Naturally, you'll always take Flash, but the choice then boils down to Ignite, Teleport, or Ghost. Ignite is a more selfish selection as it alone generates dueling pressure. Any trade that you take 1-on-1 will always be in your favor thanks to this spell assuming the enemy took TP and your potential to kill and snowball increases with it. The downside to its selection comes when you're not snowballing and are having a rougher time in lane.
Say your lane-focused Champion pick was countered by a stronger Early-To-Mid Champion, or you're falling off against a Tank matchup who's played it safe until he's itemized against you. If Ignite didn't net you kills early, it's proving itself to be a waste of a spell. With that said, I only suggest its selection if you're fully confident in your lane phase abilities. Teleport is the quintessential Summoner Spell Selection as it allows Top Laners to not miss out on big waves of gold and EXP, capitalize on the leads they create by allowing for quick push-to-purchase plays, and allows them to stay relevant for teamfights while still being across the map.
Taking Teleport also pushes you to learn the true limits of your Champions since you won't be relying on Ignite's burst to carry you through poor trades. So, Teleport should be your default option in most cases. Keep in mind though, Teleport can be interrupted. So, if you're looking to join a fight or make a cheesy escape, be sure to do so away from your opponents if they provide any sort of displacement.
Ghost is an option taken by a few high snowball and rundown style Champions. It provides its user not only with the added mobility by allowing them to ignore units, but it also boosts the user's movement speed for the duration making them quite slippery. You'll typically find this spell being utilized by the likes of Darius, Singed, or Tryndamere as they're champions that benefit from these effects the most.
As a split pusher, you'll want to have your focus on your lane opponent and the enemy Jungler. These two are going to be who you see the most throughout the game, while the other three enemies will fall to the wayside. So, while Legend: Alacrity might be suggested to boost up your turret taking potential, Legend: Tenacity might benefit you more if you're going up against a Top-JG Duo with hard crowd-control. Aftershock and Bone Plating might help you with your all-in potential, but if you're going up against an opponent that can poke off the Bone Plating and dash around your Aftershock proc, are you really getting the most from your rune selection?
Always consider your matchups! Mindlessly following preset pages might be 'fine' but you want to be 'better' to win! Keeping that in mind, we'll want to itemize the same way.
If we're against a Vlad or Fiora, Executioner's or Bramble Vest will go along way in stifling their sustain and trade potential against us. But, if we're smashing our lane opponent and the enemy Jungler's popping off, we're going to want to prioritize our items against them.
We may be matching a Jayce, but if his buddy Elise is frequently visiting us, MR is going to be more beneficial that stacking more and more armor.
Always keep your build adaptable. You're looking great! But you may be asking, do I just keep mindlessly shoving my opponent in and look to outplay if more than two come? You'll need to be looking to coordinate your pressure with your teammates and the map objective spawn timers. So, let's unpack that a bit. As said, key opportunities to exert your pressure are when objectives are spawning, like Dragon or Baron, or whenever your team is grouped as a 4 to siege a lane.
As you push, keep in mind the position of your allies and what objective they're taking. If they're claiming a neutral point, Dragon or Baron, you're going to want to hard shove your wave. The combined pressure of you and your minions are going to force the enemy to make the choice of sending someone to respond to you or to try and force the fight against your team while you take their side-lane. If your team is sieging turrets in lane, again, mirror the opposite side of the map and do your best to have your wave match the pace of your team's.
Having the waves crash together at the same time again creates a situation where your opponents are forced to make a choice. Either they respond to you, or they respond to your team and either way you're typically walking away for the better.
How your opponents match you is what is really important. This is where the majority of her split push potential comes from, though it is further increased by high deul potential and some added mobility from her skill set. The mobility advantage comes primarily from her q ability, which acts as a dash.
This dash serves two purposes in the interest of split pushing; the first is to escape from a sticky situation by repeatedly dashing away it has a short cooldown , and the second is to activate her true damage passive, increasing damage output and her likelihood of winning duels.
Her w makes her immune to crowd control, if aimed correctly, and diverts that crowd control back to her enemies, further increasing duel potential. This increases both her duel potential and ability to take on multiple opponents. She can thus choose to run or fight, and her fighting is particularly vicious.
It is likely that the enemy team will have to send multiple members to fight a Fiora. This will then create an uneven team fight for the remainder of your team and theirs, allowing the rest of your team to put more pressure on other areas of the map. You can see how split pushing is dominated primarily by top laners, as Tryndamere is yet another top lane champion.
He is one of the oldest split pushers in the game and has continued to be relevant season after season, taking out towers like they are nothing. Tryndamere builds AD, like many on this list. But for him, this is amplified by his q, which adds flat damage for insanely hard hits on both champions and towers. His q also gives increased damage based on his missing health, so if enemies happen to get him low, he just gets more damage.
The active on his q also heals based on fury, which combines with a lifesteal item and the increased damage on low health, making Tryndamere virtually unkillable late game. Thus, trading with him is very difficult and it will often require more than one player to stop his assault on your towers or base.
His w ability will reduce enemy attack damage and slow them if their back is turned, allowing him to safely retreat or pursue with vigor. It applies to all nearby enemies as well, so he can trade with multiple people at a time.
His ultimate makes him unkillable for 5 seconds, further adding to his ability to run away safely or continue fighting one or more enemies.
On top of all of this, he also has a spin ability his e that acts as a dash and will even go through certain walls, increasing his mobility. Yet another top lane champion who has been a top player in terms of split pushing for many, many seasons, is Nasus. His ability to split push effectively stems primarily from two parts of his kit. Due to this mechanic, Nasus needs to farm to get stronger, and the best way to do that is by split pushing, since doing so gives you the best access to minions.
On top of that, Nasus is able to use his q ability on towers for insane turret takedowns. While most of the time you will want to execute minions with your q, eventually you can slow down and just focus on helping your team or taking out some towers.
He also excels at both deuling and taking on multiple enemies at once. In addition, his ultimate gives bonus health, armor, and magic resist, increasing his survivability by quite a bit. Overall, Nasus is just great at holding his own once you get past the early game, a perfect trait to look for in a split push champion. His only flaw is the general lack of mobility or AOE crowd control that his kit offers.
Camille is one of the most mobile top laners in the game and has a high damage output, making her a prime choice for split pushing. Camille thrives on her mobility, all of which comes from her e ability, which gives her two dashes; the first grapples to a wall or nearby terrain and the second sends her in the targeted direction.
Through this, she can easily duck from a situation at much greater speed and with much more distance than the majority of champs, easily outrunning any pursuers. Thus, she provides low-risk, high-reward pressure and turret damage. This mobility from her e ability also combos very well with the rest of her kit, especially her w, which slows enemies and heals her. She can cast her w, slowing enemies and giving herself a health boost, and then immediately use her e to get even further away.
Her abilities are also geared heavily towards dueling. Her passive will grant a shield based on the damage type of the enemy she hits. Additionally, her ultimate will single out an enemy and force them to fight with her in a confined space, all while momentarily knocking away anyone else nearby. With her dash, she can easily leap in, target the person with the lowest health, eliminate them, and then leap back out.
Plus, her q ability grants extra damage, aiding in her ability to quickly execute both enemies and turrets before getting the heck out of dodge. Jax is the king of split pushing, and for good reason. He has all the benefits of other champions on this list with very few of the drawbacks. In truth, his kit is great for both team fights and split pushing, allowing you to choose what suits your playstyle and the need of the moment, highlighting the strength of Jax as a well-rounded champion.
With that in mind, you will definitely want to give his split push a try, as it is extremely efficient. His passive gives increased attack speed based on his basic attacks, letting him shred through minions, players, and turrets alike. His ultimate ability also gives stacks based on his basic attacks, which, after he reaches 2 stacks, will be consumed, dealing extra magic damage to whatever he attacks.
Jax excels In terms of both deuling and escaping. He also comes equipped with an AOE stun which begins as a defense stance that blocks basic attack damage and reduces all other damage sources from champions. On top of these defensive measures, and offensive depending on how you view the stun, he has a dash ability that allows him to leap to a targeted unit, including allies or allied minions. Skip to main content.
Level up. Earn rewards. Your XP: 0. Updated: 21 Jan am. BY: Sophie Chamberlin. Does your team keep losing every team fight, leaving you frustrated and wondering what you can even do to win games? Give split pushing a try. Here are the top 10 best split pushers for season More on this topic: league of legends lol. Born and raised in the mountains, I have dedicated my life to story-telling of vast and wide realms.
I live to enjoy the worlds of others, through role-playing and video games. Gamer Since: Nasus vs. Renekton The age old, lore-based match up to end all match ups. Who will win? Log in or register to post comments.
More Top Stories. So annoying they'll make you break your keyboard and slap your momma. Listen up, new recruits. Sit back, enjoy What's scarier than a Ninja?
If you want to climb, help This time around we're going to visit the jungle, so pack up your smite, get your items and let's go! Zed is an AD assassin who plays in Mid lane mostly can play in Top lane sometimes, but not preferable.
Zed has a very strong laning phase against different mid laners, he has good engage and disengage mechanics. What makes him on this list that his basic attacks are strong on turrets and he has a good wave clear. If he gets fed on early game, he could just finish the game even before 25 minutes! He gets strong after some core items Trinity Force — Rage blade.. Also, her E helps her in engaging and disengaging and even running away from enemies when they come to defend their turret.
Ziggs has a skill that makes him a great split pusher and a great turret destroyer, his W Satchel Charge has a strong impact on the turrets. He builds tanky items which make him invincible with a great amount of damage dealt to champions.
What makes him a great split pusher that his Q deals a massive amount of damage on the turrets and it has a very low cooldown.
0コメント