Hello Summoners ^_^ I know there are a lot of guides out there but I'd like to put my ideology and own personal understanding of this excellent game on the threads. (You can never have enough thoughts or ideas)
The following steps (in bold) are my main points and ideas on how to climb in "elo" and enjoy the game more.
Please. if you have ideas or questions about this thread or the game in general, please ask your question and put your input in this thread; all I want to do is my best to improve this community!
(If you enjoyed this thread, and are looking for a coach for your ranked team (rank not important) please feel free to PM in game at watchoutbuywards. Thank you for reading!)
1. Two Words in Lobby "I'll Fill" By saying "I'll Fill" (meaning you'll take any role that no one wants to play EVEN IF THIS MEANS YOU HAVE TO SUPPORT, you will help your team organize early in lobby; and limit arguments which eventually will hurt team performance (especially in low rank/"elo"). (always remember supports carry the game in a different way, if your a good support and no one else is why not play it? Good warding and timers and communication are key factors in ranked games (and normals) that can help you turn the tides in games) Also, if your ADC is bad but your a good support you can easily help him out but it does not work the other way (If your good at ADC and Support but you choose to ADC and get a bad support your most likely going to lose your lane and eventually lose the late game, situational play depending)
2. Swapping/Communication Beside saying you'll fill in ranked (which is a great start) feel free to SWAP WITH 1ST/2ND PICKS!!! Try by all means to have your last two picks be mid and top and then swap (if necessary). Your pick order (in my opinion) should go ADC --> Jungle --> Support --> Top --> Mid. My reasoning for this is that an ADC is only semi counter-able (by range etc) However with new supports like thresh, and tanky cc based supports (nautilus, leona) supports in my opinion can be countered harder than ADC's. Jungle's can also be countered however with good laners and good warding its not as hard to (counter a counter). Obviously your top and mid are the easiest to be countered so try to leave them to the last two picks and swap if necessary.
3. Going Along with Swapping "COUNTER PICK" If your doing the previous two steps you should have a chance to counter pick which is essential to the game. Yes every player and champion can be "outplayed" more in comparison to a "counter" pick. However if lower elo's (i'd say gold 1 and lower) counter picks can easily get you an edge in the game, this giving you a great possibility to win lane phase which leads to hopefully better early team fights which --> better late game --> more % to win.
4. Picking bruisers/sustainers/initiators/peelers. Okay what do I mean by this? I mean if you have a top and jungler and support that can sustain in fights and can peel for your mid and adc your chances of winning are skyrocketed. (If not peelers at least some sort of "OP"-ness to keep your carries alive (Kayle Ulti's etc.) Most often lower ranked games are thrown in middle game (NOT THE LANING PHASE) Even if you are down 5-10 team kills after laning phase you can still win with the right team comp (and farm which I'll get to later). If you have 3 sustainers with cc for example - nautilus, irelia, vi, voli, etc. (there are better picks obviously there just a few off the top of my head). With these three roles being sustainers with good cc and (hopefully decent damage for jungler and top) you can comeback easily; as long as your carries are farming, remember this game especially with this season 3 community this game is and always will be A LEAGUE OF THROWS!
Okay so far you have great communication everyone should hopefully be on the same page and maybe you got a few counter picks in; and hopefully sustainers with cc your off to a great start and most likely a win! ^_^
Now, lets move more from pre-game (lobby) to in game play.
In Game Play Tips:
1. Base Your LvL 1 Comparisons (who has the better lvl 1 comp based on dmg and hp and cc) This is where I get frustrated with mid-low ranked players. Even if your team is not the higher level 1 comp (if you followed my previous step you should be but whatever) still counter jungle as a team! If you know they start at blue invade their red (most likely you will not face their team even numbers and hopefully not at all.) Organization in lower - mid rank is not as high as in platinum etc, so it is worth the shot. However, if your the losing lvl 1 comp do not go to their starting buff if you see them invading your buff go to their corresponding buff. Simple as that as long as you stick as a group.
2. Early Warding, Counter Jungle Wards NOT ONLY A SUPPORT BUYS WARDS this needs to be immediately understood by everyone in non high tier ranked games. There is no reason everyone (beside adc) in my opinion shouldn't be buying wards on each backing (unless item restricted therefore a jungler/support should help you out) Ward their junglers paths will give you great understanding of his route where he/she is and when you can counter gank/gank other lanes or be aggressive knowing he's in a different lane or far from yours.
3. Oracles and Timers Yes the oracles is a little less attractive now that it has a timer on it (I believe 5 minutes?) However mid-late game BUY THEM (usually supports, or top/jungler if fed). As long as you keep timers on the objectives (your buffs enemy buffs and especially dragon/baron) you can clear their vision and be right on top of baron/dragon as it is up. Getting a majority of drakes (dragons) can give you a huge advantage overall in team gold even if you are losing. Make sure you have what I personally call "scout warding" (their paths to dragon/baron) before you attempt (unless they are man down/you just won a fight or lanes are pushed out aggressively so enemy team has to defend lanes first)
4. Early Counter Jungle Gank In middle to low ranked games I cannot count the number of times there is a guaranteed kill on the enemy jungler at their 2nd buff. (if they start red i mean their blue and vice versa) Depending on what team you are on, mid/top can pancake the enemy jungler (obviously with your jungler as well) with proper warding and get a early first blood or early kill. Shutting down the enemy jungler is worth losing a few cs in lane and will slow down the ganks giving you more lane dominance eventually anyways. (this will obviously be easier the more communication and wards you have)
5. PRE BAIT FIGHTS! Once again lower ranked games people do not ward as often as they should; so that means ganks are easier than they should be in these games. Because of this lanes should "pre-bait" fights for their jungler (this is a definite for top lane and bot lane). Your jungler cannot be expected to be perfect and this is a team game so help him/her out! If you are bot lane pre bait a fight so your jungler can "gap close" and surprise them. What do I mean by this? If i'm a support (usually a tankier cc based) I'm going to pre bait a fight let me give you an example. Lets say I'm nautilus support and I have a good gap closing jungler. Even though my bot lane is warded in river and tri bush and in lane I CAN EXPECT GANKS FROM MY JUNGLER!!! How? Pre bait a fight before your jungler gets in their ward vision (I will pull with Nautilus Q and AA to Stun) then the enemy team (if they have the advantage in lane which is when you would pre bait a fight) they will get aggressive and try to capitalize on "my mistake" to initiate against them. More than likely the enemy laners will continue to fight and easily get them out of position for your jungler. (if your jungler or your significant other in lane does not get this concept simply pink ward and clear wards when applicable).
Farming This is primarily for top ad carries and ap mid champions. If you are losing ever lane but every lane has 2x the cs and you are getting more objectives your chances of winning are still up there. Lower ranked players stop farming after lane phase which dramatically decreases your chances of winning ALWAYS ALWAYS ALWAYS farm, whether it be lanes or jungle. With proper warding even if you are down you should be able to farm lanes out with some sense of safety/security.
Summoner Spells Do not under estimate the power of teleport in lower ranked games. If you are warding as I suggest you do; (alot and properly) teleport can be such a huge game changer as most other teams either won't have it or will overlook it being too aggressive in fights. Also with counter jungle warding a teleport can be a easy jungle kill. Based on your comps try to have at least one exhaust and most carries should have flash (in my opinion) cleanse for adc if they have a huge cc bot lane is essential and usually overlooked.
Peeling/Team Fighting/Positioning This will be my last tip for all of you summoners out their. Along with my previous tip you should have at least TWO peelers for your team/carries. In team fights as a carry ap or adc, you need to be positioned well to deal damage but not out of position where you can easily be assassinated or killed quickly (Carries should not have to bait and should be the peelers primary teammates to keep alive). Peeling means using CC (crowd control, stuns, slows, etc) to keep your carries (your squishiest teammates) alive from the enemy team. If the enemy team has good gap closers/assassins you need to keep them off of your adc first; keeping them alive will keep your damage output high and increase your chance of winning the team fight. Always compare peeling ability against your enemy team. If you have one more peelers/cc based champ one needs to keep your carries alive and the other should cc the enemy adc/ap carry depending on their positioning. This is all situational and based on team comps but you should get the general idea.
(Out of Game Tips)
Knowledge and outside of game helpNone of us know EVERYTHING to this game. Compare builds (I use LOLKING) people use other sites. Check and cross reference builds see which one works right for your team comp and your play style. Watch pro or semi pro streams to watch different people's playing style and maybe you can change something about your own game play to increase your chances of winning.
PUT THE BLAME ON YOURSELF! Okay, yes, I understand that your team could be completely trash but do not rage! Focus on things you can do to help your (possibly not as talented) team out! Raging and yelling at them will do nothing but make things worse (I am being a bit of a hypocrite because I do rage from time to time but it does nothing but makes things worse!) Even if you are playing perfectly in your mind you most likely could have farmed better, warded better, positioned better, etc.
GIVE FEEDBACK INSTEAD OF RAGE Make sure you give positive feedback to help your team, don't TELL them what to do (differently) but give them ideas and options they can do to hopefully help them out (even if you are 100% right people will be less likely to listen if you TELL them what to do instead of giving them options/help.)
Alright guys its been 2300 views and I felt this great guide deserves more useful tips and hints, so here are more "advanced" (to some degree) tactics.
PUSH FOR EARLY LEVEL 2!
Seems simple does it not? Here's the thing that most people in lower ranks do not understand. Bot lane if you have two lane bullies, lets say for instance draven and sona, or some other combo of bullies rushing a level two can in fact WIN YOUR LANE PHASE (at least for that outting before shopping/ganks). To do this simply make sure you and your support aren't just "last hitting" for cs but are auto attacking (try to save mana on abilities for the level 2) and you will only slightly push your wave to the enemies side of the river (if that far) and you will both be lvl 2 while your enemies are lvl 1; burst them down and dominate your first out in lane!
EXTRA TIP FOR LEVEL 2
If you have a support bully that also heals (sona, nami) and they have a tank or chain cc like (leona, thresh) even if you don't get kills off this rush in level two you can harrass all day and sustain any damage they throw at you and you should win lane and most likely burn the enemies summoners if not pick up a kill or two.
Lets say you are in your first three outings and it is still lane phase. If you pick up a kill in a solo lane, or in bot lane (even just one adc kill in bot lane) PUSH THE WAVES so that you pick up an extra two waves of cs and exp before backing this will allow the wave to reset (perpendicular to the river) and deny the enemy adc or solo laner (enemy) two waves of exp and cs not only giving you itemization over him (advantage in items) but advantage in higher level and overall gold.
Wave Control Continued!
Here's one thing the Korean teams do that I rarely see the NA teams make use of. KILL THE CASTER MINIONS BEFORE FIGHTING IN LANE!!! (or even prior to a team-fight) Think about it if you are mid or bottom laner (this means your ranged most likely) killing the caster minions have many benefits. What are they? 1. Caster minions can hit you easier in lane fights and team fights that occur in lane because of their range. 2. Caster minions do more damage than melee minions. 3. If pushing a lane killing caster minions is also effective because it will allow your wave to "bunch up" more efficiently so taking towers will be easier in the fact that you will have a much larger wave which helps you in pushing a turret and controlling the map overall.
SWAPPING AGGRO AND DIVING!
Here we go, the silver dilemma the enemy is at or below 30% hp (approx.) we have a wave at their turret taking aggro but do we dive? There are a few things to think about in this system and I would like to break it down for all my readers (whom I love).
1. Do they have summoners up? (If they have summoners up, flash in particular you dive is going to be a little bit trickier and in solo queue might not end well in lower ranked games, synergy is key to this dive.)
2. Do you have shields? heals? Flash? If you have some sort of shielding champion (orianna, etc.) or a healer (OR EVEN BOTH!) you most definitely have an easier chance of diving and just need to weigh in on your cc vs the enemies cc and obviously damage outputs to make sure this dive goes the way you want it to. If your diving someone with no escape but hard cc this is still a challenge a simple stun ring around the tower and flash can have you looking foolish with a /dance from the enemy.
3. Do you have someone that has easy escapes? If so this is so simple, ALWAYS and i can not stress this enough ALWAYS let the ally with MOBILITY (obviously with decent hp to not get instantly killed under turret) take the first aggro, and if you do not have mobility let a ranged take the first shot or two from the turret based on hp of course. Why is this?? This is because a range can take aggro on the limits of the turrets range and simply step out, if you force a jungler or a melee with no escape to do this the enemy will hug around the turret either killing the first person taking aggro or at least forcing a summoner spell like flash to escape which isn't needed.
4. COORDINATION AND PINGS! Let them know what your plans for the dive are remember not everyone is a genius like I AM! (joking) so the more your on the same page with a few sentences can make or break a dive.
5. No need to take an extra 1 or 2 aggro shots from turret, let the minion wave reach the turret to initiate the aggro for you (situation; depending on how low, and your ward coverage don't sit forever!)
1. This is a biggie for me in lower ranked games. One "do we have a teleport or global ulti for easier dragon control?
If yes, split push the opposite lane of dragon (top) hopefully forcing an enemy to go top side and giving you a man advantage on dragon.
If No, shove the wave if the enemy has a fast wave clear (don't want to waste a turret to a dragon if not needed) if they don't have a fast wave clearing comp push as far as you can and hurry down to dragon, simple.
2. Warding! Hopefully you have a pink on dragon, if you don't its still okay do NOT PANIC! Make sure two entrances if not all 3 of the enemy teams paths to dragon are warded with greens. (both blue entrances and middle if possible)
3. Understanding team comps for dragon fights and your positioning. Okay so your going up against a much better team fighting comp that is fine as long as you position well. With any good dragon attempt their should be at least two entrances covered by wards. If this is the case it is not necessary to STAND IN THE DRAGON PIT, also squishies like mages or adcs, try to position on the safer side (either towards your mid or towards your bot) you should be getting an idea of which enemies are coming from which direction from prior lane phase and your warding position accordingly as your escape route is critical to making this dragon "worth" as many say.
4. Tower or Dragon first? The answer is simple the tower. Why is this? Not only will that tower not "regenerate" but the dragon will. Map control is so critical in this game its not even funny (which is why you should..."watchoutandbuywards") Gaining control over a missing mid turret or bottom and rotating toward dragon or at least setting up to control it after is not only easier but more beneficial to your team than killing the dragon and not gaining that turret. Obviously if you can get both do that based on situation.
Oh oracles you are such a great item and so seldom used in lower ranked games. When lane phase is well over and judging on your enemies teams "damage output" to obtain an easy baron you need to get this item called oracles elixir.
1. Have map control; push out according lanes to force enemies to cover to not lose turrets. (make sure if a squishy goes the team secures baron to not only lose control of it but potentially a devastating team fight in the enemies favor because your damage source is gone.) If you have a champion that pushes well with a global or a teleport this is your primary ally to split bottom or mid to give man advantage at baron.
2. Clearing wards, now be careful if anyone on the enemy side is missing an "escort" of some sort should be used whether thats allies helping you clear at baron which is ideal or it means forcing a lane aggressively to push the enemies out of their baron control for easier coverage some sort of "assistance" should be granted to the oracle owner to not let that ally die for the baron control which will be lost as you will be man down. (do not get mad at your supports for warding or clearing wards when it is critical if no one is helping that support do so)
Itemization, And Forcing Itemization
- This has been something I have preached for two seasons and only now is it really "catching on" to some degree.
- Do not criticize your team for having lack of ad; there is a critical reason extra ability power can be beneficial let me explain.
1. If you have an AP Jungler and an AP Top/Mid this can greatly influence your early-mid-and late game.
1a. Early Game Benefits
- Ganks! Most Players (Even ADC's) Have flat armor seals, as long with enemy junglers in most situations. Not Only will you have sufficient ability power damage for your early game ganks but your lane phase counter jungling can be very efficient as enemy junglers will prioritize armor for the jungle creeps only do physical damage.
1b. Mid/Late Game Benefits
- Team Fights! Most Items at the moment for front-line champions in regards to magic resist are pretty horrible. (at least in comparison to armor items) Many magic resist items limits your offensive stats (attack damage) Therefor in teamfights with an ap heavy team the enemies will have to prioritize for magic resist which will lead to their damage output being suffocated and your adc shredding them a good amount more.
- Team Fights (continued) If the enemy team does not prioritize as much as they should for your teams ability power strength; then there is an obvious increase in your teams offensive ability as long as you have enough peels and can get your adc secured; however depending on the overall MR on the enemy team your adc dying COULD possibly not be a problem.
- Team Fights (continued, again!) With AP Heavy teams you are looking for a bunch more options for AOE team fights which seem to be the "meta" at the moment. (either that or large amounts of burst) Think about it, Rumble Ulti, Annie Ulti, Gragas, Ahri, thats just for aoe, now think about any AP champ that is optimal that doesn't have burst? Not many. Therefor your team will be stacked with either an overwhelming amount of AOE or Burst in comparison to your enemies comp.
- Siege My Turrets! If you have an extra one or two AP champs (jungle/top) you can in fact siege turrets more efficiently! Why is this? Well many AD junglers and tops are in fact melee! (the optimal ones) In comparison to many AP champs that are either ranged or have multiple abilities that can zone the enemy team for your adc to siege alone. (gragas barrels can zone, while ahri, annie, and any other ranged AP's can help from afar.) In my opinion if your looking for siege have one ap (top or mid) range and one zoner while having an AOE melee AP jungler in case they force fights under turret. (just my opinion) but that can max your siege ability while having a security blanket.
When and Why?
Lane swapping can be done in any ranked game at any time with the right champions of course! There are way to many situations and facts to go over as this guide would increase ten fold to cover everything dealing with just this topic, but let me inform you all on a few main points.
Sustain 1v2 Champ!
To lane swap forcing a 1v2 lane a sustain champ is almost always needed. Most of the time this can be a bruiser or someone with substantial escapes/mobility. Think about champions like shen, cho-gath, even a squishy with huge wave clear/escapes can be viable (think about zed clear and escape ability). The point in doing this is to hopefully not feed in your 1v2 lane, get as much farm as possible, but also be able to hold onto your turret longer than the enemies opposing lane (the enemies 1v2 lane). If you can clear waves enough; or even just farm under tower efficiently while being able synergize with your junglers ganks you should be fine.
1. Clear Waves
2. Have some sort of CC to synergize and pick up a kill (getting a kill in a 1v2 lane can easily turn the early game in your favor)
3. Large tanky champ that can be efficient without farm (cho'gath is just an example)
4. Survivability (mobility is key if your squishy) (zed is just an example)
5. Judge the enemies "possible" 1v2 champ and try to out live in that lane. (winning the 1v2 lanes is an easy way to give your team a heavy advantage)
Do these simple things and keep them in mind during champ select and you should be okay!
I hope this guide is a bunch of help to all the summoners out there as my goal is too climb elo/rank and help this community out to better all of our experiences online!
Many more tips and advice will be coming out soon so stay tuned to this thread!
P.S. I do stream and would like some followers (this is in no way an advertisement for my stream just thought I would post as it couldn't hurt!) www.twitch.tv/watchoutbuywards
Good Luck and Have Fun in all of your Future Games ^_^
Great advice overall, I'm still learning how to climb the ranked ladder, so I take any advice I can get. Just two things that struck me as slightly odd.
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