Runes & Masteries:
Lets start with the basics shall we?
Your rune page and Mastery tree is one of your most vital tools as a summoner.
Rule #1: Synergy
In this game you will hear some people occasionally talking about synergy. The actual definition is a mutually advantageous conjunction of distinct elements but basically this means you want every thing to flow. While buying runes and creating a rune page be sure that everything will complement each other so if you have dodge runes be sure to check out the dodge mastery and if you have a lot of defensive runes make use of your defensive mastery tree.
Rule #2: Spread or Focus
Now that your caught up on synergy comes the next step in making your champion, you need to figure how you want to make him. Their is two ways you can make your masteries and rune page, firstly being to spread out your focus on several factors or to focus one one thing. This choice is yours, but you should take note that spreading gives you a better rounded character which is recommended for the newer players. In some cases their are times where it is better to focus one one kind of rune, say Greater XXXX of Desolation while making an attack damage (AD) Shaco to provide better synergy by focusing your efforts on raw damage as opposed to spreading them out, focusing is typically advised for those with more experience.
Masteries: In depth
Lets discuss a little more about masteries. Each summoner is given whats called a Mastery Tree. This can be found via your Summoner Profile under the "Masteries" tab. Each branch of masteries, like runes, has its own focus. The left branch is offensive, middle defensive and right is Miscellaneous/Utility focused. As you make your way down the mastery branch the available specializations become more powerful. Knowing this it is generally advised to focus on one branch until level 22 when you will now be able to think about investing in more then one branch of masteries.
Runes: In depth
For starters, each rune has a specific focus. Glyphs are stronger for magical ability, Marks are stronger offensive Runes, Seals are stronger defensive Runes and Quintessence are the strongest runes that are multi-functional. Knowing this many decide to split up their runes into these three categories to spread them out and get the optimal benefits for each rune. As mentioned before, it is up to you if you want to spread your efforts out or to focus one one area of interest. Before buying runes take note that they are not able to be sold back so consider these choices to be important, since the only way to obtain runes is through IP, which must be earned. Generally people should wait until level 10 to buy runes. This allows you to get a grasp of your preferred play style and at level 10 you can buy tier 2 runes.
Summoner skill breakdown Each summoner skill has its own uses and each can be game breaking. Some summoner skills are automatically unlocked at level one While others are acquired when you level up.
Escape spells: Cleanse, Flash, Ghost
Offensive spells: Ignite, Exhaust
Utility Spells: Teleport, Clairvoyance, Exhaust, Heal, Smite, Clarity, Rally, Fortify
Do not use section: Revive, Revive
Blind Pick: Each team picks their champions without knowing what their opponents are bringing to the game. Each champion can only be picked once per team, summoner spells can be picked freely granted you have obtained the level requirement.
Draft mode: (Ranked games only) You must be level 30 to participate in this game mode. Each team bans Champions, Team A bans (one champion) first. Team B bans 2 champions. Team A bans one champion. After four champions have been banned Team B drafts (picks) 2 champions. Team A Drafts 2 champions. Team B Drafts 2 champions. Team B drafts their last champion. Team A drafts their last champion.
*Neither team can pick any of the 4 champions banned.
*After 30 seconds if the team leader fails to ban a champion that ban is skipped and their will now be only 3 banned champions. This can, but is unlikely to happen four times.
*You are able to see the opposing teams champion drafts.
*You are not aware of the opposing teams summoner skills until loading screen
*After everyone has chosen you can opt to trade champions with a team mate if both of you have both of said champions unlocked.
*A minimum of 14 champions is required to be unlocked to play this mode
(Unofficial) ARAM- All Random All Middle is a practice mode only game mode. In this mode each player is randomly assigned a champion then all ten players fight it out in the middle lane of summoners rift. Typical rules for this mode include; No snowballs, no elixirs, no jungle, no recall, no GA, no running back to your base to heal.
(Unofficial) IP Farm- This is a "game mode" in which people play 5 players v 5 bots in a 1-3-1 laning formation on the Summoners Rift map to finish in roughly 11 minutes. These are quick games with the sole desire to make a few hundred ip every 24 hours.
*You are only awarded ip for the first 5 practice games you play every 24 hours
The general categories of champions are Carry, Mage, Support, Assassin, Off-Tank and Tank.
Carry:A carry is someone who can throw a ton of damage out late game. Some people use this as a term for people who carry their team to victory. This person will be putting out the majority of damage in team fights. generally a carry will be SQUISHY. Carrys tend to be weak early game and late game must stay behind his tank to deal as much damage as possible.
Examples: Ashe, Tristana, Tryndamere, Twitch, Kogmaw
Mage: A mage is, you guessed it, the magic damage dealer of the group. They can do a lot of damage through their SKILLS. Magic Penetration, and tons of Ability Power (AP) is a must on all mages. Mages bring a lot to the table, damage wise and in terms of utility wise as well. Most mages also tend to be very squishy and rely heavily on their tank.
Examples: Anivia, Ryze, Annie, Veigar, Kennen, Cho'Gath
Support: Support is someone who plays a support role. Support roles include additional damage, heals, CC and auras. Support champions thrive on teamwork and give their team the edge while making the other team less efficient.
Examples: Alistar, Galio, Kayle, Shen, Sona, Soraka, Zilean
Assassin:Assassins is someone that has tons of burst damage but cant sustain there dps throughout a team fight. There role is to get past the enemy defenses and take out the enemy squishes.
Examples: Shaco, Teemo, Twisted Fate, Twitch
Off-Tank: An off-tank is someone who can lay down a lot of Damage still, but can can still take their fair share of a beating.Off-Tank's try to balance survivability and offensive ability.
Examples: Cho'Gath, Mordekaiser, Udyr, Poppy, Nunu, Gragas
Tank: A tank is someone who has massive survivability. Tanks are generally "ignored" as much as possible and it is your job to keep people off the squishies, and to disrupt and disturb the other teams lineup and to be in the front lines at all times. Taunting, fearing and stunning your foes is vital to playing a good tank
Examples: Alistar, Amumu, Dr. Mundo, Galio, Malphite, Rammus, Shen
Weekly Champions: Every week their are 10 free to play champions. Champions are rotated to give everyone the chance to play as many champions as possible. The following week will have 10 different champions for you to play!
Knowing your map: Knowing the map your playing on is very important in the game, and people tend to favor one over the other. Their are currently two playing options, 3v3 and 5v5.
3v3 is held on the Twisted Treeline map. This is a small map with four different neutral monster buffs, with one of the four offering a global buff, experience and gold. The lizard buff is located in the middle of the map and controlling this is essential for properly executing an gank or champion kills in general. The dragon buff is located in the "jungle" above the top lane. This will give global increased attack power and experience is is essential late game for the final push. 3v3 is more individual focused and in some cases one person can "carry" his team very easily and win the game.
5v5 is held on the Summoners Rift map. This is the largest of the two current available maps with three different neutral monster buffs at five different locations, one giving a global buff, experience and gold. Baron Nashor can be located just North West of the middle lane. This neutral monster gives a substantial global buff and like the dragon on TT it is essential for the last push. Unlike the dragon on TT one person can not kill Baron (for the most part) and usually requires three or more people from your team generally level 18. The dragon also makes an appearance on this map which gives global exp however it only give gold to the one landing the last hit and does not give a global buff. Expect large team battles and significantly less reliability on your part to excel, as it is much harder for one person to "carry" their team to victory alone.
Minion and Turret Behavior: Each rule can be over ridden by any following rule.
1. Minions move through the same route in each lane
2. Minions will auto attack the nearest enemy
3. Minions will not attack champions unless their are no enemy minions
4. Minions will attack any champion that damages an allied champion
5. If new minions arrive and the target enemy champion is not damaging an allied champion it will attack the nearest enemy minion
1. Turrets will auto attack the nearest enemy
2. Turrets will not attack enemy champions unless therr are no enemy minions
3. Turrets will attack any champion that damages an allied champion
4. Turrets will not change targets unless: A. Their current target dies or B. Their current target runs out of the turrets range
Last hitting is an easy to miss part of LoL that will improve your performance immensely. When a minion, monster or champion dies, the character that landed the killing blow is awarded gold. You want to get as many killing blows as you possibly can, as the more last hits you get means the more gold you have to spend.You'll get experience whether or not you get the last hit, as long as you were close to the kill when it happened. What you should keep in mind is only the last hit matters for obtaining gold so allow your own minions to knock enemy minions down then deliver the last hit.
Everything about Auto-Attack:
Minions: Auto attacking is something that many people can not grasp in LoL. You should NEVER auto attack minions. Let me repeat that - you should NEVER auto attack minions. Why? Well let me enlighten you. Auto attacking enemy minions will naturally push you lane forward, where as if you let your minions fight enemy minions undisturbed they will relatively be in a stalemate. By not auto attacking minions and only last hitting you are still gaining just as much exp/gold as you would if you were auto attacking. What many people over look however is that by auto attacking you minions push forward, and eventually get to the enemy turret. In a scenario where you are winning your lane and the enemy is forced to fall back and they dont get xp from the minions that their minions kill. When you auto attack your minions will make their way to the enemy turret and they will get xp as your lane pushes. By not auto attacking minions you can deny your enemy xp and push them back without allowing them to get X number of minions as your lane pushes forward.
Champions: Auto attacking champions early game is generally ill advised. Auto attacking an enemy champion will gain the aggro of all enemy minions in the area. Now the champion you are auto attacking is falling back and you have six minions attacking you. What seemed like an easy 70 dmg to them has now cost you 200 dmg from their minions. Ways to get around this is to hide in the brush, step out and attack them then instantly return to the brush. This will do relatively low damage but you will not have a ton of minions attacking you. Repeat this and chances are they will begin to fall back and you can better control your lane.
Turrets: If your not a ranged champion you should Never auto attack the turret with enemy champions around. This is an open invitation for them to harass you just so you can get a tiny bit of damage off to a turret. Also, you should Never Never Never Never Never be auto attacking an enemy champion under an enemy turret as you will then be attacked by the turret.
*Note: the following section: "Wards:" was written by Delepitore*
1) This is a protection ward. Top Lane with this ward is relatively safe to push as long as they are ready to retreat as soon as they see trouble.
2) This is Baron Nashor. He Gives an UBER buff to a team, you ward this bad boy atleast by 25 and keep it up for the rest of the game. Dont let the other team get this without you fighting them for it.
3) This is a jungler catching ward. Normally a jungler is lowest health at lizard. You see him starting and mid and top can work together and kill him and steal the buff generally.
4+5) River Wards. To a Good Mid these are the best place because it covers when a jungler crosses into your jungle and also alerts you when someone comes into the side bush to try to gank mid.
6) This is the enemy junglers mana...if you bottom and mid go and kick him out everytime he goes for it trust me he is going to have a much more difficult time jungling.
7) Dragon Ward. This ward should be up from 10 mins till around 30 mins. After that point dragon goes down so fast its not worth warding it. You should be getting it as soon as you see it spawn at this point in the game
8) Bottoms Protective Ward
9+10) These wards are informative for the teamfight phase if mid tower hasnt been pushed. Teams will wait and try to initiate from positions where running is a difficult option.
11+12) These are offensive wards. When you are pushing the last two towers in Mid these are really informative, and keep off nasty Fiddle's waiting to ultimate
13+14) The same as 11+12, but are defensive if they've pushed your first tower and your going to teamfight near your tower.
Wards can also be placed in sidelane agressive/defensive positions but are normally cost too much gold compared to a character with Clairvoyance, which you should be great with by this point right. These ward locations are also good places to use clairvoyance *wink wink*. Most importantly you really dont need 12 wards up at all times. That would be cool but you really dont need it. Stick with River wards, Dragon and Baron and additional wards varying from game to game.
Brush/Map awareness (TT):
1. This is the Lizard, or "Red" buff. This is also the middle of the map and juncture at which most people need to go through to gank. Placing a ward here will let you know and prevent many ganks as well as help control the red buff
2. These are the brush which you should Always expect an enemy to be in. Checking these brush and going in them yourself will make or brake ganks.
3. These are in the middle of the lanes and are inportsnt in eluding your enemy and hiding from minions.
4. Dragon buff is Crucial In winning TT games. placing wards here is a mush in many games. This allows you to watch nearly the entire top jungle with one ward
5. These are also crucial parts, if you see an enemy running around the jungle going here for a gank is a sure fire way to make them think twice about jungling, as well as offer up a kill or two every now and then.
6. These brush are more vital late game then early game as they allow a smooth transition from one lane to the next while pushing. They also serve as waiting points for Garen to finish you off when you run to your outer turret and your low on health.
Summation: I hope people find this guide useful and if you get nothing else out of this guide then please remember the Summoners Code. The first and only Thing that is Required every game:
I appreciate any Constructive Criticisim
I would happily add sections anyone else cares to write that they believe to fit this.
Fortify is a viable defense against backdooring, and thus has a purpose, at least in ranked games. If I saw Pantheon, TF, and Shen on the enemy team... I would suggest at least one of my teammates pack Fortify.
Carados means, but didn't specify, one should purchase Tier 1 runes. This is due to the fact that they are extremely cheap, and offer roughly 70% of the benefit of Tier 3. Tier 2 aren't as efficient, and you're better off skipping them until Tier 3.
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