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From MouayadD, 2 Years ago, written in Plain Text.
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  1. (weapons' abilities names)
  2. gravitum q > eclipse
  3. calibrum q > Moonshot
  4. severum q > onslaught
  5. crescendum q > sentry
  6. Infernum q > Duskwave
  7. every ability that has gravitum as secondry weapon is named Binding
  8. every ability that has calibrum as secondry weapon is named Precision (i'll call it precise for onslaught and duskwave)
  9. every ability that has severum as secondry weapon is named Resurgent
  10. every ability that has crescendum as secondry weapon is named Arcing
  11. every ability that has infernum as secondry weapon is named Incendiary
  12. _____________________________________________________________________________________
  13. (lvl ups)
  14. max lvl damage first then either attackspeed or lethality
  15. Lethality when you rely on spells and auto reset
  16. attackspeed when you rely on auto attacking
  17. _____________________________________________________________________________________
  18. (runes)
  19. Conqueror {default choice}
  20. Press the attack {against early game adc}
  21. Lethal Tempo {against late game adc/lots of tanks}
  22. Fleet Footwork {against two pokes and with a catch support}
  23.  
  24.  Precision: overheal {sustain early, against poke}- Presensce of mind {for early game spell spam, with engage support}
  25.             alacrity {damage option}- bloodline {if you lack healing}
  26.             coup de grace {starting d.blade}- cutdown {starting cull}
  27.  
  28.  sorcery: (nimbus cloak- absolute focus), gathering storm {late game damage and mobility}
  29.  Domination: taste of blood (trading), Ravenous Hunter (clutch) {no gathering storm :<, gives you alacrity}
  30.  inspiration: magical footwear (on safe pasive lanes that you won't recall often on)
  31.                     Biscuit delivery (use on low health-mana), cosmic insight (when you fight frequently)
  32.                     stopwatch (zed if going kraken)
  33. _____________________________________________________________________________________
  34. (mythics)
  35. shieldbow:  against burst - early sustain - bad against thornmail - needs armor pen
  36. kraken slayer:  damage - needs backup against burst dives and cc
  37. galeforce:  snowballing - against wombo combo comps - dodging dives (free flash) - cheating positioning
  38. _____________________________________________________________________________________
  39. (legendaries)
  40. essence reaver:  good for spell spamming, weapon management
  41. Runaan's Hurricane:  early item for perma push and stealing jungle, late clustered fights
  42.  
  43. mortal reminder:  (delay it) only buy executioner, against lifesteal and heal
  44. infinity edge:  3rd item against squishies, good with infernal drake
  45. Lord Dominik's Regards:  Core item, buy last whisper against squishies with armor
  46. scimitar:  (delay it) only buy qss, against hard cc and heavy ap
  47.  
  48. ~stormrazor~:  weirdge, lacks damage later, not good if behind, feels like a bait item
  49.  
  50. rapidfire cannon:  gives calibrum more punching power, long catches with gravitum
  51. Phantom Dancer:  gold efficient for pure damage stats and a movement speed buff
  52. collector:  snowballing item
  53. Bloodthirster:  against burst, sustain and dueling, pure attack damage and lifesteal stats
  54.  
  55. edge of night:  against unavoidable cc like vi,malph,naut..
  56. Serpent fangs:  against mountain drake soul and shields
  57. Guardian angel:  when you have to initiate (4th-5th item)
  58. _____________________________________________________________________________________
  59. (builds)
  60. {note: qss is better than mr boots as an adc, go either tabis or berserkers, unless all the enemy team is magic}
  61. Poke/siege: Galeforce -> ER -> LDR/IE -> situational
  62. snowballing: galeforce -> collector -> IE/LDR -> situational
  63. Dueling/survival: galeforce/shieldbow -> BT -> IE/LDR -> GA -> situational
  64. damage: Kraken -> LDR/RH -> IE -> situational
  65. pushing/powerfarming: mythic -> RH -> LDR/IE
  66. _____________________________________________________________________________________
  67. (starting items)
  68. cull if cutdown// doran's blade if coup de grace// doran's shield if the enemy is poke and your ally doesn't heal
  69. on first back:  if you are powerfarming when there's no catcher you can get noonquiver/cull
  70.                        if you are poking/all in then pickaxe+long sword is good, or boots for mechanical trading
  71.                        if you are getting poked down then get vampiric scepter then noonquiver on second back
  72.                        if your opponent heals a lot get executioner asap
  73.                        if your opponent has catch abilities BUY BOOTS
  74. _____________________________________________________________________________________
  75. _____________________________________________________________________________________
  76. (double combos explained)
  77. note: galeforce can affect the playstyle of these combos, there's a note under each combo
  78. _____________________________________________________________________________________
  79. I_calibrum-severum {the hit and run}
  80.   not good for early game because of lack of dps
  81.     you use calibrum for backline damage
  82.     severum to control gaps and some sustain
  83.   good combo late game because of simplicity and usability
  84. ((galeforce can be used to kite instead of severum, it can gap close further with severum
  85. it can surprise enemies with calibrum severum sure-kill q ult combo))
  86. _____________________________________________________________________________________
  87. II_calibrum-gravitum {the bird hunter}
  88.   one of the best combos for snowballing and catching
  89.     calibrum and gravitum q can loop in early game if you time it right
  90.     you use calibrum to set up catches with gravitum like the cali ult>aa>w>q>w>q>aa combo
  91.   can be troublesome to the use in late game but is still great for catching
  92. ((galeforce enhances the catch ability with gravitum by dash->aa->q instead of calibrum q,
  93. it can enhance calibrum catch ability with dash->calibrum q, and the dash->ult for both
  94. it makes the combo mobile by using galeforce to kite then aa->q catch for an ambush))
  95. _____________________________________________________________________________________
  96. III_calibrum-infernum {the rain of fire}
  97.   the dps combo in multiple champions fights, better with a frontline
  98.     you'll use w a lot in this combo to get targets that are either far or near you
  99.     you w to calibrum if the target is out of range of infernum and is low/ or to kite further
  100.     you w to infernum if the targets are reachable and no risk of being dived
  101.   do not use this combo if you won't teamfight in the game
  102. ((galeforce can make the combo mobile, it can give better infernum q one multiple targets,
  103. it can give a better infernum ult landing, it can surprise enemies with calibrum infernum sure-kill q ult combo))
  104. _____________________________________________________________________________________
  105. IV_calibrum-crescendum {the rain of blades}
  106.   a combo that controls fights and suprises enemies
  107.     put the sentry in bushes that the enemy will come from to create dps advantage
  108.     use calibrum ult to hunt down lower targets or use crescendum ult for crescendum dps
  109.     you use the w to keep crescendum stacked or to get targets slightly out of range
  110.   can be used both in early and late but the sentry positioning is the most important
  111. ((galeforce reduces the risk of putting a sentry down, you can use it to gap close with stacked crescendum))
  112. _____________________________________________________________________________________
  113. V_severum-gravitum {the deal with the devil}
  114.   gap control combo, probably has the worst dps, not good in teamfights but good escape, good in picks
  115.     pure utility combo that focuses on controlling gaps using "binding onslaught" can save a teammate
  116.     is bad for early game because of lack of range and damage but can be effective in a gank
  117. ((galeforce makes using gravitum easier with dash>aa>q, the combo itself can save u without galeforce))
  118. _____________________________________________________________________________________
  119. VI_severum-infernum {the errupting hellfire}
  120.   one of the best combos in teamfights, can control gaps with big damage, scary combo late game
  121.     farming with this combo is the fastest, but can deplete fast so you either wanna use it to farm or to teamfight
  122.     use severum as a gap tool and infernum as dps, only use severum as dps against windwalls
  123.   the ult can be a saving grace with severum or a devastating force with infernum so choose wisely
  124. ((galeforce makes this combo even scarier, you can dash with "Incendiary onslaught" to pick a kill,
  125. or you can dash to use "Resurgent Duskwave" to heal on multiple targets))
  126. _____________________________________________________________________________________
  127. VII_severum-crescendum {the shredder}
  128.   The snowball combo early game, falls off later cuz of usability but you can pair it with GA
  129.     the combo is "Arcing onslaught" to stack crescendum mirrors and auto attack with crescendum
  130.     works better with attackspeed because you get more mirrors so you wanna either get items or level w
  131.     works with lethality because of the mirror's damage type and sentry, use sentry to get more health/dps
  132.   is the strongest powerspike early game if there isn't strong cc with the opponent so use it carefully
  133. ((galeforce is great with this combo for gap closing a stacked crescendum, or you can try "Arcing onslaught"
  134. on a nearby champion and have galeforce as back up escape, don't try to initiate if you know you'll be nuked))
  135. _____________________________________________________________________________________
  136. VIII_gravitum-infernum {the tarred flame}
  137.   best combo for teamfighting because of the utility and dps
  138.     the combo is aa > "binding eclipse" > w > aa > "binding duskwave" for best dps in early
  139.   you can get creative with how you use the two weapons but always use aa between the abilities if you can
  140. ((galeforce makes this combo mobile and easier to execute a nice multi people root with "binding duskwave"))
  141. _____________________________________________________________________________________
  142. IX_gravitum-crescendum {the deal with the dark}
  143.   gap creator, very useful to control objectives and against lost teamfights
  144.     is only good early if your opponent is someone who likes gap closing
  145.     the key combo is against gap closer: "binding sentry" > w > "binding eclipse" > arcing moonlight vigil > aa
  146.   may look bad for dps but you can make up for it using your ult on crescendum
  147. ((galeforce makes this combo unpredictable for the enemy team, you can continue to deal damage with it
  148. after using "arcing moonlight vigil" and you can surprise an enemy with galeforce after rooting them with sentry))
  149. _____________________________________________________________________________________
  150. X_crescendum-infernum {the blazing blade}
  151.   immobile glass cannon, which makes it the best dps in teamfights but lacks efficiency
  152.     has the same spike as {the shredder} in early, you can use it to poke instead of all in
  153.     the combo is: use "arcing duskwave" on a minion wave > w > and use crescendum auto attacks
  154.     try to keep crescendum stacked, use infernum to fight multiple targets and crescendum against dives
  155.   can be bad in late game teamfights because it's immobile, but sentry can dish out surprising damage
  156. ((galeforce makes this combo mobile and viable to teamfights but only temporarily, time getting this combo
  157. with galeforce cooldown for the best teamfighting outcome))
  158. _____________________________________________________________________________________
  159. _____________________________________________________________________________________
  160. (rotations)
  161.  note: combo rotation is the perfect rotation for any game generally
  162. _____________________________________________________________________________________
  163.  (1st) combo rotation/: calibrum-gravitum-infernum-severum-crescendum-
  164. description: attacking weapons(crescendum-infernum-calibrum)
  165.              ability weapons(severum-gravitum-calibrum)
  166.              has the best weapon combinations for use of weapons and damage outcome
  167.              excels at siege and picking - works in teamfights and against dives
  168.              could switch between infer and grav for better late game damage
  169. _____________________________________________________________________________________
  170.  (2nd) damage rotation/: calibrum-infernum-gravitum-severum-crescendum-
  171. description: attacking weapons(crescendum-infernum-calibrum)
  172.              ability weapons(severum-gravitum-calibrum)
  173.              damage at the price of having grav-sev, have to cycle fast through grav
  174.              good if you know positioning and have a good front liner
  175. _____________________________________________________________________________________
  176.  (3rd) inverted combo rotation/: calibrum-crescendum-severum-infernum-gravitum-
  177. description: attacking weapons(crescendum-infernum-calibrum)
  178.              ability weapons(severum-gravitum-calibrum)
  179.              gives practice for the combo rotation
  180. _____________________________________________________________________________________
  181.  (4th) Safe rotation/: calibrum-severum-infernum-gravitum-crescendum-
  182. description: attacking weapons(gravitum-calibrum-infernum)
  183.              ability weapons(severum-infernum-crescendum)
  184.              good against "windwalls", kiting and creating gaps, disengaging from fight
  185.              has significantly less damage without infernum mid-game, pokes good
  186. _____________________________________________________________________________________
  187.  (5th) catapult rotation/: calibrum-gravitum-severum-infernum-crescendum-
  188. description: attacking weapons(calibrum-infernum-crescendum)
  189.              ability weapons(severum-calibrum-gravitum)
  190.              become more immobile for best damage, used to catch opponents off guard
  191. _____________________________________________________________________________________
  192.  (6th) Manipulator rotation/: calibrum-crescendum-gravitum-infernum-severum-
  193. description: attacking weapons(calibrum-infernum-crescendum)
  194.              ability weapons(severum-crescendum-gravitum)
  195.              manipulates the gaps in teamfights and strong all around
  196.              use your ult when you have crescendum against dives, save it otherwise
  197. _____________________________________________________________________________________
  198.  (7th) ruler rotation/:  calibrum-infernum-severum-crescendum-gravitum-
  199. description: attacking weapons(calibrum-infernum-crescendum)
  200.              ability weapons(severum-calibrum-gravitum)
  201.              focuses on engaging, rotates cres-grav fast
  202.              use grav to root then cres ult the rooted target to attack it, use sentry for cc
  203.              this rotation works better with front to back teamfights, it hates comps full of ranged champs
  204. _____________________________________________________________________________________
  205.  (special) The Grand Rotation: drop order early: severum-calibrum-infernum-gravitum-
  206.  after dropping gravitum: (severum-calibrum-infernum) with crescednum off hand
  207. (drop crescendum before gravitum)
  208.  after dropping crescendum: (sev-cali-inf) with gravitum off hand
  209. (drop gravitum before crescendum)
  210. repeat.
  211.  Note: depeleting grav or cres at a different time will change (sev-cali-infer) order
  212.  note: this can work on any 2 weapons you choose in place of grav-cres
  213. _____________________________________________________________________________________
  214. _____________________________________________________________________________________
  215. (matchups)
  216. jhin:   weak against: (severum-crescendum-calibrum), infernum-gravitum, calibrum's max range
  217. ezreal:   weak against: (severum-crescendum-calibrum), infernum-gravitum
  218. samira:   weak against: severum aa, gravitum root
  219. miss fortune :   weak against: (severum-crescendum-calibrum), infernum-gravitum on ganks/all ins
  220. tristana:   weak against: severum q and ult, calibrum-gravitum as punish, strong against: crescendum all in
  221. kalista:   weak against: gravitum-calibrum, infernum clear
  222. kaisa:   weak against: calibrum range, crescendum-gravitum/calibrum, on par: infernum
  223. vayne:   weak against: infernum clear, gravitum, calibrum as punish
  224. ashe:   weak against: calibrum range(behind minions), severum and/or gravitum on chase, cres-cali
  225. draven:   weak against: crescendum-gravitum/calibrum, calibrum on lvl 1
  226. jinx:   weak against: severum's sustain -calibrum on no mana, sentry(to block), on par: infernum
  227. caitlyn:   weak against: gravitum-infernum-sev, on par: infer, strong against: cali, grav
  228. sivir:   weak against: calibrum range, grav, on par: infer, strong against: cali-grav
  229. senna:   weak against: gravitum, severum, infernum, strong against: calibrum
  230. lucian:   weak against: infernum-gravitum, (severum-crescendum-calibrum), strong against: calibrum
  231. twitch:   weak against: infernum, severum, stacked crescendum, calibrum range if no ult
  232. _____________________________________________________________________________________
  233. (laning basics)
  234.  (tips)
  235. instead of trying to run from the early laning phase; build and play against it (limit test)
  236. watchout for your support type, you have to play according to his gameplan:
  237.  (yuumi=defensive with poke, leona=aggressive and follow her calls, thresh= play to his catch)
  238.  
  239.  (ally support formula)
  240. if your support focuses on poke: use calibrum to poke, use severum to farm, avoid all ins, zone the wave
  241. if your support focuses on all in: rotate severum calibrum as fast as possible for infernum
  242. if your support scales: play defensively (farm with calibrum) with cull until you reach the required spike for all in
  243. if your support focuses on catches: if they pressure use the pressure/ if they don't: farm safely
  244.  
  245.  (jungle related)
  246. if your jungler focuses on ganking and theirs focuses on farming play lane aggressively
  247. your jungler is farming and enemy jungler is ganker play defensively
  248. if lanes are in a stalemate play passively and wait for enemy mistakes
  249. for leashing hit the camp with 3-4 severum autos and fall back with a calibrum auto
  250.  
  251.  (weapon usage)
  252. watch out your mana usage, be at half mana bar at all times
  253. you can hold out calibrum q aa after landing it to prolong having conquerer stacks
  254. if you auto attack moonmark the animation can be punished from the nearby wave or the enemy
  255. do not waste q ineffectively make it always for either poking, pushing, sometimes farming
  256. watch out for minions aggro when you poke with auto attacks, sev will make out for it
  257. use calibrum to poke/farm - severum to farm/attack on close range -
  258. infernum to shove/all in on lvl 3/poke - gravitum for ganks or guarantee escaping kills
  259. stack crescendum for all in on lvl 5 and do not waste ammo if the sentry is unnecessary
  260. don't try to go for 200 stacks on crescendum 5 to 7 are the best threshold
  261.  
  262.  (wards)
  263. early ward effectively for map info or lane info, like spotting a sly brand/zyra
  264. ward always before 4 mins in the game then before every 3 mins
  265. watch your LvL for blue ward purchase at base
  266. use the bushes to your advantage to escape targetted skills or attacks
  267. always have a ward in stock for revealing an enemy in the bush, or use cali/infer/cres
  268.  
  269.  (dropping weapons)
  270. depleting severum first is optimal for a potential sev-cali-grav combo kill
  271. calibrum can be depleted first for a cali q-w-aa root combo but severum must be low as
  272.  well to avoid sev/grav
  273. sev-grav is good for ganks only, do not use it to all in it doesn't have the damage
  274. use infernum push power for cheater recalls/stealing jungle/ganking/drake, if you don't
  275.  wanna push use gravitum
  276. if you'll get sev-cres after grav-infer you can drop either grav/infern first but you
  277.  must balance the ammo
  278. if you'll get cres-cali after grav-infer you must drop grav first for a better triple combo
  279.  
  280. (attain game knowledge)
  281. study minions behaviour to improve your farming
  282. learn the abilties and cooldowns of other champions to use to your favor
  283. assist in kiling dragons to gain legend stacks
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  298. __________________________________________________________________________________________________________________________________________________________
  299. forbidden section: (if you somehow got this file please stay away from here):
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  313. there will be consequences...
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  325. i warned you...
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  344. aphelios jungle:
  345.  
  346. farm the camps with infernum/crescendum in hand, gank with grav or sev in hand
  347.  

Replies to Aphelios formula rss

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Re: Aphelios formula MouayadD text 2 Years ago.