Original Post — Direct link

It happens every game. Ten champs, top lane, duking it out until minions spawn in a one-ability rumble. It claims dozens of summoner spells and lives, hosts double, triple, and even pentakills, and surprisingly often, decides the game. What’s most fascinating about the URF Skirmish though is how it seemed to form all on it own. People change League all the time, finding optimal builds and strategies that require change in response from the game in a growing relationship. But the URF Skirmish is bigger than Lethality Xayah or Hybrid Kai’sa. It’s a precise set of rules and regulations that formed without a single explicit agreement between the player that engaged in it, and not out of practicality or optimization, but rather, unspoken consensus. Why not mid, the traditional NARAM lane? Why do teams with obvious and severe level 1 disadvantages still gather top lane before inevitably agreeing to split up and “decline” the Skirmish? In any case, it’s certain that archaeologists will look back in pained confusion as they try to understand why so many “FF”s in URF occurred at a minute and three seconds.

External link →
about 3 years ago - /u/Cogswobble - Direct link

Originally posted by DuhChappers

There was an old strat where sion would use his passive to take enemy red buff. He would die halfway through the camp and finish it with passive, then tp back to lane. Not sure it was ever used for towers but stealing jungle camps was a big thing for years.

Not even that old, wasn’t it used in a playoff game last season?

about 3 years ago - /u/Cogswobble - Direct link

Originally posted by jojoblogs

It was bigger before xp was tied to jungle item, and Sion could get level 2 off the camp.

Yeah, I think now it's much more about setting the enemy jungler way behind than about getting a big lead in lane.