some minor proving ground tips

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Moo 777

Junior Member

12-27-2012

The health relics will first spawn at 3:10 into the match.

Death to a tower, if you have not been hit by an enemy recently, does not give the enemy team any gold. Same holds true of minions, if you can manage it.

Dying to a single opponent at low HP so you can buy and rejoin the next team fight at full hp can be a strong tactical advantage, depending on your situation. It's counter-intuitive to seek out death, but can be necessary to win. Optimize your deaths.

Barrier and flash are two of the more commonly chosen summoner spells, if you are in doubt of what to pick.

People will dodge matches. Yelling about it is yelling at people who have already left your match. I often go in expecting between 3-7 dodges before the match will begin. Communication with teammates and offering trades can reduce the chances of dodging.

In your build, consider how you will sustain your mana (if applicable). Often AD carries can do this through runes alone. Other characters will often do well with chalice or tear, sometimes even doing best with both.

When walking back into the lane, make sure you are not walking across health relics your allies may need.

Brush control is incredibly important. Know which characters can reveal brush, and never face-check the bushes if you don't have your team to back you up.

Last hitting minions can gather you more gold than killing opposing champions. Leaving opposing champions low so that you can safely secure CS for you and your team can be a stronger way to gain power than ganking alone.

Any other tips or suggestions anyone has is more than welcomed. There are a variety of different tier lists and strategy guides already available for Proving Grounds, which is wonderful. Thank you to all those I've had the pleasure of fighting with and against, especially those who have done so with good spirits and positive attitudes! Fight with you all soon


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Knives4me

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Junior Member

12-31-2012

Brilliant.


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Moo 777

Junior Member

01-01-2013

Glad you found it helpful Knives4me!

Anyone else is welcome to add any tips they've found useful.


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AgathosAnthropos

Junior Member

01-01-2013

Don't be afraid to rush aura items for the team, Aegis, Zekes, WOTA, Abyssal. Your team can do better with some defense moreso than rushing that black cleaver.


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newbin

Senior Member

01-02-2013

Quote:
Originally Posted by AgathosAnthropos View Post
Don't be afraid to rush aura items for the team, Aegis, Zekes, WOTA, Abyssal. Your team can do better with some defense moreso than rushing that black cleaver.
Aura items usually turn the tide early and mid game from my experience especially Aegis and WOTA!


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OG Commissioner

Member

01-02-2013

good list.


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ZerglingsForZion

Senior Member

01-03-2013

Great list. I would add that heal is a great summoner spelll choice. Flash can only save yourself, heal can save your whole team and turn around a bad engagement.


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Moo 777

Junior Member

01-03-2013

Completely agree with the suggestions regarding Aura Items and Heal. Focusing on improving your teams performance rather than your individual performance frequently results in a win when it's a close match.


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BadgerDrool

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Senior Member

01-03-2013

Hmm a tip thread eh?

Regen and GP5 rush isn't the only way to approach your level 1 buy. A Giant's belt + Boots for example can be a situation-ally strong start. Straight health can allow you to get "initiated on" by the enemy team, survive, while having a higher chance for team first blood due to them thinking they have you. If your team can't manage to make an early fight happen in your favor it does wind up backfiring a bit.

A runepage dedicated to ARAM can be primarily Support and work on most anybody. + Gold and XP gains is strong in this kind of game mode.

If you are the right kind of champion you can occasionally cut a team in half simply by standing in the right place. When one of your opponents dives way into your team and is far from the enemy team then simply posture to threaten to jump on the enemies squishy line. Make is so they have to come within your area to help their friend. The psychological impact can result in them hesitating which then can result in their teammate dieing with no help. Just be careful not to get caught and die yourself!

Don't forget to observe allies as well as enemies. Look at your own team's builds to see where you might need to adjust. Look at your own team's skill to see what you can trust. If you engage a fight that requires a perfect blitz pull but he hasn't be throwing good hooks then it's your mistake for engaging the fight! Maximize your chances by matching your play to both allies and opponents!

Don't be afraid to grab an Oracle Elixir somewhat early against stealth champions and holding onto it for when you need it. You can't exactly buy at 6 when Rengar gets his ult but if you die you can snag one at 3!


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Mandaari

Senior Member

01-03-2013

Split your damage types to what your team needs. Yes AP Yi and AP Teemo are strong and fun, but if your team is already full of magic damage, then you might be better off going with an ADC/AD bruiser build. Even if you're traditionally a caster, you might add more going AD. I've seen good AD Malz/Annies win games.

The passive gold generation accounts for a lot of income. Waiting on 100 gold is worth it in a lot of scenarios if your team isn't in any danger.

Slightly past the first set of steps is where the shop locks you out. Keep in mind when it's advantageous to stay in base so that you can buy again later without dying.

Make the best of what your team has. If you have all one type of damage, try to coordinate an itemization with your team that grants a lot of reduction for that kind of damage (like Abyssal, Malady, and Cleaver.)

Ask for help. Chances are you're going to eventually get a champion that you don't know how to play. Ask your teammates what items are good, what to max, what runes/masteries to take, etc.

Health relics respawn every 40 seconds. Treat them like dragon spawns if you can.

Deny the other team health relics. If you're about to be in a situation where the enemy team will have control over the relics then take them for yourself, even if you don't need the health.

Give the relics to the person that benefits most from them. Having less health isn't what always dictates who needs the relic. A healer might benefit more from the mana, giving everyone more health in the long run. A melee champion is more likely to take damage and need the health than a ranged champion.

Let people with lifesteal/spellvamp attack minions to regain health.

The small collapsed holes at the edges of the map near the first sets of turrets block sight. You can use them for surprise skillshots, especially when the first tower is down.

The roots growing inside the base block vision. It's difficult to do so, but they can be used to LOS in a pinch.

Know what items do what kind of damage. If you're trying to diversify your damage, keep in mind that the vast majority of on-hit items deal magic damage.

Attacking from bushes grants sight. If your teammates are trying to stay concealed, don't give the enemy sight by attacking when it's not necessary to do so. Move out of the bush first.

Regen/GP5 items are good if you're forced to turtle. Philosopher's Stone is exceptionally good in this situation.

Stealth abilities can be used to suicide without giving the other team the kill. Waiting for the champion in the brush near the tower is an effective way to deny them the execution.

I'll post more if I think of some.


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