This beginner’s guide will explain everything you need to know so that you can learn how to play League of Legends as quickly as possible.
League of Legends (Referred to as LoL or just ‘League’) is a Multiplayer Online Battle Arena game for PC consisting of 10 players, 2 teams, 5 players on each team. The main objective is to destroy the enemy’s nexus, which is centered in their base. To do this your team must fight through enemy champions, enemy minions, and enemy turrets.
Your job in this fight is as a “Summoner”. As a summoner you take control of one of many possible “Champions”. These champions all have many different abilities and roles to fill, which you use to round out your team so that you have the best chance at victory. Every champion has 4 unique activated abilities, and one passive ability. These are defaulted to QWER for the activated abilities. QWE are your normal abilities, and R is your ultimate ability. As you level up from 1 to 18, you increase the strength of said abilities. There are over 140 champions in the game, so it will take a long time to learn all of their abilities. As a Summoner you also have access to “Summoner Spells” These are special high cooldown abilities that you can select from a pool of, such as flash, heal, teleport, etc. These are defaulted to D and F. You only get two, and once you’ve locked in your choice you’re stuck with them the whole game. These are covered more later under the runes section.
Your battle takes place on “Summoner’s Rift”, a large battlefield that includes multiple “lanes” for you to do battle in. These lanes are usually referred to as Top, Middle, and Bottom lane, named for their respective location on the map. In these lanes you will find multiple strong structures named Turrets, which shoot powerful attacks at enemies once they come in range, making it difficult to approach the enemy base. Also on the battlefield are large patches of Jungle terrain, where neutral monsters and buffs spawn. Splitting the map diagonally is the river area, this river is used to split the map between the red side and the blue side. The left side of the map is dubbed the blue side, and the right side is the red side. Also in the river are 2 circular pits nestled into the corner, one on the top half and one bottom, where large Epic Monsters can spawn. The team that kills these guys are given large buffs.
Here is a small photo of the map’s general layout
It’s your job to fight through the enemy team, taking down turrets, inhibitors, and finally the nexus. To do so you must fight the enemy team’s champions, who are also doing their best to kill your nexus.
I’d now like to introduce a few terms you will likely be hearing very often during your time on the rift. I’ve included as many as I can think of at the time, but it’s likely you’ll be hearing some things not on this list. Don’t be afraid to ask your team for an explanation if you don’t understand something!
AD– Attack Damage
AOE– Area of Effect damage.
AP– Ability Power
Armor– Reduces physical damage (AD)
Baron– The big boss of the rift. Located top side of the river.
Blue/Red Buff– Respective buffs. 1 buff in each quadrant of the jungle. On blue side the Blue buff is in the top quadrant, and red buff is in the bottom. Reversed for Red side, so Red buff is top quadrant and Blue buff is bottom quadrant. Red buff increase HP regen and inflicts a small damage over time and slow to your attacks. Blue buff increases mana regen and cooldown reduction.
Camps– This is the area the jungle monsters chill in. There are many of them in each quadrant.
CS– Creep Score, aka the amount of minions you’ve killed. Often used as a verb. “I’m going to CS under turret because I’ve died 10 times.”
DPS– Damage per second
Dragon– Elemental, Air, Water, Earth, Fire, and Elder. These grant bonus abilities when killed. Located bottom side of the river.
Farming– This is when you’re trying to last hit the minions to earn gold and rack up your CS count.
Ganking– This is what it’s called when you’re being attacked by the enemy jungler, or someone else from the enemy team who is NOT in your lane. For example, you could be winning a trade until the enemy jungler ganks your lane and turns the tides.
HP– Health Points. The green bar in the bottom middle of the screen.
Invading– When one or more members of one team wanders into the other teams jungle to take their camps/resources.
Jungle– The part of the map in-between the lanes. No minions will spawn here but the jungle is filled with monsters.
Leashing– Being a nice guy and assisting your jungler with their first jungle camp. Smack the crap out of it until it gets to kinda low hp, and let your jungler finish it off. You wont lose any CS from the first wave if you do it correctly, and it helps your buddy in the jungle stay healthy.
Macro Play– This is overall map movement and wave control. For example, split pushing.
Magic Resist– Reduces magical damage(AP)
Mana– This is what you use to cast spells, the blue bar below your health bar.
META– What’s being played constantly. A champion is “Meta” if they’re played a lot and have a high win rate. This also includes playstyles.
MIA– Missing in action
Micro Play– This is basically how you handle team fights or trades. For example, if your team has a large AOE combo it can use to win the fight, that would be considered a Micro play strat.
Minions– 4 types of these, Melee, caster, Cannon, and super minions. Melee minions have more health but do less damage than the Caster minions, who are also ranged. Cannon minions are tanky and do a good amount of damage, they only spawn once every 3 waves in the beginning of the game, increasing in spawn rate as the game goes on. They’re worth more gold than casters and melee minions. Super minions spawn when you destroy an enemy’s inhibitor, they’re super strong melee siege engines which you use to crack open the enemy base.
Nexus– Situated at the back center of each base. Kill this and you win.
OOM– Out of mana
Pings– These are quick and easy ways of communication between teammates. Defaulted to ALT+ left click.
Roaming– This is where you leave your lane to assist with a nearby fight, or to try force a fight in another lane. For example, leaving middle lane to surprise attack bottom would be roaming.
Team Fighting– Exactly what it sounds like. Large fights between both teams.
Towers– The giant structures represented by the dots in the picture above. These guys do a LOT of damage, don’t fight under them unless you know you have a big advantage.
Inhibitors- These are the turning point structures. There are one in each lane per team. When you kill one it gives you super minion spawns while they remain down. (They regenerate over time) use the supers to win the game.
Trading– This is trading damage with an opponent, or sometimes trading CS for damage.
Understanding your role
Now onto the game itself. When your game begins you will choose your champion. As previously mentioned all champions have different abilities and niches that they fill in a well rounded team. Generally a team needs the following, a tank, a mage, a support, and an ADC (Attack Damage Carry). Now keep in mind that some champions fill more than one of these roles. There are also some optional off roles you should know about (Assassins and Bruisers) which I will also go over. You want a good balance of all of these to ensure your highest chance at victory. I’ll provide some examples of team compositions that show a good mix of the roles near the end of this section.
Tanks: Lots of resistances, and CC (Crowd Control) such as stuns or slows. They are your front line, stay behind them and let them peel for you. (Ornn, Maokai, Sejuani)
Mage: An AP caster, usually with high burst damage on 1 or more targets. (Syndra, Ryze, Lux). Some mages can even be classified as assassins(Leblanc, Evelynn), or as DPS (Cassiopeia).
Support: A dedicated buddy to the team who does their best to make sure that everyone is safe by providing vision (Explained later) and other forms of sustain. It could be a mage who has lots of healing or shielding, or a tank with lots of CC and peel to keep the team safe. (Janna, Alistar, Blitzcrank)
ADC: The marksman of the team, usually they deal lots of damage through auto attacks, and have consistent damage per second instead of burst damage. ( Vayne, Caitlyn, Tristana) There is also a subclass of ADC’s known as casters. Instead of dealing high DPS with autos, they have short cooldown abilities which deal a lot of their damage. (Ezreal, Lucian, Corki)
Bruisers: These are your basic fighters, they deal a good amount of damage while also being resilient enough to be an annoyance. Often they will try to dive your back line. The main difference in a tank and a bruiser is that bruisers normally don’t have a significant amount of CC. What they lack in CC is made up for in damage. (Irelia, Jax, Darius)
Assassins: Exactly what it says. They want to get in, kill someone, and get back out before they’re harmed. (Zed, Leblanc, Shaco)
Champions are then sorted further by their normal role, or which lane they most often play in. These roles are very consistent. You don’t want two junglers or two mid laners. 99% of the time you want one of each of the following roles. This doesn’t mean a champion cannot fit into more than one role. For example many champions can be played in the jungle while also being viable in top.
Top: Usually a tank or bruiser will be up here.
Jungle: This role is incredibly versatile, everything from tanks to fighters to assassins to marksman can play this role.
Middle: Usually a burst/support mage or an assassin. Can be AD or AP.
Bot Marksman(ADC): Consistent damage usually involving auto attacks. AD based. However due to recent nerfs to the ADC role people have been playing DPS mages like Cassiopeia or Karthus to mimic the DPS of a normal ADC.
Bot Support: Self explanatory, these are healers or tanks with high CC. Some METAs will allow a damaging mage to play “Support” for lane dominance.
Composition 1 (Standard)
Top – Ornn (Tank, useful for engage and peel)
Jungle – Xin Zhao (Fighter, strong 1vs1 potential, good ganking)
Middle – Syndra (Mage, high burst damage)
ADC – Tristana (DPS Marksman, long range and very deadly near the end game)
Support – Thresh (Peel, engage, disengage, kill secure)
A composition such as the one above is a very standard style of play. They want to group up and engage in 5 on 5 team fights to kill the enemy team and end the game.
Composition 2 (Dive Comp)
Top- Camille (Bruiser, strong engage and lockdown)
Jungle – Sejuani (Tank, engage and peel)
Middle – Zed (AD assassin, high kill pressure on squishy targets)
ADC – Vayne (DPS Marksman, high mobility and late game monster)
Support – Alistar (Tank, high engage and peel)
A composition like this is always going to be looking to force you to fight, and trying to bypass your front line and go straight to the back line and kill your damage dealers.
Composition 3 (Poke Comp)
Top: Jayce, (Fighter, high range and damage)
Jungle: Nidalee (AP assassin, long range and mobility)
Middle: Xerath (Mage, high range and safety)
ADC: Jhin (Burst marksman, high damage and long range)
Support: Janna (Sustain Support, shielding, heals, and peeling)
This type of composition is very annoying if you don’t have a good way to engage and get on top of them. They will poke you down from far away and widdle at your health bar.
These are all examples of a good healthy compositions that have few weaknesses and are more likely to net you a victory. There are literally thousands of possible teams, but you want yours to be well balanced. If you see your team is missing a vital component, it’s usually a good idea to try to fill that role if possible. However, do NOT go out of your comfort zone to conform to a specific composition.
After you’ve selected your champion and role you’ll also need to select your runes and summoner spells. This is kind of complicated but there are many good websites online to point you in the right direction for which runes to use on specific champions. I recommend champion.gg as it lists them by play percentage, and win percentage.
Summoner spells are a little easier. Generally you will ALWAYS want flash as it’s invaluable as a getaway or engage tool. Top laners will usually take teleport or ignite. Jungle will ALWAYS take smite. Mid can take a number of spells, heal, barrier, ignite, teleport, and cleanse are all seen here. Adc usually takes heal. Support will take exhaust or ignite. I also recommend checking out websites to double check your summoner spells are correct/optimal.
Now that you have those selected you will load into the game and begin. Once you enter the game you’ll spawn in your base with some gold to buy starting items. For the most part the recommend build will include the best starting item for your champion but feel free to experiment. To keep things simple here are my recommend starting items
Mages– Doran’s Ring
AD champions– Doran’s Blade, Long sword, or the occasional Doran’s Shield if you are in a losing lane.
Tanks– Doran’s Shield
Junglers– Hunter’s Machete or Hunter’s Talisman
There is also another item called a corrupting potion, which can be taken by fighters in the top lane, or certain mages in mid lane. This item is high sustain, and automatically refills for 3 potions when you visit the summoning platform again. Likely one the most gold efficient items in the game. You cannot have a refillable potion and a normal potion at the same time.
Keep in mind buying one of these starting items (Except corrupting potion) will allow you to stack up on health potions as you will have at least 50 remaining gold. Make sure to buy these at the beginning of the game to stay healthy for the first few minutes.
Over the course of the game you will want to kill minions, towers, and champions to earn gold in order to buy more powerful items. You have 6 item slots, however one of them will need to be your boots(Unless you’re Cassiopeia) as movement speed is very important. Therefore you have free reign to buy 5 powerful items of your choice, granting you everything from additional attack damage, to critical chance, to cooldown reduction.
It’s also highly important to adapt to the enemy team’s composition when buying items. For example, if a team is AD heavy you might wanna buy an armor item. If they have 3 mages maybe some magic resist is in your future. Once again I recommend visiting build websites such as champion.gg for help knowing what your champion should build.
Next we will go over the separate phases of the game. These can generally be broken up into 4 areas.
Pre game– This is from 0:00 – 1:40ish. This is when you will protect from invades, maybe drop an early ward, and leash for your jungler.
Laning– 1:40 – 15:00ish. This is the phase when you’re going to be stationed in your predetermined lane, fighting against the enemy champions while trying to accrue a CS and gold lead.
Mid game-15:00ish – 30:00. This is when you will begin to roam to other lanes and worry more about what we call macro play. This includes turret taking, and team fighting around important neutral objectives such as baron or dragon.
Late game– 30:00 or later. This is when the pressure is on, respawn timers are based on in game time so the longer the game lasts the longer your champion will remain dead if you die. A large team fight around neutral objectives is often the game winning play.
While there are multiple keys to winning a game of League it usually comes down to the following.
- Doing well in lane as to not fall behind your enemy in items.
- Keeping vision (explained later) around important objectives during the mid/late game.
- Fighting as a team to maintain control around objectives.
- Grouping up and sieging turrets to end the game.
Above I mentioned “Vision”. I didn’t include this in the terms because it’s important enough that it NEEDS its own section for someone to fully understand what it means to have vision.
Summoner’s Rift is clouded by what’s called a “Fog of War” Meaning you cannot see area’s on the map that your characters are not in. To counter this there are specific items called Wards.
There are 4 types of wards. Vision wards, control wards, yellow trinket wards, and blue trinket wards. All of these provide a small area of vision in an area that would normally be dark. For example, if I place a vision ward on the enemy’s blue buff bush, I will be able to see not only in the bush, but in the surrounding area as well. Wards cannot see over walls. I will now explain the different functions of each type of ward.
Vision wards are only attained if you’re in the Support role and buy a support item. You buy your starting item, and once you meet the gold requirements it will automatically upgrade. (Support items are generally referred to as gold generating items. Supports don’t last hit minions. They allow their lane partner, the ADC to last hit all of the minions in the bottom lane so they can become as strong as possible. This leaves the support lacking in the gold income area, so their items usually grant them gold. Once the support item is upgraded it will provided 3-4 vision wards for you to use, depending on which item you currently have built. When you visit the summoning platform it will refill those wards for you to use again. Vision wards are invisible and cannot be seen by the enemy unless they use either a control ward or a red sweeper trinket to reveal said ward. Once revealed the ward will become disabled and it can then be auto attacked and destroyed. You can only have 3 vision wards on the map at a time.
Control wards and similar to vision wards except you can buy them directly from the shop, so anybody on the team can, and should, buy them from time to time. These guys are incredibly useful as they not only provide vision, but they reveal the enemies hidden vision wards in that area as well as disabling them. This allows you to gain control of an area by removing your enemies vision while creating your own. The only downside is anyone can see them at any time, they’re not hidden. You can only have one of these out at a time. If you place one while your previous control ward is still on the field, the old one will disappear.
Yellow trinket wards are basically normal vision wards, except they only last about a minute. You also get them for free as time passes. They’re often used to maintain vision in lane to keep safe from enemy ganks. Very versatile and important ward.
Blue trinket wards are long range wards, meaning you can place them in areas further away than you could a normal yellow trinket ward. They reveal a smaller circle of vision, but they’re used to safely check areas you don’t want to walk into blindly. They are visible and only take one auto attack to kill. You can only upgrade to this guy at level 9.
Now that you know what types of wards there are you need to know how to use them more effectively. Vision is arguably one of the most important aspects of the game, and it’s not too difficult to become proficient at using vision to your advantage.
When you begin the game you’re very limited to your choice of vision items. Most people will opt into using the yellow trinket ward, available for free at level 1. We use these wards to maintain our safety in lane. This means you want to try place the ward in an area you think the jungler or enemy will be walking over soon. Knowing your enemy’s location is half the battle, the other half is being smart enough to use it to your advantage. You will learn more about interpreting enemy data as you play the game, but generally speaking, if you know the enemy jungler is on their way to gank you, it allows you to play further back towards your turret as to not be caught off guard in a 1v2 or 2v3 scenario. A support’s vision item is essentially used for the same purpose, except they are placed throughout the entirety of the map, usually around whichever large neutral objective (Dragon or Baron) is appearing next. This allows your team to enter the area with knowledge of the enemy.
Control wards are normally used to maintain dominance over an area. If you have a control ward down in a bush and it’s free enemy wards then you know you’re not being spotted by the enemy if you’re standing in said brush. This is the same for the dragon and baron pits previously mentioned, however to fully cover the area you will need 2-3 control wards strategically placed in the area. This is where team coordination comes in handy. When it comes down to fighting over baron/dragon you will want a control ward on hand if possible. (You cannot buy them once you’ve reached maximum build as it takes an inventory slot, however most good supports will keep a slot open permanently as vision is far more important than a single support item.).
As previously mentioned, blue trinket wards are used to scout an area from a large distance, ensuring you’re not about to be surprise attacked from a suspicious area. ADC’s normally swap to this item as soon as possible. Another fun thing about these is that there is no limit to how many you can have on the field. It does of course have a cooldown, but if the enemy neglects to check their bushes for these wards you can come away with numerous blue wards all over their side of the map. That’s incredibly useful when determining when to do a neutral objective.
Finally there is another trinket we’ve yet to mention. It’s not a ward, but rather a sweeping lens, used to find, disable, and destroy hidden wards placed by the enemy. Once used the area around you essentially becomes a control ward for a small amount of time, allowing you to destroy enemy wards if you’re near them. This is useful for clearing out vision in an area prior to fighting over neutral objectives. Usually supports will swap to this trinket once they get their upgraded support item (As it gives you vision wards, and therefore you no longer need the vision trinket) and sometimes junglers will also swap to it to remove enemy vision from whatever area they’re trying to gank or farm jungle camps in.
Essentially vision is super important and highly underrated by most low-elo players. Speaking of low elo players, i’d briefly like to go over a few rookie mistakes.
- As previously mentioned, vision is important. Don’t be the guy who doesn’t buy a control ward because “That doesn’t do damage, why would I buy it?”
- VISION IS IMPORTANT. SERIOUSLY. BUY A WARD.
- Stop trying to play mechanically difficult champions. Sure it’s nice to have a flashy outplay, but when you’re a new or low elo player you need to focus on the basics of gameplay prior to learning the ins and outs of champions. Being good at the game gets you places, not being good at a champion. Later on I will include some difficulty tier lists as well as recommend champions for each role/lane.
- Learn to last hit appropriately. This is probably the worst habit I see of low elo players. You NEED to farm well in order to keep your gold income high. Use the practice tool to practice last hitting. You want to have at least 70 CS at 10 minutes and then 150 at 20, 250 at 30 and so on.
- Item builds should rarely be the same. There are exceptions for this, but usually you will want to adapt to your enemies threats and your teams needs. If the enemy is high in AP, maybe you want some more magic resist. If the enemy has a lot of auto attackers, maybe you want a Randuin’s Omen on your tank to reduce attack speed. Think your builds over carefully and for the love of god dont copy online builds word for word.
- Don’t chase Singed. Seriously, though. Objectives are key to winning games. If you win a team fight by killing 4 people near baron, don’t go chasing the last person trying to secure the kill, instead turn and do the neutral objective (Or push to end the game depending on respawn timers.) There’s no reason to kill that person unless they can 1v5 which 99/100 times they cannot.
- Don’t fight in giant waves of enemy minions. Two things can happen here, your character’s pathing can be obscured by the large minion wave, and you will be targeted by loads of minions which means a lot of damage coming your way.
- Stop trying to carry every game. It’s okay if you don’t get super fed and put your team on your shoulders. Sometimes it’s your job to just NOT FEED, meaning don’t die and give up free gold to the enemy team. If you fall behind in items, don’t try to fight as you won’t win most of the time.
Fighting and Laning
Keeping those rookie mistakes in mind I would like to go over some generic laning and team fighting tips.
There are many situations in lane, so it’s difficult to explain them all, but we will stick to the main 2. Winning lane and losing lane. While winning lane you’ll be ahead in CS, Kills, Pressure, or turrets, or multiple of those. While you’re ahead you can play more aggressive and attempt to extend your lead by getting more kills or more turret pressure. Having a lead is important while transitioning to the mid game, as your lead turns into a team lead. Be aware of junglers trying to shut you down, though.
The next state is while losing lane. Many players make the mistake of thinking they can make a comeback on their own when they’re behind and this usually isn’t the case. If you’re down in CS by 20 and down 2 kills you more than likely won’t be able to win the fight against your enemy unless you have assistance from your jungler. While losing lane you will want to play safely, keeping in mind the limits of yours and your opponents champions. If you’re losing a lot of health just to last hit a minion you may want to consider waiting for them to push the lane under turret so you can safely CS(Farm) under turret. It’s better to lose a few CS than to die.
When it comes to team fighting there are some general rules you can follow. Most people will say “Don’t focus the tank” And that’s not true, and is often out of your power. An ideal team fight consists of a good engage from a tank or bruiser, followed up by damage from your mages and or adc. Meanwhile, your tank and or support is peeling the enemy team off of the damage dealers (Keeping them alive by CCing the nearby enemies). This is the basics of teamfighting. While engaged in a fight as a damage dealer you want to focus the person closest to you who is also the largest threat. As an adc you don’t want to run through the enemy tank to try to deal damage to their backline as they will CC and kill you. In this case you’ll want to focus the nearby tank so you can kill their frontline safely. As a mage you often have abilities with long ranges, so it’s possible to poke at the backline, just make sure you’re safe. As a tank you’ll simply want to engage/disengage and try to peel for your buddies. Assassins are an exception as they can jump into the back line and pop someone, then use a movement ability to return to safety. Teamfighting will seem like a jumbled up mess at first, but you’ll learn who to focus and how to stay alive after some experience.
Champions ranked by difficulty
Now I will go ahead and include my difficulty tier list for all of the available champions. Due to the nature of the game, with patches, some champions may be more/less favored in the future. Keep in mind these are all opinionated and a lot of champions follow the stereotype of “Easy to play, but hard to master” meaning you can pick them up and do well enough with them, but it takes hundreds if not thousands of games to become a true master. After the list, i’ll include my recommended champions for newbies to play.
Super easy: Amumu, Annie, Garen, Janna, Leona, Malphite, Master yi, Nautilus, Olaf, Sion, Sivir, Sona, Soraka
Easy: Alistar, Ashe, Braum, Caitlyn, Cho’Gath, Diana, Dr Mundo, Fiddlesticks, Galio, Gragas, Hecarim, Heimerdinger, Jax, Karma, Kayle, Kog’maw, Lulu, Lux, Malzahar, Miss Fortune, Morgana, Nasus, Pantheon, Poppy, Renekton, Shyvana, Skarner, Teemo, Tristana, Trundle, Tryndamere, Udyr, Urgot, Varus, Volibear, Warwick, Wukong, Xerath, Xin Zhao, Ziggs, Zyra
Medium: Blitzcrank, Brand, Corki, Darius, Ezreal, Fizz, Gnar, graves, Illaoi, Ivern, Jarvan, Jinx, Kaisa, Karthus, Kassadin, Kennen, Kha’Zix, Kled, Lissandra, Lucian, Nami, Neeko, Nocturne, Nunu & Willump, Quinn, Rengar, Rek’Sai, Sejuani, Swain, Tahm Kench, Twisted Fate, Twitch, Veigar, Vi, Xayah, Zac, Zilean
Adept: Aatrox, Ahri, Anivia, Camille, Ekko, Elise, Evelynn, Fiora, Jayce, Kalista, Kayn, Kindred, Mordekaiser, Nidalee, Pyke, Rakan, Shaco, Syndra, Talon, Taric, Thresh, Vayne, Viktor,
Difficult: Akali, Aurelion Sol, Azir, Bard, Cassiopeia, Draven, Gangplank, Irelia, Jhin, Katarina, LeBlanc, Lee Sin, Orianna, Riven, Rumble, Ryze, Taliyah, Yasuo, Yorick, Zed, Zoe
Now I will go ahead and include my recommended champions for each role.
Top: Garen, Nasus, Poppy, Darius (Tanky sustain and split pushing)
Jungle: Master Yi, Poppy, Gragas, Olaf (Good clear and ganking potential)
Mid: Annie (Farming and kill pressure), Lux (Burst damage and creating picks), Ziggs (Farming and lane pressure)
Marksman: Caitlyn, Ashe, Tristana (Right click to kill things)
Support: Karma(Shielding, peeling), Blitzcrank(Making picks and kill pressure), Janna(Shielding, peeling), Leona, Braum (Tanky diving and peeling)
As well as some champions I advise against playing until you’re more familiar with the game.
Aurelion Sol, Azir, Bard, Camille, Cassiopeia, Draven, Ekko, Fiora, Gangplank, Ivern, Jayce, Jhin, Kalista, Katarina, Kindred, Kled, Leblanc, Lee Sin, Mordekaiser, Nidalee, Riven, Rumble, Ryze, Shaco, Taliyah, Taric, Twisted Fate, Vayne, Velkoz, Xayah, Yasuo, Yorick, Zed, Zilean, Zoe.
Now I am not seeing you absolutely can’t play them, but don’t first time these guys (Or anyone for that matter) in a ranked game. Maybe check out some guides on the internet and watch a few high elo players first.
That’s basically it for this guide, everything else is learned through experience. I’ve provided quite a bit of information here but I hope it helps some people out. I will end the guide with some generic tips to remember while playing. If anyone has any suggestions or feels like I’ve left anything out please let me know!
- You will be bad when you first begin and that’s okay, and even when you start to learn the ropes people will still call you bad. If you tilt easily then follow the age-old advice of muting everyone when playing. Also, use the report button! It works, I promise!
- Lane pressure is key to winning a lane. This is more advanced material, but I will briefly go into this here, basically lane pressure is who has the precedence in the lane, usually determined by the state of the lane’s minions. Usually whoever has more minions pushing in their favor has lane pressure, also known as lane priority. This means that because the enemy has minions to farm, you’re more able to roam to acquire vision and or assist in jungle invades/ganks because if the enemy leaves they lose gold and exp.
- Roaming is basically your way out of a losing lane, OR how to extend a lead in a winning lane. This is when you leave your lane and journey to the other lanes to set up a gank or a tower dive. If you are losing mid, but your bottom lane is winning super hard, you can suggest “I can roam bot and we can try to dive them?” You leave your lane open, but you roam and acquire kills and gold elsewhere, this is a useful catch up mechanic. It can also help you to get an early tower. The opposite can also be done if you’re dominating your lane, but bottom or top is losing, you roam to assist them in a 2v1 or 3v2 situation, assisting them with catching back up. Roaming is ideal when you HAVE lane priority/pressure.
- Map awareness is important as it keeps your butt alive. If you are pushed far up into your lane you become vulnerable to ganks from junglers and the opposing enemy team in general. If you notice that top is MIA for a few seconds, and suddenly your enemy mid laner is beginning a fight then you can deduce it’s likely the enemy top/jungler is there to assist them in killing you. If you don’t pay attention to map and pings, as well as buy wards, you will get destroyed by a good jungler
- Vision control is another crucial part of map awareness. You can only see the enemy if you are near them or you have wards that are near them. Make sure to play your part in keeping vision up so you know where the enemy is so that you can make well informed decisions.
Final thoughts on how to play League of Legends
If you’ve made it this far, kudos! Reading and digesting all of the information above will put you way ahead of most, if not all, beginners. League of Legends is a great game that you can learn the basic principles after a few games, but can take years to truly master. It’s the gift that keeps on giving.
Best of luck to you all on your next games.