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๐Ÿ”ฅย superADC v1.0ย ๐Ÿ”ฅ

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โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

๐ŸŽฎย Supported Champions

JINX AND VAYNE (More coming soon)

โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

*USE GGORBWALKER

RECOMENDED USE SUPEREVEDE

โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

โฌ‡ DOWNLOAD

DOWNLOAD HERE

โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

๐Ÿ“ย Installation
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1. Copy the `LOLEXT` folder into the GoS root directory, accepting the merge with the
existing folder. The final structure looks like this
:

<GoS root>/
โ””โ”€โ”€ LOLEXT/
โ””โ”€โ”€ Scripts/
โ””โ”€โ”€ superADC.lua

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2. Also copy `superADC.version` to `<GoS root>/LOLEXT/Scripts/`.

This file allows the auto-update feature to detect which version you have installed.

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3. Launch the game. In the GoS menu, `superADC v1.0` will appear in the script list.


### Auto-update

From this point on, you don't need to repeat any of these steps. Each time it loads,
the script compares your version with the one in the repository; if a new version
is available, it downloads it automatically and notifies you in the console:

* superADC updated to vX.Y -- press F6 twice to reload *

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*4. If the script does not appear in the list

GoS stores active scripts in `LOLEXT/LocalScriptDB.ini`.

If superEvade does not appear even after reloading (pressing `F6` twice), open that file in a text editor and add these three lines to the end:

[superADC.lua]
ACTIVE = 1
UPDATE =ย 

โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

๐Ÿ“Œย Notes

Quote

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Jinx

Q
- Automatic weapon switching: minigun when the target is close, rocket when far away
- One target โ†’ minigun; Two enemies close together (within 150 units) โ†’ Rocket, due to AoE damage
- If they are spread out, don't switch โ€” AoE damage without grouped targets isn't worth the cost
- Target fleeing beyond minigun range โ†’ Rocket, as it has greater reach

W
- Poke up to 1450 range, even when the orbwalker isn't targeting anything
- Chases down fleeing enemies and those recalling โ€” a recall is worth the full-range shot
- Finisher: fires to kill, even outside of attack mode
- Against a CC'd target, no prediction logic needed: a stunned enemy has nowhere to go

E
- Cast at the destination of an incoming enemy's dash, not directly on top of them
- Interrupts channels
- Each trap is calculated and dodged individually based on where it lands

R
- Long-range finisher (out of combat), up to 25,000 range
- Waits for Zap to resolve if it can secure the kill
- Fires when Zap fails to secure the kill, is on cooldown, or is out of range
- Doesn't fire if an ally kills the target first, or if a survivor is blocking the path โ€” the R has collision
- Pursues enemies who have vanished into the fog of war, aiming for their last-clicked location
- Interrupts recalls by calculating if the rocket arrives before the channel finishes
- Damage calculation accounts for the target's missing health, as DamageLib only reports the fixed damage portion

Vayne

Q
- Attack reset within the combo, aimed to maintain target lock
- Closes the gap when the target is out of range
- Pressures low-health targets
- Won't tumble under a turret or near multiple enemies

W
- Not manually castable: the script tracks stacks and prioritizes the target with two stacks to ensure the third shot hits them

E
- Only used when a wall is behind the target; wall proximity is calculated based on the target's projected position
- If multiple targets are near a wall, prioritizes the best candidate Marked
- Pushes away enemies who get close (melee range) and those advancing aggressively
- Post-check: records how far the target moved relative to the wall's distance


R
- Remains manual by design: itโ€™s about reading the fight, not calculating damage

Common to both

- Active items (BotRk, Cutlass, Youmuu) used when the target is below a certain threshold
- Does not harass under the enemy turret
- Does not issue movement commands while superEvade is actively dodgingโ€”including Tumble, which "only" resets the attack but causes displacement
- Queries superEvade to check if the destination is dangerous before moving

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โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”โ”

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