Whatever, since we don't have one yet, I'm going to make a guide for newbs:
This is a basic guide for all you TLers who want to play with us in premades but are too scared that you're "too low level" or "new to the game". Playing in our 5 mans is a great way to gain experience and get carried at the risk of getting raged at by some of the ragers like me. You will learn a lot, though.
Champion choice + Show Spoiler +Play a bunch of different champions to learn what they all do. Not sure what abilities someone has? Ask. It's important to learn what each champion does so you're not stuck auto-attacking Jax or not sure what Sion's ult is. You'll learn these things in time, but you should expedite the process and play a bunch of champions. It makes it faster.
As of right now, the champs I'd advise you to play as a beginner are: Support: Taric, Sona Tanks: Galio, Garen, Nasus Carries: Tristana, Kennen, Miss Fortune Casters: Morgana, Ryze, Annie Junglers: Warwick, Amumu
(Note that I do not advise you to play Amumu in lane.)
These champs are high-tier and intuitive, making them very easy to play. Runes, Masteries, Summoner Spells and Starting Items + Show Spoiler +Okay. This is important. You can buy enough tier 1 runes to fill out all the slots you have (make sure to check which ones you have) by winning about 5 games. I recommend mp5/lv for seals and glyphs (yellows and blues) and armor pen/magic pen for your marks (reds). If you have room for quints, run whatever you want. As I get higher in Elo I tend to run flat hp quints less, but they're useful early. Don't buy any tier 2 runes, just save for tier 3s.
For masteries, personally, on pretty much every champ that I go to lanes with I run 0/8/22 or 0/9/21 with 3 points in Strength of Spirit in defensive and the experience mastery in utility. Don't take the extra mana, do take meditation, do take greed, do take utility and movement and cooldown reduction (cdr). I recently started taking 3 points in good hands over 3 points in perseverance. It's better for reasons I can't prove because I don't want to do math. If you can only skill a few points, try to get the experience mastery in. It provides the most benefit.
If I'm jungling, I take 1/8/21 with 3 in SoS or 1/14/15. Most important ones here are in utility tree. You NEED the experience mastery to jungle and buff mastery helps a lot. Smite mastery is mandatory as well.
As for summoner spells, I tend to run ghost/flash/cleanse in some combination on my lanes and smite/ghost on every jungler I play. This varies from champ to champ but ghost/flash is good for pretty much everyone in lanes.
For starting items, I recommend doran's shield/ring/blade and a hp potion on pretty much everyone. If you're jungling, take cloth armor and 5 potions and build it into a madred's razor or a Heart of Gold, depending on what your champ needs to jungle with. Ring for casters, blade for ranged dps, shield for everyone else.
Your build: + Show Spoiler +This is something that will take a lot of time to learn. Most of the better players have an ideal build for different types of games. They will build their core items that they need to make their champ work and improvise from there. For now, look up a build in this thread and try to figure out why they're building what. Once you figure that out, you'll be able to improvise better. Also, ask your teammates what to build, they'll usually know a few items that your champ gets even if they don't know the whole build for sure.
Game Start: + Show Spoiler +The game has started! Buy your items and ask your teammates where you should go. The top lane is ALWAYS the second 1v1/1v2 if you have a jungler. The reason is that it's harder to gank and the bottom lane has to be able to control dragon while not losing their lane. The dragon is a huge objective in every game and you should be taking it and trying to keep the enemy from getting it as part of your strategy.
Go to your lane. If you did not make a straight beeline for your brush, DO NOT FACE CHECK IT. Facechecking bushes is a sure way to eat a ton of damage from any champs sitting in them. Ideally, you want that player to be you, because dishing out a ton of damage before the creeps are in the lane can net you a kill or zoning opportunities when they do arrive.
Which brings me to...
Lane Control: + Show Spoiler +The creeps have shown up in lane. Do not attack them yet. You don't get any points for attacking them. Your goal is to A) get the last hit on them and B) keep them near your tower but out of range of it. This is hard and your teammate won't always be able to comprehend this. Your opponents will likely be unable to control themselves and just auto attack the creeps the whole time, pushing the wave to your tower. Try to control it while farming every creep. This is an attainable objective and it's what you want to strive for.
The reason you do this is because you're safer near your tower, which wrecks champions early on, and conversely, your opponents are in greater danger. If you have a jungler or someone who can gank, they will have to traverse the whole lane to get back to the safety of their tower. If your jungler shows up with red buff and ghost, well, that's usually not going to happen without one of them dying.
Your secondary goal is to harass the enemy champions, trying to punish them for getting close enough to gain xp. If you can chase them far enough away from the creeps, they won't gain experience. This is known as "zoning" the enemy. Certain combinations of champions can zone so hard that their enemies will not be able to gain experience or gold for multiple levels. If the enemy tries to come in for experience, they take a LOT of damage. Zoning is important, but it's not as important as last hits.
Thirdly, you want to take the tower. It takes a bit of experience to know when you want to push and when you want to let them push. A sight ward in the grass next to your lane will keep you safer when pushing, as any gank will be telegraphed. Wards are an essential part of the game, and we will cover them in more detail later.
Basically, when there are no champs in your lane, you want to push it to the tower to kill your creeps without the enemy champions getting any experience. At the same time, you deal damage to the tower, which you want to take if possible. Make sure they're not just hiding, though, because you might get ganked. Be on guard for teleports, global ultimates, and stealth champions, too.
BUT REMEMBER, IF A CHAMP LEAVES YOUR LANE FOR ANY REASON, YOU NEED TO SAY "MIA ______" OR PING THE MINIMAP. This is an important part of working with your team to not get them killed for stupid reasons.
Try not to leave your lane unattended, but remember that it's better to lose a tower than to die and lose a tower anyway. If you're in a duo lane, have one partner stay while the other shops and offer to hold for them as they shop when you come back.
The Midgame: + Show Spoiler +This is the second distinct phase of the game. A couple of towers are down, some champions have been killed, and the lanes that don't have towers have their champions roaming the map. At this point, the main objective becomes winning a teamfight. Towers are secondary and the dragon is tertiary. Every time you go back to base, buy a couple of wards with your leftover money and place them at key spots, namely the dragon, the grasses by the buffs in the enemy jungle, the grasses on the hills beside the mid lane and the baron, in order. You want to maximize your range of sight with them while keeping key objectives in mind.
Teamfights will break out. Let your initiator initiate and try to protect your damage sources. If you are the damage source, stay alive for as long as possible while maximizing your damage. Pretty easy, huh? If something retarded happens, like them instantly killing your Amumu before he could ult, sometimes it's best to just retreat and cut your losses. Better to go 0-1 than 0-5.
As the midgame progresses, you want your ward priority to shift from Dragon to Baron.
Lategame: + Show Spoiler +Lategame happens when A) an inhibitor goes down, B) your carry gets farmed C) one team takes baron or D) the game goes over 30-40 minutes. Sometimes one of these things alone will not constitute a lategame.
Anyway, your goal lategame is to ace the other team. At this point in the game, an ace means more than it did at minute 10-20 because they stay dead for a minute or longer, giving you time to do things like take baron or kill their inhibitors/nexus towers. General teamfight strategy is the same, but after you kill them, especially if you ace them, keep your finger checking the tab screen as you do what you do. When they come up, you need to make sure there is no way for them to kill you upon rez. Watch out for ults that can hit cross map or teleport, namely Ezreal/Ashe/Karthus/TF/Pantheon. Also watch out for people who can catch up to you really fast, like Rammus, Miss Fortune, and Master Yi.
Generally, once you take an inhibitor, immediately leave their base unless you know that you have enough time to take a nexus tower. If your creeps are pushing another inhibitor tower, go and take that too, if it's safe. Once they're up gtfo though. It's imperative that your whole team is healed, because one of the good comeback tactics after you get aced is to make a beeline for baron and grab it while the other team is at half life. This can also happen with dragon, but it's not as game-changing as baron.
One thing I did for a long time that I now hate to see is someone dying in the opponents' jungle because they were "clearing it" on the way out. If they're up, leave the creeps unless you're 100% sure they're not coming for you because they're all visible on your minimap. Even then, take it fast and gtfo. Gtfo is probably the most important part of your strategy at this point.
Your ward priority shifts again at this point. Now, the jungle grasses near the red buffs become the most important spots, followed by the river around the baron and the baron himself. Ward blue buff and dragon if you get the chance, however, for the most part you won't be fighting near the blue sides of the map.
Never, ever wander alone lategame unless you have a definite idea of what you are doing and why it is more advantageous to venture alone as opposed to with your team. Don't check to check--what I mean is, if your team isn't ready for a fight, don't act like you're initiating one just to intimidate the enemy team. Sometimes your team will interpret that wrong and sometimes the enemy team will lay the smackdown on your ass.
Jungling: + Show Spoiler +It's the jungler's job to ward for the first 10-15 minutes. If the other team gets a gank on bottom or top lane, upon rez it is THEIR responsibility to get a ward for their lane brush. Keep dragon warded as best as possible, and try to ward out their buffs.
Jungling is a different game than laning. The reason you take a jungle is to give your team an extra solo lane, allowing your team to have effectively two lanes where one person gets all the gold and experience. If you are a good jungler, you might be able to keep up with them, giving you three lanes of solo. Secondly, it allows you to control the map. If you have a jungler and the other team doesn't, well, your team is going to feel a lot safer than theirs, because for any ganks to happen, a champion has to actually leave their lane. A jungler can pop out of the bushes with both buffs at any time. A jungler also controls the buffs and the dragon, and giving your Kassadin blue buff or your Ezreal red buff at level 6-7 when all they have to do is walk away for 5 seconds and hit the lizard or golem once can be huge for your team. Lastly, you want to gank, especially the top lane if it's 2v1 and the bottom lane if it's 2v2. Hide in the bush, try to keep tabs on whether or not it's warded, and jump out with ghost if you get a good chance. Gank whenever it's probable that you will profit from it, not whenever you feel like it. Lastly, sometimes your solo lanes are going to need to go back. You should provide their lane with cover at these points.
Everything else should be covered in more detail in a jungler guide. Specific junglers have different reasons why they jungle, and their guides should explain that.
Dealing with Stealth Champions: + Show Spoiler +If you're in the lane phase with a stealth champion on the map, like Twitch, Akali, Evelyn or sometimes Teemo, then you should buy a vision ward for your lane if you want to push it. There's nothing worse than a fed stealth champion, and it's much too early in the game to buy oracles. As the game progresses, it's worthwhile for someone who survives fights to get oracles and from that point on, try to stay by him. If the enemy team is beating you in map control by warding every inch of the map, sometimes it's worth it to buy an oracles to take them out. Map control is huge in League of Legends. Imagine playing BW with black sheep wall when your opponents don't have it. That's how I want my games to feel.
I hope this guide helps you to feel a little more confident in your game. If you can do all of these things with a reasonable amount of success, you're more than ready to play with us in a premade. Join Liquid Party and say hi.
Thanks for reading, and good luck!
|