Would like suggestions on high mechanical skill champs

CrocsRock21495·10/10/2018, 4:51:04 AM·3 votes·3,002 views

I would like to learn a champ that has many combos with outplay potential either top or mid... Do not say Yasuo i refuse to play that cancerous champ

15 Comments

ForFoxSakes10/10/2018, 5:17:39 AM3 votes

I find Gangplank to be the hardest champ for me to play but a huge carry when you can.

  • Put barrels down to zone, but if not done properly gives the opponent gold.
  • How to maximize Q barrel CS for more gold
  • Squishy but can escape CC
  • IDK how to properly chain super long or less telegraphed barrel explosions
  • Need to watch the entire map to ult, or be greedy to use ult for yourself to all in, or clear wave?
  • "Melee" but 1 ranged ability that does most of his work

So many decisions, ability charge management, wave management, mana management... [sg-janna]

MorganFreemanBot10/10/2018, 5:32:53 AM3 votes

Honestly, it's probably Aatrox, AurelionSol or Zed.

Regardless of how you feel about Zed balance wise, he's probably the highest skill-ceiling champion in the game. Juggling shadows and landing multiple skill shots from different angles offers serious outplay potential.

Aurelion is probably the most complicated mage, and I don't need to say why. His passive puts him in harms way but offers huge dividends. There's a lot of nuance to playing him against competent enemies.

Lastly, the Aatrox rework took a champion with a low skill floor and made it sky-high. Landing multiple sweet spots is very difficult, and only gets harder the better players get.. But it's immensely rewarding. There's a lot of outplay potential on both sides, and you can ABSOLUTELY tell an average Aatrox from an awesome one.

JoeMG10/10/2018, 4:07:38 PM1 votes

For top maybe Riven . In terms of combos she's pretty versatile. In terms of difficulty, I'd probably agree Gangplank can be tough to play, especially when your opponent knows how to time your barrels, but he can have a lot of impact when you play him well.

For mid I'd probably have to say Zed . People may argue he is easy because of his ease of access to damage, but there is a good deal of skill involved in utilizing his shadows and hitting multiple shurikens on a target. I'd also say Syndra . No mobility and pretty much all skill shots, barring her ult. There's also the skill of maximizing your spheres for your ult to do the most damage.

Or, there's always Ryze for either lane.

Tegash10/10/2018, 4:43:42 PM1 votes

Gonna put a short list and then a breakdown for some of the champs I know well in these lanes.

For Top: Jayce Gnar Renekton Camille

For Mid: Azir Leblanc Orianna

Ryze has the distinction of being viable in both lanes but requires a lot of muscle memory to use effectively.


Ryze

  • Relies on shoving the wave and harassing with abilities to deny the enemy CS and poke them down.
  • Can get a 5-hit combo by quickly rolling Q-W-Q-E-Q, proccing either Electrocute or Phase Rush. Electrocute is for confident players who want to bully and/or kill their opponent, Phase Rush is for passive players who want to force the enemy out of lane with a health lead.
  • Has good roaming potential with teammates and is especially good at making 4v2s bot or 3v2s top with the jungler.
  • Very immobile, but if somebody dives you it's basically free gold. Ryze is an excellent waveclear champ making him good for sieging and splitting.

Jayce

  • Transforming champion, so he has two kits to memorize and 1.8x the mana expenditure of most other laners.
  • Hammer form: Dash engage on Q that slows and deals phys, W is a magic AoE and passively restores your mana on-hit, E is a max-health phys knockaway.
  • Gun form: High phys damage AoE poke tool on Q, W grants you 2.5 attack speed for 3 attacks, E gives you movement speed to engage/disengage with and also amplifies the damage and range of your Q.
  • Hard countered by Ekko. Do NOT pick Jayce into Ekko.
  • Taking Jayce top against bruisers or tanks, if you can't manage your mana, rushing Manamune is fine. Otherwise, rush triforce.
  • Mid or against hypercarries top, you build Jayce Lethality. Q poke lets you bully most opponents out, and if not you can roam for kills.
  • Hard to master but rewarding. Bullies the enemy out of lane with short trades that you can enforce with your knockaway. Vulnerable to mobile champs.

Gnar

  • Great lane bully, destroys most tanks. Deals mixed damage so it's impossible to itemize against him. Black Cleaver rush makes him really hard to deal with, although he will sometimes rush Fro Mallet instead.
  • Q has a hard time poking through minions, but is easy for the opponent to underestimate its range and hitbox.
  • W is a 3-hit passive which deals %max health damage and givs bonus movespeed when you proc it, which is why Cleaver into Wit's End is a really good build path against tanks.
  • E is a mediocre dash that doubles in range if you bounce off an enemy.
  • Gnar transforms when he hits max Rage and becomes slower, but stronger. Be careful as you are easy to punish in this form, but lategame your engages are insane.
  • Q deals higher damage in a greater AoE, but is one-way.
  • W becomes a stun in a line.
  • E loses range but deals greater damage.
  • R (you can only ult when transformed or about to transform) tosses all enemies in a target direction, and stuns them if they hit a wall. Very good lockdown tool in jungle fights.
  • Gnar loves extended trades and only loses to champs who can avoid his damage in Mini and punish him in Mega. Don't let the dash fool you, he's actually really immobile before the Phage buy.

Renekton

  • Lot of people say Renekton is easy, but he really isn't. The free harass gets him through early but he falls off if the enemy builds right or has a good disengage comp. If you're in a skill matchup and you fail to micromanage his Fury bar, you lose outright. Very vulnerable to kiting.
  • Q is an AoE phys and heal with a range that's longer than you think. At 50 Fury the heal is increased by a large amount.
  • W is an AA stun that procs on-hits twice. At 50 Fury it procs on-hits three times.
  • E is a dash that you can recast if you hit an enemy with it. Strong in laning phase and teamfights, weak against siege and lockdown. At 50 Fury it applies a Black Cleaver effect on the SECOND dash only.
  • R gives you bonus health and a damage aura and also gives you added Fury charge over time. Best teamfight tool.
  • Renekton excels in short trades and is vulnerable to punish if he commits before poking the enemy down. E-W-Q-E is your staple combo for trading.

Camille

  • Isn't doing well in lane right now, and her early jungling is sub-par. Still, very good against immobile tanks in the toplane and has a lot of presence in the jungle thanks to her fast clears after buying Tiamat. Spirals out of control if she gets ahead. Don't pick her into Fiora, you'll lose.
  • Q lets you proc Sheen twice and deals a lot of true damage on the second cast.
  • W is a sustain and catch tool that slows enemies and heals you.
  • E is your engage and disengage. Very long cooldown, good stun if you hit it.
  • R is your kill tool. Enemy can't escape. Be wary of being baited in and then killed by the jungler.
  • Camille loves short trades because her passive mitigates a lot of the enemy's damage in a short time frame. Extended trades and poke with healing make her next to useless, which is why she's doing so poorly right now. Garen, Darius, Fiora and Illaoi all want to be near their opponent and Camille's ult basically serves her up to them on a platter.

Azir

  • Azir requires a lot of positioning knowledge and mechanical timing to use his abilities to best effect. Since he's a control mage, he does very well as long as he can keep the opponent at an arm's length. Which is why he hasn't been seen much in soloQ with the current assassin meta.
  • Forced to take W first so we'll start with that. Spawns a soldier at a nearby location that can attack for you if you click on something in its range. Deals better damage than Azir's AA but is hard to last hit with.
  • Q is a reposition tool for Azir's soldiers that applies a slow and magic dmg on hit. Very annoying poke tool since you can often get 1 or 2 attacks in on the opponent as well when you do this.
  • E lets Azir dash to one of his soldiers, giving himself a shield. You can combo this with Q doing something called the Shurima Shuffle, where you E to a soldier and then quickly Q while dashing to give yourself extra range on the dash.
  • R is a huge knockup and disengage tool, and a handy ability during jungle fights. Enemies can't cross or dash through your R, but your teammates can pass through it. Strong, but takes a lot of practice to use effectively.

Leblanc

  • Very strong lane bully and nearly unmanageable in the lategame if she gets ahead. Easy to shut down if she plays poorly though, so be careful early.
  • Q is a poke tool and damage amp on a low cooldown. Make your other abilities hit harder.
  • W is your engage and escape tool. Very hard to get away from or catch. Deals marginal damage.
  • E is a root that procs after 1 second remaining in range of the enemy. Deals a lot of damage and is LB's primary kill tool.
  • R lets you copy the last ability you cast. Double W lets you engage super hard, double Q lets you burst down an opponent, and double E lets you act as lockdown for your team.
  • Passive lets you be tricky when you get low health. If you save your abilities and autoattack, there's a chance you'll trick the enemy into chasing the wrong LB.

Orianna

  • One of my fave picks. Very good poke game in lane, and becomes a scary burst mage in the lategame. Excellent combos with mobile engage like Vi, Leona, Alistar, etc. Passive is basically discount Nashor's Tooth and lets you CS effectively early and deal amazing tower damage late.
  • Q positions the Ball to a new location. Hard to use effectively and very telegraphed. As a tradeoff, it's an excellent zoning tool since opponents will always try to avoid being near it. Great tactic to slowly push them into your jungler as they set up for a gank.
  • W is Ori's primary burst ability. Deals a huge amount of magic damage late and also slows enemies. It also speeds you up, so you can use it as an escape tool (or an engage tool for your team) if you're being chased while low.
  • E is a shield on a stick for any member of your team. This is where the mobile engage combo comes in. You shield an ally as they engage, and then W or Ult if you can secure the kill or win the fight.
  • R is a knockup on a small delay, dragging every enemy hit to the centre of area, where the Ball is. Deals a huge amount of magic damage,
  • Ori has a somewhat shorter range than most midlane mages but has the benefit of being able to cast while moving. If you're good at positioning, you can outplay most traditional mages with her.
Colton14710/10/2018, 6:10:11 PM1 votes

Corki Lux Ziggs Ornn

Zane Zephyr10/10/2018, 5:56:23 AM1 votes

riven, zed, camille

Smokin Penguin10/10/2018, 5:12:59 AM1 votes

Akali, one could say that she isn't that much high skill but for mid and top she fits quite well, she is however stronger top compared to mid where she can get bullied.

Rumble, he can be played top if you want to bully the lane bullies but his kit works best in the mid lane.

Renekton, although he can be played in the mid lane it's only against certain matchups, he is best played top.

Vladimir, great for Mid and Top has great Sustain, Burst, Aoe damage, His pool makes him untargetable for a while and he gets HP when he builds AP and vice versa aka you can build him many different ways.

Anyway this is what i recommend GL&HF

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