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![]() (More experienced player? Try the League Of Legends thread.) Quick Links: Official Site · Client Download · Wikipedia Article · New User Guide Leaguecraft.com Champion/Rune Build Calculator Lolbase.net Match/Item/Player/Everything Stat Tracking Goon LoL Wiki - Sign up and contribute to the wiki! Use this program to create replays! This post: Gameplay advice Second post: Champion and Item advice quote:What is League of Legends? TotalBiscuit talks forever and introduces the game http://www.youtube.com/watch?v=Z_78J6FEouM LoL is not an RTS or an MMO. It is a fast paced PVP game and does not have anything that resembles a typical grind. There is minor persistence with base stat boosting runes and talent trees but all battles are matchmade on player skill. It's hit or miss if you get a good game or incompetent teammates but once you hit level 30 the only difference between you and and any other player is your choice of runes and personal skill. I've seen a few posts argue that the game is Pay For Power. You can only pay for XP gain boosts, currency gain boosts and champion unlocks with money. The stat difference between a kitted out level 30 player and a level 1 would be large but that will never happen due to matchmaking attempting to keep skill and player levels consistent across both teams. The difference between a level 20 and level 30 is much smaller, champion choice and skill will always be a much bigger factor. You don't need a currency gain boost to get a solid general purpose selection of top end runes by the time you hit 30. ![]() quote:Champion: Player controlled champions. May be AI controlled in Co-op VS AI or Custom games. ![]() The game installs Pando Media Booster (a peer to peer seeding program) when installed. Uninstall this from Add/Remove Programs when installation is complete, it wastes your bandwidth each time the game is opened. Europe: http://eu.leagueoflegends.com/ USA: http://www.leagueoflegends.com/ EU and NA accounts are separate. EU is split into two regions, EU West and EU Nordic + East. For a change this is a free to play game where you aren't handicapped by not paying cash. All champions and runes can be unlocked through Influence Points (IP), you won't have many champions this way but the ten freely playable champions a week and low cost of many of the original champions will get you a solid selection. Your summoner profile is your account. This holds your runes, masteries, stats etc. It has maximum level of 30 which you progress by playing games. Every level you get an extra rune slot and mastery point. Summoner spells unlock from levels 1-12, higher tiers of runes unlock at level 10 and 20. Your champion is the character you play in game. Champions are not persistent and their items/levels reset each battle. Ten champions are free to play each week or you can unlock them permanently with IP or RP in the store. Runes and Masteries affect your champions base stats and can give passive boosts such as lower cooldowns . Your champion has a maximum level of 18, six item slots, a passive skill from level one, four active skills you select to unlock or improve each level up. Skills are normally referred to as Q, W, E, R (the default keybinds), R is usually called your ultimate due to nearly always being a powerful skill with a long cooldown that is locked until level 6. ![]() The store uses Riot Points (RP) to sell champions and skins. If you enjoy the game the champion bundles are good value for money and can be bought with RP. The common cost of champions and skins is normally 975RP, equal to $7.50/€5.81. The price of a champion has no relation to their power or effectiveness!Three skins go on sale for 50% off every week, they can only be bought with RP. ![]() If you can find it in stock the Collectors Edition is half price ($9.99) at GameStop, giving you the same champions as the Digital Collectors bundle, $10 worth of Riot Points and a silver Kayle skin. Here's some advice on the available bundles. An efficient way of getting both bundles is to buy 6451 Riot Points then purchase the Digital Collector's pack to get 1700 points, letting you afford the Champion's Bundle. Flayer posted:The best/cheapest way to get a nice group of champions is to buy one of the bundles. In order of preference: ![]() Summoner Spells ![]() Unlocked from level 1-12. You can only take two. Barrier: Damage absorbing shield for two seconds. Inferior to Heal. Flash: Short range teleport, can be used offensively or defensively. Exhaust: Helps you chase, reduce damage of a champion in a team fight or escape. Ghost: Helps you chase or escape. If you have time to react this can be a better escape than Flash. Heal: Can win you early game 1v1 fights but in a lot of situations a different summoner skill would keep you alive. Revive: Can be situationally useful but instead you could avoid dying in the first place with Flash/Ghost. Smite: Jungling only. Smite guarantees a jungler the last hit and helps their early game. Teleport: Very useful skill that can get you into a team fight across the map or back into your lane when you die. [Summoner's Rift Only] Cleanse: Removes most forms of CC. Clarity: Gives mana to your team in an AOE. If you are really on a mana hungry champion go get the blue buff not this spell. Ignite: DOT with a healing reduction. Good for some extra damage and preventing lifesteal/heals/health regen keeping your target alive. Clairvoyance: Reveals through the fog of war. Used to be vital, no longer needed. Garrison: Strengthens allied capture points or weakens enemy capture points. [Dominion Only] Promote: Buffs a tank minion to help pushing, unlikely to be that useful. [Dominion Only] Runes ![]() Runes are a boost to your champions starting stats. Runes can only be bought with IP. With the low cost there is no reason not to fill up on a Tier One set until you can buy Tier Three. Don't worry too much about runes, the cheap tier one runes are ok until summoner level 20.Mark: Offensive runes Seal: Defensive runes Glyph: Magical runes Quintessence: All-purpose runes ![]() Save up for T3 runes, don't waste your time on T2. T1 is acceptable until you get more IP. The core, generic, universally accepted good rune pages are: armor or magic pen reds/armor or dodge yellows/flat CDR or MP/5 blues/movespeed or HP quints. For certain junglers: attack speed reds/armor yellows/MR or CDR blues with variable quints. HP regen and pure AP are also options for specific champs who want to have early laning power or intense early burst. Newbies, go for these with your hard earned IP and they will be optimal on a wide variety of champions. RED: Armor Penetration/Magic Penetration YELLOW: Armor BLUE: Magic Resistance QUINTS: Health Regen/Movement Speed Siets posted:Try to get the most out of your runepage! Make sure that all your colors are primary for their stat offerings. Very few characters get much out of stacking one single stat all across your page. On an all AP page, a lot of those runes are wasted IP since you could be getting lots of primary defensive or sustainability stats in your yellows or blues, which are good for everybody. Only if you are someone like Vladimir do you want to stack something like all AP (since his passive gives him free HP for having more AP.) If your champion is focused on a certain attack stat, you can often get by simply by running that stat in your reds and quints (like Jax running AD reds and quints for a really stompy early game.) Masteries ![]() With the recently remade mastery trees it is hard to put your points in a bad place, feel free to put them where you want! ![]() Each game is a PVP team battle between champions. Unless in a fight against the AI or a custom game all champions are player controlled. A player controls one champion which they select before the game begins. They can also select their rune page, mastery page and two summoner spells. Players are expected to remain for the entire match, which can be over an hour long on Summoner's Rift. XP and Gold XP is gained being close to a minion or monster kill, champion kills or assists, the team wide XP from a Baron kill and the team wide XP when an enemy tower is destroyed. Some passives and masteries increase the amount of XP you receive. You have to be close to a minion kill to get XP unless you have the killing blow.Gold is gained from killing blows on minion or monsters, champion kills or assists, the team wide gold from an elite monster kill (Baron, Dragon, Vilemaw) and the team wide gold when an enemy tower is destroyed. You earn 7 gold every 5 seconds after minions start spawning and can increase this with a mastery and runes. Check further down on Last Hitting for more gold information. Assists on champion kills give you gold.Brush Brush is a terrain feature unique to LoL that acts like fog of war to champions outside it. You can use it to setup ganks or to help escape. Be very cautious of brush, potentially all missing players can be hiding in it. Running blindly into a bush is called "face checking", some champions have skills that can help you check if a bush has an enemy in it, Mundo's cleaver and Ashe's volley are good examples. Last hitting http://www.youtube.com/watch?v=qggKB98It0Q Killing blows/last hits is a critical part of the game. It's not the only source of income for a champion but is the easiest and safest. Try to time all your attacks to get the last hit on the minion and receive the gold. This adds up to a substantial amount of money over time and you should try to last hit as much as you can. Building gold from minion kills is called farming. Queue dodging You can queue dodge (close the game client) in normal mode but will eat a time penalty before you can play again, you can dodge in custom games with no penalty. If your team composition is atrocious or your team is already fighting over who goes in what lane this might be a good idea. You cannot queue dodge in ranked or you will take a loss and ELO penalty. ![]() http://www.youtube.com/watch?v=he9OackYSvw Make sure to play the Tutorial to get a feel for the controls and UI. Battle Training is a fantastic advanced tutorial that will show you tons of stuff! Try it! Don't worry about getting stuck in, 5v5 Normal PVP will put you in a typical game with new players. Co-op VS AI on Beginner will get you easy to fight bots and live players on your team, just don't pick Intermediate bots as they cheat for gold and become very powerful. Custom games don't use matchmaking and don't normally welcome low level players. Don't stop moving unless you are autoattacking something. Constantly giving movement orders makes your actions harder to predict and makes it harder to hit you with skill shots. A player who stands still, then runs straight towards the enemy before using a skillshot is very transparent, one who moves constantly and uses his skillshot whilst his champion is moving sideways is much harder to dodge. Solo lane http://www.youtube.com/watch?v=-91al_z8Szs The solo lane is normally a ranged champion with strong harassment abilities, champions like Anivia and Malzahar are staples as they do a lot of damage from range and benefit from the gold advantage. Harassment/Zoning http://www.youtube.com/watch?v=0kxGQ3gWdrM The goal of harassment is to do damage to the enemy whilst taking no or less damage yourself. Keeping the enemy in your lane low on health discourages them from aggressive actions, helps you get good gank opportunities and may force them back to base. Zoning is to prevent the enemy last hitting or even from being in range of XP through positioning and/or harassment. Chasing Chasing a low health enemy up their lane or into a jungle is a good way to get yourselves killed. If you don't have sight on the enemy team there's a decent chance they are going to ambush you. Going under the tower is also a classic way to get yourself pointlessly killed. You have to be very confident that you can take them out and get out again, an exhaust under the tower can easily reverse a gank. ![]() http://www.youtube.com/watch?v=UwAZC63oyWw Minions are the team owned NPCs, they differ from monsters because their own team cannot kill them and they are aggressive, attacking champions if other minions aren't in range or if they attack one of their team's champions. They only travel in lanes but sometimes follow champions a long way into the jungle. Melee minions - Short range minions with more HP. Caster minions - Ranged minions, squishier. Siege minion (tank) - Takes 50% less damage from towers and has more health. Spawns every third wave until 35 minutes in when it will spawn every second wave. Super minion - Replaces siege minion when inhibitor is down, very damage resistant. Monsters are neutral NPCs who spawn outside lanes, either in the jungle or the river. Both teams can kill any monster on the map. Monsters are passive and do not move or aggro players unless attacked (or damaged by an aura). Apart from the buff giving monsters and the elites these are easily killed. Elite monsters such as Dragon and Baron never move. All monsters can be last hit to steal the kill, including the buff if they give one, a well timed attack can steal a Baron kill from the enemy. Elite monsters Dragon (Summoner's Rift) Baron (Summoner's Rift) Vilemaw (Twisted Treeline) ![]() The objective of every battle is to destroy the enemy’s nexus, the spawn point of their team's minions. The minions travel down several lanes to attack the other team's nexus but are blocked by the other team's minion waves and defensive towers. The towers must be destroyed to attack any buildings behind them in the lane but their strong attack prevent them from being easily killed without assisting a minion wave to the tower so they can tank the damage for champions. In the base are inhibitors which when destroyed let your nexus spawn powerful super minions in that lane. You can attack the enemy team's nexus if at least one inhibitor and both the towers by the nexus are destroyed. With all three inhibitors down you will spawn six super minions in each wave instead of three. Normal summoner's rift games have 2-1-2 players in the lanes, from top to bottom but it's common for one of the top lane players to actually start in the jungle (called jungling, see below). Control Dragon The dragon neutral monster (see below) gives team wide gold and XP to the team who get a last hit on it. Dragon might get ignored in even your level 30 games but never should be, the gold he gives is equal to several kills to the enemy team. Keep dragon warded after a few minutes and try and kill him when the enemy team can't contest it, usually after a gank attempt forces them to B or has killed them. Wards http://www.goonlol.com/index.php/Warding Wards give vision of that area for your team for three minutes. It cannot be understated how important wards are to your team. Wards prevent and enable ganks. Without wards your team doesn't know what the hell is going on. Are the enemy at Baron? Hiding in a bush in the river? Two wards can keep you totally safe from players coming out of the jungle or river during laning. A benefit that is frequently overlooked outside of competitive games is that you can teleport to a ward. This can allow amazing ganks. Jungling Jungling requires practice, runes and masteries.http://www.youtube.com/watch?v=Zo7Qvdoekf8 The first four minutes of this video shows why only some characters can jungle. Jungling involves one player not being the lane from the start of the game and leveling off XP from jungle monsters. This gives two solo lanes, these champions don't have to share last hits or XP and will level and gain gold faster. The jungler will level faster than duo lanes, put pressure on the enemy team by enabling ganks and helps keep control of the Dragon monster for their team. Jungling is a big strategic advantage and always used in competitive play but requires good teamplay, it's common to not see jungling outside of ranked. A jungler might need protection at level one or ask for assistance with the blue buff golem (usually called leashing or pulling). Hit the golem with an ability or two then get back to your lane, do not hang around or you might take XP when the monster dies which will slow your junglers levelling. For tons of jungling guides from a competent player check stonewall008's Youtube channel Dragon (Summoner's Rift) A strong neutral monster that gives XP and gold to the team that kill it, you don't have to be close or alive to receive this. Can be killed solo by some champions around level 6. Baron (Summoner's Rift) A very strong neutral monster that gives XP, gold and a buff to the team that kills him (dead players do not receive the buff). Can be a game winning boost and should be warded towards the end of the game. High level champions with strong items can solo him but fighting Baron is usually a team effort, safest after an Ace. If the other team are alive, make sure to have wards around the other teams jungle and to screen for enemy wards with Oracles first. Spawn times 1:30 - Minion spawning starts 1:40 - Lesser jungle monsters 1:55 - Major jungle monsters 2:30 - Dragon 15:00 - Baron ![]() Two lanes to fight your way to the enemy base. A jungle populated by neutral monsters of varying degrees of toughness. Powerful turrets defend key areas on the map. You must confront these in addition to your enemies if you are to make headway toward victory. Two bases at opposite sides of the map, populated by a shop, a nexus and one turret to defend the nexus. One speed shrine located on the middle of the map Two altars situated on both sides of the lower jungle. An altar is sealed for 90 seconds after capturing it. New items to complement its fast-paced gameplay. Spawn times 1:15 - Minions spawn 1:37 - Minions meet 1:40 - Jungle monsters spawn 3:00 - Altars unlock 10:00 - Vilemaw spawns Vilemaw A very strong neutral monster that gives gold and a buff to the team that kills him (dead players do not receive the buff). The buff provides bonus health and mana regeneration as well as an attack speed buff and 20% cooldown reduction. ![]() Official Dominion overview 5v5 capture and hold gameplay. Key differences to classic: * Champions start at level 3 with 1375 gold. * There is a constant aura on this map granting all champions adjusted stats: - 15% armor penetration. - 5% magic penetration. - 20% healing reduction. (this stacks additively with other healing reduction effects and affects all types of healing) . - Mana regeneration bonus. * A fixed experience gain over time. * Increased gold gain over time. (26 gold per 5 seconds) * Reduced gold gain by killing champions. * Increased gold gain by killing minions. * The Recall spell is replaced by Enhanced Recall that requires only 4.5 channeling time instead of the original 8. * Respawn times are reduced. The Greater Relic grants a shield and bonus damage to only one team member at a time. It is located in the center of the map, in the middle of the seal. The Speed Shrines are three persistant areas on the map that grant a significant, yet short duration, movement speed bonus to any champion that passes through them. They are located in a triangle around the seal. The Health Relics are respawning pickups on the map that grant a replenishment of health and mana for the champion that walks over it. ![]() Custom game only. Select Proving Grounds as the map, set to Random Pick. You have ascended to Pro Tier. Carecat fucked around with this message at Jan 2, 2013 around 21:05 |
| # ? Jun 2, 2011 14:14 |
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| # ? May 21, 2013 10:41 |
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![]() FREE CHAMPIONSTristana - Like Riot games on Facebook Alistar - Subscribe to Riot Games on YouTube Champions: Please refer to this page. The price of a champion has no relation to their power or effectiveness!As a rule don't buy a champion you haven't played. New releases will be in the free rotation two weeks after they have been released. Every champion is meant to be equal, some are overpowered or underpowered but this can change within few months. Play your first game for a champion in a bot match to get a feel for their skills and items without burdening your team with a champion you might not understand. Dominion is another great place to practice whilst fighting real opponents. ![]() A lot of champions don't easily fit into the idea of an archetype but everyone is going to call them it anyway so get used to it! I am not going to refer to anyone as a carry but you will see it get used a lot. Carry gets used to cover multiple things but it usually just means a DPS champion who scales well, they tend to be weak at low level and can't hold a solo lane. TiredDaemon posted:Carries generally scale well with +damage items as they have some innate steroid skill that acts as a multiplier to their damage. Ex: Tristana has increased range (passive) and an ability that increases her attack speed (q). Yi double hits every 7th attack and has increased base damage (e), and increased attack speed (r). Support A champion that has a large amount of utility skills. Support champions do not win the game for their team but can change the flow of a fight or keep another champion in their lane longer. Tanks A champion that has a large amount of survivability and the skills to disrupt the enemy DPS. Tanks are rarely pure tanks as this cuts their damage output too heavily and make them ignorable but they will build more defensively than most other characters. The official definition of a tank, direct from Riot. quote:· Starts and initiates teamfights (usually via CC). AD/auto attackers DPS champions who's skills scale off or compliment building Attack Damage. Sometimes they can build Ability Power due to their skills. Likes attack speed and critical strike. AD caster A melee DPS who does more damage through skills than auto attacks. Likes high AD stat, low cooldowns and tanky items. Caster/Mage DPS champions who's skills mostly scale off Ability Power. May be melee but do not stack AD as they lack self buffs or the base stats to have survivability if they try to fight face to face. Junglers These champions have strong ganking potential and can clear the jungle monsters quickly, generally due to life steal not making them need to return to base. Assassins High single target burst damage champions who have skills that let them move through a team fight to kill casters/support. This is an exclusive club due to the special skillset. Cannot normally survive focus or CC and want to dart in and out of team fights. ![]() Ability Power: Boosts Magic Damage on abilities, the amount added is shown as a green number. Total Damage = Base Damage + AP*APCoefficient, APCoefficient is an invisible ratio that varies on each ability, got 100AP and the skill tip says 50 magic damage? Then that skill has a 0.5 ratio. Check your champions Wiki page to get an idea for how much each skill scales. Armor: Reduces Physical Damage taken. If you have 100 armor PD is halved. The damage reduction of armor decreases the more you have. Armor Penetration: The target's armor is reduced by the amount of armor penetration. Attack Damage: Boosts Physical Damage on auto attacks and abilities, the amount added is shown as a red number. Attack Speed: % multiplication of base attack speed, champions with low base attack speed will benefit less than champions with high base speed. Caps at 2.5 attacks per second. Cooldown Reduction: Reduces the cooldown of abilities. CDR is additive. Cooldowns cannot be reduced by more than 40%. Critical Strike: Gives a % chance for an auto attack to crit for double damage. The crit is based off your total damage so increases with extra AD from items. Gangplank's Parley is the only ability in the game that can crit. Infinity's Edge can raise crits to 2.5x damage. Health: It's your health. Health is additive and provides equal survivability against magic or physical damage. Health Regen: Amount of health regenerated over five seconds (HP5). Life Steal: Returns a % of auto attack damage as health. All abilities that proc on-hit effects will work with life steal. Life Steal does not work on structures. Spirit Visage and Ignite do not affect lifesteal. Magic Penetration: The target's magic resistance is reduced by the amount of magic penetration. Magic Resistance: Reduces Magic Damage taken. If you have 100 magic resist then magic damage is halved. The damage reduction of magic resist decreases the more you have. Mana: A resource that most champions use to cast spells. The damage on some of Ryze's abilities also scales with mana. Mana Regen: Amount of mana regenerated over five seconds (MP5). Movement Speed: Your movement speed in game distance units per second. Movement speed from boots do not stack. On-hit Effects: Adds a bonus effect to auto attacks and some abilities (see link). Spell Vamp: The magic damage version of life steal. Not a viable stat outside of some characters (Vladamir, Akali being examples). Tenacity: Reduces duration of crowd control apart from knock ups and suppression. Does not stack. ![]() Full item list Season 3 has new items, there are a lot of changes. maketakunai posted:#1: When an item says UNIQUE, it means that you cannot buy the same item again to get the same passive or active. A list by maketakunai. He should know about items, he has an ingame item named after him, Wriggle's Lantern! All characters/Defense/ [Consumables] SIGHT/VISION WARD -- place on the map to get vision of the area near it until it expires three minutes later. It cannot see into brush from outside of it, and it's invisible so the enemy cannot see it unless they purchase an Oracle's Elixir. These are extremely important so that you can see when the enemy is coming to attack you so you can back off or arrange to gank them. Vision Wards allow you to see stealthers or other wards. [Defense/Magic Resist] Banshee's Veil -- important on all characters in all games unless the entire enemy team is composed of physical damage. This item, every 45 seconds, will block the effects of one spell, as well as providing a decent amount of magic resistance. This is excellent as teams often get kills with a single stun to let their allies catch up - no stun means you can keep moving. [Defense/Armor] Warden's Mail -- extremely cheap, 1350g for 50 armor, 20 health regen/5 and may cause enemies to be both attack-speed and movement-speed slowed if they right-click/autoattack you, at 20% chance. Great for any game with autoattacking carries. [Defense/Armor] Randuin's Omen -- beefier version of the above, with an active that will slow the attack-speed/movement-speed of those around you, while still keeping the passive benefit. [Defense/Magic Resist] Quicksilver Sash -- active use item to remove any and all debuffs in the game from your character, on a 105 second cooldown. Extremely important when going up against Vladimir, Mordekaiser, Warwick or Malzahar, as all of their ults either lock you in place (uncleansable) or otherwise do really bad things. [Defense/Armor] Frozen Heart -- great item against autoattackers, this passively reduces the attackspeed of nearby enemies by 20% as well as giving 99 armor. It also reduces your cooldowns by 20%. [Movement] Mercury's Treads -- against a team with lots of crowd control, these should be the boots to purchase as they will reduce the duration of crowd control effects by 35%. AP/ [Magic/Ability Power] Rabadon's Deathcap -- core item on any AP caster, 155 AP + 30% to your AP stat. [Magic/Ability Power] Rylai's Crystal Scepter -- great item for single-target casters, and to a lesser extent, aoe casters. Gives some health and causes enemies to be slowed when hit by magic damage. [Magic/Ability Power] Void Staff -- if the enemy has a lot of magic resistance, this will let you pierce 40% of their resistances [Movement] Lich Bane -- this item boosts your movement speed and causes your autoattack immediately after a spell to have its damage boosted by 100% of your AP. Should be put off until you have other AP, preferrably a Deathcap. [Magic/Ability Power] Zhonya's Hourglass -- provides 50 armor and 100 AP, this item has an active that makes you invulnerable to any and all effects and damage for 2 seconds, but cancels channels. Great on champions that have non-channeling abilities that take time to deal their effects (Morgana, Kennen, Fiddlesticks) [Magic/Ability Power] Archangel's Staff -- gives mana, mana regen, and ability power. This item passively increases your mana by 4 every time you cast a spell (3s cooldown) and then converts 3% of that mana into AP. Good on champions that spam a lot of spells (Karthus, Ryze, Sona). Tear of the Goddess is the same but without any AP bonuses, and only costs 995g. The stacks gained while using Tear will carry over to Archangel's. AD/ [Attack/Damage] Infinity Edge -- core item on any AD autoattacker, 80 AD, 25% critical chance and +50% damage on criticals [Attack/Damage] Frozen Mallet -- important on any AD autoattacker that does not have a slowing skill as it slows your enemy when you hit them, as well as giving you bonus health. If you're someone like Ashe, you can skip this. [Attack/Damage] Last Whisper -- if the enemy has a lot of armor, this will let you pierce 40% of it [Attack/Life Steal] The Bloodthirster -- provides 15%-25% lifesteal and 60-100 AD, scaling based on minion kills since your last death, this is a good item later on to improve your uptime before going back to base. This also packs the most AD into a single item slot (except for Sword of the Occult, an item that improves with more player kills). [Attack/Attack Speed] Madred's Bloodrazors -- improves your attack speed and gives a small amount of AD/armor, this item causes you to inflict magic damage per hit based on the target's health. You'll deal 4% of their health in magic damage, so on armor-stackers or health-stackers this is a pretty good item to take. [Attack/Life Steal] Wriggle's Lantern -- excellent item on any jungler, it provides some AD, armor, 18% lifesteal, and allows you to place down a sight ward for free. It also, at a 20% chance, allows you to deal 500 bonus damage when you attack a minion or jungle monster. [Movement] Trinity Force -- situational depending on your champion. After casting a spell, your next attack is boosted by 150% of your base (before items) AD. It also provides a slow at 25% chance when you attack the enemy, and provides AD, AP, ASPD, Crit chance, MSPD, health and mana. [Movement] Youmuu's Ghostblade -- Reduces your cooldowns, allows you to penetrate 20 of the enemy's armor, and gives some AD and crit chance. The most important part is its active - for four seconds, your movement speed is increased by 20% and attackspeed by 50%, greatly increasing your chasing ability and damage output. If you attack with melee attacks, this 4 seconds will increase to 8 seconds. Support/ [Defense/Health] Aegis of the Legion -- provides bonus armor, magic resistance and damage to everyone around you, including minions, and a little bit of health to yourself. [Magic/Mana Regen] Mana Manipulator/Soul Shroud -- provides mana regen to nearby allies, and in the latter case, 10% reduced cooldowns as well. The latter is pretty expensive though at 2285g, but Mana Manipulator is a cheap 475g. [Attack/Life Steal] Stark's Fervor -- provides bonus lifesteal, attack speed and health regen to nearby allies, and reduces the armor of nearby enemies by 20. An excellent item if you have many autoattackers on your team. [Magic/Ability Power] Will of the Ancients -- provides ability power and spell vamp (lifesteal for spells) to nearby allies, good if you have a lot of casters. [Movement] Shurelya's Reverie -- has an active that increases nearby allies' movespeed by 40% for 3 seconds. Also increases your health, hp/5, mp/5 and reduces your cooldowns. Unless you know what you're doing, do not buy: [Defense/Armor] Thornmail -- it is not as good as Randuin's Omen or Frozen Heart at stopping autoattackers, despite having more armor, since those two items also reduce attack speed, flat-out reducing enemy's output by 20%. The reflected damage bonus is magical, and is therefore reduced by the enemy's resistances, and they will often have lifesteal to counteract it. [Attack/Damage] Tiamat -- grants splash damage on autoattacks, but the splash is so small that it's not worth buying Leviathan/Sword of the Occult/Mejai's Soulstealer -- these items all require player kills to charge up, but give the most benefit for their money, often being top-of-the-line once they're maxed out. The problem is that they'll paint a gigantic bullseye on you for all the enemies to focus and as a new player you don't know when you can and can't survive to keep your stacks. [Attack/Attack Speed] Guinsoo's Rageblade - see Gunblade below [Attack/Life Steal] Hextech Gunblade - These items are actually not terrible, on certain characters that have a lot of combined magic/physical autoattack damage output, such as Jax or Kayle. They are not something you should buy on most characters though, and it's easier, as a newbie, if you just don't even consider them. Carecat fucked around with this message at Jan 1, 2013 around 17:17 |
| # ? Jun 2, 2011 14:30 |
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Nice tag, newbie. mordekaiser es #1 huehuehuehuehue UselessLurker fucked around with this message at Jun 2, 2011 around 21:29 |
| # ? Jun 2, 2011 14:36 |
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YOU BROKE THE TABLES!!!!! Very nice thread though. A lot of good info for aspiring lolers! Also, maybe adding something in the OP about how the most important thing to do is NOT DIE. Might be good.
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| # ? Jun 2, 2011 15:23 |
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Nice OP. A few words about the rune/mastery system might not go amiss- I would have killed to know the (lack of) usefulness of T2 runes when I was a newbie. Maybe summoner spells too?
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| # ? Jun 2, 2011 15:32 |
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A short list with recommended characters for new players and how to build them wouldn't be a bad idea. Apart from that, nice OP.
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| # ? Jun 2, 2011 15:32 |
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Also include something about: "Buy wards because wards are cheap and save lives. If your team is too miserly to buy wards, buy wards for them anyways to stop them from dying horrible deaths. If you're a support champion who doesn't die, you might consider getting the Oracles potion to destroy enemy wards and leave them blind." Just doing the above would give the average new player a massive advantage. rune edit: Also include: "Save up for T3 runes, don't waste your time on T2. T1 is acceptable until you get more IP. The core, generic, universally accepted good rune pages are: armor or magic pen reds/armor or dodge yellows/flat CDR or MP/5 blues/movespeed or HP quints. For certain junglers: attack speed reds/armor yellows/MR or CDR blues with variable quints. HP regen and pure AP are also options for specific champs who want to have early laning power or intense early burst." Team Black Zion fucked around with this message at Jun 2, 2011 around 15:41 |
| # ? Jun 2, 2011 15:33 |
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quote:Your champion does not get XP or gain gold for free (except for some gold masteries, runes and items).
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| # ? Jun 2, 2011 15:34 |
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Gr3y posted:Also I don't think that a dragon kill gives global XP does it?
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| # ? Jun 2, 2011 15:35 |
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One major thing to learn is the Minimap.![]() The area around other heroes on your team, minions, or wards will light up and you will be able to see enemy heroes there. Remember to look once in awhile at the minimap to see if you see all 5 of the enemy heroes. If you don't then be careful as they might be coming to kill you. Also as you can't look at the map all the time it is nice when you can't see an enemy in your lane for more then 3-5 secs to call out "MIA *your lane/hero name here*" to tell people they are missing. Doing this will save a lot of deaths on your team.
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| # ? Jun 2, 2011 15:39 |
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Woah woah woah, hold a second, minions attack you if you attack nearby champions? I thought it was only turrets that switched targets?!
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| # ? Jun 2, 2011 15:44 |
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Hizawk posted:Woah woah woah, hold a second, minions attack you if you attack nearby champions? I thought it was only turrets that switched targets?! That is where most the danger of early melee poking in lane comes from (also the reason for Eve's passive). If you hit a hero within a short range of minions they will latch onto you till you get out of range.
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| # ? Jun 2, 2011 15:46 |
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maketakunai posted:It does. You sure? I remember that being removed about a year ago and replaced with local XP and more global gold.
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| # ? Jun 2, 2011 15:46 |
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Team Black Zion posted:Also include something about : Also, a image showing good ward spots. I don't have one right now, or I'd attach it. I remember I didn't know the best places to put them when I started.
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| # ? Jun 2, 2011 15:46 |
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Nice OP! I can't wait for it to be finished. I've been playing for a month and I still have a lot to learn.
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| # ? Jun 2, 2011 15:46 |
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Donald Duck posted:You sure? I remember that being removed about a year ago and replaced with local XP and more global gold. Yes, but the only reason I'm so certain of this is because of the tournament last weekend, Phreak (as "observer") was sitting in base and getting experience whenever his team killed Dragon (not Baron). ...though the Wikia disagrees with me. edit: So does TiredDaemon below, so I guess you should disregard this post. maketakunai fucked around with this message at Jun 2, 2011 around 16:28 |
| # ? Jun 2, 2011 15:48 |
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Donald Duck posted:You sure? I remember that being removed about a year ago and replaced with local XP and more global gold. Yeah, you've got it right. Dragon is just global gold (oh, the glory days of levelling because your jungler got dragon, followed by the glory days of dragon being worth a bajillion gold). Still, dragon is a large benefit, although your team needs to be pretty smart to properly exploit the advantage.
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| # ? Jun 2, 2011 15:48 |
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As a brand new player I'd like to see a general item guide or recommended builds for characters since I'm confused what to build what and when; and which items are good for different situations.
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| # ? Jun 2, 2011 15:49 |
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Lakbay posted:As a brand new player I'd like to see a general item guide or recommended builds for characters since I'm confused what to build what and when; and which items are good for different situations. Damage = Whatever damage item it shows on the top of the shop window works most the time. It really matters on the hero. Defense is more about countering. A lot of Melee damage = Thornmail A lot of Caster damage = Banshee's Veil They have CC = Tenacity item (I like Eleisa's Miracle) They have hard CC (Anything that takes you out of a fight) = Quicksilver Sash If you are melee based around auto attacks then get some life steal to keep in lane longer. Other then that it matters on who you play.
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| # ? Jun 2, 2011 15:56 |
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maketakunai posted:Yes, but the only reason I'm so certain of this is because of the tournament last weekend, Phreak (as "observer") was sitting in base and getting experience whenever his team killed Dragon (not Baron). I adore that in tournaments they can't figure out how to have an observer that's not a player so they have to set it up so it's a 6v6.
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| # ? Jun 2, 2011 15:57 |
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The single most important tip you can ever have: Do not, even for one solitary instant, take this game seriously. fakeedit: The second most important tip is that anyone telling you that there is a single build that works best in all situations is very likely incorrect. See also: Below post. UselessLurker fucked around with this message at Jun 2, 2011 around 16:08 |
| # ? Jun 2, 2011 16:04 |
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New players should keep in mind that for a lot of characters, the best builds are unconventional. Just for example, if you're playing as Master Yi, rather than using the obvious AD build 'Pro' players tend to build him for ability power, which grants a combination of fantastic burst damage and near-invincibility due to his powerful Alpha Strike and Meditate abilities! This, along with the easy style of play, makes AP yi fantastic for new players.
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| # ? Jun 2, 2011 16:06 |
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UselessLurker posted:The single most important tip you can ever have: Yes, and by proxy, do not take this thread seriously.
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| # ? Jun 2, 2011 16:07 |
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LordNat posted:Damage = Whatever damage item it shows on the top of the shop window works most the time. It really matters on the hero. I'd advise against recommending Thornmail because it is the number one definitive Nooby Tank Item that every novice tank gets because they think the passive is so great. In reality, it's only good in rare situations (pure AD team), and even then, only when you have HP to back it up. And only when the enemy is too bad to nullify it with lifesteal. I'd say Randuins is the core armor item in the game.
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| # ? Jun 2, 2011 16:10 |
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LordNat posted:Damage = Whatever damage item it shows on the top of the shop window works most the time. It really matters on the hero. Thornmail usually isn't the optimal choice unless you're getting killed by a really fed Master Yi or Twitch or something. An AP-based character could probably use a Zhonya's more effectively, and while there isn't a go-to AD+Armor item (Atma's is only good in a few situations) they're probably just as well off with a Sunfire Cape or Randuins. One really important thing to remember is that if you're getting stomped now, armor later wont help. Buying a Negatron Cloak or Chain Vest right away can save you tons of damage, even if you don't upgrade it until much later.
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| # ? Jun 2, 2011 16:14 |
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maketakunai posted:Yes, but the only reason I'm so certain of this is because of the tournament last weekend, Phreak (as "observer") was sitting in base and getting experience whenever his team killed Dragon (not Baron).
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| # ? Jun 2, 2011 16:17 |
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Team Black Zion posted:I'd advise against recommending Thornmail because it is the number one definitive Nooby Tank Item that every novice tank gets because they think the passive is so great. In reality, it's only good in rare situations (pure AD team), and even then, only when you have HP to back it up. And only when the enemy is too bad to nullify it with lifesteal. Randuin's Omen is a better item but it is also 1075 more gold then Thornmail. Like ya tossing Thornmail on a caster with no HP will not help but I take Staff of Ages on 99% of my casters so I got a chunk of HP from that to work with it. Mix that with the fact it builds well from pure defense items and for a low cost it is a good workable item to counter AD heroes. Vary good to counter the main pup killer of Tryn, Yi, and Xin. Now that said if you want to build Warden's Mail then into a Randuin's Omen later I say that is a great option as well. you can get Warden's Mail 650 gold sooner then Thorn and then move into another damage item sooner. Then have the late game option for a upgrade in that slot. But once again it matters who you are fighting.
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| # ? Jun 2, 2011 16:18 |
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Frozen Heart is also good against high-attack speed champions, in addition to providing cooldown reduction and mana. Slowing their attack speed hurts their damage, and 99 armor is great.
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| # ? Jun 2, 2011 16:25 |
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Like, if you're going to buy a Thornmail, there's Frozen Heart, Sunfire Cape, Guardian Angel, and Randuin's Omen which are all better items in any situation where Thornmail will be good. Thornmail requires the target to focus the person to be a melee carry without any MR or ability to self-heal to focus the person stacking survability to be effective. This never happens, mainly because you're gonna want Treads on any melee carry. Because they're melee. Carados fucked around with this message at Jun 2, 2011 around 16:27 |
| # ? Jun 2, 2011 16:25 |
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BI NOW GAY LATER posted:I adore that in tournaments they can't figure out how to have an observer that's not a player so they have to set it up so it's a 6v6. Its nothing to do with not figuring out, its simply a patch solution to use in a tournaments. It was rushed out for WCG and they've used it since.
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| # ? Jun 2, 2011 16:25 |
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Lakbay posted:As a brand new player I'd like to see a general item guide or recommended builds for characters since I'm confused what to build what and when; and which items are good for different situations. [Consumables] SIGHT/VISION WARD -- place on the map to get vision of the area near it until it expires three minutes later. It cannot see into brush from outside of it, and it's invisible so the enemy cannot see it unless they purchase an Oracle's Elixir. These are extremely important so that you can see when the enemy is coming to attack you so you can back off or arrange to gank them. Vision Wards allow you to see stealthers or other wards. [Defense/Magic Resist] Banshee's Veil -- important on all characters in all games unless the entire enemy team is composed of physical damage. This item, every 45 seconds, will block the effects of one spell, as well as providing a decent amount of magic resistance. This is excellent as teams often get kills with a single stun to let their allies catch up - no stun means you can keep moving. [Defense/Armor] Warden's Mail -- extremely cheap, 1350g for 50 armor, 20 health regen/5 and may cause enemies to be both attack-speed and movement-speed slowed if they right-click/autoattack you, at 20% chance. Great for any game with autoattacking carries. [Defense/Armor] Randuin's Omen -- beefier version of the above, with an active that will slow the attack-speed/movement-speed of those around you, while still keeping the passive benefit. [Defense/Magic Resist] Quicksilver Sash -- active use item to remove any and all debuffs in the game from your character, on a 105 second cooldown. Extremely important when going up against Vladimir, Mordekaiser, Warwick or Malzahar, as all of their ults either lock you in place (uncleansable) or otherwise do really bad things. [Defense/Armor] Frozen Heart -- great item against autoattackers, this passively reduces the attackspeed of nearby enemies by 20% as well as giving 99 armor. It also reduces your cooldowns by 20%. [Movement] Mercury's Treads -- against a team with lots of crowd control, these should be the boots to purchase as they will reduce the duration of crowd control effects by 35%. AP/ [Magic/Ability Power] Rabadon's Deathcap -- core item on any AP caster, 155 AP + 30% to your AP stat. [Magic/Ability Power] Rylai's Crystal Scepter -- great item for single-target casters, and to a lesser extent, aoe casters. Gives some health and causes enemies to be slowed when hit by magic damage. [Magic/Ability Power] Void Staff -- if the enemy has a lot of magic resistance, this will let you pierce 40% of their resistances [Movement] Lich Bane -- this item boosts your movement speed and causes your autoattack immediately after a spell to have its damage boosted by 100% of your AP. Should be put off until you have other AP, preferrably a Deathcap. [Magic/Ability Power] Zhonya's Hourglass -- provides 50 armor and 100 AP, this item has an active that makes you invulnerable to any and all effects and damage for 2 seconds, but cancels channels. Great on champions that have non-channeling abilities that take time to deal their effects (Morgana, Kennen, Fiddlesticks) [Magic/Ability Power] Archangel's Staff -- gives mana, mana regen, and ability power. This item passively increases your mana by 4 every time you cast a spell (3s cooldown) and then converts 3% of that mana into AP. Good on champions that spam a lot of spells (Karthus, Ryze, Sona). Tear of the Goddess is the same but without any AP bonuses, and only costs 995g. The stacks gained while using Tear will carry over to Archangel's. AD/ [Attack/Damage] Infinity Edge -- core item on any AD autoattacker, 80 AD, 25% critical chance and +50% damage on criticals [Attack/Damage] Frozen Mallet -- important on any AD autoattacker that does not have a slowing skill as it slows your enemy when you hit them, as well as giving you bonus health. If you're someone like Ashe, you can skip this. [Attack/Damage] Last Whisper -- if the enemy has a lot of armor, this will let you pierce 40% of it [Attack/Life Steal] The Bloodthirster -- provides 15%-25% lifesteal and 60-100 AD, scaling based on minion kills since your last death, this is a good item later on to improve your uptime before going back to base. This also packs the most AD into a single item slot (except for Sword of the Occult, an item that improves with more player kills). [Attack/Attack Speed] Madred's Bloodrazors -- improves your attack speed and gives a small amount of AD/armor, this item causes you to inflict magic damage per hit based on the target's health. You'll deal 4% of their health in magic damage, so on armor-stackers or health-stackers this is a pretty good item to take. [Attack/Life Steal] Wriggle's Lantern -- excellent item on any jungler, it provides some AD, armor, 18% lifesteal, and allows you to place down a sight ward for free. It also, at a 20% chance, allows you to deal 500 bonus damage when you attack a minion or jungle monster. [Movement] Trinity Force -- situational depending on your champion. After casting a spell, your next attack is boosted by 150% of your base (before items) AD. It also provides a slow at 25% chance when you attack the enemy, and provides AD, AP, ASPD, Crit chance, MSPD, health and mana. [Movement] Youmuu's Ghostblade -- Reduces your cooldowns, allows you to penetrate 20 of the enemy's armor, and gives some AD and crit chance. The most important part is its active - for four seconds, your movement speed is increased by 20% and attackspeed by 50%, greatly increasing your chasing ability and damage output. If you attack with melee attacks, this 4 seconds will increase to 8 seconds. Support/ [Defense/Health] Aegis of the Legion -- provides bonus armor, magic resistance and damage to everyone around you, including minions, and a little bit of health to yourself. [Magic/Mana Regen] Mana Manipulator/Soul Shroud -- provides mana regen to nearby allies, and in the latter case, 10% reduced cooldowns as well. The latter is pretty expensive though at 2285g, but Mana Manipulator is a cheap 475g. [Attack/Life Steal] Stark's Fervor -- provides bonus lifesteal, attack speed and health regen to nearby allies, and reduces the armor of nearby enemies by 20. An excellent item if you have many autoattackers on your team. [Magic/Ability Power] Will of the Ancients -- provides ability power and spell vamp (lifesteal for spells) to nearby allies, good if you have a lot of casters. [Movement] Shurelya's Reverie -- has an active that increases nearby allies' movespeed by 40% for 3 seconds. Also increases your health, hp/5, mp/5 and reduces your cooldowns. Unless you know what you're doing, do not buy: [Defense/Armor] Thornmail -- it is not as good as Randuin's Omen or Frozen Heart at stopping autoattackers, despite having more armor, since those two items also reduce attack speed, flat-out reducing enemy's output by 20%. The reflected damage bonus is magical, and is therefore reduced by the enemy's resistances, and they will often have lifesteal to counteract it. [Attack/Damage] Tiamat -- grants splash damage on autoattacks, but the splash is so small that it's not worth buying Leviathan/Sword of the Occult/Mejai's Soulstealer -- these items all require player kills to charge up, but give the most benefit for their money, often being top-of-the-line once they're maxed out. The problem is that they'll paint a gigantic bullseye on you for all the enemies to focus and as a new player you don't know when you can and can't survive to keep your stacks. [Attack/Attack Speed] Guinsoo's Rageblade - see Gunblade below [Attack/Life Steal] Hextech Gunblade - These items are actually not terrible, on certain characters that have a lot of combined magic/physical autoattack damage output, such as Jax or Kayle. They are not something you should buy on most characters though, and it's easier, as a newbie, if you just don't even consider them. maketakunai fucked around with this message at Jun 2, 2011 around 16:42 |
| # ? Jun 2, 2011 16:26 |
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OP is missing several important training videos.
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| # ? Jun 2, 2011 16:26 |
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It's important for new players to know that Cooldown reduction caps at 40%- I remember thinking how amazing it would be to have my ult on 100% cooldown and finding out the hard way
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| # ? Jun 2, 2011 16:29 |
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Just started playing this. I don't have very much experience with DoTA games but I had fun with free Zilean and discovered I'm a little better at support than anything else right now. So I purchased Janna on sale and I love it, tornadoes everywhere. EVERYWHERE.
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| # ? Jun 2, 2011 16:32 |
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Also on an items note and since I'm not sure if the relevant items even mention what the stat does anymore: You'll find several items in the shop that do one thing or another but also add a stat called Tenacity. What that stat actually means is that pretty much all debuffs that would come onto your champion are reduced by a percentage equal to the amount of Tenacity on the item. That doesn't apply to effects that make you take damage over time and also doesn't affect a select few stuns, but in general is something incredibly useful to have. Do note that Tenacity doesn't stack, however - your Tenacity rating is just the highest value among the items that you have. Mercury Treads provide 35 Tenacity and Magic Resistance and are pretty much the best all-around boots you can buy.
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| # ? Jun 2, 2011 16:35 |
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maketakunai posted:All characters/Defense/ And can someone write up something smart about creep wave resetting and poo poo like that? It took me forever to figure out when I started and I'm not sure I know all the tricks.
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| # ? Jun 2, 2011 16:36 |
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Also Dorans starts are pretty bad now except CERTAIN circumstances. It's 99% betetr to start with an item and 2-3 health pots.
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| # ? Jun 2, 2011 16:42 |
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RBX posted:Also Dorans starts are pretty bad now except CERTAIN circumstances. It's 99% betetr to start with an item and 2-3 health pots. Doran's items are valuable when you have to leave and go back to your lane early on when you need to win/not lose your lane right now. Statwise they are the most cost effective items in the game, they just don't build into anything else.
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| # ? Jun 2, 2011 16:51 |
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RBX posted:Also Dorans starts are pretty bad now except CERTAIN circumstances. It's 99% betetr to start with an item and 2-3 health pots. I'm not sure that I would recommend new players to avoid the 100 health these items give, that's another low level ability they can survive. maketakunai I have stolen your huge item list
Carecat fucked around with this message at Jun 2, 2011 around 17:05 |
| # ? Jun 2, 2011 16:51 |
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| # ? May 21, 2013 10:41 |
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Its fine to go back and buy and/or stack them I just said start out with them. I've won so many lanes because of health pots vs dorans if you know how to use it right. The extra 100 health wont matter if they have no regen.
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| # ? Jun 2, 2011 16:58 |








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