Teh Brettster
Smash Master
What ever happened to making Mundo FoTM?
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Quoted for truth, difference from phenominal and good maybe just 5-10 cs at 15 minutes, or 1/2 second reaction, or play calling. TBH he's just soo consistent. He's last hitting and farming skills are definitely top notch.Hotshot's a phenominal player, there's really no questioning that. But being really good vs. phenominal in this game is a pretty thin line, so like, azen, dekar, myself, dphat, zac, and probably quite a few other good swfers can end up in games with guys like him and not look out of place.
My guess on AP scalings:
Q: 0.6 / 5.5
E: 0.7
R: 0.6
slowclap.gifLEAGUECRAFT said:Q
AP Ratio 0.6
Mana 65/70/75/80/85
Cooldown 7/6.5/6/5.5/5
Base damage 75/115/155/195/235
Range 900/1300?
Projectile width 100
Skillshot, 0.5~ second delay, instant projectile
W
Cooldown 20/16/12/8/4
% Magic Pen 10/15/20/25/30%
10 second duration
No cost, cooldown doesn't start until duration ends or you cancel
Increases range of other abilities by 400?
Does not increase autoattack range
Movement speed increased by 35% for 2 seconds when cancelling
E
AP Ratio 0.6
Mana 70/75/80/85/90
Cooldown 12/11/10/9/8
Base damage 70/120/170/220/270
Stun 1.5
Range 600/1000?
A direct targeted ability, goes through minions
R
AP Ratio 2.2 or 0.733 per shot
Mana 150/165/180
Cooldown 80/70/60
Base damage 125/200/275
Range 900/1300?
Can use it three times, AOE size roughly 400 (almost identical to MF Make it Rain), short delay before damage occurs, possibly 0.25sec, wears off after 12! seconds
Ka y.Slush... Youre garbage.
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k .Do you even know why you're garbage slush? You didn't even post the "Mr.Freeze" Brand, you instead quoted an Irelia skin. Oh and you're garbage in general.
Yes.Dan, was that message about the Mac Client stuff?
Most AP carries average at around 2.0 total in AP ratios. .6s and .7s are pretty typical if you think about it that way.Also not impressed. He went .5/3
Yo man. Phenomenal.Hotshot's a phenominal player, there's really no questioning that. But being really good vs. phenominal in this game is a pretty thin line, so like, azen, dekar, myself, dphat, zac, and probably quite a few other good swfers can end up in games with guys like him and not look out of place.
wat was that i coudlnt hear you over your garbageOh noes my feelings they be hurt.
Im talking about not being impressed with his guessing ability. He got one half of a guess right out of 3 guesses.Most AP carries average at around 2.0 total in AP ratios. .6s and .7s are pretty typical if you think about it that way.
Generally it's better to grab the Bloodrazor before the Mallet for the damage so that you become relevant in fights sooner. However, picking up a Phage before Bloodrazor is not bad if you need/want some more survivability and SOME slow. Generally teams will have other CC so Teemo doesn't need to rush to provide it.Well, I primarily love him for how much utility he has, but he can really mess people up.
I usually just go boots+pots into boots2+witsend for pushpushpushpush and so I don't die immediately when a mage ganks me. Other ganks don't even need to be worried about. I have my runes and masteries set up for some magic pen and uber tanky thanks to some insight from Mogwai.
I usually go mallet after witsend so I can roam gank after tanking top. Mallet is ****ing ridic on teemo with that sprinting nonsense, allowing you to single out an opponent easily.
After those 3 items, I think my build could use a lot of improvement, but I usually go bloodrazor or wriggles for tankyness or extra deeps. I think I should change it based on if I'm going to be split pushing towers or sticking around for teamfights, which would mean I have to branch between damage and further utility. After that 4th item I usually end up building something tanky. If they have more than one AD carry (ranged + jungler or something), I figure I can only blind one of them, so I might as well get a frozen heart. Lets me shroom it up more too. Then void staff. Because magic damage.
*shrug*
After the first 4 items, I really feel like I'm at a good balance of utility and damage. My role is never to be a straight carry, but rather to gently guide my team to victory through massive map control and being able to single out opponents, causing inopportune teamfights for the enemy, where my utility is further used to shut down opponent AD and live long enough to eat the enemy support.