Top 3 best/worst abilities in the game.
Hi, I was wondering what are the top 3 best/worst abilities in the game in player's opinion.
Write in the comments your own bets and let's see which ones are best/worst in lol's community view. Here are my ones with a little bit of justification:
Best:
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https://vignette.wikia.nocookie.net/leagueoflegends/images/e/e6/Alpha_Strike.png/revision/latest?cb=20170818191917 Alpha Strike In my view it's one of the most useful abilities in the entire game. Obviously the main reason would be that Master players can immediately vanish which allows them to do some serious outplays and it's available on early levels unlike Zed's or Kayn's R. It has 100% AD converter, can hit critically, applies damage to multiple targets(4), is a point click ability and also deal increased damage to monsters. 600 units is a fairly long range for a cost of only 50 - 70 mana and it's long cooldown doesn't hurt that much with an extra passive on it that reduces the cd each aa for a second. It works not only as a tool to avoid damage, clear waves and deal damage but also as a gap closer. Multiple use skill, with many, many pros. What else could Master players ever desire?
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https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c0/Crescent_Guard.png/revision/latest?cb=20170915205320 Crescent Guard Although it doesn't deal massive amounts of damage, Crescent Guard has a quite enjoyable converter of 100% AD and 15% Enemy Max Health. Targets around him are not only knocked back but also stunned for a short period. What's most significant he becomes invulnerable for next 3 seconds, absorbing not only autoattacks but also all ranged skills no matter what it is - all gets absorbed. This effect can be extended with the use of autoattacks and abilities. On top of that one he can _ Challenge _ a target, reducing it's armor by 15%(!!!) for 3 seconds (!!). This ability in right hands not only makes Xin unkillable for ranged heroes, but also makes him a difficult foe in 1v1. For me - one of the most OP abilities in the game.
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https://vignette.wikia.nocookie.net/leagueoflegends/images/6/6e/Unseen_Predator.png/revision/latest?cb=20170818193601 Unseen Pradator Here I have to admit, I was struggling between Unseen Pradator and Rhaast's https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fe/The_Darkin_Scythe_R.png/revision/latest?cb=20171221043610 Darkin Scythe that makes him really difficult to kill even(or should I say especially) in 1v5 situations. However I went for Rengar as it seemed to me more unique. Yes, it's a nice refreshment to have an "action" passive, rather than just a passive bonus that increases your statistics. This makes Rengo unique as he can utilize it in many various forms and situations. It's not just a free dash, without a cd, everytime you enter a bush but it's also an autoattack that generates 1 ferocity point and applies effects and crits. You can use it either to gapclose or as an escape tool. The range of 600 units speaks for itself making it really hard to escape Rengo. What's known to mains is that this jumping ability lasts for 0.5 sec after exiting a bush, that means it can be combined with flash and basically Rengo can jump from the middle of lane. Let's not forget about Ferocity generated with abilities but also passively, on top of that 4 ferocity stacks means empowered attack which I guess I don't have to describe in detail, let's just say that except empowered ability he has an extra cast of it, and at 4 stacks gets 30% -50% movement speed. If that wouldn't be enough lets not forget about already legendary https://vignette.wikia.nocookie.net/leagueoflegends/images/c/c8/Bonetooth_Necklace_5.png/revision/latest?cb=20161021102020 Bonetooth Necklace (I preferred it as an item, RIP) that gives him 1% -36% bonus AD for each unique kill and contains minievent of The Hunt is On!.
Worst:
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https://vignette.wikia.nocookie.net/leagueoflegends/images/3/39/Moonfall.png/revision/latest?cb=20130929122732 Moonfall 70 mana for a lock in a channel and then is an animation that takes two Zed's autoattacks doesn't look good for today standards, especially if we compare it with similar abilities such as Poppie's W, which has not only a shorter animation time, but also Poppy can move while casting it, unlike Diana. Poppy can also interrupt dashes immediately after she sees an enemy doing a dash-away animation. Diana's E cast time allows her to interrupt Tristana's W in best case. Except that 26 -18 cd is a quite a lot compare to other champions dash abilities cd's. Saying it in simple words - if enemy can escape it (with a use of dash etc.) he usually will, and if enemy cant escape it, then what is the point of using it at all in first place as it locks you in an animation and channel. It's also not useful as knock up tool(like Riven's 3rd Q or Rhaast's W) as the knock up time is about 0.25sec making it really hard to do anything for you or expecting your teammates to react for that, for example your Yasuo. Even if he would spam his R constantly there would be a good chance that he could miss the airborne time in between pressing the R key. The 2 seconds slow of 35% -55% isn't also impressive. What's worth of mentioning is that knock up's (like Riven's 3rd Q) can be used to interrupt dashes (such as Lee's Q), this does not concern Diana's E. In a situation where Lee is dashing towards Diana that used E, Lee will meet his target and deal damage. To sum up - in my opinion this tool is outdated for today, it does not meet my criteria of an utility tool and I would't exaggerate if I would say that it might be better to not use it at all in games as 70 mana on early game is a lot. Just at the end to mention the positives - recently (about a year ago) Moonfall gained a passive that is now granting Diana passive attack speed. Very good change and probably the only reason why this skill is worth of putting points into.
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https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3a/Comet_of_Legend.png/revision/latest?cb=20170818001305 Comet of Legend Excuse me guys, but I'm not a Korean Challenger to find this ability much useful. In simple words, it gives Ao Shin ehm... excuse me, it gives Aurelion Sol passive ms when he moves in a straight line for up to a 45%, which I have to admit is a quite nice bonus HOWEVER whenever he moves aside, is interrupted or just simply - not moves in a straight line, he loses it which is not a smart choice in my opinion for a champion that has to kite a lot and move in various different directions to avoid skill shots. Essentially this passive allows him only to get to the line faster, which is the same story as with Talyah's passive, except that she can move in various different directions as long as she stays close to a wall. The active as you know makes him fly straight in a line and avoid terrain, but it ain't a perfect roaming tool as he can be seen while doing that (on the minimap and not only, enemies can see him doing that), while doing it he cannot change direction of his flight, and it gets easily interrupted which makes it no escape tool for Aurelion. The only thing you can do with it is pretty much come back to a lane faster for a cost of 60 -40 mana. It also combines with the Q, increasing it's range but let's be honest, it's quite easy to avoid it even when it's big, it's easy to interrupt it with a skillshot as Aurelion moves in a straight line, the increased range of Q doesn't increase teh stun duration or damage. Personally I prefer E and then when I'm very close use Q. Nothing more to add, maybe Korean Challengers might fight it useful, but the majority of players aren't Korean Challengers.
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https://vignette.wikia.nocookie.net/leagueoflegends/images/7/77/Fury_of_the_Dragonborn.png/revision/latest?cb=20130929123244 Fury of the Dragonborn I understand that Riot wanted a Dragon character have a Drake's related passive but 10% more damage dealt to drake's inst impressive at all. Also 5 armor and 5 mr is not something that you could compare to let's say Rhaast's or Camille's passive and I know that you increase it by 5 each drake killed but that means that in best case scenario you have 25 armor and mr more than you normally would, which is not something an adc would cry about, just look at Sejuani passive for example so see how it's done, but as I said that's best case scenario and to achieve it you must kill all drakes, which not always is so simple. In other words, you are strong if enemy team (and jungler) are weak (and I'm talking about the understanding of importance of objectives here) and you are strong when they do the jungle better than you are which sounds little hmm... not rewarding enough for me. In my opinion this passive should be just completely reworked and in it's place something really cool, dragon themed should be invented.
Soooo, that's it from me. Thanks for your time if you decided to read all of that*[slayer-jinx-wink]* . Write in comments what you think about my bets and write your own.
Rocket Grab — This incredibly cut-and-dried “Get over here!” button is definitely one of League’s most iconic abilities, forcing fights with a massive numbers advantage in the hands of an experienced player.
Smokescreen — The huge slow coupled with a virtually total loss of vision is extremely disorienting. It often mindgames affected champions into wasting their abilities, which can be more devastating than any stun. Plus, any hard lockdown from teammates will ensure the smoked player has a very bad time.
Devour — Of all the “nope” buttons in the game, this one is the most useful. It comes at the downside of being unable to selfcast, but the utter removal of an ally from the line of fire and all associated crowd control is unrivaled in all of League.
Phoenix Stance — Most Udyr players never even put a point in this ability until after maxing his other three. Fewer still will ever press it.
Foxfire — Damage for the sake of damage, and only a marginal amount compared to Ahri’s other abilities.
Despair — Again, a very marginal amount of damage that affects a very small area around the user. Basically a
Immolate that costs mana.
traps
R,
E
E, but naming the strongest ability is impossible because all have their own situations where they are better, and are in different kits.