Position. Position is life insurance. [00:42:22] Speaker A: It does not matter how large your health is. Where you are in the lane matters more than anything else. [00:42:29] Speaker B: I. So anyway, to talk about health bar, first, if I am less than 50, as your ally, you should probably not be ganking me unless the enemy is at 10%. Like, I have to have a significant delta in insu. Like. Like to want a gank at that point. If we are even Steven and we're both at 50, like, that's on health bars alone. That is not a good idea. The second one I would say is position, because, like, that was my second one. I personally think that with positioning, like, I see a lot of very, very, very lazy ganks where you'll just kind of waddle in and say, oh, I can just gank you from lane, or I can just. Nah, dude, you need to get behind them. You need to walk your ass all the way basically to, you know, there's like a, like the little rock that's right next to the enemy's bot tower. You need to walk past their tower. You don't have to take a tower shot. [00:43:29] Speaker A: But, like, we have very fundamental differences, and we're gonna talk about this. [00:43:33] Speaker B: Yeah. So in my opinion, junglers will like, either waddle like, so close that they don't get behind the enemy. So it's just like, okay, I just back off, no big deal. Like, I actually just killed a Nunu and got a triple kill because he felt that he could just walk up to me through lane after doing, like, his little Krugs or whatever. And I was like, okay, so I just walked away. And then I killed him and. And then I killed his other. Because the other two had gone on my support. I killed the support and then I just killed the carry. Because guess what? That's what happens when you leave a carry to just go and do whatever they want. If you want to kill a carry, you need to get behind them and cut off their escape. Assuming that again, your health bar can. Can afford that. So anyway, go. What do you feel about so. [00:44:26] Speaker A: So fundamentally, the first thing you need to do is what am I trying to gank for? Am I trying to just blow cooldowns? Because that's a successful gank. If I walk in and I go, I'm only here to make sure they blow flash, blow ignite, blow exhaust, etc. Blow an ultimate to try and get away. That's a successful gank. You don't need to kill them to have a successful gank. You need them to blow something that costs them poor pressure. Summoner spells are the most important, followed by ultimates. The next thing is just getting kills or positioning for objectives. Which is more important actually, is I know there's an objective in 30 seconds on bot side. Let's make sure their lane can't fight us here. We're gonna go in there, we're gonna fight them. We're gonna make sure they're not able to come in and fight us. These are objectives of the gank. And this only gank when it's 80% chance to be successful. You don't know percentages because you're not a pro. You need to be judging roughly how much damage you think you can do at a time. And you need to be judging how long do you think they can survive you. If I'm attacking them through my CC, can I kill them in 10 seconds? That's your basis for this percent chance success. Because you can't always believe the lanes are going to help. But that's not really the goal of ganking. The entire goal of ganking is pressure. You're ganking to get pressure to do something. I'm ganking to kill them, which gives us pressure in lanes, gives you time to go do things, gives us money, etc. Ganking for pressure to go take an objective. Pressure is the goal of the gank always. Which compounds to. While I'm blowing up the triangular flash, we're trying to blow resources. I'm trying to blow health bars, which is another resource to then get more gold elsewhere. You can consistently stay in a location and chain gank if you thought, you know, I blew that flash. All right, are they still pushing? Yeah. Let's circle back around, see if we can't get another summoner spell. Oh, we got them down to half elf. Let's circle around. They're still in this position. Kill them. Things like that. [00:46:55] Speaker B: That actually is a big thing. Is that, like, okay, so first of all, I feel like junglers will lazy gank a lot. The other thing is that they don't repeat gank. All right, so you managed to lazy gank and get their flash. Congratulations. You have succeeded. But it's like peeling an onion. Yeah. Like, I as a ad carry should be able to kill them without flash because I have flash advantage. But the truth is, is that you need to come back and regain like, you basically, like, okay, I'm going to go waddle back, do a camp, then regain. Like, that is how you should be looking on it. As opposed to, like, peeling an onion. As opposed to, like, the. The one part is successful or not successful. So. Yeah. [00:47:35] Speaker A: And now we have to talk about the most, like, dangerous thing about ganking. That is a completely different world from pro and us tower dives. Tower diving is exceptionally powerful. In pro, you can just by pressure you and someone else tower dive full health. Enemy. Don't do that. This in regular games, no one's coordinated enough. No one in general is skilled enough to always make those work. In the ranks that we are talking to, you sometimes just have the power to. You shouldn't try and do it unless you have someone low and you are actively like, we're not letting them leave this tower because they're almost dead. [00:48:24] Speaker B: And that also includes if you have the ability to drop aggro. Because here's the thing is that you're taking aggro and then you EQ so that you are no longer targetable for the Next shot. The thing is, is that the carry is sitting, hitting them underneath tower. So even though, like, I do think that you should go for, like, tower dives if you have sufficient cc. [00:48:48] Speaker A: Yeah. [00:48:49] Speaker B: To do so. And that they are quite low, like probably 30% or low. [00:48:54] Speaker A: That's. [00:48:54] Speaker B: That's a good metric because, like three. Three people can get the 30% target under uncoordinated underneath the tower. [00:49:01] Speaker A: Yeah. [00:49:02] Speaker B: But, like, you need to realize that people, like, I still do not understand how to do tower dives when. When the. The jungler has a reset auto attack or reset target aggro thing, like viego yi. Any of the people who do the shift tower aggro, drop tower aggro. Fuck it. Oh, God damn. Every single time, bro. I will die. Because it's always, like, fourth shot for me. [00:49:27] Speaker A: It always depends on who does damage next. [00:49:29] Speaker B: Yeah. And like I said, it's usually me because I'm a carry. [00:49:35] Speaker A: So. Yeah, it always depends on who does damage next. And frequently it's the carry. But it also, like, a lot of carries get a little bit too close to under the tower. And so now they're too close to under. [00:49:47] Speaker B: Yep. Well, but that's the thing. Yep. We do. Mm. So I just want you to know that, like, if you. If you are tower diving, like, do it on a target that is very, very, very low health, like 30% or lower. [00:49:59] Speaker A: All right, this is gonna be our last question. It's a very simple question, but it has a lot to it. [00:50:07] Speaker B: There, there. This is a huge question. And so we're gonna do this with Theater of the bind, right? Cause we haven't got, like, visuals and stuff like that. [00:50:16] Speaker A: So the question is, how do I not cancel autos? Very simple question. Lots to talk about. [00:50:22] Speaker B: That. That. That is. That is the question, guys. Yep. So because I am the adc, unless you would like to give a spiel. Like, I would like to go into my. My gigantic spiel. [00:50:36] Speaker A: So as. As you may have remembered, we were talking briefly about this with Briar earlier. Auto attacks are canceled when your animation is cut off before you complete the first half of it. There are two sections of an animation to an auto attack. I think there's three. But the point is, there's the pre animation, there's the hit, there's the post animation, the recovery. Anytime before the hit, you cancel your auto attack. If you do something during that. That is the definition of an auto attack. Cancel some things. You can reset auto attacks by animation canceling the second half of that where you take away the Recovery. We're not talking about that. [00:51:26] Speaker B: All right, so how to cancel an auto attack. A primer from a bronze ranked adc. All right, so like, like, like my guide talked about it. It is a two half thing that is based on the actual like mechanics of of the game engine. Right. So you have what is called a wind up animation that plays. So we're going to like theater for the mind. We're thinking of Ash. Right. Ash has a bow. Right. So her. Her auto attack wind up is her putting her bow up and then it's pulling drop, drawing back to her ear and it is the moment of release that the moment her hand releases the arrow. That is the last frame of her auto attack. [00:52:11] Speaker A: We need to. We need to specify things here. There is actually a difference between ranged auto attackers and melee auto attackers. [00:52:16] Speaker B: Yes. [00:52:18] Speaker A: And that is projectile is the point. Once the projectile has started, that is when you can stop. Melees have a full wind up to hit and then a recovery. [00:52:31] Speaker B: Oh, okay. So you only have. That's also why a lot of. If you go into the like the Wiki the Uncancel windup when you see that that is because of. Because of melee champions. I only play ranged people. So obviously like I'm. I'm different. Right. So again we're in theater of the mind. We're in Ash. We have. We. The. The. The frame that she releases the arrow. Right. And and spawns a projectile at. At the edge of her bow. That exact moment can be canceled from. So so okay, we're going to assume that you aren't moving. What happens in an like again we haven't inputted a movement command. She will then take her bow and put it towards her side. Right. That. That is the actual full animation. If you wish to cancel that at the moment that she releases the arrow. Right. You can input a movement command to move backwards usually. Right. I mean there are moving forwards when you're trying to run an enemy down. Right. Which is more common obviously also with Ashe. But so if you put a movement command the frame after she has released her arrow, instead of doing the wind down animation, she will do a blend animation direct into her movement where her bow is still being going. I'm walking. It's her walking bow animation. Not put it down to her side while standing still. Right. So I know we're getting incredibly technical for a lot of reasons and it seems stupid but. But this is actually really, really, really, really really important the longer that you wait. [00:54:19] Speaker A: So we're not. We're not going to go into or blocking here because. Or blocking is a lot more than just the cancel. We're just trying to go into how not to cancel the auto attack itself. [00:54:30] Speaker B: So the longer that you wait post the frame that you have released your. Your your fingers off the arrow is is can. Is going to get towards canceling an auto attack. So the moment when basically you have refreshed your autos is the bottom of that. That. Okay, so again we're in when the original animation, right, Put up the bow release. Put down the bow right next to your hip, right? So that distance from release your. Your fingers to to at your hip is that the cooldown to be able to fire again? And okay, so so again we got like 1 to 2 and then 2 to 3 is. Is at the. At the bottom of your hip, right? So if you at the frame after you have put it down to your hip, input another auto attack, it will you. You will not have dropped an auto, if that makes sense. Right. Because that. That is the. The fastest you could possibly re auto'd, right. So it's a lot like playing an instrument. It's like a rhythm game if you actually want to get really granular with it. And the reason why I think it's really important is that playing an instrument is something that you do over the course of a long time. It's not something you just power through in a weekend. Right. Like you didn't play the violin and like figure out how to play a violin in a weekend. You're probably not going to figure out how to perfectly like not cancel autos in a single instrument. One thing that I have noticed as an adc, do drills at, at the. At the speeds that you are struggling at. So I personally have figured out that 1.5x God dang it. It is 1.5, right? [00:56:29] Speaker A: 1.5 attacks per second. [00:56:30] Speaker B: Like, I feel so bad because I'm not like looking at my actual thing, but basically when I've gotten two attack speed items like yeah, it has to be 1.5. Yeah. [00:56:41] Speaker A: So this, this is not a like numerical you. You'll see 40%, 30%, 70% attack speed. It's different for every person you will see on your character how many attacks per second you can do. 1.5 is the number she's talking about. [00:56:56] Speaker B: Yeah. 1.5 when you're actually looking at it should have the little. The little yellow ax that says my attack speed. When it's 1.5, I start to struggle a little bit. So you need to be really. You just go through and every Time like I usually do. Like when I. When I'm like really, really, really playing a lot of League of Legends, I would play like three games a day. Like, like really hard ranked, you know, doing all my block and everything like that. I would do drills for like practicing like last hitting because it's just something you know before you get into your match. Kind of like get warmed up, that kind of thing. Just. Just do the first three waves. No big deal. I actually started to switch that when I was working more on my attack speed stuff with 1.5. Just drilling like not dropping auto attacks like at 1.5 on a dummy just. And walk, walking in between and perfectly like, like. Because it is. It's like practicing an instrument of just like boom, boom, boom, boom, boom boom boom boom. Because I do have my attack bound to left click right. So it's left click, right click for move, left click right click for move. And getting comfortable with that. Like not canceling it in it. The other alternative. Everyone gets upset about canceling auto attacks for like you're missing something after the hip point. My big thing is canceling in the wind up. Like when you start getting really close, you'll start to cancel when you are winding up because again, you're drawing your bow up to your ear, right? You're inputting another auto attack or a movement command, the frame before you have released the arrow, if that makes sense. Because you're trying to get it really, really close in order to move, right? So it's just something you get better at. But I would say that if you're starting to cancel autos because you're trying to move, that's usually a good sign. It means that you're actually getting really, really close to the actual like frame perfect. Like playing the instrument. One other thing. I know this sounds a little weird as an adc, but you should be trying to invade as often as you can, especially in normals at level one. Like you are the most dangerous thing on the planet. Like if you can correctly input auto attacks correctly at level one. When your auto attack speed isn't like really hard because like 1.5. I don't know, I think it's actually kind of difficult. But. But if you're just trying to like, nah, I'm. I'm at whatever, 80% attack speed or whatever. Whatever. My, my 0.8 or whatever. My. My thing is like nah. I know that we aren't like a like a coaching kind of pro people, but I will say coaches actually can immediately tell that you are dropping Autos. So if you can't see it. Yeah. Maybe having someone else come in and say yeah dude, you're absolutely dropping an auto here and here. [00:59:50] Speaker A: It can Replays are very easy to notice this. [00:59:54] Speaker B: Yep, yep, yep, yep. Another trick if prime it on Minions. If you're hitting minions to do like auto attacks and stuff like get. Get auto attack at your attack speed. Because it'll. You'll start like playing the instrument mentally instead of thinking about oh am I going to get gang blime. Your auto attacks prime. Prime your auto attacks at. At max attack speed. Because it'll help you get to the right rhythm of the thing when you're going in for. To attack. Like for a skirmish or something like that. One other thing. Mages, and I'm pretty sure Michael will agree with me on this one. All your combos. Oh no. I. I'd be gobsmacked if this was untrue. All mages probably can weave auto attacks between combos. Most of them in order to. To max DPS in in in a short like like flip. So get comfortable weaving auto attacks between your spells. 100 because if you can do that, especially if it's some like, like you will absolutely maximize your death. Especially if you're struggling with like oh my God, they're walking away with like one auto attacks worth of. Dan, you missed an auto attack. Dude. [01:00:58] Speaker A: This is. This is something we have. We have mentioned frequently in the last four or five things as we've been talking about this. People have been talking about getting away at very low health. People have been talking about kiting things. This is a core piece of the game is just learning how to properly auto attack. And one of the things you need to pay attention to more than anything else. This matters more than almost anything else. What is your ping? Because what you see visually versus what you hit is going to be different for every single person because of ping. So you need to get used to what your exact ping does for your game play. Essentially the lower your ping. Obviously the more perfect you can try and do this and the slower the attack speed, the easier this is to understand. And it's also the easier it is to up because you have a earlier and it feels longer for you to up an animation. [01:02:09] Speaker B: Well, you do. You have a longer. You. You have a longer attack windup. Right? If you have a longer attack wind up because of. [01:02:17] Speaker A: Because of that first half of that. [01:02:18] Speaker B: Yeah, yeah. No no, no. It makes sense because it's this big thing. But also like let's say, let's Take Rel. Uh, who's the new mage that just came out? The girl, Red dress, black chick. [01:02:31] Speaker A: Mel. [01:02:32] Speaker B: Mel. Mel, not Rell. Okay, got it, got it, got it. Oh, okay, so Mel's auto attack speed is actually not very great. It's kind of slow. But her entire kit is based on having like, storing up charges on her auto attacks, right? So it helps you teach of like, cast spell, auto attack. Cast spell auto attack. Right? And even if you screw it up, you can do an auto attack later to expend all your charges. Like. Nah, like, like learning. Like, there are tons of kits that help you learn how to kind of just add in auto attacks. Other than just like, dude, I'm a melee champion. I just have a wind up. I don't have a wind down. [01:03:15] Speaker A: First, first things first. [01:03:16] Speaker B: First. [01:03:17] Speaker A: Every single person should be utilizing their auto attacks. Your. Your auto attacks are the single most important thing in every champion in the game because all champions auto attack, and all of them should utilize it at some point in the game. [01:03:33] Speaker B: And hey, you know, if y' all get have more questions about this, I actually can probably do like a little visual guide for the. For the. The Discord and have like, little like. Because it's tricky to do without visuals. I feel like sometimes like just actually seeing Ash draw her bow with a little red circle around it and actually seeing the wind down like from a frame, it sometimes can really start to make sense for this stuff. [01:04:00] Speaker A: However, if you don't want to have to deal with any of this, you can just take Lucian in the top lane. He pretty much just always auto attacks anyways. He's getting two per shot. [01:04:09] Speaker B: Yep. Never drop autos again. [01:04:11] Speaker A: He's getting two per shot. [01:04:13] Speaker B: So no, he has his passive. Gives you two free one, two per shot. You don't have to auto attack anymore. [01:04:21] Speaker A: It's. It's just great. You don't have to worry about the cancelling. All right, that's. That's it from us. I'm completely forgetful as to how Jax usually ends this. Join the table, Discord. If you'd like to support us, join us on Patreon. Thank you guys very much. This has been the Four Words podcast. Good night, everybody. [01:04:44] Speaker B: Good night. [01:04:46] Speaker A: Thanks for listening to the four. [01:04:48] Speaker B: Ha. You thought it was Jax? Nah, fam. It's Codex Ninja. And I'm here to tell you to support the 4Wards podcast because you love freedom, you love hot dogs, and you love League of Legends. You can find our [email protected] theforwardspodcast Also, like some questions would be nice. Give me all your questions about Rise, because I have no idea what the fuck that champion does.

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