User:Tylobic

August 28 (Wednesday), 2024. Welcome.

What I've done here
User contributions

User blogs

 * Tutorial for LoLWiki. If you're new to the League of Legends Wiki, I highly recommand taking a look at this tutorial.
 * Patch History Standardization. How to edit patch history properly.
 * Realistic LoL (Fun). A non-serious blog about a realistic League of Legends world.
 * Gardylan, the Dark Warlock. Champion concept that was abandoned due to lack of time.
 * Roland, the Soldier. A fun and simple project made to recreate a character from the Borderlands game.

Templates

 * Template:Ability presentation
 * Template:Item presentation
 * Template:Mastery presentation
 * Template:Rune presentation (2018)
 * Template:Spell presentation

Tylobic
(Huge GG to Nicolb2305 for the loading screen template)
 * I'm a main tanky-supports (in order of mastery):

Other stuff
Numbers (1)=

Comparison 1

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Comparison 2

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Comparison 3

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Comparison 4

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Comparison 5

 * -|Numbers (6)=

Comparison 6
Modified trinket for and  to ward jump easily, at the cost of lowering the wards' duration.
 * -|Trinket=


 * have 1 health and are visible, but they grant the same vision radius as a.
 * Killing a grants  and.

V8.6 Support items (no gold generation items) The first win of the day rewards you with and  on every victory every 20 hours. This reward can allow you to unlock gamemodes and runes if you're not yet level 30 or more, and if you're level 30 or more can get you more to purchase things. The first win of the day can be obtained with a matchmade game against bots, and more specifically Beginners bots (Co-op vs. AI Beginner). You will most certainly win the game, and you will win it fast by following these instructions.
 * -|Rune Gold=
 * -|Runes=
 * Precision icon.png Precision
 * : Good rune for most ADCs, great on some champions.
 * : Okay rune, huge potential, hard to utilize. Really good on hyper-carry ADCs.
 * : Default pick for ADCs because it gives too much sustain on the long term. It encourages passive gameplay -> boring. Should be modified/nerfed.
 * : Offensive . Should be moved to Resolve, and modified to deal increased damage over time as you fight instead of a buff that procs instantly. Shouldn't be charging on fighting minions.
 * : Encourages passive gameplay through shields -> boring. Should be removed or modified.
 * : Rewards risky engages that lead to takedowns.
 * : Good mechanics.
 * : Good rune.
 * : Should be moved to Resolve and merged with Unflinching to offer a new way to obtain tenacity.
 * : Good rune.
 * : Best Slot 3 Precision rune, too strong in all cases. Default choice. Should not give adaptive stats on takedown.
 * : Theoretically decent, but too situational, depends too much on the matchup.
 * : Theoretically decent, but too situational.
 * Domination icon.png Domination
 * : Good rune, good for assassins.
 * : Too good on a few selection of champions, and pretty bad on any other. Gives too much movement speed, has not enough damage.
 * : Good rune, fun concept. Empowered attack should also proc with abilities.
 * : Damage too low, but cooldown too short. Depends a lot on the matchup.
 * : Really passive, you barely feel like you have this rune equipped when you do.
 * : Really good rune on some champions.
 * : Good rune concept, but has nothing to do in Domination, should be moved to Inspiration.
 * : Boring rune, too weak compared to Zombie Ward.
 * : Good on winning games, terrible on losing ones. Good rune, but pretty passive.
 * : Good concept, well balanced.
 * : Should be moved to Inspiration, and be made for supports.
 * : Good concept, well balanced. Good for junglers.
 * Sorcery icon.png Sorcery
 * : The Sorcery Keystone you pick when you don't know what else to pick. Or you pick this because you're a shield/heal support.
 * : Good rune, really good paired with CC.
 * : The ultimate tradeoff -> mobility instead of damage. Decent on some champions, hard to proc on others.
 * : Should be moved to Resolve.
 * : The much needed mana regen rune.
 * : Not taking Manaflow Band to get ult CDR. Excellent on Karma.
 * : Good on almost every champion.
 * : I don't know if it's good or not.
 * : Feels weak and is too situational.
 * : Simple and efficient.
 * : Feels weak and is too situational.
 * : Encourages to play passively in early game -> boring. Plus, it can create infinite scaling, and we don't want that.
 * Resolve icon.png Resolve
 * : If you can't proc Aftershock easily. Feels boring and weak.
 * : Good rune but should give less resistances.
 * : Yay and nay. Depends on the champion.
 * : A bit cancerous, but the CD and damage are okay.
 * : Creates interesting interactions with support items.
 * : Decent rune.
 * : MOAR resistances... That's it, not much to say.
 * : Can mess with your opponent's mind, because of the huge regen over time.
 * : Rewards takedowns, and is still okay if you can't get the takedowns.
 * : MOAR health... That's it, not much to say.
 * : Should either be for regen tanks OR for heal/shield supports, but not both.
 * : Weird rune, should be merged with Legend: Tenacity.
 * Inspiration icon.png Inspiration
 * : Give too much passive stats, and switching spells isn't satisfying. Should be reworked.
 * : Boring and unhealthy concept.
 * : Fun rune. Really good on some champions.
 * : Should be able to use Hexflash without having Flash used. And casting animation is confusing for most players.
 * : Good risk taking without mobility, good gold reward.
 * : The free Stopwatch is just not healthy. If the Stopwatch lasted 1 or seconds it would be okay.
 * : Okay concept. Hard to tell if it's gold effiencient or not.
 * : Weird rune.
 * : Okay rune, gives more lane sustain.
 * : Good in almost every cases.
 * : Underrated, should also worked on enemy CC by allies.
 * : Good on Singed, and... that's it.
 * -|Support items=
 * : Should either be for regen tanks OR for heal/shield supports, but not both.
 * : Weird rune, should be merged with Legend: Tenacity.
 * Inspiration icon.png Inspiration
 * : Give too much passive stats, and switching spells isn't satisfying. Should be reworked.
 * : Boring and unhealthy concept.
 * : Fun rune. Really good on some champions.
 * : Should be able to use Hexflash without having Flash used. And casting animation is confusing for most players.
 * : Good risk taking without mobility, good gold reward.
 * : The free Stopwatch is just not healthy. If the Stopwatch lasted 1 or seconds it would be okay.
 * : Okay concept. Hard to tell if it's gold effiencient or not.
 * : Weird rune.
 * : Okay rune, gives more lane sustain.
 * : Good in almost every cases.
 * : Underrated, should also worked on enemy CC by allies.
 * : Good on Singed, and... that's it.
 * -|Support items=
 * : Good in almost every cases.
 * : Underrated, should also worked on enemy CC by allies.
 * : Good on Singed, and... that's it.
 * -|Support items=
 * -|Co-op vs. AI=

First thing, champion selection. You can either go for a crazy pusher champion, or a slayer. The pusher will push turrets and mostly ignore enemy champions whenever he can, and the slayer will try to have as much kills as possible, this will indirectly help their team push and win.

A pusher champion can fight other champions and push. For that, you will need a champion that has attack speed, attack damage, and/or sustain to stay on the lane. A slayer need to have great fighting tools.

(champions without mana are the best choice here)


 * Precision icon.png Precision (attack speed)
 * (bonus damage) OR (sustain)
 * (sustain)
 * (attack speed) OR (sustain)
 * (bonus damage)
 * Resolve icon.png Resolve
 * (easier tower-pushing)
 * (sustain)


 * Domination icon.png Domination (AD or AP)
 * (bonus damage)
 * (bonus damage)
 * (AD or AP)
 * (sustain)
 * Precision icon.png Precision
 * (sustain)
 * (bonus damage)


 * (going back to lane faster)
 * (farming minions)
 * (sustain)


 * Once you're all set up, you can launch a game! Once in the game, try going bot lane with as much people as possible (5 champions bot lane is the best!). You want to go bot lane because the bot turrets do not have a reduced damage modifier until 5:00, this means that you can damage the bot turrets at 100% efficiency as soon as you manage to reach them. Alternatively, you can go mid lane, the turrets are going have the damage reduction, but the route to the nexus will be shorter.


 * Once you chose which lane you want to go, and the game started, you'll need items! Here are the items I recommend:


 * + (or 4).
 * + (or 3).
 * or depends on the champion you're playing and on preferences.
 * is really good on (stacks  faster),  (more  procs), and  (reduced  cooldown and cast time).
 * Throughout the game, you will not get a lot of gold, and you will not go back to base often (on really fast games, you usually recall only once). This is why you need the best items there is for pushing.


 * : Very expensive, but it grants a decent amount of AD and a lot of attack speed, especially when stacked. The ability power is pretty secondary but useful on, , , and.
 * : Also very expensive, yet very useful, it grants a nice variety of stats, and two passives. Use to increase your damage against turrets.
 * : It grants the exact stats we are looking for: attack damage, attack speed, and sustain. Its passive will give you additional damage but will not work against turrets. The active, on the other hand, is only effective against champions.
 * : Grants movement speed, and a lot of attack speed for its cost.
 * : If you go back early, and need more AoE damage.
 * : Grants a lot of AD, sustain, and the AoE damage from Tiamat.


 * + (or 3).
 * + (or 3).


 * Until you reach (and destroy) their third turret and/or inhibitor, the bots are going to stay to their respective lanes. Push up to their third turret, and if you can't manage to end the game (too much bots on the same lane), try pushing other lanes until the way to the nexus is clear. Until you reached their third turret or the inhibitor, you do not need to move out of your lane. Stay at the lane you chose and push it.


 * When pushing minions, you want to keep your team minions alive, so that they can tank the turret shots and disable the turret's, which grants it 67% damage reduction. Ranged minions have a higher DPS (damage per second) than melee minions, thus you want to focus them down, and kill them quickly. If you took you can Smite down a ranged minion to instantly kill it, even if it has full health. Melee minions have a lot more health but a lower DPS. Siege minions have high health and high DPS, so you'll have to decide when to take them down.

Page to edit:
 * -|New Stat=
 * Template:Item data
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 * Champion statistic
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Random things



 * rgb(252,138,1)
 * rgb(151,252,151)
 * rgb(239,240,2)
 * rgb(202,31,123)
 * rgb(192,51,0)
 * ♜old mana
 * rgb(84,84,251)
 * rgb(0,153,204)
 * rgb(200,0,0)
 * rgb(255,215,0)
 * ♜old mana
 * rgb(84,84,251)
 * rgb(0,153,204)
 * rgb(200,0,0)
 * rgb(255,215,0)
 * rgb(200,0,0)
 * rgb(255,215,0)
 * rgb(255,215,0)