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Member
Posts: 50,348
Joined: Jun 11 2008
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Dec 3 2019 12:05pm


get a Tear+refillible pot
for infinite mana
archangel verry good ones upgraded, lots of AP, and the cdr sometimes allow to rush it sooner
allow to max rockets (w) first

Then get superspeed!
most ezz, rush Ryla so enemie is slowed bye turret, also gives AP to make turrets farm better
then swiftniss, +10/+10 (thats 33.3%of a deadmans already, witch allow to delay the deamnas a little)
after a damage item like deathcap or archangel, a deadmans
20%speed near turrets

and a warmog, for infinite life sustain thx to infinite speed
its just better then ravenous hunter!

Turrets basic attacks, trigger 20% remaining arcane comet cooldown reduction
and they trigger slow, witch makes your rocket/granade hit them ezz, so you get lazers

In combat out of range 24/7 if required, or ramming it upcloose
Dives ezz
184%AP damagae per sec from only turret basic attacks (35%*1.75aps*3)

perma slow cc
hard cc granade and ultimate teamfight granade
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Dec 3 2019 03:33pm
Will this build help Tyler 1 hit rank 1?
Member
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Joined: Oct 7 2009
Gold: 19,639.75
Dec 3 2019 04:29pm
Quote (Poonisher @ Dec 3 2019 03:33pm)
Will this build help Tyler 1 hit rank 1?


E Z
Member
Posts: 50,348
Joined: Jun 11 2008
Gold: 2,079.67
Dec 4 2019 03:07am

this build removes the weakniss from Heimerdonk, mobility and tankyniss


Glasscannon Heimerdonk have less chance to do full burst, it mostly happens when fully deployed all 4turrets, get jumped, and hit granade+rockets, and then zhonya
Only turrets basic attacks not allow glasscannon Heimerdonk to win duels
Heimerdonk that is Tanky and Mobile can engage to apply slow, get 2 turret in range, and land w+e since its clooser and does slow


Heimerdonk not need 1v1 or 1v2 burst
Heimerdonk need 2v8 burst
Therefore Heimerdonk sacrafice some 1v2 burst, and sacrafice some zoning (utility)
Heimerdonk can frondline now and use himself to zone

Thats how a fight goes, Heimerdonk walk up 900more units then allies
Heimerdonk locate enemie
Heimerdonk w, in ashe formation to slow enemie (Catcher)
A lazer apears from bush
Then walk up in face, and q
Then walk past enemie and ward his allies 900more units away
Heimerdonk q-w on cloose target /3lazers/ q
Then r+e on enemie team /3lazers/ q-w/3lazers/-q-w/3lazers/-e/3lazers (6.6sec between 2*e) (3.85sec between 2*w)
4*75%AP granade ulti+4*3lazers*50%AP*2targets+2*60%AP granade+93%AP rockets*2+2turrets*1.75aps*6.6sec*35%AP = 2614%AP done in 6.6sec ontop of base damage

So you have plenty damage, and AP gets another function,
to replace magic penetration for w/e/r/lazer
to make turrets basic attacks be scarry when someone keep chase you (since Heimerdonk not have any turret basic attack base damage)
tower damage from aa and q

So you sacrafice 50%total AP in the endbuild
Then you loose 1v1burst
Gain twice as match dps
Maintain the 1v2 Burst, when get 50%more 2v8Burst

Member
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Dec 4 2019 11:44am
I guess if you play 2v8 then you can use a reconfigured burst trick, with endurance

I play 1v9 and only find help from long range and excessive caution/map awareness
Member
Posts: 34,839
Joined: Oct 7 2009
Gold: 19,639.75
Dec 4 2019 05:51pm
Quote (Ulfus @ Dec 4 2019 11:44am)
I guess if you play 2v8 then you can use a reconfigured burst trick, with endurance

I play 1v9 and only find help from long range and excessive caution/map awareness


initiatesmartvelkoz.exe
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