A common response I hear from Klepto enthusiasts to justify the absurdity of Kleptomancy is often, "But Kleptomancy doesn't help for combat!" I would like to point out that this is untrue.
Kleptomancy can provide the following consumables which give raw combat stats:
Pilfered Potion of Rouge: Grants 6 − 16.2 (based on level) bonus Attack Damage or 10 − 27 (based on level) Ability Power (Adaptive) for 45 seconds.
Travel Size Elixir of Iron: Grants 150 bonus health, 25% Tenacity icon Tenacity, increased champion size, and PATH OF IRON for 45 − 90 (based on level) seconds.
Travel Size Elixir of Sorcery: Grants 25 ability power, 7.5 flat mana regeneration, and SORCERY for 45 − 90 (based on level) seconds.
Travel Size Elixir of Wrath: Grants 15 bonus attack damage and BLOODLUST for 45 − 90 (based on level) seconds.
- UNIQUE – BLOODLUST: Dealing physical damage to champions heals for 10% of the damage dealt. Area of effect physical damage only heals 3.3% for every unit affected.
Elixir of Skill: Grants +1 skill point.
These are just the items that give raw combat stats. This is not including items like Biscuits, health/mana potions and the two wards which all give some form of combat-related advantage as well.
The other issue with Klepto is obviously the unfair amount of snowballing possible vs Melee champions. A melee champion laning vs a Klepto Ranged top is essentially losing on three fronts immediately from the start of the game.
The ranged klepto champion maintains a CS poking out the enemy melee champion and gaining CS that the melee champ will miss. This is deficit 1.
The Klepto ranged top laner also gains a gold lead from auto-attacking the enemy top laner from the Klepto gold itself, and the Sly Sacks of Gold, which leads to deficit 2.
Deficit 1 and deficit 2 actually compound on each other because the gold that the melee top laner is missing from losing CS is further compounded by the gold lead the Klepto ranged top laner is getting not just from the CS lead, but from the gold lead of Klepto/Gold sacks.
In addition to this, by the time the melee champion has the levels required to fight, the enemy Klepto champion will be at a level advantage as well from forcing the enemy melee champion out of exp range, into recalls, forcing teleport to come back to lane, ETC. If the melee champion somehow doesn't get poked out immediately from walking back into lane, he can possibly start a fight by using engage tools on the Klepto ranged laner, but by that point the Klepto ranged laner is so far ahead in gold, exp, items, etc, that they just win the all-in within melee range because of their lead just from picking Klepto. This isn't even counting the fact that they can use Pilfered potions and elixirs to gain the in-combat advantage that Klepto enthusiasts insist the rune doesn't provide. This is deficit 3.
The rune is extremely unhealthy and is completely warping the state of top lane in solo queue. Pro play is obviously a different beast because team-communication and comps exist in a different state, but the rune is absolutely dreadful to play against in top lane in solo queue.
Source: Original link
© Post "Why Kleptomancy ranged top is extremely unhealthy and frustrating to play against:" for game League of Legends.
Top-10 Best Video Games of 2018 So Far
2018 has been a stellar year for video game fans, and there's still more to come. The list for the Best Games of So Far!
Top-10 Most Anticipated Video Games of 2019
With 2018 bringing such incredible titles to gaming, it's no wonder everyone's already looking forward to 2019's offerings. All the best new games slated for a 2019 release, fans all over the world want to dive into these anticipated games!