Say what you will about CertainlyT and his champ designs, but at least he's willing to rock the boat
Let's take a look at his champs:
: A walking meat grinder that's main focus is a matter of distance between him and his target. He doesn't focus as much on position since most of the time, he wants to be in the middle of the enemy team anyways. As such, he has to keep an eye out for anyone who can ruin his day from far away. The rule of engagement is "Don't let Darius in." Poke from far away or lead him into a disadvantageous situation that allows you to play by your rules and not his.
: For a ninja, his art of deception is sub-par but his assassination potential is lethal. He's practically all about positioning. Keep an eye on the shadows and you'll be golden. Most Zeds don't show much aggression until Level 6, that's when the gloves come off. The rule of engagement is "Do not allow Zed to follow up." It's not about stopping Zed's ult. It's about stopping him from doing anything after the ult. Most of the time, you want him to ult you instead of saving it for another person because you're going to be the one with
or
that will laugh in Zed's face as he has to sit on the bench, waiting for his ult to pop back up. As annoying as he is, Zed still has to keep track of where his shadows are positioned. Put them in the wrong spots and you could find yourself without an escape.
: Quick, deadly, merciless. His kit fits his theme almost to the letter. It's not enough to just fight one, you have to almost threaten a Yasuo. Make him think that select actions are terrible ideas so that he's either deterred or discouraged from taking any action. His synergy with many knock-up heavy characters is a pain, indeed, but once you have vision on Yasuo, he has only seconds to either kill or run before he's done for. If the windwall happens to be your problem, there are many things that it actually can't stop. Most of
's kit and all of
's kit denies any reason for him to consider using wind wall. The rule of engagement is "See a Yasuo, kill a Yasuo." Not too much different from facing a Master Yi, just a Yi of a different flavor. Instead of DPS, Yas uses burst. Instead of MS, Yas uses CC and gap closing.
: Micromanagement in a nut-shell. If Azir is an Emporer, Zyra would be a sultan. Maximizing damage with Zyra is all about her seeds and how you place them. Put them too close to the enemy without the intent of attacking and the enemy will avoid them or just destroy them. Put them too far away and it will barely make a dent. The rule of engagement is "When Zyra comes knockin', stay out of the garden." Most of the time, Zyra requires a certain amount of "Set up" for her to really shine. That includes CCing the enemy, planting seeds in combat choke points and altering the seeds to fit a role needed to the flavor of combat. If you're too afraid of facing Zyra, keep in mind that she works similarly to Heimerdinger. If you let her set up her plants, you're in for a world of hurt. If you take her by surprised
style, there's not much she can do.
: Also known as the "Overloaded Support." True, his kit does have a lot of the things that you could ask for in a support. Unfortunately, his engage is only as reliable as
's engage. If he hits anything with his Q that is not his intended target, he's SoL until he can get another opening. And, also unfortunately, outside of his scaling AAs, there's not much else he can do until he hits his Q. He's great at pulling a team member from the fray and stopping an enemy engagement, but he follows almost a same rule of engagement as Darius. "Don't let him in." If he doesn't get to you, he can't hurt you. After that, you need only worry about his ADC or the difficulty of facing him.
: Very mobile, very damage-y, and very co-op-y. Kalista will dance around you like a Snowdown Tree and fling her support to and fro. While she's a headache for someone like
to face, she has a generally hard time against people who rely so heavily on AAs, especially at long range.
. With no form of hard CC or gapcloser outside of her Ult and Martial step, he relies heavily on the combat at hand, being relatively hard to hit while in close proximity to the target. I'm starting to think that CertainlyT prefers champs that have to get in to do anything, because that's still the rule of engagement here: "Don't let her get it." Have someone lock her down so she's not so mobile. Have a person destroy her before she can react. If she wants to hit someone with hard CC, she will need to send in (and sometimes sacrifice) her oathsworn. Is she annoying to battle? Yes. But bring a
or
to bot lane with you and keep Kalista from wanting to tango and you should find her beaten with relative ease.
To me, it seems like CertainlyT's champions are designed around a play style and are loaded up with enough tools to accomplish this task in different situations.
Darius wants to grind up the enemies around him
Zed wants to blow someone up and get out before it's too late.
Yasuo wants to move swiftly through the fight and kill people without being caught.
Zyra wants to control the battlefield.
Thresh wants to control the flow of combat.
Kalista wants to dance around the combat.
Their objectives are clear. From there, you just need to learn how to play by their rules and beat them at their own game.
Complain about CertainlyT all you want, his champs show you clear play styles and, contrary to popular beliefs, leave many openings and options. Even when seemingly oppressive.