DC Universe Online: PvP Basics Part 2

Hey guys, it’s finally time for DCUO Basics part 2! Sorry it’s so late, but that game is extremely addicting and I’ve had quite a bit of school work to maintain. Now I’ve logged nearly 80 hours on the game and am proud to say I was one of the first level 30s on Public Enemies(PvP).

Now enough rambling, let’s jump straight into the content; since that’s the only reason you indulge my delusions in the first place.


Okay so today we’re kicking things off with stats, one of the most crucial blocks of info in every MMO. So basically, there are 9 stats in DCUO; said stats are gained through gear and skill points and provide you benefits in combat. I know I touched on stats a bit before, but now we’re really tearing into it.

Pretty self explanatory, health is your HP. It’s the bar in the upper left corner and it’s the only thing that keeps enemies from touching your no-noes when you get knocked out. Health regens while out of combat, and it is fairly easy to abuse this fact against in experienced players. (See: Rolling)

Power is the blue bar in the upper left corner and is what we RPG players have always known as MANA. Power is consumed upon casting spells from your loadout(action bar) and regenerates automatically out of combat. HOWEVER you also regenerate mana in combat by attacking enemies, the higher your hit counter the faster your mana regen.

Defense reduces the damage you take from NON-PLAYER ENEMIES ONLY. It is a purely PvE stat and you will be violated in the dark alleyways of Gotham if you try to stack it in PvP. It takes 71 Defense to gain 1% damage reduction.

Spell Power! Might increases the damage dealt by your spells. Stack ungodly amounts of this. Every class uses spells in PvP and damage is king. It adds roughly 1% per 3 points of might or something ridiculous like that. I’ll have to check my math on that one.

Restoration increases your healing power. It’s that simple. 1% Base Healing = 4 Restoration. If you’re a healer, get it, if you’re a tank fear it.

Vitality increases your power regeneration effects. It’s sort of like mp/5 but not nearly as good. 10 Vitalization grants you 1% mana regen, but is only really useful for controllers; since it helps them buff their teammates. Normally mana regeneration through stringing together long combos is sufficient.

Attack power? Not what you might expect from a stat named precision, but in DCUO you aren’t bound by the unholy laws of RNG. Your attacks never miss. Precision in this game plays the role of Attack Power or Attack Damage. It basically increases the DPS of your weapon attacks. 1 DPS = 10 Precision.

Dominance increases the damage dealt to enemies afflicted with a CC effect. 2 Dominance = 1 Damage. Controllers need to stack this hard.

We saved the best for last, it’s RESILIENCE! Toughness reduces the damage you take from player enemies and is the greatest thing since sliced bread (and also the best thing since Blizzard told Uwe Boll to go **** himself). Toughness reduces the damage you take by 1% per 71 points, and tastes like candied rainbow bacon, garnished with unicorn blood. Stack it higher then Madonna’s whore money.


Okay, last time I told you what each weapon specializes in; now I’m gonna tell you just what that means and how you can apply it in actual combat.

Break Free
Block Breakers
Hard Stun

Breaking Free:
Activated by pushing [Shift] (Block) repeatedly – Some CC’s are only broken by spamming Left Click.
Any effect that causes loss of control of your character can be broken by using your break free ability. Every character can break free and it is briefly talked about in the tutorial on Braniac’s ship, however they neglect to mention that SOME CC EFFECTS ONLY END BY CLICKING LEFT CLICK REPEATEDLY; THIS TYPE OF CC IS KNOWN AS A HARD STUN. This is one of the most important things to understand about DCUO. You are screwed if you don’t know this info. (See: Hard Stuns)

Activated by holding [Shift]
Short and sweet, while blocking you negate 90% of all incoming attacks; this includes while being attacked by multiple targets. Blocking is one of the most crucial yet dangerous aspects of combat. (See: Hard Stuns)

Activated by blocking and tapping a direction. [Shift] + W, A, S, D
Okay everyone listen close, to an inexperienced player rolling is your biggest weapon. While rolling you have a 99% chance for enemy attacks to miss you. If your enemy does not know how to counter this you can literally roll until your combat timer expires and you get your passive health regeneration. Most concepts like these are not explained in game and are left up to the players to discover, if rolling has been plaguing you in PvP; I’ll tell you how to counter it right here. (See: Interrupts)

Look for the [Interrupt] tag on your spells and abilities
Interrupts do exactly as their name implies; they interrupt. When an opponent is casting a channeled or charging spell take that opportunity to ruin his day by using your interrupt. The most popular form of interrupt is the Lunge, which is normally preformed by holding down your left mouse button. Now what is important to know about interrupts is that whenever you successfully interrupt your target will be afflicted with a HARD STUN. LISTEN UP: When an opponent is rolling, if you cast your Lunge/Interrupt they will be struck by it and HARD STUNNED.

Block Breakers:
Look for the [Block Breaker] tag on your spells and abilities
Casting a block breaker on someone who is blocking will cause a hard stun. Most Block Breakers are channeled so they are vulnerable to interrupts, but if you can pull one off believe me you will reap the rewards. The most popular block breaker is preformed by holding down the right mouse button.

Hard Stuns:
Okay listen up, because this **** is serious business…

Because of the power of rolling and blocking, the developers really had to add something in to raise the skill cap of the game; the mechanic that does this is the hard stun. The hard stun rewards good gameplay, and brutally punishes screw ups; it is a mechanic that PvPers must know and learn very well.

1. Breaking Free does NOT break Hard Stuns
2. When you are hard stunned your character will flash red
3. You can reduce the duration of a hard stun by spamming left click
4. A hard stun can mean the difference between life and death

Above are the basic facts about hard stuns, pretty sexy right? Now let me tell you how to do them.

1. Casting a Block Breaker on someone who is Blocking
2. Casting in interrupt on someone who is Rolling
3. Casting an interrupt on someone who is channeling a spell
4. Blocking an interrupt causes the attacker to be hard stunned
5. Blocking a combo attack causes the attacker to be hard stunned

Having known these facts from day 1 have provided me a massive advantage while leveling, as a lowly level 10 I’ve defeated level 20+ players simply because they do not understand these rock, paper, scissor aspects of combat. I sincerely hope these mechanics help you on your quest to becoming the next legend. Please be smart and combine the information from the first guide to maximize your efficiency. By knowing the weapon specialties from the first guide it is easy to assume what a player will do when you bait him, and if you know that you can be waiting for his attack with a devastating hard stun.

In DCUO it is important to remember that skill and knowledge can easily overcome level and gear difference. If a player does not understand the basic mechanics of the game you will beat him; no matter how many levels he has on you.

If you’re interested in picking up DC Universe Online (PC) or need a gametime code; please check out my buddies over at www.ShatteredCrystal.com they’ve got a great business over there run by MMO Legend Markee Dragon and are the only place that still sells the League of Legends Digital Collectors Pack that contains Silver Kayle.

Anyway – DCUO Part 3 is coming next week.

Good luck everyone! See you in the arena.

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DC Universe Online: PvP Basics Part 1

I’ve been playing a lot of DCUO; and I’ve logged a little over 24 hours so far; and I want to enlighten everyone on a few critical aspects of gameplay that some people may not be aware of. 404-lost is a site that is focused primarily on the PvP community and is dedicated to putting out detailed information about PvP content in various games, so here’s some important info on DC Universe Online.

First off DCUO is a very unique MMO, and in my opinion uses a combat system that is extremely skill reliant, and due to the vast amount of customization; the game has a very high knowledge cap. It is absolutely crucial to understand the abilities and talents of other powers and weapons; however it is much more important to understand the basics.

First of all it’s important to understand that DCUO is an action game, as such your reaction speed and timing is very important, this is the main factor that separates DCUO from other MMOs, another thing that is interesting about the action based combat system is that DCUO only allows you to have 6 spells on your action bar at a time. You’re standard action bar which is known as your “Load out” contains 8 shortcuts: 1 – 6 Spells, 7 Consumable item, 8 Trinket. Because of this system it is important to plan your character around what you want to achieve; luckily most of the spells have amazing synergy with each other.

First off I want to talk about your role, which is basically your job.
There are a total of four roles in DCUO:

Damage (Everyone)
Tank (Fire & Ice)
Healer (Nature & Sorcery)
Controller (Mental & Gadget)

The roles are the standard RPG mechanics: Striker, Defender, Leader, and Controller. First of all the damage roles is the standard role that everyone has access to, every power in the game can do DPS, however each power has access to one additional role as listed above. Why does this matter in PvP? Well friend, each role has perks which are active at all times; yes, even during PvP.

    Tank Role (Ice & Fire)

Strong against: Controllers (Mental and Gadget)
Weak against: Healers (Nature and Sorcery)
Immune to most forms of CC and resistant to Mental and Gadget debuffs
Abilities that provide allies with immunity to CC
Attacking controller roles increases attack damage by 55%
60% increased health
Increases healing taken by 80%
Increased stealth detection (+3 Perception)
(PvE)Increased threat generation
Overall damage reduced by 20%

    Controller Role (Mental and Gadget)

Strong against: Healers (Nature and Sorcery)
Weak against: Tanks (Ice and Fire)
Attacking healers afflicts them with a Mortal Strike debuff
Attacking healer roles increases attack damage by 35%
Your healing and absorption effects are increased by 100%
Overall damage reduced by 35%

    Healer Role (Nature and Sorcery)

Strong against: Tanks (Ice and Fire)
Weak against: Controllers (Mental and Gadget)
When attacking tanks your abilities ignore armor and mitigation effects
Attacking tank roles increases attack damage by 70%
Increases the duration of your CC effects
+350 Vitalization (Mana regen)
Dominance stat increased by 65% (Dominance increases damage done to CC’d targets)

    Damage Role (Everyone)

Strong against: None
Weak against: None

Roles are unlocked at level 10 and can be accessed by pressing ‘T’
Roles CANNOT be changed during combat

Next up is powers, basically there are 6 different types of power that you have access to in DCUO. Fire, Ice, Nature, Sorcery, Gadgets, and Mental. Each power has two specs and a variety of unique spells which all bring different elements to PvP.

Fire: High damage, Health, and CC resistance.
Ice: High damage mitigation, CC resistance, and great defensive cooldowns.
Nature: Good healing, damage, and shape-shifting is amazing.
Sorcery: Great healing, some CC, and the ability to summon demons.
Mental: Good damage and CC, along with good defensive cooldowns
Gadget: The most CC of any power combined with the ability to stealth.


There are currently 10 weapon types in DCUO, each has it’s own skill tree and has nearly endless customization options. Each weapon specializes in a certain mechanic; you can find the chart below:

Martial Arts(melee): Average DPS / Average Burst Damage – (Specialty: Interrupts)
One Handed(melee): High DPS / Low Burst Damage – (Specialty: Interrupts)
Two Handed(melee): Very Low DPS / Very High Burst Damage – (Specialty: Interrupts)
Brawling(melee): Low DPS / High Burst Damage – (Specialty: Interrupts)
Staff(melee): High DPS / Low Burst Damage – (Specialty: Mixed)
Dual Wield(melee): High DPS / Low Burst Damage – (Specialty: Interrupts)
Dual Pistols(range): Very High DPS / Very Low Burst Damage – (Specialty: Mixed)
Bow(range): Low DPS / High Burst Damage – (Specialty: Mixed)
Rifle(range): Average DPS / Average Burst Damage – (Specialty: Block Breaking)
Hand Blast(melee/range): High DPS / Low Burst Damage – (Specialty: Block Breaking)

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Pokemon: Generation 5 threats, Venusaur returns, The new face of terror

“Strong Pokémon. Weak Pokémon. That is only the selfish perception of people. Truly skilled trainers should try to win with their favorites.”

Today we’re talking about cute fuzzy little death matches in which we have six of our monsters engage in fatal combat for our amusement. Why are we doing this? Well because we’re their masters, and they’ll do what we tell them. (If you have all 8 gym badges that is.) So what is this all about? Well friends, today I invite you to look into the eyes of fear itself. Are you afraid of generation 5? You’re not, you say? You will be.

Welcome to the monochrome generation, the events of Black and White take place an unknown amount of time after Diamond, Pearl, and Platinum as Cynthia mentions losing her Championship to the hero of the 4th generation (Lucas or Dawn). The Isshu/Unova region for the first time ever is not in Japan, the new battlefield for Gen 5 is based on downtown New York City and for a Pokemon game it is visually stunning.

There are now 649 Pokemon and counting previous games; 40 Badges, and I for one won’t be satisfied until I’ve completed the new National Dex and beaten whatever form of battle tower they throw at me. However I’m much more excited about Gen 5 PvP, which brings me to the main point of this post. The threats lurking in the shadows of Gen 5 are stronger then any previous generation.

Let’s kick things off with a classic:
The Seed Pokemon – Venusaur

Who could imagine that Venusaur would ever be listed on a threat list outside of Gen 1? Over the years he lost the power to sweep everything after a Sword Dance and without the insane power of Leech Seed from previous generations the lovable beast seemed doomed to UU tier; but now after all these years, in Generation 5 Venusaur has found his place as the master of Sunny Day teams. For the first time ever sun is arguably superior to rain, the big green monster here dominates in the sun.

Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe

1. His speed doubles in the sun due to his new ability chlorophyll
2. Sleep Powder lets him put down any threat
3. Free Solarbeams
4. Growth raises Attack and Special Attack by two stages each

In the past Venusaur was crippled by his poor speed stat, but now chlorophyll erases that problem and the new Growth attack makes the poison/grass monster one of the most lethal mixed sweepers in the game. He can swap in on Toxic Spikes like it’s nothing, then proceed to dominate your team with Sleep Power / Growth setups and follow that up with enough tentacle powered destruction to make a Japanese school girl blush.

Next up we have one of the most fearsome beings to ever grace (more like plague) the metagame. The Shark Dragon, Garchomp.

I mean it has GAR in it’s name, that’s pretty fricken’ intimidating. Also he’s a shark that can walk on land, not to mention the fact that he has 102 speed on land. While he’s picking your flesh out of his teeth, let’s not forget he’s also a dragon.

Base Stats: 108 HP / 130 Atk / 95 Def / 80 SpA / 85 SpD / 102 Spe

Anyway, for those of you who remember the majority of Gen 4 you should recall that Garchomp reigned over OU with an iron fist (fin?); he has the ability to Sword Dance or Dragon Dance then land endless numbers of STAB Earthquakes or Outrages into his enemies, mercilessly tearing apart almost any team. Sure, he’s got a 4x weakness to ice, but it’s no wonder his signature set is the Yache Berry set. Nothing’s really changed for this “thing” he’s just so powerful that he remains one of the biggest threats in the game. Nothing can safely say that it can take on Garchomp in the sand.

Next up we have the blob of doom: Wobbuffet.

What has changed for Wobbuffet in Generation 5 you ask? Well… Nothing. That’s the problem. He still maintains the ability to destroy almost anything in the game with little effort. One recalls hours of frustration in middle school as this blue demon made short work of almost every team that had the misfortune of facing it. We’ve been waiting for years for justice, for this sickening blob of a beast to be weakened. Knowing deep down that some day Wobbuffet would get it’s comeuppance… In those days we really believed that to be the world’s one and only truth.

The Mushroom of death; Breloom.

I’m fairly convinced that Game Freak developers were on shrooms when they invented this evil bastard whom is devoid of all remorse and honor. Those of you who remember the days of Generation 3 where this degenerate crushed anything that dared to stand against it; well despair my friends as it appears those times may have come again.

Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe

Access to a 100% accuracy sleep attack combined with FOCUS PUNCH allowed this bastard to slaughter just about any team that wasn’t prepared for it, but now the dreamworld has granted this grotesque being the ability Technician. Technician increases the base power of all moves which have a base power of 60 or less by 1.5×
Which basically means if he’s put up a Sword Dance then that Seed Bomb or Mach Punch just ended your life. In addition to all of this he still has access to Spore, Focus Punch, POISON HEAL, and Toxic Orb. Did I mention he’s immune to status effects and resistant to Earthquake? Oh I didn’t? Well he is.

Last but not least, gather around Pokemon trainers, and stare into the eyes of the most fearsome Pokemon in the Black & White generation. A being so terrifying that it was once said to have been spawned from Mew itself. I suggest any small children leave the room before you gaze into the abyss, as what you are about to witness is not for the faint of heart. Prepare yourself! I hope your body is ready!

Yes fellow trainers, Ditto. I AM NOT TROLLING YOU.

His eyes are cold… Devoid of mercy….

Base Stats: 48 HP / 48 Atk / 48 Def / 48 SpA / 48 SpD / 48 Spe

I’ve always had a soft spot for this cute little blob of failure, why? Because he/she/it is cool. Incredibly cool. For 4 generations spanning over a decade Ditto has failed to go noticed by the metagame community. Lackluster stats and poor mechanics left Ditto forever alone in the darkness of the NU tier; however deep in that darkness for years Ditto has trained and planned it’s vengeance. Once considered by most players as nothing more then a 2nd Unown, the elusive being has risen to the top in the monochrome generation. Ditto by the grace of Arceus has been granted the ability Eccentric; which automatically has Ditto use Transform upon switching in. Transform now completely copies enemy stats! However that’s not all! he also copies all stat boosts active at the time of the transformation. For those of you who don’t understand; it means If you swap in on the enemies sweeper; Choice scarf will allow Ditto to outspeed any Pokemon in the game. He will then proceed to unleash the fury of FIVE GENERATIONS on your team. The onslaught that follows will be one for the history books. He is the single best revenge killer in the game, no Pokemon not even the likes of Arceus or Mewtwo can stand before this beast and survive.

Additionally, here’s some backstory for the new King of Games.

You are not prepared!

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TheoryCrafting: Caitlyn – The Tsundere Sniper

Caitlyn – The Sheriff of Piltover is a Champion in League of Legends,and she is the first champion of 2011. She was released today, January the 4th, and so far I’m having a lot of fun.

At first I wasn’t going to buy her, mainly because her original skin made her look like a giant purple harlot; however her Resistance Skin looks great, and I intend to put a lot of time into playing her. Her summoner spotlight is a disaster really, recommending players to shoot out of brush and buy elixir as part of their build order instead of using their judgment first is going to earn her a bad name for the first few days I’m sure; but it’ll pan out.

v. looks good so far, and there was a much needed buff for the lovely Irelia, whom is one of my favorite champions in the game; as well as a new Shen skin which personally I find terrifying. Seriously, he’s got rubber gloves; he’s a ninja who sneaks around giving people prostate exams; not someone you wanna mess with.

Anyway, here’s the build.

Summoner Skills:

Flash & Ghost – Bread and butter man, bread and butter. Combine this with your 90 Caliber Net and you have the Holy Trinity. You’re able to escape almost every situation if you play attentively. You do not need Cleanse, just pay attention. If you feel you really need it, take it; but I’m against it.


Masteries: 21/0/9

3/3 Deadliness
1/3 Archmage’s Savvy
1/4 Sorcery
4/4 Aclarity
3/3 Sunder
2/2 Offensive Mastery
3/3 Brute Force
3/3 Lethality
1/1 Havoc

3/3 Perseverence
1/1 Haste
4/4 Awareness
1/3 Meditation


Pretty standard, Armor Pen runes own hard, you oom really fast when you’re a try hard and you never want that. You can’t go wrong with Health, and CDR is great; but I’m probably going to swap this for Magic Resist after a bit more testing.

x9 Greater Mark of Desolation (15 Armor Penetration)
x9 Greater Seal of Clarity (16.2 Mp/5)
x9 Greater Glyph of Focus (5.85 Cooldown Reduction)
x3 Greater Quintessence of Fortitude (97.2 Health)


Headshot (Passive) – Every 8 attacks (attacks while in brush count as 2), Caitlyn will fire a headshot, dealing either 150% damage to a champion or 250% damage to a minion.

Piltover Peacemaker (Q) – Caitlyn revs up her rifle for 1 second to unleash a penetrating shot which deals physical damage (deals less damage to subsequent targets).

Yordle Snap Trap (W) – Caitlyn sets a trap to reveal sneaky yordles. When sprung, the trap immobilizes the champion and deals magic damage over 1.5 seconds.

90 Caliber Net (E) – Caitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back.

Ace in the Hole (R) – Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.

Oh yes my friends take a look at that ULTIMATE ABILITY, the sniper returns. Kardel Sharpeye reborn in a taller sexier form.

Final Item Build:

Build Order:

435    Doran’s Blade
35    Health Potion
350    Boots of Speed
1337    The Brutalizer
435    Doran’s Blade
1000    Boots of Swiftness
1315    Phage
3200    The Bloodthirster
2550    Stark’s Fervor
3250    Frozen Mallet
3065    The Black Cleaver
2687    Youmuu’s Ghostblade

Okay, it’s very important that you supplement your build with the early Doran blades, and continue to do so if you fall behind. Stark’s Fervor is a great replacement for our trusty old friend Last Whisper; and so far I’m really liking it. You will rarely complete this build, but if you do, you’ll lay waste to just about everything as long as you play very carefully but also aggressively enough to keep constant pressure on your enemies. (Insert Reginald Aggressive Play-style)

Caitlyn has a decent lore background and a solid set of abilities, and she’s also carrying on the legacy of our good friend the Dwarven Sniper. She’s basically the Batman of lore as someone on SoloMid pointed out; and I’m liking her a lot right now – however much like Silent Night Sona, the reason I decided to buy her rests almost entirely on her Resistance Skin. Why? Well friend; there is a very subtle resemblance to a very special someone in it.

Alicia Melchiott from Valkyria Chronicles.

Yes, the lovely tsundere sniper Alicia. So I’d recommend buying Cait if you wanna have a good time; she’s not as good as MF or Twitch; but she’s a hell of a lot prettier than Twitch and has a hell of a lot less STDs then MF.

You don’t have any STDs do you Alicia?


Also I’m thinking about using…


Wait, wait, wait! Hear me out!

I know Hexdrinker get’s a lot of crap; but come on. Early game you can’t deny how great it is. I’m really liking as a viable win condition item. If my team is putting out tons of pressure and I’m carrying hard; I think Hexdrinker allows for you to really sweep a team without any worry.


Anyway guys that’s the build, I hope you enjoyed the read and have good luck on the fields of justice.

Time for a headshot montage.


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TheoryCrafting: Sona – Post-Locket

Sona – The Maven of the Strings is a fairly old Champion in League of Legends (at least in internet time), she dropped on September 20, 2010 and she carries with her a dark legacy of hatred. Well known as one of the most overpowered champions in the game even after countless nerfs; Sona is forever remembered for her unstoppable laning phase which many a gamer has felt the wrath of. Contrary to popular belief her power was not derived from her light healing but rather from her outstandingly high base damage with Hymn of Valor and the combos available with her passive.

The ever-lovely Sona has been nerfed countless times but never really felt any of them, she is a notoriously easy champion to play; and most likely even now has the lowest skill cap in the game. Her biggest nerf comes with the removal of the Innervating Locket in v1.0.0.107; Innervating Locket was a fairly controversial item, being nerfed harshly about 4 times since it’s release. The locket was originally intended for Support characters and is/was completely balanced when used on them – however through someone’s clever innovation tanks began carrying it and it just so happened to give them psuedo-invincibility during the laning phase.

“as the one responsible for the most recent overhaul, the super-hyper tanks using it and breaking the item caught me completely by surprise. Sorry. The next time I make an item, someone slap me. >< I had fun in the interim using it with Soraka and such but this hyper-regenerating tank meta has to die. Since Locket was part of that, I will happily kill it now and hopefully have it reworked into something equally fun soon.”

– Xypherous

Now without Locket people are saying Sona is dead, saying she’s now Soraka-tier. Generally I only play champions I have fun with; and I previously I found Sona incredibly boring; however with her recent changes she appears to take a lot more skill then she initially did; unfortunately the skill cap on her is still probably the lowest.

HOWEVER: Riot implemented a buff to her this patch as well and that happens to be the reason I’m playing her. This buff comes in the form of SILENT NIGHT SONA. Sona’s new skin which can be seen at the top of this guide is AMAZING. She looks like Hatsune Miku and that was all the motivation I needed to buy it and play her.

So without further adieu, here’s my Post-Locket Sona build.

TheoryCrafting: Sona – Post-Locket


Summoner Skills:

Flash – Good ‘ol Flash, personally I support the Flash nerf; mainly because of the power it brought to careless players. Good players used it in a multitude of ways which made sense; however careless players were able to use it to escape ganks with ease. Personally I just think that bad play should be punished rather then rewarded. I have similar issues with Tyrandamere’s ult; but I digress. Sona doesn’t really have an escape ability; I grab Flash on her since I’m generally hanging back it allows me to quite frequently hop over a wall to escape.

Clarity – Don’t stop reading yet! I have reasons for choosing Clarity; personally I’ve never really had trouble with ganks so I take it over Clairvoyance and I don’t think I need any more mobility so I skip Ghost. Clarity makes up for the loss of Locket and allows you to greatly support your team when you have your summoners in Utility; which this guide recommends.


Masteries: 9/0/21

Standard 9/0/21 build grabbing masteries in both Clarity and Flash.

1/3 Deadliness
3/3 Archmage’s Savvy
4/4 Sorcery
1/1 Archaic Knowledge

3/3 Perseverence
1/3 Good Hands
4/4 Awareness
1/1 Greed
3/3 Meditation
1/1 Insight
3/3 Quickness
1/1 Blink of an eye
3/3 Intelligence
1/1 Presence of the Master


I take Magic Pen reds because there’s not really any viable alternative. Her AP ratios are terrible and I don’t want to put secondary runes in those slots. Magic Pen gives you added damage and just happens to be better than the other picks. Clarity for mana regen and focus to abuse CDR awesomeness. Fort because you can’t go wrong with more HP.

x9 Greater Mark of Insight (8.55 Magic Penetration)
x9 Greater Seal of Clarity (16.2 Mp/5)
x9 Greater Glyph of Focus (5.85 Cooldown Reduction)
x3 Greater Quintessence of Fortitude (97.2 Health)


Power Chord – (Passive) After casting 3 spells, Sona’s next attack deals extra 24 (+12 per level or +240 at champion level 18) magic damage. Additionally, Sona’s Auras persist for over 2 seconds after deactivating and set off a 2 second global cooldown.

Hymn of Valor – (Q) Passive Aura: Sona plays the Hymn of Valor, granting nearby allied champions bonus attack damage and ability power. Activation: Sona sends out bolts of sound, dealing magic damage to the nearest two enemy champions or monsters.

Aria of Perseverance – (W) Passive Aura: Sona plays the Aria of Perseverance, granting nearby allied champions bonus armor and magic resistance. Activation: Sona sends out healing melodies, healing herself and a nearby wounded ally.

Song of Celerity – (E) Passive Aura: Sona plays the Song of Celerity, granting nearby allied champions bonus movement speed. Activation: Sona energizes nearby allies with an additional burst of speed for 1.5 seconds.

Crescendo – (R) Sona plays her ultimate chord, forcing enemy champions to dance (stun) and take magic damage over 1.5 seconds.


Here’s the core build, simple enough right?

475      Mana Manipulator
2285    Soul Shroud
1200    Mercury’s Treads
995       Tear of the Goddess

Pretty basic, I find that the game will very rarely go beyond this point if you’re playing properly and supporting your lane. It’s really not very hard, your lane is impossible to lose really. Tons of mana longevity for yourself and some for your partner through Clarity. Your CS won’t be all that good, let the tank or carry in your lane take most of the CS and in most cases allow them to get the kills. Keep your carry fed and alive and it’s gg obviously. However if the game does manage to go on or you’re fed a bit here’s the rest of the build:

1245     Fiendish Codex
2610     Deathfire Grasp
2855     Archangel’s Staff
1925     Aegis of the Legion
3460     Zhonya’s Ring

Rather then shooting directly up to an Archangels I feel it is probably a better idea to work on your Deathfire Grasp. Why? Because if the game has dragged on this long then you are really going to need the CDR and tank killing power of DFG as soon as possible. Your mana shouldn’t be a problem at the point anyway. After obtaining DFG pick up your Archangel, the AP isn’t that great but you might as well. Finish off the build with Aegis and finally a Zhonya to ensure that you and your carry are able to stay up through anything.



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[NSFW] Gary MF Oak is here!

Sup losers, it’s Gary MFing Oak up in this.

For those of you scrubs who don’t know who I am; I’m the MFing unrivaled master of NTR. I’m a rich source of untapped awesome; and I’m the MFing king of games. Pokemon, Yugimons, Digimons, Warcraftmons, whatever the ****.

Remember when Plainstriding got removed? Yeah? That was me! Who nerfed Paladins into whiny healin’ bitches in Vanilla? You all thought it was Fangtooth? Well that was me! That’s right kids, I’m Gary MFing Oak. My Ice Lance hits so hard that your computer explodes, then when you call up Dell I put you on hold for an hour; then when you finally get through I let ya down easy. Bonjour cuckolded ****face, your warranty is void. Why? ACTS OF GOD AREN’T COVERED.

Bitches try to hate on me all the time; but they aint shit. Are you dense? Are you retarded or something? I’m Gary MFing Oak, I was driving a convertible when I was 10 years old! Ever wonder why Misty left the team? That was me! Why is Red a mute? It has to do with my girth; it’s the same reason they have to keep changing all the voice actors in Pokemon. What happened to Ash Ketchum’s Official Pokemon League hat? SORRY ASHY-BOY! That was me! I’m Gary MFing Oak, I roll up in my Mercedes full of cheerleaders and money and what are you gonna do?

I’m gonna start posting weekly

I’m here to help this scrub Rosuto out with his blog, he’s lucky I’m even gracing his blog with my presence;  but I’m a people person; a romantic of sorts. Oh yeah, that reminds me; remember Tai Kamiya and Sora Takenouchi from Digimon?

Ever wonder why they never got together?

That was me.

Smell ya later!

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TheoryCrafting: Irelia – The Will of the Blades

Irelia – The Will of the Blades is an upcoming Champion in League of Legends, she should be dropping on November 16, 2010 and I for one am pretty psyched to play her. There was some issues with her in-game model but it looks like they have given her a softer face and an Asian touch. Irelia is a master of Hiten style and was intended to be the first true Physical Nuke in the game, however this may no longer be the case; as seen in the Summoner Spotlight she may just be Master Yi 2.0, but only time will tell.

Given the information from the summoner spotlight, I’ve come up with a build for Irelia I think may be effective.

So without further adieu, here’s my first Irelia build.

Irelia – The Will of the Jungle


Summoner Skills:

Smite – Pretty obvious really, essential for junglers and always a handy spell to have around for Baron steals.

Ghost – Ghost used in unison with her Bladesurge ability should accomplish any mobility issues you should ever encounter; whether it be escaping or charging in for the kill.


Masteries: 21/0/9

Okay, for the most part the masteries emphasis Physical Damage which is great for any jungler; including crucial jungle talents like Plentiful Bounty and Greed. I’d like to find a way to include the neutral monster buffs mastery, but in order to do so you’d have to sacrifice Greed or Havoc which in my opinion are more useful than the buffs on paper, however I recommend trying both ways. Since you are not AP you have low mana longevity making the blue buff very appealing.

3/3 Deadliness
1/1 Plentiful Bounty
1/4 Sorcery
4/4 Aclarity
3/3 Sunder
2/2 Offense Mastery
3/3 Brute Force
3/3 Lethality
1/1 Havoc

3/3 Perseverence
1/1 Haste
4/4 Awareness
1/1 Greed


Pretty standard really, abuse the power of Armor Pen runes and Dodge runes, CDR is there for obvious reasons however swapping them for Magic Resist is also viable. Like any jungler flat HP is the best Quin type.

x9 Greater Mark of Desolation (15 Armor Penetration)
x9 Greater Seal of Evasion (6.8 Dodge)
x9 Greater Glyph of Focus (5.85 Cooldown Reduction)
x3 Greater Quintessence of Fortitude (97.2 Health)



Ionian Fervor – (Passive) Each nearby enemy champion (to a maximum of three) reduces the effectiveness of Crowd Control on Irelia.

Bladesurge – (Q) Irelia dashes forward to strike her target. If it kills the target, Bladesurge’s cooldown refreshes and half the mana cost is refunded.

Hiten Style – (W) Irelia is skilled in the art of Hiten, passively giving her physical attacks health restoration. Activating Hiten Style adds true damage to her physical attacks for a short duration.

Equilibrium Strike – (E) Irelia’s attack balances the scales, dealing damage and slowing the target. However, if the target has a higher Health % than Irelia, then the blow stuns the target instead.

Transcendent Blades – (R) Irelia summons four spirit blades which she can fling at her enemies. These blades deal magic damage to enemies that they pass through, siphoning life from them and healing Irelia.



300       Cloth Armor
35          Health Potion
35          Health Potion
35          Health Potion
35          Health Potion
35          Health Potion
415        Long Sword
1000     Madred’s Razors

Okay so here’s the basic starting point for any melee jungler, there’s not much room for deviation if you’re hoping for early ganks and quick levels. Basically you’re gonna wanna start with your FIVE Health Potions and your CLOTH ARMOR.

Start out by taking out Mana Golem, as stated above your mana pool is rather poor and you need the blue buff to take jungle control. Following Golem hit Wolves then Wraiths. Take out the twin golems and finally Red Lizard. Now go for an easy gank if you see one near your lane; just harass a bit force them to zone out and deny them a little xp. Recall and follow the corresponding build orders depending on the enemy team and your personal preferences.

Standard Team
920 Berserker’s Greaves
3800 Madred’s Bloodrazor
1965 Last Whisper
3200 The Bloodthirster
3065 The Black Cleaver or 3000 Warmog’s Armor (If you’re having health issues)
2600 Guardian Angel

This build is what you should use if you’re up against a balanced team or you’ve been fed. It provides you with superior jungle control through your high damage output. Pop in and out of the jungle hunting down enemies, when they grow a fear of you; you’ve won the game.

Heavy Caster Teams
1200 Mercury Threads
3800 Madred’s Bloodrazor
1250 Spirit Visage
2750 Banshee’s Veil
2610 Force of Nature
2600 Guardian Angel

This build give you a hefty stock of Magic Resist and protects you from you’re biggest enemies in the jungle Shaco and Shen. Spirit Visage and Hiten Style have great synergy and you should be able to really tear up the squishy AP carrys while neutralizing their damage.

Heavy Physical Teams
850 Ninja Tabi
3800 Madred’s Bloodrazor
1250 Spirit Visage
2925 Randiun’s Omen
2000 Thornmail
2600 Guardian Angel

This build provides you with enough armor and AD breaking potential to make Master Yi cry like a girl. Randiun’s Omen and Thornmail just crush any hopes that the enemies AD carrys had at ganking you. Tabi abuses the broken dodge mechanic, yay for RNG. This is ragequit material right here. This build doesnt take advantage of your attack capabilities rather it abuses your passives and the anti AD items while still providing you with the killing potential of Madred’s tank killing stick.


Well that’s it for now, lemme know what you think. I’ll be playing this build as soon as I pick up my bundle. Remember it’s just theorycrafting I still have to fine tune the build but given the available information it looks pretty solid so far. Just remember the golden rules of jungling:

“A great jungler should be able to stay ahead of levels of duo lanes, not equal.
A great jungler should be able to cover a lane when a teammate needs to back or after they’ve died. Jungling is a huge advantage!”

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