RATING:8.5
League of Legends
http://www.leagueoflegends.com/ | http://www.facebook.com/leagueoflegends
- Developer:
- Riot Games
- Genre:
- Fantasy, RPG
- Type:
- Download
- Release Date:
- 10/27/09
- Publisher:
- Riot Games
Home > MMO > League of Legends > Walkthrough
Beginners
League of Legends Game Guide by MMO Fan
Advice for Beginners
You're not the hero, get over it.
A balanced group composition wins games, plain and simple. While 5 Ranged AD carries have potential with so much auto attack damage potential, they tend to sacrifice one carry to appropriately initiate, which is a fairly bad trade overall.
Playing alternative roles is a key to victory, and most importantly is the factor behind learning the proper use of Support champions, the common misconception is that they're passive players that just buy and place wards, but that's entirely false on every account. Which brings me to the next topic;
Zone Control sans Shurelia (sorry).
Zone Control, or just Zone as I'll refer to it from here on out, is the area of the map that you can control. You want to control the zone between your minions and your opponents Turret as a large example. Continually dealing damage to the enemies without their sustain present will force them to back off and most importantly out of Exp range. If you deny an enemy's farm, you deny their late game essentially.
Now Zone Control isn't limited to the duo lane, while Support champions don't concern themselves with farming they can devote time to it, up on the bruiser lane you'll effectively move beyond your foe without being a threat to them. While you still trade, for the most part it's like two bears circling around each other, going in for a squabble and backing out to go about their circles once again.
Finally, for the AP carries, their default zone of control is typically where they can reliably reach their spells. This doesn't take into effect Pressure (typically applied by enemy junglers, but also enemy laners MIA) but I'll get to that in a later sub section. Control the zone and you control the game.
Dueling and why you should never do it .
* Dueling typically results in one winner and one loser.
This isn't a bad thing, in fact it's a very good thing. The problem that results in that is that if you lose, your opponent is now ahead of you. Simple as that. If you watch better players, you'll notice that they never duel unless they have a clear advantage, and that's how you should be playing.
It's just too high risk for the same high reward. The game is about taking advantage of situations more than building better.
* Dueling is greatly affected by Heal.
It's a large chunk of health that will give people a clear advantage. This is easily countered by Ignite, but in all honesty it doesn't tend to be enough.
* Dueling is greatly affected by Ignite and Exhaust.
In lower levels it's clearly apparrent that if you double offensive spells you'll win the duel. This isn't saying that the only way to win is to slot both, but they each add very apparent advantages whether it's limiting your opponent's damage or their ability to escape or just doing an additional 200-410 damage.
Team Fights and why a balanced team is superior .
* Why is everybody moving around randomly?
If you're currently moving, it makes it harder for enemies to judge skill shots. If the enemies have no real threatening skill shots hold S to stop and fake AFK bait them.
* Should I just go in?
Are you a tank? No? Then you shouldn't. We have tanks to intiate team fights because of their often everpresent amount of Crowd Control effects, it doesn't hurt that they build bulky.
* So this guy just went in, what do I do?
Go after the enemy team's biggest threat. Mages tend to spike their damage upfront, so if you survive their general damage output you're in the clear. The biggest threats then are the Ranged AD carries since they can right click and win from a safe area, focus them to get them out of a fight. Don't chase them down to kill them because your team will be sniped off.
* Stupid dramatics, what's your point?
- Mages are very bursty, deal their damage then get out of harm's way until they can do their damage again.
- Ranged AD carries right click and win, staying in the back row and picking off whatever comes into their range.
- Tanks initiate and do their best to take damage. CC threats for victory.
- Support helps the team but is generally suicidal to protect them with body blocking or just being enticing feed.
- Bruisers or Off-Tanks or AP-Tanks are secondary tanks that can do a slightly delayed initiation with CC rotations or shrug off damage as they force an enemy out of the fight. This is why a balanced team is more important.
* But I just won with 5 ranged ADs, we were so awesome.
I bet you were, especially when they pushed in your lanes and initiated on you and picked you off one by one because you didn't have any hard CC.
* You're being overdramatic again.
It's all for emphasis on playing multiple roles, again, you are not the hero, get over it. It's a team based game and if you don't like that fact, play a single player game. They still make them.
Trying out new Champions, they're free for a reason.
* If your one champion you've mastered gets picked or banned, you're screwed.
Simple as that. Know more than one champion, and I greatly suggest knowing at least 3 of each role and knowing every role. Most champions build the same and use the same rune and mastery pages according to their role, some obvious exceptions that play to champion strengths do apply.
* Knowing what other roles do to perform well puts you at a clear advantage because you'll know what they're capable of and be able to play to their strengths.
* It's also imperative to understand jungling, this probably does require a sub section but still. If you clairvoyanced an enemy Lee Sin at enemy side Blue and noticed he started boots and 3x health potions, it means he's going to steal your red. Knowing what a champion is capable of helps you to counter jungle them. Boots = level 2 gank, cloth armor = safely clearing to level 4.
Communication in this tier of gameplay .
* Introducing you to etiquette and being polite.
I've said it before and I'll say it again. Being nice to people makes people more likely to be nice to you. Being polite means the difference between a player devoting their entire game time harassing you and actively trying to help you and guide you to success. People don't like to lose but it's inevitable and if you're not a complete dick they don't tend to take it so hard.
* Dealing with flamers in one word; "Reported."
Just saying that single word most people will shut up. If they keep on going ballistic for no real reason then you have a real reason to report them. Just saying reported doesn't mean you should report them, it just makes them act more polite. The only flaw is that sometimes they think that they got away with it so they keep on with the poor behavior.
You're not the hero, get over it.
A balanced group composition wins games, plain and simple. While 5 Ranged AD carries have potential with so much auto attack damage potential, they tend to sacrifice one carry to appropriately initiate, which is a fairly bad trade overall.
Playing alternative roles is a key to victory, and most importantly is the factor behind learning the proper use of Support champions, the common misconception is that they're passive players that just buy and place wards, but that's entirely false on every account. Which brings me to the next topic;
Zone Control sans Shurelia (sorry).
Zone Control, or just Zone as I'll refer to it from here on out, is the area of the map that you can control. You want to control the zone between your minions and your opponents Turret as a large example. Continually dealing damage to the enemies without their sustain present will force them to back off and most importantly out of Exp range. If you deny an enemy's farm, you deny their late game essentially.
Now Zone Control isn't limited to the duo lane, while Support champions don't concern themselves with farming they can devote time to it, up on the bruiser lane you'll effectively move beyond your foe without being a threat to them. While you still trade, for the most part it's like two bears circling around each other, going in for a squabble and backing out to go about their circles once again.
Finally, for the AP carries, their default zone of control is typically where they can reliably reach their spells. This doesn't take into effect Pressure (typically applied by enemy junglers, but also enemy laners MIA) but I'll get to that in a later sub section. Control the zone and you control the game.
Dueling and why you should never do it .
* Dueling typically results in one winner and one loser.
This isn't a bad thing, in fact it's a very good thing. The problem that results in that is that if you lose, your opponent is now ahead of you. Simple as that. If you watch better players, you'll notice that they never duel unless they have a clear advantage, and that's how you should be playing.
It's just too high risk for the same high reward. The game is about taking advantage of situations more than building better.
* Dueling is greatly affected by Heal.
It's a large chunk of health that will give people a clear advantage. This is easily countered by Ignite, but in all honesty it doesn't tend to be enough.
* Dueling is greatly affected by Ignite and Exhaust.
In lower levels it's clearly apparrent that if you double offensive spells you'll win the duel. This isn't saying that the only way to win is to slot both, but they each add very apparent advantages whether it's limiting your opponent's damage or their ability to escape or just doing an additional 200-410 damage.
Team Fights and why a balanced team is superior .
* Why is everybody moving around randomly?
If you're currently moving, it makes it harder for enemies to judge skill shots. If the enemies have no real threatening skill shots hold S to stop and fake AFK bait them.
* Should I just go in?
Are you a tank? No? Then you shouldn't. We have tanks to intiate team fights because of their often everpresent amount of Crowd Control effects, it doesn't hurt that they build bulky.
* So this guy just went in, what do I do?
Go after the enemy team's biggest threat. Mages tend to spike their damage upfront, so if you survive their general damage output you're in the clear. The biggest threats then are the Ranged AD carries since they can right click and win from a safe area, focus them to get them out of a fight. Don't chase them down to kill them because your team will be sniped off.
* Stupid dramatics, what's your point?
- Mages are very bursty, deal their damage then get out of harm's way until they can do their damage again.
- Ranged AD carries right click and win, staying in the back row and picking off whatever comes into their range.
- Tanks initiate and do their best to take damage. CC threats for victory.
- Support helps the team but is generally suicidal to protect them with body blocking or just being enticing feed.
- Bruisers or Off-Tanks or AP-Tanks are secondary tanks that can do a slightly delayed initiation with CC rotations or shrug off damage as they force an enemy out of the fight. This is why a balanced team is more important.
* But I just won with 5 ranged ADs, we were so awesome.
I bet you were, especially when they pushed in your lanes and initiated on you and picked you off one by one because you didn't have any hard CC.
* You're being overdramatic again.
It's all for emphasis on playing multiple roles, again, you are not the hero, get over it. It's a team based game and if you don't like that fact, play a single player game. They still make them.
Trying out new Champions, they're free for a reason.
* If your one champion you've mastered gets picked or banned, you're screwed.
Simple as that. Know more than one champion, and I greatly suggest knowing at least 3 of each role and knowing every role. Most champions build the same and use the same rune and mastery pages according to their role, some obvious exceptions that play to champion strengths do apply.
* Knowing what other roles do to perform well puts you at a clear advantage because you'll know what they're capable of and be able to play to their strengths.
* It's also imperative to understand jungling, this probably does require a sub section but still. If you clairvoyanced an enemy Lee Sin at enemy side Blue and noticed he started boots and 3x health potions, it means he's going to steal your red. Knowing what a champion is capable of helps you to counter jungle them. Boots = level 2 gank, cloth armor = safely clearing to level 4.
Communication in this tier of gameplay .
* Introducing you to etiquette and being polite.
I've said it before and I'll say it again. Being nice to people makes people more likely to be nice to you. Being polite means the difference between a player devoting their entire game time harassing you and actively trying to help you and guide you to success. People don't like to lose but it's inevitable and if you're not a complete dick they don't tend to take it so hard.
* Dealing with flamers in one word; "Reported."
Just saying that single word most people will shut up. If they keep on going ballistic for no real reason then you have a real reason to report them. Just saying reported doesn't mean you should report them, it just makes them act more polite. The only flaw is that sometimes they think that they got away with it so they keep on with the poor behavior.
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