Thursday, April 1, 2010

Urf Revealed




Unfortunately, today, the story of Urf Day took a tragic turn, for as Urf was swimming along, dutifully guarding the river in the Summoner's Rift, he met with a tragic demise. Eye-witness accounts have been unreliable at best, but everyone seems to agree that just before it happened a blue streak was seen darting out of the nearby jungle. A great clamor ensued, followed by the doleful screams of a manatee done wrong. In the end, all that was left of this brave prince amongst sea cows was his skin... and even that was stolen by this most nefarious of perpetrators.

Now any good story needs a moral. So if there's anything that the story of Urf Day and the story of the Big Bad Wolf have in common, it's this: deep within every wolf, there is a cunning master of disguise just waiting to get out. Take Warwick, for instance; a giant, bloodthirsty werewolf able to cunningly adapt by blending into even the most innocent of surroundings. He could be anywhere at any time... behind a rock, in the brush, in the jungle, or cleverly masquerading as a lovable, spatula-wielding manatee. 

If you want to ensure that your Blood Hunter appears completely inconspicuous to even the most wary of foes, be sure to snatch up the Urf the Manatee skin, on sale now in the League of Legends store. Now, you’ve all heard about Legendary skins. And so, in light of the recent events, Marketing has determined that the Urf the Manatee skin is now even more Legendary than we had originally anticipated. As such, Warwick’s Urf the Manatee skin will be available at the cost of 5,000 RP. However, in the interests of giving everyone the opportunity to pay their respects to this magnificent mammal, Marketing has also agreed to offer this tribute to his splendor at 99% off for one week only. That’s right: I said 99% off! At a cost of only 50 RP, you have no reason to shirk paying tribute to the passing of this brave soul!

During the second week of availability, the Urf the Manatee skin will be purchasable for 500 RP (still not a bad deal, considering that’s 90% off). And on Urf’s final day, if you haven’t yet snatched him up, you’ll have one final chance to do so for 5000 RP. So hurry and fire up the League of Legends store, already! It’s Urf Day!

Urf the Manatee’s final resting place is the Skins section of the Store. Our thoughts and prayers go out to the victim’s family.

Kennen Pictures from cursegaming.com








League of Legends has announced, exclusively here at Curse, the release of a new character, Kennen! Kennen is similar to the champion Shen, he uses an energy system, as opposed to mana or health, to cast abilities. This system caps the maximum amount of energy Kennen can have, and regenerates Kennen's energy very rapidly.
Kennen, the Heart of the Tempest
Champion type: mage, assassin
  Lore:
There exists an ancient order originating in the Ionian Isles dedicated to the preservation of balance. Order, chaos, light, darkness -- all things must exist in perfect harmony for such is the way of the universe. This order is known as the Kinkou and it employs a triumvirate of shadow warriors to uphold its causes in the world. Kennen is one of these shadow warriors, entrusted with the sacred duty of Coursing the Sun - tirelessly conveying the justice of the Kinkou.


Kennen was born in Bandle City and it is said that in his first living moments he bolted first from the womb and second from the midwife who delivered him. His parents had thought that he would outgrow his boundless energy, but as he matured, his energy found no limits and was matched only by his unnerving speed. Despite his astonishing gifts, he remained unnoticed (or at least uncaught, as he was quite the prankster) until, on a dare, he ran straight up the great outer wall of the Placidium. When word of this feat reached Kinkou ears, Kennen was quickly and quietly brought for an audience. He found that the role of the Heart of the Tempest suited him, frenetically delivering both the word and the punishments of the Kinkou across the realm. He now works with his fellows Akali and Shen to enforce the balance of Valoran. This hallowed pursuit has unsurprisingly led the triumvirate to the Fields of Justice.
The Heart of the Tempest beats eternal…and those beaten remember eternally.



Abilities:

Thundering Shuriken:
Kennen throws a lightning shuriken to a target location, dealing damage and adding a Mark of the Storm debuff to the first enemy it hits.

Electrical Surge:
Passive: Kennen's weapon becomes charged every few attacks, dealing extra damage and adding a Mark of the Storm debuff on his next attack.
Active: Kennen deals damage and adds another Mark of the Storm to all nearby enemies who currently have a Mark of the Storm debuff on them.

Lightning Rush:

Kennen turns into a pulsating ball of lightning for several seconds, moving incredibly fast and gaining the ability to pass through units.  Any enemy unit he touches in this form is dealt damage and receives a Mark of the Storm.

Slicing Maelstrom (ultimate):
Kennen creates a storm of shurikens and lightning around himself, summoning down a powerful energy bolt to a nearby enemy champion every half of a second, dealing damage and adding a Mark of the Storm with each strike.

Mark of the Storm (passive):
Kennen's abilities add a Mark of the Storm debuff to enemies.  Upon reaching 3 stacks of the Mark of the Storm debuff, the enemy is stunned and Kennen receives an energy boost.

Thursday, March 25, 2010

Tuesday, February 16, 2010







Most of you guys may or may not have known that Riot has been partnering with Tencent a Chinese online game behemoth. The Chinese version of LoL will be very different from the US and EU version in terms of character development. Although they will adopt most of our champions the skills and skills associated with the skin will not necessarily be the same. Here are some screen shots of the Chinese LoL Concept art which has been dug up for a couple of months now.

Tuesday, January 26, 2010

Mastery Remake Leak

Offense
Total Masteries: 21
Total Points: 49


T1

Brute Strength 4/4 – increases damage by 1/2/3/4
Sorcery 4/4 – increases ability power by 2/4/6/8
Demolish 2/2 – You deal 5/10 extra damage to turrets

T2

Alacrity 4/4 – reduces cooldowns by 0.5/1/1.5/2% and increases attack speed by 0.75/1.5/2.25/3%
Sunder 4/4 – you gain 2/4/6/8 Armor Penetration
Offense Synergy 1/1 - for each summoner spell on cooldown, you gain 2 Attack Damage and 4 Ability Power
Blast 4/4 – you gain 2/4/6/8 Magic Penetration

T3

Deadliness 4/4 – you gain 0.75/1.5/2.25/3% critical chance
Imbued Attacks 3/3 – 1.33/2.67/4% of your AP is added to your attack damage
Killer Instinct 1/1 – You deal 4% more damage to targets with less than 20% health
Superior Technique 3/3 - You deal 2/4/6% more damage to targets with more than 100 armor/magic resist

T4

Lethality 3/3 – You deal 2.5/5/7.5% more critical damage.
Empowered Aura 3/3 - Magical damage dealt % increased by 4/8/12% of your Critical Chance (Note - Mostly for Ashe i think)
Berserker’s Call 1/1 – While below 25% health, you gain 10 Attack Damage and 20 Ability Power.
Offensive Mastery 1/1
Your Exhaust spell cripples the target, causing -10 armor and magic resist.
Your Ignite spell lasts 1 second longer.
Your Ghost spell lasts 2 seconds longer.
Your Flash spell cools down 20% faster.

T5

Extra Sting 1/1 - Increases all damage you deal by 3 (including periodic effects)
Absorbtion 3/3 – You steal 1/2/3% health on dealing damage.
Archmage’s Savvy 1/1 – +4 Ability Power at level 18
Seasoned Cunning 1/1 - +3% Attack Speed at level 18

T6

Havoc 1/1 – Increases your total damage dealt by 4%.
Fervor 1/1 - All allied champions deal 1 extra damage.

Defense
Total Masteries: 20
Total Points: 48


T1

Hardiness 4/4 – Increases your armor by 2.5/5/7.5/10
Resistance 4/4 – Increases your magic resist by 2.5/5/7.5/10
Reflect 2/2 – You reflect 2/4 magic damage to minions that attack you.

T2

Evasion 4/4 – Increases dodge chance by 0.5/1/1.5/2%
Ardor 3/3 – Increases your attack damage by 1.5/3/4.5% of your armor.
Defense Synergy 1/1 - For each summoner spell on cooldown, you gain 4 Armor and Magic Resist
Diamond Strength 2/2 - Reduces damage taken by 1/2

T3

Veteran’s Scars 4/4 – increases your health by 15/30/45/60
Nimbleness 1/1 – On dodge, gain 10% move speed for 4 sec.
Focus 3/3 - increases healing and regeneration by 3.33/6.66/10%
Duelist 3/3 - Reduces damage taken from champions by 1/2/3%, and increases damage dealt to champions by 1/2/3%

T4

Faith 3/3 – Increases your AP by 3/6/9% of your magic resist.
Feast 4/4 - You regain 2/4/6/8 Health whenever you kill a unit.
Last Stand 1/1 – While below 25% health, you gain 25 armor and magic resist.
Defensive Mastery 1/1
Your Heal spell restores 10 Health per level more.
Your Revive spell can be used as a 5 second Chronoshift while alive. (Alternative: after casting Revive, you gain 75% move speed for 30 seconds, dispelled on damage or teleport)
Your Cleanse skill increases to 90% debuff reduction.
Your Fortify skill causes turrets to deal 50% splash damage and deal 50% more damage.
Your Rally skill also increases Magic Resist and Armor by 20.

T5

Tenacity 3/3 – Reduces all damage taken by 1.33/2.66/4%.
Master's Mark 2/2 - Gives +32/64 Health at level 18
Lesser Crush 1/1 – 10% chance on hitting a minion to increase damage dealt by 100.

T6

Strength of Body 1/1 – Reduces disable duration by 10%.
Regeneration 1/1 - All allied champions gain 1 Hp5, and you gain 1 extra Hp5.

Utility

Total Masteries: 20
Total Points: 48


T1

Good Hands 4/4 – Reduces death time by 3/6/9/12%. Whenever you respawn, you gain 100/200/300/400 health for 1 minute.
Expanded Mind 4/4 – Increases your mana by 10/20/30/40, plus 1/2/3/4 per level.
Inspiration 2/2 - Whenever you kill or assist a champion kill, you gain 30/60 Health and 15/30 Mana

T2

Awareness 4/4 – Increases experience gained by 1.25/2.5/3.75/5%
Clarity 4/4 - Increases your Mp5 by 1/2/3/4
Symbiosis 1/1 – Monster buffs last 25% longer
Utility Synergy 1/1 - For each summoner spell on cooldown, you gain 2% cooldown reduction and 1% movement speed

T3

Strength of Spirit 3/3 - Increases your Attack Damage by 0.15/0.3/0.45% of your maximum Mana
Greed 1/1 – You gain 1.5 additional gold whenever you kill a minion.
Quickness 4/4 – increases Move Speed by 1/2/3/4%
Resistant Skin 3/3 - resists damage from AoE spells by 2/4/6%

T4

Wizardry 3/3 – Increases your Ability Power by 0.2/0.4/0.6% of your maximum Health
Intelligence 4/4 – Reduces cooldowns by 1/2/3/4%.
Run Like Hell 1/1 – While below 25% health, you gain 8% movement speed
Utility Mastery 1/1 – Buffs your utility summoner spells
Your Smite skill instantly kills Rally flags or Promoted units, and grants +5 gold when used.
Your Promote spell grants all gold earned by the minions to you
Your Clairvoyance spell lasts 5 seconds longer
Your Teleport skill takes 2 seconds less to cast
Your Clarity spell reduces the cooldown of all champion abilities by 2 seconds

T5

Presence of the Master 3/3 – Reduces summoner spell cooldowns by 6/12/18%.
Surefooted 2/2 - While under the effects of a Slow debuff, you gain 10/20% Move Speed. (Is it multiplicative? Additive would suck)
Rabbit Hole 1/1 – Reduces the cast time of your Recall spell by 1.5 sec

T6

Wealth 1/1 – You start with 60 extra gold, and earn an additional 1 gold per 10 seconds
Fecundity 1/1 - All allied champions have 1 Mp5

Tuesday, January 5, 2010

Rune Mod Worksheet

Rune Mod Worksheet

A very simple rune work sheet for anyone to use. Please do not change any of the equations. Only edit the fields highlighted light blue.

Sorry, I changed the editing ability because someone erased the sheet. Now you have to download the sheet to use it.

Sunday, December 6, 2009

Saturday, December 5, 2009

Is Tryndamere too Good now?

With the recent changes to Tryndamere, I've been seeing him power house through squishies like its nobodies business. The change to cleanse especially helped him. I've mained boost and ghost before the buff to cleanse and find even more reason to use it now.

A farmed tryndamere with a decked out book of armor pend and crit damage is such a force to be reckoned with. I will guarantee that he will be played rampant in all tiers of elo and will get the nerf stick not too long from now.

Thursday, December 3, 2009

Push Strategy Now Viable

The push strategy prior to the tower nerf and creep buff was already annoying and was especially effective in the lower to mid tier range. Now with the recent changes it is even viable in the top tier play. I wonder how mid and lower tier is affected.

Recent Patch - The happenings

Heres a quick update on the recent patch.

1. Executioner's calling was bugged and granted a 12:1 Ap raio. Meaning 100 Ap will deal 1200 in burn damage over 12 seconds. However, it was quickly popularized and hotfixed at 10 PM Pst.

2. Udyr, a seemingly underwhelming champion. Players are still adapting to him to a viable playstyle. However, I don't think we will be seeing one too soon once he goes off of the free to play rotation.

3. Tryndamere - Appears to be a very good champion. I've been seeing him a lot of games lately. It feels like crit items like avarice blades are the way to go.

4. Ryze - his spell flux reworked makes it used more as a chain lightning. With an ancient golem buff you will see him casting it every 6 seconds.

Overall feel of things - I've been seeing a lot more physical carries as of late. Casters are slowly becoming underwhelming once again like prior to the wipes. I'm really digging Gangplank right now (for team orientated play). Especially because he is on free rotation. I stack him with Red Marks of Shielding, Yellow Seals of Evasion, Blue Glyphs of Shielding, and Quintessence of Fortitude. I first Build a Meki Pendant, Tabi, Frozen Heart, then Sunfires or Banshees. It feels like he can run into anything and walk out alive.

Sunday, November 29, 2009

Hero Leak: Nidalee - The Beastial Huntress

Nidalee - The Bestial Huntress

As this hero is not released, expect any information here to possibly change.

Prowl (Passive)
Moving through brush increases Nidalee's movement speed by 25% for 2 seconds.
When in Cougar form, she is also stealthed for 2 seconds.

Aspect of the Cougar
Nidalee transforms herself into a cougar, gaining new abilities and increased movement speed in the process.
Levelling up increases Pounce, Swipe, and Takedown damage, as well as Takedown's damage per Dripping Wound stack.

Bushwhack/Pounce
In human form, Nidalee lays a damaging trap for unwary opponents that, when sprung, reveals the target and reduces their armor and magic resistance for 7 seconds. Traps disappear after 6 minutes. Also applies the "Dripping Wound" debuff.
As a cougar, she pounces forward, dealing a small amount of damage in a small radius when she lands. Also applies the "Dripping Wound" debuff.
Levelling up increases the Trap's armor/magic resistance debuff and (increases/decreases?) Trap mana cost.

Javelin Toss/Takedown
In human form, Nidalee throws a spiked javelin at her target that increases in damage the longer it's in the air, to a maximum of 300%. Also applies the "Dripping Wound" debuff.
As a cougar, she grabs her opponent by the throat and attempts to bring them down, dealing additional damage depending on the number of Dripping Wound stacks. Also applies the "Dripping Wound" debuff.
Levelling up increases Javelin damage and (increases/decreases?) Javelin mana cost.

Primal Surge/Swipe
In human form, Nidalee heals her target and grants them an attack speed bonus for 8 seconds.
As a cougar, Nidalee claws nearby enemies, dealing base damage plus extra. Also applies the "Dripping Wound" debuff.
Levelling up increases Primal Surge's heal amount and Primal Surge's attack speed buff.

Advice

Use brush to your advantage! Moving in and out of brush can heavily alter your effectiveness in battle.
In team fights, start by harassing with your javelin toss, and then switch to cougar form to chase down anyone who flees.
I have no idea what Dripping Wound does. Probably a damage over time debuff.

Hero Leak: Poppy - The Iron Ambassador

Poppy - The Iron Ambassador

As this hero is not released, expect any information here to possibly change.
Battle Hardened (Passive)
Each time Poppy hits a target, she gains 1 damage and armor for 8 seconds. This effect stacks.

Iron Form
Poppy transforms into the living essence of iron for 10 seconds. While in this form, Poppy shrugs off damage per hit up to a maximum. If, after 10 seconds, Poppy can still absorb additional damage, the cooldown on Iron Form is reduced to 10 seconds.
Levelling up increases damage reduction and damage reduction limit, and reduces cooldown.

Obtrustion
Poppy commands her summoner to bring her to a target ally. Once there, Poppy redirects damage from her ally to herself at a reduced proportion for 5 seconds, while protecting her ally from harm.
Levelling up reduces the amount of damage taken.

Rampage
Poppy forgoes her discipline and goes into a rampage, dealing magic damage per second to nearby enemy units. Drains mana every second.
Levelling up increases the amount of damage per second, and (increases/decreases?) mana drained per second.

Smash
Poppy leaps forward and slams her weapon into the ground. The resulting shockwave deals magic damage and slows enemy units in the area.
Levelling up increases the damage and the slow inflicted to enemies, and (increases/decreases?) mana cost.

Thursday, November 26, 2009

How to Zone Control



This is a video made by Shurelia, a Member of Clan AoN. A great player and one of the best Soraka in the game.

Last Hitting

Last Hitting:

Is one of the most important aspect of them game and even more so after the next patch that increases gold gain. The purpose of Last hitting is to maximize your gold gain and minimize your exposure to taking damage. The first point is self evident, you only get gold for last hitting the creeps. The second point: which is not as obvious. Depending on how you want your lane to flow, pushed out or freeze in. Push out last hitting consists of hitting multiple creeps and setting up their hp. Underneath this concept there are 2 branches. HP differentiating and hp balancing.

Last Hit Pushing
[b]For Hp Differentiating[/b] you want to hit multiple creeps so that their is a big enough difference so that the passive damage from the creeps will not kill 2 creeps at the same time allowing you to last hit one then get the next (Sometimes 2 creeps are at 5% health at the same time, you want them both but you only have a single target spell and you have to make a choice of only getting 1).

Next is HP Balancing If you have an AoE Spell you can hit multiple targets with your auto attack to balance all their HP under your AoE Spell damage threshold. Once they are, you can cast your spell and kill all the creeps in 1 blow.

Last Hit Freezing You want to do this if you are 1, playing defensive or 2 preparing for a gank. The purpose of last hitting in lane freezing is to only do the minimum damage to the oncoming creeps so the flow of the wave is always in front of your tower. This will 1. provide you protection and 2. allow you to gank them because it is harder for them to get back to tower. When you are doing this, one of the thing that you can do is stay back out of attack range and run for for exp and last hitting.

Wednesday, November 25, 2009

Need Ideas for Future Posts

Most of my ideas comes on a whim and I know its relevant to some more than others. This post is ask you guys on what you would like to see more of. Like how to videos, guides, or fun stuff on LoL.

I was thinking of making a tower diving highlight compilation video. Using "Holy Diver" as the background music. Whats your take?

Monday, November 23, 2009

Analysis on Premade & Solo Queue

This post is in regards to my quick analysis on Pre-mades and Solo Queues. In this post I want to address the advantages and disadvantages of both and how the Elo system works with and against you. Please excuse my poor grammar and unorganized thought (I wrote this on a whim).

Pre-made:
The advantages of being in a pre-made is that you get to play with the people that you want to and enjoying playing with. In the beginning when you first build a pre-made, with the current Elo system, it puts you at a disadvantage. It puts you at a disadvantage because the system assumes that because you are queuing in a group you are coordinated, have good communications, and are employing a real strategy. Because of those assumption the systems raises the average Elo of every player (it feels about 150-250).

What does this mean to you? It means that if you are making a pre-made with players you do not regularly play with, the system will have an incorrect assumption about your overall team's skill level and match you against often better solo queue players which you have no advantage over. The consequences are: you lose more frequently and gain less Elo for winning.

Light at the end of the Tunnel for Pre-mades:
If you regularly play with a group of friends or have a set 5 man team, in the long run you will acquire the team skills to fulfill those assumptions. Some strategies and line-up cannot and usually will not be employed by solo queuers which you will be able to execute with enough practice. You will start off losing more frequently than winning but after several games, your team's average Elo will have adjusted for a 50:50 W/L ratio. However, because you are in a team, the overall learning and teamwork curve of your team will be higher than those of the solo queuers you matched with then you will start winning more frequently than losing. On an end note: Premades sucks at the beginning but, they are the best at the top therefore a majority of the players will have a negative impression of pre-mades if you do not queue together frequently and consistently.

Solo Queue:
Quite the opposite of the 5 man pre-made. The system actually works quite well in your favor in terms of Elo points rating system. You will feel this especially of you started out in random pre-mades with players you do not play with frequently. Playing in premades with relative sub-standard teamwork and coordination will tank your Elo. So when you start playing in solo queues, you will be continually be match with better players and against worst players (with the assumption that you are being matched against the unorganized pre-mades).

Advantages: You get better players more frequently on your team and your Elo climbs higher and faster.

Disadvantages: Overall, solo queuing all the time hinders your team play potential. Also, once you cap out on where you should be, you will think that pre-mades are the way to go. So once you start forming a pre-made after solo queueing the system will try and reassess your team's skill level and once again will have an inaccurate assessment and place your pre-made against better solo queuers or a correctly assessed team (happens specifically at the top). So if this situation arises you will lose more often than your win.

End Note: With the current system: it is too difficult to assess how to place solo queuers versus pre-mades because players switch between the two, too often. So I am not sure if I should applaud riot or not for taking a "road less traveled" by placing solo queuers and pre-mades in the same pool (take warcraft 3 ladder systems for example).

Saturday, November 21, 2009

How to Jungle Warwick



Full Guide coming soon! Posted here and archived on solomid.net

Friday, November 20, 2009

Nunu the Yeti Rider - Ap Guide by Dan Dinh

Nunu - The Yeti Rider

Runes:
X9 Marks of Magic Resist per lvl
X9 Seal of Evasion
X9 Glyphs of Magic Resistance
X3 Quint of Fortitude

Summoner Spells:
Exhaust
Smite

Masteries -

Offensive:

3/3 Archmage Savvy
1/3 Deadliness
4/4 Sorcery
1/1 Archaic Knowledge

Utility:
Spatial Accuracy x 1
Perserverance x 3
Expanded Mind x 4
Meditation x 3
Utility Mastery x 2
Quickness x 3
Intelligence x 3
Presence of the Master x 1

Spell Builds

Level 1: Snowball (if team fighting,comsume otherwise)
Level 2: Consume (if you got snowball first, otherwise grab snowball)
Level 3: Snowball
Level 4: Blood Boil (if you are having trouble laning grab consume for extra heals)
Level 5: Snowball
Level 6: Absolute Zero
Level 7: Snowball
Level 8: Blood boil
Level 9: Snowball
Level 10: Blood boil
Level 11: Absolute Zero
Level 12: Blood Boil
Level 13: Blood Boil
Level 14: Consume
Level 15: Consume
Level 16: Absolute Zero
Level 17: Consume
Level 18: Consume

Items to start:
Dorans Ring
Health potions x 1

Build:
1. X2 Dorans Ring ASAP.
2. Boots Lvl 1
3. Health Crystal + Mana Crystal = Catalyst the Protector
4. Combine Boots Lvl 1 to Ninja Tabi if they have 3 Physical Carries or More otherwise Combine to make Mercury Threads.
5. Finish Banshee Veil
6. Get Aegis of Legion of your Team does not have 1 or go for Void Staff
7. Get another Void Staff

Spells

Consume (Q): This spell does 500 damage to a creep at level 1 and heals your for 100 Hit points. Try to consume only when you're hit point is not topped off. It is more efficient to last hit creeps and save your mana for snowballs so you can keep up the harassment. When you go back to base to heal or get items make sure to run across a creep camp to grab a creep or two before blue pilling. Then as you run back to the lane, finish them off if you haven't already.

Blood Boil (W): This skill is very good for getting away and initiating on heros. This spell will most definitely save you and your teammates lives over and over. Also you want to keep this spell casted on your physical carry, because it will make a noticeable difference in their damage output.

Snowball (E): I call this spell the snowball of doom. You want to throw this in the face of the enemies champions constantly to keep them low so they play defensive in a lane. A very important thing to remember is to be selective when you choose who to throw it at. You want to throw it at champions without hit point regeneration and you want to focus 1 hero so that champion would stay passive and not double up and gank you.

Absolute Zero: More like absolute destruction. This spell is very good but getting it off is very tricky. This spell is the primary reason for getting a lot of survivability. It will be hard to get this spell off because as soon as the enemies sees you casting it in a team fight they will stun you. So my suggestion in a team fight is to run in snowball them hit a few times and wait for the malphite/sion/taric etc to cast it first (usually 3 seconds into a teamfight then cast your ult. This spell will be a lot easier to pull off once you get your banshee's veil. Also, something very important to note is that Nunu can detonate his ult at anytime while he is channeling his spell by simply moving. In doing so it will deal the percentage of damage it is suppose to relative to the channeling time. Say for example: the full channeling time is 3 seconds and is suppose to deal 900 damage. If he cancels at 1 second he will deal 300 damage and 600 damage at 2 seconds respectively.

How to play Nunu

Laning: You want to harass the other champion as much as possible with your snowball. The reason I got x2 Doran's Ring because It gives a lot of Health, a lot of mana regeneration (for snowball/consume) and AP to make your consume heal more. The best time to throw a snow ball at a champion is when you notice that one of your creep is about 1/5 hit points because you can safely assume that the other champion will run up to last hit it. Now they can expect to run up to eat a snow ball. Doing this will deter them from last hitting and will keep the low on hp which makes them easier to gank. If you are laning with a partner. and you are top lane as purple team, when ever your smite and consume is up both at the same time, run to the neutral camp to smite and consume them. This will give your lane a level advantage over the other team.

Ganking: Nunu's snowball and bloodboil makes not a very good ganker. He will allow fast initiate and continual slows on the person you are chasing down. Couple those two spells together, your opponent is as good as dead if they are running away alone.

Runes books I've used.

Physical Carry:

x9 Desolation Mark or x9 Furor marks
x9 Furor Seals
x9 Furor Glyphs
x3 Furor Quints or x3 Desolation Quints

Defensive Tank

x9 Mark of Warding
x9 Seal of Evasion or Seal of Warding
x9 Mark of Warding
x3 Quint of Evasion or Seal of Warding or Quint of Fortitude

Casters

x9 Greater Marks of Resilience
x9 Greater Seals of Evasion
x9 Greater Glyphs of Insight
x3 Quintessence of Fortitude