But having Flash to run away is good as well to its up to you if you prefer the fight or flight response.Īt the very start of the game I strongly recommend only defending your red buff. If they have an early-game based top and jungler it can be useful to have ignite to secure a kill if they catch you out in the river or something like that. I also take Ignite in games I feel like there will be a lot of early game skirmishes. I take Ignite when going against a heavy healing composition, for example if they have Aatrox top and Vladimir mid, this is so I can use the grievous wounds to cut down their healing. IGNITE: Ignite is a good alternative to Flash in the right situation. If you are playing jungle Smite is a must to keep you healthy in your jungle clear, to secure objectives and most importantly, to be able to buy a jungle item which are incredible good gold-efficient items. I take this spell in most of my games however I sometimes switch it out with Ignite if I feel its not needed to dodge enemy cc, or if I need the grievous wounds Ignite offers. The ultility provided by it and its capability to be used offensively and defensively make it an invaluable summoner spell. There is a reason every player takes this spell no matter who they're playing as save for a few exceptions like Yuumi. FLASH: Flash is one of the most fundamental summoner spells in the entire game.
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