Bit of a brag, was support nunu for old times sake in a normal game, mid game comes and I'm up in mid helping two others. We catch their kass in our blue pit, and he's silenced for a second from someone, but hugging the pit walls. I flash over the wall and channel my ult, and he ults over the wall into the bush, right into my ult as it finishes. All chat- "Wow, didn't expect the nunu ult".
Knowing what to expect from champs really pays off
In other news, apparently I belong in bronze because wow, can't get a positive win ratio
I'm 16wins 21 losses. I tend to call 'fill' so end up with support a lot, which, while heavily influencing the game with wards and cc, can't really carry a team that insists on pushing too deep, chasing too long, and engaging away from turrets, while behind and outnumbered.
I've taken to calling jungle or top, to at least have a better influence on the game, even though I don't really like forcing roles.
re; carries targeting tanks, sometimes there's only one target in range, a tank, and to reach other targets puts you too far into their team, so you hit the tank. Thats fine, as long as you aren't blowing long cd's on him, or don't switch to better targets as they appear. Sometimes enough burst can kill a tank, opening up their line for full on chase mode. In fact, I think adc's might be better off itemizing armor pen just for that, since they more often have a tank/bruiser in their sights than a squishy. Adc kills tank, mages/assasins/tanks go for other squishies with their range, poke, and cc.
I wonder if that might make a good team comp too, pick champs that are extremely good at killing high health/def targets, and get rid of those annoying front line cc machines that screw up a team. Nothing better than having the target you're good at killing put themselves in your range without having to chase.