BlackCat 0w0 wrote...
most casters and carries are squishy ;p unless you have alot of hp runes or use some doran items for the extra 100 or so hp, but i dont use hp runes often with casters and carries, i use them for my tank and support rune page, and well doran items depends on the player's playstyle. I differ my starter items if i can kill better with it, like i guess who i might be facing in mid or a lane XD
But i agree anivia is ownage used right ;p but she is also easy to kill if you know how xD plus she never or hardly gets many nerfs, lol.
Ohh jax :3 i dont play him often, usually in 3v3 and he wins games ^^ what items do you usually get for him?
I've noticed a small trend in the 6300 IP mages, they're usually "bulkier" than most, and I believe their escape mechanisms are trickier to use. I believe only ranged carries are actually squishy. Mages and melee carries are normal. Tanks are just bulky. In my experience, a good Anivia generally dominates mid lane, because while the two mid solos are usually eye-to-eye, Anivia can generally harass without impunity and then force a fight to the death, because she basically has a second health bar, meaning she gets off scot-free. The best and probably only way to play against her in mid is to play extremely defensively. But they usually slow down after lanes. This is all in my experience, and, in my opinion, the most effective way to play an Anivia.
I'm mesmerized by the unpopular and unorthodox champions. In my eyes, those words only mean "unique".
My Jax uses 6 armor pen marks and 3 magic pen marks. 9 dodge seals, and 9 flat ability power glyphs. My quints are also dodge. Using 9 attack speed marks only gave me a slightly faster jungle; the full penetration marks didn't really slow me down at all, really, and ganks were much more possible with the better nuking. In fact, I think I should switch to full magic pen marks...
If I'm going jungle, I switch to 21 offense and 9 defense. Regardless, I can still play as AD, AP, or hybrid, but unfortunately, not tank. I get smite and exhaust.
If I'm laning, I switch to 9 offense and 21 defense. My summoner spells are flash and cleanse. With this build, I can be anything I want to build Jax...!
The "core" would be ninja tabi and a hextech gunblade. I don't get rageblade anymore. You almost never, ever really "slug it out" long enough to reach max stacks, and then still be able to take advantage of it.
If I'm jungling, I usually get ninja tabi like right after level 3 and that gank attempt. Then, I go for a phage, for even better ganking potential (diving towers, sometimes slowing them). Right after that, Depending on my team, I either get bilgewater cutlass or hextech revolver first, depending on AD or AP. Then, I move onto sheen or zeal, depending on AD or AP. If I'm going hybrid, I work on getting them all.
If AD, I would usually have ninja tabi, hextech gunblade, frozen mallet, phantom dancer, infinity edge, and finally black cleaver. Crits are important. Imagine his AP ulti hits mixed in with crits.
If AP, I would usually have ninja tabi, hextech gunblade, frozen mallet, lich bane, nashor's tooth, and a rabadon's deathcap.
If hybrid, I would usually have ninja tabi, hextech gunblade, frozen mallet, phantom dancer, lich bane, and a nashor's tooth. But really, that last spot is your wild card.
If tank, I would usually have ninja tabi, trinity force, banshee's veil, atma's impaler, a hextech gunblade, and a randuin's omen.
Overall, timing is the best way to play Jax. You need to have an understanding of the flow of the game, the ability of your teammates, and the ability of your enemies. Ideally, you should jump in when the heat of battle is already raging, and go for the weakest. In my opinion, Jax is the best way to really learn how to control the game, or at least gain a mastery of items and attain a strong foresight.
PS. I love Jax.