Fluent League of Legends: Your Ticket To Master was created under Riot Games’ “Legal Jibber Jabber” policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project. Copyright © 2023 All rights reserved. To contact the author, please email laststand2231@gmail.com First Edition: June 2023 About the Author Mahmoud Emam is a multiple season Master-Grandmaster top-lane player at both servers EUW/EUNE that started playing League of Legends in August 2018. He took the game very seriously early on and managed to reach diamond IV on the EUNE server by the end of season 9, Then reached grandmaster on the EUNE server in season 10, Then he decided to switch to the EUW server on season 11 where he managed to peak 450LP Masters at a very tough season where the pro players from all over the world were playing in EUW in preparation for the annual world championship which was held then in Iceland, and stayed masters for the 3 months he played in season 12. He is also an undergraduate chemical engineer and an aspiring self-taught data scientist. In his spare time, he enjoys spending time with his family and friends, solving coding puzzles on websites like codewars, playing League of Legends with his friends, working out, and many more! LoLPros Profile: https://lolpros.gg/player/emam (Peak is higher than registered on the site) Twitter: @MisterE666 Discord: emam1 (Previously Emam#7228) BRIEF CONTENTS Introduction PART I: BASICS Chapter 1: Getting Started Chapter 2: Your First Game PART II: HOLDING YOUR HAND Chapter 3: Laning Phase Chapter 4: Mid-Late Game PART III: A DEEPER DIVE Chapter 5: Advanced Wave Management Chapter 6: Advanced Laning Phase Chapter 7: Completing the Mastery: Simple but Not Applied Properly. PART IV: TOPICS OF SPECIAL INTEREST Chapter 8: The Community and the Addiction of LoL. Appendix A: Acronyms used in League of Legends Appendix B: Answers to Test Yourself Questions CONTENTS Introduction ................................................................................................................................................................1 Who Is This Book For? ..............................................................................................................................................2 What Can You Expect to Learn?...............................................................................................................................3 CHAPTER 1: GETTING STARTED .........................................................................................................................................5 MOBA Games and League of Legends ..................................................................................................................5 Available Game Modes.............................................................................................................................................6 Champions in League of Legends ..........................................................................................................................8 Stats ............................................................................................................................................................................ 10 Crowd Control Effects ............................................................................................................................................. 14 Summoner Spells..................................................................................................................................................... 18 Runes.......................................................................................................................................................................... 18 Minions and jungle monsters................................................................................................................................ 21 Currencies and Skins .............................................................................................................................................. 29 CHAPTER 2: YOUR FIRST GAME ...................................................................................................................................... 31 Blind Pick and Draft Pick ...................................................................................................................................... 31 Roles ........................................................................................................................................................................... 32 Leashing Your Jungler............................................................................................................................................. 34 Gold Gold Gold! ...................................................................................................................................................... 35 Farming and Last Hitting ....................................................................................................................................... 36 Which Ability Should I Max? Which Items Should I Buy? ............................................................................. 37 Vision and Bushes ................................................................................................................................................... 39 Trading ...................................................................................................................................................................... 41 Introduction to Roaming and Ganking ............................................................................................................... 42 Pings ........................................................................................................................................................................... 43 Importance of Objectives ....................................................................................................................................... 44 Game Settings........................................................................................................................................................... 45 Ranked System......................................................................................................................................................... 47 Sometimes You Lose Games! ................................................................................................................................. 48 Summary ................................................................................................................................................................... 49 CHAPTER 3: LANING PHASE ........................................................................................................................................... 50 Lane Priority ............................................................................................................................................................. 50 The Level 2 Powerspike .......................................................................................................................................... 51 Learning How To Trade ......................................................................................................................................... 53 Utilizing Bushes....................................................................................................................................................... 55 Introduction to Wave Management ...................................................................................................................... 56 Warding and Avoiding Ganks ............................................................................................................................... 59 How to play against stealth junglers.................................................................................................................... 61 Landing Your Ability 101: Understanding the Enemy's Dodge Pattern ........................................................ 62 Should I Help My Jungler on That Scuttle Crab?.............................................................................................. 64 Playing Support Properly ....................................................................................................................................... 65 The best way to learn a champion. ....................................................................................................................... 66 Counterpicking ........................................................................................................................................................ 67 Playing From Behind............................................................................................................................................... 68 My Ally Is Flaming Me! .......................................................................................................................................... 70 Summary ................................................................................................................................................................... 71 CHAPTER 4: MID-LATE GAME ......................................................................................................................................... 72 Team Formation After Laning Phase .................................................................................................................... 72 Splitpushing and Snowballing ............................................................................................................................. 73 Overlooked Calls in Gold/Plat .............................................................................................................................. 75 Don’t Recall! ............................................................................................................................................................. 77 Take Towers or Kill Baron?.................................................................................................................................... 77 Trading Objectives .................................................................................................................................................. 78 Giving Objectives .................................................................................................................................................... 79 Playing Around Vision ........................................................................................................................................... 79 Split Push or Group? ............................................................................................................................................... 82 Using Your Flash Correctly .................................................................................................................................... 84 Don’t play only in mid lane ................................................................................................................................... 85 Responding To Enemy’s Plays .............................................................................................................................. 86 Common Mistake .................................................................................................................................................... 88 Understanding What Your Champion Does Best. ............................................................................................. 89 Teamfighting ............................................................................................................................................................. 91 Summary ................................................................................................................................................................... 92 CHAPTER 5: ADVANCED WAVE MANAGEMENT ................................................................................................................. 93 Identifying Your Champion................................................................................................................................... 93 Estimating Wave Position....................................................................................................................................... 94 Wave Bouncing ......................................................................................................................................................... 98 Freezing ................................................................................................................................................................... 100 Efficient Freezing ................................................................................................................................................... 102 Wave Pulling ........................................................................................................................................................... 104 The Recall Freeze ................................................................................................................................................... 105 Slow Pushing .......................................................................................................................................................... 108 Fast Pushing ............................................................................................................................................................ 110 The Cheater Recall................................................................................................................................................. 110 The Suicidal Wave Crash...................................................................................................................................... 112 Proxying ................................................................................................................................................................... 114 General Wave Tips ................................................................................................................................................ 116 Jungler’s Wave Management Guide ................................................................................................................... 116 Underused technique ............................................................................................................................................ 124 Summary ................................................................................................................................................................. 124 CHAPTER 6: ADVANCED LANING PHASE ........................................................................................................................ 125 Sorry Jungler, I can't leash! .................................................................................................................................. 125 The Level 1 Wave Trick......................................................................................................................................... 126 Small Leash or Big Leash?.................................................................................................................................... 128 The CSing Mind Game ......................................................................................................................................... 131 Abusing Item Spike Difference .......................................................................................................................... 133 Melee vs Ranged Matchup (Top Lane) .............................................................................................................. 133 Teleport vs Ignite ................................................................................................................................................... 135 Weak side or Strong side? .................................................................................................................................... 136 The Effect of Both Junglers’ Pathing on Your Early Wave Management. .................................................... 137 Dealing with Vertical Jungling ........................................................................................................................... 143 The Tower Plating Trap ........................................................................................................................................ 145 Very Specific Top Lane Scenario......................................................................................................................... 147 Common Top Lane Scenario (Junglers Need This)......................................................................................... 148 Summary ................................................................................................................................................................. 150 CHAPTER 7: COMPLETING THE MASTERY: SIMPLE BUT NOT APPLIED PROPERLY. ............................................................ 152 Dodging Games ..................................................................................................................................................... 152 Shotcalling .............................................................................................................................................................. 153 The Problem with Taking Early Inhibitor ........................................................................................................ 153 Understanding your enemy's body language ................................................................................................... 154 Anticipating junglers’ gameplan from champion select ................................................................................ 155 Shadowing .............................................................................................................................................................. 156 The Problem with High Plat/Low Diamond Elo .............................................................................................. 158 Being an OTP (One Trick Pony) ......................................................................................................................... 159 Replays .................................................................................................................................................................... 160 CHAPTER 8: THE COMMUNITY AND THE ADDICTION OF LOL ........................................................................................... 162 Addiction & Toxicity............................................................................................................................................. 162 Tilt & Dunning Kruger ......................................................................................................................................... 163 Playing The Game According to Your Goals .................................................................................................... 166 Appendix A: League Acronyms ......................................................................................................... 168 Appendix B: Answers to Test Yourself Questions ................................................................ 171 Introduction Every gamer has a story about how they started their gaming journey. I began playing video games at the young age of 5, influenced by my brothers. I still have vivid memories of experiencing strong emotions, from crying to laughing, both as a child and as I grew up while playing video games. There was even a point in my life when I skipped classes to play video games, which, I must clarify, is not a recommended practice. Video games are a passion and playing them is not necessarily a bad habit unless it turns into an addiction. I'll always remember the confusion I felt when I started playing League of Legends. As a highly competitive person and gamer, I approached the game seriously and sought to absorb every piece of information available online to improve myself. It was a daunting process, but after approximately 8 months of playing my first MOBA (LoL), I managed to reach diamond. However, I still recall the days when I was in silver or gold, constantly questioning myself after watching guide videos and 1 not seeing significant improvement. Was it my champion holding me back? Were my runes or items the issue? Was the outcome of a game my fault or my team's fault? Was my playstyle optimal? Was I simply getting carried? Did I find it impossible to beat certain champions because they counter mine? Was it my fault if my team died while I was farming the minion wave? These innocent questions and many more echoed in my mind. As someone who quickly absorbed information within a short period of time and continued playing for years, I know exactly how the average silver, gold, and even platinum and diamond players feel, In this book, I will attempt to answer the questions running through your mind, providing practical knowledge to help you climb the ladder as quickly as possible. Who Is This Book For? The purpose of this book is to assist readers in quickly grasping the fundamental concepts of League of Legends that are applicable in every Summoner's Rift game. It is suitable for individuals who have no knowledge of League of Legends or MOBA games, as well as for master-level players. The objective of this book is to teach the game's key concepts from the perspective of a high elo player, enabling readers to understand how such a player would think and approach various situations. By doing so, it expands the horizons of average players and aids in the development of beneficial habits from an early stage. This, in turn, allows them to watch professional games and streams, comprehending the rationale behind certain decisions without the need to ask the streamer for explanations. Upon completing this book, readers should have a solid understanding of why a player selects one decision over another, enhancing their 2 enjoyment of watching professional games, even if they do not intend to achieve a high rank themselves. It also serves as a valuable reference tool, enabling readers to quickly review specific concepts they may struggle with, such as Wave Management. Instead of watching a twenty-minute YouTube video that doesn’t even cover everything, they can easily read the wave management section of the book while in champion select or queuing for a game. What Can You Expect to Learn? You will efficiently learn and adopt good habits as I provide you with a solid foundation in general concepts that do not undergo massive changes over the seasons. After working your way through Fluent League of Legends, you can rest assured that the only thing you need to focus on is playing your champion(s) efficiently and staying up to date with the best runes and items for your champion(s), while gaining experience through gameplay. This book is suitable for all roles, but it holds particular value for laners as it was written by a top laner. It is also beneficial for junglers who want to understand the game from a laner's perspective, which is what differentiates between a good jungler and a mediocre one. However, it is useful for every role in the game as it covers concepts applicable to all roles. Although it does not delve into concepts that heavily vary from season to season, such as detailed jungle pathing, items, and runes, it provides a solid understanding of considerations when building items and selecting runes regardless of the season, as well as how to track the enemy jungler. The first part of this book focuses on teaching you how to play the game, understanding the different modes, and grasping the basics. It covers fundamental aspects such as the importance of gold, farming, 3 last hitting, ability maxing, map awareness, vision, and more. This part serves as an advanced tutorial and serves as an introduction to the second part. In Part II, you will acquire the necessary information to become proficient enough to carry your teammates to victory. Most of the information provided in Part II is applicable to players up to the platinum rank, so if applied correctly, it should enable you to hold your ground in at least Platinum. You will learn how and when to trade, how to snowball, how to play from behind, how, and when to ward, how to track and avoid enemy jungler's ganks (or in the case of being a jungler, when to gank), and you will gain an understanding of wave management and how to navigate the mid-late game. Part III delves into the deep details of what you've learned in Part II. You will gain a profound understanding of waves and wave management, apply advanced laning phase concepts, and be exposed to information and strategies that are often ambiguous and not fully understood or applied even by diamond players. This part proves useful even for diamond and master players. Part IV presents the author's perspective on the community, mindset, and addiction related to the game. It emphasizes why one should not let a visual ranked border on a screen determine their happiness or negatively impact their life. This part contains the author's thoughts on how to approach the game based on the goals you wish to achieve within it. 4 PART I 1 CHAPTER 1: GETTING STARTED In this chapter, you’ll learn what League of Legends is, and you’ll have very basic understanding on what’s inside the game. MOBA Games and League of Legends MOBA stands for Multiplayer Online Battle Arena. MOBA games are a sub-genre of real-time strategy games. In MOBA games, players control a single character with unique abilities and battle against other players’ characters in a team-based environment. The goal is to destroy the opposing team’s base while defending your own. MOBA games are 5 typically played in matches that last between 15-60 minutes and are popular among competitive gamers. League of Legends (LoL) is a multiplayer online battle arena (MOBA) game developed and published by Riot Games. In League of Legends, players assume the role of a “champion” with unique abilities and battle against a team of other players’ champions. The goal is to destroy the opposing team’s “Nexus” a structure located at the heart of their base. League of Legends has become one of the most popular online games in the world since its release in 2009. It has a large and active player base and is known for its competitive gameplay and community. Available Game Modes League of legends has several game modes for players to choose from: Summoner’s Rift: the primary map for competitive play in League of Legends. It is a magical battlefield where two teams of five players each compete against each other to destroy the enemy nexus. The map has three lanes: top, mid, and bot. Each lane has its own set of turrets that must be destroyed before players can reach the enemy base. The jungle area between lanes contains neutral monsters that can be killed for gold and experience. We will cover this game mode thoroughly in this textbook. ARAM: it stands for “All Random All Mid” and is a game mode in League of Legends where two teams of five players battle on a single lane map called Howling Abyss. The objective of the game is to destroy the opposing team’s Nexus. The game includes an all-random draft type, which means that each player gets a 6 random champion to play with. ARAM games are meant to be a fun, casual alternative to the more competitive ranked play. This game mode is especially good for beginners who want to learn what abilities different champions in the game have. Featured Game Modes: fun game modes that are mechanically separate game modes in League of Legends made available seasonably Each of the modes have unique challenges and twists to the permanent game modes Some of the featured game modes that have been repeated include Ultra Rapid Fire (URF) which is a game mode where all champions are able to use their abilities and spells very frequently and without costs. and One For All, a game mode where a team of players play the exact same champion. Figure 1 Summoner's rift map in bird's view 7 Figure 2 Aram's map in bird's view Champions in League of Legends Champions are the player-controlled characters in League of Legends. Each champion possesses unique abilities and attributes. There are currently 163 champions available in League of Legends as I write this, and they are increasing every season. Typically, every champion in League of Legends has an assigned class, this class represents a defined set of patterns in player's behavior, responses, and reactions to environment The classes are as follows: Assassin Assassins are mostly mobile champions whose main priority is to eliminate key targets. Typically, these targets are the enemy AD Carry or mid lane carry (don’t worry we will explain these roles in detail in the beginning of chapter 2). By eliminating sources of high damage 8 output, the assassin’s team can easily overpower the enemy team in 5 versus 4 scenarios. Assassins specialize in infiltrating the enemy. Fighter Fighters (also known as Bruisers) are a diverse group of shortranged combatants who excel at both dealing and surviving damage. With easy access to heavy, continuous damage (DPS -damage per second-) and a host of innate defenses, fighters thrive in extended fights as they seek out enemies to take down. Their limited range puts them at constant risk of being kited. Mage Mages are champions who typically possess great reach, abilitybased area of effect damage and crowd control, and who use all these strengths in tandem with each other to trap and destroy enemies from a distance. They are often considered the primary source of magic damage on a team. Mages are also known for their ability to control the battlefield by casting spells that can slow, stun, or otherwise disable their opponents. Marksman Marksmen are ranged champions whose power almost exclusively revolves around their basic attacks: using their reach to land massive continuous damage from a distance. They can take down even the toughest of opponents when positioned behind the safety of their team, and excel at securing map objectives such as Dragon, Baron Nashor and turrets. Marksmen characters are consistent damage dealers whose ranged basic attacks provide most of their damage. Support Supports are champions who focus on aiding their allies and disabling their enemies. They are typically paired with an Attack Damage Carry (ADC) or Marksman champion in the bottom lane to help them survive the early game and scale into the late game. 9 Supports are often responsible for keeping their allies alive through healing and shielding abilities, as well as providing crowd control to disable enemies and set up kills for their team. Tank Tanks are champions who are designed to soak up damage and protect their allies. They are typically played in the top lane or jungle position and are responsible for initiating fights and absorbing damage from the enemy team. Tanks are often equipped with crowd control abilities that allow them to disrupt the enemy team and set up kills for their allies. A tank is basically a meatshield for his team. Stats In League of Legends, stats refer to the various attributes that a champion has that determine their effectiveness in combat. These stats include things like health, mana, attack damage, ability power, armor, magic resistance, and movement speed. Each champion has different base stats and gains additional stats as they level up and purchase items. We will discuss them in detail. Attack damage (AD) a stat that determines how much physical damage a champion’s basic attacks and abilities that deal physical damage will deal. Ability power (AP) Ability power (AP) is a stat that determines how much magical damage a champion’s abilities will deal. 10 Armor Armor is a stat that reduces the amount of physical damage a champion takes from basic attacks and abilities that deal physical damage. Magic Resistance (MR) Magic resistance (MR) is a stat that reduces the amount of magical damage a champion takes from abilities that deal magic damage. Health Health (HP) is a stat that determines how much damage a champion can take before they die. When a champion’s health reaches zero, they die and are removed from the game for a short period of time before respawning at their team’s base. Mana Mana is a stat that is the resource of many champions necessary to cast most of their abilities. If a champion does not have enough mana to cast a certain spell, they are “OOM” (out of mana). Mana can be restored via mana regeneration and some abilities, items, runes. Mana is represented in-game by the blue bar within the HUD, indicating the champion’s current mana and maximum mana. Health regeneration (Health regen or HP5) Health regeneration (also known as HP5) is a stat that determines the amount of health a champion regenerates over a five-second period. This happens in half-second intervals. Mana regeneration (Mana regen or MP5) Health regeneration (also known as MP5) is a stat that determines the amount of mana a champion regenerates over a five-second period. This happens in half-second intervals. 11 Armor Penetration From its name, it’s a stat that determines how much of the enemy’s armor you’ll penetrate, it’s a champion stat that dictates how much of the target’s armor will be ignored when the user deals physical damage. Armor penetration ignores a percentage of the target’s Armor. Lethality Lethality is a stat that grants you a flat amount of armor penetration on your attacks rather than a percentage. Magic Penetration Like armor penetration, it’s a champion stat that dictates how much of the target’s magic resistance will be ignored when the user deals magical damage. It ignores a percentage of the target’s magic resistance. Attack Speed attack speed determines how frequently a champion auto attacks. It doesn’t affect the how fast you cast your abilities except in the case of two champions (Yasuo and Yone) It is by default capped at 2.5 attacks per second. Critical Strike A critical strike is when an attack deals 175% of its typical damage. The most common form of critical strike occurs on basic attacks, which cannot critically strike structures. Champions can increase their chances to critically strike and the damage they deal with critical strikes using items and abilities. This stat shows how often your auto attacks (or abilities in some cases) will deal a critical strike on the enemy, better known as (crit). Ability Haste 12 Ability haste is a stat that reduces ability/spell cooldown, meaning the more ability haste you have, the more frequent you will be able to cast your abilities. Life steal Life steal is an offensive stat which grants healing equal to a percentage of the damage dealt by basic attacks. It applies to abilities that trigger on-hit effects. Life steal is an effective way to sustain in fights and stay healthy during extended engagements. Omnivamp Omnivamp is a healing stat that lets your champion heal when dealing damage in League of Legends. The type of damage doesn’t matter, and it could be due to basic attacks, ability power, or true damage. True damage is one of three types of basic damage in league of legends (physical, magical, true) it ignores incoming damage reduction (armor and magic resistance) and the only way to counter it is by building more health. Movement speed The speed of your champion. In physics, speed is the distance travelled divided by time. And it’s no different in League of Legends. Tenacity 13 Tenacity is a stat that reduces the duration of all incoming crowd control status effects except airborne, drowsy, nearsight, stasis, and suppression. The duration cannot be reduced below 0. Tenacity is one of the most important qualities in League of Legends as it allows players to stay in a fight and keep going even when things are against them. BASE STATS are the initial stats that each champion starts with at level 1 and increase per level. (The stats of a champion without buying any items or being affected by any runes) TEST YOURSELF 1.1 From your understanding of the different classes of champions, and the stats that are in the game. Can you predict the dominating (highest) stats of each class of champions? Answers to all Test yourself questions are available at the end of the textbook (Appendix B) Crowd Control Effects Stun A stun is a type of crowd control effect that will prevent a unit from moving, declaring attacks, or casting their special ability for the duration. Root (Snare) 14 A root is a type of crowd control that immobilizes a champion for a short duration of time. It prevents them from moving but still allows them to use abilities and attack. Airborne (Knockup) Airborne is a type of crowd control that immobilizes a champion for a short duration of time and makes them unable to move, attack, cast abilities or use item actives. Slow Slow is a type of crowd control that reduces the movement speed of a champion for a short duration of time. It can be applied by specific abilities or items. Grounded Grounded is a type of crowd control that prevents a champion from using movement abilities such as dashes and blinks. It can be applied by specific abilities. Silence Silence is a type of crowd control that prevents a champion from using abilities such as spells and summoner spells. It can be applied by specific abilities. Supression Suppression is a type of crowd control that prevents a champion from using abilities and summoner spells for a short duration of time, it affects both the caster and the opponent, and it cannot be removed by cleanse, but can be removed by specific items or negated by a spellshield. Drowsy/Sleep Drowsy and sleep are two effects that occur together. Drowsy slows the movement speed of the enemy champion, and then they are put 15 to sleep. While asleep, the enemy champion is unable to move or cast any ability. However, the sleep effect is removed when the enemy champion takes any damage. Therefore, it’s best not to attack an enemy champion while they’re asleep if you want the effect to last longer. Fear Fear is a type of crowd control that causes a champion to run away from the source of fear for a short duration of time. Taunt Taunt is a type of crowd control that forces a champion to attack the source of taunt for a short duration of time. Charm Charm is a type of crowd control that causes a champion to walk towards the source of charm for a short duration of time. Items items are purchasable equipment that provide champions with various stats and effects to help them during the game. There are many different types of items that can be purchased throughout the game, such as offensive items that increase damage output, defensive items that increase survivability, and utility items that provide additional effects such as vision or crowd control reduction. There are three types of items (Season 13): Starter items, basic items, and legendary items. Starter items 16 starter items are items that can be purchased at the beginning of the game with a limited amount of gold. These items are designed to provide champions with early game stats and effects that can help them survive and farm more effectively. Some examples include Doran’s Blade, Doran’s Ring, and Doran’s Shield. These items can’t be built into bigger more useful items, they just stay unchanged as they are until you sell them later in the game. Basic items Basic items are usually cheap items that can be built into epic items, which can be built later into legendary items. Some examples include Long Sword, Amplifiying Tome Epic items They are usually items with components that are still components of other items. They are the mid-tier components of Legendary and Mythic items that are built out of basic items. Epic items serve their role as valuable building blocks, offering incremental stats and effects that smooth your progression toward bigger purchases. Build your epic items wisely because they can affect your laning phase majorly (don’t worry about that for now) Some examples include Serrated Dirk and Vampiric Scepter Legendary items Legendary items are high-end items that can not be built into anything else, they do not have a mythic passive. Mythic items 17 Mythic items are like legendary items, but you can only build one mythic item and they have a mythic passive which adds additional stats to center your playstyle around it. Items’ stats change almost every patch and items may be reworked or removed. Learning how to build is not hard and there are many resources to help you build the generally optimal build for your champion such as op.gg But I will be giving you an idea on situations where you might have to change your build accordingly. Summoner Spells Summoner spells are abilities that players can use for their champions. They are chosen in Champion Select before the start of the game. Each player is allowed two summoner spells chosen from a list. Summoner spells can be used in-game to aid a player’s champion in various ways, as each spell has a unique effect. Some summoner spells increase in effectiveness relative to your champion’s level, but some provide the same effect at champion level 1 as they do at champion level 18. You can see the explanation of all summoner’s spells in the league client by choosing “spells” under the tab “Collection”. Runes 18 Runes are enhancements that the summoner provides for their champion before a match begins, each rune page contains runes from two paths: one primary and one secondary. Runes are divided into five paths: Figure 3 Rune paths, Source: leagueoflegends.fandom.com Precision: For sustaining damage Domination: for burst damage Sorcery: for abilities and resource manipulation Inspiration: for creativity and rule bending 19 Resolve: for durability, tankiness and crowd control This is normally what a selected rune page looks like in champion select: Figure 4 Finished rune page The last part of a Rune Tree (bottom right in the image above) is stat adjustments which increases general stats to improve gameplay. You don’t have to worry about what every every keystone rune does for now, you will mostly be picking the optimal known runes to your champion based on the meta or adjusting your runes according to your enemy team. There are also default rune pages, but they are not optimal, you should always search for the best runes for the champion you’re playing in the current meta and edit your runes accordingly. 20 Minions and jungle monsters Minions are small creatures that spawn from your base and run down the lanes towards the enemy base. They attack anything they come across and are controlled by the computer. They are important because they help you push down the enemy’s defenses and ultimately destroy their base. Also known as ‘creeps’ There are four types of minions in League of Legends: melee, caster, siege(cannon), and super minions. The first two types will spawn every wave, three each. Siege(cannon) minions spawn every third wave and deal more damage than melee and caster minions. Super minions are stronger than siege minions and spawn when an inhibitor turret is destroyed. A melee minion is tankier (harder to kill) than a caster minion, but a caster minion deals more damage. Minions are the main source of gold and experience. Figure 5 Melee minions 21 Figure 6 Caster minions Figure 7 Cannon minions Figure 8 Super minion 22 Figure 9 Cannon minion wave clashing ingame. Jungle Monsters are creatures that live in the jungle between the lanes in League of Legends. Players can kill these monsters to earn gold and experience points. They are the main source of gold and experience for junglers. Jungler is a role in the game, roles will be discussed in detail in chapter 2. This is a map of where jungle monsters are located: Figure 10 Jungle monsters in LoL, source: leagueoflegends.fandom.com 23 Red brambleback and blue sentinel are jungle monsters that give special buffs to their killer. Killing red brambleback gives you The Crest of Cinders, mostly known as (red buff), which empowers the basic attacks of their holder, making them slow non-turret units for 3 seconds and burn the target for True Damage. It also makes you gain bonus health regeneration when out of combat. Klling blue sentinel gives you The Crest of Insight, mostly known as (blue buff), which increases your ability haste and Mana/Energy regeneration. When a buff holder is killed by an enemy champion, their buff is transferred to their killer. Epic Monsters are powerful monsters who are hard to kill, granting strong team-wide buffs and/or high experience/gold rewards. The Epic Monsters in League of Legends include Drakes, Baron, and Rift Herald The dragon respawns after 5 minutes from the start of the game, each dragon has a different element involved with it, and there are six elements (ocean – cloud – fire(infernal) – mountain – hextech – chemtech) After a certain period or after enough dragons have been slain, the environment of the entire map changes based on what dragon takes 24 over the map. After you kill 4 dragons, you gain a dragon soul based on whatever dragon takes over the map. The elder dragon is a special kind of dragon that spawns after one of the teams kill 4 dragons. here are the kinds of dragons (drakes) in the game in detail: Infernal drake: Figure 11 Infernal Drake Buff: Infernal Might - Increases AP and AD. Infernal Dragon Soul: Every 3 seconds, your next attack or damaging ability creates a small AoE explosion. Mountain drake: Figure 12 Mountain Drake Buff: Mountainous Vigor - Increases Armor and Magic Resist. 25 Mountain Dragon Soul: After not taking damage for 5 seconds, you gain a shield that lasts indefinitely. The shield's power increases with your AD, AP, and bonus health. Chemtech drake: Figure 13 Chemtech Drake Buff: Chemtech Blight – Increases Tenacity and Heal-Shield power Chemtech Dragon Soul: While below 50% health, gain increased damage and damage reduction. Ocean Drake: Figure 14 Ocean Drake Buff: Oceanic Will - restores missing health every 5 seconds. Ocean Dragon Soul: Dealing damage triggers a strong health and mana regen for 3 seconds. Hextech drake: 26 Figure 15 Hextech Drake Buff: Hextech Prowess – Gives ability haste and attack speed Hextech Dragon Soul: Dealing damage to an enemy with basic attacks or ability damage causes them to be struck by electricity, dealing bonus true damage and slowing them. The elder dragon: Figure 16 The elder dragon Buff: Aspect of the Dragon – Damaging enemies inflicts them with a burn that deals true damage over 2.25 seconds and damaging an enemy below 20% of their maximum health with execuete them. The elder buff is especially strong because of its execuete, it is advised to avoid fair fights, or sometimes all fights with your enemy team when they have this buff. It is a game changer. Rift Herald: 27 Figure 17 Rift Herald in its pit The Rift Herald is a neutral monster in Summoner’s Rift. It is in the same pit as Baron Nashor. Slaying the Rift Herald drops the Eye of the Herald at the entrance of the pit, which grants Empowered Recall and the ability to summon the Rift Herald to push a lane. The Eye of the Herald can be picked up by one member of the slayer’s team and despawns 20 seconds after it drops. Baron Nashor: Baron Nashor is the strongest monster in Summoner’s Rift that spawns in the river after 20 minutes and becomes stronger as the game progresses. Killing Baron Nashor provides your team with a strong buff called Hand of Baron which grants empowered recall and boosts ally minions’ damage and range which helps you take the enemy base faster. Figure 18 Baron Nashor in its pit 28 When you kill Baron Nashor, all team members will gain a significant gold and experience boost, but only alive members will get the buff. Note that baron nashor hits champions positioned behind it much harder, and it gives a damage reduction debuff to its target. Currencies and Skins League of Legends has four main currencies: Blue Essence (BE) is one of the primary currencies used to unlock League of Legends content. It can be obtained by leveling up, completing some missions, opening Champion Capsules awarded by leveling up, or by disenchanting champion shards. Riot points (RP) is the premium currency in League of Legends content, mostly ranging from cosmetics to other functions outside of direct gameplay. RP can be bought through the official League of Legends website. Orange Essence is a currency that can be used to unlock skins and other cosmetic items. It can be obtained from skin shards or other loot. Orange Essence is a crafting material which can be used to craft cosmetic Shards into cosmetic Permanents, which includes champion skins, ward skins, summoner icons, and emotes. Mythic Essence is a currency that you can use to unlock Prestige edition and other mythic skins. You can earn points from all the exact same sources as Prestige Points, including loot boxes, battle passes, 29 and missions. Mythic Essence is granted every 50 levels starting at 150 through the leveling system. Skins are simply cosmetics items that change the appearance of your champion, they do not affect the stats or performance of your champion in any way, they just make your champion or ward look fancy. There are several tiers of champion skins (Epic – Legendary – Ultimate – Mythic – Legacy) Summary In this chapter, you have learned about the game itself, including the various classes of champions, jungle monsters, stats, items, and runes. You now have an idea of what to expect when you begin playing your first game. In the next chapter, you will learn how to actually play the game and gain a basic understanding of the gameplay. Additionally, you will develop good habits right from the start. 30 2 CHAPTER 2: YOUR FIRST GAME In this chapter you will learn the basics to get you started in the game, you’ll learn the importance of gold and experience, you will also learn the role of every player in a summoner’s rift game. Blind Pick and Dra� Pick Summoner’s rift has two modes Blind pick, and draft pick. In blind pick you are unable to manually select your role, and you are unable to see the enemy champion’s picks, hence called blind pick. 31 In draft pick you select your role before you get into the champion selection, you are allowed to ban one champion from the game, and you’re required to have at least 20 champions to be able to play this mode. Draft pick is the competitive mode and is exactly what you would see when playing ranked games. Roles There are five roles available, top jungle middle bottom (ad carry) and support. Top: Top laners are typically fighters or tanks and are responsible for both providing support to their damage dealers and doing damage themselves, placing them in a unique position. Ideally, the top laner would be a tanky or semi-tanky (fighter) champion with at least one crowd control (cc) ability, such as a stun, root, or other immobilizing effects. The Top Laner needs to have high survivability, high damage or engages. Top lane is the farthest lane away from the most vital objective “Dragon” making it the “lone wolf” role in the game and is my favorite role. Common toplane champions: Garen, Darius, Nasus and Camille Mid: 32 In League of Legends, Mid Laners are champions that are played in the middle lane of the map. Mid lane priority is an important factor on the map as it influences what the Jungler can do and how much under threat the side lanes are. Good mid laners should always keep an eye on the map as they are located at the center of the map and can be attacked from both sides. Champions played in the mid lane are mostly assassins or mages. Common midlane champions: Zed, Yasuo, Syndra and Annie Bot: Bot Lane is a duo lane where an attack damage carry (ADC) and their support play. The ADC (Bot role) is responsible for dealing the team’s damage and keep scaling into the late game, but they are squishy (fragile and easy to kill) so they are protected by their support, communication is the key to winning in this lane as it consists of two players. Common attack damage carries (bot laners): Caitlyn, Jinx, Tristana and Miss Fortune Support: Support is the second role in the bottom lane, they are responsible for protecting their attack damage, setting up kills and providing vision for the entire team, Suppport role is misunderstood and underrated in lower ranks, but is easily one of the strongest and most influential roles in higher ranks. Supports can be tanks, enchanters (buffers that heal and shield) and sometimes even mages. 33 Common support champions: Lulu, Janna, Thresh and Blitzcrank Jungle: The jungler is a role that roams between lanes, secures neutral objectives, and assists their Top, Mid, and Bottom lanes The Jungler earns gold and levels up through experience via the jungle monsters located in between the lanes, better known as “the jungle”. The Jungler needs to be able to clear jungle camps without too much difficulty and ambush other champions in lane. Common jungle champions: Kha’Zix, Master Yi, Shyvana and Evelynn Fill: Choosing fill gives you a random role from the five roles above. Leashing Your Jungler Now you have started your first game, you’re playing in the top lane, you bought your starter items, and you were waiting peacefully for the minions to reach your lane, but suddenly your jungler is spamming 34 these sounds and signs at you and asking for assistance! What is going on? Your jungler is asking for help, known as a “leash”. Every jungler starts their game by killing either the blue buff or the red buff, which spawn after 1:30 mins from the start of the game. At that time the minions haven’t clashed in a side lane (top or bot) yet, so it’s customary to use that time by helping your jungler kill his buff. Figure 19 A toplaner leashing his jungler. Gold Gold Gold! Gold is the source of items, and items are the source of stats. And stats make you stronger, which means that collecting as much gold as you can in the game must be your highest priority to win this game, along with champion experience. This is a very important habit to build early on, gold and experience are your highest priority, not necessarily killing your enemy champion. 35 Farming and Last Hitting As a laner, your main source of gold is the minions in your lane, and as a jungler, jungle monsters are your main source of gold. Killing these minions or monsters is farming, which should be done efficiently. In order to gain gold from killing a minion in League of Legends, you have to land the killing blow on that minion, best known as “last hitting” last hitting is one of the most crucial skills to have in this game, you MUST be good at last hitting if you want to climb in ranked, so it is best to understand how to last hit properly and what to consider from the get go. You should consider your damage on the minion, your attack speed, the speed of the projectile and its damage if you’re hitting an ability or you’re a ranged champion, and you should be looking at the minion bullets the are firing at the minion that you desire to last hit. Sounds overwhelming right? Not really, you will develop this over time and this skill will be natural to you, you will be doing all of this subconsciously with enough training, but since you are a beginner that is looking to climb the ladder as fast as possible, I’m telling you what to consider, programming your brain to think the right way. Last hitting under tower is harder than regular last hitting because these towers hit hard! But there are general rules of last hitting under tower that will make your life easier. - To last hit a full hp melee minion that is being hit under tower, you should land your auto attack after that melee minion gets hit by “2” tower shots 36 - To last hit a full hp caster minion that is being hit under tower, you should land an auto attack before it gets hit by the first tower shot, then land your killing blow after that tower shot. It is done this way because a caster minion dies after two tower shots. - To last a full hp cannon minion that is being under tower, you should land an auto attack after it gets hit by “X” tower shots, there is a number, but I don’t want you to know it because it would be distracting to count, this one comes with feel and practice. Note that these under tower rules apply when you do not have enough attack damage, if you have enough attack damage (by buying items) you can simply kill a caster minion after it gets hit by one tower shot. It’s advised to watch a youtube video on how to last hit under tower or practice last hitting in general in a practice tool to get visually used to it and develop the muscle memory. Which Ability Should I Max? Which Items Should I Buy? Depending on the champion you are playing, there is likely an optimal order in which to max your abilities. This order is determined by the best players who specialize in that particular champion, so you don't have to spend too much time thinking about it. All you need to do is 37 search online or use a reputable website like op.gg to find out how the top players on your champion max their abilities. The same principle applies to items. In general, it's important to understand that different classes of champions prioritize certain stats over others. For example, tanks typically require magic resist, armor, and health to effectively fulfill their role of soaking up damage for their team. However, there is still an optimal item build that you can look up and replicate for your champion. It’s true that blindly copying builds and maxing abilities may not always be the best strategy in League of Legends. There will be situations that you have to build according to your situation, for an example if your entire enemy team’s damage type is attack damage, and the advised build has a heavy magic resist item in it, it would make no sense to build that item, but as a beginner it’s often advised to copy the best builds while reading and understanding the stats of these items to get used to the items in the game so you can make your own wise choices. 38 TEST YOURSELF 2.1 Which boot from the given below would you buy if your enemy team has cc heavy champions? Vision and Bushes Good vision in high-level league of legends is crucial. It helps everyone on your team see where your enemies are, planning their game correctly. Bushes are blind spots in which you can’t see your enemy unless you have placed a ward there (yellow trinket or control ward), there are a couple of smart spots for you to ward that you will be introduced to in chapter 3. 39 Figure 20 a bush. You can ward by using the yellow trinket or buying the control ward that costs 75 gold, you should be always buying a control ward when you have spare gold. Develop that habit. Here are the different kinds of trinkets in League of Legends: Figure 21 Stealth Ward 40 Figure 22 Oracle lens Figure 23 Farsight Alteration Laners usually start with stealth wards to ward bushes and see incoming enemies, junglers start with oracle lens to clear enemy’s vision. Farsight alteration can be useful when you want to see your enemies safely from a distance. Trading Trading is the act of dealing damage to your lane opponent in order to create an advantage. Knowing when to trade is an important skill to have, but simply, it’s advised to attack your opponent when they are busy trying to last hit your minions, or if their major abilities on cooldown, but there are also 41 a lot more other factors to consider while trading which will be covered in chapter 3 and 6, like where the enemy jungler is, the nature of your champions, level difference and wave position. When a ranged champion deals damage to their short-ranged enemies to create an advantage is called “poking” or “harrassing”. Introduction to Roaming and Ganking Figure 24 Vi ganking a Wukong Roaming refers to when a laner leaves his lane to help his teammates. Ganking is when a jungler joins a lane to try and kill the enemy laner(s). Generally, laners should roam when they have their minions under the enemy tower, utilizing that free time until the next minion wave arrives. And junglers should gank when enemy laners are close to ally tower, so they are unable to run to safety. 42 Pings Pings are visual alerts that are used for communication between teammates. These pings can be used anywhere on the map and there are many options of pings in League of Legends that you should be using. Learning to ping and communicate is one of the most important things in League of Legends, you will have to communicate your needs and give calls to your teammates if you want to win, I personally think that I would be a better player if I used pings better, and I have been playing for years. Don’t let your teammates make avoidable mistakes; ping your teammates to help them see what you see. 43 Figure 25 Pings Importance of Objectives In League of Legends, objectives such as turrets, dragons, and Baron Nashor is crucial for winning the game. These objectives provide significant advantages to the team that controls them by giving them more gold and a better chance of defeating their opponents. The importance of objectives lies in the fact that the gold or stats is given to the entire team, dragons and dragon soul are no joke. You should always be looking at the timer of dragon spawn and see if your team can secure it. 44 Game Settings Like any other video game, optimizing your settings to your comfort will make you perform better, I’ll be spotting light on some settings that you should be looking at. The image below shows you the option menu that you have to click in-game to access your game settings. Figure 26 Getting into game settings Figure 27 Game settings 45 Video Settings: Select your graphics according to your PC’s capabilities, and tick “Color blind mode” even if you’re not color-blind because it makes some abilities visually clearer. Interface: You can change the scales of different things, I like to keep my minimap big and my HUD small, but you can do whatever is most comfortable for you. It is advised to check “Show spell costs” and “Show time stamps.” Hotkeys: Quickcasting all your abilities is generally the best, it makes you cast your abilities faster and makes you able to react faster to your enemies, the only downside to it is that you don’t see the range indicator of your ability which can be a problem for new players or even for veterans in some situations, but you can check “Replace quickcast with indicator” to see the indicator while casting your abilities on quick cast. Normal casting shows you the range indicator, but you have to left click after pressing your ability, which can be overall slower. For camera control, it’s advised to keep your camera unlocked and center your champion using “space” -by default-. However, you can lock/unlock your camera by pressing “Y”. You can see your allies by pressing F keys (F1 to 5), and this is a very good habit to develop, professional players like Faker press their F keys to gain information about their teammates almost every second. A very important option that you should set up is “Target champions only” this option can be very useful when you’re killing your enemy under the tower, and can save you from misclicking an enemy minion 46 when you meant to attack your enemy champion, its default hotkey is “`” At the bottom you can check ‘Bind auto attack move to your left click’. Attack move setting allows you to cast the move and attack using the same command, which makes it easier for you to kite your enemy champions instead of having to click twice (once at your target and once to move), this setting is especially useful for ADCs. Game: It’s best to disable auto attack, and optimize your mouse speed to your comfort, you can also check ‘Treat Target Champions only as a toggle’ if you like that. Ranked System The ranked system in League of Legends is used to match teams of players of a similar skill level to play with and against each other. The current League system comprises nine tiers, each tier has four divisions, with four being the lowest in that tier and one being the highest (Diamond I is higher than Diamond IV). You progress through each division and tier by earning League Points (LP) for games that your team wins, but you also lose LP by every game you lose. The exact number of points is determined by your Matchmaking Rating (MMR), which is a number in Riot Game’s system that is not available for normal players to see. In Solo/Duo you can queue with one friend within one tier of your rank, but these restrictions start a little loose at lower ranks and get tighter the higher you go. Starting from Master you are no longer allowed to duo. 47 Figure 28 Ranks in League of Legends, source: leagueoflegends.fandom.com In the “Ranked Flex” game mode, you can join with an entire team of your friends, not only one player. But this ranked mode is not taken seriously sadly, and it is regarded as a for fun ranked game mode. It’s not very odd to see a silver player in a platinum game, It could be that the silver player has the same MMR of platinum players so they get matched with platinum players. It might be a high-ranked player that created their new account, better known as “Smurfing” Sometimes You Lose Games! Learning to play League of Legends on a high level is not an easy task. Throughout your journey, you will inevitably make numerous mistakes and may face frustration from your teammates, receiving an abundance of pings and possibly encountering unpleasant remarks. It is crucial to maintain your composure and understand that losing is an 48 integral part of the learning process, just as it is in any aspect of life. Remember to stay focused and avoid becoming tilted, as maintaining a positive mindset will contribute to your growth as a player. Summary In this chapter you’ve learned the fundamentals of the gameplay, you now understand items, runes, the importance of resources “gold” and the importance of communication, you also optimized your game settings to your best comfort. In the next chapters we will be talking about everything you need to know to reach ranks as high as Master in detail. This is where the fun begins. 49 PART II 3 CHAPTER 3: LANING PHASE In this chapter you will learn how to lane properly. This chapter is an introduction to laning, and wave management. You’ll learn the hard concepts in both Chapters 6 and 7. You need to learn how to win your lane to be able to climb and carry your games. Lane Priority Lane priority (also known as “prio”) is having control of a lane and being able to push enemy minions to enemy tower. When a champion has prio over another champion they’re able to roam faster than their 50 enemy due to the fact that the enemy will mostly be farming minions under tower. Junglers love to play around laners that have prio because they are able to move around and help them. The Level 2 Powerspike The level 2 powerspike is one of the factors that can provide a significant advantage in the early game and potentially contribute to winning the entire game. However, many players in silver, gold, and platinum do not utilize it properly. In the top lane and mid lane, you reach level 2 after killing a full minion wave and one melee minion, while in the bot lane (two players sharing minion exp), it requires a full minion wave and three melee minions. It is crucial to prepare yourself for a trade and position accordingly when you are about to reach level 2. Similarly, if you notice your opponent is about to hit level 2, especially if they have an engaging ability like Camille's E or Leona's E, you should position yourself defensively. Unfortunately, most low rank players fail to recognize its importance, neglect to prepare for it, and miss out on exploiting it. If your champion possesses strong engaging abilities and can deal significant 51 damage to a level one enemy, prioritize killing the minions quickly, reach level 2, and initiate an attack. Here's an example illustrating good and bad positioning of a Camille about to hit level 2. Figure 29 Using the level 2 powerspike (Good) 52 Figure 30 The common mistake of not using level 2 (bad) The same concept applies to level 6 too. Watch your experience bar and use your level 6. Learning How To Trade To get the most out of trading, you should trade when your enemies are busy or vulnerable. The most obvious case would be to attack your enemy when they are last hitting a minion, as their movement is impaired and won’t be able to trade that damage back as shown in the image: 53 Figure 31 Preparing to trade while enemy is last hitting. This means you should not only look at the minions you want to last hit, but also the minions that your enemy wants to last hit. Your enemy will be trying to do the same thing to you, so you should try to bait their abilities when you’re trying to last hit by walking back and forth. Another situation you want to trade in when your enemy’s abilities are on cooldown, it makes no sense not to try to trade back with a Renekton for an example, when he burnt his entire combo on you, always keep an eye on their cooldowns and have a feel for it. For an example, Kayle has an ultimate cooldown of 160 seconds, and Camille has an ultimate cooldown of 140 seconds, this means if there was a fight between them and both used their ultimate ability, the next time Camille’s ultimate is up there will be a 20 second window for her 54 to kill that Kayle without worrying about her ultimate. You should be thinking this way for every major ability, Akali’s W for example. One more thing is that you should be trading with your enemy if you have a minion advantage, meaning the number of your minions is much higher than the number of your enemy’s minions (because of a slow push for example) which would make it hard for your enemy to trade back because all your minions would attack them. It is also generally risky for them to trade back when you are stacking your minions, because if they die in this position, they’ll lose so much gold and experience. Figure 32 Fizz using his minion advantage against Orianna. Utilizing Bushes Utilizing bushes is especially useful for top and bottom lanes, you should always go into a bush if you can after you trade with your enemy as it resets minion aggro, getting into a bush can be very useful 55 for melee champions playing against ranged champions as well, as they have to get in your range to attack you or place a ward, and the latter makes them vulnerable to ganks. Bushes are very abusable, and you should learn how to play around them. Another benefit of bushes is the ability to freeze the wave without losing much health. This can be achieved by repeatedly entering and exiting the bush. The concept of freezing the wave will be explained in the next section. Introduction to Wave Management There are three wave famous manipulation techniques that you can apply: Freezing: Freezing is when you manipulate the minions so that it always stays at the exact same place pushing toward you, this can be done by only last hitting a minion at the end of its life (don’t damage the minions) The whole point of freezing is to keep the number of enemy minions higher than yours, so your minions can die faster, which denies gold and experience from your enemy laner. Generally, applying this technique can be good when you want to zone your enemy if you are stronger, or if you’re trying to make your enemy laner vulnerable to ganks, by forcing them to break your freeze. 56 Figure 33 A frozen wave in the mid lane Slow Pushing: Slow pushing, from its name is slowly killing the enemy minions, this allows you to stack waves of minions. Applying this technique is good when you’re trying to tower dive your enemy laner, or simply if you’re planning to recall. As it would take them time to clear that wave so you can recall and come back to the lane without worrying about losing exp-gold, you can also apply this technique when you’re trying to avoid fights with your enemy, because the stacked minion wave would deal serious amount of damage to your enemy if they decided to fight you. You should slow push if you’re trying to roam as well, because your enemy laner wouldn’t be able to follow as he will be dealing with a 57 stacked wave under his tower. Figure 34 Stacked wave as a result of a slow push. Hard push(shove): From its name, hard pushing refers to killing minions as quickly as possible. It is generally advisable to hard push or shove the wave after you have eliminated your enemy laner. This way, they will lose experience and gold before they respawn. Additionally, hard pushing is recommended when you want to take tower plates or the tower itself while your enemy is missing. If you intend to recall, you should always hard shove the wave. A well-timed recall involves a combination of slow pushing and hard shoving. In the early levels, this is referred to as a "Cheater Recall," but we will delve into wave management in detail in Chapter 6. This section serves as a brief introduction. 58 Figure 35 Recalling after a hard push. Warding and Avoiding Ganks Here are a couple of spots to ward you should consider to avoid ganks, dives: 59 Figure 36 Warding spots You should pay attention to the starting path of the enemy jungler (whether they started top or bottom) by observing which lane leashed for them (arrived late to their lane). However, be cautious as sometimes in higher levels of play, the enemy team may fake leash. If the enemy jungler started top, it is likely they are pathing towards the bottom side of the map, and vice versa. Nevertheless, be aware that they may be engaging in vertical jungling, which involves taking one side of the map and then invading your jungle on the same side. To stay alert to such tactics, consider placing a ward near your buff at the beginning of the game. Ivern and Kindred are junglers that love to play vertically. As for mid laners, it is advisable to stay close to the side where your allied jungler is located and avoid the side where the enemy jungler is. It’s important not to waste your ward when you see the entire game on the map already, for example if you’re playing bot lane and you see your enemy jungler top lane, don’t ward for at least 30 seconds if you intend to ward to avoid a gank. Always think about the purpose of your ward before placing it. 60 This approach allows you more time to react to potential ganks and makes it easier to avoid them. How to play against stealth junglers Stealth junglers like Evelynn, and sometimes Twitch (rarely played) can be a problem especially for lower elo players. As a laner, there are two main rules that I like to follow when playing against these champions: - The 75 gold you spend on the control ward are very much worth it against these junglers. - Don’t engage in an all in fight with your enemy laner unless you are sure that jungler is not in your lane (spot them on the map). Stealth junglers like Evelynn can exploit various opportunities to enter your lane undetected. Some junglers have a very specific way to gank, for example. When a Rengar ganks a side lane before level 6, he will enter the lane and wait in the second or third bush then jump on his enemies. Which means you should keep this bush warded (and its equivalent in bot lane) if 61 you’re scared of a Rengar before 6. Figure 37 Middle top lane bush that you need to ward against Rengar After 6 he’s basically another stealth jungler and you should follow the two rules specified. Mid laners should hug the side opposite to where Rengar is, as explained in the previous section, to avoid being caught off guard by his jump. Landing Your Ability 101: Understanding the Enemy's Dodge Pattern Almost every player in this game has a dodge pattern, to hit your abilities successfully you need to observe and understand their pattern and adapt to it. This can be especially useful for champions like Thresh or Blitzcrank, as successfully landing their hook ability can completely change the outcome of the lane or even the game. 62 For example, Ahri here has dodged to the right. Figure 38 Testing the pattern The next time, thresh should aim his hook slightly to the right predicting her movement. Figure 39 Applying the understanding of the pattern 63 This can apply when you’re dodging too, you should understand the pattern of your enemy’s abilities. Best players know this, and they play around it, you will find them changing their dodge pattern every now and then. But I believe that dodging or hitting your abilities below Diamond is not about reflexes, it’s about understanding the pattern. Should I Help My Jungler with That Scuttle Crab? Many players tilt over the scuttle crab. It's very common for a laner to get flamed by their jungler, especially in lower elos where they are reluctant to give anything. The question of whether you should help your jungler with the scuttle crab or any camp doesn't have one definitive answer. You should help your jungler if you have lane priority, but you shouldn't sacrifice your own game to assist them, particularly in lower elos. It is not your fault if you choose not to leave your lane because you're farming a large wave. Let them flame you as much as they want. However, it's best to prepare yourself and manipulate your wave in a way that gives you priority (if possible) over your enemy laner when the scuttle crab respawns. Detailed explanations of this strategy will be covered in the next chapters. Learn to communicate, if you are not going to move from your lane and help them, let them know that by using your pings. 64 Playing Support Properly Support players in low elo complain about how non-impactful their role is, while high elo players complain about how overpowered support is. Something must be not correct, right? Support players in lower ranks have this idea that they are slaves to their ADCs, they just follow whatever their ADC wants, which is especially not the best case when your ADC has no idea what he’s doing. You should manipulate the wave the correct way if you have better wave management understanding than your ADC, you should roam to mid lane and help your jungler when you have prio, you can even roam to top lane when your lane is hopeless. Don’t just stick to your AD carry. One more thing that lower elo supports never do is that they don’t help their ADC last hit under tower, there are minions that your ADC will not be able to last hit without your help, for an example: A caster minion is going to get hit by the tower, it has 20% hp, your ADC’s basic attack deals 15% of this hp. Your ADC is going to miss this caster minion unless you help them last hit it by attacking this minion to lower its health enough for your ADC’s damage. Note that there will be cases where you shouldn’t leave your ADC ever, especially if your ADC is the win condition of the game and is reasonably ahead of the enemy, when you leave the lane (especially if you haven’t pushed the wave), you’re putting your ADC under the risk of getting tower dove. And possibly throwing his lead. Support role is one of the most impactful – if not the most impactful – role in higher elos, this is often because supports are literally everywhere, their map presence can be huge, here are your roaming windows as a support: 65 • Your ADC pushed the wave to the enemy’s tower and is now recalling, you can choose to either recall with them or roam and make a play with your jungler or midlaner. • If your ADC is a safe champion that can hold his ground (such as Ezreal) and you trust your ADC enough to know he won’t die in a 2v1 situation in the bot lane, you can choose to roam and often let your Ezreal farm solo. However, make sure you don’t fall too far behind in terms of experience. • If Top Lane is your win condition, and if you see no hope of winning the game except by feeding your top laner, you can always roam top. It’s not uncommon to see high elo supports playing champions like Janna, Bard, Pyke, and many others roaming to the top lane from time to time. It can be extremely frustrating for a top laner to die to a support, even more so than dying to a jungler. Just be mindful not to take too much exp from your toplaner. The best way to learn a champion. Many players have a mistaken understanding that they can master a champion by simply picking it up and randomly spamming it in their games. This belief is only partially correct. While spamming the champion will give you experience in different situations, it will not necessarily help you understand the hidden combos or specific ways to deal with certain matchups. The ideal way to learn a champion is to seek out a player who exclusively plays that champion (OTP) in high elo. For most champions, you will find that a high elo player has created a 66 spreadsheet that teaches you how to handle every matchup in that lane. It's highly recommended to take a look at these. You should always search for videos of skilled players, preferably OTPs, who are playing your chosen champion. When you're not comfortable with a particular matchup, a helpful strategy is to search on YouTube for videos titled "X vs Y." You will find numerous videos featuring high elo players from different regions playing that specific matchup. Take note of what you've learned from these videos and apply it in your own games. At this point, spamming that champion becomes beneficial because you have gained a basic understanding of your champion's limits from observing better players. Thus, you will be playing to gain experience and strive to reach the level of these skilled players. Counterpicking Being counterpicked is not the end of the world. It's true that dealing with a champion specifically designed to beat yours can be challenging. However, in most cases, you can still come out on top if you play correctly. Personally, I have never struggled against counter picks in lower ranks because they often make mistakes that you can exploit. It's also worth mentioning that many people who counter pick your champion have no clue what they are doing or why their champion counters yours. Some individuals simply visit websites like champion.gg, blindly pick the recommended counter, and have no real understanding of the matchup. Interestingly, for one-trick ponies (OTPs), the counter pick is often the one they have the most experience dealing with. On the other hand, the 67 person playing the counter pick typically has the least experience facing the champion they counter. Can you win against a counter pick? Most of the times, yes. Learn how to play this specific matchup, sometimes it won’t be even that bad of a counter, but you may have mentally blocked yourself from trying to learn this matchup because you classified it as an impossible counterpick. You would be surprised how high of a winrate I have playing against Darius players on Camille. This matchup is hard but it’s still very skill expressive. Just learn the matchup and train on that specific matchup. Playing From Behind It doesn't matter what happened – whether you made a mistake, got trolled, or got camped – the result is the same: your enemy laner now has the lead, and you find yourself behind. So, what should you do in this situation? The best approach when playing from behind is to avoid 1v1 engagements with your enemy laner. However, there may be windows of opportunity where you can secure a kill, particularly if they don't have their summoner spells or key cooldowns available. Keeping the wave on your side of the lane is one of the smartest moves you can make when playing from behind. Pushing the wave might allow you to roam, but it also gives your opponent the chance to freeze the wave and deny you farm and experience throughout the lane. In some cases, especially in longer lanes like top and bot, your opponent may choose to freeze the wave when you're behind. Breaking this freeze becomes nearly impossible without risking death. In such situations, you have a few options: you can roam and help other lanes, 68 which will force your opponent to break the freeze, or you can ping your jungler to assist you in breaking the freeze. Another trick I like to use is to stand within your wave, forcing them to hit you with their AoE abilities when they trade (for example, Mordekaiser's Q). You should try as much as possible to avoid trades with your enemy laner because when you’re behind, you’re under the threat of being tower dove either 1v1 or 2v1 with your enemy’s jungler. So, you need to stay healthy. Figure 40 Baiting mordekaiser to break the freeze (assuming he does not have his ultimate ability) If your enemy laner destroyed your outer turret, you can also freeze under tier two tower (inner turret) to regain some of the lost experience and gold, possibly make your enemy overextend under your tier two turret. But make sure to communicate with your team that your enemy laner is on the loose if they are not contesting your freeze. There is nothing worse than seeing a fed toplaner tower diving your bot lane. 69 TEST YOURSELF 3.1 You died two times to the irelia, she has vampiric spectre and she’s two levels ahead, you’re basically destroyed. What would you do here? My Ally Is Flaming Me! In League of Legends, flaming is an inevitable part of the game. To become a better player, learn from better players and apply their strategies. Pro players and high-ranked players are not any different from you intellectually or creatively. Focus on your own game and ignore others’ mistakes. Blaming others for their mistakes is pointless. It makes no sense to blame your jungler for missing his smite, they’re a human that couldn’t press a button on time, or your laner for having a bad game. Learn to control your emotions for long-term rewards. 70 Summary In this chapter you’ve learned and understood what you should be doing and considering in the laning phase, you’ve been exposed to different famous situations that many players do not know how to exactly deal with. This chapter can be all what a plat player knows about laning phase. But there’s much more to it in the advanced laning phase chapter (6). In the next chapter you will learn more about how to manage the mid-late game, the phase that follows laning phase. 71 4 CHAPTER 4: MID-LATE GAME The early game is the most concentrated part where players strive to gain knowledge. While it is undoubtedly a critical aspect of the game and advantageous to come out ahead of the opposing team, it is in the mid-to-late game phase where your entire team may face consequences for any missteps. Therefore, it is imperative to have a thorough understanding of mid-to-late game tactics. Team Formation After Laning Phase Many low elo players have no clue what they should do after the laning phase ends and tier 1 towers fall, the optimal formation would be: 72 -Adc and support in the midlane, controlling both objectives (dragon and baron) -Teleport player pushes (or catches the waves of) the lane opposite to the objective that’s about to spawn (mostly top laners) - Non-teleport player pushes (or catches the waves of) the lane that is on the same side of the objective that’s about to spawn. - Jungler plays around vision, and hovers around his strong teammates This is called the 1-3-1. Many low elo players especially ADCs make the mistake of pushing side lane on their own after they take the first tower, this puts them at a very vulnerable position and makes them under the threat of being killed by an enemy assassin or flanked by members of enemy team, possibly throwing their lead. Splitpushing and Snowballing Splitpushing is a strategy in LoL where one player focuses on pushing a lane while the rest of the team pressures other areas of the map. The goal is to force the enemy team to split up and defend multiple objectives at once, making it easier for your team to win team fights or take other objectives. The split pusher is typically a champion who can push lanes quickly and take down turrets, such as Tryndamere and Fiora. Split pushing can be strong especially when you’re playing the 1-3-1 formation, if you’re split pushing and you’re much stronger than your opponent, then they will need to send at least two players to stop you, making the game easier for your teammates as a 4v3 which allows them to take turrets, or even take objectives. 73 For example, Fiora here forced 3 of the enemy team members to stop her, which would give the blue team space on the map and kill the isolated Karthus on top lane, and even would allow them to take baron if they have enough DPS on baron. Figure 42 Fiora splitpushing Snowballing is the usage of your advantage from your early game to gain a larger and larger advantage throughout the game. In order to be able to carry a game, especially if you’re the only one fed, you need to not miss any free exp or gold, it is not always worth to group up with your team who has already lost their early game, by doing that you are sharing exp, gold and losing minions or your lane, or losing tempo overall. Here are a couple of things you should consider to keep your lead and extend it throughout the game: - Control vision: Vision control is crucial in the mid-late game. Keep the enemy jungle warded to spot rotations and deny their vision around objectives to make it easier for your team to secure them. 74 - Manage your waves: Proper wave management is essential in the mid-late game. Make sure you're not leaving waves of minions to crash into your turrets while you're off fighting elsewhere. Push out waves before grouping with your team to make it harder for the enemy team to engage on you. - Group up: Stick with your team and apply pressure as a unit. Look for opportunities to catch out enemies who are out of position and force team fights when you have an advantage. - Build the right items: Make sure you're building items that suit your champion and the situation. If you're ahead, consider building more aggressive items to extend your lead, but don't forget to build defensive items if necessary to stay alive in team fights. It is pointless how many items or how fed you are if you are going to get Mordekaiser ulted out of the fight, or Malzahar ulted and you don’t have Quicksilver Sash for an example. Ultimately, you should always be thinking about what you can do to win the game, rather than solely focusing on fixing your KDA score or carrying the game by yourself. There will be matches where you will be carried, and it's important to embrace these games. Remember, you will still gain LP and make progress towards your goals. Overlooked Calls in Gold/Plat From my experience in coaching players in these two ranks, or smurfing there myself sometimes. They miss a lot of game changer calls. Especially baron nashor calls. 75 Some players, especially in gold, have the misconception that taking Baron Nashor is only possible if you have aced the enemy team. However, this is not correct. After twenty minutes into the game, whenever you win a fight or kill someone, you should immediately consider whether you can attempt Baron or not. Take into account the following factors: - How many members of the enemy team are dead. What kind of DPS (damage per second) you have Who is dead? Is it the jungler? If your top laner is split pushing bottom lane, and you find your enemy support, top laner and jungler killing them, what exactly is stopping you from spam pinging nashor and abusing that pressure your top laner applied on bot lane? Absolutely nothing. Especially if you have champions that can take baron quickly like Kai’Sa, Vayne, Kog’Maw and Master Yi. If you opened their middle lane inhibitor, and you find their strongest champion busy clearing bottom lane wave without teleport for example, sometimes you can start baron nashor and turn on them to avoid the steal and win the 5 versus 4 Remember that to win in mid-late game, all you need to do is play the map game, use vision, and play around your enemies’ mistakes (mispositioning, greeding etc) you don’t need to force plays especially if your entire team is ahead, just play around objectives and organized teamfights. They will want to contest these objectives, and you will have a chance to kill them. And if they don’t, you’re getting more and more ahead. For example, only God knows why red team isn’t running to baron immediately with 3 of the blue team being dead: 76 Figure 43 Gold overlooked baron call Don’t Recall! It should be obvious that you should not recall to base after winning a fight, always look to gain as much gold and experience as possible while denying it from your enemy team, for example if you have won a big fight at drake and aced your enemy team, don’t just recall and reset, the entire map is yours for a couple of seconds, take enemy jungle camps, push waves so they lose exp and gold, take a tower. Only when your opponents have re-spawned should you consider retreating. Do not waste your opportunity to gain the upper hand! Take Towers or Kill Baron? 77 Players in low elo often have differing opinions after successfully eliminating several members of the enemy team. Some players may prioritize taking down towers, while others may lean towards going for Baron Nashor. So, what is the correct call? There are so many factors that go into this, the best way is to take what wastes less time and is easier to agree on, Baron is always worth more than one or two towers. Once you get Baron, you will easily be able to take these towers if your team is ahead anyways. Just don’t fall for these mistakes: - Scenario 1: You greed for a tower, and then you try to take baron when your enemies are respawning soon, you get wiped, you lose baron and your lead. Just do only baron. - Scenario 2: You decide you are not going to take baron, you take inner and inhibitor tower, and then you greed for nexus towers. Your enemy respawns, you get wiped. And then they take baron. Shotcall your teammates to avoid these mistakes, one ping can save your entire game. Trading Objectives Trading objectives is the concept of letting your opponent take an objective, while you take the other. You should trade an objective like baron for dragon or vice versa if you can’t contest the objective your enemy team is taking because you’re weaker or your team doesn’t have the tempo to group and contest as 5. You should always trade 78 objectives if you can’t contest. It makes no sense to force contesting an objective and then die for it. There will be situations where you successfully eliminate the enemy team, but your team is low on health or not grouped as five due to a teamfight. In such cases, going for Baron when the dragon is available and the enemy team is about to respawn would result in trading objectives. Greedily going for the dragon after taking Baron would lead to death in vain as your enemies are going to contest it. Remember, maintaining tempo is crucial in League of Legends. It's important to prioritize playing as five. The reason for presenting different scenarios is to help you become familiar with them so that you can make better decisions in similar situations. This can help you communicate better with your teammates and lead the game in the right direction. Giving Objectives This is a very simple concept, but it still goes over the heads of silverbronze players. If you can’t contest an objective (you’re 2v5, you’re very behind, your ultimate abilities are down...etc) just give it. Don’t fight for it. You can go for a steal if it’s necessary as a jungler, sometimes it’s not even worth stealing an objective and die if you have 1k gold shutdown and it’s the first or second drake. It depends on the state of the game. Use your pings and save your teammates! Playing Around Vision 79 The secret to winning mid-late game is to play around vision, always play the number game and avoid the concept of “coin flipping”, the concept is coin flipping is when you engage on your enemy and you have no clue where their teammates are. Always keep your eyes on the map and use your vision. Do not engage on your enemy laner in a side lane then be surprised that your enemy twisted fate ulted and turned it into a 2v1, or Nocturne used his ult on you. Do not force a 2v2 or a 1v1 unless you are very sure you won’t be outnumbered by someone that hasn’t appeared on the map, or unless you’re sure you’ll kill your enemy fast enough before anyone else interferes. Oracle Lens (red trinket) is good if you want to play aggressively around enemy vision, it allows you to control vision better and cheese in the enemy jungle. Farsight (Blue trinket) is the more defensive option, it allows you to get vision without face checking if you are a squishy champion versus fed assassins. It’s also a good choice to scout an objective that the enemy team is playing around. It's essential to prioritize risk management, especially leading up to the spawn of an objective, as your decisions can significantly impact whether your team secures or loses the objective. In higher-ranked games, teammates may recognize your mistake and opt to give the objective, whereas in lower-ranked games, they might engage in a fight without your presence, resulting in a losing outcome. Instead of blaming your teammates for their actions, it is more constructive to focus on your own mistakes and use them as opportunities for growth. Remember that everyone makes mistakes, and it is your responsibility to learn from them and strive for improvement if you want to advance in the rankings. For example, this is a Diamond IV game: 80 Figure 44 Unnecessary fight before drake The blue team was in a good position to take the Infernal Drake with Shen R in a 5v4 situation assuming Gnar would teleport, since the red team's ADC was dead. However, Shen made the mistake of fighting Gnar for no reason and ended up dying, which caused his entire team to get wiped out in the drake fight. Even though some players might think that it wasn't their problem, they could have still made a difference in the outcome of the fight. It is your responsibility if you had Teleport or Shen ult available and you were in a good position to use it, but chose not to or didn’t see the fight on the map. Avoid thinking of it as solely your team's fault by saying "It's a 4v4 anyway and they lost, so it’s their fault." No, it's a 81 missed opportunity for a 5v4 advantage due to your mistake. Figure 45 Consequence of Shen's mistake. (Gnar teleports after this) Split Push or Group? "Should I split push or group with my team?" is a very famous one. Many players complain that their teammates die when they are splitting in a side lane, and when they group with their teammates, fights do not happen. The decision to either split push or group with your team in League of Legends depends on the specific situation in the game. If your team has strong wave clear and can defend objectives without you, splitting can create pressure on the enemy team and give your team an opportunity to take objectives elsewhere on the map. However, grouping can be beneficial when contesting objectives or team fights, especially if the enemy team is stronger or you are behind in gold and experience. Ultimately, it's important to communicate with your team and make a decision together based on the circumstances of the game. 82 You can ask yourself a couple of questions before deciding whether you want to split or group: - Is it a 0% chance you lose a team fight grouped with your team? Yes-> Group. - Does their team have a hard engage champion like Malphite? Yes -> Group if you can win the fight, or split, but in order to split you have to communicate with your team to stay as far away as possible from his engage until your wave arrives at the enemy tower and enemy team sends someone to stop you. - Does their team have a champion with global ability like Twisted Fate R or Nocturne R? Yes-> Group. (or split while your jungler is shadowing you if you win 2 versus 2) - Are you playing a champion that is known for its worthlessness in team fighting and excellence in splitpushing (Fiora)? Yes-> Split. - Are you going to lose the team fight anyways even if you are grouped? Yes -> Split. This can vary depending on how the game is going, but it provides insight into how you should approach the situation in your game. If the opposing team has a hard engage champion such as Malphite, and you don't have teleport, they will likely try to force a 5 vs. 4 fight when you are in the side lane, leaving your ADC -for example- vulnerable to being eliminated. You cannot always rely on your teammates to wait for your wave to reach the enemy tower, so it's advisable to communicate your intentions through pings and chat, but even then, it may not work in lower ranks. 83 The ultimates of champions such as Twisted Fate or Nocturne can be risky, as they can initiate fights or catch you off guard in the side lane. Nocturne's ultimate can also prevent you from teleporting to a ward, although there is only a one-second window for you to do so. Against these champions, your best course of action is to push your wave, group up with your team, and play intelligently with regards to vision and flanking. Using Your Flash Correctly In the later stages of a game (30min+) making reckless use of your flash could have grave consequences for your team's overall success. It is crucial to be mindful of your death timer, which is now significantly longer. In such a scenario, it is not advisable to engage in unnecessary combat and waste your flash just for the sake of getting a kill. Instead, you should weigh the potential benefits of killing your enemy and determine whether it is worth using your flash for. If it is not worth, it is better to hold on to your flash, and save it for the critical moments when it could make a significant difference (Baron or elder fights). Conversely, if you know that the enemy team won't gain any advantage (objectives) from killing you, don't waste your flash to escape. It is particularly critical to be cautious with your flash on champions like Skarner or Renekton, who rely heavily on their flash. Nonetheless, it's important to remember that all champions fight much better with their flash up. For example, if Baron in the late game is spawning in 30 seconds and you got caught. Use everything to survive. If you die you basically lost this Baron and potentially lost the game. On the contrary, if your waves are pushed at the enemy’s tower and the next big objective is about to spawn in 1.35minutes, and they won’t 84 get any tower out of your death, it’s best to just die and save your flash for that next big fight, especially if you don’t have a shut down bounty, since most carry champions at this stage are already full build or near full build. Don’t play only in mid lane It’s nonsense to keep pushing mid lane after you destroyed their inhibitor unless you are going for an end game or a safe nexus turret after you killed a significant number from your enemy team, the point of super minions is to apply pressure on that lane so you can take more towers on side lanes or take epic jungle monsters. For example, this is a diamond game. For some reason the red team is trying to push mid after they’ve opened the enemy’s inhibitor instead of going for side lane towers. They managed to get one nexus turret, but now Kai’Sa gets caught with Fizz R losing her Guardian Angel and Shut down, this can be enough for your enemy team to get back to the game when you are ahead. Figure 46 Mistake of forcing mid when inhibitor is down. 85 Responding To Enemy’s Plays In League of Legends, you need to react quickly to your opponents' moves. For instance, if you see the enemy jungler ganking the top lane, you can take advantage of their absence and use the number advantage by starting a fight at the dragon or bot lane. This principle applies to all stages of the game - always gain something from your opponent's actions. For instance, if the enemy team is going to take the dragon, and you have no plans to contest it, focus on taking a tower, pushing a wave or catch an out of position enemy instead of doing nothing. This is a common mistake that occurs in lower ranks. Ping your teammates and do something on the map! For example, red team’s Hecarim decided to fight Ekko on bot lane, blue team immediately responded to his play by attacking rift herald. 86 Figure 47 The play Figure 48 The response 87 Common Mistake A common mistake that people make is when they successfully win their lane, destroy the tower (either bot or top), and even take the inner tower with the help of the Herald or by themselves. They often continue pushing for the inhibitor turret on the same side lane, without considering the outer and inner turrets in other lanes. For example, if you're playing top lane and manage to take down two towers, it's advisable to switch lanes with your bot lane. Even if they refuse or ping you to go back, it's better to ignore their call and move to their lane. They’ll be frustrated and will eventually swap with you. Remember, their frustration does not matter as long as you are making the right decision. Overextending at the inhibitor turret will only throw your lead, and inhibitor towers give much less gold than inner towers. Figure 49 Tryndamere destroying inner tower 88 Figure 50 Tryndamere's best move Understanding What Your Champion Does Best. Many players are highly influenced by pings, but it is essential to remember that you are the one controlling your champion. You should have a comprehensive understanding of what your champion is capable of and what it cannot do (assuming that you have thoroughly studied your champion). For instance, if you are playing as Zoe and your jungler is constantly pinging you to attack the dragon instead of zoning the enemy champions or dealing damage to them, they likely do not know what they are pinging. Similarly, if you are playing as 89 Renekton without the flash and your jungler is spam pinging you to engage on the enemy's ADC, who can quickly escape reacting to your dash using their dash or Galeforce, they are not making a sound decision. Your goal should be to attain a level of confidence in your champion that allows you to determine which fights you are likely to win and which ones you should avoid. TEST YOURSELF 4.1 What is your main role is this game as Kayn? Figure 51 Champion role test 90 League of Legends is a game with endless possibilities and numerous scenarios to consider. However, the textbook focuses on the most general and common situations to help you develop critical thinking skills. It is important to note that there will be unique and distinct situations that require you to make different decisions. It is not possible to memorize or learn the game using a "if enemy does X, then do Y" approach. The more experience you gain by playing the game, the more comfortable you will become with making effective decisions in any situation. Teamfighting After you understood what your champion does best, you should teamfight according role in the teamfight, which changes from one game to another. For example if you’re playing Cassiopeia, your role is mostly to melt and kill the frontline, and If you’re playing something like LeBlanc then your role is to kill the back line, but this might change, if you have a fed carry you might want to peel this fed carry, it really changes from one game to another but most importantly you should know what your champion does best, and you can learn this from watching different OTPs playing in higher ranked games. You should pick the teamfights that are advantageous to your team, if your team is especially good in 5v5 fights with champions like Malphite, Yasuo, Diana or Fiddlesticks. You might want to play around the teamfights, sometimes even if you are behind You might want to fight in a choke area (narrow) if your team has good AOE damage (abilities like fiddlesticks R) so it affects the entire team, on the other hand if your team is not good in 5v5 fights, you might want to take 2v2 fights in the side lane if you’re playing something like 91 Fiora. You should play the game that is going to give you an advantage, be in control of the game. In teamfights, you should always prioritize the most squishy damage dealer targets (mostly midlaners and adcarries), but this might change from game to game, there might be a very fed Irelia (top laner) that you might want to kill first. Also keep in mind that not using your key abilities can be even a better threat than using them. For example, if you’re a fed camille playing against a fed Twitch for example, the optimal play is to shut him down every fight, by saving your E (hookshot) and ultimate ability for him. A good twitch player (this mostly happens in masters+) won’t even appear in the fight unless you waste your key abilities. And if he does, you just kill him with the abilities that you have saved. Target prioritization is important in teamfights. Summary Having completed this chapter, you have acquired knowledge regarding strategies for the middle and late stages of the game. Through real-game scenarios, you have gained insight that will enhance your decision-making abilities during this phase. Concepts such as split pushing, the significance of objectives, and the errors commonly made by players of varying skill levels have been presented to you. In the upcoming chapter, you will be exposed to a comprehensive explanation of wave management. This chapter holds equal importance for both laners and junglers. Skillful junglers possess a deep understanding of wave management and strategize their ganks based on the state of the waves. 92 PART III 5 CHAPTER 5: ADVANCED WAVE MANAGEMENT Proper wave management is the most important skill to have as a laner, you can not make it past diamond without mastering this skill, proper wave understanding is also what differentiates between a good jungler and an excellent one. In this chapter you will learn all the wave manipulation tricks. Identifying Your Champion 93 First things first, you should pick your champion while keeping in mind how good that champion is when it comes to wave manipulation. The champions that control the wave best are champions with good wave clear, meaning they have AOE abilities to damage several minions at the same time, making it faster to push or trim your waves. On the other hand, champions with bad wave clear are those that do not have enough AOE to kill many minions at once. Some examples of good wave clear champions include Yasuo, Yone, Renekton, Anivia, and Sivir, while bad wave clear champions include Camille, Shen, and Poppy. Champions with better wave clear sometimes have multiple options when managing the wave. There are infinite scenarios, and you will be presented to many throughout this chapter. Estimating Wave Position You can estimate the position of your enemy’s minions by observing the position of your own minions on the minimap. This information will assist you in determining whether you should slow push or fast push the wave. 94 This is important because it helps you avoid what I refer to as "The Deadly Position." You find yourself in the deadly position when you have partially pushed your wave, but not quickly enough to crash it into the enemy tower before your opponent returns from the base and 95 freezes the wave near their tower. Figure 52 First deadly position Fiora finds herself in the deadly position in this scenario. If she were to attempt to forcefully crash the wave into Aatrox's tower, she would likely lose her life in the process. As a result, she is now forced to recall, and Aatrox will begin freezing the wave, causing Fiora to miss out on gold and experience. The only way such a wave can be fixed is if Fiora’s jungler helped her crash it. We are trying to avoid this situation when we can. Another deadly position we’re trying to avoid as a melee champion is when your enemy caster minions are under the enemy's tower, while your allied minions are outside the tower's range. In this scenario, you are unable to crash the wave without taking damage from the enemy tower, while your opponent can freely deal damage to you in a safe manner. 96 Figure 53 Deadly position #2, however it is not that deadly because Kled is full hp, but he will still take free damage. It is crucial to remember that when you find yourself pushed this far in your lane, you become vulnerable to ganks. Unless you are strong enough to handle a 1v2 situation or you are certain that the enemy jungler is not nearby, you should aim to minimize the time you spend near the enemy tower. Alternatively, you can make it challenging for the enemy by stacking waves. Reducing the number of times you find yourself in this position will greatly improve your laning phase. Effective wave manipulation allows you to avoid these situations, leading to better in-game results and higher ranks. 97 Make sure you understand everything that will be taught in the next sections, don’t just memorize them, understand the why behind the concepts so you can manage your waves in any situation. Wave Bouncing Waves in league of legends always go back and forth, when you have pushed a wave, this means the next wave will push into you and vice versa. Figure 54 Waves under tower, the cause of two second lateness of collision 1 98 Figure 55 Collision 1 Figure 56 Aftermath of collision 2 99 Why? In the previous images, the two seconds that the blue minions come in contact with the red minions under tower caused the minion colliding to not meet exactly in the middle of the lane (wave colliding number one), but closer to the Blue team’s tower. This means when the next minion waves spawn, the Blue minions will join the combat (wave colliding number two) before the Red minions. Killing some of the red minions immediately before the Red minions arrive. Which creates the advantage that causes the push to occur. Freezing Figure 57 Waves frozen in Red team's side As previously mentioned in Chapter 3, freezing refers to the strategy of 100 maintaining the wave on your side of the lane and only last hitting minions. This approach serves two main purposes: keeping your enemy vulnerable to ganks and zoning your opponent's champion away from your minions, particularly if you have a significant advantage over them. On the other hand, freezing can also be employed defensively when you are in a weaker position, lacking flash or vision. It allows you to farm safely and makes it challenging for your opponent to engage in an all-in fight or successfully gank you. But this may come with a price: 1- Your enemy laner might give up the wave and try to roam or play with his enemy jungler. You should ALWAYS ping that your enemy is missing when you are freezing and your enemy laner is not in the lane. 2- If you die while freezing a wave on your side, this means you lost a massive amount of cs and exp, also the wave being on your side makes it easier for your enemy to push the wave faster than normal and take more tower platings when you’re dead. Generally, make sure you don’t die when freezing a wave. It will hurt you much more than a regular death. Freezing a wave grants your opponent a minion advantage, which could potentially give them an advantage in trades depending on the circumstances. Keep this in mind when implementing a freeze. You can minimize the damage taken while tanking minions in preparation for a freeze by repeatedly entering and exiting an unwarded bush. When you enter the bush, the minions will stop attacking you, and upon exiting, they will target you again. Repetition 101 of this process confuses the minions, resulting in reduced damage while they remain in roughly the same location Figure 58 Bush utilization to freeze Reminder: as previously mentioned in chapter 3, to freeze a wave, you should focus on last-hitting enemy minions by landing the killing blow. It is essential to avoid dealing excessive damage to the minions. The purpose of freezing is to maintain a higher number of enemy minions compared to your own, allowing them to push towards your tower and eliminate your allied minions. Efficient Freezing 102 Almost every video guide will show you something like this image, where they slice a lane to partitions. In this illustration, the red partition indicates that to successfully freeze the wave, you need a minimum advantage of three enemy minions over your own. The yellow partition requires a two-minion advantage, while the green partition necessitates only a one-minion advantage. Figure 59 Zones of freezing This is very very impractical. This is not how you should be freezing. Surprising, isn’t it? The image shows the absolute minimum number of minion advantage you need to create a freeze. This is not what you should be looking for. You should aim to freeze with a higher number of minions, freezing at the absolute minimum number will almost always turn into a slow push. Using any AOE ability on your enemy in such a situation will break the freeze, and even engaging in trades will cause enemy minions to target you, reducing the damage per second on your own 103 minions. Consequently, the freeze will transition into a slow push due to freezing at the minimum number available. Moreover, freezing a wave with a greater number of minions will cause the enemy laner to lose their minions at a faster rate compared to maintaining a slow freeze. This scenario frequently arises when you force your opponent to recall after a disadvantageous trade for them. The only thing I want you to understand from the previous image is that the further you go from your tower, the less minions you will need to freeze, which introduces us to the concept of wave pulling. Wave Pulling Pulling a wave can help you freeze in positions where you normally couldn’t or enables you to create a better freeze. Figure 60 Pulling a wave from in front of the tower to create a better freeze 104 TEST YOURSELF 5.1 Why does wave pulling work this way? Why is it that the further your pull enemy minions from your tower the better the freeze is? You should be able to answer this question if you read through “Wave bouncing” carefully. The Recall Freeze Figure 61 The recall freeze 105 The recall freeze is when you choose to recall on a wave that is naturally pushing towards your tower. By timing your recall correctly, you can return to the lane just in time to catch most of the minions, minimizing the loss of experience and gold for yourself. Meanwhile, your opponent will suffer from their minions killing yours, resulting in them losing out on gold and experience. The recall freeze is a good strategy to use if: 1- You have just killed your enemy laner, you are low on health, and the wave is pushing towards you. In this scenario, it would be more worthwhile to freeze and recall instead of pushing. This is because, depending on your champion, you won’t have enough time to push the wave and fully crash it into the enemy tower. By opting for a freeze and recall, you ensure that your enemy loses out on more resources during this time. Figure 62 Scenario#1 of Recall Freezing 106 2- Your enemy laner did not die, but they decided to recall due to being low on health. However, you are also low on health and unable to effectively lane against them when they return with a full health bar, but you won’t be able to crash the wave in time. In this situation, it would be optimal to recall and freeze the wave upon your return. By doing so, you can recover your health fully and minimize the losses you would otherwise experience, allowing you to re-engage in the lane with a better chance of success. Generally, this technique is good when your enemy is not in the lane and hard pushing is not the best option to make your enemy lose the most exp and gold. It could be because of your champion not having good wave clear, the wave is too big, or both. There are a couple of things you should consider when you’re going for the recall freeze: - How big are the waves? Sometimes the wave would naturally crash into your tower when you’re walking to lane, and you would end up losing more exp-gold than you expected. You should always trim big waves, so they don’t crash into your tower. - Are you getting mind gamed? In higher levels of play, your enemy might hide in a bush, so you think they recalled, and then when you recall yourself they will simply crash the wave into your tower, causing you to lose exp and gold, while they lose nothing. 107 Slow Pushing As mentioned in chapter 3, slow pushing is the act of killing minions slowly, so they stack creating a big wave. It is crucial to have a plan in mind when implementing both slow pushing and hard pushing strategies. Slow pushing is particularly effective when you are trying to dive your enemy laner, if you’re ahead or your champions are known for their aggression in tower diving, e.g., Renekton and Nidalee or Renekton and Elise, you can often stack these waves in the early game and go for a dive. What makes tower diving good when your waves are stacked is the fact that your enemy loses so much gold and experience, it is still even worth if you die during the dive, as long as your enemy dies as well. The gold and experience they lose from 2 or 3 stacked waves will give you the upper hand in the early game. Slow pushing is also beneficial when you need to recall to your base. While your enemy laner spends time clearing the stacked waves, you can safely recall and return to the lane with minimal minion loss. Additionally, when you crash a stacked wave, it provides an opportunity to invade with your jungler or look for a roam. If you see that you and your jungler are able to dive your enemy on the wave you are stacking, you should communicate your intention to your jungler by pinging ahead of time, most junglers don’t play around waves, so taking charge and shotcalling can ensure that your team plays around your strategy. As the one with knowledge of the situation, make your team play your game if you are confident in your understanding of the circumstances 108 Figure 63 Tower diving on a stacked wave Slow pushing can also be utilized in the mid game to exert pressure on the enemy team, particularly when split pushing. If you have lane priority in both the side lane and mid lane during the mid game, it is advantageous to push your waves when the mid lane wave is nearing the enemy tower. This creates simultaneous pressure in two lanes, preventing your opponent in the side lane from joining the fight as they are occupied with clearing the wave. Meanwhile, you can freely move around and be prepared in case your enemy decides to engage in a fight in the mid lane in response to the pressure your teammates are generating, or you can tower dive your enemy in the side lane safely because the rest of the enemy team is in the mid lane. Ultimately, slow pushing is just normal pushing, just with more minion advantage. 109 Fast Pushing Fast pushing involves quickly eliminating your enemy minions, and it should be done with a specific purpose in mind. You should engage in fast pushing when you need to take immediate action. One common mistake I observe among lower elo players is mindlessly fast pushing every wave, which grants their enemy free farm. Instead, you should hard shove the wave if you intend to dive right away, participate in an ongoing fight in the river, or if you plan to roam or recall to base immediately. However, the primary use of fast pushing is when your enemy laner has left the lane, and you aim to swiftly crash the wave into their tower to deny them minions. You can also use it to apply pressure by harassing your enemy under their tower. The Cheater Recall The cheater recall is a technique applied in the first levels of the game to gain an early advantage if you have priority over your laner. You slow push the first two (or three) waves, then hard push the third (or fourth) wave. This will allow you to crash a big wave into the enemy’s tower early on, giving you a chance to recall and buy an item (long sword for an example), and then you can trim the wave and freeze, which gives you an advantage early game. 110 Figure 64 Cheater Recall If you are applying this technique, you should be absolutely focusing on hard shoving the 3rd or 4th wave without worrying about losing some of your health bar since you will be recalling anyways and you will have your full health bar again. It’s okay to take some damage and just focus on shoving the wave. In top and bottom lane, the fourth wave crash allows you to help your jungler on scuttle crab if they’re pathing to it (scuttle crab spawns at the timer 3:30 in the current season of 2023) It is not necessary to recall after you push the 3rd or 4th wave, you can roam, invade, help your jungler on scuttle crab, or tower dive your enemy laner if it’s possible. It is a versatile technique. In the end, it’s just a slow push, so apply it with a plan in your head. Recalling after 3rd or 4th wave crash in mid lane is not always ideal since the lane is shorter than bottom or top lane. Cheater recall is good only in top lane and bottom lane. 111 The Suicidal Wave Crash The Suicidal Wave Crash is a technique used to ensure that your minion wave crashes under the enemy tower. This is achieved by intentionally luring the wave towards the enemy tower and potentially executing yourself if your health is low enough. While this technique is not commonly used, it can be useful in certain situations. You may encounter it occasionally in higher ranks. This technique is applied when you realize that your minions will not fully crash into the tower (By estimating the wave position as mentioned earlier), you determine that they will collide just outside the tower (the dangerous position mentioned earlier). To counter this, you position your champion under the enemy's tower to delay the enemy wave while your own wave crashes, it’s crucial to note that this technique carries significant risk, so ensure you apply it only when you 112 are certain no one is present to kill you or launch a long-range projectile, such as Jayce's E-Q cannon combo. Figure 65 Step 1: Realizing the wave is not going to crash. Figure 66 Step 2: Tanking tower shots to drag enemy wave and force your wave to crash. Usually, the Suicidal Wave Crash technique is used when you're 113 unable to stay and clear another wave of minions. This can happen if your health is low and your opponent is about to come to your lane, freeze the wave, and pose a threat to kill you. (Deadly position) This technique is not applicable in mid lane. Proxying Proxying in League of Legends refers to a strategy where a player deliberately bypasses the standard lane phase and moves between the enemy's turrets, farming minions and applying pressure to the opposing team. Instead of engaging in direct combat with the enemy laner, a proxy player aims to disrupt the enemy's wave management, draw attention from the enemy team, and create map pressure. By proxying, the player aims to gain an advantage by denying minions to the enemy laner, drawing jungle attention, and potentially opening up opportunities for their own team to secure objectives or make plays elsewhere on the map. It is a high-risk, high-reward strategy that requires careful decision-making and map awareness. Singed is the most famous champion that uses this strategy. Figure 67 Singed proxying 114 If you chase an enemy champion that is proxying, every second you waste on them (assuming you don’t kill them) is gold and experience lost, because your enemy’s wave will be always crashing into your tower since there are no allied minions to collide with your enemy’s wave. Proxying can also be used when you are sure that no one is around to kill you, and you can kill your enemy laner in his wave due to the huge difference in strength between you and your laner, for example Riven in the next image is proxying the wave and abusing the fact that she is lvl 6 and Rumble is lvl 5, and no one is around from Rumble’s team to help Rumble anytime soon, so she is not even allowing Rumble to get back to the lane and gain experience and gold from his minions under tower. Figure 68 Riven Proxying (Grandmaster game) This is not applicable in mid lane. 115 General Wave Tips Here are general wave tips that you can keep in mind: 1- Do not fast push into a champion that heavily scales (Nasus or Kayle) and give them free minion access, into these champions you will be mostly looking to freeze to zone them off exp and gold, or slow push in preparation for a dive with your jungler. 2- If you see that your enemy is going to freeze the wave on you, and you will not be able to break that freeze safely, ping your jungler in advance to help you break that freeze. 3- When your enemy is slow pushing the wave towards your tower, always place a defensive ward and be prepared for a potential tower dive, you can also ping your jungler to counter the tower dive, although this is more common in higher ranks as tower diving on stacked waves is less prevalent in lower ranks. In the worst-case scenario, if you are about to get dove, it is often better to leave the tower and lose the wave or give up plates. You’re better off losing minions and platings and staying alive instead of dying and losing minions and platings anyway. Jungler’s Wave Management Guide Understanding wave control for junglers is as important as it is for laners. However, most junglers lack sufficient knowledge on how to effectively play around waves. After reading through the previous 116 sections, you should have solid knowledge of how wave management works. As a jungler, you can leverage waves to your advantage using the following key points: - Your laner’s wave is in a deadly position? Break the freeze. Figure 69 Viego breaking the freeze for his ally Jax - Your ally is slow pushing the wave? Consider whether you can dive your enemy when the wave crashes. Always keep in mind that enemy jungler can react to the dive, and a failed attempt could cost you the entire game. - Your enemy is slow pushing a wave? You should consider whether it’s possible to gank your enemy when the wave is closer to your ally tower. This can be dangerous as sometimes if your enemy is fed or is a strong early game champion, they can 117 just 1v2 using their big waves, it depends on what champions you are playing and what champions your enemies are playing. Your ally laner should be trying to trim the big waves in preparation for your gank. Figure 70 Potential for an upcoming tower dive for the Red jungler, and a potential for a gank for the Blue Jungler. - Your ally is freezing a wave? You should be prepared to gank your enemy laner when he contests the freeze. After a successful gank, most junglers ruin the wave, they help their laner push when they shouldn’t and they don’t help their laners push when they should, here is what you should do after a successful gank: - If your allied wave is in a slow push position, help your laner push it to make the enemy laner lose the wave and give your 118 laner more time to recall or take plates. However, there is an exception: if your allies have fast enough wave clear and your assistance wouldn't make a difference, it's better to let them clear the wave on their own without sharing the experience with them. - The wave is frozen? Don't take any action; simply allow it to remain frozen unless your ally laner instructs otherwise or if you notice your laner pushing the wave and breaking the freeze. It's possible that your ally laner intends to forcefully push the wave in a frozen position to purchase a powerspike item. An exception is that if you want to push to spawn rift herald to get tower platings before they fall for example. If your ally is not in lane and your enemy has hard pushed a wave, try to hold this wave and prevent it from crashing into the tower if possible. This will provide significant assistance to your laner. 119 Supports should also prioritize doing this for their AD carries. Figure 71 Support Nautilus holding(tanking) the wave for his adc. If your ally is dead and your enemy has crashed a big, stacked wave into the tower, you should walk to the lane and take that free gold and experience, this on its own can put you so far ahead of your enemy jungler for free. 120 TEST YOURSELF 5.2 Just by looking at the mini map and the current wave state, explain what Malphite, Camille and Viego should be thinking. 121 TEST YOURSELF 5.3 Camille here in this platinum elo game made a wave management mistake that caused her death. Can you spot it and explain why it was a huge mistake? 122 TEST YOURSELF 5.4 Looking at both midlaners’ health bar and summoner spells, Yasuo here made a wave management mistake that caused him to lose much gold and experience, the right play was explained earlier, can you spot the mistake and illustrate the right play? 123 Underused technique An often-overlooked wave management concept, even in Masters+, is delaying the killing of minions under the tower. For instance, if you plan to last hit a melee minion that requires two tower shots and one auto attack, you should refrain from delivering the killing blow immediately after the second tower shot. Instead, wait for the third tower shot and then kill the minion just moments before it is hit. By doing so, you delay the death of your enemy wave, causing your minions to clash closer to your tower. This results in the wave pushing towards your opponent (refer to the previously explained wave bouncing section to understand why). Rekkless (professional player) explained this concept amazingly in this video: https://www.youtube.com/watch?v=ZhEdNM-rYeY Summary In this chapter, you learned everything about wave management. It is arguable that players can reach even low diamond without having proper wave management, but the knowledge that was given to you will put you so far ahead of so many players. You have been presented to several techniques like wave pulling, recall freeze, cheater recall, suicidal wave crash, and proxying. You understood how important wave management is for junglers. In the next chapter you will learn about the advanced techniques that you can implement in your laning phase after you learned how to manage your waves well 124 6 CHAPTER 6: ADVANCED LANING PHASE In this chapter, you’ll learn the small tricks that can put you ahead of your enemy laners and make you a better laner. Sorry Jungler, I can't leash! In some matchups, you can lose your early lane dominance and priority if you leash your jungler and the enemy laner does not. By leashing, you essentially grant the enemy laner full lane priority. While this may not matter significantly in certain matchups, it can heavily impact your game in others. For example, when playing as Camille against Irelia, Camille has the potential to gain lane priority and zone Irelia off minions at level 1. 125 Camille can take advantageous trades and even secure a kill at levels one or two by utilizing Ignite if the enemy Irelia is being overly aggressive. However, if Camille leashes for her jungler, Irelia will have free access to minions, allowing her to stack her Q ability and become significantly stronger than Camille at level one. In this situation, the optimal play for Irelia would be to start a slow push in preparation for a cheater recall or a strategic play in the river at levels 3 or 4. Just leashing for your jungler in such a situation can completely alter your early laning phase. Your jungler might feel frustrated if you don't leash, particularly in lower elos. However, it's important to remember that your allies are humans, and you can address this frustration by simply typing in the chat, 'Sorry, I cannot leash because I need level 1 priority.' This simple communication can work wonders! The Level 1 Wave Trick The level one trick is a technique that involves dragging the minion wave when your enemy is leashing their jungler and you are not. This trick causes the wave to naturally slow push towards your tower and, most importantly, results in your enemy losing out on one minion's worth of experience. As a result, they will reach level two later than usual, which can provide significant benefits. To execute this trick, you need to walk further into the lane, briefly tank the minions, and then retreat into the bush to reset minion aggro. 126 This causes the enemy minions to focus on only one of your allied minions, killing it faster than usual. Figure 72 Drag&Go into a Bush Figure 73 Minion death at 1:49 127 Small Leash or Big Leash? In some matchups in the bottom lane and the top lane, your enemies’ level 1 can be a lot stronger than yours, causing them to hide in a bush in your pathing, waiting you to fight them in that bush, causing you to lose more than half your health or even dying before you reach the minions. Champions in the top lane that do this against most matchups: Darius, Sett, Jax, Olaf. Botlane duos that do this against most matchups: Lucian-Senna, Draven-Leona, Draven-Nautilus, and the list goes on. In bot lane, it can be good to ward the camping tri bush before you leash, they might hide in this bush mindlessly especially in lower elos, and you can 3v2 them with the help of your jungler after he kills the buff. They can also camp in the 3rd bush of the lane as shown in Figures 74 and 75 To see the 3rd bush camp, you should walk early to the lane the very second the game starts, and ward that bush if their champions are very strong level one and can cheese you early like Draven-Nautilus, and then when minions spawn, walk in the lane early beside your minions to avoid your enemy’s hook ability. 128 Figure 74 3rd bush camping Or you can just hug the wall to be as far away from the bush against non hook champions, you can also walk back and forth to try to dodge an ability. Whatever you do just don’t face check that bush. Figure 75 3rd bush camping v2 In the top lane, you can also place a ward. However, if you wish to save your ward, it is advisable to give your jungler a small leash, 129 ensuring that you don't miss out on experience from the first three minions and then take the longer route to lane. Figure 76 Darius camping in tribush Figure 77 Green route to avoid darius after giving a small leash 130 In very rare cases, your enemy will expect that you’ll go for the longer route and they will camp in the top lane bush behind your outer tower, but if you have reached this level of play, then you don’t even need my advice, this occurs only in higher levels of play, and it mostly happens because your enemy knows exactly who you are and has played against you multiple times (Masters+). Hiding in the bush early when you’re stronger than your enemies’ level one is a good strategy to use, especially in the bottom lane in lower elos, they rarely see it. The CSing Mind Game In Chapter 3, you learned the importance of trading when your enemy is occupied with last-hitting minions. However, your opponents are aware of this strategy as well and may attempt to do the same to you. As a result, there are times when you need to pretend that you’re going for a last hit on a minion, then quickly step back or sidestep to dodge their ability, before finally going back to secure the last hit. This approach allows you to last hit minions without taking damage, puts your enemy's ability on cooldown, reduces their mana, and provides you with more space in the lane. 131 Figure 77 Camille moving forward to Yone's Q range then instantly backwards to dodge it Generally, there are three types of players when it comes to this mind game: 1- The player that is going to throw his ability at you whenever you are in range, you can deal with this player by getting in range and then try to dodge their ability immediately (most low elo players) 2- The player that focuses on harrassing you when you are going for a last hit. 3- The skilled player, who understands the importance of harassing when you're last-hitting, is aware of your attempt to bait their abilities. They recognize the opportunity to damage both, the minions and you simultaneously, pushing the wave to create lane priority while dealing damage. Moreover, they understand that they can target you with their abilities without affecting the minion wave if they aim to freeze the lane. Laning against this player can be enjoyable. 132 Abusing Item Spike Difference In lower ranks, many players assess their strength solely based on their KDA; “If I'm 0/4, then I believe I can never win a fight against my laner, and if I'm 4/0, then I assume I can easily win any 1v1 encounter, regardless of the circumstances.” However, this is not always the case. Certain champions possess item powerspikes that enable them to defeat their opponents, even when they are behind in gold. In Season 13, Divine Sunderer stands out as one of the most significant powerspikes. Nearly every champion has item spikes that allow you to make plays that were previously unavailable. It is crucial to thoroughly learn your champion and understand their item spikes to play around them effectively. Melee vs Ranged Matchup (Top Lane) Playing as a melee champion against a ranged champion can be frustrating. Ranged champions have the ability to harass melee champions and punish them for each minion they try to last hit. However, most ranged champions are squishy and vulnerable when caught out of position. In such cases, when you're playing as a melee champion against a ranged champion and you can't control the lane, it's crucial to try to keep the wave on your side. Focus on last hitting minions while being mindful that it's not worth taking harass for just one minion, especially in these matchups. Trading one auto attack from the enemy ranged 133 champion to last hit two minions is generally acceptable (this is my personal opinion). In these matchups, it's important to heavily utilize the bushes. In most instances, ranged champions aren't strong enough to engage you in melee range if you're inside a bush. The problem with ranged champions is their ability to kite and keep their distance. By continually last hitting and utilizing bushes, they will struggle to harass you unless they ward the bush. If they do ward the bush, quickly inform your team through chat that the enemy top laner has no ward and ask your jungler for a gank. Figure 78 Ranged champion (Teemo) wasting their ward. Once you gain a lead through assistance from your jungler or by capitalizing on mistakes made by the enemy ranged top laner, you can often slow push the wave and dive them with the help of your jungler. In some cases, you may be able to do it on your own if you're playing an aggressive bruiser like Irelia and have reached your item powerspike. Even if you can't secure a kill on the enemy ranged top laner after gaining a lead, it's still advantageous. Preventing a ranged champion from obtaining a lead in the lane against you is beneficial, 134 because picking ranged champions in the top lane usually means their team composition is bad. They’re lacking a fighter or a tank top lane due to their pick. In lower elos, ranged top laners often have poor positioning and waste their abilities. For example, a Teemo who wastes their Q ability to poke or last hit minions becomes vulnerable. The difficulty of the Teemo lane arises when they save their Q for when you attempt to engage them, negating your damage, especially if you rely on auto attacks like most top lane fighters. To sustain against the poke of ranged champions, consider purchasing Doran's Shield and selecting Second Wind in your rune choices. These can help you sustain your health in lane. Teleport vs Ignite Taking Ignite can enable you to win fights that you would typically lose, and it serves as an anti-healing tool to gain an advantage against champions with healing abilities. It also has a shorter cooldown than Teleport and can be used to establish lane dominance. However, the downside of Ignite is that it attracts the attention of the enemy jungler. If you don't have Teleport, each time you die, you won't be able to teleport and catch the wave that has been pushed to your tower. Consequently, every death sets you further behind compared to having Teleport. Teleport not only allows you to join fights on the opposite side of the map but should also be viewed as an additional health and mana bar. If you have Teleport while your enemy has Ignite, trading evenly in lane is almost always advantageous for the Teleport player. You can 135 recall, teleport back with a full health bar, and then control the wave by freezing it. Generally, ignite can be better than Teleport in Silver and Gold because the games are less organized. Weak side or Strong side? "Strong side" and "weak side” refer to the primary side of the map where the jungler focuses their attention. If you find yourself playing on the "weak side" as a top laner, it indicates that the jungler is dedicating a significant amount of time to the bottom side of the map. This happens because a jungler can not be everywhere on the map at the same time, a jungler naturally focuses around one side more than the other. Your jungler may classify your side as weakside because you don’t have gank setup (no cc), or you’re just a tank that won’t really be able to hard carry the game even if you’re ahead, or because they want to play around the objective on the opposite side of the map. Playing on the weak side can be frustrating because you don't receive much jungle attention, and it becomes even more challenging if your enemy laner is on the strong side. This means you’re being constantly ganked, tower dove, and denied CS, while your jungler may not provide sufficient assistance. Unfortunately, there is no direct counter to this situation. The best course of action when playing on the weak side is to follow your jungler's plan, prioritize safety, give up CS if necessary, and it's advisable to stay away from the tower if you’re going to die under tower 2v1 as a result of a tower dive. When you're on the weak side, every failed gank attempted by the enemy jungler puts them at a disadvantage compared to your allied 136 jungler. The pressure they are applying to you is equivalent to the pressure your jungler is applying on the opposite side of the map. Your main job in this situation is to prioritize survival and not give away any unnecessary deaths. There will be some games, especially in higher elos, where you are weakside and your jungler plays around the opposite side of the map and they get destroyed on the opposite side of the map. You just lose these games, there’s nothing you can do. Just like mentioned in Chapter 1, “Sometimes you lose games!” and sometimes these games are not your fault, but it does not matter, losing these games will not affect your ranked climbing as long as you keep playing. In lower elos (below Diamond), there are often opportunities to turn the table and secure victory, even if the early game didn't go well. Players at this level tend to make numerous mistakes that you can exploit to your advantage. The Effect of Both Junglers’ Pathing on Your Early Wave Management. If your enemy arrives to lane late, it often indicates that they have been leashing their jungler, and their jungler started their jungle pathing on that side of the map. Let's consider the top lane as an example. If the enemy jungler started at the top lane, it typically means they will be pathing towards the bottom side to secure the scuttle crab and potentially attempt a gank at level 3 or 4. This knowledge allows you to push further in your lane without worrying about early ganks from the enemy jungler. There are four common scenarios for the junglers' pathing: 137 1- Both junglers started on your side of the map: Figure 79 Scenario 1 This means both junglers are pathing to the opposite side of the map and your lane is going to be 1vs1 in the early levels, if you can control the lane, then slowpushing into a cheater recall can be good in this case if you are unable to kill your enemy. You’ll also have more room to harrass your enemy under tower in early levels in this case if you don’t intend to recall. 2- If your jungler started on your side of the map while the enemy jungler started on the opposite side: 138 Figure 80 Scenario 2 Your primary goal is to avoid the potential level 3-4 gank from the enemy jungler. To accomplish this, you can execute a cheater recall on the 3rd wave, ensuring that by the time the enemy jungler attempts to gank you, you will already be back in base. Afterwards, you can freeze the wave on your side of the lane, making it even more difficult for the enemy jungler to successfully gank you. This approach enhances your overall safety and minimizes the risk of being caught off-guard by the enemy team. 139 3- If your jungler started on the opposite side of the map while enemy jungler started on your side: Figure 81 Scenario 3 You should be prepared to play aggressively. If you are unable to establish lane control, consider trimming the wave and setting up a freeze near your tower, this allows your jungler to gank and apply pressure. On the other hand, if you can apply lane control, a viable option is to slow push first two waves and hard push the third, and then set up the freeze near your tower, to allow your jungler to gank and kill your enemy. 140 If your enemy is a divable weak early game champion, you can slow push first 3 waves and hard push the fourth and dive your enemy with your jungler. Furthermore, it is advisable to ping the opposite side of the map during the level 3-4 timeframe to notify your teammates that a gank is likely to occur. This is especially effective in lower elos where players may not anticipate such moves. By providing this information, you contribute to your team’s overall awareness and potentially prevent unnecessary deaths. 4- If both junglers started on the opposite side of the map: Figure 82 Scenario 4 141 It’s important to prepare yourself to assist your jungler at the scuttle crab but remember not to force it. Assess the situation based on your early-game strength, wave control and midlaner’s priority. If you have a stronger early game and can control the wave, consider slow pushing and then crashing the fourth wave into the enemy tower. This creates pressure and provides an opportunity for you to assist your jungler. However, if you find yourself unable to control the wave and the enemy has pushed it towards your time by the time the scuttle crab spawns, it’s best to prioritize farming and staying in your lane. Ping your jungler to let them know that you are unable to assist. By focusing on farming, you minimize the risk of falling behind and ensure that you maintain a strong pressure in your lane. Your enemy laner(s) may attempt a fake leash, intentionally arriving to lane late to deceive you into thinking they have been leashing for their jungler. However, this tactic does not happen every game, especially in SoloQ. Note: The scenarios presented above do not dictate what you should do in every game. Each game is unique, and your opponents may make critical mistakes that allow you to secure kills even when you're being ganked or at a number disadvantage. It is important to remember that every game is different. However, the purpose of presenting these scenarios is to encourage you to consider the pathing of both junglers when playing during the early levels. 142 Note: Some junglers, such as Shaco, Nunu, Xin Zhao, Twitch, and Kindred, have the potential to perform a level 2 gank immediately after taking their buff, typically the red buff. When facing these junglers, particularly Nunu and Twitch, if they start on your side of the map, it is advisable to give up lane priority even if you can establish it. It is better to stay back and avoid pushing in these situations. The same principle applies to midlane. Dealing with Vertical Jungling Vertical jungling is a special case of the scenarios presented previously, it’s the case where a jungler starts on your side of the map, then invades the other jungler and stays on that side. 143 Figure 83 Vertical Jungling If your enemy is vertical jungling, you must avoid pushing at all costs. If you push, there are only two scenarios, whether you get ganked and you die, or you get zoned off cs to avoid that gank, and then you lose exp and gold from minions. You can detect vertical jungling if your enemy jungler has walked through a ward and you spotted them in your jungle, and even if you don’t spot your enemy jungler, if you look at your jungler and you find them vertical jungling in the other side of the map, this, -most of the times- means that your enemy jungler is also vertical jungling. If your enemy laner comes from your jungle level 1, this is an obvious sign that your enemy jungler has invaded your jungle and is probably vertical jungling. 144 Example: Xayah and Morgana here in Fig. 84 came from Red Jungle Figure 84 Vertical Jungling Sign Kindred and Ivern are champions known for favoring vertical jungling. It is advisable to place a ward at your buff when facing these champions. When your enemy jungler is executing a vertical jungling strategy, your own jungler will typically respond by vertical jungling on the opposite side of the map. This means that the pressure exerted on you is equal to the pressure exerted on the other side of the map. The Tower Plating Trap 145 The Tower Plating Trap is a situation where taking the tower plating results in losing more value compared to not taking it. It is a common mistake that many players make. This situation arises when you manage to take the plate just before your enemy arrives in the lane. As a result, when you recall to your base, your enemy pushes the entire wave to your tower, causing you to miss out on at least 105 gold worth of minions, in addition to the experience. Tower plating only grants 175 gold and provides no experience. For instance, Irelia in Fig. 85 and 86 made the right decision to recall and opted to take only one plate instead of two to avoid falling into the Tower Plating Trap. Figure 85 Irelia taking one plating instead of two. 146 Figure 86 Irelia recalling after taking the plate. The only situation where you’d take such a plate is that if you’re going to hit a very important item powerspike and you need the 175 gold. Very Specific Top Lane Scenario There is a unique scenario that often occurs in the top lane during the first two levels. Let's say you're playing an aggressive champion without Teleport like Darius (Ghost/Flash) and you successfully secure a first blood against your enemy who has Teleport. However, after the fight, your health is low and your wave is pushing towards your opponent. Normally, the optimal play is to push the wave to the tower when your enemy teleports, if possible. However, in this specific case, if you are too low on health to safely push, it's better to accept the loss and recall, allowing your opponent to freeze the wave. It may feel frustrating, and 147 it might seem like the first blood cost you the experience advantage, but making this decision is the correct play in such a situation. Avoid being greedy for the push and dying, as that would truly result in losing the lane due to the first blood. You'd be surprised to see how many diamond+ players fall into the trap of being greedy for the push in this situation and ultimately lose the lane. While it may seem obvious that recalling is the correct decision, especially if you've read through the chapter and understand the concept of a deadly position, keep this special scenario in mind. Figure 87 Darius after landing first blood Common Top Lane Scenario (Junglers Need This) 148 It's very common for your top laner to play champions that are considerably weak in the early game, such as Kayle or Nasus. Taking Kayle as an example, if Kayle's enemy top laner is skilled, they will often slow push the wave and then hard push on the third or fourth wave. This causes the wave to bounce back towards Kayle's enemy, who can then freeze it forever at level 4. Anticipating this situation and taking action to break the level 4 freeze can greatly benefit your top laner. It significantly eases their gameplay and allows Kayle to safely reach level 6. Figure 88 Jax setting up the level 4 freeze (planning to cheater recall) 149 Figure 89 Kha'Zix saving Kayle's game by not allowing Jax to trim the wave and freeze. Summary In this chapter, you have learned various techniques and concepts that can enhance your understanding of the laning phase and contribute to your overall improvement as a player. In the next chapter, you will be provided with general advice, tips, and tricks to maximize your success on the Summoner's Rift. 150 Intentionally left blank. 151 7 CHAPTER 7: COMPLETING THE MASTERY: SIMPLE BUT NOT APPLIED PROPERLY. In this chapter, you'll learn about concepts that are supposedly basic but, for some reason, are often overlooked or not utilized by the majority of the player base. Dodging Games Sometimes, the best course of action to avoid losing a ranked game is to refrain from playing it in the first place. Prioritizing dodging 152 becomes crucial if you have a teammate who intends to troll or if you think you’re going to be useless due to the enemy team composition. Don't underestimate the value of dodging; it is not fun to play in a game that you already know you are likely to lose. Shotcalling I’ve stressed this so much throughout this book, as simple as it may sound, ping your teammates when you notice the right plays and use danger pings when you observe them making mistakes or missing something important. Although this might seem basic, I believe it was one of my major weaknesses as a master-grandmaster player. I didn't utilize pings to their fullest potential, and I missed numerous opportunities to make plays or prevent unfavorable situations by not communicating effectively. Do not undervalue the power of pinging and make it a habit to use pings optimally. Reading through the previous chapters, you must have understood how important shotcalling is, if you can tower dive your enemy with your jungler, and you don’t ping your jungler to execuete the dive, that’s just a good play that has not been made, and an advantage that was not taken. It's often the simplest things that can hinder your progress, especially if you are a Diamond player trying to reach Master. The Problem with Taking Early Inhibitor 153 Taking inhibitor tower early (before baron spawn) can cost you games, super minions are strong, they overrun enemy waves and consistenly push into your enemy’s base, this means your enemies don’t have to leave their base to get resources, on the other hand, your team has to consistently push further into enemy’s base to get these resources or just give up the lane, so, for the next couple of minutes before inhibitor respawning, your enemy will keep farming mid lane getting super minion’s exp and gold while your team has lost a lane of gold and exp. Taking inhibitor after minute 20 is good because it applies pressure on enemy’s base allowing you to take Baron Nashor and then take more towers and siege to win the game. Understanding your enemy's body language The best players not only consider the optimal actions for themselves in each situation, but also contemplate the best possible moves their enemies can make. For instance, let's say you have dominated your enemy laner to the extent that they can no longer challenge you in a one-on-one fight. However, if you suddenly observe them aggressively approaching you, it's a clear indication that you're being ganked. Their body language has shifted from a defensive stance to an offensive one. Another example is that if you’re playing midlane and your enemy midlaner is hovering around one bush heavily, it could mean that their jungler is on that side of the map, or they’re baiting for someone. That's why the best way to set up a gank and make your enemy laner(s) come closer to your tower is by freezing the wave, because when you’re freezing a wave, this is just natural champion body language, it doesn’t necessarily give your enemy the vibe that he’s 154 getting ganked right now. If you just leave your minions alone and suddenly rush towards them, it's a clear sign that you have backup, and they will likely retreat even if they can't see your jungler trying to gank. Players tend to be very greedy when it comes to breaking a freeze. You should always start moving to attack your enemy when your jungler is close to your lane! Moving early will ruin your jungler’s gank attempt due to your enemy reading your body language. Another example is when you're facing a melee champion without gap-closing abilities, and you notice them moving towards you unexpectedly. This could be a signal that they are planning to use their flash, and you should be ready to react accordingly. A well-known instance of this is the infamous Gragas E flash combo where they cast their E when you’re out of range, only to flash and surprise you. Anticipating junglers’ gameplan from champion select Your game starts at champion select, and you can gain insight into what to expect based on both team compositions. For instance, in the image provided (Fig 90), the duo of Draven and Rell in the bot lane is known for their aggressive playstyle, while Ezreal is a safer and more defensive choice. This indicates that Kindred will likely focus on supporting the aggressive bot lane as the stronger side. On the other hand, Xin Zhao will face challenges in his game due to the nature of Singed, who is difficult to gank. Xin Zhao will primarily capitalize on the enemy team's mistakes and attempt to punish Singed if he makes any mistakes. Additionally, Xin Zhao may focus on countering potential dives in the bottom lane. 155 While your analysis may not be entirely accurate and the game's dynamics can change, it is essential to understand how the game might unfold before it even begins. Figure 90 Team Comp TEST YOURSELF 7.1 Analyze this one: Shadowing 156 "shadowing" means the player hiding close to a specific lane, this is done to provide protection, apply pressure, or be prepared to counter gank if the enemy jungler tries to engage in that lane. It allows the player to stay nearby, ready to help or respond to any potential risks or advantages that may occur during the laning phase. In other words, the player (mostly jungler or support) being “the shadow” of someone else. This strategy is particularly valuable when you have a powerful split pusher in your team who may struggle in a 1v2 fight while splitting. By shadowing that splitpusher and counter-ganking to turn it into a 2v2 fight, you can secure a double kill. It is also highly effective during the laning phase. As a jungler, sometimes all you need to do is wait for the enemy jungler to gank one of your allies. By engaging in a 2v2 fight and securing kills on both opponents, you can turn the situation in your team's favor. It's not always necessary for you to initiate the gank yourself; capitalizing on the enemy's aggression can be just as impactful. Figure 91 Rek'Sai hiding in a bush, shadowing Zoe 157 The Problem with High Plat/Low Diamond Elo Players in high platinum and low diamond ranks are generally considered decent or okay-ish players. They usually possess solid mechanical skills but tend to struggle in terms of macro play. When I reached diamond 4 myself, I honestly had no idea what a cheater recall was, and my wave management skills were extremely poor. The primary factor that enables players to reach this level is their mechanical proficiency. However, aside from their macro deficiencies, these players are notorious for throwing games due to reckless decision-making. For instance, they may engage on their laner without any knowledge of the enemy jungler's whereabouts. This is a consequence of their strong mechanical abilities but limited macro understanding. Their mechanical prowess allows them to recognize the kill potential, but they overlook the potential presence of the enemy jungler. This tendency also persists in the mid game, as they engage on any opponent they encounter without having vision of the enemy team. While such plays may occasionally work out, resulting in a pentakill or securing objectives like Baron, on a broader scale, this approach negatively impacts their overall win rate and keeps them trapped in their current elo. It's important to remember that just because something worked once doesn't mean it was a good play. Don’t coinflip your games. 158 Being an OTP (One Trick Pony) Being an OTP (playing one champion) or limiting your champion pool to two or three champions in one role is the fastest way to climb ranked in this game. Advantages of being an OTP: 1. Mastery and Expertise: By focusing solely on one champion, you can develop a high level of mastery and expertise, understanding the intricacies of the champion's mechanics, matchups, and optimal strategies. 2. Consistency: Playing the same champion consistently allows you to maintain a high level of performance. You become familiar with the champion's limits, power spikes, and playstyle, leading to more consistent results in your games. 3. Efficient Learning: Since you are primarily playing one champion, you can allocate more time to understand the deeper aspects of the champion, such as advanced combos, animation cancels, and optimal build paths. This focused learning approach can accelerate your improvement on that champion. 4. Psychological Advantage: OTPs often have a psychological advantage over their opponents. Your opponents may underestimate you or have limited knowledge of your champion's capabilities, which can catch them off guard and provide you with an advantage in lane or team fights. Disadvantages of Being an OTP: 1. Limited Champion Pool: Playing only one champion may limit your versatility in team compositions and strategies. If your 159 champion is frequently banned or picked by the enemy team, you may struggle to find suitable alternatives. 2. Vulnerability to Counters: OTPs are forced to pick their champion even if it’s a bad matchup. 3. Team Composition Issues: Being an OTP means you may not always be able to fit well into your team's composition. Your preferred champion may not synergize well with certain team strategies or lack the utility required for specific team compositions. 4. Adaptability to Patch Changes: Frequent patches and balance changes in League of Legends can significantly impact the strength and viability of specific champions. As an OTP, you may need to adapt to these changes quickly or risk falling behind in terms of champion effectiveness. Generally, being an OTP is advantageous in lower elos since many opponents are just bad mechanically even when counter-picking you. However, as you climb higher in elo, being an OTP becomes more challenging. Fortunately, the current season has introduced a helpful feature by Riot that allows for pick swapping. This means you aren't always forced to first pick and face counters, making OTP play more manageable. Replays Watching your replays is one of the most important things to improve in this game, you will not be able to spot your mistakes while playing in the game, especially if you are not playing on higher levels, and 160 even if you are playing on higher levels, there will always be mistakes that you will miss. Watching your replays gives you better understanding of your playstyle, and it makes you understand why you made certain decisions so you can fix your playstyle in the upcoming games. Summary In the previous chapters, you have learned everything you need to reach Diamond and Master in this game. In the next chapter, we will be discussing another crucial aspect of the game: the mental aspect. 161 PART IV 8 CHAPTER 8: THE COMMUNITY AND THE ADDICTION OF LOL Addiction & Toxicity League of Legends can be highly addictive because of its competitive nature, players strive to improve their skills and climb the ranks. The desire to win and outperform opponents can create a fake sense of accomplishment and drive players to keep coming back for more. This game stands out as a prime example of a game that leverages the power of dopamine to engage and captivate its players. Each victory, kill, last hit, skin you unlock triggers a release of dopamine that motivates the player to keep playing. 162 People are addicted to this game; this is why this game has a toxic community. Insults, negative behavior, and unsportsmanlike conduct are all too common. This game is some people’s lives, this could be the only thing they’re doing in life, so they project their insecurity and insult you to feel good about themselves. League of Legends matches often involve players with varying skill levels, leading to imbalances and performance pressure. Players who perceive their teammates as underperforming may express their frustration through toxic behavior, blaming and belittling others rather than offering constructive feedback or support. This creates a toxic cycle that undermines teamwork and cooperation. To climb up the ranks in this game, you must learn how to not take insults or blame in league of legends personally, they don’t insult you as a person, they’re just annoyed at the game state, so they blurt their frustration at someone else. Be the mature one and don’t insult anyone. I recommend watching the TED Talk by Frederik Imbo “How To Not Take Things Personally.” If you have a bad game, and you feel the urge in you to insult someone or blame them, or even type in chat, you’re just tilted. Tilt & Dunning Kruger Tilt refers to a state of frustration, anger, or emotional distress that affects gameplay. It can be triggered by a variety of factors, such as personal mistakes, perceived injustices, or negative interactions with teammates. Tilt often leads to a decline in performance and can result in toxic behavior. As one player becomes tilted, it can escalate tensions within the team and further contribute to a toxic atmosphere. 163 When you’re tilted and you blame someone, you tilt them, creating an endless cycle of negativity which causes you to lose your games. Keeping your honor level higher than 3 will give you the victorious skin award if you’re above gold, at least keep this as a motivation to not get banned. You’re not supposed to win every game, you will never perform every game, you’ll feel bad about your performance especially if you’re starting. I remember in season 8 when I started playing this game I literally had 36% winrate on the most overpowered champion then (Akali) I was the worst player ever and I had no clue what I was doing, I was just bad. In season 9 I was already diamond 4, how? I kept playing bad and kept learning over and over. You learn by playing and limit testing, this is life, not only league of legends. This is the learning curve; this is the Dunning Kruger Effect! Figure 92 Dunning Kruger Effect In the beginning of the learning process of anything in life, you’re bad and you know you are bad (Bronze, Silver and Gold), it will be hard. You don’t give up and you keep learning, you reach a higher rank 164 (Plat-Low Diamond) and now you think you own the world, you think you know everything but you actually know nothing (Ignorant), the more you learn you discover more concepts that you didn’t even know existed, you get humbled and you learn more (Cultured), and then you reach the level of expertise. If you’re not frustrated, you’re not learning. This is life. Keep your honor level high, don’t be like our friend here, the author: Figure 93 Author's honor level zero. 165 Figure 94 Trollface All jokes aside, sometimes you will lose your mind like I did. But if you’re a good person, the number of times you lose your mind for this game won’t be high. I remember exactly why I have this honor level on that account, and it was over a year ago. I have never been permanently banned from this game. Playing The Game According to Your Goals The question that many people overlook, why do you want to play this game? Why do you want to climb to a higher rank, why do you want this fancy visual border, what’s your goal exactly? Here’s my two cents: 1- You’re playing the game for fun: This should be most of the playerbase, you’re playing for fun, you’re not taking it seriously, but you still like it as a hobby and are enthusiastic enough to climb so you read this book. This is completely healthy and fine. 166 2- You’re playing to become a pro player, this game is no longer a hobby to you anymore, it’s work, like any work, it’s going to be stressful. In my opinion if you have reached Master, then the level of dedication you’ve given to this game is too high that you can no longer call it a hobby. In my opinion, if you’re not planning to become a pro player, or make a living out of this game, it is completely not worth to reach high ranks such as masters, you will literally gain nothing out of it, so play for fun and stay healthy. If this game affects your life in any way, if you feel you’re not doing anything in life, and you’re giving it your whole time and at the same time you’re not a pro player, you need to reconsider your choices. You may be destroying your life. Be careful. I’ve seen people in real life, in internet cafes literally destroy keyboards and monitors over this game, please don’t be this person. It’s a game in the end, yes, a unique addictive one, and to become good at it is actually an achievement, but that doesn’t make it any more than a game. THE END 167 Appendix A: League Acronyms • LoL = League of Legends • GG = Good Game • o Generally said after or at the end of a game. Usually has “WP” listed after it. o Sometimes used as a bad-mannered way to say “the game is over” in 5 minutes. EZ = Easy o • Means “easy”. Sometimes paired with “pz” which means “peasy.” BM = Bad manner(ed)(ing) o Just generally being rude. Like saying “EZ”. • OMW = On my way • WP = Well Played o Typically said as a well-mannered way to say “good job”. • GJ = Good Job • JG = Jungle o The role of “jungle” or “jungler”. • ADC = AD Carry (Attack Damage Carry) • MIA = Missing in Action • o An enemy is missing! o Some say “SS” for missing as well. CS = Creep Score 168 • • o This is the score of how much you’ve gained, minion kill wise. o AKA; “Farm” o Forfeit (Surrender). This comes from the command to type to start a surrender vote (/ff). FF AA = Auto Attack o • CC = Crowd Control o • This is an item. It is a cleansing item that clears any crowd control debuff. TP = Teleport o • An assessment of your skill put into a number, used to determine what players you would be put up against. This is not your elo ranking! QSS = Quick Silver Sash o • Typically said when you are out of mana and can’t cast an ability to help. MMR = Matchmaking Rating o • Stuns, slows, snares, the likes. OOM = Out of Mana o • Auto-attack. Also known as basic attack. In Item definitions, they are simply known as an “Attack” (capital A) The Teleport summoner spell. BD = Back Door 169 o Back dooring is going through the base and sneaking into the enemy base without pushing with a wave of minions to get enemy nexus. 170 Appendix B: Answers to Test Yourself Questions 1.1 : Assassins-Fighters-Marksmen have AD as their highest stat Mages have AP as their highest stat. Tanks have Armor or MR along with HP at their highest stats. 2.1: Mercury Treads is the best because of the tenacity it provides, it can be the best option even if your team has AD champions. You have to be able to move and not be locked in CC forever if you want to win. 3.1: In this case, it's best to leave the lane and try to make a play somewhere else in the map, you can never break this freeze, and looking at the 2 level difference, against a champion like Irelia, she could probably 1v2 Camille and her jungler if the jungler is not fed. This is a doomed lane. Camille should just roam and get back to the lane if Irelia breaks the freeze. 4.1: Kayn's role in this game is to look for good flanks and try to kill the squishy targets (Veigar mainly, and twisted fate), he should be avoiding fights with Fiora 5.1: As stated in wave bouncing, the further you pull your wave from your tower, the closer it is from the enemy tower, causing the collision of minions to be closer to your enemy's tower. Meaning the enemy's 171 minions will join the next wave collision faster, killing more of your minions. 5.2: Viego sees that the blue wave is stacking up, meaning malphite will be close to Camille's tower soon, this is a gank opportunity for Viego and he should use oracle to make sure there are no wards. Camille wants to take the wave to her tower, trim the wave if possible and prepare to engage and start a fight with Viego when Malphite is close to the tower Malphite wants to stack the wave and hard push it to recall, but he needs to place a ward because he'll be in a vulnerable position soon. 5.3: Camille pushed a wave that was pushing towards her, which kept her closer to Malphite's tower, causing him to poke her more and more with his Qs and eventually killing her, The optimal play was to wait for the wave to be at her side of the map and farm safely, she is not going to lose many minions' gold, and will receive all the exp while waiting for the wave to naturally push towards her. 5.4: Ryze is extremely low and Yasuo knows that, so Yasuo knows Ryze is recalling. And Ryze has teleport up (this is level 2) Yasuo is low as well, and the wave is pushing to Yasuo. The best thing Yasuo could do was recall to regain his hp and then catch the wave that's pushing towards him while Ryze loses minions. (Recall freeze) Yasuo's mistake was pushing this wave, putting it at a freeze position for the Ryze who has teleported and regained his health. 172 7.1: Camille is playing against a ranged squishy champion (Varus, LeBlanc or Miss Fortune), Camille has one of the best gank setups in the game with her E and R, meaning after level 6, Camille's enemy is basically a free kill for Viego. Which makes Viego set camille as his strong side. Rell has strong gank setup, which makes Master Yi consider Bot Lane as his strongside. 173