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Free league of legends 100 cooldown reduction hack

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League of Legends Wild Rift Items List

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Hacked league of Legends Patch 10.24 - Full Notes

League of Legends Patch 10.24 brings a full list of balance changes to Summoner's Rift. Base cooldown reduced to 8 seconds from 10. Cooldown reduction from picking up the axe reduced to 4.5 seconds from 6. Ragnarok now provides 30/45/60 Armor and Magic Resist instead of 20/30/40 flat damage reduction. If slain, this buff transfers to the killer. 100% Cooldown Reduction. discover this info here. League of legends 100 cooldown reduction hack. League of Legends 100% Spells Cooldown HACK [2020 5.

Riot is reworking Cooldown Reduction to "Ability Haste" in

Each champion defines a unique "attack cooldown cast offset percent", which is used to get the base attack windup/cast time, equal to base attack cooldown * (0.3 + cast offset percent). So with physical sports being cancelled you can now bet on the 2020 League of Legends European Championship, the North American League of Legends Championship Series, and the Overwatch League. The first being that the user will gain additional Cooldown Reduction depending on Critical Strike Chance from other sources, which Xayah benefits from a lot as she builds a lot of crit. Content titles and body; Content titles only. The Black Cleaver reduces the enemy's armor, provides you with 200 health, and adds 10% cooldown reduction. The damage is still doubled, but it takes twice as long to kill the target, giving the other team a better chance of killing you.

'League of Legends' item rework: everything you need to

League of Legends 10.1 Patch Preview Revealed By Riot. No longer revives Aatrox. Each week, a new rotation of champs becomes. Magic damage changed to 25 + character level. GitHub - lyragosa/League-of-Legends-DB: Easy-to-use League. Revitalize lol rune, this is a lot like the current more bonuses.

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What is Ability Haste in League of Legends & What Happened

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League of Legends: Wild Rift: Runes Guide

To re-iterate, League of Legends(LoL) is 100% free to play. Headline news is the introduction of not one, but two new characters, plus the usual slew of balance tweaks and cosmetic additions. Adds one level to the stats provided by Quas, Wex, and Exort on all Invoked spells. Gamepedia's League of Legends Esports wiki covers tournaments, teams, players, and personalities in League of Legends. League of Legends Patch 10.23 - Release Date, Massive find more info. Cat is the first Cat Unit available for the player when starting the game.

[FIRST ALPHA PATCH] This Is How Serious The Team of Wild Rift In Their Game

http://imgur.com/gallery/lynXGC7
ALPHA PATCH NOTES - JUNE 17
Hey, look at us. Who’d have thought? Not me! It’s Wild Rift’s very first patch notes!
We don’t have a fancy website like League of Legends PC just yet, so we’ll be posting the changes below, which are available now in the Regional Alpha.
⬆️ GRAGAS Gragas is running out of mana pretty quickly, and his full ability combo felt a little on the weak side, so we’re buffing his mana regen, (1) Barrel Roll and (2) Drunken Rage to get him back in the happy hour spirit.
Mana Regen :: 12 >>> 15 Mana Regen per level :: 0.7 per level >>> 0.9 per level (1) Barrel Roll AP ratio :: 0.7 >>> 0.8 (1) Barrel Roll cooldown :: 11/10/9/8s >>> 9.5/8.5/7.5/6.5s (2) Drunken Rage AP ratio :: 0.5 >>> 0.65
⬆️ EZREAL Ezreal’s underperforming because his “Blue Build” isn’t giving him much damage, and he’s getting outclassed by basic-attacking marksmen. We’re updating his recommended items and runes, and buffing (1) Mystic Shot, his main damage output ability.
Default recom. items: Muramana / TriForce / Ionian Boots + Quicksilver / BotRK / Infinity Edge / Mortal Reminder Recom. runes: Conqueror / Gathering Storm / Regeneration / Manaflow Band (1) Mystic Shot damage :: 15/50/85/120 >>> 30/65/100/135 (1) Mystic Shot AD ratio :: 1.1 >>> 1.2
⬇️ MASTER YI Yi has truly mastered the power of Wuju and is an unstoppable tank-melting, split-pushing terror, so we’re taking a chunk out of his attack damage per level, as well as the damage gained via (3) Wuju Style.
AD per level :: 4.55 >>> 3.6 (3) Wuju Style active AD ratio :: 0.35 >>> 0.25
⬇️ VAYNE Vayne’s mobility and kiting, as well as her late-game damage, is making her scarier than intended. We still think Vayne’s identity as a late-game carry is important to her playstyle, but she should probably have to work harder to get there.
(2) Silver Bolts active Attack Speed :: 45/60/76/90% >>> 40/45/50/55% (Ult) Final Hour cooldown :: 80/70/60s >>> 100/80/60s
⬇️ JINX Jinx was getting a little TOO excited, so we’re scaling back her attack speed per level.
Attack Speed per level :: 0.022 >>> 0.007
⬆️ TOWERS We’ve seen your feedback around towers feeling weak, so we’re increasing tower stats when they’re backdoored, or taken in quick succession. So far, we’re pretty happy with Wild Rift’s average game length (around 17 mins); we’ll be watching these changes closely.
Backdoor Bonus Tower Damage :: 10% >>> 20% Backdoor Bonus Tower Damage Reduction :: 66% >>> 75% Domino Bonus (temporary damage reduction after previous tower destroyed) :: 35% >>> 50%
Finally, here are a few things we’re currently looking at for future changes (but no promises!):
👀 SMITE We’re seeing junglers level up very quickly, and we’re keeping an eye on their ability to outscale laners.
👀 BLITZCRANK Feedback from Blitz players (and opponents) suggests his (1) Rocket Fist is a little too reliable in lane.
👀 NAMI Nami’s crowd control seems strong - we’re watching her ability to lock down key targets with relative ease.
👀 MARKSMEN Marksmen are feeling incredibly powerful as players get used to dual-stick controls, basic attacks, kiting etc. For the same reason, we’re seeing Jhin UNDERperform due to his reload downtime.
👀 JAX Jax is running away with many games by splitpushing to victory, forcing teams to send multiple members to stop him. We’re hoping the tower changes address his dominance, but we’re keeping an eye on him for future changes.
submitted by Yuanymous to wildrift

You Should be Building 5 Different Types of Boots on Yi (Open Discussion)

TLDR; After nearly 200 games of doing nothing but testing builds this patch, the first conclusion I've come to is that all 5 boots (discluding sorcs and probably lucidity) are the best choice in different situations. Go down to the large line that says "Summary of Results" if all you want to know is where I found. The rest is just text about (1) why it's still okay to recommend only mercs and tabis to newer yi mains, (2) how to learn what works, both in terms of builds and the game as a whole, (3) how I went about testing the options, and (4) some long-winded talking about why I'm posting this and what conversations I'd like to have with other Yi mains in a quest to get as close to min-max-ing the Wuju Bladesman as possible.
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After writing this I noticed how long it was and tried to use a bunch of Reddit formatting tools to make it easier to consume. I haven't used most of them before, so if you come across a part that doesn't look like human writing, that is probably why. I'll do my best to proofread it though, just let me know if certain formatting comes off as obnoxious/out-of-place

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Intro

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I have been seeing a lot of arguments about boot choice (and some funny memes too). Obviously, the most common opinion for boots on Yi is that you should get either Mercury Treads or Tabis. I have set out on a quest for the past 2 weeks to try out 20 experimental builds on yi to figure out whether or not our current opinions on builds hold true (not just for boots). I have yet to complete the testing for all of my build questions, however I believe I have a solid grasp on just how good each boot is in each situation.

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Methods

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First preface:

I am not the best Yi player in the world. In fact, I am only top 50 in NA alone. I am posting this to spread my ideas after trying new things so I can get feedback. I want to hear if you think there are flaws in how I approached this. I want to hear why you think I’m wrong. However, more than all of that, I want you to go out and test what I tested. This way, more experienced voices can talk about why Yi is such a versatile champion, and when to play him in each of his many play styles.

Second preface:

All of my finding here are presented in rules of thumb. Sometimes these rules of thumb don’t work; they can potentially be counterproductive if used improperly. More importantly though, sometimes these rules of thumb can lead you to realize that multiple choices are viable in any specific game. In these cases, it’s a matter of either (A) figuring out which is more needed, or (B) deciding to go with something that best compliments a playstyle that suits you best. Sometimes the “theoretical optimal choice” is not “the best choice for you”. I tried to take into account my own playstyle in these tests, but doing this is never a perfect process.

Third preface:

These are the takeaways for boot choice alongside the (currently) most common Yi playstyles and builds. I will post later about the different core and full builds I tested. For now, just note that these are mostly going to be for Yi's current on-hit and drain-tank/bruiser bruiser builds (No HoB, sorry u/LeviathanTQ)

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How I tested the option:

My goal for this patch-in-quarantine was to test the effectiveness of a variety of different builds for Master Yi. I picked what they would be based on if they matched any of the following criteria, prioritizing those nearest the top:

  1. It is a fairly common build path (Yi has many fairly common build-paths, so I figured it was worth my time to spam the most common ones many games in a row, whether it was the right choice or not)
  2. It is a relatively unexplored build path that shows potential, and is similar enough to the common build-paths that it should be at least "similar in performance" in situations where each of the others are good
  3. It is a Build path that makes sense and runs Deaths Dance as a core 2nd or 3rd item (Initially started this because I wanted to limit test DD. Two builds from this category are definitely going to become staples for my gameplay)
  4. It is a build path that makes sense but remains almost completely untouched (was my personal theor-yi crafting. Didn't get much out of it, but I learned why certain things worked well in theory but had consequences that were too much to handle in most situations)
  5. It is a build path that makes sense, but remains relatively untouched specifically because it completely changes what Yi does as a champion altogether so nobody has cared enough to make the leap. (Tried 2 builds here, both will be staples for when I blind pick Yi and the normal Yi playstyle is noticeably less effective than these off-the-beaten-path playstyles).

I spent an entire day making build pages (not kidding, got up at 10am, took some prescribed adderall, then made build pages in the client until I looked up to see it was 5pm and I had to go to team practice soon). I used this general criteria to cut out builds that didn't seem to be a good use of time and builds that looked boring and way too situational to spam for many games in a row without getting completely burnt out.
In order to test the builds, I made a point that for a certain number of games in a row I would only play that specific build. The number of games depended on (1) how interested I was in the build, (2) how likely it was to be viable (how high up it was on the list of criteria), and (3) whether I thought I would need extra time to adapt to the change in playstyle. I would occasionally drop builds if I noticed that the build had an extreme flaw that I didn't account for.

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Most Likely Sources for Error


  1. The most likely is that a lot of the testing I did on high gold/low plat accounts as a 65% winrate diamond player on my main. This definitely has the potential to lead to skewed results because some things will undeniably work extremely well against worse players, but not so well against equal skill or better players. I tried to account for this later on (for example, berserker grieves probably felt a lot better than they should because I was able to more easily abuse them against lower skill players), however it won't be perfect. I intend to bring a lot of this stuff to my main once I'm done, but I have yet to do so.
  2. (2) The second source of error could be that game by game I allowed myself to slightly deviate from build paths. This was usually only when I knew 100% that doing things slightly out of order (e.g. "I have enough money to buy Death's Dance on this back if I don't buy tier 2 boots" or "their team has 3 healers and a mundo, I should get healing reduction"). I don't think it will matter much, but you never know.
  3. Winrate bias is something I tried to take into account as well. Sometimes you'll win games that you shouldn't or lose games that you should. It's important to look at the data for how often you win doing something, but there are so many factors outside of that which need to be looked at. Unfortunately, it feels impossible to see nearly 100% winrate on certain things and say "yeah, it just didn't feeeeel good".
  4. I gave up on some builds many games before I hit my initial "Quota". Usually this was due to an error in judgement while making the build that I didn't catch until trying it, but you never know. It may lead me to say something sucks when it doesn't.
  5. Certain things may work to my strengths and weaknesses as a player moreso than it will for others. Advice on the topic of skills is subjective by nature, so something can be both true and false at the same time for two different people.

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Key Info

There is a first important takeaway needed to understand the results and make your own decisions. You’re mostly buying defensive boots for the passives, not just the stats. But it’s important to recognize that both the passive, the defensive stat, and the movespeed provided are all important factors.
There's also a second important takeaway. There are a lot of factors in a game of league of legends. Sometimes, it can be hard to crunch the numbers when you’re also crunched for time. However, it is necessary for learning that with every decision you make you take as much time as you can to think of factors and rationalize your choice. This goes beyond just item choice. The more you think of factors, the less time you need to think of them, which in turn allows you to think of even more factors. This is how you learn any skill with intention of mastery.

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Results

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Summary of results

All of the boots (with the exception of sorcery and lucidity, reasons stated later) are situationally viable on yi. As expected, the defensive ones are the most common as they are almost always quite useful. It just makes decision making easier when you only need to decide between Mercs and tabis since they are probably the best option in at least 70-80% of games.

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My findings for what conditions make each choice worth while:


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Data Key .
Boot Intro Phrase [Boot name] ( [ how versatile the boots are ] ; [ estimate of % of games they will be the best choice] )
Reasoning Phrase [ Factor that this boot choice directly interacts with ] ( [How often you will run into this factor in any given game] ; [ How effective these boots are at tackling this problem ] )

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Mercury Treads

(Very useful in most games, occasionally garbage; ~45% of games):

  1. Enemy Team has a lot of tenacity-effected CC and you will need to teamfight or 1vX against it (very common; very effective)
  2. Specific enemies have tenacity-effected CC that you will be running into a lot while splitpushing (occasionally happens; decently effective)
  3. Enemy team has a lot of Magic damage. Keep in mind that AD/AP items may not always be the same as Physical/Magical Damage (occasionally happens; extremely effective)
+Main Takeaway+ Merc treads are considered the most commonly viable boot choice for a very good reason. Yi is a champion who usually performs better when non-core items take care of his weaknesses rather than improve his strengths. More often than not, boots are bought early for their cost effectiveness, but are not core to his kit (similar to many other champions).
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Ninja Tabis

(Useful in some way every single game, less commonly game changing; ~35% of games):

  1. Enemy team has a lot of AD damage (fairly common; very effective)
  2. Enemy team has 1+ Lethality champions that are hard to deal with as yi (occasionally happens; somewhat effective at first, increasingly effective as you stack armor from other items)
  3. Enemy team has a lot of Auto Attack Champions, whether AD or AP (not very common; EXTREMELY effective in most situations where this applies)
+Main Takeaway+ Similar to Mercury treads, Tabis are useful as they provide Yi with much needed assistance against his weaknesses. Make sure to keep in mind that these provide defense against champions who use autos, even if the damage coming from the autos is magic damage. The reason Tabis are less common if because the tenacity of mercs give Yi a huge amount of use for the gold. However, in situations where Tabis manage to be better, you'll find yourself rolling through enemy teams.
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Berserker’s Grieves

(Useful in some way every single game, poses greater risk; ~10% games):

  1. You had an amazing early game and think you can snowball the game into a win with the temporary power stimulant (somewhat common; moderate risk, very effective)
  2. You are playing into an enemy team with little CC and Burst and you want to make sure you can take over the game if you play well (fairly uncommon; risk and reward are typically equal, effectiveness depends on how reliable your team seems and whether or not your team is able to win with you as their primary/only win condition)
  3. You are going to be building a lot of items with no attack speed after your second core item, so the gold efficiency will be great (somewhat common depending on playstyle; Almost always the most effective boot choice here)
+Main Takeaway+ Berserker Grieves typically seem like the option that most resembles going all-in in poker. Sometimes, you'll do it and run away with the biggest win of the day. Other times, you take every little lead and small advantage you worked for and throw them out the window, looking like a complete buffoon. Much like going all-in in poker, it isn't always a bad choice to do so. If you notice the cards are lining up in your favor and you want to make sure you can close out the game before your luck goes sideways (teammates inting, teamfight throws, etc.), sometimes it isn't bad to give in to your desires. Analogical poker jokes aside, they shouldn't be this taboo entity so many yi mains make them out to be (even I was once a defensive boots elitist, but have since learned that I was just on a bandwagon). Pick grieves carefully as you will be giving up a lot of defensive power up until your 3rd (or even 4th) tier 3 item, but sometimes you need to risk your lead to secure your win.
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Boots of Swiftness

(Not commonly worth the gold, but game changing when good; ~10% of games):

  1. You find yourself barely not being able to stick to enemy targets. This can be: due to their kit being loaded with dashes, due to a movespeed stimulant that allows them to barely stay out of your reach, due to "outplay mechanics" such as invisibility that allow them to force a gap, or due to the presence of a short cooldown, short effect hard CC that gives them times to make distance. (fairly uncommon; perfectly effective)
  2. You want T2 boots for movespeed in fights but are a couple hundred off from the more common choices, and you don't really neeeed the other boots, even if they might technically be better (fairly uncommon; more effective than you'd think)
  3. You want to be able to outplay your enemies using the map without sacrificing movespeed as a combat stat by going mobis (very uncommon; mildly useful, this should only be used as a +1 to the other reasons)
+Main Takeaway+ You know those games where you aren't lacking in raw damage and you aren't being bursted or CC'd into the ground, but you just can't seem to secure kills because the enemies run away or kite you out? Everyone knows those games, and it can be very frustrating. Initially, I only gave Swifties the time of day in these tests because they recently got reduced in gold and I wanted to use all the boots that could work for the sake of completionism. However, I am super glad I tried them out. Over the course of my time playing yi, there have been certain champions that have made me rage so hard internally that my body is unable to even portray emotion. The tease of this target that is seemingly easy to kill just barely managing to stay out of my range and escape to the safety of their team (or even turn the fight). Once I started trying out swifties, I realized this way just what I needed. Lucian? Good luck running even with your dash and movespeed buff. Udyr? Your E is a joke, get back here. Vayne? You're still a bitch, but now you're a bitch I can 1v1 if you ever try to disrespect and contest my god damn split again. Singed? Don't use your ghost now, you're gonna want a friend to keep you company in your grave. Also yeah, they're pretty nice when you don't have money for other boots. But usually only do that if they help you with at least 1 enemy in a fight.

Extra: you also get another +10 movespeed to your boots choice if you go magical footwear. I have yet to try if this is ever a good option as opposed to swifties, however I doubt it will be due to the runes you have to give up for +10, not to mention the fact that you aren't able to buy boots. I doubt I will ever try this, but if someone else has experience running this, let me know how it is.
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Boots of Mobility

(Usually noticeably lackluster, occasionally great with a change in playstyle; ~1-2% of games):

  1. When you really want to run circles around your enemies with #macro-diff (uncommon, usually effective)
  2. When you have laners who are able to much more easily operate as the win condition if you get them ahead and force the enemy jungler to either respond to you and leave their laner counterpart out to dry, or help their laner and give up objectives and farm (somewhat uncommon, very effective)
  3. When you secure an early lead/can bully the enemy out of their jungler relatively easily AND your mid laner + at least 1 side lane will always out-push the enemy (very uncommon, extremely effective)
+Major Takeaway+ It's pretty straightforward as to when Mobi boots are a great option, but it's so rare that you'll likely either forget to buy them, or you'll be hesitant to do. For a build path that is so niche, it probably isn't worth your time to learn the playstyle change needed to utilize them effectively, however players who are maining Yi after playing junglers who specialize in map control/bully invading as well as players who are truly dedicated to learning every nook and cranny of Yi, this won't be a complete waste of time. I would say if I could go back in time and tell myself not to waste my time playing 20 games of Mobi boots Yi, I probably would. However, I don't necessarily regret the time either because I can honestly see niche situations where Mobis will be my boots choice in the future, even if they're only marginally better than other boots.


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Final Thoughts

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I think people have become a bit too tunnel-visioned on the rules of thumb "we" set up as a community (I say "we" because these were established well before I ever even touched the game). Rules of thumb are powerful tools that aid in learning. Without rules of thumb, it would be impossible to improve at the game at all because of how much there would be to think of. I initially set out to do this out of personal curiosity and a looming quarantine-induced boredom because what else is there to do other than min-max my favorite champion from my favorite game? However, after approaching nearly 200 games of trying build after build after build, I've learned more than just "how viable different items are". I learned that I got so caught up in rules of thumb for an entire aspect of the game (item builds) that I completely neglected improving this skill outside of occasional flashes of theory-crafting inspiration. I think it's great that so many people have recommended defensive boots due to how versatile their uses are to the point that it seems like common sense for Yi mains to build them over berserker grieves even though every stats website still shows them as the most common because the game itself recommends them. This is good, but shoving it down people's throats at every turn (which we are all guilty of) only hurts our reputation towards new players who want to be accepted in the community and, more importantly, it makes people stop learning because they listen when they're told "only do this always".
By all means, I don't think that everything I said above is perfect. There are some lines I wrote where I thought to myself "I think I learned this, but I can't say this is correct for certain". On top of that, there are many ways to play the game that are all capable of being refined to challenger level, and not all of these playstyles will work with all advice. Sometimes a piece of advice can make all the difference in the world to one player, but hold another player back altogether.

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Why I didn't test Sorcs or Lucidity boots:
Sorcs should be pretty obvious. Even if all of your enemies had 800+ armor (which will only happen in a game of 6 enemy malphites), adding magic pen for your on hit magic damage would be nothing more than a meme as Berserkers would still give more damage if that's really what you need lol.
Lucidity is less obvious, but I think the reason makes sense. They are cheap, and CDR is nice on Yi, however Yi raaarely cares about CDR on abilities that aren't Q or R. You get more CDR on your Q from the single dagger that goes into Berserker Grieves, and I don't think the 10% CDR on R will ever justify the cost of boots of lucidity, especially when the other boots seem better in just about every situation. Might be worth checking out in a lane yi build where you want you W off CD more often, but even that is niche enough that I doubt it's worth the time to test

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submitted by Takamasa1 to YIMO

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