So The Outplay of Garen Is Kiting.. Why Then Do Most Carry Items Come With Speed More Efficiently

Spoo·4/8/2018, 8:46:09 AM·2 votes·650 views

Enough said. Just playing a typical Garen game. Will say, I could have and should have built Dead man's plate. Still I just found it ridiculous that I could be outran by a non-dashing Lucian during Garen's Q. No slows applied.

Made me think, why do so many carry items come with instantaneous movement speed gratification (with the crit) when we got to gate the tank version behind a ramp-up or trades.

ADC's movement speed has: no ramp-up (instant gratification from the item),
comes with core stats in mind just as quick, doesn't require them to lose the health portion of the item they're buying just trying to get into melee - (This really does effectively lower the items overall value).

I understand, riot, that you want tank bruiser's weakness to be kiting. They're already susceptible to all the cc imaginable. Why is there not a period of the game where bruisers can abuse speed on the less fortunate to get into the thick of things if even for a short while? Why do tanks bruisers basically need to scaling up items that already require them to take punishment for their speed. Now I understand they're less squishy by nature. But when you factor in the effective health most have by the time they get their its not hard to see why these bruisers are never played. If you ask me these ramp-up mobility items should then be cheaper by their vary nature. Putting enough stats on other area's of the items doesn't solve the issue unless your only ever playing brush Garen.

6 Comments

Rewt4/8/2018, 8:51:09 AM2 votes

its because champs like garen arent supposed to kill ADCs. thats an assassins job

Battalion4/8/2018, 8:59:04 AM2 votes

Garen already has high survivability and high damage output. His downside is his 'limited' mobility, which is even questionable due to his Q, which is on a short cooldown. What's Garen supposed to be bad at or punished with? If you want something to keep up with those pesky marksmen: item 3022 item 3071 item 3025

Just remember that high damage and high mobility is the hallmark of Assassins and Marksmen, not juggernauts.

Sire Hippington4/8/2018, 12:13:01 PM1 votes

I think the mobillity is not that big of an issue, not beeing very mobile is part of juggernauts compared to divers and co, so deadmens built up is fine. However, adc certainly can use to loose a bit ms from thier items, and juggernauts should have more tenacity and similar mechanics in their kit to be less susceptible to CC, meaning you counter them by mobillity and range while useing CC to peel of mobile melees like divers and assasins. Basically, make juggernauts hard to stop but easy to avoid, while skirmishers/assasins are hard to avoid but easy to stop with divers beeing somewhere in between.

Right now, adc have alot baseline kiteing which paired with the shit tons of CC from tanks/supports that most of the time isn't even affected by tenacity makes them near untouchable in a coordinated team, and there is a lot work to be done here if bruisers are ever ment to work in lategame teamfights.