tag:blogger.com,1999:blog-69872455144419710462024-02-06T22:35:48.916-08:00Boots ThreeArticles by a game designer about League of Legends.Whoa Constrictorhttp://www.blogger.com/profile/12771540534885811823noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-6987245514441971046.post-91883413919070590262014-05-19T16:47:00.000-07:002014-05-19T16:51:37.932-07:00The Hidden Gold in Levels and Base Stats<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRv8K-eT4E_0f25wYE2e92UmuWUwEb8RzelIfUA4PCLZceorz4E4XKNJnT198aeoNlmi1LaXkOyCXelVmEuO0sztphtcq50u0GhNWFeW75Z5_TSndXlkWiR2viVhDu_DDo1qzHZG-ohZI/s1600/gold_banner.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRv8K-eT4E_0f25wYE2e92UmuWUwEb8RzelIfUA4PCLZceorz4E4XKNJnT198aeoNlmi1LaXkOyCXelVmEuO0sztphtcq50u0GhNWFeW75Z5_TSndXlkWiR2viVhDu_DDo1qzHZG-ohZI/s1600/gold_banner.png" height="240" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">You've got a lot of gold.</td></tr>
</tbody></table>
<div style="text-align: left;">
When teaching my friends who are new to MOBAs the basics of League of Legends, I always make sure to drill the importance of three things:</div>
<div style="text-align: center;">
</div>
<ol>
<li style="text-align: left;">Last hit.</li>
<li style="text-align: left;">It's a strategy game. Have a motive for any action- don't wander aimlessly.</li>
<li style="text-align: left;">Forcing someone to recall is often better than getting a kill and having to do the same.</li>
</ol>
<div style="text-align: left;">
My goals with these core concepts is to teach where power comes from- gold. These three things emphasize high gold income behaviors. The third bit is when the confusion starts to settle in. How can you get more gold by not getting a kill?<br />
<br />
The answer is <b>levels</b>.<br />
<a name='more'></a><br />
Heads up! There's going to be a bunch of numbers in this article that come seemingly out of nowhere. I recently totaled up the base stats, growths, and stat steroids for every champion and translated them into gold values. For the full rundown, click this banner:<br />
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<a href="https://docs.google.com/spreadsheets/d/1uG7Shm8eujCC9OV96VHVvdZztz88hBog1BMd9nxqF9Y"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjF0yqtCXII0NTcJo4ulFGPkRb67f82eZ8X3FVCTf3HnZ8NN6WAyT4OSmptHJoPaeeNOHigN0CK5wLnW033FC1SyzTa_El023ygTvgQfO4qhd_rH77TDGc9BunscP2wv8ajcWKcy0uqdg8/s1600/gold_spreadsheet.png" height="240" width="640" /></a></div>
<div style="text-align: center;">
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If you watch professional level play, you'll occasionally hear the casters mention the value of levels. Specifically, the value of the stats that each champion gains when they level up. This is why when your lane opponent has 3 levels on you, they are so hard to kill- they've got HP, armor, attack damage and more that you don't. Because these stat gains are small compared to those provided by items, it's easy for players to trivialize them. No longer, I say!<br />
<br />
Let's bring in an example lane match-up: Ashe vs. Miss Fortune.<br />
<br />
<b><span style="color: orange;">Gold in Base Stats:</span></b><br />
<ul>
<li>Ashe: <b>4514</b></li>
<li>Miss Fortune: <b>4836</b></li>
</ul>
<br />
Miss Fortune is typically regarded as a lane bully, and with this data it's clear to see why- she's got over 300 gold in base stats on Ashe. This is probably a fight Ashe should stay out of. But what happens if she levels up before Miss Fortune?<br />
<br />
<b><span style="color: orange;">Gold in Stats Per Level:</span></b><br />
<ul>
<li>Ashe: <b>628</b></li>
<li>Miss Fortune: <b>633</b></li>
</ul>
<div>
<b><br /></b></div>
<div>
Ashe goes from having <b>300 less</b> effective gold to having <b>300 more</b>. Independent of gold from kills and last hits, Ashe can have more gold in stats than MF as long as she is at a higher level. With each level difference, that value gets bigger. Two level difference? 900 extra gold. A three level difference nets Ashe roughly 1500 gold in stats. </div>
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<div>
<b>Would you fight someone who is 1500 gold further into their build than you?</b></div>
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<br /></div>
<div>
This is why forcing your opponent to recall out of lane (or killing them) is so powerful, especially in the early game when levels come very quickly. When your opponent is zoned out of XP range, you are rapidly earning base stat gold that they aren't. In a sense, the 300 gold that you may have earned for the kill can very rapidly look like pocket change compared to the effective gold you can earn by simply soaking up lane XP. Best yet, these are stats that are <b>instantly applied</b>. Unlike normal gold that only starts being useful once spent, base stat gold is applied the second you ding.</div>
<div>
<br /></div>
<div>
In short, don't get upset that you knocked someone out of lane but didn't quite land the kill. They'll just be that much easier to take out when they get back to lane (items bought with lane gold notwithstanding). Be patient. You'll probably get them next time.</div>
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<a href="http://imgur.com/Kph1Ou4"><img alt="" src="http://i.imgur.com/Kph1Ou4.gif" title="" /></a></div>
<div style="text-align: left;">
<br />
<b>Want more numbers?</b><br />
<b><br /></b>
I've got nothing but numbers. Let's talk steroids.<br />
<br />
One of the things that is frequently brought up by casters is that Tristana gets "three recurve bows" when she activates max rank of her attack speed buff Rapid Fire. But how does that stack up to other champions? Here's a few fun facts. Assume max rank of these champions' respective abilities.<br />
<br />
<ul>
<li>Tristana's Rapid Fire: <b>3,000</b> gold in attack speed</li>
<li>Want <b>1443 </b>gold per auto attack? Be Jinx, and get <b>4333</b> gold with a fully charged minigun!</li>
<li>Elise and her spiders get <b>4,666 </b>gold in attack speed during Skittering Frenzy.</li>
<li>Sion's ult provides him with <b>6,067 </b>gold in lifesteal and attack speed.</li>
<li>Disregarding HP5 and MP5, Singed gets <b>4859</b> gold from his ultimate. Including HP5/MP5? <b>11,099</b>.</li>
<li>Taric's ultimate provides him with <b>4,043</b> gold worth of AD and AP. Additionally, nearby allies receive <b>2,021</b> gold in stats. This means a full team of 5 receives <b>12,127</b> gold in stats by standing near to Taric.</li>
</ul>
<br />
As mentioned above, this and more in <a href="https://docs.google.com/spreadsheets/d/1uG7Shm8eujCC9OV96VHVvdZztz88hBog1BMd9nxqF9Y/">this spreadsheet</a>.<br />
<br /></div>
Whoa Constrictorhttp://www.blogger.com/profile/12771540534885811823noreply@blogger.com0tag:blogger.com,1999:blog-6987245514441971046.post-21810479292364637912014-02-05T10:38:00.000-08:002014-02-05T10:38:13.911-08:00League is Mario Party and Why Luigi is Diamond<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKAoVY1HUx-iQDCGan9ksWZNnP5y0M9jmkTK9x4X2RSYtIPdSllaYdVCw2Hv6JjdBqd8e_SkuWSUkV7eDXjjWgva3qFW72CkQXjWy-2-x3O5ydhC6ueqQmyJIEs7bTiXbaEnlBi9YDhnI/s1600/luigi+diamond.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKAoVY1HUx-iQDCGan9ksWZNnP5y0M9jmkTK9x4X2RSYtIPdSllaYdVCw2Hv6JjdBqd8e_SkuWSUkV7eDXjjWgva3qFW72CkQXjWy-2-x3O5ydhC6ueqQmyJIEs7bTiXbaEnlBi9YDhnI/s640/luigi+diamond.png" height="240" width="640" /></a></div>
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Growing up in the 90s, one of the most simultaneously entertaining and frustrating games I played was Mario Party. In a nutshell, it is a multiplayer party game designed to ruin your friendships with cruel twists of fate in the process of deciding a winner. It was only recently when I realized the astounding similarities between ranked League of Legends and Mario Party. Following this connection, I hypothesize that Luigi could easily be a diamond-ranked player.<br />
<br />
<a name='more'></a>First of all, let's start with Mario Party.<br />
<br />
In short, the object of Mario Party is to go around a board in typical board-game fashion (rolling dice to move) to collect stars. Stars are generally obtained by buying them with coins at constantly shifting locations on the map. You can gain and lose coins by simply moving around the board, but they are primarily obtained through griefing exercises that the game calls minigames that are played after all players have had their turn. Ranging from button mashing, teamwork tests, precision timing or straight up luck, these minigames introduce the bulk of the coins into the game economy. The player with the most stars at the end of the game wins.<br />
<br />
I'm skimming over a LOT of details, as each game in the series has a variety of boards with unique events that change how things work, but for the purposes of this article all you need to know is that coins mean stars mean victory, and luck is constantly stopping you from achieving any of those things. So, what's the point of playing Mario Party if it's all luck? The answer is, it secretly isn't.<br />
<b><br /></b><b>You can never guarantee victory, but you can amass a large amount of influence.</b><br />
<b><br /></b>
Mario Party will, at the roll of a dice, strip away your chances of winning without blinking. But independent of these luck events are [most of] the minigames. In a fair number of these an experienced player can have an advantage. Think of these minigames like CSing- independent of other factors, you can always get more last hits if you have better mechanics. Coins = Gold is a pretty simple step of logic, and following that with Stars = Items is also pretty clear- you spend coins on stars.<br />
<br />
But since stars win Mario Party, does that mean that items win League of Legends? The answer in both comparisons is <b>sometimes. </b>Stars won't always win you Mario Party, just like getting really fed won't always win a game of League. You could have 6 more stars than anyone else and you haven't won until you've won. There are certain random events in Mario Party that will cause you to lose stars, or worse, give them away to other players. These disastrous events can be likened to a bad teamfight. Maybe you didn't have vision at the right time, or someone was caught out. There was nothing in your direct power to fix the problem, but now it's causing you to lose despite otherwise winning by all accounts.<br />
<br />
The most you can do to ensure victory in Mario Party is to have the most <b>influence</b>. If you have the most coins, or most stars, you are a larger contributing factor in deciding the winner (even if it isn't you!).<br />
<br />
So what does this have to do with Luigi Bot?<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-rn9tw5je-c2gY3La2xt92njGOstYblr30H4mOjJ0hJ15QaSEmpIalt6xP7pxEUFtfcw7h5Wi4HKrm2ZvHSFE40E0o_d1LfUpxUWavYTuk1wyaKLAkR3Baoeye9NmrhxmnTGCAowWw6I/s1600/WWLD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-rn9tw5je-c2gY3La2xt92njGOstYblr30H4mOjJ0hJ15QaSEmpIalt6xP7pxEUFtfcw7h5Wi4HKrm2ZvHSFE40E0o_d1LfUpxUWavYTuk1wyaKLAkR3Baoeye9NmrhxmnTGCAowWw6I/s640/WWLD.png" height="240" width="640" /></a><br />
<br />
<b>Luigi Bot cares about two things in this world: coins, and having a lot of them.</b><br />
<b><br /></b>
In my experiences playing Mario Party, the Luigi Bot seems to just be straight up better at getting coins. He tends to perform slightly better in minigames, makes smarter investing decisions, and doesn't hold grudges (looking at you Peach Bot). Luigi Bot plays the influence game as described before- he is focused on increasing his chances of winning in the few ways that he actually can.<br />
<br />
<b>Manipulate what you can, and don't stress out about what you can't.</b><br />
<br />
The fact of the matter is you will go absolutely insane if you stress over every bad thing that happens in either game. Who you get matched with and what their skill level is with what champion they pick and what plays they succeed or fail at is entirely out of your control. Why let it stress you out? Accepting this and making a conscious effort to improve what you can affect is an important step to improving as a player. Arguably one of Luigi Bot's strengths is he honestly doesn't give a damn about the emotions riding on the game or the circumstances surrounding it- he plays to win the influence game.<br />
<br />
<b>It isn't fair, but it is <i>equally unfair</i>.</b><br />
<br />
Yes, it sucks to have a teammate that goes 0/3 in the first 10 minutes of a game, but it was just as likely that said feeder could have been matched into the enemy team. It might not seem fair, but it<i> is</i> equally unfair. In Mario Party, you'll always feel great when someone else lands on a Bowser space (which triggers a random event of disproportionately unfortunate luck) but when you're the one landing on the exact same space, the inexperienced player will get frustrated and claim the game is against them. Once again, refer to the fact that Luigi Bot is incapable of forming an opinion one way or the other, and will continue on his merry way in the face of tragedy.<br />
<br />
<b>Everyone else is just as happy or miserable as you, and you get to choose which.</b><br />
<b><br /></b>
In Mario Party, each of the four players are trying to independently win. But sometimes the game will group the players up for a 1v3 or 2v2 minigame, which means that your victory also could mean that an enemy is winning, too. Even if Mario took your stars, made you land on a red space or has generally been an unlikable person, losing is setting you both back equally. It is always in your best interests to try to win. Once again, being a soulless AI, Luigi Bot never maliciously sabotages his teammates' chances of victory- he wants the most coins, and will do whatever he can to ensure he gets his cut, regardless of standings.<br />
<br />
<b>He knows he isn't the superstar, and doesn't care.</b><br />
<b><br /></b>
It's not called Luigi Party. All the characters in the game exist because and are derivative of the success of the red plumber, so everyone else is pretty much Mario's guest- and Luigi is totes cool with that. Luigi doesn't need the spotlight to be happy to play, and he certainly doesn't need it to win. In League of Legends, your mage or marksman won't always be there to carry. Sometimes your top lane will carry. Sometimes your jungler will. Sometimes you'll get camped or feed or get caught and you're not the superstar anymore- its your support. It's okay for the game to not be about you anymore- it's still in your best interest to show up to the party and rally <i>around</i> that superstar. Peel for him. Set him up for victory. Your CC might not do much damage because you're behind on items but it's still a CC- leverage any tool you have to try and make it work. It's not a party without guests, and it's not a winning game of League without your team.<br />
<br />
Let's all get ruined by chance time together.Whoa Constrictorhttp://www.blogger.com/profile/12771540534885811823noreply@blogger.com4tag:blogger.com,1999:blog-6987245514441971046.post-80390103671917213332013-06-19T14:31:00.000-07:002013-06-19T20:42:18.720-07:00Why Jungle Morgana may be the next big thing<div class="separator" style="clear: both; text-align: center;">
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmvw4icXcqNow48IZGb4G__073pR-md4TzZ5-xDGVkyPgDZSub5ePXJIcPzI88dnk7VkuhGvEf8K8-BuFxLwi9yvw6eBFcjklvD1C41IWh_rGNvn95jXyqzNDShP9hFGkY4SZy47hrkXM/s1600/morgjungle2_800_300.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: inherit;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmvw4icXcqNow48IZGb4G__073pR-md4TzZ5-xDGVkyPgDZSub5ePXJIcPzI88dnk7VkuhGvEf8K8-BuFxLwi9yvw6eBFcjklvD1C41IWh_rGNvn95jXyqzNDShP9hFGkY4SZy47hrkXM/s640/morgjungle2_800_300.png" width="640" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: inherit;">She's one with the trees now, let her have her Disney moment.</span></td></tr>
</tbody></table>
<span style="font-family: inherit;"><br />
Morgana is, and has always been, one of the strongest champions in League of Legends. One of the things that continually baffles me is why she ever fell out of favor. She's a CC machine with the longest root in the game and an AoE slow into stun. Her Black Shield can completely turn the tide of a battle and make an initiator or carry effectively CC immune. She wave clears like a boss, and still puts out hefty damage. </span><br />
<span style="font-family: inherit;"><br />
Despite all this, the last time I saw her picked regularly was back in Season 2. What changed?</span><br />
<span style="font-family: inherit;"><br />
</span><br />
<a name='more'></a><span style="font-family: inherit;">Towards the end of Season 2 and into Season 3, push strategies began to rise into the spotlight. If you left your tower undefended, it was as good as gone, and this was especially true for mid lane. Because the first mid tower opens up the map so much, teams were rushing to take it down whenever possible. Gone were the days of passive farming, and along with it the strength of a roaming mid. Morgana was the definition of a roaming mid, since she lacks solo killing power unless the enemy is careless.</span><br />
<span style="font-family: inherit;"><br />
The other role that Morgana could sometimes fill was that of a kill-lane support. However, champions like Leona and Blitzcrank (or more recently, Thresh) already brought more reliable or greater power to that setup than her. It really wasn't feasible to bring her along through the laning phase.</span><br />
<span style="font-family: inherit;"><br />
Then came Season 3, and more recently, the change to jungle XP rates and spawn times in the 3.8 (Aatrox) patch.</span><br />
<div>
<span style="font-family: inherit;"><br /></span></div>
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<tr><td style="text-align: center;"><span style="font-family: inherit;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtuI1ZiwlcJrLgKveYopydxIDHT-mF3Heg1T-FeDnp4Wvns1D8XaNLoStNiLxR6mFE7j68lOKBTQ5KWjd0VbZmFxmSvGZU4XkGoZQ5RpSFg84lR3zpIPIUwrqOf8ufL0tAmTjclZ3IkKo/s400/morganajunglememe.png" style="margin-left: auto; margin-right: auto;" width="400" /></span></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: inherit;">In my experience, it results in a dodge.</span></td></tr>
</tbody></table>
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<h4>
<span style="font-family: inherit;">1: Fast, Safe Clear</span></h4>
<div>
<span style="font-family: inherit;">This is becoming less of a talking point with the amount of help that junglers are expected to be given, but even without help she can level to 3 and be ganking mid at the 3:00 mark. If a gank opportunity isn't available, she can continue to 4 very quickly and seek out any lane she wants. </span><br />
<span style="font-family: inherit;"><br />
What's particularly good about Morgana is her passive spell vamp. Assuming no disruptions, she is almost always at full health and doesn't use all 5 health potions. </span><br />
<span style="font-family: inherit;"><br />
Speaking of spell vamp...</span><br />
<span style="font-family: inherit;"><br /></span>
<br />
<h4>
<span style="font-family: inherit;">2: Smite is amazing</span></h4>
</div>
<div>
<span style="font-family: inherit;">Spell Vamp applies to summoner spells too, which results in Smite doubling as a gigantic burst heal (provided there's a minion, monster or pet nearby). While this equates to 40-100 health in the jungle, once she's out of the woods and itemized this becomes roughly 500 health.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">This interaction makes Spirit of the Spectral Wraith a particularly strong item choice on Morgana. Not only does it provide AP, Spell Vamp and CDR (Morgana's favorite stats!) it also lowers Smite's cooldown. With my rune/mastery setup, Smite ends up on a 50 second cooldown and I end up with 44-49% spell vamp (depending on level) with this item alone.</span></div>
<div>
<span style="font-family: inherit;"><br /></span></div>
<div>
<span style="font-family: inherit;">Comparing it to other effective health summoner spells (barrier, heal), Smite provides more health on a significantly lower cooldown. Of course one would need to be conscious of dragon or baron timers and remember to have it available to secure objectives, but the rest of the time jungle Morgana is packing extra health in her pocket.</span></div>
<div>
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b>3. Ranged ganks</b></span><br />
<span style="font-family: inherit;">There's a reason junglers don't get 3 second CCs, and especially not ranged ones. Morgana's Dark Binding starts out at 2 seconds and works its way up to 3 as you rank it. Additionally, it has a 1300 range (290 higher than standard unit vision). This of course comes at the price of aiming the ability, which can be difficult in a laning situation when everyone knows where you are. With the jungler's freedom to roam, however, her position can only be revealed by wards or ganks. As an extra bonus, Morgana also doesn't have to get her hands dirty to gank- if you miss a binding, you don't have to follow up with a strong commit.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b>4. She doesn't stop being Morgana</b></span><br />
<span style="font-family: inherit;">Late game she's still going to be throwing around spell shields, Flash-Ult-Zhonya's-ing, and providing solid poke and fast wave clear- all the wonderful things that made her powerful in the first place.</span><br />
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<h3>
Runes and Masteries</h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwPdlq1O-DiHZfWTXAVYouauzvrCiMU1_08P-oWLOJz1ILhKYXxW0v9W8imlK4U6XIWgCecEah0Cb0MFDG_cBu6ZDoWnYUrzpAX8wNWuZij5keJhaBAmERuYVJ6jPOH-P3GZPjgmQm9wg/s1600/morg_runes.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="368" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwPdlq1O-DiHZfWTXAVYouauzvrCiMU1_08P-oWLOJz1ILhKYXxW0v9W8imlK4U6XIWgCecEah0Cb0MFDG_cBu6ZDoWnYUrzpAX8wNWuZij5keJhaBAmERuYVJ6jPOH-P3GZPjgmQm9wg/s640/morg_runes.png" width="640" /></a></div>
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<div>
Morgana spends a fair bit of time standing around with nothing to do, so the extra flat AD makes quite a difference clearing camps and in early ganks. The spell vamp quints can be substituted for flat AP for a slightly faster clear time, but the difference at key gank times is roughly 5 seconds and isn't noticeable. Of note, I don't take magic penetration because jungle mobs don't have magic resist, and even if they did it would be reduced by Tormented Soil and dip into negatives very quickly.</div>
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The XP mastery is the difference between leveling on wraiths or not, which provides a fantastic window to gank mid at the 3:00 mark. Otherwise, more of the same- armor, health, and spell vamp. Bonus damage on basic attacks for reasons stated above- you're going to be doing a lot of autos in the jungle.<br />
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Two ranks of Tormented Soil will get you through the jungle camps at sufficient speeds. I rank Dark Binding first to maximize the duration of binds during ganks, taking a point in Black Shield at level four to provide additional utility while visiting lanes. This point can be put on hold until level 8 for more early bind ranks, but I'd rather have a shield available that I don't use than die because I needed it when it wasn't available.<br />
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When clearing camps, be sure to bind the big target, and take a step back to get some extra time away from them. It may not seem like much, but it really adds up.</div>
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Whoa Constrictorhttp://www.blogger.com/profile/12771540534885811823noreply@blogger.com26