subtle differences in marksmen.
So while marksmen are by far the most homogeneous champs, i find subtle differences in the way they play. I haven't played all of them but the few i do play have traits that forces different strategies. this is my personal takes on them.
traits= good wave clear when no enemies are around. Phenomenal siege potential, land and explosive charge on the turret and sneak in a few attacks when you can. pair up with someone with good wave clear and they cannot defend a turret. Not great at defending against a siege though. Has assassination potential, which is rare for and adc. She has great disengage with her w and r. but r can only disengage a group if they come from same direction.
strategy = Early game she wants to push the wave to the enemy turret to maximize her gold advantage. Use w to escape ganks. her e gives her a powerful delayed burst so carefully stack it up if they try to engage. just 1 stack is enough to dissuade most people. between lev2-6 has great all in if she can dodge enemy cc, or wait until they waste it. Her all in combo is explosive charge prime it to 4 stacks(3 if lvl2) then rocket jump for the bonus damage. can duel kalista or even vayne if given the chance and has even items with them. loses all-ins vs
and
, because their burst is greater and more immediate. Mid game she plays an objective game. she wants to siege the enemy turrets. After about 90 seconds wards and you can leave one of their jungles and place ward on the way out. take dragon or baron if you can then repeat. In team fights she's safest just hitting the tanks but if they blow most of their cooldowns (high damaging spells and ccs) on your tanks and you are in position she can easily assassinate a squishy then get out with a quick rocket jump.
traits= pretty good wave clear. great at defending any objective if given time given time. great range, but low damage. Ult is circumstantial, only good for chasing fleeing targets. Her E has good single target disengage, and limited chasing potential. Lane bully. falls off if not fed. has delayed cc.*
Strategy Early game get lots of cs and poke when the enemy tries to cs. Must become a master of the trading stance. freeze lane between your turret and the river if you can. do not push to enemy turret unless can force both opponents to b. If they engage on you disengage with e. if your support engages weigh your options and be careful if the other lane opponent goes all in on you for a retaliation trade.
Team fight stay safe at all times. doesn't matter if all you can hit is the tank. DO NOT LET ANYONE GET CLOSE. methodically drop their health low and when they route use ult to finish someone off.
traits; strong early game stats. THE BEST wave clear of any adc (auto, w reset, proc w 3 times then boomerang blade the remaining). Great at teamfighting and catching out people. Great at supporting the jungler in mid game ganks. wants to play a rotational game. get their towers down quick. auto attack reset makes for great burst damage. The only adc capable of piledriving your team into the enemy's backline. great orb walking and kitting abilities Very easy to last hit with. why is that?
strategy= play somewhat safe until you get a BF sword. the push your lanes. trades are calculated. use e to refresh mana in order to keep pushing. after bot tower dies go gank mid with your ult and a teamate. During mid game she plays an objective game like
, but instead of seiging turrets she has to out rotate the enemy team. Keep lanes pushing and gank anyone too far out with your team. Get towers down quickly to snowball gold advantage for whole team. 1 tower is 125gold, or 625, for all team members and 150, averages around 450, for all members who participated in it's take down. that means each tower gives your team about 1k gold over the opponent. Use the gold advantage to take more turrets and more objectives. if your support is warding then use ult to pick of the enemy backline when the come out to clear waves or ward.
traits = very good wave clear with fishbones, graduates to phenomenal wave clear with runaan's but only
gets runaan's. Great single and multi target damage with switcharoo. good at split pushing a exposed turret. a reset based clean up adc. has delayed cc*. good lockdown potential with w and e. last hits with pow-pow to conserve mana. the reduced range puts her in more danger but she can switch to fishbones if things get too hot.
strategy= jinx is a lategame adc that's good at all phases of the game, but that does not give you license to go all out. She must get good at last hitting (that means getting cs without taking damage) her reduced range with pow-pow makes this more difficult. She she likes to freeze the lane in order to maximize gold income, and because pushing cost too much mana.
Team fights =keep safe until you get a reset then use to re position for next kill, then repeat. If someone tries to dive you smart use of flame chompers can keep them contained while pow-power lowers destroys their hp. Her Long range allows her to hit the backline if they get to close to their frontline.
traits= good trading and poking potential in early game. mid game power spike with trinity force. if you land your q then great dueling potential. great, but expensive wave clear. Stay WAY in the back and only come up to hit the tank or, more likely ,the first one who dives you. Make sure to land your q on your target in order to gain maximum damage. Kill from front line to back line, even if your w gives you the range to hit their backline. it can time out and when that happens you just get closer to their front line. Don't worry, if you land your q then their tanks stats don't mean anything. Decent tower destruction with sheen powered autos.
Delayed cc= place down immediately if your teamates landed a cc on a desirable target to extend their vulnerability.