Questions about Leashing and other dumb stuff.

DrMarshSwamp·1/21/2015, 7:34:54 PM·2 votes·661 views
  1. How exactly do you "Leash" jungle camps? I assume that you attack first and have them follow you a bit while the jungler attacks them, but when I try that they just focus the jungler, and I doubt that leashing means I stay and get a few hits in as well.

  2. Also what does CS actually mean? I see the term being thrown around a lot but am not entirely sure what it is supposed to stand for.

  3. If you're fighting against an enemy laner or a team with a bunch of "unavoidable" slows, what would be a good item to pick up to help counter them?

  4. With Nasus what kind of Damage/Offensive items should I be building? For defense I know what to go with, its just with the few Offensive items I do buy I can't really tell what is effective or not?

  5. On that same note is it better to be leveling up the E or W second, assuming you're building more like a Tanky Bruiser than a regular Bruiser?

10 Comments

AwesomeChad1/21/2015, 9:02:35 PM2 votes

{quoted}

  1. How exactly do you "Leash" jungle camps? I assume that you attack first and have them follow you a bit while the jungler attacks them, but when I try that they just focus the jungler, and I doubt that leashing means I stay and get a few hits in as well.

  2. Also what does CS actually mean? I see the term being thrown around a lot but am not entirely sure what it is supposed to stand for.

  3. If you're fighting against an enemy laner or a team with a bunch of "unavoidable" slows, what would be a good item to pick up to help counter them?

  4. With Nasus what kind of Damage/Offensive items should I be building? For defense I know what to go with, its just with the few Offensive items I do buy I can't really tell what is effective or not?

  5. On that same note is it better to be leveling up the E or W second, assuming you're building more like a Tanky Bruiser than a regular Bruiser?

  1. Leashing is simply dealing dmg to the jungle camp to help your jungler clear it faster. (Please limit yourself to only attacking the camp 2-3 times so you don't get to lane late and miss out on cs). Some players are nice enough to tank some dmg from the jungle camp for their jungler.

  2. CS stands for creep score. You get 1 creep score everytime you kill a enemy minion, neutral jungle camp, baron/dragon, or enemy unit (shaco box, malzahar's voidlings, etc). For laners, CS is extremely important because its their most important source of gold income. In the case that you are unable to get CS, you must be near the dying enemy unit to receive the exp.

  3. With unavoidable slows, you're free to pick up boots of speed or mercury treads. Your third option is to get some item that has tenacity which reduces the effect of hard CC in general.

  4. For nasus, triforce/iceborn gaunlet are two very common offensive items and these items are meant to increase the dmg he deals when he activates Q. For defensive items, players may build frozen heart, randuin's omen, thornmail, spirit visage, banshee's veil, and etc depending on what dmg the enemy team comp has mostly. You can build him standard tank but you want to incorporate at least a little bit of mana and cooldown reduction so he can stack up his Q more often.

  5. I do think E is better in general because the slow is very good for chasing down your targets and it does help you escape as well. It also reduces attack speed on the target which is great against adcs in the late game. If you do not feel the need for the slow (ex: teamfights tend to be close quarters all the time), then you can choose to max W.

mvargus1/21/2015, 8:05:07 PM1 votes
  1. The few times I've been asked to "leash" the request was to hit the monster until it was down to half health and then leave so that the jungler could kill the monster for the exp.

  2. CS = Creep Score. It's the number of minions and neutral monsters you killed. It matters mostly for the players fighting in the lanes as you get gold for every minion you kill. Someone who leads his opposite in lane for CS usually has more gold which means better equipment.

  3. One of the upgrades/enchantments for boots is "tenacity" which reduces the duration of slows by 35% (I might have this slightly wrong, I'm new)

  4. I don't play Nasus, but the Mobafire site has some excellent guides for him. That's where I go to look up information for champs I do play. That would be the best place to start.

  5. I have the same suggestion, check the guides at mobafire or another site. Most of the writers not only put down what order they use, but will include their reasons.

Ulric Greatsword1/21/2015, 8:22:56 PM1 votes
  1. Leashing: A good rule of thumb for ADCs and Top laners is to hit it three times before heading to your lane, or hit it with one spell if you are a midlaner. The important thing is to leave before the monster dies (to avoid setting your jungler back on exp.)
  2. CS: Creep Score. It means how many minions and neutral monsters you have last-hit/killed. You can check each player's score in game by pressing tab.
  3. Mercury Treadsitem 3111. They have 'Tenacity', which reduces the duration of crowd control effects on you.
  4. As Nassus, there are two ways to deal damage: Stacking your Q (recommended), or building AP and leveling your E first (gimmicky, but good for poke/ siege comps). With Q stacks, the only damage item you will ever need is Trinity Force item 3078. If everyone on the enemy team is stacking tons of armor, then Last Whisper item 3035 is a situational damage item. Other than that, you should build as tanky as possible, relying only on your Q for damage output.
  5. I always level up Wither second, because your primary goal in a teamfight is to annihilate squishies, and a well-placed Wither can cripple the enemy ADC's damage output. Nassus's E is mostly just icing on the cake, and I only use it for zoning enemies (despite how little damage it does, they tend to avoid it like the plague. It's also good for late-game splitpushing.
BakedLotion1/21/2015, 8:30:42 PM1 votes

Level Spirit Fire if you're winning, i guess. Wither doesn't scale THAT well if you're winning, since you should be killing them fairly fast anyways

YossarianSensei1/21/2015, 8:34:59 PM1 votes
  1. Means hitting the camp so your jg doesnt get fked

  2. Creep score, aka anything you farmed thats not a champ

  3. Merc treads almost always on anyone melee

  4. Rush CDR ALWAYS, more CDR = moar stacks. It only takes like 30 stacks to get as much bonus damage as a sheen. I usually go Glacial + Kindle with 10% cdr from runes and masteries regardless of matchup so I can have 35% CDR very early on. Then straight tank. You can pick up a LW for your 3rd or 4th item but honestly notnecessary

  5. Always rank E second, its armor shred and wave clear will mean a lot more to you than a slow which is honestly good enough at lvl 1.

StealWolverine1/21/2015, 11:07:37 PM1 votes

I often prefer iceborn gauntlet to trinity. Either way one of the two should be the only offense you build. If it's only slows causing trouble I'd take swifties over mercs. Unless you are against ap top that is, or a team with some decent hard cc.

hh the thinker1/21/2015, 8:03:37 PM1 votes
  1. you just hurt the jungle monster to help your jungle in the start of the game. this if about 5 seconds of help, so from 1:55 to 2:00 so you aren't late to lane.

  2. cs=creep score. basically the last hits on the creeps or minions.

  3. merk treads for the tenacity.

  4. for offence on nasus, tri force or LW(last wisperer).

  5. depends on the game and what you will need more.

NorthernDruid1/22/2015, 1:47:50 AM1 votes

3:

Depends on the type of slow. But generally for CC (except knockups) there's Tenacity which you get from either Mercury threads item 3111 (most common), Zephyr item 3172, jungler Item enchant Juggernaut (green enchant) item 3709 or Elixir of Iron item 2138. You can also get it from the ultimate defensive mastery.

Tenacity reduces the duration of any crowd control effects that gets stuck on you, which makes it great for lessening stuns, snares, silences, blinds, and basically every form of Crowd Control effect but knockups.

If you're facing a lot of easily reapplied slows (like Ashe's Ashe frost shot, which slows you every time her arrows hit) or slow fields (Like Lux's Lux Lucent Singularity, which slows you while you're in the area). You may instead consider effects which lessens the strength of the slow.

The only readily availible source of anything like this that I know of is Boots of Swiftness item 3009 which is faster than all the other combat apliccable boot upgrades and also decreases the effect (not duration, but how strongly you're slowed) of slows specifically. These of course does not apply on other forrms of CC.

If you're facing a few or even several powerful effects, there's Quicksilver Sash item 3140 and it's upgrade Mercurial Scimitar item 3139 which both feature an active component which removes most if not all forms of debuffs on you at the moment of activation.

There's also Mikael's Crucible item 3222 which has an active which heals one friendly champion and removes most of the common forms of CC from them aswell. It's not as thorough as Quicksilver/Mercurial, but might be easier to fit into the build of some champions (and can be used to help teammates as well as yourself.

If you want to come extra prepared there's the summoner spell Cleanse summoner 1 Which removes most (but not all) forms of CC and lowers duration of any which hits you the next couple of seconds.

And that's all I can think of. But i'm still relatively new at this game, so I probably missed out something or other. (I for one didn't go into champions specific abilities because I know less than a third of the champions well enough to have an idea of what their kit does.)

Hope this is a help, or at least not too annoying.