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The Art of League of Legends

George 'Zekent' Liu

The Art of League of Legends


George 'Zekent' Liu

2011 George Liu This work is published under the Creative Commons Attribution-ShareAlike !0 "nported li#ense $CC %&-SA !0'! &ou are (ree to #op)* distribute and transmit the work* to adapt the work* and to make #ommer#ial use o( the work* under the (ollowing #onditions+ a. &ou must attribute the work in the manner spe#i(ied b) the author or li#ensor $but not in an) wa) that suggests that the) endorse )ou or )our use o( the work'* and b. ,( )ou alter* trans(orm* or build upon this work* )ou ma) distribute the resulting work onl) under the same or similar li#ense to this one! -or more in(ormation on the CC %&-SA !0* visit http+..#reative#ommons!org.li#enses.b)-sa. !0. This book was (ormatted and e/ported to 01- b) 1olan 2urvihill in the "nited States o( Ameri#a!

Table of Contents

Table of Contents
Introduction.........................................................................................................................9 Greetings, Summoners...................................................................................................9 I Goals..............................................................................................................................9 Part One: The Core Skill Set.............................................................................................. 11 I Champion/Item Knowledge.........................................................................................11 II Item Awareness..........................................................................................................12 III Creep Score................................................................................................................12 IV Basic Map Awareness...............................................................................................14 Part Two: How to Improve................................................................................................16 I Attitude/Mindset.........................................................................................................16 II Practice Mechanics.....................................................................................................17 III Game Sense...............................................................................................................17 IV Watching ther Pla!ers............................................................................................18 Part Three: The Advanced Skill Set...................................................................................2 I "he Mind Game...........................................................................................................20 a. Juking....................................................................................................................20 b. Baiting...................................................................................................................23 . !ane Cont"ol..........................................................................................................24 II #arming Past the $aning Phase..................................................................................27 III Map Control...............................................................................................................28 a. #a"$ing.................................................................................................................28 b. C%a&'ion ("esen e..............................................................................................29 . Tu""ets...................................................................................................................30 IV Positioning.................................................................................................................31 Part !our: Champion "ole#............................................................................................... $$ I "raditional %oles..........................................................................................................33 a. )ange$ *+ Ca"",...................................................................................................33 b. *( Ca"",................................................................................................................34 . -u''o"t.................................................................................................................3. $. Tank.......................................................................................................................36 e. Jungle....................................................................................................................37 II Su& %oles....................................................................................................................38 a. /ff0Tank................................................................................................................38 b. B"uise"..................................................................................................................39 . *nti0Ca"",..............................................................................................................39 $. (us%e"...................................................................................................................40

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e. )oa&e".................................................................................................................41 f. *ssassin..................................................................................................................42 Part !ive: Stat#...................................................................................................................%% I 'e(ensi)e Stats............................................................................................................44 1ealt%.......................................................................................................................44 *"&o"23agi )esistan e..........................................................................................44 1ealt% )egene"ation.................................................................................................4. +o$ge........................................................................................................................4. !ife -teal2-'ell Va&'................................................................................................46 Tena it,.....................................................................................................................47 II ((ensi)e Stats............................................................................................................48 a. *tta k +a&age2*bilit, (o4e"...............................................................................48 b. *"&o"23agi (enet"ation....................................................................................49 . *tta k -'ee$..........................................................................................................0 $. C"iti al -t"ike..........................................................................................................1 III ther Stats..................................................................................................................2 Cool$o4n )e$u tion.................................................................................................2 b. 3ana25ne"g,.........................................................................................................3 . 3ana )egene"ation...............................................................................................3 3ove&ent -'ee$......................................................................................................4 Part Si&: The Pre'(ame..................................................................................................... )) I Choosing Summoner Spells........................................................................................... 56%aust....................................................................................................................... 7%ost.........................................................................................................................6 1eal............................................................................................................................7 )evive........................................................................................................................7 -&ite..........................................................................................................................8 Tele'o"t......................................................................................................................8 Cleanse......................................................................................................................9 8o"tif,.......................................................................................................................60 Cla"it,........................................................................................................................60 Ignite.........................................................................................................................61 )all,..........................................................................................................................61 Clai"vo,an e.............................................................................................................62 8las%..........................................................................................................................62 II Choosing Masteries....................................................................................................63 a. 212626....................................................................................................................63 b. 622126...................................................................................................................63 . 626221....................................................................................................................64 $. 92626.....................................................................................................................64

Table of Contents

vii

e. 62926......................................................................................................................64 f. 62629.......................................................................................................................64 g. 1201.2626..............................................................................................................64 %. 621626...................................................................................................................6. i. 62621.016...............................................................................................................6. III "eammate Interaction...............................................................................................6. a. 7"eetings...............................................................................................................6. b. C%a&'ion -ele t...................................................................................................6. . ("e 3inion -'a4n (lan.........................................................................................66 Conclu#ion......................................................................................................................... 6*

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("efa e

i6

Preface

Editor's Note
This do#ument was initiall) posted to leagueo(legends!#om on 2a) 23* 2011 in the de(ault (orum (ormat* with ver) little additional (ormatting! ,t was subse4uentl) #onverted into a pd( (ile using (iledump b) a third part)! A se#ond* more e)e-(riendl) pd( was posted b) the author soon a(ter! This edition attempts to make the (ormatting as potential and eas)-to read as possible! The do#ument attempts to (ollow the #onventions o( a printed book* be#ause in m) humble opinion* it deserves to be one!

1olan 5SirTast)6 2urvihill

II

Acknowledgments

The 5tip6 i#on belongs to 7)o-Tu/* (rom 1eviantArt!#om! "sed under the Creative Commons Attribution non#ommer#ial share-alike! The tiled gre) ba#kground is (reel) used thanks to grsite!#om! The League o( Legends #hara#ter portraits* item i#ons* and summoner spell i#ons are propert) o( 8iotGames!

T%e *"t of !eague of !egen$s

Introduction

Greetings, Summoners.
This is an arti#le that aims to e/plain and tea#h pla)ers how to improve and re(ine their skills in League o( Legends! 1ue to the vast disparit) o( skill in the League o( Legends #ommunit)* some points ma) not be understood b) ine/perien#ed pla)ers simpl) (rom la#k o( in-game pla) time or knowledge! The approa#h that , will take to assist in pla)er improvement ma) work outside the #onte/t o( League o( Legends and into other 29%A-st)le games! %ut* the e/amples within this guide will all be taken (rom within the #onte/t o( League o( Legends! This is not a guide that is intended to tea#h how to pla) an) spe#i(i# #hampion* but rather a #omplete overview o( how to pla) League o( Legends as a whole* so i( )ou are looking (or a guide on how to pla) a parti#ular #hampion* this guide is not (or )ou! Also* (or the most part* ea#h se#tion in this guide is meant to be standalone* so i( )ou do not want to read it in its entiret)* (eel (ree to skip around!

Goals
So* (irst o( all* what is )our goal: The best wa) to a#hieve )our goal is to (irst de(ine what )ou are tr)ing to do* and then (igure out a means to a#hieve that goal! So* , ask )ou again* what is )our goal: -or e/ample+ Are )ou tr)ing to improve )our win.loss ratio: Are )ou tr)ing to raise )our ;L9: ,( either o( the pre#eding is )our goal* then there are wa)s to a#hieve that without mu#h personal improvement- )ou #ould simpl) run #hampions that re4uire little e((ort to obtain a high win.loss ratio in )our respe#tive ;L9 range! ;/ample+ Teleport.8evive 7arthus with -< 1eath Timer runes and masteries prior to the ad=ustment o( his death timer $aka+ >ombie 7arthus'! 1oing this ma) 4ui#kl) improve )our displa)ed ;L9 up to a #ertain level* but )ou will eventuall) en#ounter pla)ers who #an deal with su#h #hampions and even punish )ou earl) on (or tr)ing to do it! ,( that is )our goal* )ou are (ree to do it* and )ou #ould most likel) obtain a (airl) respe#table win.loss ratio b) doing so! 9n the (lip-side* i( )our goal is to improve )our overall mindset and me#hani#s* )ou shouldn?t 11

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waste )our time with su#h 5strategies!6 At best* e/#lusivel) pla)ing one or two #hampions will tea#h )ou =ust that- how to pla) one or two #hampions! &ou ma) be#ome e/tremel) skilled at these #hampions* but would be#ome inept at pla)ing at an) other #hampion within )our newl) obtained ;L9 range (or one simple reason- )ou ma) pla) Champion A at skill level @$newl) obtained ;L9'* but )ou pla) ever) other #hampion at skill level &$old ;L9!' , have personall) seen pla)ers in the 1A00B ;L9 range be#ome #ompletel) useless i( their 5main6 #hampion gets banned or pi#ked! So* be(ore )ou do an)thing* de#ide on )our goal- then make plans on how to a#hieve that goal! 0art one o( this guide will be (o#using on )our #ore skill set- #hampion.item knowledge* item awareness* #reep s#ore* and basi# map awareness! All these skills are essentials to be#oming a well-rounded and #onsistent pla)er! So i( that is not )our aim* or i( )ou alread) possess these skills* then )ou #an skip past that se#tion!

Part One: The Core Skill Set


2an) pla)ers wonder wh) it is that the) aren?t 5as good6 as higher ;L9 pla)ers* but (ew know what to attribute the di((eren#e in skill to! This se#tion o( the guide is designed to help )ou understand the ke) di((eren#es between a 5good6 pla)er and a 5great6 pla)er!

Champion/Item Knowledge
So )ou?re sitting in a lane at C0< D0 as Eladimir against a Le%lan# and )ou?re both about to hit level si/! &ou both level and )ou de#ide that sin#e )ou?ve built up a (air amount o( gold* )ou?re going to go 5blue pill6 and bu) some items! All o( a sudden* she (lashes up to )ou and blasts )ou with her Sigil o( Silen#e and 2imi# #ombo and )ou?re suddenl) at onl) 1F< D0! &ou go into pani# mode and tr) to use )our Sanguine 0ool to get awa)* but it?s not workingG She easil) polishes )ou o(( with 1istortion! This is a ver) basi# e/ample o( a la#k in #hampion knowledge! Dad )ou known better* )ou will know that Le%lan# #an silen#e )ou! -ortunatel)* this is the easiest de(i#ien#) to remed)! All )ou need to do is to read up on what ea#h item and #hampion #an do! ,n (a#t* there are various League o( Legends (an sites whi#h provide ver) detailed in(ormation on all the #hampions and items! Daving =ust basi# knowledge o( ea#h item and #hampion #an make a large di((eren#e in the out#ome o( a game! &ou ma) realiHe that a %anshee?s Eeil #an save )ou (rom a 7arthus 8e4uiem* or that ;/e#utioner?s Calling #an help #ounter 1r! 2undo! ,( )ou know what ea#h #hampion and item #an do* )ou will dis#over that #ertain itemiHations prove to be e/tremel) e((e#tive against #ertain #hampions!

II

Item Awareness

So )ou?re sitting in a lane at I0< D0 as Ashe against a 20< D0 0opp)! &ou de#ide that i( )ou #an pull o(( an ;n#hanted Cr)stal Arrow* )ou #an kill her be(ore she makes a move! So* )ou take aim and ;n#hanted Cr)stal Arrow her su##ess(ull)! &ou run up to her to shoot her! All o( a sudden* she (lashes up to )ou and sma#ks )ou into a wall with her Deroi# Charge and her 1evastating %low (inishes )ou o((! Jhat =ust happened:G She was stunnedG Dow was that even possible: 9hK that Lui#ksilver Sash in her inventor) might have done the tri#k! &ou should #onstantl) be #he#king what items enem) #hampions have- espe#iall) i( )ou?re in a 1

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lane against them! ;/ample+ 9h* that Ashe =ust got ba#k to lane a(ter bu)ing: Jow* she =ust bought an ,n(init) ;dge- guess ,?d better wat#h outG The 5Tab6 button makes #he#king up on items 4uite simple- though it sometimes doesn?t update i( )ou have not re#entl) seen the #hampion! Two o( the most important items to wat#h out (or are+ Lui#ksilver Sash and ;li/irs! %asi#all)* these two items #an easil) turn the tide o( a gank or (ight! The instantaneous de-bu(( purge (rom Lui#ksilver Sash and the D0 boost (rom a 8ed ;li/ir #an be the di((eren#e between )ou s#oring a kill on an enem) #hampion or having them turn around and beat )ou down! Some other o(ten overlooked items are vision and sight wards! ,( there is a hero with stealth on )our team* $;/ample+ ;ve.Twit#h' be sure to tell them i( )ou see an)one on the enem) team pur#hase a vision ward! Also* i( )ou #onstantl) #he#k items on enem) #hampions* )ou #an see appro/imatel) where the) pla#e their wards! ;/ample+ &ou see an enem) Ashe has a ward and she walk into the le(t bush in middle lane! Jhen she returns to middle lane* she no longer has the ward* meaning that )ou #an assume she probabl) put the ward somewhere on the le(te((e#tivel) #utting o(( one path that )our team?s roamer.=ungler #an gank (rom!

III

Creep Score

,t?s ten minutes into the game and )ou are pla)ing in the middle lane as Corki against an Asheboth o( )ou starting with boots and three health potions! &ou (eel that )ou?re doing an e/#ellent =ob- )ou?ve been harassing throughout the entire game and )ou?ve made her burn through the three health potions and (inall) managed to (or#e her to Teleport ba#k to base- knowing (ull well that she is probabl) going to pi#k up some items! So* )ou push )our lane to his turret and de#ide to Teleport ba#k to pi#k up some items o( )our own- (ull) #on(ident that )ou #an on#e again (or#e her out o( lane when )ou return! &ou de#ide to spend all )our gold to get )oursel( a Tear o( the Goddess $MMF gold' and return to lane onl) to (ind Ashe sporting Three 1oran?s %lades $1I2F gold' a ward $3F gold' and three more health potions $10F gold'! Jhat?s going on:G &ou 4ui#kl) hit 5Tab6 and see that Ashe has somehow managed to get 0 more #reep kills than )ou and is now #ompletel) dominating )ou in lane! This is a #lassi# e/ample o( a di((eren#e in last hitting skill! 1ue to the nature o( League o( Legends* it is in#redibl) hard to a#tuall) kill someone earl) in the game when it?s a one on one situation- meaning that )ou?re generall) better o(( getting as man) #reep kills as possible! Think o( it this wa)- a kill on a #hampion is worth about (i(teen or so #reep killsN so would )ou rather spend )our e((ort on tr)ing to kill the enem) #hampion* or #on#entrating )our e((orts on #onsistentl) getting as mu#h gold as possible! ,n MM< o( all situations* sitting ba#k and last hitting would provide )ou with (ar more gold than taking potshots at the enem) #hampion! As )ou move up in skill level* the importan#e o( last hitting be#omes more noti#eable- i( )ou?re in a solo lane and )ou?re behind b) twent) or so #reep kills* )ou are e((e#tivel) 5losing6 )our lane unless )ou have somehow managed to kill the enem) #hampion or su##ess(ull) ganked

(a"t /ne9 T%e Co"e -kill -et

another lane! &ou ma) think* 59h well* it?s onl) twent) o( so #reep kills*6 but what )ou don?t immediatel) noti#e is what those #reep kills allow (or! Similar to the e/ample at the beginning o( this se#tion* being behind in #reep s#ore will onl) lead to a larger and larger gap due to the di((eren#e in pur#hasing abilities- basi#all) the (irst 5blue pill6 b) ea#h #hampion will #ompound the e((e#ts o( a large gap in #reep s#ore! So* how do )ou remed) this: 0ra#ti#e- there?s no wa) around it! ;a#h #hampion has a di((erent atta#k animation- ranging (rom great $;/ample+ Caitl)n.Corki' to absolutel) terrible $;/ample+ Soraka.>ilean!' The onl) wa) to #onsistentl) obtain #reep kills is to pla) that #hampion! 9r simpl) pra#ti#e with a hero with a terrible atta#k animation- i( )ou #an last hit #onsistentl) with >ilean or Soraka* )ou #an probabl) last hit with an) #hampion! As the game progresses* )ou still want to keep )our #reep s#ore up and , will elaborate on how to do that in 0art Three!

!asic "ap Awareness


&ou are pla)ing Oungle Amumu and it?s =ust past three minutes into the game! &ou?re =ust (inishing up that (irst LiHard bu(( when suddenl) a Gold Card (lies out o( the bush and stuns )ou! Twisted -ate?s 0i#k a Card is 4ui#kl) (ollowed b) Oanna?s Dowling Gale and Cho?Gath?s 8upture! Tr) as )ou might* )ou had no #han#e to es#ape* and now the enem) Twisted -ate has taken )our LiHard bu(( leaving )ou with nothing! Dow did the) know )ou were there: There are basi#all) three options- one+ the) have a ward there* two+ the) are running #lairvo)an#e* or three+ e/perien#e $someone might simpl) know the =ungle timings (or Amumu!' Dow do )ou get around this: -or one* i( )ou are wat#hing )our mini map )ou would have seen the enem) #hampions leaving their lanes* or at least disappearing o(( )our mini map! ,( the) don?t reappear within (ive se#onds* )ou should assume the) are a#tivel) tr)ing to kill )ou* and )ou have one o( two #hoi#es- run or #all in support (rom )our teammates! Su#h an e/ample also applies to lanes! Are )ou overe/tended: ,( )es* do )ou see all the enem) #hampions on )our mini map- )es+ )ou?re (ine* no+ run! &ou should alwa)s assume that i( )ou #an?t see the enem)* the) are =ust out o( )our vision waiting to kill )ou! This brings up another important point- warding! -or a meager 3F gold* )ou #an obtain an e/tended range o( vision on )our mini map* e((e#tivel) allowing )ou and )our teammates more time to rea#t to in#oming ganks! 8emember* a ward is not onl) (or s#outing a gank that is #oming to )ou* but also (or providing vision o( the enem) #hampion leaving )our lane! Also* having one ward in one o( the side bushes in the middle lane e((e#tive provides prote#tion (rom both sides o( the river! ,( )ou have #omplete vision o( one side o( the river* )ou #an sta) near the warded hal( o( the river- providing )oursel( ample time to es#ape (rom an enem) #hampion that pops out o( the opposite bush!

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Daving good map awareness dire#tl) leads to map #ontrol! ,( )ou #an a##uratel) assess where ea#h enem) #hampion is at an) given time* )ou will know e/a#tl) when to push a lane and when to ba#k o((- but , will go into map #ontrol in 0art Three!

Part Two: How to Improve


The (ollowing se#tions are dedi#ated to tea#hing )ou how to improve )our game pla) through a variet) o( skills and traits! ,( )ou (eel that )ou do not need to improve an) more on the an) o( the (ollowing topi#s* )ou are (ree to skip an) o( the se#tions!

Attitude/"indset
Pot man) people reall) think about their in game attitude* but it is a ver) important (a#tor in games! The basi# mindset )ou want is ver) simple- )ou pla) a game intending to #ompletel) #rush the enem) team through an) means ne#essar)! %ut* a#tuall) gaining this mindset is a whole di((erent matter- a(ter all* what does it mean to have a winning mindset: ;ven i( )ou?re losing at the moment* i( )ou #ontinue pla)ing intending to win* )ou will still have a #han#e- a ke) enem) #hampion ma) get #aught out o( position or )our team ma) manage to snipe a %aron killN basi#all)* it?s not over until the game a#tuall) ends! 1ealing with the mindset o( )our allies #an also turn the tides o( vi#tor) in )our (avor! ,( someone s#ores a kill* t)pe out a gesture o( a#knowledgment- even a* 5Good =ob $#hampion @'6 will su((i#e! ,( someone gets #aught out o( position* tell them not to worr) too mu#h about it- something along the lines o(* 5,t?s alright* we?ll get them ne/t time6 #an work wonders in keeping morale up! %asi#all)* keep up a positive attitude and don?t ever berate )our teammatesN it onl) invites disaster- a(ter all* high morale generall) leads to better pla)! Pever assume )ou are alwa)s right! ;ven the best pla)ers make mistakes* and it is (ar more valuable to re#ogniHe )our mistakes and #orre#t them than to insist on )our point o( view! ,n (a#t* insisting that )ou are alwa)s #orre#t #an have (airl) negative e((e#ts on )our own improvement- )ou will never be able to see the other side o( an argument! ,n short* be openminded* and a##ept all opinions! , (eel as i( there isn?t reall) mu#h need to elaborate on this topi# sin#e there isn?t mu#h that , #an a#tuall) tea#h )ou! , #an onl) provide )ou with the knowledge o( what a good mindset is and let )ou e/plore it on )our own!

II

#ractice "echanics

Dave )ou ever (elt that )ou 5know what to do* but )ou #an?t do it:6 Jell* this is where pra#ti#e #omes into pla)! .

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0la)ing against human opponents is a more valuable e/perien#e than pla)ing against A,s* but this onl) applies to game sense and map awareness! 0la)ing in either a single pla)er #ustom game or against A,s is still valuable be#ause doing so #an help )ou develop solid me#hani#s! This is mainl) dire#ted at last hitting* but #an also appl) to tr)ing out new #hampions and =ungling! ;/ample 9ne+ Are )ou having di((i#ult) de#iding on a =ungle route (or "d)r: Tr) out various paths in a #ustom game and determine whi#h path has the most e((i#ient #lear time! ;/ample Two+ Daving di((i#ult) last hitting with Ashe: Go pla) her a bit in #ustom games until )ou #an hit at least (ive minions out o( ever) wave! Simpl) being able to #onsistentl) obtain #reep kills will dramati#all) in#rease )our #han#es o( vi#tor)! A(ter )ou (eel that )ou are read) to put )our new (ound skills to the test* go pla) against some human pla)ers! The pra#ti#e that )ou put into an) given #hampion will automati#all) be applied to )our normal game pla)! ;/ample+ ,n regards to #reep s#ore* )ou will more smoothl) be able to swap between last hitting and harassing* pra#ti#e simpl) removes or at least dampens one e/tra la)er o( di((i#ult) (rom the game!

III

Game Sense

, personall) de(ine game sense as the abilit) to 5know when to be where doing what!6 -or e/ample* )ou are 2aster &i pushing bottom lane* and there is a IvF team (ight brewing ne/t to )our outermost top turret* so* )ou must make the split se#ond de#ision between )our three options- one+ take out dragon* providing )our team with a ni#e boost in gold* two+ #ontinue pushing and kno#k out one or two turrets* or three+ run up to the top lane to assist )our teammates! ,n su#h a situation* option two would generall) be )our best #hoi#e! Tell )our team to stall )our enemies (or as long as possible while )ou push down as man) turrets as possible! So* wh) were options one and three not as optimal: 9ption one ma) seem like a good #hoi#e* but the di((eren#e between the 1M0 gold (rom dragon and the 1F0 gold (rom a turret does not warrant )ou spending )our time taking out dragon- killing a turret* and potentiall) dealing heav) damage to a se#ond turret (ar outweighs what dragon #an provide! The map #ontrol advantage (rom taking out a turret is (ar more important than the I0 gold earned (rom dragon! 9n the other hand* option three seems somewhat more viable- a(ter all* )ou don?t want )our team to engage in a IvF (ight! %ut* unless there is a massive (arm or level gap between )our two teams* )our teammates should be able to dela) the other team long enough (or )ou to take out multiple turrets and ma)be an inhibitor- espe#iall) i( a team (ight breaks out! There is no e/a#t method to improving this (a#et o( )our game pla)* but what , (ind to be the most bene(i#ial is to simpl) make 5#alls6 in the games that )ou pla)! Simpl) put- be the leader o( )our team! Sure* )ou ma) be wrong a lot* but as )ou a##umulate e/perien#e making #alls* )ou will (ind that )ou make (ewer and (ewer 5bad6 #alls! Also* i( )ou are not the leader o( )our

(a"t T4o9 1o4 to I&'"ove

team* )ou #an anal)He the leader?s #alls- basi#all) asking )oursel(* 5Jh) would we do that:6 1oing this will help )ou in two wa)s- remember bad #alls $)our own and other pla)ers?*' i( )ou?re put in the same situation again* make a di((erent #hoi#e and vi#e versa!

$atching %ther #la&ers


Ah* streams and repla)s! Though it ma) be (un wat#hing a pla)er 5#limb6 out o( the so #alled ;L9 Dell* there is virtuall) no value in wat#hing it! ,t is rarel) a learning e/perien#e to wat#h someone at or below )our own skill level! ,( )ou want to improve* the onl) pla)ers that )ou should wat#h are the ones that are either at the top o( the ladder* or at least noti#eabl) better than )ou! Some streamers tend to #omment on their pla)- this is one o( the best wa)s to improve! ,( )ou #an understand wh) a pla)er #hooses a spe#i(i# a#tion* )ou #an more readil) appl) those a#tions to )our own game pla)! 9n the other hand* i( a pla)er makes a mistake* understanding the reasons behind making the mistake #an help prevent )ou (rom making similar mistakes! &ou #an =ust as easil) learn (rom (ailure as )ou #an (rom su##ess! &ou ma) noti#e that most o( the top pla)ers #an maintain an impressive #reep s#ore even while trading blows with the enem) #hampion! 9r that the) will go to %aron or dragon immediatel) i( the) see even one enem) #hampion in bottom.top lane! 9r )ou ma) =ust noti#e the small details that go into winning a team (ight- well timed (lashes and e((e#tive kiting among other things! Though )ou ma) not be able to pull o(( su#h (eats at the momentN wat#hing other pla)ers provides )ou with the knowledge o( what )ou need to improve on and the basi# (ramework o( how to a#hieve su#h improvement! Alternativel)* )ou #an download LoL 8epla) $a user made program' and wat#h )our own game pla)! This will allow )ou to point out )our own mistakes and see how )ou #ould have a#ted di((erentl)! Also* being able to #ompletel) anal)He a team (ight #an help to drasti#all) improve )our own e((i#ien#) in a (ight! %eing able to anal)He )our own game pla) is one o( the best wa)s to improve )oursel(!

T%e *"t of !eague of !egen$s

Part Three: The Advanced Skill Set


Alright* )ou have managed to work )our basi# skill set up to a level where )ou (eel that an) more improvement would be marginal at best! Pow )ou?re read) to move on to some more advan#ed topi#s! ,n this part* , will #over a (ew more #omple/ topi#s* namel)- the mind game* #ounters* (arming* and map #ontrol!

'he "ind Game


The mind game- probabl) the most #omple/ topi# , will address in this guide! So* what e/a#tl) is the mind game: ,t #an be de(ined as this- 5Dow to outpla) )our opponent!6 As simple as that ma) sound* there is a s#ore o( (a#tors that go into e((e#tivel) outpla)ing )our opponent! So* in this se#tion* , will (o#us on =ust a (ew (a#ets o( the mind game- =uking* baiting* and lane #ontrol!

a. ukin!
There are man) wa)s to =uke an enem) #hampion- loss o( vision* bushes* and es#ape skills! Loss o( vision =uking is the most #ommonN simpl) (or#ing )our enemies to guess where )ou are! %ush =uking re4uires )ou to #onstantl) (or#e )our opponent to lose targeting on )ou! And (inall)* es#ape skills su#h as Shadow Jalk or -lash #an be used to get into* or es#ape (rom various situations!
i. Loss of Vision

;((e#tivel) utiliHing loss o( vision ma) seem eas) enough- i( the #hampion #hasing )ou #an?t see )ou* the) #an?t #at#h )ouK right: Jell* it?s rarel) as simple as that- let?s sa) )ou managed to pi#k o(( someone deep in the enem) =ungle and now there are multiple #hampions #oming (or )ou* and (rom multiple dire#tions at that! Jhat do )ou do then: , see man) pla)ers =ust #ontinue running in a straight line* making their path #ompletel) predi#table- almost assuring themselves a death! -ollowing the previous e/ample* let?s sa) )ou have ended up =ust South o( the opposing team?s se#ondar) top turret* meaning that )ou are in the Portheast o( their =ungle* and )ou have enem) #hampions #onverging on )ou (rom )our ;ast and Jest* )ou?re low on D0* so at the moment )ou have three options- going Jest $towards )our top lane and into one enem) #hampion'* ;ast 9

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$towards the enem) team?s base and into an enem) #hampion'* and South $towards )our middle lane'! So whi#h do )ou take: Logi# di#tates that )ou go SouthN so )ou do it- putting )ou out o( the enem) team?s vision range and taking )oursel( =ust between the Jraith #amp and the LiHard #amp! Suddenl)* )ou see the enem) #hampion in middle lane rea#t* heading Porth towards )ou! &ou realiHe that )ou #an?t go Porth or South* seeing as )our D0 is low enough that either #hampion would be able to easil) three shot )ou! So now what: &ou #an either run Jest $towards )our top lane'* or ;ast $towards the enem) base'! ,( )ou de#ided to run Jest* )ou have given the enem) team a #han#e to #ut )ou o((- the enem) team alread) knows that )ou have nowhere to run* so the) #an #ut )ou o(( whenever )ou put )oursel( in a position that o((ers no es#ape! Going Jest will almost as#ertain )our death! 9n the other hand* going ;ast opens man) more options to )ou! &ou #an run into the bush ne/t to the Jraith #amp and start teleporting out- i( )ou?re lu#k)* )ou?ll get out be(ore the enem) team (igures out where )ou went* and at worst* )ou will see the enem) #hampions #oming* allowing )ou to either sui#ide into the turret $providing the enem) team no gold or e/perien#e'* or attempt to keep =uking them $bu)ing )our team time to pi#k o(( a turret* dragon* or even %aron'!
ii. Bush Juking

This is similar to loss o( vision* but on a mu#h smaller s#ale! %eing able to e((e#tivel) =uke an enem) (or a sustained amount o( time #an mean the di((eren#e between getting a killed and being killed! %u)ing that e/tra hal( se#ond o( #ooldown time ma) net )ou the kill in an otherwise hopeless situation! The #on#ept o( bush =uking is simple- )ou =ust need to (or#e )our enemies to lose targeting on )ouN making them unable to atta#k or #ast single target spells on )ou* or #ausing them to have a higher #han#e o( missing area o( e((e#t spells due to the la#k o( vision! %ut* a#tuall) pulling o(( a su##ess(ul bush =uke is not as simple as it sounds! To pull o(( a su##ess(ul =uke )ou need to #onsider what the enem) #hampion #an do- how dangerous his auto atta#ks are* whether or not his spells are on #ooldown* and whether or not he has a ward in his inventor)! The (irst thing to #onsider is how dangerous the enem) #hampion?s auto atta#ks are! -or this e/ample* let?s sa) that )our -lash is on #ooldown (or another eight se#onds and )ou are tr)ing to bu) enough time to use it to =ump over a wall! ,( )ou are at a reasonable amount o( D0* sa) two hundred* )ou shouldn?t be too #on#erned about that Soraka #hasing )ou around! %ut* at the same amount o( D0* a 2aster &i #hasing )ou around would be a lot more threatening! ,n the (ormer situation* simpl) bee-lining it to )our base will probabl) be enough to save )oursel(! %ut* in the latter* )ou?re almost guaranteed to be #aught and killed- this is where bush =uking reall) #omes in to pla)! A #hampion su#h as 2aster &i needs to be able to #li#k on )ou to a#tuall) deal damage* and i( )ou?re #onstantl) du#king in and out o( the bush* he #an?t easil) target )ou- potentiall) bu)ing )ou enough time to es#ape with -lash!

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;nem) #ooldowns are also important to keep in mind- hiding in a bush won?t e/a#tl) save )ou i( the enem) #hampion has an area o( e((e#t spell read) that #an target the entire bush! %ut* i( )ou saw that the enem) Eeigar alread) used his ;vent DoriHon $a skill with a (airl) long #ooldown'* =uking him to prevent him (rom #asting his %ale(ul Strike #ould potentiall) save )ou (rom some heav) damage! -inall)* )ou should be #he#king i( the enem) #hampion has a ward in his inventor)- i( )es* bush =uking potentiall) worthlessN as a ward in the bush )ou enter renders the bush useless to )our =uking needs! ;ven so* )our opponents ma) still (orget to pla#e the ward as the) are #hasing )ou* so attempting to =uke them ma) still prove (ruit(ul!
iii. Escape Skills

Skills su#h as -lash* Ealk)rie* and Shadow Jalk #an all be used to pull )our #hampion out o( danger! %ut* what is the best wa) to use these skills: -or (lash-t)pe skills* being able to leap over walls is the most valuable tool the) provide! Skills that provide stealth prevent )our opponents (rom seeing and targeting )ou! -lash-t)pe skills allow )ou to es#ape (rom various situations that would otherwise mean #ertain death! ,( someone is #hasing )ou* one o( the best wa)s to use these skills is to run into a bush and wait (or the enem) #hampion to (ollow )ou! As soon as the) enter the bush* )ou #an -lash ba#k in the dire#tion )ou #ame (rom- this #at#hes most people o(( guard be#ause the) e/pe#t )ou to #ontinue running in one dire#tionN not ba#ktra#k! Oumping over a wall also provides )ou the option o( putting Loss o( Eision to use be#ause even i( )our enemies use (lash to (ollow )ou over the wall* there will be a brie( moment where the) will be unsure o( the dire#tion )ou take! Stealth-t)pe skills basi#all) provide )ou with an in(initel) large 5bush6 to work with! ;ven i( )our opponents possess an 9ra#le* stealth still provides an e/tremel) large sa(e-Hone (or )ouas opposed to an in(initel) large bush* there will be a small #lear spot around the #hampion with an 9ra#le! ,( )ou?re pla)ing a stealth #hampion and are at a low amount o( D0* most pla)ers will still tr) to #ast area o( e((e#t spells to pi#k up a kill on )ou! These blind shots are easil) evaded b) doing one o( two things a(ter #asting stealth- one+ stand still or two+ ba#ktra#k! The reason that these options are e((e#tive is that the) are une/pe#ted* espe#iall) be#ause )our opponents #an see )ou moving in one dire#tion =ust be(ore )ou (inish stealthing!

b. "aitin!
The prin#iple behind baiting is to tri#k )our opponent into overe/tending- )ou make them think that the) #an kill )ou* #ausing them to (ollow )ou into a trap! The most e((e#tive bait re4uires )our opponent to be absolutel) #ertain that the) #an kill )ou! %aiting is mu#h less e((e#tive i( )our opponent is at low D0 or i( )ou are at high D0!

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i. Bush Baiting

%ush baiting is the most #ommon (orm o( baiting- )ou tri#k an enem) #hampion into #hasing )ou into a bush (ull o( )our teammates! The best wa) to a##omplish this is to be at a (airl) low amount o( D0 and 5miss #li#k6 a (ew times* #ausing )our #hampion to 5a##identall)6 pause (or a (ew moments allowing )our enem) to #at#h up to )ou! This will e((e#tivel) tri#k )our opponent into thinking that )ou have made a mistake and that the) #an punish )ou (or it* but )ou are a#tuall) drawing them #loser and #loser to their death!
ii. Flash Baiting

This te#hni4ue works (ar less o(ten* as people are more war) o( using their summoner spells to =ump over walls to #hase than #hasing someone into a bush! %ut* the #on#ept behind it is the e/a#t same as bush baiting- )ou tri#k )our pursuer into (lashing over a wall and into a swarm o( )our teammates!
iii. Ward Baiting

1o )ou see an enem) #hampion with an 9ra#le: 1o )ou know that the) are about to pass b) a #ertain point on the map: ,( )es* than it be#omes possible to ward bait that #hampion! Jard baiting is e/a#tl) what it sounds like- )ou drop a ward in plain sight* and =ump on the enem) #hampion when he #omes out to break the ward!
iv. urret !ive Baiting

1o )ou look e/tra s4uish): 2a)be )ou have a Soraka or Shen on )our team! As long as )ou are #ommuni#ating e((e#tivel)* )our enemies ma) attempt to kill )ou while under turret (ire! This works espe#iall) well against #hampions who #an stun )ou (rom a range $e/+ Sion'! &ou want him to stun )ou* leaving )ou at a ver) low amount o( D0 and then tr) to (inish )ou o((! A well timed ultimate (rom Soraka or Shen #an 4ui#kl) turn the (ight into )our (avor* adding )our damage to the turrets?! &ou #an also a#hieve this through the use o( the ;/haust spell- a 30< redu#tion in atta#k damage along with a F< redu#tion in spell damage #an reall) #at#h a pla)er o(( guard! There are man) more wa)s to e((e#tive bait )our opponents and these are =ust a (ew e/amples o( how to e((e#tivel) take advantage o( )our opponents? aggression!

c. #ane Control
This part will deal with how to win a lane through a variet) o( ta#ti#s- s#aring )our opponent and #reating opportunities (or )oursel( through passive or aggressive pla)!

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i. Scaring "our #pponent

This se#tion is dedi#ated to earl) game #ontrol and lane dominan#e- basi#all)* how to s#are )our opponents into pla)ing e/tremel) passivel)N thereb) missing #reep kills and e/perien#e! The pa#e o( a lane is generall) determined not b) what )ou #an do* but what )our enemies think )ou #an do! There are man) wa)s to e((e#tivel) establish (ear in )our opponent?s mind- espe#iall) i( )ou have a roamer or =ungler on )our team! ;/ample+ ,( )ou are pla)ing a roamer or =ungler* )ou #an let the enem) #hampion see )ou enter a bush in his lane! &ou ma) be wondering* 5Dow do , get a kill i( the) alread) know ,?m there:6 Jell* that?s the tri#k to it- )ou enter a bush and immediatel) Teleport out! ,( it is a solo lane )ou were 5ganking*6 the) #an?t e/a#tl) (a#e #he#k the bush =ust to see i( )ou?re still there- the) ma) end up having to sit ba#k near their turret and get no (arm and e/perien#e until )ou reappear on the map! 9n the other hand* )our teammate #an easil) pi#k up #reep kills with no pressure being applied to them! This works best against #hampions that have weak es#apes* but i( an enem) #hampion?s summoner spells are down* this will still prove to be e/tremel) e((e#tive! Another e/ample+ ,t?s (ive minutes into the game and )ou are pla)ing as Tristana against a highl) aggressive Caitl)n- admittedl) not a great mat#h-up (or )ou due to the di((eren#e in range! Lu#kil) (or )ou* )our team has a roaming Alistar who has alread) tried to gank Caitl)n on#e! ;ven though the gank was unsu##ess(ul* )ou #an still emplo) the e((e#ts o( it to )our advantage- Caitl)n will probabl) have in mind that Alistar is running around the map! So* )ou noti#e that ever) time )ou run (orward* Caitl)n ba#ks o(( be#ause she?s a(raid Alistar is hiding in the bush waiting to assist )ou in killing her! %asi#all)* her thought pro#ess will be something like* 59h no* was harassing Tristana all game* and all o( a sudden she wants to atta#k me head on* there must be some reason (or it* , bet Alistar is going to gank me again!6 "sing this small tool* )ou #an easil) push Caitl)n awa) (rom what should be easil) a#4uired #reep killsdrasti#all) redu#ing her #reep s#ore! This redu#tion in her in#ome #an lead )ou having a (air advantage a(ter the (irst blue pill- )ou #an potentiall) have more or better items than herN allowing )ou to easil) push her out o( the lane without assistan#e (rom )our allies! 9( #ourse* these are not the onl) e/amples o( the mind game in lane #ontrol* but should rather provide a (oundation on how to impress )our will onto )our opponents! A(ter all* dominant lane #ontrol is rarel) established (rom the moment the game starts- but is built up (rom the #onstant e/#hanges between the #hampions in a lane! ,( )our opponent is thoroughl) #onvin#ed that )ou #an kill him at an) given point in time* )ou have e((e#tivel) 5won6 )our lane- den)ing the enem) #hampion valuable e/perien#e and gold!
ii. $reating #pportunities

The wa) )ou should think is this- the more de#isions )our opponent has to make* the more likel) it is that he will make a mistake! So* b) putting pressure on )our opponent $either

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through personal aggression* or through making him (eel the need to be aggressive'* )ou are #onstantl) opening up the possibilit) that he will make a mistake- leading to an even larger lead! So* the two wa)s to #reate opportunities are as (ollows- one+ passive pla)* and two+ aggressive pla)! ,deall)* )ou will be able to in#orporate both o( these st)les into )our game pla)!
iii. %assive %la&

A #ommon mis#on#eption in winning a lane is that )ou need kill the enem) #hampion- this is not the #ase! To e((e#tivel) win a lane* all )ou have to do is out (arm )our opponent b) a (air margin- generall) a 20B #reep gap #an be #onsidered a 5won6 lane depending on the #hampion mat#h-up 0assive pla) re4uires )ou to (o#us on obtaining as man) #reep kills as possibleN #reating a large gap between )our and )our opponent?s #reep s#ore- )our goal is not to a#tivel) tr) to kill )our opponent* but rather to #ause )our opponent to hand his li(e to )ou on a silver platter! ,( )our opponent noti#es that the) are being signi(i#antl) out (armedN the) ma) begin to pla) more aggressivel) to prevent )ou (rom in#reasing the gap! Su#h aggressive pla) (rom )our opponent ma) allow )ou to #at#h him overe/tending or out o( position! The easiest wa) to punish someone pla)ing overl) aggressive is to either- #ontinue pla)ing passivel) and building up even more #reep kills* or to simpl) atta#k them with minion support! 2an) pla)ers underestimate the amount o( damage that minions #an deal- there(ore opening up the opportunit) to dish out heav) damage to the opposing #hampion* or at the least dealing more damage to them than the) #an do to )ou!
iv. 'ggressive %la&

Sometimes a level advantage in the lane is signi(i#antl) more valuable to )our #ause than a simple gap in #reep s#ore! Aggressive pla) re4uires )ou to #onstantl) harass the enem) #hampion while keeping damage taken to a minimum- there?s not reall) mu#h point in an even e/#hange o( damage! &our goal in regards to aggressive pla) is to Hone )our opponent awa) (rom e/perien#e* basi#all) to build up a level advantage- the di((eren#e between a level (ive and a level si/ #hampion is huge! To e((e#tivel) pla) an aggressive lane* )ou must (irst know how well )our #hampion mat#hes up against )our opponent?s #hampion! -or e/ample* )ou shouldn?t reall) be pla)ing too aggressivel) as 7assadin against Caitl)n! %ut* i( )ou (eel as i( )ou have a #hampion mat#h-up* pla)ing aggressivel) ma) be the ke) to #ontrolling )our lane! Aggressive pla) is most e((e#tive when )ou #an build up earl) momentum against )our opponent- dealing heav) damage to them within the (irst two or three levels #an leave a signi(i#ant mental impa#t on )our opponent! ,( )ou #an s#are )our opponent within the (irst (ew levels* the) ma) be war) o( engaging )ou later on- even i( the) have an advantage! This means that i( )ou see the enem) #hampion running up

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to get a #reep kill* )ou #an also run up to s#are him ba#k leading to missed #reep kills! 9( #ourse* this does not work against ever) pla)er* so i( )ou noti#e that )our opponent is still (ighting ba#k* )ou ma) want to swit#h ba#k to a passive pla) st)le as an aggressive pla) st)le ma) leave )ou more vulnerable to ganks and #ounter aggression!

II

(arming #ast the )aning #hase

As the game progresses* man) pla)ers (ind that their (arm begins to slow down- this should not be the #ase! So* there are two things )ou have to keep in mind to maintain e((i#ient (arm- one+ where )our teammates are lo#ated* and two+ is )our =ungle #leared! The largest issue that , tend to (ind is that teammates tend to (ight ea#h other (or (arm! This is not onl) ine((i#ient* but a#tuall) detrimental to )our team- having too man) #hampions in one lane will dramati#all) redu#e a team?s map #ontrol! ,( )ou see one o( )our teammates heading to a lane* )ou probabl) should not be (ollowing them there unless )our team is tr)ing to push down a turret or gank someone! %ut* i( )our ultimate goal is simpl) to (arm* than (ighting )our all) (or #reep kills is =ust about the worst de#ision )ou #an make! ,nstead o( #ompeting against )our own team* )ou should be looking (or an open lane to (arm- in#reasing )our team?s map #overage while allowing )ou to kill #reeps at )our leisure! Also* man) people tend to underestimate the amount o( gold the =ungle #an provide- a 4ui#k run through =ust the basi# #reep #amps #an net )ou about 200 gold* whi#h is b) no means a small amount! So* i( )ou ever see that )our =ungle still has #reeps le(t in it* #learing it ma) be the best (arming option available to )ou at the moment- it is sa(e and seeing )ou disappear o(( the map puts pressure on )our opponents? lanes* be#ause (rom their point o( view* )ou #ould potentiall) be traveling between lanes to set up a gank!

III

"ap Control

2ap #ontrol is easil) de(ined- it is basi#all) Honing the opposing team out o( portions o( the map while #onstantl) #ontesting (or more #ontrol! &our ultimate goal is to have )our opponents so pushed ba#k that the) are unwilling to leave their base! %ut* how e/a#tl) do )ou gain and maintain map #ontrol: There are three main wa)s to do this- e((e#tive warding* #hampion presen#e* and taking down turrets!

a. $ardin!
Jarding is one o( the most important aspe#ts o( League o( LegendsN )et probabl) the most o(ten overlooked! ;((e#tive wards $ones that prevent ganks and.or provide vision o( when enem) #hampions leave lanes' are instrumental in the su##ess o( a team! Su#h wards provide more (reedom to lanes* while potentiall) wasting the time o( )our opponents!

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,( a lane has all possible entr).e/it routes #overed b) wards* it is eas) to see when and where a gank is #oming (rom- there(ore allowing )ou to rea#t to one long be(ore it a#tuall) rea#hes )ou! This allows )ou to pla) more aggressivel) in a lane be#ause* assuming all else is e4ual* there will be no e/ternal (a#tors (rom the other team a((e#ting )our a#tions! Also* keep in mind that an unsu##ess(ul gank is a huge waste o( time* and seeing one more #hampion in a lane allows other lanes to (ight with more (reedom! -urthermore* as the game progresses* this #on#ept still applies* but on a mu#h larger s#alethere will be more entr).e/it routes to #over as )ou push deeper into the opposing hal( o( the map! So* what do )ou do: ,deall) )ou want to 5bo/ in6 )our opponents with wards! This is e/tremel) e((e#tive be#ause o( the (ear o( 5(a#e #he#king6 bushes $aka+ running into a bush without prior vision'! So* )our goal would be to make ever) single bush a danger Hone (or opposing #hampions! And* even i( someone on the opposing team is (oolish enough to (a#e #he#k a bush* )our team will be prepared to punish him (or it! ,n short* allowing )our opponents onl) the abilit) to push out through the lanes #an greatl) limit their abilit) to #ontrol the game (or multiple reasons- one+ )ou will know where ever) single #hampion is at an) given time* two+ the) will lose #ontrol o( their =ungle* allowing )our team to pi#k up e/tra gold and bu((s* and three+ the) lose #ontrol o( %aron and 1ragon* both o( whi#h #an dramati#all) in#rease a lead!
i. $ounter Warding

This is one o( the greatest tools to a#hieve solid map #ontrol- removing a portion o( )our opponents? map vision opens the door to various opportunities! -irst o( all* i( )ou used a vision ward to #ounter ward and the opposing team wants to regain vision o( a parti#ular area* the) will have to (irst remove )our ward or wait it out! The (irst option allows (or ward baiting and also re4uires an opponent to possess an ora#le or to bu) a vision ward o( their own- e((e#tivel) evening out the gold disparit) (rom )our original vision ward! ,( the) opt not to re-ward the area that )ou #ounter warded* )our team is awarded a new gank path! &our roamer.=ungler #an more easil) gank a lane whi#h has no vision! ,( )our team is not ganking* even the threat o( a gank #an potentiall) s#are an enem) #hampion into passivit) b) aggressive pla) $see The 2ind Game+ Lane Control+ Aggressive 0la)'!

b. Champion Presence
An o(ten overlooked portion o( the game* #hampion presen#e a#tuall) pla)s a large part in map #ontrol! Champion presen#e #an be de(ined b) how prominent a parti#ular #hampion is in the opposing team?s minds- a #hampion that is hardl) noti#ed will have low #hampion presen#e and vi#e versa! 9(tentimes* )ou will (ind that enem) #hampions tend to (o#us on parti#ular #hampions more than others $usuall) targeting the more (armed.(ed #hampions on )our team'! As long as the

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targeted #hampion #an be seen on the map b) )our opponents* ever) other #hampion on )our team will have an in#reased level o( 5sa(et)6 due to the 5must shut down #hampion @6 mindset that man) pla)ers have! ,n this s#enario* #hampion @ $with his high #hampion presen#e' provides the rest o( his team $lower #hampion presen#e' a veil o( sa(et)* and thus allowing them more (reedom to pursue map #ontrol! ,( there is ever a #hampion that is getting out o( #ontrol on the other team* keep in mind* allowing one #hampion to be#ome strong is (ar less dangerous than letting the rest o( his team gain (arm and map #ontrol =ust to slow him down- meaning that )ou are better o(( shutting down the rest o( his team! Another e/ample #an be taken (rom team (ights and ba#kdoor #hampions! Jhen a team (ight is about to start or alread) underwa)* (ew people will noti#e that 2aster &i #harging through a lane taking out turrets and inhibitors- people are too (o#used on what is happening right in (ront o( them! So in this #ase* the #hampion presen#e o( the other (our pla)ers on 2aster &i?s team $high presen#e' e((e#tivel) 5hides6 him (rom the other team! So* what e/a#tl) does #hampion presen#e have to do with map #ontrol: ,t?s a#tuall) a ver) subtle e((e#t- enem) #hampions are slightl) more likel) to gravitate towards areas o( 5high presen#e6* providing areas o( 5low presen#e6 more (reedom to do whatever it is the) want!

c. Turrets
0la)ers o(ten sa) that the ke) to vi#tor) is to take out turrets! This is true* but what man) pla)ers don?t realiHe is wh) taking down turrets is essential to vi#tor)! The map #ontrol that turrets provide is an invaluable resour#e to a team- meaning that* with ea#h turret lost* a signi(i#ant portion o( map #ontrol is lost Turrets provide a (air amount o( sight range* #utting into potential paths that enem) #hampions #an pass through without being seen! So* i( an enem) #hampion wants to gank )ou or one o( )our teammates* the) will have to take a more roundabout route i( the dire#t path puts them within a turret?s sight range! This means that )our team re4uires (ewer wards to #over the same amount o( spa#e- leading to more gold reserved (or other purposes! Also* turrets provide 5sa(et) Hones6 (or #hampions $espe#iall) earl)-mid game'- that is* i( an enem) wants to engage )our team with a turret around* the) will have to think twi#e or at least have an e/tra #hampion around to provide them support! This means that having a turret around will provide )ou with a relativel) se#ure path o( retreat in #ase things go sour! ;((e#tivel) utiliHing the map #ontrol b) a turret ma) take some pra#ti#e* and knowing when to let go o( one to pursue a di((erent ob=e#tive re4uires a keen sense o( the (low o( the game! The best wa) to think o( a turret is this- an allied #hampion that doesn?t move* but #an still dish out a lot o( damage! %ut* sometimes )ou have to let )our teammates die (or the good o( the team* and other times* saving them is the best #ourse o( a#tion!

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#ositioning
0ositioning is one o( the most important aspe#ts o( the game! ,n short* it is where )ou want to be in the middle o( a team (ight- o( #ourse* this varies depending on what #hampion.role )ou are (ul(illing (or )our team! Good positioning ensures that )ou are pulling out as mu#h potential out o( )our #hampion as possible! ,n (a#t* positioning is usuall) the ke) de#iding (a#tor in an even team (ight! ,( )ou (ind that a #hampion on the opposing team is overstepping their bounds* than )ou #an easil) punish them (or the mistake! 0ositioning is a skill that is built through e/perien#e in pla)ing- as )ou pla) a parti#ular role more and more* )ou will un#ons#iousl) improve )our positioning in (ights! The positioning o( ea#h #hampion role is not the same* so having knowledge o( the various #hampion roles will allow )ou to better =udge where good positioning is in a (ight!0art -our+ Champion 8oles The (ollowing se#tions are dedi#ated to e/plaining the =obs o( ea#h #hampion role! ,n addition* , will elaborate a bit on the skills that )ou need to e((e#tivel) pla) ea#h role!

Part %our: Champion &oles


The (ollowing se#tions are dedi#ated to e/plaining the =obs o( ea#h #hampion role! ,n addition* , will elaborate a bit on the skills that )ou need to e((e#tivel) pla) ea#h role!

'raditional *oles
These are the roles that are most generall) #onsidered as 5needed6 in a team #omposition! ;ven though this is not the #ase* it is still ver) bene(i#ial to be (airl) pro(i#ient at pla)ing at least one or two #hampions in ea#h o( these roles so that )ou #an (ul(ill an) de(i#ien#ies in )our team #omposition!

a. &an!ed A' Carr(


Champions su#h as Ashe or 2iss -ortune (all into this #ategor)! %asi#all)* their =ob is to sta) ba#k and dish out sustained damage* or to s#ore hits on turrets when a team is pushing! ,( )ou are pla)ing one o( these #hampions* )ou should never be in the middle o( a (ight* but rather )ou should sta) ba#k and deal damage to an)one that #omes #lose to )ou- and remember* i( )our team has a dedi#ated support #hampion* the) are basi#all) )our best (riend in the game! To e((e#tivel) pla) one o( these #hampions* )ou re4uire e/#ellent (arming skills* along with superb positioning! An A1 #arr) with no (arm is about as threatening as a Soraka- that is to sa)* not at all! So* in most games* )ou should be spending a lot o( time =ust killing #reeps and onl) ganking i( there is an e/tremel) high #han#e o( )ou getting a kill- ea#h #hampion kill is onl) worth about 20 #reep kills* and time spent ganking another lane #ould potentiall) be better used to in#rease )our #reep s#ore! 0ositioning is undoubtedl) the most important skill re4uired o( a strong ranged A1 #arr)- a dead #arr) won?t do mu#h to in(luen#e the game* and su#h #hampions are among the easiest to kill when (o#used! So* #orre#tl) positioning )oursel( in a team (ight is absolutel) vital to dealing as mu#h damage as possible! &ou should alwa)s be around the outer edge o( a team (ight* and should generall) not be #hasing a wounded #hampion through the middle o( a (ight* the) #ould potentiall) be baiting )ou* and even i( the) aren?t* putting )oursel( in the middle o( ever) other #hampion on the opposing team is a (airl) bad idea! ,n short* )ou should alwa)s be hitting the #losest enem) #hampion* and not tr)ing to dive in to hit other #hampions!

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-arm! -arm some more! -arm a little bit more! , think )ou?re read)! A#tuall)K keep (arming!

b. AP Carr(
An A0 #arr) su#h as Anivia or Annie has a similar pla) st)le to ranged A1 #arriesN with the main di((eren#e being that the burst potential on an A0 #arr) is generall) mu#h higher! The) have the e/a#t same =ob as a ranged A1 #arr)- that is* sta) sa(e* and deal as mu#h damage as possible in a (ight! -or the most part* A0 #arries have de#ent spells to (arm with* so attaining a high #reep s#ore is not as di((i#ult as on a ranged A1 #arr)! And* as with ranged A1 #arries* sta)ing on the outer edges o( a team (ight and near )our team?s support #hampion is essential (or an A0 #arr)! That being said* an A0 #arr) does rel) heavil) on a high #reep s#ore- so be prepared to sit ba#k and (arm! %ut* due to the higher earl) game power o( A0 #arries* attempting to pi#k up #hampion kills ma) be more bene(i#ial to )our (arm than simpl) sitting ba#k and (arming! ,n short* do not underestimate to power o( a (ull round o( nukes against an enem) #hampion- (or the most part* even a level si/ A0 #arr) #an dish out some (airl) heav) damage as long as )ou have magi# penetration runes and sor#erer?s boots! 9ther than this aspe#t* the pla) st)le o( an A0 #arr) is almost identi#al to that o( a ranged A1 #arr)! 2agi# 0enetration will sometimes make )ou do more damage than (lat out A0! %e prepared to de#ide whi#h is pre(erable based on the enem) team?s itemiHation!

c. Support
Support #hampions su#h as Soraka or Oanna are generall) #onsidered essential in a team #omposition- but not (or the reason most people think! The reason that )ou want a support #hampion is this- there is generall) one #hampion on ea#h team that will not be able to pi#k up signi(i#ant (arm* but )ou still want that #hampion to be e((e#tive #ome late game! This is where support #hampions #ome into pla)- the) are #hampions that (un#tion per(e#tl) well on ver) (ew items and almost no (arm at all! Support #hampions generall) make up the la#k o( (arm through the use o( gold per 10 items- providing them with a stead) (low o( in#ome that #an eventuall) be used to bu) wards and more #ostl) items! As a support #hampion* )ou need to have e/#ellent map awareness- espe#iall) i( )ou are running Clairvo)an#e as one o( )our summoner spells! %eing able to land a good Clairvo)an#e #an provide )our teammates with ver) use(ul in(ormation regard the enem) team?s movements! ;arl) on in the game* being able to basi#all) 5(ollow6 the enem) team?s =ungle #hampion $through the use o( Clairvo)an#e' will allow )our lanes to know e/a#tl) when a gank is

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#oming! 7nowing how to e((i#ientl) pla#e wards around the map #an save )ou a lot o( gold- allowing )ou to build up stronger items! Jell pla#ed wards will allow )our teammates to know when the) #an sa(el) push a lane or pla) aggressivel) and potentiall) waste the time o( enem) #hampions tr)ing to gank a lane! %eing able to see most o( the enem) #hampion on the map will allow )our team to de#ide on the best #ourse o( a#tion to take! -or e/ample* i( )ou see three enem) #hampions in bottom lane and the last two are heading down towards bottom lane through their =ungle* )our team #an #hoose to either+ de(end the turret* kill baron* or push the other two lanes! 1epending on the situation* su#h a situation #an potentiall) lead to a great advantage to )our team! ,n regards to team (ights* as a support #hampion )ou are usuall) ver) s4uish)- meaning that i( an)one on the other team is allowed to atta#k )ou* )ou will almost #ertainl) die! So* mu#h like a #arr) #hampion* )ou must sta) (airl) (ar ba#k in a (ight* onl) running in to throw out )our spell! -or the most part* )ou should be ne/t to )our team?s #arr) #hampions to help ward o(( an) enem) #hampions that are allowed to get #lose to them! 9ra#le is )our (riend* winning a battle o( map #ontrol is mu#h easier when )ou #an walk around destro)ing the other team?s wards!

d. Tank
,n #ontrast to most other roles* tank #hampions* su#h as ChoQGath or 2alphite* make it their business to get up #lose and personal with the enem) team! Jhen )ou are pla)ing a tank* )ou need to be able to take a ver) heav) beating- i( )ou #an?t* )ou ma) as well be pla)ing a di((erent #hampion! A tank?s =ob is to be threatening enough that enemies will want to target )ou* but tank enough to survive at least the initial burst on )ou! %asi#all)* )ou have to itemiHe in su#h a wa) that )ou #an do some damage while still being able to soak up damage (or )our team! Though it is not alwa)s the #ase* in most team #ompositions it will be up to )ou to initiate a (ight through the use o( )our spell set! 2ost i( not all tank #hampions have at least one or two spells whi#h #an (or#e a (ight to break out! So* knowing when and where to initiate a (ight is o( the utmost importan#e- so keep an e)e on )our team so )ou know where the) are and how soon the) #an make it to )ou! -or e/ample+ ,( )our team has a large amount o( area o( e((e#t spells* #hoosing a narrow spa#e to (ight in would be ideal* whereas (ighting in the open #an lead to )our teammates? spells to have signi(i#antl) less e((e#t! 9ne o( the most important skills a tank pla)er re4uires is the abilit) to 4ui#kl) dis#ern where the most damage output #omes (rom on the opposing team and itemiHe against it! ;/ample+ ,( )ou noti#e that the enem) Ashe is kno#king #hunks out o( )our team?s D0 bars* it ma) be time

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to get a -roHen Deart or Thornmail! 9r* i( that Anivia has C00 A0 it?s probabl) time to bu) a %anshee?s Eeil or -or#e o( Pature! 9bviousl) these are e/treme e/amples* but knowing what to build at ever) point in the game will vastl) improve )our abilit) to tank! ,( )ou happen to be pla)ing a tank with an area o( e((e#t #rowd #ontrol spell su#h as Amumu?s Curse o( the Sad 2umm)* there is no need to immediatel) use it in a (ight- in (a#t* using it at the last moment ma) prove to be more bene(i#ial to )our team that blowing it the moment )ou enter a (ight! ,t is o(ten the #ase that simpl) having )ou in their midst will #ause enem) #hampions to retreat- allowing )our teammates to take (ree potshots at them! Also* i( )ou happen to be tank enough* )ou #an literall) #hase the enem) #arr) out o( a (ight while )our team #leans up!

e. un!le
Jhile not e/a#tl) a traditional role* a =ungle #hampion is vital to the su##ess o( a team! Pot limited to an) parti#ular #hampions* a =ungle?s =ob is to e/ert pressure on ever) single lane in the game! Some #hampions su#h as Jarwi#k or Punu undoubtedl) make (ar better =ungles than Sion or Soraka (or two reasons+ Sustainabilit) and Speed! Sustainabilit) is simpl) the abilit) to #onstantl) sta) at high amounts o( D0 throughout the =ungling pro#ess* thus redu#ing the risk o( being #ounter =ungled while allowing )ou to immediatel) gank at an) point in time! 9n the other hand* speed is e/a#tl) as it sounds- how (ast )ou #an #lear the =ungle* that is* to kill all the #reep #amps! %eing able to 4ui#kl) #lear the #amps allows )ou to be that mu#h more dangerous earl) game- that isn?t to sa) that )ou should onl) gank a(ter )ou #lear the =ungle* but that the level advantage de(initel) helps! The most important skill (or a =ungler is to know e/a#tl) when a gank #an be su##ess(ul- with su##ess de(ined as getting a kill* (or#ing the enem) #hampion to blue pill* or (or#ing them to use their summoner spells! The ideal situation is that a lane is pushed up against )our tower so that )ou have plent) o( spa#e to work with* but that is rarel) the #ase! So* in other situations* )ou need to be able to =udge when it is possible to a#hieve one o( )our ganking ob=e#tives and when it is better to do something else! A #ommon mistake that beginning =ungle pla)ers make is to be ganking the entire time a(ter the) get ;lder LiHard bu((! Jhile this does help )our teammates in lane* it also puts )ou signi(i#antl) behind ever) other pla)er in the game- in (arm and in e/perien#e! Though ganking is important to a =ungler* being able to keep up in levels will allow )ou to be a #onstant threat throughout the game!

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2ost =ungle #hampions are onl) viable as gankers a(ter the) attain the ;lder LiHard bu((- so the earlier )ou #an get it* the better! %ut* )ou must make sure to kill the ;lder LiHard right be(ore )ou start ganking so that )ou do not waste an) time on the bu((!

II

Su+ *oles

These are roles that are not #onsidered part o( the traditional team #omposition* but are still #ompletel) viable and in no wa) should the) be dis#ounted #ompared to those in the traditional set! -or the most part* sub roles are =ust se#ondar) roles that man) #hampions with traditional roles #an (ill i( the need arises! &ou should understand the #on#ept behind ea#h o( these roles* and how )ou should pla) them!

a. Off)Tank
9((-tanks su#h as Singed or 1r! 2undo pla) a ver) similar role to traditional tanks! The main di((eren#e between the two roles is that the damage output on o((-tanks tends to be lower* and the) have mu#h weaker initiation abilities! So* what good is an o(( tank then: An o((-tank?s role in a team (ight is simpl) to bother ever) single #hampion on the other team! -or e/ample+ Singed #an run amok in an enem) team throwing people around to get them out o( position and dealing a little bit o( damage to them in the pro#ess! 9((-tanks are generall) not high priorit) targets* so )ou will (ind that )ou #an a#tuall) output a (air amount o( damage be(ore the enem) team de#ides to start killing )ou- whi#h the) will do eventuall)! 2ost o((-tanks are e/tremel) hard to #at#h and prove to be e/#ellent distra#tions- even more so than traditional tanks! -or e/ample+ A Punu solo pushing bottom #an lure one or two enem) #hampions to bottom laneN allowing his team to push other lanes or take %aron! -or the most part* their skill set makes them naturall) hard to #hase downN bu)ing valuable time (or )our team! Game sense is a valuable skill (or an) o((-tank pla)er- it allows )ou to know when and how (ar )ou #an push to lure out )our opponents* and knowing how to waste as mu#h o( )our opponents? time without getting )oursel( killed is e/tremel) important! Tip+ Digh movement speed is ver) important on an o((-tank! Get )our opponents to #hase )ou around (or minutes on end without being able to a#tuall) #at#h )ou!

b. "ruiser
2ore #ommonl) known as tank) 10S #hampions* bruiser?s su#h as 8enekton or ,relia are

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T%e *"t of !eague of !egen$s

e/tremel) power(ul in most team #ompositions! Daving a naturall) high D0 per level modi(ierN these #hampions tend to do a de#ent amount o( damage while being e/tremel) hard to kill! Though man) bruisers also make e/#ellent initiators* the) are better o(( entering a (ight a(ter their team?s tank #hampion! -or the most part* these #hampions tend to be in the middle o( team (ights* kno#king out supports and #arr) #hampions with ease while ignoring the tanks! ,n (a#t* it is (airl) #ommon (or a bruiser to o##up) two or more #hampions in a (ight- allowing his team to have an eas) time with the remaining #hampions! 9ne o( the ma=or strengths o( bruisers is their e/tremel) strong earl)-game! An aggressive bruiser #an #ompletel) dominate a solo lane through the use o( their high base damages and large D0 pools! -or e/ample+ 8enekton #an easil) #hase an Ashe out o( the lane due to the bonus armor (rom Cloth Armor and the e/tra D0 (rom a (ew health potions! The most important skill (or a bruiser is the abilit) to pi#k )our (ights! ;ven though bruisers tend to win most (ights i( )ou are =ust trading blow (or blowN i( )ou blindl) #harge at ever) #hampion )ou see* )ou ma) ra#k up some unne#essar) deaths! &ou must be war) o( #hampions that #an e((e#tivel) kite )ou to death without )ou being able to la) a (inger on them! Cloth Armor along with (ive health potions #an lead to earl) lane domination! Trinit) -or#e allows bruisers to deal heav) damage without sa#ri(i#ing too mu#h de(ensivel)! ,n (a#t* Trinit) -or#e along with -or#e o( Pature is a staple item #ombo on most bruisers!

c. Anti)Carr(
Anti-#arries su#h as 0opp) or Po#turne make it their business to make the opposing team?s #arries have a hard time (ul(illing their duties! These #hampions have wa)s o( getting to and distra#ting* i( not killing* whoever the) please! Jhat makes these #hampions so e((e#tive at (ul(illing their duties is that there is no wa) (or an opponent?s teammates to stop them (rom getting to whomever it is that the) target! ,n a team (ight* these #hampions have one overar#hing goal- to kill the opposing team?s main damage dealer* or at least #hase them out o( the (ight! -or e/ample+ 0opp) #an use 1iplomati# ,mmunit) on a non-threatening #hampion $usuall) a support or tank #hampion'* and basi#all) #harge up to the enem) team?s #arr) with little to no harassment! The most important skill that an anti-#arr) pla)er re4uires is timing! 7nowing e/a#tl) when )ou #an #at#h the opposing team?s #arr) o((-guard will allow )ou be e/tremel) su##ess(ul in pulling o(( kills and surviving! Generall)* =umping on the enem) #arr) the moment a (ight breaks out will prove to be the most e((e#tive timing window (or two reasons- one+ the enem) team will be less (o#used on )ou* and two+ this will be when the enem) #arr) is most

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2.

overe/tended! The la#k o( (o#us on )ou will allow )ou to ra#k up a kill* and then retreat be(ore an)one noti#es that )ou entered the (ra)! ,n addition* i( the enem) #arr) is (arther e/tended* it will be more di((i#ult (or them to es#ape (rom )ou and )our teammates! 2ovement speed is )our (riend- Shurelia?s 8everie or &oumuuRs Ghostblade will allow )ou to #at#h whomever )ou want!

d. Pusher
Champions su#h as 2aster &i and 2alHahar (all under the sub-role o( pusher! That is to sa)the) #an 4ui#kl) and sa(el) advan#e a lane to take out turrets or inhibitors! Le(t un#he#ked* a strong pushing #hampion #an easil) kno#k down two or more turrets in the time it takes an entire team to get push past a (our #hampion de(ense and take out one turret! ,deal pushers tend to e/#el at killing #hampions in a one on one situation- meaning that i( the enem) team wants to stop )our push* the) will have to pull more than one #hampion awa) (rom other areas o( the map =ust to stop )ou! 0usher #hampions naturall) have high (arm sin#e the) are #onstantl) #learing #reep waves- this will allow )ou to be more (armed than the ma=orit) o( #hampions in the game! This means that in some #ases* the enem) team will have to pull more than two #hampions to stop )ou- i( this happens* )ou know )ou?re doing a good =ob! Daving three #hampions #hasing )ou around will allow )our team to up a %aron kill or push down other lanes with ease! 2ap awareness is undoubtedl) the most important skill (or a pusher! %eing able to 4ui#kl) retreat will allow )our pushing to be that mu#h more e((e#tive! ,n (a#t* there is usuall) no need to retreat too (ar ba#k- simpl) hiding in a bush until )our enemies leave will allow )ou to more 4ui#kl) return to the lane to #ontinue pushing! Game sense is also e/tremel) important! Sometimes* it will be more bene(i#ial to have )our team de(end a turret (our against (ive so that )ou #an 4ui#kl) kno#k down a number o( turrets! 9ther times* being a part o( a team (ight will produ#e a better out#ome (or )our team! ,t will be up to )ou to =udge both options and #hoose the one that )ou think will best support )our team! 7eep wards up around the lane )ou?re pushing! %eing able to spot the inevitable gank earl) will allow )ou to retreat be(ore the enem) team rea#hes )ou!

e. &oamer
8oamers su#h as Alistar or Tari# e/#el at giving their teammates ver) earl) lane domination! The goal o( a roamer #hampion is to either kill enem) solos or to (or#e them to burn summoner spells- whi#h #an lead to (uture kills! 9( #ourse* having a roamer will prove to be

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disadvantageous to the usual duo lane- leaving one #hampion to (end o(( two opposing #hampions! %ut* i( )our ganks in the other two lanes are su##ess(ul* one disadvantaged lane is a small pri#e to pa)! Jhen )ou de#ide to pla) a roamer* )ou should (irst #onsider )our team #omposition! ,( )our team does not #onsist o( three #hampions that #an e((e#tivel) solo a lane* then #hoosing to pla) a roamer is probabl) not the best #hoi#e! ,n addition* )ou must know how use(ul )our teammates will be in assisting )ou in )our gank- an allied #hampion who possesses a stun or a slow will be (ar more help(ul than one la#king in either! A #ommon mistake that roamers make is to #ontinue roaming past the point o( e((e#tiveness! That is to sa)* there is a point in the game where )ou should realiHe that )ou need to start pi#king up e/perien#e and gold to #ontinue being use(ul! So* i( )ou (ind that )our ganks are no longer having an e((e#t* or that )ou are taking e/#essive damage in )our gank attempts* it is probabl) time to pa#k up and head ba#k to a lane to #at#h up in (arm and e/perien#e! As a roamer* )our timing on ganks must be impe##able- as soon as )ou see an enem) #hampion slightl) out o( position or overe/tended* )ou should be read) to take advantage o( it and rush out to drop a stun or slow! ,n addition* )ou need to be war) o( wards- i( )ou are spotted* )our gank ma) be#ome ine((e#tive! %oots tend to be )our (irst item* the e/tra speed will make )our (irst ganks that mu#h more e((e#tive!

f. Assassin
The bane o( s4uish) #hampions* assassins su#h as Le%lan# or Akali e/#el at bursting a #hampion down within a matter moments! These #hampions tend to take solo lanes so that the) #an obtain an earl) gold and e/perien#e advantage whi#h will allow them to e((e#tivel) gank the other lanes earl) on in the game! ,n a team (ight* the goal o( an assassin is toK Jell* the goal o( an assassin is to make sure a (ive on (ive team (ight never breaks out! &ou should alwa)s be attempting to pi#k someone o(( with )our heav) burst damage- it is (airl) #ommon (or a strong assassin to kill a s4uish) #hampion in less than a se#ond* allowing their team no time to rea#t!

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27

As an assassin* being able to itemiHe to ma/imiHe )our damage is essential- de#iding #orre#tl) between armor.magi# penetration and A1.A0 #an mean the di((eren#e between a kill and an enem) #hampion running awa) with almost no D0! So* make sure )ou take note o( )our spells? ratios and the amount o( de(ense )our opponents have built! Diding in a bush #an work wonders! Lui#kl) disintegrating someone running b) a bush #an easil) turn a game into )our team?s (avor!

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T%e *"t of !eague of !egen$s

Part %ive: Stats


The (ollowing se#tions will (o#us on the various stats that #an be (ound in League o( Legends! %e (le/ible* build against an opposing team- don?t =ust sti#k to one build! Jarning+ %e prepared (or a (lood o( numbers! Also* this se#tion will be 4uite dr)* so (eel (ree to skip it i( )ou (eel that )ou alread) understand all the stats!

,e-ensi.e Stats
Daving trouble sta)ing alive: Consider bu)ing items whi#h improve )our de(ense statsdamage is important* but even i( )ou have I00 A1 or M00 A0* getting instantl) killed b) an)one means that )ou will have no #han#e to put )our damage to use!

Health

* Dealth (lat out in#reases )our e((e#tive D0 pool- nothing reall) (an#) about it! ,n#reasing )our D0 pool simpl) lets )ou fe4 %ealt% ite&s take more hits be(ore )ou die! , don?t think there?s mu#h else to e/plain! Jat#h out (or items and #hampions that do < based damage- building up too mu#h health #an leave )ou vulnerable to su#h atta#ks!

Armor*+a!ic &esistance
The damage redu#tion (rom both armor and magi# resistan#e is #al#ulated the same wa)! * fe4 a"&o"2&agi "esistan e ite&s

armor 100+ armor mresist %reduction= 100+ mresist %reduction =

&ou ma) noti#e that this e4uation #reates diminishing returns as )ou in#rease )our armor! )ou must keep in mind that e/#essivel) sta#king up either armor or magi# resistan#e will sometimes prove to be less bene(i#ial than (lat out bu)ing 29

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T%e *"t of !eague of !egen$s

health and vi#e versa! ;/ample+ &ou have 1000 health* 200 armor and F0 magi# resistan#e! &our e((e#tive health against ph)si#al atta#ks will be+ 1000 S $$100 B 200' . 100' T 000! &our e((e#tive health against magi#al atta#ks will be+ 1000 S $$100 B F0 . 100' T 1F00! As )ou #an see* having a (air amount o( armor and magi# resistan#e #an greatl) in#rease the amount o( damage )ou #an take be(ore d)ing! 7eep in mind that some abilities do true damage* b)passing all armor and magi# resistan#e! So* sometimes bu)ing health will keep )ou alive longer than =ust armor or magi# resistan#e! %anshee?s Eeil #ompletel) negates the ne/t damaging spell that hits )our #hampion* so #hoosing to build one #an potentiall) save )ou (rom large bursts o( damage- making it an e/#ellent #hoi#e against Assassins!

Health &e!eneration
An o(ten overlooked stat* health regeneration #an prove to be the di((eren#e between li(e and death in a (ight! ,t is (airl) * fe4 %ealt% "egene"ation ite&s #ommon (or team (ights in League o( Legends to take the better part o( twent) or so se#onds* and having a signi(i#ant amount o( health regeneration #an allow )ou to re=oin a (ight i( )ou were hit hard earl) on in the (ight! Dealth regeneration s#ales linearl)* so there is no need to worr) about diminishing returns- but do wat#h out (or ,gnite or ;/e#utioner?s Calling! Dealth 8egeneration tends to be e/tremel) power(ul earl) on in the game- being able to sta) in a lane while under pressure #an allow )ou to outlast )our opponent! nin:a tabi; t%e onl, 'od!e $o$ge ite& in t%e 1odge gives )ou a #han#e to #ompletel) ga&e evade a ph)si#al atta#k- meaning that )ou will take no damage (rom it at all! Jhile dodge is an e/#ellent stat* man) pla)ers tend to sh) awa) (rom it due to its random nature! %ut* sin#e it is up to #han#eN )ou #an o##asionall) pull out some ver) #lut#h pla)s! The dodge modi(ier #al#ulation is multipli#ativeN so with ea#h additional sour#e o( dodge has a diminished e((e#t- whi#h makes sta#king dodge a bit less attra#tive! Also keep in mind that various ph)si#al spell e((e#ts will still hit regardless o( dodge!

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31

;/ample+ &ou are pla)ing Pidalee in the Aspe#t o( the Cougar (orm $10<' with a (ull set o( dodge runes $11!2F<'! &ou have I points in the ;vasion master) $2<'* and )ou are sporting a pair o( Pin=a Tabi $12<'! So* )our total dodge would be #al#ulated as su#h+ 1 S $1 - !1' S $1 - ! 112F' S $1 - !02' S $1 - !12' T U!CM! This means that )ou will dodge appro/imatel) 1< o( all ph)si#al atta#ks against )ou! -eeling lu#k):

#ife Steal*Spell ,amp


Similar to armor and magi# resistan#eN li(e steal and spell vamp are two sides o( the same #oin! %asi#all)* these two stats allow * fe4 life steal2s'ell va&' ite&s (or )our atta#ks or spells to replenish )our D0 pool- allowing (or sustainabilit) in lane and in team (ights! 1o keep in mind that neither o( these stats work against stru#tures- so* atta#king a turret won?t grant )ou an) D0! Some spells* su#h as 0opp)?s 1evastating %low* #an trigger both li(e steal and spell vamp!
i. Life Steal

Li(e steal does trigger on spells whi#h trigger on-hit e((e#ts su#h as 0arrrle)- meaning that various #hampion spells #an potentiall) help )ou regain )our D0! The amount o( D0 )ou regain (rom li(e steal is #al#ulated a(ter )ou deal damage to an enem)- meaning it does (a#tor in the amount o( armor an enem) possesses! ;/ample+ &ou have a 1oran?s %lade $ <' and an ;mblem o( Ealor $13<'! &our atta#k damage is 200* and )ou are (iring shots at an enem) #hampion who has 100 armor! The amount o( D0 )ou would regain per shot would #al#ulated as su#h+ 200 S $100 . 100 B 100' S $!0 B !13' T 20! An A1 #arr) possessing a large amount o( li(e steal #an #at#h enemies o(( guard when at low D0! ,( )ou #an do enough damage* )ou #an easil) regain some 200B D0 a shotN making a seemingl) eas) kill a tough target to over#ome!
ii. Spell Va(p

Spell vamp is triggered b) an) spell or e((e#t that does magi#al or true damage- this in#ludes

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T%e *"t of !eague of !egen$s

items su#h as De/te#h Gunblade and 1eath(ire GraspN along with the summoner spell Smite! Spell vamp is #al#ulated the same wa) as li(e steal* but* spell vamp is #ut to a third o( its original value when applied to area o( e((e#t spells- with the spell vamp being #al#ulated on ea#h separate target! ;/ample+ &ou have a Jill o( the An#ients $2F<' in )our inventor) and )ou are pla)ing 7arthus with 1e(ile a#tivated- dishing out 200 magi#al damage per se#ond! There are onl) two enemies within the e((e#t o( 1e(ile* one with F0 magi# resistan#e and the other with 100 magi# resistan#e! The total amount o( D0 gained per se#ond through de(ile would be #al#ulated as su#h+ $$200 S $1 - $F0 . $F0 B 100''' B 200 S $1 - $100 . $100 B 100'''' S 0!2F' . T U11!1 (rom the (irst target and UA! (rom the se#ond- totaling about U1M!I D0 regained per se#ond! ;ven with the redu#tion in e((e#t on area o( e((e#t spells* spell vamp still proves to be e/tremel) e((e#tive on #hampions with large area o( e((e#t skills due to the sheer number o( targets hit!

Tenacit(
9ne o( the most power(ul de(ensive stats in the game- tena#it) redu#es the duration* not T%e league<s fou" tena it, ite&s e((e#t* o( all #rowd #ontrol e((e#ts pla#ed on )ou! This means that i( )ou have 2F tena#it)* a 0< slow lasting (or I se#onds will still slow )ou b) 0<! %ut* the duration o( the slow will have de#reased to se#onds instead o( I! %ut* keep in mind* tena#it) items do not sta#k* instead the highest tena#it) value will override the tena#it) (rom other items! So* i( )ou bu) 2er#ur)?s Treads* the tena#it) (rom 2oon(lair Spellblade will have no e((e#t! %ut* #hampion abilities su#h as 1r! 2undo?s %urning Agon)* whi#h redu#es the duration o( slows and stuns pla#ed upon him* will have multipli#ative s)nerg) with )our 2er#ur)Rs Treads! ;/ample+ &ou are pla)ing Singed with an a#tivated and ma/ed ,nsanit) 0otion $ 0< #rowd #ontrol redu#tion'! ,n )our inventor)* )ou have 2er#ur)?s Treads along with ;leisa?s 2ira#le! &our total #rowd #ontrol redu#tion will be #al#ulated as su#h+ 1 - $1 - ! F' S $1 - ! 0' T !FIF* this means that all #rowd #ontrol e((e#ts pla#ed on )ou will be redu#ed b) FI!F<! ,n this s#enario* the ! F is the redu#tion (rom 2er#ur)?s Treads* the ! 0 (rom ,nsanit) 0otion* and the ;leisa?s 2ira#le takes no e((e#t! %u)ing tena#it) granting items against teams with heav) #rowd #ontrol #an be a li(esaver!

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33

II

%--ensi.e Stats

9bviousl) building straight de(ense won?t get )ou an)where* so let?s look at o((ensive stats now! A(ter all* seeing those big numbers (l) out o( )our opponents is alwa)s heartwarming!

Attack 'ama!e*Abilit( Power


As the main wa)s o( in#reasing )our damage* atta#k damage and abilit) power undoubtedl) pla) a large role in how hard )ou #an hit! The general rule o( thumb is basi#all) this- the bigger the number* the better! 1o keep in mind that getting Armor 0enetration or 2agi# 0enetration #an trump getting Atta#k 1amage or Abilit) 0ower in damage output!
'ttack !a(age

The 8anged A1 Carr)?s t)pi#al stat o( #hoi#e- atta#k damage #an make or break a #hampion! Atta#k damage is the main stat * fe4 atta k $a&age ite&s behind dealing damage per se#ond- mostN i( not all #hampions who rel) on atta#k damage will be #onstantl) atta#king something in a (ight! Atta#k damage s#ales additivel)* so ea#h additional point )ou get will dire#tl) be added to )our atta#k damage! 2an) spells take in to a##ount a #hampion?s atta#k damage- but* not all o( them are #al#ulated the same wa)! -or instan#e+ the total damage o( Garen?s 1e#isive Strike is a set amount added to 1!F S $&our total atta#k damage'N while the damage o( his Oudgment is a set amount added to 1!2 S $&our bonus atta#k damage'! So* what is the di((eren#e: Total atta#k damage is the sum o( )our #hampion?s base atta#k damage added to an) masteries* runes* and items )ou ma) have! 9n the other hand* bonus atta#k damage is onl) what )our masteries* runes* and items provide! Sta#king up pure atta#k damage ma) seem like a good idea* but do remember to get some li(e steal* or )ou will kill )oursel( shooting an)one with a Thorn 2ail!
')ilit& %o*er

As the onl) wa) to in#rease the raw damage o( magi#al spellsN abilit) power is an essential (or virtuall) ever) #aster! * fe4 abilit, 'o4e" ite&s ;ver) single magi#al spell in League o( Legends s#ales o(( o( abilit) power to some e/tent- with ea#h spell having a di((erent Some #hampions have spells with better ratios than others* so keep that in mind when )ou are de#iding between abilit) power* #ooldown redu#tion* and magi# penetration!

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T%e *"t of !eague of !egen$s

8abadon?s 1eath#ap is basi#all) a #ore item on ever) A0 based #hampion! The 0< in#rease in abilit) power is not to be underestimated!

Armor*+a!ic Penetration
;/a#tl) as it sounds* armor penetration and magi# penetration allow )our #hampion to b)pass the #orresponding de(ensive stat! * fe4 a"&o"2&agi 'enet"ation ite&s This means that* i( )ou have enough penetration* )ou #an te#hni#all) deal true damage to )our enemies! Jhen #al#ulating penetration* (lat penetration takes pre#eden#e over per#entage based penetration! Also* take note that )ou penetration #an onl) drop an enem)?s armor or magi# resistan#e to 0! ;/ample+ &ou have %rutaliHer $1F' and Last Jhisper $I0<'! The enem) #hampion has MF armor! So* (a#toring in redu#tions* the enem) would e((e#tivel) have+ $MF - 1F' S $1 - !I' T IA armor! This e((e#tivel) in#reases )our damage b) about 2<! Later on in the game* when the opposing team has a (air amount o( armor or magi# resistan#e* building either Last Jhisper or Eoid Sta(( #an greatl) improve )our damage!

Armor*+a!ic &esistance &eduction


There are also wa)s to redu#e an enem) #hampion?s armor and magi# resistan#e! As opposed to simple penetration* su#h redu#tions also appl) to )our teammates* allowing (or )our entire team to deal more damage! As opposed to penetration* per#entage based redu#tion applies be(ore (lat redu#tion! 9n top o( that* armor and magi# resistan#e redu#tion #an a#tuall) put an opponent in to negative values o( armor or magi# resistan#e! ,( )ou do manage to pull someone into negative values* the) will take additional damage e4ual to the amount o( damage redu#ed i( )ou took the absolute value o( their negative armor or magi# resistan#e! 1o keep in mind that redu#tions #ome be(ore penetration* and penetration #eases to work past 0! T%e a"&o"2&agi "esistan e "e$u tion ite&s ;/ample+ As ;vel)nn* )ou manage to hit an enem) with a level (ive 8avage* redu#ing 2C armor! 9n top o( that* )ou have &oumuuRs Ghostblade $20'! The enem) #hampion had 1F armor to start with* so the) end up with+ 1F - 2C T -11 with the 20 armor penetration (rom &oumuuRs Ghostblade taking on no e((e#t! This translates to a U10< in#rease in ph)si#al damage on the

(a"t 8ive9 -tats

3.

target! 1ropping an enem) into negative de(ensive values will allow )ou to do (ar more damage than the) will e/pe#t- usuall) leading to an eas) kill!

Attack Speed
;ver) ph)si#al damage based #hampion wants a health) amount o( atta#k speed! Sure* it?s great to hit like a tru#k* but i( * fe4 atta k s'ee$ ite&s )ou?re onl) managing to pull o(( one atta#k a se#ond* )ou probabl) won?t be dropping )our enemies too 4ui#kl)! 1o keep in mind* some #hampions* su#h as 7ogQ2aw or Ea)ne* #an build straight up atta#k speed and devastate the opposing teams due to the s)nerg) o( their spells and atta#k speed- so* make sure )ou understand )our #hampions strengths and weaknesses be(ore #hoosing )our build! Cal#ulating atta#k speed is (airl) simple sin#e it (ollows a (airl) linear e4uation- Atta#k Speed T $%ase Atta#k Speed' S $$1 B %onus Atta#k Speed -rom 8unes.,tems.2asteries.Spells' B $Atta#k Speed ,n#rease 0er Level' S $Current Level V 1''! This means that ea#h additional per#entage in#rease in atta#k speed will have the same e((e#t as the last! Also note that atta#k speed does have a hard #ap o( 2F00* whi#h is e4ual to 2!F atta#ks per se#ond* and an) additional atta#k speed )ou obtain a(ter that point be#omes a null stat! ;/ample+ &ou are pla)ing 2aster &i who has a base atta#k speed o( !C3M and a 2!A< in#rease in atta#k speed per level! &ou have 0< additional atta#k speed (rom )our runes and items* and are #urrentl) level 12! So* )our atta#k speed would be+ !C3M S $$1 B ! 0' B !02A S $12 - 1'' T U1!0M atta#k speed! This means that )our #hampion will atta#k U1!0M times a se#ond* or on#e ever) U!M2 se#onds! -or #omparison* turrets atta#k about 1!0M times a se#ond! Getting too mu#h atta#k speed on a ranged #arr) might prove to be a bad idea- it?s rare that )ou will be able to stand still and shoot people in a (ight* and it?s 4uite di((i#ult to maintain a high number o( shots while kiting )our opponents!

Critical Strike
9n a #riti#al strike* )our #hampion will do double the normal amount o( damage $modi(ied b) masteries* items and runes'! * fe4 "iti al st"ike ite&s %asi#all) the o((ensive version o( dodge-

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T%e *"t of !eague of !egen$s

#riti#al strike leaves mu#h to #han#e! So* unless )ou have a (airl) high amount o( #riti#al #han#e $I0< or more'* it is di((i#ult to rel) on a #riti#al strike due to its wildl) random nature! That being said* there are two wa)s to improve )our #hampion?s #riti#al strike! 0ulling out a lu#k) #riti#al strike on )our opponent in the beginning o( the game #an easil) turn a lane to )our (avor!
i. $ritical $hance

The (irst wa)* #riti#al #han#e* is =ust that- it will raise )our #han#e to get a #riti#al strike b) some per#entage! This is usuall) the pre(erred method o( in#reasing )our #riti#al sin#e it is more reliable! Criti#al #han#e s#ales additivel)* with ea#h additional bonus simpl) adding on to )our previous amount! And o( #ourse* there is a #ap o( 100< #riti#al strike- not that an) more would do )ou an) good! ;/ample+ &ou are pla)ing Tr)ndamere $B10<' have a (ull page o( 2ali#e runes $B20<' and a 0hantom 1an#er $B 0<'! Sin#e the base amount o( #riti#al strike is 0< (or most #hampions* )our total #riti#al #han#e would be+ 10< B 20< B 0< T C0<! This means that on average* si/ out o( ever) ten atta#ks will be a #riti#al strike! 1o keep in mind that this is an average* and unless )ou have 100< #riti#al #han#e* it is impossible to predi#t a #riti#al strike! Criti#al strikes reall) #ome into pla) when )ou have an e/tremel) high #riti#al #han#e $3F< or more'* through the use o( #riti#al strikes* )ou #an dramati#all) in#rease )our #hampion?s damage output!
ii. +ncreased $ritical !a(age

The other option is to in#rease )our #riti#al damage! As o( now* this #an onl) be a#hieved in three wa)s- -uror runes* ,n(init) ;dge* and the Lethalit) master)! Like #riti#al #han#e* this stat s#ales additivel)- with )our base #riti#al damage at 200<! ;/ample+ &ou have three points in Lethalit) $B10<' and ,n(init) ;dge $BF0<'! This would result in )our total #riti#al damage being+ 200< B 10< B F0< T 2C0<! Jhi#h would mean that instead o( doing 100< e/tra damage on #riti#al strikes* )ou are now doing 1C0< more! Though -uror runes ma) seem good* the) onl) be#ome e((e#tive #ome late game* so unless )ou plan on a#hieving high #riti#al strike (airl) earl) on* it is generall) better to run a di((erent rune set!

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37

III

%ther Stats

Jhile not e/a#tl) (alling under either de(ensive or o((ensive stats* these other stats are still e/tremel) valuable to an) #hampion!

Cooldown &eduction
%eing able to throw )our #hampion?s spells more o(ten is never a bad thing! %eing espe#iall) e((e#tive on #hampions with long #ooldowns $most #hampions with area o( * fe4 ool$o4n "e$u tion ite&s e((e#t ultimates'* a (air amount o( #ooldown redu#tion #an easil) drop the #ooldowns o( an ultimate b) 0 to I0 se#onds! ,n addition* #ooldown redu#tion is a (airl) eas) stat to build up- with most items giving 10-20<! Cooldown redu#tion sta#ks additivel)* so having C< (rom runes and 2F< (rom items will give )ou a total o( 1< #ooldown redu#tion! 1o remember that #ooldown redu#tion is #apped at I0<* so make sure )ou plan a##ordingl) in )our item builds to not have an) unne#essar) amounts o( it! ,n addition* #ooldown redu#tions are uni4ue among the same item- this means that building two 2orello?s ;vil Tomes $B20< #ooldown redu#tion' will not give )ou the (ull I0<* but onl) 20<! ;/ample+ &ou are pla)ing 2alphite* whose ultimate* "nstoppable -or#e* has a #ooldown o( 100 se#onds! &ou have a -roHen Deart $B20<' and a 8anduin?s 9men $BF<' in )our inventor)! So* in the end* "nstoppable -or#e?s #ooldown will be+ 100 S $1 - !20 - !0F' T 3F se#onds! ,( )our #hampion relies heavil) on burst damage* )ou need to de#ide between building up heavier damage and being able to do less more o(ten! ,( )ou #an one shot someone* then heavier damage is generall) the better #hoi#e* but i( not* #ooldown redu#tion will be more help(ul!

+ana*-ner!(
Daving all the #ooldown redu#tion in the world won?t do )ou mu#h good i( )ou have no mana.energ) to #ast )our spells! Daving * fe4 &ana2ene"g, ite&s a high mana pool is e/tremel) e((e#tive on #hampions with on.o(( spells su#h as 7arthus? 1e(ile- being able to leave su#h a spell on #an devastate the opposing team! 1o keep in mind that some #hampions do not rel) on mana.energ)* but instead #an #ast spells whenever their spells are o(( #ooldown!

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T%e *"t of !eague of !egen$s

Daving enough mana to throw out about two to three rounds o( spells will generall) be plent) in a team (ight! %e sure to keep an e)e on )our mana bar- i( )ou don?t have enough mana to #ast )our spells* warn )our team and ask them not to engage in a (ight until )ou have enough!

+ana &e!eneration
Daving a (air amount o( mana regeneration will allow )ou to #onstantl) throw out spells! Jhile having a huge mana pool is * fe4 &ana "egene"ation ite&s great* i( )ou (ind )oursel( #onstantl) running out o( mana* )ou should #onsider investing in some sort o( mana regeneration items! ,n addition* having mana regeneration allows #hampions with low mana #ost spells to have* literall)* unhindered spell #asting! %eing able to #ast )our spells on a whim is great throughout the game- (rom earl) game harass to end game poking wars* never running out o( mana #an dramati#all) in#rease )our sustainabilit) throughout the game! ;/tremel) power(ul on #hampions with heals- mana regeneration allows them to sta) in lane or push almost inde(initel)!

+ovement Speed
%eing able to outrun the opposing #hampions is an o(ten underestimated abilit)! ,( )ou are (aster than them- one+ * fe4 &ove&ent s'ee$ ite&s the) #an never #at#h )ou* and two+ )ou #an alwa)s #at#h them! There are wa)s to #hase down a (aster opponent* but these methods re4uire )ou to have a bit o( a head start on them! So* in short* having a large amount o( movement speed #an almost alwa)s put )ou in an advantageous position! The #al#ulation (or movement speed is (airl) simple+ $%ase 2ovement Speed B %oots' S $0er#entage 2ovement Speed %onuses'! %ut* there are two so(t #aps when sta#king movement speed! The (irst is at one that is applied is when )ou hit IM0 movement speed- alread) a respe#table amount* an) additional movement speed past this amount is sub=e#t to a F0< redu#tion! The se#ond is at I1F movement speed and is applied a(ter the (irst one takes e((e#tan) movement speed past this amount is redu#ed b) 20<! ;/ample+ &ou are 2aster &i $ 0 base movement speed' and )ou have %erserker?s Greaves $B30' in )our inventor)! Also* )ou have Dighlander $BI0<' a#tivated! This would bring )our movement speed to+ $ 0 B 30' S 1!I T FC0! %ut with the redu#tions* )our e((e#tive movement

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speed would be+ FC0 V $$FC0 V IM0' S !F' T F2FN F2F V $$F2F V I1F' S !2' T F0 ! This e((e#tivel) redu#es )our e/pe#ted movement speed b) F3! The more the better- )ou #an never run too (ast!

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T%e *"t of !eague of !egen$s

Part Si.: The Pre)/ame


%e(ore the game even starts* there are some important things )ou #an do to improve )our #han#es o( winning- so to ma/imiHe )our #han#es* be sure to set )oursel( up (or su##ess!

Choosing Summoner Spells


0i#king the right summoner spells #an be the di((eren#e between vi#tor) and de(eat in a game! 7now what the) do* when to use them* and how to deal with them!

-.haust
;/haust+ Slows an enem)?s movement speed b) I0< and redu#es basi# atta#k damage b) 30< and abilit).item damage b) F< (or se#onds- 210 se#ond #ooldownN FF0 range! Jhile most people tend to use ;/haust (or its slow e((e#tsN ;/hausting an enem) #hampion will also dramati#all) de#rease that #hampion?s damage output- regardless o( the #hampion?s relian#e on auto atta#ks or spells! This makes ;/haust viable throughout the entire #ourse o( a game due to its use against both A1 and A0 #arries! ,n addition* the three se#ond slow is usuall) more than enough to es#ape (rom or #at#h up to an enem) #hampion- making ;/haust a (airl) viable #hase.es#ape spell! Jhile it is ver) #ommon to pi#k up ;/haust on #hampions that (ul(ill the tank roleN pi#king it up on an) #arr) t)pe #hampion also has great bene(its! -or one* i( )ou (ind )oursel( being #onstantl) dived b) an assassin during (ightsN )ou #an simpl) ;/haust them to either get awa) (rom them or to nulli() a large portion o( their damage! Also* i( it #omes down to it* having ;/haust will almost guarantee a win in a one on one #arr) (ight simpl) be#ause )our enem) does almost no damage to )ou! ,n short+ Good (or #hasing or running! 0i#k ;/haust on tanks and #arries! "se ;/haust on opposing #arries or assassins! Cripple+ Adds an additional armor.magi# resistan#e redu#tion o( 10* and in#reases the duration b) 0!F se#onds! ,( )ou pi#k up ;/haust* )ou might as well pi#k up Cripple- it is a one point wonder whi#h greatl) improves the e((e#t o( ;/haust! 1o keep in mind that it does provide armor.magi# 41

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resistan#e redu#tion* not penetration* so )ou #an use it to drop someone?s de(ense in the negative values making it e/tremel) e((e#tive in ganks!

/host
Ghost+ &ou ignore unit #ollision and move 23< (aster (or 10 se#onds- 210 se#ond #ooldown! 9ne o( the two es#ape spells- Ghost simpl) grants )ou a massive movement speed boost! Jhile it ma) not seem like it* Ghost is a#tuall) a (airl) de#ent #ounter to -lashN as an) #hampion running Ghost #an easil) #hase down someone who does not -lash over a wall! As an es#ape spell* a#tivating Ghost will allow )ou to outrun virtuall) an) #hampion who is not willing to burn a summoner spell to #at#h )ou! ,n short+ Good (or #hasing or running! 0i#k Ghost on almost an) #hampion! Daste+ ,n#reases the movement speed b) C< and the duration b) 1!F se#onds! Daste is another one point wonder- the e/tra duration and movement speed are alwa)s wel#ome! There is almost no reason to pass up this master)!

Heal
Deal+ Deals )ou (or 1I0 B $#hampion level S 20' and all nearb) allies (or hal( o( that amount- 230 se#ond #ooldownN area o( e((e#t o( C00! Jhile it ma) seem like an e/#ellent summoner spellN Deal tends to have ver) little use past the (irst (ew minutes o( the game! Though Deal a#tuall) grants a de#ent amount o( D0 ba#k to allies* the #hampions whi#h will run Deal generall) are not in the middle a (ight- meaning that it is a#tuall) (airl) di((i#ult to a#tuall) #ast on )our teammates! The most #ommon use o( Deal is to bait )our opponents into overe/tending- whi#h is a (airl) e((e#tive ta#ti#! ,n short+ Good (or baiting! 0i#k Deal on support #hampions- Clairvo)an#e will be better MM< o the time! 2ender?s -aith+ 8edu#es the #ooldown b) 0 se#onds! 9n#e again* no reason not to pi#k this up- the onl) #hampions )ou will ever use Deal on #an a((ord to drop a point into 2ender?s -aith!

&evive
8evive+ ,mmediatel) brings )ou ba#k to li(e at the (ountain and in#reases )our movement speed b) a 22F< whi#h diminishes over 12 se#onds- FI0 se#ond #ooldown!

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A vastl) underestimated summoner spell- 8evive is the strongest summoner spell in the game #ome late game! ;((e#tivel) granting )ou two lives- running 8evive on a #arr) #an e((e#tivel) win ver) even games where even one won team (ight #an end the game! Champions that possess global ultimates are e/tremel) e((e#tive with 8evive- i( the) are killed in a (ight* as long as the) did su((i#ient damage to their opponentN the) #an easil) drop ba#k down to (inish the =ob! ,n short+ 0i#k 8evive on #hampions with global ultimates! 9r* run it alongside Teleport with an) #arr) #hampion! 0reservation+ 8edu#es the #ooldown b) 0 se#onds and grants )ou I00 additional D0 (or 120 se#onds on use! This is an in#redibl) power(ul master)- i( )ou run 8evive )ou will get this 100< o( the time! The additional D0 allows (or some (airl) interesting ta#ti#s- namel) getting killed b) a turret right be(ore minions spawn and starting the game with a bonus I00 D0N e((e#tivel) allowing )ou to out harass an)one!

Smite
Smite+ 1eals I20 B $#hampion level S 2F' true damage to an enem) minion* pet* neutral monster- 3F se#ond #ooldownN A00 range! A re4uirement (or ever) =ungle #hampion- Smite grants se#urit) and speed to a =ungler! Simpl) looking at its e((e#ts* Smite does not seem like a parti#ularl) great spell! %ut* i( )ou take into a##ount the importan#e o( neutral #reeps in League o( Legends* )ou will 4ui#kl) understand wh) Smite is a worth) investment! 0i#king up Smite and being able to se#ure )our neutral bu((s* dragon* and espe#iall) %aron is in#redibl) important- making Smite a mu#h stronger #hoi#e than an) other spell in the game! ,n short+ Good (or se#uring important neutral kills! 0i#k Smite on ever) single =ungler! 0lenti(ul %ount)+ 8edu#es the #ooldown b) F se#onds and grants F gold on use! Pot reall) ne#essar)- but ni#e to have! 0lenti(ul %ount) is usuall) worth dropping a point into* but i( )our master) setup doesn?t allow it* don?t worr) too mu#h!

Teleport
Teleport+ A(ter #hanneling (or I se#onds* )our #hampion is teleported to the targeted allied turret or minionN in addition* minions are granted invulnerabilit) i( teleport is #ast on them- 2I0 se#onds #ooldownN global range! Jhile a (airl) good #hoi#e on man) #hampions- Teleport reall) e/#els on and against ba#kdoor

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#hampions and gankers! %eing able to pop out onto a ward #an easil) #at#h man) pla)ers o(( guard as the) won?t e/pe#t )ou to appear out o( what seems like thin air! ,n addition* Teleport a((ords )our team additional map #ontrol* as )ou will be able to easil) =oin a (ight as long as there is something nearb) (or )ou to Teleport to! 1o keep in mind that in a (ull on team (ight* Teleport o((ers ver) little utilit)! ,n short+ Good (or map #ontrol! 0i#k Teleport i( )ou (eel that there is a need (or it! Spatial A##ura#)+ 8edu#es the #ooldown b) F se#onds and redu#es the #hanneling time b) !F se#onds! A bit underwhelming* but i( )ou?re going up the "tilit) tree* )ou might as well get it! The !F se#ond redu#tion in #hanneling time #ould make (or an epi# es#ape!

Cleanse
Cleanse+ 8emoves all stuns* slows* taunts* (ears* snares* sleeps* silen#es* blinds* and immobiliHes and redu#es the duration o( an) additional ones b) F0< (or the ne/t se#onds1F0 se#ond #ooldown! Although ver) situational- Cleanse makes (or a de#ent es#ape spell! ,n addition to its utilit) in team (ightsN the main attra#tion o( Cleanse is that it is espe#iall) strong against earl) ganks- as )ou #an immediatel) es#ape the (irst stun or slow applied to )ouN meaning that the se#ond one will not have a #han#e to land! As a #arr)* )ou should not be putting )oursel( in a position to be hit b) too mu#h #rowd #ontrol- meaning that while still use(ulN it is rare that Cleanse will prove to be mu#h use in a team (ight! ,n short+ 0i#k Cleanse on #arries i( )ou think it is needed! Jillpower+ 8edu#es the #ooldown b) 20 se#onds! Completel) unne#essar)* the onl) #hampions )ou will pi#k up Cleanse on will not be putting man) points in the 1e(ensive tree!

%ortif(
-orti()+ Grants invulnerabilit) to all allied turrets and #auses them to atta#k 100< (aster (or 3 se#ondsN in addition* )ou deal M e/tra damage to minions while -orti() is o(( #ooldown- 00 se#ond #ooldown! Jhile the M e/tra damage to minions is negligible at best- -orti() does still have its usesN albeit ver) rarel)! 2ost o(ten #hosen against ba#kdoor #hampionsN -orti() #an easil) prevent a turret (rom being taken while granting time (or )our team to de(end it! 1o take note that an)thing a -orti(ied turret hits will grant )ou a hit on the target- meaning that )ou #an a#tuall) get a

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#hampion kill or assist while being a#ross the map! ,n short+ 0i#k -orti() against ba#kdoor #hampions! 8ein(or#e+ Allied turrets do F0< splash damage on use! ,( )ou?re going to pi#k up -orti()* )ou might as well tr) to get 8ein(or#e- it will help deter turret diving and will help stop large #reep wave pushes!

Clarit(
Clarit)+ 8estores )our mana e4ual to 1C0 B $#hampion level S 0' and all nearb) allies (or hal( that amount- 1A0 se#ond #ooldownN area o( e((e#t o( C00! 9ther than granting )ou and )our lane partner some lane sta)ing powerN Clarit) o((ers ver) little utilit) past the laning phase! Jhile Clarit) #an help to bait someone when the) think )ou have low manaN it is mu#h riskier than using Deal be#ause )ou do not a#tuall) regain an) D0! ,n a solo lane* Clarit) is #ompletel) out#lassed b) Teleport* whi#h o((ers utilit) throughout the game! ,n short+ &ou shouldn?t need to pi#k Clarit) on an) #hampion! ,nsight+ 1oubles the amount o( mana restored to allies! This does enhan#e the utilit) o( Clarit)* so i( )ou do plan on pi#king up Clarit)N make sure to grab ,nsight too- )our teammates will thank )ou (or it!

I!nite
,gnite+1eals F0 initial damage plus $#hampion level S 20' true damage over timeN in addition* the target?s health regeneration and an) healing e((e#ts re#eived are redu#ed b) hal(1A0 se#ond #ooldownN C00 range! ,gnite is the spell o( #hoi#e on most assassins* anti-#arries and man) A0 #arries! Take note that ,gnite does do true damage- meaning that it will do the (ull listed amount ever) time- this is e/tremel) important in se#uring #hampion kills! ,n addition to the siHable amount o( damage it deals* the healing redu#tion o((ered b) ,gnite #an #ounter #hampions that rel) heavil) on high regeneration su#h as 1r! 2undo! Also* wat#h out (or enem) #hampions with ,gnite- the) will do more damage than )ou e/pe#t! ,n short+ 0i#k ,gnite on an) #hampion with heav) burst potential or to #ounter spe#i(i# #hampions! %urning ;mbers+ Grants )ou 10 abilit) power while on #ooldown! %urning ;mbers is unne#essar) and di((i#ult to get (or most #hampions that run ,gnite! Jhile

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the 10 A0 is ni#e* it is usuall) a negligible amount!

&all(
8all)+ Summons a ward with 200 B $#hampion level S 2F' D0 (or 1F se#onds! The ward has an aura whi#h in#reases allied atta#k damage b) 10- F depending on #hampion level230 se#ond #ooldownN AF0 aura range! To be #ompletel) honest- , want 8all) to be good! %ut* while 8all) seems good in theor)N it doesn?t seem too viable in pra#ti#e- though it #an be used de(ensivel) at a turret! 0i#king up 8all) re4uires )ou to drop another valuable summoner spell* and it simpl) does not o((er enough to =usti() pi#king it! ,n short+ Good (or de(ending a turret! 0i#k 8all) onK , have no ideaK ,mproved 8all)+ 8all) will grant an additional 20-30 A0! The duration o( 8all) is in#reased b) F se#onds! This is a#tuall) an e/#ellent master)K i( )ou get 8all)!

Clairvo(ance
Clairvo)an#e+ 8eveals an area o( the map (or C se#onds- FF se#ond #ooldownN global range! A spell that is almost a re4uirement on an) team- Clairvo)an#e brings too mu#h to the pla)ing (ield to pass up! ;arl) on in the game* Clairvo)an#e #an be used to #he#k )our opponents? items* tra#k an enem) =ungler* and deter ganks! As the game progresses* Clairvo)an#e?s utilit) does not drop o(( in the slightest- it allows )our team to ward without risks* #he#k dragon or %aron* and to save teammates (rom (a#e #he#king bushes! ,n short+ There is no shortage to the uses o( Clairvo)an#e! 0i#k Clairvo)an#e on support #hampions! 2)sti#al Eision+ 8edu#es the #ooldown b) F se#onds and in#reases the duration b) I se#onds! Get it- an) #hampion that is pi#king up Clairvo)an#e will almost de(initel) be putting 21 points into the "tilit) tree! The e/tra duration and #ooldown redu#tion is e/tremel) bene(i#ial!

%lash
-lash+ Teleports )our #hampion to the targeted lo#ation- 2FF se#ond #ooldownN I2F range! The se#ond es#ape spell- -lash instantl) blinks )our #hampion towards )our #ursor lo#ation!

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Though it is most #ommonl) used as a de(ensive me#hanism to es#ape over wallsN -lash #an also be emplo)ed as an o((ensive initiation spell! Allowing )ou to instantl) #over a distan#e will o(ten #at#h opponents o(( guard- o(ten allowing (or some eas) #hampion kills! ,n short+ ;/#ellent (or es#aping over walls and initiating on enemies! 0i#k -lash on almost an) #hampion! %link o( an ;)e+ 8edu#es the #ooldown b) 1F se#onds! "nne#essar)* but i( )ou?re going up the "tilit) tree it?s worth a point!

II

Choosing "asteries

9ther than =ust pa)ing attention to )our summoner spellsN mat#hing )our masteries to )our #hampion is a vital #omponent to )our in game su##ess! Sin#e all the masteries are all (airl) straight(orwardN this se#tion will =ust go into the standard setups that are o(ten used! The (ormat will be points in o((ensive.de(ensive.utilit)!

a. 01*.*.
A ver) #ommon #hoi#e (or man) ranged A1 #arries! Granting )ou additional atta#k speed* armor penetration* and damage* 21 points into the o((ensive tree #an boost )our damage output b) a (airl) signi(i#ant amount! Take note that some ranged A1 #arries #an deal a large amount o( magi# damage- meaning that pi#king up Ar#hai# 7nowledge #an be e/tremel) bene(i#ial!

b. .*01*.
Though not a ver) popular master) #hoi#e* 21 points in the de(ensive tree tends to be reserved (or tank) #hampions! %etween Tena#it) redu#ing I< o( all in#oming damage* the e/tra health (rom Eeteran?s S#ars* and some e/tra dodge* regeneration* and damage redu#tionN 21 points in the de(ensive tree #an signi(i#antl) boost )our #hampion?s survivabilit)! Jhile Pimbleness ma) seem ver) attra#tiveN without a set o( dodge runes it is usuall) a better #hoi#e to pi#k up Strength o( Spirit!

c. .*.*01
%eing the most #ommon master) setup- running 21 points in the utilit) tree grants )ou in#reased e/perien#e* #ooldown redu#tion* and movement speed! ,( )ou intend to pi#k up neutral bu((s* "tilit) 2aster) #an dramati#all) in#rease the amount o( time )ou possess the bu((! ,n addition* 0resen#e o( the 2aster is an in#redibl) power(ul master)- redu#ing )our summoner spells? #ooldowns b) 1F<! Also* unless )ou have a ver) spe#i(i# build (or itN 0erseveran#e is almost #ompletel) useless- providing virtuall) no regeneration!

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d. 2*.*.
Eer) #ommon on A0 based #hampions* being able to pi#k up 1F< magi# penetration (or =ust M master) points is a worth) investment! There isn?t reall) another reason to drop onl) M points into the o((ensive tree!

e. .*2*.
A standard #hoi#e on man) #hampions- M points in the de(ensive tree grants )ou additional magi# resistan#e and armor! ,n addition* )ou #an #hoose to pi#k up either e/tra dodge and Pimbleness or Strength o( Spirit!

f. .*.*2
Another #ommon #hoi#e on a multitude o( #hampions* but espe#iall) on =ungle #hampions- M points into utilit) allows )ou to pi#k up one point in "tilit) 2aster) along with a F< boost in e/perien#e (rom Awareness $a re4uirement (or =unglers'!

!. 10)13*.*.
Some pla)ers pi#k up 12-1F points in the o((ensive tree so that the) #an pi#k up the e/tra armor penetration (rom Sunder and.or atta#k damage (rom %rutalit)! This is most #ommonl) seen on ranged A1 #hampions* though an) atta#k damage based #hampion #an bene(it (rom this!

h. .*14*.
A setup (or pla)ers who tend to pla) aggressivel) en=o) a boost in D0 and de(ensive stats earl) in the game- opting (or 1C points in the de(ensive tree grants )ou some armor and magi# resistan#e (rom Dardiness and 8esistan#e respe#tivel)! Also* it allows )ou to invest I points in Eeteran?s S#ars* granting C0 bonus D0 along- whi#h #an be the di((eren#e between li(e and death earl) on in the game!

i. .*.*13)14
Common on #hampions who need a small boost in movement speed- dropping 1F points into the utilit) tree #an give )ou a ni#e < boost in movement speed whi#h is about 10 movement speed on most #hampions! ,( )ou happen to be running -lash* )ou #an #hoose to drop another point into the utilit) tree or to move one point over (rom Lui#kness!

III

'eammate Interaction

Pot ever)thing in the pre-game is about )oursel(- )ou should also tr) to build up team

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#ohesion! Though it ma) not alwa)s be su##ess(ulN attempting to #ommuni#ate with )our teammates #an onl) help!

a. /reetin!s
&ou should alwa)s start things o(( with something like 5Dello6 or 5Di gu)s!6 Sin#e the worst #ase s#enario is that no one respondsN )ou don?t reall) have mu#h to lose b) tr)ing! At best* )ou?ll start up a #onversation with )our team whi#h #an lead to better team #ohesion!

b. Champion Select
,( )our teammates are talking to )ouN it be#omes possible to de#ide on some sort o( team #omposition! There is no need (or it to be ver) #ompli#atedN )our team #an de#ide on something as simple as- 5Let?s pi#k a balan#ed team*6 or 5All support go goG6 %eing able to de#ide on what to do as a group will lead to less potential #on(li#t later on in the game!

c. Pre +inion Spawn Plan


Alright* now that )ou?ve all de#ided on )our #hampions and su#h* )ou #an de#ide on what to do (or the (irst two minutes o( the game! Jill )ou go gank the other team?s =ungler: Camp a side lane bush and wait (or someone to (a#e #he#k it: The possibilities are endlessG So don?t waste )our time in the #hampion sele#t s#reen sitting ba#k and sa)ing nothing- be proa#tive and make some plans!

Part Seven: /ame +echanics


Jhen pla)ing a game su#h as League o( Legends* )ou have to keep in mind* that it is the small things that will determine )our loss or vi#tor)- an entire mat#h o##asionall) #omes down to one moment that #an de#isivel) #hange the (low o( the gameN but* it is more likel) that a vi#tor) is slowl) built up b) being me#hani#all) more solid than )our opposition! ;a#h o( the (ollowing se#tions e/plains tin) (a#ets o( the game that )ou ma) not have noti#ed- but #an alter the #ourse o( a game!

Non/#la&er !ased "echanics


These are all the game me#hani#s that do not dire#tl) appl) to #hampions- but* are still things that )ou #an take advantage o( to overwhelm )our opponents!

a. Timers
A use(ul thing that man) pla)ers tend to ignore are the timers on neutral #reeps and wards! 7eeping tra#k o( the timers will allow )our team to alwa)s be one step ahead o( )our opponents- basi#all) allowing )ou to be at a neutral #reep =ust as it spawns or even slightl) be(ore! Simpl) t)pe on in #hat when the) will spawn- something like W11 I2W will work to denote W1ragon spawning at 1 +I2W! ,n addition* i( )ou see an enem) ward pla#ed* )ou #an warn )our team about it- sometimes allowing (or a gank as soon as the ward wears o((! Monster/Object An#ient Golem Giant LiHard Large 1ragon %aron Pashor Sight.Eision wards 01+FF 01+FF 02+ 0 1F+00 Jhen pla#ed Initial Spawn 0F+00 0F+00 0C+00 03+00 0 +00 Timer Duration

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Conclusion
,( )ou (ound this arti#le use(ul.interesting* please share it with )our (riends! , want to pass on this in(o to as man) people as possibleG Thank )ou! T1 And please post a #omment i( )ou read this* , want to keep this guide bumped up as mu#h as possible sin#e , (eel that it is use(ul in(ormation to ever)one! ->ekent

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