Tag: League of Legends

Registration for the Second Recreational League has Opened!

The first split of the SKL League of Legends Rec League officially concluded a couple weeks ago, with Anything Deemed Inappropriate coming out victorious over White or Wong. We would like to offer our sincerest congratulations to both teams. Now, onto the next split!

Registration for the next Rec League split will be opening on February 6th! With that being said, there are a few changes we are going to make for this upcoming split. First of all, and most prominently, we will be splitting the league into two divisions: Competitive and Relaxed. This decision was made in order to ensure that everyone can still join the Rec League, while also improving league parity.

Competitive Division

Competitive will be geared towards higher ranked players looking for a more competitive atmosphere, while still maintaining the relaxed tone of the Rec League. The Competitive division will feature playoffs and a grand final at the end of the regular season.  We will also place more of an emphasis on streaming these matches. However, unlike last Rec League split, games in this division will be scheduled by SKL Admins based on pre-provided availability of teams. This division will also feature a to be determined prize pool. Team registration fees for this division will be $10 per player.

Relaxed Division

Relaxed will be geared more towards players who are just looking to chill and have a good time playing games with friends. There will be no prize pool for this division, and they will not be guaranteed streamed games. However, they will be guaranteed fun. The scheduling of games for this division during the week is up to the two teams. If a scheduled time cannot be agreed between two teams for that week, a scheduled time will be chosen by the SKL Admin Team for early the following week. Team registration fees for this division will be $4 per player.

Free agents will be put into a general pool and available to sub for either division, to ensure maximum availability of subs. Free agent registration is $5.

For the most part, the rest of the protocols from last season will remain in place. Teams will be matched up with another team once per week to play a best of two series. After a scheduled game time has been agreed upon by two teams, or before the SKL-scheduled game time, a tournament code can be generated in Battlefy for the match. However, it is important to not generate the tournament code too far ahead of time, as the generated codes expire after twenty-four hours. Battlefy will track all of the stats for the matches, as well as reporting the outcome of the match, through proper use of the tournament code.

As always, if you have any further questions, please feel free to contact us through our Facebook page or on our Discord channel. And remember, let’s keep it light, fun, and recreational out there. 😊

Your closest friend,

Kevin “BigBooty” Bode

The Recreation Rundown

Registration for our inaugural League of Legends Rec League has finally closed! With that happening, there is some housekeeping we need to do, in order to ensure that everyone knows how this league will work, as the format will be different from our usual competitive splits.

Scheduled matches are available for viewing on the SKL website by clicking on “Tournament” under the “SKLeague” tab, or by going to the following link: https://battlefy.com/skl-esports/skl-esports-lol-rec-league/59d6644aec08220342928fa1/stage/59d664b4ec08220342928fa4/bracket/1. Teams will be scheduled to play one game per week, with the teams being responsible for the exact scheduling of their games with their opponent for each week. Scheduling between teams can be done through Discord or the LoL client. For ease of communication between teams on these platforms, team captains will be clearly labelled in Discord, as well as all team captains being added to the SKLe Club in the LoL client. If a scheduled time cannot be agreed between two teams for that week, a scheduled time will be chosen by the SKL Admin Team for early the following week.

After a scheduled game time has been agreed upon by two teams, a tournament code can be generated in Battlefy for their match. However, it is important to not generate the tournament code too far ahead of time, as the generated codes expire after twenty-four hours. Battlefy will track all of the stats for the matches, as well as reporting the outcome of the match, through proper use of the tournament code.

If you have any further questions, please feel free to contact us on our Discord channel! And remember, it’s a rec league, so try to have some fun out there. 😊

 

Warm regards,

Kevin “BigBooty” Bode

SKL | League 2017 Fall Season

The time has come yet again! The 2017 SKL League of Legends Fall Season is upon us, and registration is now OPEN!

For those who don’t know, SKL-LoL is a seven week League of Legends league that pits amateur teams against each-other in a highly competitive atmosphere. Every game of the regular season is streamed and cast live on Twitch.tv with the top four teams invited to a live finals event in Saskatchewan! The winners take home a cash prize and the title of Champions.

For ALL the details check out the registration page here.

League of Legends Recreational

Good day summoners!

Over the past few season’s we’ve noticed a large skill gap form in our League of Legend’s Competitive League. As such, many teams and players who were interested in competing in a fun local league have gotten frustrated with the highly skilled teams they encountered. Our goal is still to provide the best competitive atmosphere we can for our high Elo players, but we also want to create a more recreational and fun atmosphere for everyone else. We’ve been contemplating how best to do this for quite some time, and think we can solve a lot of the logistical issues associated, but would really like to hear what the community thinks, since it’ll be for you guys.

We’d love for you to fill out a survey to best understand how we go about implementing a recreational setting. Within the survey are questions about prizing, format, skill divides, smurfing etc. Tell us what YOU think. We are really excited about this idea, and hope everyone else is too.

Fill out the survey below!

/Remake Before It’s Too Late!

Have you ever sat through an entire champion select phase, then waited through the loading screen only to find out that your jungler – who just a few minutes ago was bragging about his mad skills on Rengar – will not actually be joining you? Of course you have. It may have not been (or could have very well been) this exact scenario, but we have all experienced that one guy that decides to go AFK right when the game starts. Seriously, what was he thinking joining the queue in the first place if he is not even able to start the game? Now your team will try their best to win this game, and maybe even start to pull ahead in some cases, but overall this player has just wasted your – and everyone else’s – time. Wouldn’t it be nice if we were able to stop the game as soon as this issue is noticed by your team by simply typing “/Remake” to start a vote? Oh wait, Riot has just added this feature to the PBE.

Soon, grumbling about those miserable loading screen poopers, cooks, and dog walkers will be a thing of the past and we can finally start a game confident that we will be able to blame the inevitable loss on the lack of ganks instead of the lack of a jungler. In the first three minutes of the game, if someone has been AFK for at least 90 seconds, you may type “/Remake” into your chat bar and a magical voting box will pop up on your screen similar to that of the surrender vote box. Your team may then vote to remake the game and both teams will be sent to the end-game lobby so that you may start a new game with new players that you may force a rage-quit in your toxicity. All players in the previous game face no consequences except for the AFK, who suffers a loss in their match history, and in LP if it is ranked. This is a great new feature, so be sure to double-check if you have a full team before doing anything too rash in the first three minutes, because after first blood, you may no longer remake the game.

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4v5 games do no happen too often, but we have all experienced them in one way or another and they feel awful when they do. The losing team feels worse than they really are – most of the time causing conflict within themselves — and the winning team either does not feel like they have won fairly, or they start trolling the other team in light of their conflict. Everyone loses (figuratively) in these situations so it is great that even though these games do not happen all the time, Riot is still looking to fix the problem for when the odd AFK does happen in the first three minutes. League of Legends has become a lot more aggressive towards AFKs and Leavers recently, so be sure that both you and your dog have pooped before entering your next queue.

Be Different this One For All

First introduced in November of 2013, One for All is a game mode in which every member of a team plays the same champion after a vote in champion select. Champions like Zilean, who with all the other Zileans around him achieves immortality, like Garen, who simply spins to win, and Blitzcrank who if successful may chain pull the enemies are very popular in this game mode and are seen very often. This can get very boring however, always seeing the same champions over and over, so I am here to encourage you to try new things and recommend some champions that you must try at least once this time around.

Heimerdinger
Heimerdinger and his three turrets are already an annoying combination to play against anywhere on Summoner’s Rift, but imagine playing bottom lane with two Heimerdinger and six of his turrets. Now imagine past laning phase, facing five Heimerdinger and 15 of his turrets. No one is going to get near him, nevermind his Nexus. The key to playing Heimerdinger is patience – Don’t go for the kills, let the kills come to you. If your team does happen to get caught out and into a team fight, don’t fear. Be sure to buy a Zhonya’s, charge up all of your ultimates, place all five of your empowered turrets down at the same time, pop your Zhonya’s, and watch the enemy team drop in helplessness.

Zyra
We just got a Mage Update, so why not try some of the updated mages? Zyra is the first updated mage that comes to mind because of her new passive, which now randomly spawns seeds around her. These seeds may be used by both you and all ally Zyra, so there will never be a shortage of deadly plants. Once laning phase is over, the enemy team will have a hell of a time navigating through your plants, similar to Heimerdinger’s turrets. Zyra is also full of CC, so you should never fear being chased down or your enemy getting away, and if you find yourself in a teamfight, simply root the enemy team and place all of your ultimates down, over their whole team. Now watch your enemies fly into the air; if they’re not dead already, just root them again and unleash your beautifully living Hell once more.

Akali
I chose Akali mostly out of imagining creating a line Twilight Shrouds so that your enemies have no idea which one you are inside. Each Akali may use their teammate’s Shroud and walk among them, so that they may all come out of one Shroud at once, assassinating their terrified victim. With some Akali building straight AP, and some building a bit tankier, your enemies will never know who to focus (as long as you don’t do something silly like wear a skin to make you stand out), which gives you another advantage. Akali is very hit and miss, as she is easily countered, but is definitely worth trying at least once, so use careful strategy when choosing this team.

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Anivia
The list so far has consisted of only middle lane characters, but I promise this is the last one. The main reason for Anivia being a must try on One for All is because of her Flash Frost (Q) + Frostbite (E) combination – Once hit with Flash Frost, Anivia’s enemy is chilled, and if Frostbite hits this chilled target, its damage is doubled. This effect counts towards any Anivia’s E on your team, so you may cast Frostbite on a target chilled by one of your teammates and still get the bonus damage. This allows your team to drop enemies rapidly and effectively. Though this combo is the main reason you should try out Anivia in One For All, that doesn’t mean it’s the only reason you should try her. Her Crystallize ability also offers great advantage, as at least one Anivia is bound to have it up when you need it to either escape, or chase an enemy down; Additionally, your ultimates may now cover a much larger area, slowing and damaging your enemies until they can either finally manage to escape it or die before they have a chance.

Pantheon
Do not get caught out against a Pantheon team. Do not even let the enemy Pantheon team have sight of you when you are alone, because the moment you let this happen, you will find yourself having five of them diving from the sky and landing right on top of you. Once this happens, there is no escape. If the initial slow from Grand Skyfall isn’t great enough for the team of Pantheon to kill you, then the chain of stuns will be. Stunning you for one second each, not many champions are able to survive this five seconds of helplessness. Pantheon is also difficult to manage in team fights, as he can be built both tank and full damage. Not knowing which Pantheon to attack, your team is sure to be overwhelmed before you have time to figure out. You better try Pantheon in One For All, because it is much more fun being on the giving side rather than the receiving in this situation.

Tahm Kench
Since his release, Tahm has grown to be one of my favourite champions and I also believe he would do great in One For All. With a combination of all of the Tahm Kench passives, your enemies will be stunned and devoured in no time since every Tahm Kench will add stacks of Acquired Taste to the others. Additionally, Tahm Kench may eat his allies. This means that Tahm Kench may eat another Tahm Kench that has already eaten another Tahm Kench that has already eaten ANOTHER Tahm Kench, eventually creating League of Legends’ version of a Matryoshka Doll (I would love to see Riot actually release this as merchandise). With Tahm Kench’s ultimate, the team will always have control of the map. If one lane needs help, an ally Tahm Kench may teleport in and help, and then the other Tahm Kench that has not used his ultimate yet may teleport back either with or without the other. This team sounds like a lot of fun and is definitely in need of some testing!

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Udyr
Udyr is the master of all elements. He is versatile and may be built in any way your team needs. If you need a tank, he may be build tanky. Full damage? He’s got you covered. Need more ability power? Even that will work. With Udyr, you may play in various different ways. Have a designated split pusher that pushes the whole game; run as a group, chase down, and perma stun any lone wanderers; or team up and fight their team with yours. The versatility may be used in multiple ways and I recommend trying him not once, not twice, but as many times as you can without playing the same type of Udyr twice

Illaoi
Illaoi is another newbie to One For All, and another great one at that. Just imagine every Illaoi ultimating simultaneously: Chaos and destruction, especially if you can hit the entire enemy team at once and find a nice place in the jungle with lots of walls around you… I have already lost count of the tentacles. With Illaoi’s E, Test of Spirit, there will be even more tentacles everywhere and with every ally Illaoi having a different target, this depletes the enemy’s ability to team fight effectively, giving you a great chance to push as a team and win.

I encourage you to try out all of these teams (and other unpopular teams) and not be limited to the popular few. This way, your games will not get boring and repetitive and you will overall have more fun. With all of the updates and new champions since the last One For All, you should have lots of new variations to try. You don’t have to be the same as everyone else: Be different this One For All.

Join the Client Alpha!

Earlier in the season, Riot announced that they would be updating the League of Legends client by re-building it from the ground up. The client has been updated various times in the past, but the team was very limited. With this brand new client, Riot will now be able to build exactly what they want without any limitations of the past; what’s more is that they will now be able to deliver future features to the client much easier, thus giving us updates much faster than before.
It has been a while since announcing this feature, and we finally have an update: we have all been invited to sign up for the alpha. Riot has never opened up a feature to us this early ever before, so the purpose of the alpha is for us to break the new client in as many ways as we can to ensure that it is flawless when the time comes to bring it to live. But you better hurry: there are only a limited number of spots available in the alpha, so if you want to help test it, you should sign up right away. But what exactly is new to the client? Well, let’s find out!

New Champion Select
The new champion select beautifully matches the new style of the client – which has a Hextech inspiration. Though the new champion select has already been implemented into the current client through ranked queues, it is now being added to every game mode and is worth noting to give you a feel of what the new client will look like throughout. It has a clean design, and is much more user friendly than the old client, which was due for some change. But not only is the last screen you see before entering a game being completely re-hauled, but also the first screen you see when coming out of your game: The game overview screen. Now with a much more eye friendly design, the game’s statistics are laid out as beautifully as the rest of the client.

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Pop Out Chat Window
The pop out chat window being implemented into the new client is a great idea. Riot had recently created a chat app for smart phones, but they definitely needed one for desktop as well. Now without even having the full League of Legends client open, you may talk to your friends and see what they are doing in the game. If while talking to a friend you decide to start playing the game, it is as easy as clicking a button inside of this chat window and you are now in queue for a game without even having the full client open. This was a great move from Riot, as I always have my client open even while not playing in case a friend messages me. Now if only there were a way to merge this with Battle.net and other standalone game chats so that we only need one program open to talk to all of our friends, but I guess Curse Voice will do in that respect for now.

Overall, League of Legends was definitely in need of this brand new client. Now with a much cleaner design, as well as a lot of flexibility for future updates, both we and the Riot team will have a greater time and experience.
Are you interested in joining the Alpha to try out these new features, as well as any other features that you will find out about ahead of anyone else? Go sign up now before Riot runs out of room!

The Draft

Hello! My name is DXI Edge and I’m the current Coach/Analyst for Team Malicious Intent. My role on the team is focusing on optimizing item builds, drafts, macro play adjustments, watching VODs from pro play and seeing how we can translate that into our games, as well as finding possible champion picks that are underrated.

 

One of the major aspects of League of Legends, especially in team play, is the draft. Just to give a brief rundown of what I mean, the draft is the pick and ban phase at the beginning of the game, and how each team approaches this strategy. In my opinion, it doesn’t matter how good a team is. If you do not draft properly, (according to the meta and according to an unwritten set of “rules” which I will get into) your team will lose. It is just that simple. If you can outdraft your opponent, you can set yourself up for success in the game at minute zero, and put yourself at a significant advantage.

 

The set of rules I mentioned earlier assumes a few things:

  1. There is a clear “meta”
  2. Members of the team CAN play almost all of the “power picks” in the meta

 

Very rarely does the first rule ever not happen, since due to pro play and analysts (aka, people like me), clear “best” champions or strategies are identified. Due to League of Legends being as old and popular as it is, it is very easy to watch what works and what doesn’t, and base strategies for teams based on this information.

 

NOW. What are these rules? I’m going to be going over these one by one in articles over the next few months, but we’re going to start with the most important rule in my opinion.

 

Your comp must have wave-clear.

 

Before I go in depth on how to draft wave-clear, what is wave-clear? Wave-clear is the ability for a wave of minions to be killed (or cleared) quickly and effectively. This can be done either by one skill, or a couple of skills with low cooldown/mana costs. I DO NOT CLASSIFY ULTIMATES AS WAVE-CLEAR and this is an important aspect to mention for one of the champions in the “meta” right now.

 

Why is wave-clear so important? Simple: turrets are the single easiest way to collect large sums of gold for your team, and having a turret up effectively says “This area of the map belongs to us”. Keeping your turrets alive while destroying the enemies’ turrets is the basic component of this game, and is the base of which this game was built on. So what does wave-clear have to do with turrets?

 

When you are looking to take turrets, you want your minion wave to get to the tower as fast as possible to remove the Armor/MR buff from towers, as well as have the minions tank the damage while you destroy the tower.

 

When you are looking to defend turrets, you want your opponents’ minion wave to be eliminated as fast as possible to add the Armor/MR buff for your towers, as well as have the enemy champions take damage from your tower.

 

There are two levels of wave-clear for a draft: S tier and A tier. Your composition for a draft should have NO LOWER than two points, but the most optimal number is three points. If you have two points, there needs to be a champion included in your composition that can use an ultimate for wave-clear (ex: Ryze) or has pseudo-wave clear in their kit (ex: Kalista). However, for optimal drafts the number should be three.

 

Now that we know why wave clear is important, let’s take a look at what I believe are the best champions for wave-clear in the meta as of now (Patch 6.6 and 6.7).

 

S Tier (2 points):

Mid: Azir, Lissandra, Lulu, Lux, Varus

ADC: Sivir, Jhin

 

A Tier (1 point):

Top: Gangplank, Ekko, Graves

Jungle: Graves

Mid: Twisted Fate, Zilean, Orianna, Corki

ADC: Lucian, Corki, Caitlyn

 

Lets start with S Tier. Why are these champions in S Tier? These champions can clear waves with two skills typically, on relatively low cooldown. Another major aspect, however, is their role. All champions in S Tier are mid/ADC. Why is this? Very rarely do you have mid laners or ADCs split push. Most of the time you will have your ADC and mid laner together, or be collecting waves with your team to approach a split pusher. Seven champions are the bread and butter of destroying waves quickly, and when it comes to the tier list of power picks in the current meta, these champions are at the top of the “power picks”, due in part to their ability to clear waves.

 

For Azir, it isn’t so much his skills as much as his ability to place soldiers down and attack them from such a distance that he is safe.

 

Lissandra can Q waves on very quick cooldown, or even use her E (although not recommended) to clear waves. Lulu can use 2 quick Qs, Lux can bind the first two melee minions and then throw her E down, and Varus can use Qs or even his E.

 

For ADCs, Sivir is the queen of wave-clear. Turn on bouncing blade, throw a Q, and the wave disappears. For Jhin, using his traps, his W, or his Q can clear waves effectively as well. Although he is not as effective as Sivir, he gets the job done.

 

In my opinion, one S tier champion is the same as having two A tier champions. If you have one S tier champion and one A tier champion in your comp, your draft has the appropriate amount of wave-clear.

 

Now let;s look at A tier. A tier differs immediately from S tier due to the inclusion of tops and junglers. Although tops and junglers may have as strong wave clear as those in S tier (Graves, for example), due to junglers having to roam/flank and top laners needing to use teleport appropriately, these champions cannot be S tier and cannot be the fundamental wave clear of a team comp.

 

Gangplank, Ekko, and Graves all want to teamfight and split push, so they can use TP on cooldown. They can push waves very quickly (Gangplank barrels, Graves/Ekko Qs) and are good duelists and teamfighters. Gangplank is also very proficient in that he can use his ultimate anywhere on the map to help clear a wave.

 

Graves as a jungler is, in my opinion, the best jungler in the game right now. Although Kindred/Nidalee/Graves are the top three, Graves gets the edge as number one for me due to his flexibility and his spot in A tier for waveclear. His Q and autos are both AoE and can clear waves quickly.

 

Zilean, Orianna, and Corki are all good wave clearers, however they aren’t AS strong as S tier champions. Zilean wants to use his bombs for stuns and as such it’s not optimal to use them as waveclear. Orianna needs to be a little bit closer and wants to place her ball in specific positions due to her ultimate, so she loses a point. Corki cannot insta-clear waves and has to use a lot of his rockets for clearing waves, so he cannot be in S-tier.

 

Twisted Fate, although has the wave clear of an S tier champion, wants to use his ultimate for flanking and wants to split push. So although the wave-clear is S tier status, the champion wants to be played as a split pusher, so he loses a point.

 

Lastly, Lucian has very short range. Although his Q and double-tap can clear waves effectively, his ultimate is what his “defining” wave-clear skill is, and as such cannot be placed in S tier.

 

 

Now that we know the defining champions in the current meta, let’s take a look at some example drafts from both pro play and SKL, and see if we can predict the result of the game based purely on wave-clear. We are going to examine drafts done where one team drafts less than three points of wave-clear based on my scoring system compared to one team that does, and see if the wave-clear team won.

 

 

 

 

 

H2K vs Fnatic  – 3rd place match

Games 1 / 2 (same drafts)

H2K:                            Fnatic:

Maokai                        Ekko

Kindred                      Graves

Ryze                            Azir

Kalista                         Ezreal

Thresh                        Trundle

0 points                      4 points

Predicted winner: Fnatic

Actual winner: Fnatic

 

Although this draft from H2K was called “very strong”, in my opinion this draft was horrible. They rely completely on snowballing and picks, with no way to out-siege/defend against Fnatic’s team comp.

 

H2K vs Fnatic  – 3rd place match

Game 3

H2K:                            Fnatic:

Maokai                        Gragas

Kindred                      Graves

Lissandra                   Kassadin

Corki                           Ezreal

Alistar                         Braum

3 points                      1 point

Predicted winner: H2K

Actual winner: H2K

 

This was just an overall bad draft by Fnatic for a few reasons, but this article is solely looking at waveclear.

 

Jin Air vs SKT – Korean Playoffs

Game 3

JAG:                             SKT:

Gangplank                  Maokai

Graves                                    Kindred

Ryze                            Cassiopeia

Kalista                         Sivir

Alistar                         Tahm Kench

2 point                        2 points

Predicted winner: JAG

Actual winner: SKT

 

Here is where my system becomes not so foolproof, and I wanted to include this decision for a very specific reason.

 

Although the point system is tied, I have JAG as predicted winner. Why? The inclusions of Kalista and Ryze. These two champions, although not on either of my tier lists, are “tie-tippers”. These champions are just below A tier and as such, if I were to analyze this comp based purely on wave clear, I would predict JAG to win. However, Faker is a god and SKT pulled out the old school Ryze counter and won a perfect game.

 

KT vs SKT – Korean Playoffs

Game 2:

KT:                              SKT:

Maokai                        Trundle

Nidalee                       Elise

Corki                           Zilean

Kalista                         Sivir

Alistar                         Tahm Kench

1 point                        3 points

Predicted winner: SKT

Actual winner: SKT

 

 

Very strong picks from KT’s side, however they did not include enough wave-clear in their comp compared to SKT’s. I will say this though: Kalista does have some amounts of wave clear, however not enough to compensate for a one point draft. As I said earlier, a two point draft can be mitigated with a Kalista, not a one point draft.

 

FOTN vs TMI – SKLeague Week 6

Game 2:

FOTN:                         TMI:

Nautilus                      Trundle

Zac                              Gragas

Ahri                             Azir

Sivir                            Jhin

Alistar                         Morgana

2 points                      4 points

Predicted winner: TMI

Actual winner: TMI

 

Hey, this is one of my drafts! Our early pick included an S tier wave clear right off the bat in Jhin, setting us up for flexibility in the draft and only needing one more point. We follow it up with another S tier pick, while our opponents picked only two points of wave-clear.

 

 

 

 

 

RDS vs A53 – SKLeague Week 6

Game 2:

RDS:                            A53:

Irelia                           Malphite

Hecarim                      Gragas

Lulu                            Varus

Ezreal                         Corki

Alistar                         Braum

2 points                      3 points

Predicted winner: A53

Actual winner: A53

 

This game was looking to break my rule for a little while! However, the wave-clear allowed A53 to sit back, farm up, and catch up slowly while RDS could not push through.

 

Well, that’s it for today. I hope this helps the drafts of SKL and your dynamic queue games in the future! I’ll be back soon for the next rule: Engage.

URF 2016: Please NURF

Since the introduction of the rotating queue, many of us have been waiting for Ultra Rapid Fire’s return. Without its traditional April Fool’s Day start this year, we sat and waited until it finally came and quickly left the live servers over the weekend. Since its introduction in 2014, U.R.F. has changed quite a bit. With no idea it would become so popular, Riot unleashed its creation into the world without any restrictions. Lawnmower Hecarim quickly took over the Rift but was quickly disabled once his power was proven to be too great, along with other champions like Sona, Soraka, and Skarner (my favourite three to play in this game mode in 2014). Players simply revived and teleported around the map as they pleased until Revive was also disabled from this game mode (and soon after removed from the game in general). But with all of the nerfs and adjustments Riot has made since its original introduction, who were the best champions to play in Ultra Rapid Fire this year?

Fizz
Similar to Vladmir, Fizz is able to be un-targetable to enemies for a short time while also being mobile. The difference that brings Fizz onto this list and not Vladmir is that Fizz has much more mobility and damage with his Playful/Trickster combined with his Urchin Strike. There is no getting away from a Fizz in URF; once he spots you, you – and all of your teammates – are as good as dead.

Blitzcrank
If you thought Blitzcrank was annoying in a normal game, just wait until you see him in an Ultra Rapid Fire game. With his brief cooldowns he will constantly be spamming his Q, so avoiding his pulls will be your top priority. If you do happen to get hit by his Rocket Grab, there’s not much you can do unless you have very good mobility. As soon as you reach him, Blitzcrank will be knocking you up with his E, and then pulling you in again with his Q, repeating this until he gets his kill. If you happen to get away from him, you better run because Blitzcrank is able to constantly spam his W, giving him a permanent speed boost. Once Blitzcrank hits level 6, his combo, which now will include Static Field, will kill you faster than you even have time to think about reacting.

Teemo
By far one of the most hated champions of League of Legends, Teemo just gets worse in Ultra Rapid Fire. If you thought his mushrooms were annoying in a normal game, then do not lane with Teemo in URF. You may think you’re winning to begin with, but as soon as Teemo hits level 6, you can guarantee that his lane is going to be covered in mushrooms. Thought you were going to gank him? Just kidding, you’re dead before he even notices you’re there.
Teemo’s shrooms aren’t the only annoying thing about him in URF either. If you’re playing a champion dependent on auto attacks, then you better stay clear away from Teemo, who can spam his Blind so that you can never hit him. You better be sure of yourself before going all in on a Teemo, because once you’re in, there is no turning back. There is a reason why Teemo was disabled in URF right from the start in 2014, and he hasn’t gotten much better.

Evelynn
Where’s Evelynn? Probably behind your team ready to assassinate your squishies just like in a normal game. The difference with Evelynn in URF however, is that her Q, Dark Frenzy can be spammed much faster, and without the worry of running out of mana. With one Dark Frenzy after the other and with her ultimate slowing her enemies while she spams her W to keep up and run away if need be, Evelynn is a must try in Ultra Rapid Fire. With her passive invisibility, Shadow Walk, there is no fight in which Evelynn does not choose to participate.

Karthus
Of course Karthus is going to be overpowered as soon as you take away the only two things holding him back: mana and the cooldown on his ultimate, Requiem. Spamming Karthus’ Q is already done normally, and that spam just gets worse in U.R.F. With no need to worry about mana, Karthus may activate his E without ever having to turn it off, so team fights with Karthus are a mess.
The most crucial part of why Karthus is so huge in Ultra Rapid Fire is his ultimate ability, Requiem. With 80% cooldown reduction, you will not want to be hanging around the map for too long with low health without either a lot of magic resist or a Zhonya’s Hourglass. Making this a must buy for all of Karthus’ opponents, this sets them back while they take time to build it. And if they decide not to build a Zhonya’s, all the more free kills for you.

Sona_5
Sona
Sona is one of my favourite champions in the game, so I immediately started playing her from my first game of U.R.F in 2014. I would choose Sona, while my friend would choose Soraka (back before her rework) who was arguably even more annoying than Sona. Though she can get boring very quickly in U.R.F, Sona is a definite win in U.R.F as long as the other team does not have one too. Personally, I do not like to play her because of the unfair advantage she has, but I WILL play her if she is not banned just so we do not get dominated by the other team’s Sona.
Not even having to aim your heal or damage ability (much like Evelynn’s Q), Sona is one of the easiest champions to play in Ultra Rapid Fire. As long as you know how to continuously spam your Q and W you are good to go. If you find yourself in a tight spot, quicky ult your opponents and start spamming your E. You are sure to escape if you don’t kill them with your unlimited Q spam first.

Shaco
Defintely one of URF’s most dominant champions, Shaco was no different this year. Going full ability power, Shaco is able to quickly kill you before you have any time to react. Shaco’s Q, Deceive quickly gets him around the map without being seen, and once he pops out, a dagger will accompany him, most of the time dealing more than half of your health (depending who you are playing) with a single shot, and if there are no teammates around to assist you, you can guarantee that he will be back with another dagger a split second later.
Shaco’s Deceive and Two-Shiv Poison (E) aren’t the only things you have to worry about either. Shaco is able to place down his Jack In the Boxes one right after the other, so watch where you step, or you will quickly be dead without the need of Shaco being there at all.

Zed
Taking the title of Lawnmower from Hecarim, who was rarely seen in U.R.F this year, Zed is one of the most terrifying champions to play against in this game mode. With his low cooldowns, all of his abilities may be spammed easily and will kill you at alarming speeds. Zed’s W gives him crazy mobility, allowing him to pop under a turret, take you (and perhaps a couple of your teammates) out, and be out of there before you even notice. Zed’s poke alone is enough to make you change lanes in frustration, as he is able to constantly poke you down easily with only his clone’s attacks. Zed is definitely a must ban or play in Ultra Rapid Fire. Choose which of the two you do wisely.

These are the champions that I found to be best in Ultra Rapid Fire this year. Though you will probably agree with me that these champions are among the best, are there others that you would add, or even put above these characters on an annoyance and overpower scale? We know that there are way too many of these to list in just one article and would love to hear some of your U.R.F. horror tales.

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