Top League Mechanics
As everyone knows, all champions in LoL have mechanics that make them unique in comparison to the others. In this article I’ll touch on some of the mechanics that are most important to the champion and the team.
BEST LoL MECHANICS
Lets consider best LoL mechanics, their advantages and how you should act when face them.
KATARINA’S VORACITY MECHANICS
“Whenever an enemy champion dies within 3 seconds of Katarina dealing damage to them, her cooldowns will be reduced by 15 seconds.”
This passive skill is extremely important for both Katarina and her team. It is the skill that makes Katarina really threatening to the enemy team and it is why she is often banned in Solo Queue where teams are usually composed of champions who do not have a particular counter to Katarina.
Voracity meshes in very well with the rest of Katarina’s skill set, having 2 area of effect spells, one multi-target spell and a single target spell which makes up her mobility. These are all great spells for obtaining kills where enemies are stacked. If Katarina gets a kill, she’s more than likely to get another and another until most of the enemy team is dead.
HOW TO MAKE GOOD USE OF VORACITY
Using the passive skill to its maximum potential isn’t too hard, but you have to be watching the enemy team all the time and be careful of your positioning.
After the enemy team has used all their crowd control, they are stacked or your team has pulled off crowd control on the enemies who have their own CC, that’s the best time you can use your spells to clean up the fight and take a great advantage.
HOW TO COUNTER VORACITY
Fighting this ability is often difficult, but it can be made easy by being patient and using your crowd control at the right time.
The best way to fight Katarina is by catching her out of position and chaining crowd control onto her until she dies. This is hands down the most easy thing to do.
The other way to fight her is to wait for her to get into the fight and use your CC. You don’t have to use abilities if you have Exhaust as Summoner Spell; you can use your abilities on the enemy team. For example, if you are playing Leona or Alistar you can chain your crowd control onto the enemies, but you have to get to your backline fast so you can use Exhaust when Katarina comes out and starts pouring damage.
AZIR’S ARISE! MECHANICS
“ACTIVE: Azir summons an untargetable Sand Soldier for 9 seconds. When Azir attacks an enemy in a soldier’s range, the soldier attacks instead of Azir – dealing「 50 – 170 」(+ 60% AP) magic damage to all enemies in a line. If multiple soldiers strike the same target, each soldier after the first deals 25% damage. Azir can only command soldiers to attack in an 800~ unit radius.
Azir can store up to 2 Sand Soldiers at a time, but there is no hard limit on the number of Sand Soldiers that can be active on the field at once. Sand Soldiers expire twice as fast while within range of an enemy turret, and will expire instantly if Azir moves too far away.
Sand Soldiers cannot attack enemy structures, but can be summoned directly on top of an enemy turret to sacrifice it and deal「 60 – 230 」(+ 40% AP) magic damage to the turret.”
Arise! is Azir’s most important skill, without it he wouldn’t be able to do anything besides use ultimate and basic attacks. The Sand Soldiers provide Azir the use of his Conquering Sands and Shifting Sands that make him deal a lot of damage or get in a safe position.
Azir’s use of his soldiers is limitless, just as Lee Sin’s use of his Sonic Wave/Resonating Strike. He can use his soldiers to zone enemies, deal damage, move to a safe position or make plays.
The last thing written in the last sentence is very important. Azir can make a lot of plays using his soldiers. For example, one play he can make is summon a soldier, use Shifting Sands and Conquering Sands at the same time to move a longer distance. If this lands on an enemy then that enemy will receive a big burst of damage and they will be knocked up while Azir will receive a shield.
Another play he can make using the Shifting Sands – Conquering Sands combo is moving next to more enemies and then knocking them back to his team by using Emperor’s Divide. Those enemies will not only receive a big amount of damage, but they will also be left without any escape and will probably get aced.
HOW TO MAKE GOOD USE OF ARISE!
Because Arise! works with stacks, you must be careful when using it, if you are left without any soldiers and an enemy reaches your position you will have to get away. If you do not have any Arise! stacks or Flash then you will rely on your team for peel or will have to use Shifting Sands to the position of one of your soldiers which happens to be a good position for yourself very rarely as Conquering Sands is often used to deal damage or zone, not to position the soldiers to a good position for yourself unless you know you will be using Shifting Sands.
If you already used Shifting Sands then there is no reason to hold back on the Arise! stacks since Shifting Sands has a pretty big cool down, needing 15 seconds to become available at max level.
HOW TO COUNTER ARISE!
Azir is one of the champions who when played right has close to no counter play. His high skill cap makes it very hard for the player to use him right, but if they make a mistake then you will have a good opportunity to kill him.
To fight Azir you must look at his positioning and either flank him or walk through the soldiers when Azir isn’t in basic attack range.
Another thing to look out for is how many soldiers Azir has up. If the player didn’t keep any Arise! stack up then that is a good opportunity to try get to him because the only way he has to escape is to use Emperor’s Divide on you or use Flash over a wall if you are playing a champion who can stick to enemies.
VAYNE’S FINAL HOUR MECHANICS
Due to her ultimate Vayne is a popular pick among LoL ranked boosters (you can buy LoL elo boost here).
“ACTIVE: Vayne temporarily gains attack damage and enhances her other abilities.
DURATION: 8 / 10 / 12
BONUS ATTACK DAMAGE: 30 / 50 / 70
While Final Hour is active, Night Hunter’s movement speed increase is tripled, and using Tumble stealths Vayne for 1 second.”
Besides being an Attack Damage buff, Final Hour is making Vayne’s Tumble stealth her. This is very important to Vayne because of the number of things she can do with that stealth. Vayne can either run away, reposition easily because of Night Hunter’s movement speed, but she can also juke enemies by making them think she’s going in a direction while actually going the opposite direction, thus enemies will follow a false trail and will be deceived while Vayne is safe.
HOW TO MAKE GOOD USE OF FINAL HOUR
Final Hour is a spell that is made to be used when longer fights are taking place. The Attack Damage steroid is very important for Vayne’s damage, especially when in combination with an Infinity Edge for massive critical hits. The spell can also be used while chasing someone because of the movement speed increase, but this use of it isn’t very impactful in the big picture unless it comes off cool down after a team fight where the enemy team escaped with low health and it allows Vayne to clean up.
Final Hour is very well used when kiting. It allows for repositioning to use a good Condemn and sometimes leads to plays such as using the stealth to trick the enemy chasing you into thinking you go away from the fight when you actually go closer to the other enemies who are already busy with your team mates. Your positioning after doing this should be next to the champions who can peel for you, such as your support.
HOW TO COUNTER FINAL HOUR
This ability is very easy to counter. The Attack Damage can be negated if you use Exhaust on Vayne or if a tank with Frozen Heart chases her while using Oracle Lens to keep track of her while she is stealthed.
Vayne being very squishy, the team can just charge at her with Righteous Glory to chain crowd control on her and never let her use Final Hour, but this strategy isn’t too good since using all your CC on a single target leaves the rest of the enemy team free to deal damage and crowd control your own team.
ZED’S MECHANICS OF SHADOWS
“PASSIVE: Zed’s bonus attack damage is increased by a percentage.
BONUS ATTACK DAMAGE: 5 / 10 / 15 / 20 / 25% Bonus AD
ACTIVE: Zed’s shadow dashes forward, remaining in place for 4 seconds. Reactivating Living Shadow will cause Zed to swap places with this shadow.
LIVING SHADOW: Zed’s shadows mimic his basic abilities. If a target is struck twice by a mimicked ability, Zed restores some energy. Energy can only be restored once per mimicked cast.”
“Active shadows will also throw a shuriken in the direction of the target point. Additional shuriken striking the same enemy deal 50% damage and restore energy.”
“Active shadows also slash, dealing physical damage to nearby enemies and Slow icon slowing them for 1.5 seconds. Enemies hit by both slashes are Slow icon slowed more and restore energy but will not take additional damage.”
“After 1 second Death mark can be reactivated and will cause Zed to swap places with this shadow.”
Zed’s shadows are extremely important. This champion’s high skill cap is because of the mechanics that revolve around the clones that cast the spells Zed does and the fact that he can teleport to them.
The teleportation makes Zed able to do some nice plays and be safe in lane. Before being nerfed he was relatively safe in team fights as well, now the enemies have a chance to crowd control him and kill him fast, before he can get back to safety.
Using shadows is imperative when playing Zed because if used right they can increase the damage per second very much.
HOW TO MAKE GOOD USE OF ZED’S SHADOWS
Shadows are to be used almost all the time. With them you can wave clear, poke, move away and get closer to your enemy. One very important thing about shadows is that even if you have teleported to one, it still uses the skills you use. This thing is very often looked over and people tend to take damage they shouldn’t be taking. Always make use of this mechanic to chunk champions down or even finish off champions if you are feeling confident.
If you use Living Shadow to get closer to the enemies, use it with caution. It is your only way of getting away from danger in a location that you choose.
While using Death Mark you can use Living Shadow to deal some more damage and thus increase the burst of the skill. The fact that you can return to the position where you used Death Mark is very important because if you dive or if you are in the middle of a team fight you can very easily get back to safety. You should still be careful though because if your opponents have good reaction times you can run into some trouble.
HOW TO COUNTER ZED’S SHADOWS
There is an in-game option called disable shadows. Use that. Just kidding.
To fight shadows you must think where the enemy will position Living Shadow. Usually in the laning phase Zed will use the shadow to poke because he can farm under tower very easily, thus you have to take care where you stand and how you move.
Taking note of when Zed uses Living shadow is another thing you can do. It is usually leveled last, so until level 14 it should have around 18 seconds of cool down. After using Living shadow you have a window of 18-14 seconds to go on the offensive because if you aren’t having low health and Zed isn’t fed then he will not use Death Mark on you unless he wants to send you back to base so that his team can secure drake.
In team fights Zed will always flank because that’s how he can pick his target most easily and teleport back to safety because of the fact that most fights go forward or backward, never to the left or right because the team moving to the left or the right will still be getting hit by enemy attacks, the side is the most safe place in a fight.
NASUS’S SIPHONING STRIKE MECHANICS
“ACTIVE: Nasus empowers his next basic attack within the next 10 seconds to deal bonus physical damage.
BONUS DAMAGE: 30 / 50 / 70 / 90 / 110 (+ total stacks of Siphoning Strike)
If the ability deals a killing blow, Nasus gains 3 stacks of Siphoning Strike (doubled for killing champions, large minions and large monsters).”
Siphoning Strike is one of the most important skills in LoL. This skill allows Nasus to gain damage while farming, just for farming, not by buying items. It makes him become a late game monster, sometimes being able to one shot champions and towers.
While it’s not a mechanic that helps the team immediately like Katarina’s Voracity or Azir’s Arise!, Siphoning Strike helps the team during the game by making Nasus a huge threat and thus making him attract attention of the enemies, meaning that his team can take objectives freely.
HOW TO MAKE GOOD USE OF SIPHONING STRIKE
Siphoning Strike is best used in the laning phase. You must try to always kill minions using it so that you gain stacks while getting enough gold for items.
The easiest way to stack Siphoning Strike is to farm safely, let your opponent push you into the tower and last hit there. It is very easy to last hit using Siphoning Strike while under tower because you have enough damage to kill the minions after they take one, two or more tower shots.
When fighting try to use Spirit Fire before using Siphoning Strike because it lowers the enemy armor by 20~40 and thus increases your total damage.
HOW TO COUNTER SIPHONING STRIKE
To slow down Nasus’s scaling you have to poke him so that he cannot leave his tower’s range and freeze the lane. Doing this, Nasus won’t be able to get close to any farm and in lower leagues he will try to farm using Spirit Fire, thus pushing the lane in your favor and making him be behind even more.
Later in the game, Nasus will either group for team fights or will split push. If Nasus is split pushing you have two options to choose from if your top laner cannot deal with Nasus alone. Either you send some people to deal with him or initiate a fight that you can win so that even if Nasus takes down a tower or two, you can take more out of that fight. If you have a top laner with teleport that can deal with Nasus, then that player can split push wherever Nasus is and thus stop him from pushing. In case a fight breaks out and the lane is pushed in your favor, your top laner can teleport to the fight because Nasus cannot stop him since he has no hard crowd control.
EKKO’S CHRONOBREAK MECHANICS
“PASSIVE: Ekko is followed by a time-delayed hologram of himself that tracks where he was 4 seconds ago. The hologram is inactive while Chronobreak is on cooldown.
ACTIVE: After a short delay, Ekko blinks to wherever he was 4 seconds ago, dealing magic damage to surrounding enemies and healing Ekko for a value equal to flat amount plus a percentage of all damage taken over the last 4 seconds.”
Chronobreak is one of the most powerful ultimate abilities in the game, allowing the champion to deal a lot of damage, gap close, be invulnerable and get a heal proportionate to the damage taken in the last 4 seconds.
This ability is great for making plays, escaping or chunking enemies.
HOW TO MAKE GOOD USE OF CHRONOBREAK
To use Chronobreak properly you have to always keep in mind where your hologram is since it is the place you will land and deal a lot of damage.
This ability allows you to chunk enemies down using Phase Dive and Timewinder and then get back to safety. If you are strong enough then these abilities will kill a squishy target and you will be able to get out free from any danger.
In the laning phase you can use Chronobreak to escape from ganks or shop and get back to lane very fast, dealing some damage to the enemy if they are unaware of this and try to push the lane to your tower.
During team fights, Chronobreak is best used to deal a lot of damage. This means that the team has to kite the enemy team so that they can reach the position of your hologram and have your ultimate ability hit all enemies.
HOW TO COUNTER CHRONOBREAK
Ekko’s ultimate isn’t a spell that’s very hard to fight, all you have to do is to keep focused on the position of his hologram, but this gets harder and harder during team fights since there’s a lot of champions moving about and spells trying to find their targets. If you find yourself next to Ekko’s hologram and you have good reflexes you can, however, get away because he doesn’t get back to his hologram instantly, he has a little invincibility frame that gives you some time to get away from the bad position you were on.
IVERN’S FRIEND OF THE FOREST MECHANICS
Ivern is a really unique jungler. His ability “Friend of the Forest” just forbids him to attack any non-epic monster. Instead, when you click on the monster camp, your champion will start the 2.5 sec channel cast, which will mark this camp with a special label – the grove. Grove cost 192-248 hp and 149-111 mana, and can not be cast if you lack one of the resources. After 40-6 sec, Ivern can interact with a camp, to receive a gold and EXP.
HOW TO MAKE GOOD USE OF FRIEND OF THE FOREST
Friend of the Forest is extremely useful ability, especially at the early stage of the game. The main advantage of his passive is that Ivern can just hit jungle camp with the Smite, and then it will be exchanged for gold, EXP without a time delay. From the start of the game, you could easily steal enemy’s blue or red buff. By stealing one of these buffs you will greatly decrease opposite jungler’s farm and secure your allies from the early gang from the jungle.
Another useful advantage of this ability is that Ivern, after freeing Red Brambleback or Blue Sentinel camp will leave a sapling, that can be picked up by any allied champion to receive the camp’s buff. This also works if an ally kills Red Brambleback or Blue Sentinel, then a sapling will appear, but only Ivern can consume it in this way.
HOW TO COUNTER FRIEND OF THE FOREST
First of all, at the beginning of the game, you need to protect your red and blue buffs, do everything that possible, but do not give this initial advantage to the enemy. Carefully monitor the respawn timing of these buffs, and receive them in time.
The main weakness of the “Friend of the Forest” passive ability is that it takes about 30 seconds to free a camp. Use this knowledge, make outings into the enemy’s jungle and destroy all the camps to get all that gold and experience to yourself.
In conclusion, the mechanics in LoL are what makes champions unique and makes them help their team in their own way, either by winning team fights as Katarina or by taking down towers as Nasus.
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Tehm Kench’s Devour is top mechanic for sure, saving your ADc while he is under CC is really something.
Also Brosi is right, Eggnivia should be mentioned, inborn second life can solve a match in your side :p
Imho Zed mechanics are the most difficult and as the proof i can say that his winrates were never high in common rankeds, i guess he performs better at league championships where overall level is much higher.
I just love the Katarina’s mechanics, from her passive ability that reduce cd by 15 sec if enemy champion was killed in 3 second, and to her mana independance. It is so fun to run around and harras enemy champion with knifes and shit.
And i always wonder how Azir players can control these little guys right.
I think Yasuo have the best mechanics in the game because it demands much skill. Thus high-skilled Yasuo shine while low-skilled just feed over and over in my games :D :D