Showing posts with label Spell Vamp. Show all posts
Showing posts with label Spell Vamp. Show all posts

Tuesday, March 12, 2013

Jungler: Karthus

Jungle Karthus? What madness is this!? You might be confused by the topic, but believe me when I say that jungle Karthus is real, effective, and arguably the strongest Ability Power-based jungler in the game (apologies Akali, but tis true).

Jungle Karthus:
  • Quints: Spell Vamp
  • Marks: Attack Damage or Magic Penetration
  • Seals: Armor
  • Glyphs: Flat Ability Power or Magic Penetration
  • Masteries: 21/0/9 or 21/7/2 or 9/0/21
The mechanics behind jungle Karthus are actually very simple. Lay Waste is an extremely Mana-efficient and spammable nuke, giving Karthus potent clearing power, and only suffers the AoE Spell Vamp penalty if it hits multiple targets. With Defile providing mana returns on kills, Karthus can sustain both his mana and his health (through Spell Vamp) while jungling. His combination of speed and sustain makes him an extremely fast and effective jungler, even without Blue buff.

His ganking is also extremely dangerous both before and after level 6. His Wall of Pain is an extremely long range and long duration crowd control, reaching 1000 range and lasting 5 seconds. With only one rank the slow is a potent 40%, making any opponent hit an easy target for Lay Waste. So long as your aim is true Karthus brings more than enough damage to a gank to take down all but the tankiest, most slippery champions by himself.

Once he has Requiem, Karthus can "gank" without even leaving the jungle, although it serves just as well as a follow up to an actual gank. The constant, global pressure applied by the threat of red orbital laser death is not to be underestimated. If undisturbed or distracted Karthus can hit level 6 less than a minute after a typical solo lane, sometimes in parity. The result is a jungler who can quickly take control of the game.

Karthus also is extremely good at taking Dragon. His huge single target damage when spamming Lay Waste on a stationary target means Dragon falls quickly, not even requiring the presence of anything other than a support should there be sufficient mana. Later in the game he poses a similar threat to Baron, meaning that as a jungler he has surprisingly few weak areas despite being so unorthodox.

It's important to embrace lane taxation and selfishness as jungle Karthus, for it benefits your team significantly for you to gain farm. Hold lanes whenever possible, do not shy away from grabbing a few creeps following a successful gank, and figure out in advance who will have priority on Blue buff. So long as you do not handicap your team you'll be able to carry them in mid-game fights.

In terms of item build I generally focus on getting a quick Spirit Strone, followed by Sorcerer's Shoes. The former item helps your clearing significantly, and the latter makes your ganks and Requiem significantly scarier. From there, building a Tear of the Goddess and finishing Spirit of the Spectral Wraith should be your priorities. Follow those items with Haunting Guise, Seeker's Armguard, and whatever else suits the game at hand. Unless your team is truly struggling, you'll have a commanding presence in team fights.

Jungle Karthus is often overlooked in today's meta, but despite not being a dive-oriented tanky bruiser he is an extremely secure and viable jungler. Just be ready for when people call you a troll (they don't know any better).

Tuesday, December 18, 2012

Mechanics: Spell Vamp

Spell Vamp is an odd mechanic because it has a bunch of confusing rules as to its application. These rules have confounded and confused the community for some time because whenever someone asks, "Does Spell Vamp work on insert ability here?" they get 20 different answers. I hope to do my part in raising the general awareness of Spell Vamp's mechanics today.

Spell Vamp is actually a bit of a misnomer. "Spell" for many players implies "magic", and so they reasonably assume that Spell Vamp only works on magic damage. This is not the case, as Spell Vamp works on all cast abilities regardless of damage type (otherwise what would the point of Spell Vamp on Olaf or Lee Sin?). A more accurate name would be Ability Vamp, but Riot has never seen fit to change it.

So everything from Reckless Swing, to Noxious Trap, to Resonating Strike can make use of Spell Vamp, but there's plenty more confusion to be had. Spell Vamp's effectiveness is reduced by two-thirds on multi-target abilities. This is a necessary mechanic because otherwise a Morgana with no Ability Power at all could heal for 500+ Health with a single Tormented Soil. Still, it's something else for players to remember about Spell Vamp.

More confusion abounds because of Smite and Ignite. Because they are coded like abilities they actually work with Spell Vamp. You can, to this day, find threads where people ask whether these two Summoner Spells work with Spell Vamp, and get multiple answers. Rest assured, Spell Vamp definitely works with both (though it can be hard to notice for Ignite as its damage is done over time).

Then there are items like Hextech Gunblade and Deathfire Grasp. These too use Spell Vamp because their actives are also coded like abilities. These don't come up as often as Smite and Ignite, but they have classically been a point of confusion.

While damaging item actives do make use of Spell Vamp, on-hit effects from items do not. However, champion on-hit effects aren't so well delineated. Because the "on-hit" effects for many champions use backend code tricks to function, a number of them do work with Spell Vamp. Rather than have me list them all, you should refer to this list on the LoLWiki. When in doubt, you can always run your own tests, and then update the wiki as necessary.

As an aside the most Spell Vamp any champion can have in the game is 244.7%. It requires an Akali with 6 Gunblades, stacked buffs and is generally utterly implausible, but it's fun to imagine Akali Smiting something and healing for 2400 Health. A much more reasonable (relatively speaking) number is 153.5% (5 Gunblades + Runes/Masteries). It's overkill, you can solo Baron at 2 Gunblades, but it's fun overkill.

Hopefully that made Spell Vamp's mechanics slightly more clear. There are a lot of misconceptions about the mechanics of League of Legends, and while they may never be eliminated if I can reduce the cacophony of errant answers even slightly I'll be satisfied.