List of champions with displacements/knockups

Barcid··1 votes·3,374 views

Aatrox Alistar AurelionSol Azir Blitzcrank Braum Chogath Corki Darius Diana Draven GalioFizz Gnar Gragas Hecarim Janna JarvanIV Jayce Kalista Kayn Kled LeeSin Lulu Malphite Maokai Nami Nautilus Orianna Poppy Rakan RekSai Riven Sejuani Shyvana Singed Sion Taliyah Velkoz Thresh Tristana Urgot Vi Viktor Vayne Volibear MonkeyKing XinZhao Yasuo Zac Zyra Ziggs Ornn Camille

50 different champions come with a knock-up or displacement of some kind.

50 different champions come with a mechanic literally unanswerable by itemization, runes, masteries, or really anything in the game.

Can we please finally get a fucking item that reduces displacements/knockups? Some kind of iron boots or something? Some item that's like "this makes you heavier and harder to force around"? Because no amount of speed boosts, tenacity, or otherwise will help any kind of immobile champions to do anything if half the fucking roster is built to bounce them around to oblivion.

Like, I don't even care that much in cases of like Urgot or Volibear where it just moves an enemy to the other side of them. Like okay, that's just what it does. But being flung back 700 units by Trist's cocksucking ultimate or being unable to trade back with Riven because her Q bounces you back just out of auto range when she hits you on the cusp of it is just obnoxious. And having your entire team get stunlocked by a MonkeyKing Chogath Orianna combo of hell with no counterplay besides "don't group together" is just stupid.

Edit: Added Ornn. I see him once every 5 million years so I forgot he existed. Also Camille.

15 Comments

Infernape2 votes

Does Rakan getting Xayah pregnant count as a knockup?

MarvelOtter1 votes

you forgot ornn buddy also, there is an item for it sooooo

Barcid1 votes

Who?

Also, no there isn't... there literally isn't. Tenacity doesn't reduce it and knock-ups and displacements are un-cleanseable, so mercurial doesn't do anything, either. Elixir of Iron also doesn't reduce them, nor does any other active/passive in the game.

So tell me what secret item you've been banking on that reduces knock-ups because I'd love for you to reveal what the game code literally does not currently have.

Poske1 votes

He forgot camille to

Barcid1 votes

Camille's a stun. She can also lock you into an area, but that's not a displacement.

Mysticman892 votes

Camille ult knocksback non-targets though.

Barcid2 votes

Ah, you're right. I forgot it does that.

Shadòw1 votes

You can counter it by positioning right and/or dodging it. Knockups are usually tied to an ability that you can dodge or melee range.

Not everything other champions have to work for should be countered by items.

Barcid1 votes

{quoted}

You can counter it by positioning right and/or dodging it. Knockups are usually tied to an ability that you can dodge or melee range.

Aatrox The Alistar majority XinZhao of Diana these Gragas champs Vi have JarvanIV charges Malphite to MonkeyKing close Nautilus the Gnar gap LeeSin really Sion quickly Yasuo and Zac easily.

I didn't even list all the champs that have a long dash or way to get their knock-up onto someone almost infallibly. The pisser being "usually" in your statement being a boldfaced lie as damn near half the champions use their displacement/knockup at range.

So to quote you from another thread:

In what ELO are you that people are having problems landing a knockup/displacement?

Shadòw2 votes

High enough that I know that all of these have enough counterplay.

The champions you listed all have their own counterplay. Long Range dashes usually need a windup like Zac, and can be interrupted, dodged or simply countered by simply moving into a spot where the enemy won't want to go. Then there are champs like Yasuo or Riven where you know when they have the ability to knock up (3rd cast).

An almost instant knockup like Malphite is justified cause a lot of his (almost all of it) power budged lies in his Ult, and that means he needs follow up for it or he has put himself into a very bad spot without any follow up hard-cc or escape. His Damage after his Ult is also relatively weak.

Positioning right or reacting is the counterplay, there isn't any need for an item that counters it as you can already counter their damage by resistances.

Barcid1 votes

Oh how nice, you made it easier to point out how wrong you are.

Long range jumps are on a total of 5 champions, jumps being where the impact area is a large circular targeted area as opposed to a dash's unit of impact or targeted unit. The units are Zac, Kha'Zix, Tristana, Gnar, and Pantheon. If you notice, literally the only ones needing a warm-up are Pantheon and Zac out of those 5, reason being their jumps are not only some of the longest distance traveling abilities in the game as well as carrying various other perks on them (Zac's being very hard CC with good damage and Panth's having massive base damage, an enormous area, and a very meaty slow). So yeah, "long range dashes usually need a wind-up", huh?

To give you some more perspective on this, the only other "dash" that is delayed by a wind-up is Vi's Q, which has a measly 725 unit range (Jarvan's dash range is longer and near instantaneous if combo'd well). If you're trying to count Urgot and Galio in the mix, don't bother because by your definition they don't count as they're uninterruptible. As soon as the dash animation starts they are only stopped by impacting an enemy champion or wall. Again, nice "counterplay" there, champ.

Now for Yasuo and Riven, you've confused "counterplay" for "clarity". See, "counterplay" means that there's a way to actively avoid something besides "stay away from it", since that strategy would mean you have to sacrifice farm, presence, objectives, or otherwise just due to an ability being up, which isn't counterplay that's literally just avoiding the situation altogether. This is similar to how Annie has been known to work - stun up, stay away. Her "counterplay" has been and pretty much will always stay "outrange her", which isn't exactly healthy gameplay, but people like it for whatever reason so meh. What they fixed on her was "clarity", or what you're trying to argue, which is that you can clearly see that an ability proc is up and ready to be used. This literally in no way means counterplay, considering Riven can literally dash-Q to you with no issues whatsoever as she's one of the most mobile units in the game. Arguably, Yasuo does have the counterplay of having to make a skillshot if he doesn't E/Q, but this is also champion one out of multitudes. So once again you show you don't know what you're talking about.

Now for Malph, his ult is entirely unique in how it works because it combines what a lot of champions have on two abilities into one - dash here, knock up champions here. So first of all using it as an example really doesn't do anything for your argument as basically no other champions have that knock-up save Rakan (who's delayed), maybe Aatrox at an extremely reduced range and effectiveness (the pinpoint for his knockup is quite literally about 150 units total wide) or Ornn if he hits a wall. You still have yet to explain Wukong, Gnar, Rek'Sai, Jarvan, Gragas, or a myriad of others and how their knock-up completely and totally have counterplay when literally all of these units have near-foolproof ways to reach enemy units with immediate to near immediate knockups or displacements. Some of these even have more CC to follow up with afterward. Like what are you on?

And the "once you're in you're screwed" argument doesn't really apply to Malphite since the same thing could be said of Diana, Pantheon, Jayce, Xin Zhao, and even more others who all have the same issue of having no escape with Malphite having the benefit of being, oh I don't know, a fucking tank. He is innately bulky even when going squishy and comes with a really meaty speed boost on his Q and his E slows attack speed, probably because he's an anti-AA tank. Like, he already comes with enough survivability to reliably duck the hell out if his ult was bad unless you literally just lock him down to oblivion, while Diana messing up or Pantheon messing up can easily result in them getting buttfucked in return as they don't get a speed boost and they don't get any really meaningful defenses.

But hey, considering you didn't have a clue about anything else you were saying, I wouldn't really expect you to mention that, either, so I mean why am I even bothering with you? I suppose by "high enough to know" you meant you were hitting the pipe a bit too hard to even have a clue how to argue your point, but yeah, saying the oh so detailed "counterplay" for a total of 4 - out of over 50, 4 - unit's hard CC really shut me down hard. Ah man, ya got me good. Your presence may actually explain the gameplay boards and the cacophony of cluelessness and misinformation.

Shadòw2 votes

Seems more like that you have no clue what you are saying.

Every champ with a knockup is balanced around having that. There is that thing called power budged. I merely made some examples, ofc every champ has it's unique counterplay, but I won't write that down for every champion just for you.

You say that Riven and Yasuo are unhealthy gameplay because you have to stay away from them during their 3rd Q, but, you know a little secret: You can also pressure them during the time it's down. You can even go for an all-in directly after they used it.

Then you call basically every Diver unhealthy cause they have some sort of foolproof knockup/cc. The counterplay to those is simply not positioning stupid so they get a free engage on you. They don't do much else. If they fail their engage, they can be locked down easily. Then, they don't have the mobility and kit like an assassin that let's them engage from every possible situation, so you can easily see them coming. Also, they have literally no escape. So you are not forbidden to engage on them yourself if they misstep.

For Malphite, he is a tank, you have noticed that, bravo, but even tanks die. Malph made an engage that had no follow up? Keep him in your backline while your frontline zones away their possible follow up until he is dead. After his Ult, 90% of his power budged is gone, and if his team missed this chance to follow up, they won't find a better one because Malphite just used his only hard cc. He won't be able to set up much more for his team with the rest of his kit. And are you really argumenting with his movement speed bonus? There is this thing called cc. You know.. the thing you call OP. You can also apply that to him and perma cc/knockup him in your backline until he is dead. Or is that too hard for you?

saying the oh so detailed "counterplay" for a total of 4 - out of over 50, 4 - unit's hard CC really shut me down hard

You are basically saying that over 50 champions in this game have no counterplay. I don't even know what I'm supposed to say against that cause it's just a next level of stupidity.

Barcid1 votes

I don't even know how to respond to you now because you have displayed a level beyond stupid. Not only have you misapplied and misread basically my entire reply, you've somehow even managed to reiterate my several of my own points back at me with literally no addition to try and put them on your side.

So let's go through your fuckfest of absolute idiocy.

First of all, everybody and their goddamn mother knows what a power budget is. It's not only self-explanatory, it's key to understanding gameplay balance. That being said, most of these champions are not balanced around having a knock-up or otherwise, they are built around it in that generally a knock-up is core to a combo of sorts. This being said, these kinds of things are also increased by a small bit to make them actually mean something outside of "Urgot charges to flip enemies into more shotgun blasts" or "Malphite has ult to let him be able to Q/E/WAA opponents in one go". They're made to be their own abilities as well so it's not just a one dimensional ability that is only meant to lead into other abilities. To be balanced around a mechanic or aspect, that mechanic or aspect must take up a large core of their identity. For instance, Ez is balanced around his Q lowering his cooldowns on hit. Fizz is (now) built around picking an enemy out from range to force an isolation before hopping on them. The knock-up is literally meant to allow Fizz an amount of time to then deal out a full combo of damage before any response can be made, but it is also long enough that there is actually a fair amount of excess time. A full second with a 1.5 unreduceable slow is more than enough time to get off a full combo, similar to how Rhaast doesn't actually need a full second of knock-up on his W to finish off his Q. The existence of this length is literally so enemies are unable to fight back during this combo, interrupt it or otherwise. Generally speaking on these champions, the excess amount of time spent in the knock-up is literally meant to allow for error - being unable to close the gap quick enough or respond fast enough to this hard CC is a problem sometimes, so for instance for Rhaast the 700 unit knock-up comes with this time limit to allow him to take a couple steps forward before Q'ing. This makes champions consistent, but that isn't always a good thing when we're talking about counterplay.

Counterplay means you are able to respond to a champion's advance on you in a meaningful manner besides "you must avoid or die". This is what has made Syndra a topic of pissantry since getting hit by her E's stun usually meant she was going to follow up with a combo of death immediately after, and this is one of the more difficult skillshots to land in the game while also being a stun which is reduceable by tenacity. Sorry, I guess that must have been entirely fair, then, right? Since she could basically smack you once if you weren't #gud enough to avoid a skillshot from over 1200 units away and send you to a gray screen. My bad, guess that was balance and great counterplay. Shoulda positioned better, amirite?

"But that's 1200 units away". But Syndra's also at 1200 units from there then isn't she? She'd still have to make it up to you in time, and if you're any closer than that then you clearly weren't positioning good enough. Also, if you're within 780 units of Jarvan then you weren't positioning good enough then, either. Sorry, what was your point? It was so absurdly stupid I can't recall. That the ability to position is the milestone for balance?

But let's instead go to incredibly stupid point number 3 which is that divers can't engage from every possible position because they don't have the mobility of an assassin.

You're right, Jarvan IV, Rhaast, Rakan, Vi, Diana, Zac, Xin Zhao, basically all divers do not have the ability to engage from any possible angle using their dashes that go over walls and through units. They simply do not have that ability. You're totally right. I definitely have not seen 90% of Jarvans engage with a knock-up from over a wall into a full damage combo. Vi definitely can't literally press a button on someone and charge directly through the enemy from any possible angle she wants to flank from. These units definitely don't have dashes that tend to go outside of auto-attack range which would mean being within autoing range of them would render you technically "mispositioned". You are 100% correct. Absolutely. Did you even read your statement before posting it? I don't think you did. Legitimately, I don't think you even glanced at it. In fact i know you didn't because that is not an intelligent or knowledgeable statement. It is in fact asininely stupid.

Now for "you are not forbidden to engage on them if you misstep" was something I actually said for Diana and Panth - they are "once in can't leave" champs, as all their abilities require them to go to enemy units. You reiterated something I said - good job. I even stated that this was a balancing point for their assassination prowess and burst damage. Bravo. I also said that this was technically their shtick that they are risk-reward champions that are punishable very easily from a misstep. You have reiterated exactly what I said.

In fact, you even managed to reiterate exactly what I said on Malphite, that if you lock him down you can kill him afterward. This is true. This is very true and I said it, that if you lock Malphite down to utter oblivion then yeah, he's probably not escaping. You know who else this is true of?

Basically every other champion in the game. The counterplay being to lock-down an enemy and perma-CC them has not been, cannot be, and will never be a good measure of whether or not they are balanced or healthy as this argument was used for Zed, Fizz, Riven, Renekton, and basically every other bruiser/assassin in the goddamn game at one point and was still found to be a piss poor excuse for balance. What I said on Malphite having even less to do with this line of thought is that he is a tank and therefore will suffer considerably less while under CC - in fact, if tanks were the dominant class at the moment, this would probably still not stop him from getting away or killing someone as that is what champs like him did in season 5 when they got fed. No matter what, CC or no, a good Nautilus or Sion or Sej that was ahead would simply charge onward and beat the snot out of their enemies. That is why I said that this line of thought isn't even a valid argument against Malphite. Not only is it true for literally every champion to make a wrong move, but Malphite isn't even the most punishable champion in the roster for it.

But you know what, I've railed on those points enough and I guarantee you still probably won't get the picture, so I'll just finish up by doubling back to your Yasuo/Riven aside on their third Q counterplay, that being to pressure them when it's down. Number one, this doesn't work if they get ahead plain and simple, meaning not only do they start with one leg up on you as far as zoning/harass goes in their respective lanes but they also will continue to keep that leg up and gain more the longer you're unable to act on it. This is the reason Yasuo is hailed as the most oppressive anti-mage and Riven is an enormous lane bully - they start out being able to freely bully you and will only continue to do so unless you get the edge on them. This can be done through itemization (which firstly takes time, secondly can be counterbuilt, and thirdly is utterly fucked right now in that bramble vest fixes practically anything when rushed, so hard to say what's balanced or not) or through teamplay (IE ganks, baits, and traps). This still is not a great example of balancing so much so that Yasuo remains an issue to this very day (either he's complete garbage or he's the son of a bitch from hell) and will lead me to explaining what should be balanced around versus what shouldn't be balanced around.

So are you ready? Since you've failed to understand the core issue with knock-ups completely because I cannot fathom why, I'm going to spell it out: The problem with knock-ups is their consistency. Knock-ups are not necessarily hard to land, they ensure a fixed position, and are very easy to chain. While stuns, fears, silences, blinds, and all other CC can be similarly spoken on, stuns are counterable from itemization and otherwise while knock-ups are not. This will always make a knock-up preferable and stronger than a stun 100% of the time, and this removes the ability to fight back or free yourself once chained. While this makes dueling easier to balance out (I.E., when the CC duration is a fixed amount 100% of the time, you can always calculate a reasonable damage amount), teamfighting becomes a far greater issue as adding more knock-ups will always mean unmitigateable power and can lead to a lack of counterplay in excessive amounts. Considering champions can be blown up in the blink of an eye in this game, "excessive" isn't actually that high of an amount.

This is, in fact, the exact thing that has been causing the ADC issues - ADC's auto and do consistent damage over time, undodgeable except by abilities that completely cancel that, meaning ADC's will always do their damage. While crit is inconsistent, the ability to build 100% crit and get away with it has actually become an issue for balancing ADC's as well. The consistency with which they are strong after certain items results in little to no counterplay when they're fed. Consistency removes skill expression, which thereby removes an opponent's ability to counter through skill. This is the bloody issue with knock-ups right now, and once ADC's get trimmed down a bit to allow for other units to actually act, I can guarantee this issue - a very common one in season 5 - will come back to the forefront.

But hey, I really wouldn't expect you to understand at this point. You've already proven you haven't up until now and I've all but spelled it out for you.

Shadòw2 votes

Dunno I just think you have a complete different standpoint on counterplay than Riot and like 90% of the community.

Counterplay means you are able to respond to a champion's advance on you in a meaningful manner besides "you must avoid or die"

It doesn't. Sometimes you just wasn't paying attention, get hit by something and die. Counterplay doesn't mean that you should be able to respond to literally everything. Sometimes you end up in situations where you are simply going to die and that's it and that's fine like it is, because you should have avoided getting in that position in the first place.

That the ability to position is the milestone for balance

Actually it is. Positioning right is one of the most essential things in League. So much in this game goes over simple positioning. From the small to the big things, the most important thing in this game is to be at the right places in the right moments.

Consistency removes skill expression

Not true at all. Consistency in this game is important too. Not everything needs to be answerable at any point. Sometimes the skill expression is putting your opponent into the place you wanted, or punishing his misstep. Believe it or not, getting maximum use out of your consistent parts of your kit is a form of skill expression too.

And on the part with the Divers.. i don't even want to begin with it. But you are comparing a JarvanIVs mobility and utility who can E ---> Q over a wall to that of an Assassin like Zed who can get double the distance instantly with W R. Also, I have never seen a Diver just suddenly stand behind me out of invisibility. Basically everything a Diver does can be countered by not positioning stupid, and not standing next to walls/bushes that are unwarded. They can't just hop onto you from angles and range like an Assassin, nor do they have any other tools that makes their engage as easy as it is on Assassins.

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