![]() It should be a little intuitive as to why it’s so annoying for Zed to deal with Diana.Īnother thing the Zed has to be very careful of is the fact that he can never just Ult the Diana. Now combine ALL of those items with the raw HP rod of age and her second ability’s shield. Not only that she’s also able to buy 3 items Zed ABSOLUTELY hates. She is a champion that provides tankiness, burst and DPS at the same time. On the other hand, Diana is a bit special. Play a champion that can capitalize on that – make sure to abuse that window of opportunity. From levels 1 to 4 he might not be the most annoying champion to deal with, however on his level 5 power spike he turns into an absolute monstrocity.īefore that and especially on level 1 and 2 he’s quite weak. Otherwise, they’re in for some very bad experiences because Zed isn’t really a balanced champion. Due to Zed’s rise in popularity, players must always have a counter for the champion in mind. This section will go over which champion that is able to deal with zed in the middle lane. Next up is something that a lot of players will absolutely love to hear about. Into tanky compositions Varus can just build AP items and literally one shot tanks. Corki is a flexible pick for multiple lanes and Varus isn’t locked into just going lethality. They’re also quite versatile in the way they can be played. 2 Champions immediately come to mind who have similar traits that effectively counter mages:īoth of those can deal pretty well with waves, can survive any matchup and may influence the fights later on from high distance. Time to go into how to counter play mages in the duo lane. So how does an ADC kill a mage unless he’s able to force the mage into a close range 1v1 all-in? And more importantly how can ADCs even GET into close range without being heavily poked out? Wild Rift Counter the Meta: Duo Lane Mages Whereas the other class focuses on single target DPS while their main limiter is attack speed. One class primarily plays around longer cooldowns and influences an entire area. Now, why is that? Any idea? Well, here’s the answer: Mages grossly outrange AD carries and are on average easier to play. The moment duo lane mages purchase a lost chapter while being level 3 or higher the game starts to turn into a vivid nightmare for MOST AD carries. Consequently, play a bit more reserved until either acquiring access to all basic abilities OR timing reset opportunities for an item. In the early stages of the game, mages are not yet functional in terms of having enough damage to deal with typical AD carries. So what about being able to completely void any strong-side dragon lane in the game? Simply pick a top rated mage. Having that happen to is a massive tilter – losing the wave and dying at the same time sends almost everyone over the edge. Whatever they do, they usually need to put themselves into a risky spot to get those minions killed and whenever they’re left alone they can be abused almost instantly. But one thing typical AD carries don’t have access to is the ability to clear waves indefinitely. Don’t misunderstand- ADC vs ADC is completely fine. With some general information out of the way, moving over to HOW to make AD carrys tilt easily. Once players get too close – even for just a brief moment – they’ll get severely punished for their small mistake. It’s not the easiest to readjust the camera in Wild Rift every single second and therefore it appears very easy to die as an ADC. The more threats the enemy team has the riskier it gets to stand still and deal damage. For those who don’t know, mages are the new duo lane carries, displacing many of the conventional marksmen. What happened down there that ADCs just vanished specifically in pro play?Ĭamera management, positioning and mobility play a huge factor as a carry. Mentioned previously in the tier list for the duo lane was the overwhelming dominance of mages in the duo late.
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