LoL Golden Rules
- Learn to farm, farming is really important, is the most secure and sustainable way of gettin gold, 80 cs by 10 minutes is ok.
- One for one is not worth it, unless it's first blood. Normally you see many people diving to kill an enemy just to die after, this is bad.
- Learn to harass. Poke the enemy when they are about to last hit, if you are ranged, works nicely.
- Don't overextend if you don't have wards.
- Try to control Dragon, get the timer, and ward it. If you are a jungler, getting a pink ward for Dragon is usually a good idea.
- Tower kills are more important than champion kills.
- Communicate, be a leader, say what you think your team should do, warn them if they overextend
- If you want to win don't insult your team, you can rage all you want, just dont type until you are 100% sure you are gonna lose
- Ward, get wards!
- If you want to win, pick what your team needs, not what you feel like playing. Also be able to play all roles.
- Know your champion, it can take several games to feel comfortable and use it nicely. If you can play two or three champions per role, and play them nicely, you'll be a great element for your team.
- Don't get cocky, take every advantage you have, even when it's an easy game, take baron, dragons, steal their buffs, do everything, don't let anything to chance.
- Normally when the enemy team get aced and your team pushes until they are all up, and all your team has to b, they will baron, don't let them baron.
- When you find someone overextending in lategame, and you go to kill him, b afterwards immediatly, you will have all their team on you if you keep pushing.
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Wards!
This is a common topic, normally in solo queue normal games, nobody really cares about warding, they might get some wards after they first b to prevent ganks, but that's pretty much it.
Ranked solo queue is a lot better, but the best is archieved when all team cooperates on warding, and this is mostly on arranged teams.
Surprisingly most people don't know where to ward, and most guides just throw an image with 100 possible ward locations, this is awesome but you have to consider the game state too, normally you will have different wards on early, mid and late game, and position change a little sometimes depending if you are blue or purple team.
Warding to prevent ganks
Early game wards are for preventing ganks, and basically you need full river sight. Spots for wards change a bit depending if you are blue or purple.
These are some nice wards positions for blue and purple team.
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Blue Team Early Game Wards |
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Purple Team Early Game Wards |
By warding on those locations you will have full sight of the river, and any jungler ganks. There are some variations too, for example, when playing on purple team, you can ward the bush at the bottom right of the dragon, instead of the river, but it's not much difference. Try not to put the ward in the river bush because reaction time is significantly lower if you put it there. Notice the dragon is not warded, that's because you don't really need to see it, you know it's there, and you can see if they try to take it. After early it's nice to ward it though.
Some Late Game Wards
Mid-Late game wards are a bit different, you must ward baron and dragon, and depending on how aggresive your team plays or how much your team push, you will want to ward their jungle too.
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Purple Team Possible Wards |
Who should get wards
As a carry, never buy more than one ward at the same time, it will slow down your build. Of course there are some exceptions but normally one per shop is ok.
As a jungler you should get some wards for river, and if needed, oracles.
As a support you need to get a lot of wards, if you don't have oracles and the enemy team also doesn't, consider getting a pink for dragon/baron, those places are always warded. Try to get between 2 and 3 wards everytime you shop.
All in all, the role who must get the most wards is support, followed by jungler and tanks, finally carries.
Ward when you overextend
To overextend safely, once the first lane tower is down, you should ward if you plan on pushing that lane alone, up to the second tower, that way you will be safe.
For example, If you are purple, and you push top, you'll ward at their blue.
Tips
- If you put a ward inside baron the enemy team wont be able to kill it, even with oracles, it's a well known bug right now, which Riot surprisignly still hasn't fixed.
- If you know the enemy team is warding a lot and you are a support, consider getting oracles.
- You can check out TheOddOne's jungle video, part 2, where he talks a bit about warding to prevent jungle ganks.
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Roles on LoL
It's really surprising how many people is not aware of their role as they play, you'll see supports kill stealing, and last hitting, tanks who forget to protect the carry and just charge and try to get kills, and more, in this entry I'll just name the most common roles in LoL and what they are expected to do.
AP Carry
Abiliy power carry, your role is to deal lots of burst magic damage, then back, then burst again, you normally just sit behind your tanks so you can unload safely, sometimes you can initiate too, for example, dropping a good tibbers is always nice.
Common summoner spells: Flash & Ignite
Some good AP Carries: Annie, Brand, Vladimir, Orianna
AD Carry
Attack damage carry, normally this refers to ranged AD carries, your role is stay back and poke, deal damage constantly during the whole teamfight, normally bruisers will try to get you, but it's up to the tanks and supports to protect you, you can deal the most consistent damage if fed. It's important to not back too much, you need to do damage, many carries fail because they are too scared to go in, and their team end up getting killed.
Common summoner spells: Flash & Ghost
Some good AD Carries: Ashe, Caitlyn, Vayne, Tristana, Teemo
Junglers
Junglers are very important, they allow top lane to solo, while they clear the jungle and control buffs and dragon, jungling is a very deep matter itself, but for now I'll say the basics, junglers are supposed to gank each overextending lane, or help a teammate who is losing, you can gank for the kill, or for the summoner (most commonly flash), so you can gank again later, or any other gank, they should play safer when they burn they summoner, giving your partner an advantage.
Junglers are normally bruisers or tanks, which once they finished jungling they should play their respective role.
Common summoner spells: Flash/Ghost & Smite
Some good Junglers: Udyr, Amumu, Warwick, Xin Zhao, Nunu
Support
Support is a rather easy role, but surprisingly there's a lot of misunderstanding and fail on this role, support have to... support your carries, this is, heal them, CC if they try to gank them, die for them sometimes, help them last hit under the tower, CV everywhere on the map, find the enemy jungler, find the enemy team, etc.
Supports normally just sit bottom lane with a ranged AD carry.
Common summoner spells: Flash/Ghost & Clarivoyance
Some good supports: Sona, Soraka, Janna, Taric
Tanks
Tanks main role is to protect the carries, initiate and get focused. Some tanks go around in a teamfight trying to get kills, and completely forget about their carry, this is really bad, you want to protect them, and let them get the kills most of the time.
Common summoner spells: Flash & Ghost
Some good tanks: Singed, Alistar, Udyr, Amumu, Galio
Bruisers
Bruisers, also known as tanky DPS, are mostly meelee champions with a lot of sustain and life, bruisers normally focus the enemy carry, and take them out of the fight, or kill them, fed bruisers can carry pretty hard.
Common summoner spells: Flash, Ghost, Ignite
Some good bruisers: Jax, Warwick, Xin Zhao, Lee Sin, Irelia
Assasins
Assasins are champions with very good chasing skills, and a lot of burst, they can blow up the enemy carries, and normally can engage and disengage easily. Assasins do mostly magic damage.
Common summoner spells: Flash & Ignite
Some good assasins: Akali, Kassadin, Katarina, Poppy
Team Composition
Normally in NA Server we get: AP Carry, AD Carry, Support, Tank/Bruiser and Jungler/Tank Jungler, AP and Tank/Bruiser solo mid and top respectively, and the AD Carry goes with a support bot lane, this is mostly because AP Carries need mostly levels, and AD needs mostly items.
EU introduced an alternative composition which is sometimes used both in NA and EU, which is: AP Carry mid, AP Carry top, AD Carry + Support bot, Jungler (Sometimes tank + jungler), sometimes you get no tank though, this works rather nicely sometimes, against some comps.
You can of course tweak some things, but those are the most common compositions.
When playing ranked, most of the time you also want to counter pick, if they have Fiddles, you might want Janna, if they have Karthus, Soraka is a nice counter, but that itself is a quite wide topic which should be discussed by itself.
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Last Hitting, Lane Control, Harassment and Zoning
Last Hitting
Last hitting in LoL is very important, last hitting is just doing the last hit and kill a minion. When a minion dies near you, you get experience, but you get gold only if you do the killing blow, as you can imagine, this is really important, because gold means more items, and the more items you have the more advantage you have over your enemy.
When you are on your lane and game starts, you can't just afk attack a minion and let the champion auto-attack forever, if you do so you will be pushing the lane, which is something we'll talk about later, what you want to do most of the time, is wait until the minion is low health and then last hit, this might be hard first, and some champions have it easier than others, but here are some tips for last hitting better
- See the minion that is beeing focused by most of your minions: See the speed his health drains, and calculate based on that
- Sometimes a minion with low HP that is not beeing focused can wait, try to steal your minions kills!
- Sometimes it's worth to use a spell to kill a minion when your attack speed isn't enough to hit two targets quick enough or you are too far
- Melee minions die with 3 tower hits
- Caster minions die with 2 tower hits
- Push the lane, then b and dont overextend: This works pretty well, mostly if you are a champion that clear waves really fast, like Mordekaiser, Miss Fortune, Corki, Cho' Gath, etc, what you wan't to avoid though, is when your minions are stuck close to his tower, but not really under it, the lane then will be pushed and you will be forced to go close to his tower to last hit, this happens when you don't clear the wave fast enough mostly, so minions slowly get closer, what you can do in this situation is go back to buy, or try to clear the wave as fast as possible until it's back at somewhat the middle of the lane.
- Push the lane, and hit the tower: If you are feeling safe, say, if they don't have a jungler or you know where the jungler is, because of CV or wards, then you can do this, but only if you are sure you are safe! This will help you get the tower quicker, maybe then get a gank and get tower also, or just get tower by slowly poking it over and over again, this works nice with ranged champions, but also with champions that can push really fast. Don't be scared to take a few hits when you hit the tower, but make sure you know how much damage your opponent can do and how much you can receive! This is very important to LoL overall, a lot of dumb mistakes are done this way.
- Don't push, just last hit: This is the safest option, just last hit, if your enemy does the same then it will be easy, if he pushes, you might need to last hit at tower, if you see he overextends too much, ask for a gank, it should be an easy kill. If you are on a 2v1 lane, this is a must, you don't want to push and let the enemy get experience, you must zone him, I'll talk about that later though.
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