- Summoner Spells
- New Runes
- Champion Matchups
- [Draven] - Support Synergy
- [Draven] - Abilities
- [Draven] - Axes 101
- [Draven] - Early
- [Draven] - Mid
- [Botlane] - Adc, the Big Picture
- [Botlane] - SPK Triangle
- [Botlane] - Powerspikes
- [General] - CS training
- [General] - Trades
- [General] - Push/Freeze/Slowpush
- [General] - Waves (Even)
- [General] - Waves (Uneven)
- [General] - Warding
- [General] - Rotations
- [General] - Ending Games
- [General] - Pressure & Control 1/3
- [General] - Pressure & Control 2/3
- [General] - Pressure & Control 3/3
- [General] - Choke Points
- [General] - 10 Typical Throw
- [General] - Objectives
- [Extra] - More Resources
- [Extra] - Updates & To Do
[Indepth ADC role] Draven 6.7 - The Real Carry
Summoner Spells Back to Top
New Runes Back to Top
Masteries Back to Top
Abilities Back to Top
Items Back to Top
Matchups Back to Top
- He won't let you all-in the other adc.
He will heal the poke.
He will engage on you.
He will let you lose your axes.
He will throw you under their turret.
He will be a nightmare.
- Stay far from him, poke him early to let him drain his mana
- Stay safe, don't let him engage.
- Build up stacks, and engage when he is oom, or when your jungler will gank.
- Engage if he fail his QW combo.
1. The bitch will zone you pretty hard, but if she fail a stun, you can kill her easily.
Do not stay in range with less than 70% hp.
She can't flash dive, and if she does, you will kill her.
(Keeping the heal for the dive is highly recommended)
1. Do not play too near to the creeps or your support, his Q (stun) is pretty annoying.
He will appear from the wall with a big bad jungler to beat your ass.
1. Play behind minions to avoid his grab.
BE VERY CARFUL.
Your biggest chance to win this lane, is by growing a big wave, and fight behind/around it.
If you are lucky enough you could end up getting a kill and cashing in stacks before dying.
1. He hurts. a lot. but get hurt aswell!
If you fear him, he will Pillar you forever!
brand hurts, but is squishy!
If he pushes you under your turret, he will harass badly.
1. Avoid his Q.
seriously, avoid it.
That slow is annoying, and if he proc the stun, goodbye axes, goodbye damage.
Let him waste it before you all-in, or you are fucked.
1. Do NOT trade before lvl.6
1. Push him under tower. He has a bad waveclear and won't be able to poke back while you harass him.
1. Stand behind creeps and laugh while he try to get you with his new AA. Throw him an axe when he goes for creeps.
1. She is very squishy. Target her early on.
- She must AIM where to throw the tornado.
- She charged it, and then she throw it WITHOUT CHANGING DIRECTION.
This means that, if you are in a spot, and she charged the tornado, you just have to run into the opposite direction. et voila.
Wait for the shield to finish, and then throw axes.
She is pretty good at disengaging.
1. A good kalista will be a pain in the ass.
She can't ult her support into your turret.
Her stun is stupid, but the movement speed will screw up your mind.
1. He has no escape early. Abuse it. If you get him, chase him throwing axes in his back.
1. If she gets you, you are pretty much fucked.
If you push, she will ult behind, and jump on you.
If you LET her push, she won't be able to engage without towerdiving.
So, farm under turret as much as you can.
If she fail an engage, punish her carry pretty hard.
1. She will poke you.
She will slow you, and axes will fall.
She will polymorph you, and axes will fall.
She will shield her carry.
She will chase you.
She will let her adc escape faster.
She will ult her carry, and won't let you kill him.
2. I don't really know how to play against a lulu...i'm sorry bro.
1. She's squishy.
Not much more to say.
1. She's another lux. Avoid her bind, and you will have no trouble killing her.
3. After lvl.6 be carful at her ult.
Do not stand too close to her, and if you do, flash outside the ult.
If you have no flash, you should be able to kill her anyway before her ult will stun you.
3. Avoid bubbles with W, and keep beating the carry.
4. Really, she's usually a good disengager, but your damage is too high for her, and you also run faster.
1. he's a big meatball, but honestly, if you don't go close to him, and you don't get hit from Q, everything will be fine.
2. he's slow as hell, just poke him down, and let him waste his mana on shield.
3. When he auto, he roots you.
press S to stop attacking and avoiding dropping axes.
4. When he ults you, pop W and run as far as you can.
1. You can W to outrun his dash.
2. You can use E to stop is dash.
3. If he dash and taunt you early, he will get a lot of damage.
4. If he waste a dash, he has nothing else to offer. Turn and beat him and the enemy adc.
5. Just be carful at his lvl.6 shield.
Except for that, you shouldn't have many troubles.
6. When he uses his ult to save any other laner (And he will do it) immediately engage on the adc if you can, or use E to stop his teleport.
1. Stay away from minions when she uses W.
1. Like karma, she urts.
2. her Q range is huge, and damage is high, but after that he has nothing.
so, ALWAYS retaliate when she hit you with Q.
3. Focus her early, don't let her see you are scared!
She's squishy as hell, E + Q and laugh on her corpse!
4. After lvl.6, stay away of her ult range.
Stay ready to flash in case she flash to ult you.
Play under your turret, and all-in her if you can.
Kill. Her. First.
Seriously, this lane is only hard if you focus the carry.
1. He's tanky.
2. That shield is...gross.
3. You can freely push and farm, just paying attention at his tongue.
(Is a short skillshot, and you should be able to dodge it with W)
4. If he get you with the tongue, just run.
If he eat you, you're pretty much fucked.
5. He will eat the carry when he's about to die, but hey...happens.
6. Wait for him to eat a creep before going all-in on the adc.
That skill has a big Cooldown.
If he eat a minion, he can't eat his carry for a while.
7. If they get advantage, stop pushing.
He could ult behind you, and you will be fucked again.
8. If he's not on lane, do not push too hard, or it could pop behind you with the jungler in his belly.
1. do not throw axes when he launch his stun, or they will fall.
2. When you see his stun, press W and run as far as you can.
3. Just safely farm. He will be useless later.
4. If you want to all-in, do it after he wasted his stun.
I got killed this way like an idiot way to often.
If you have some chance of surviving, they will be reduced to 0 once you hit that HUGE slow.
He has 3 pots, and as every tanky support, he want you to focus him while his carry deal free damage to you.
When your support engage on the adc, the first thing you have to do is avoid thresh's Q, then you can get the kill.
If you put a ward on the top of the lamp, they will often click the ward hitbox insted of the lamp.
(I don't know if this has changed, but it worked until 5.18. They also did at Worlds Championship)
1. She pushes hard, but you can farm under tower. Plus, she's unable to freeze a lane.
1. He has no hp early game.
1. The bad news, is that he's your only counter.
- He is a poke champ
1. Vayne is super-weak early game. Everytime she goes for a creep, hit her, and chase her.
1. He is pretty squishy, but he has a nice burst at lvl.6!
[Draven] - Support Synergy Back to Top
Draven is an All-In champ, so, let's start with the better All-In support to be paired with.
Beautiful CC machine, with a passive that will let you amplificate damage.
This is one of the best support you could be paired with.
She stuns the shit out of them, while you kill them and cash in your stacks.
The beauty of a stun instead of a root, is that even if the opposite carry is ahead, you can still manage to kill him, because he can't retaliate back while stunned.
Another beautiful one.
Tons of CC + a lantern that can help you get out from sticky situations.
Well, we should have understood that we love big, tanky initiator.
Sometimes, you won't be allowed to play an all-in botlane, and you must choose a Poke Support.
Oh well, shit happens, let's see who could work anyway.
This is the true definition of "Obnoxious Lane".
She can poke hard with plants, engage with roots or her ult.
Early game the enemy will have really hard times getting farm.
She pokes the shit out of them.
You beat the shit out of them.
You are a couple of lane bullies capable of chunking the carry who wants to come close to lasthit.
Well, his pillar burn quite a lot early, plus he has a "relatively" reliable stun.
The problem is that he often get (steal) the kills, and he'll go full damage, with no support items.
Sustain / Disengage:
You are not a lategame carry if not fed enough in early, so I usually dislike being paired with a "healing" support who try to keep me alive.
I don't want to stay alive! I want to kil the others!!!
Anyway, sometimes you have to play this stuff, maybe against a strong pokelane.
If you are paired with soraka, is not that bad...you can charge 1v2, like, Draven stuff, and that goat will keep you fullHP for the duration of a fight.
To win the trade, they should kill her first, but if you focus a Soraka while a draven is throwing axes at you...well, Rest In Pieces.
Ok, nami is my second choice, an Axe with an empowered bubble can really hurt.
Plus the healing and the ulti aren't bad.
You can still pick up some kills.
Her shield gives you AD.
Your Q gives more damage.
Get the shield, Trade, Look at the health they do not have anymore!
You have not a high kill potential, but you could hit the 20 minute mark with 0 kills and full of stacks.
And the moment your axe will last-hit a champ, you will get so much money that they will instasurrend.
(Or, at least, they should)
~ Ootay ~ ootay ~ ootay ~
Seriously, Bard is awesome!
But only if he's a good bard!
(There are not many out there)
What tells you if that bard is a good bard:
1. He start with Q. As soon as the carry (or the support) goes for the first creep, he Q his + AA (Thunderlord proc + Meep + stun)
Now you can freely massacre him!
He can stun everytime his Q is up, and you love stunned carry, ready to eat, especially in early!
2. He uses his ult to engage!
He just stop them, giving you the time to go close to them, Ult, E, kill them both.
3. He gives you free medipack, so you can keep going ham.
He's basically a CC machine (Like Thresh and Leona) but also a Healer and a disengager.
He has a bit of everything, and he can fed you really well.
The only problem, is that I've rarely seen good bard out there.
(Really bardos, stop starting with W when you are matched with a draven!)
[Draven] - Abilities Back to Top
At the moment, you will find in this section the same things written on THIS WIKI
League of Draven - (Passive)
In addition, Draven generates 2 bonus Adoration stacks if he kills 6 minions in a row without dropping an axe.
When Draven kills an enemy champion, he consumes all of his Adoration stacks and gains 50 + (2 × stacks) gold. Draven loses half of his Adoration stacks upon death.
- Upon reaching 150 Adoration stacks, and every 100 stacks thereafter, as well as when he cashes at least 150 stacks in, Draven automatically sends a chat message notifying his team.
- The on-kill effect will stack additively with similar effects (such as the old Avarice Blade).
- Draven will gain Adoration on ward kills.
- Draven will gain Adoration on Teemo's Noxious Trap and Yorick's ghouls kills as well.
Spinning Axe - Q
If Draven catches an axe, Spinning Axe is applied for no additional cost on his next basic attack.
- Spinning Axe is an on-hit effect.
- The triggering attack will apply other on-hit effects and can critically strike as normal.
- As with most on-hit physical damage, the bonus damage from Spinning Axe will apply life steal.
- Critical strikes will not interact with Spinning Axe's bonus damage.
- Attacks against structures will refresh the timer on active Spinning Axes, but will not deal bonus damage or cause the axe to bounce.
- The bonus damage will be negated if the auto attack is dodged, blocked, parried, or if the attack misses. However, the axe will still bounce off.
- Catching a Spinning Axe will not refresh Spellblade on catch.
- Spinning Axe's landing location is determined by Draven's direction of movement at the time of Spinning Axe's impact on the target.
If Draven is not moving at this time, the Spinning Axe will bounce back towards his current location, either landing directly on him or to his sides.
On the other hand if Draven is moving, the Spinning Axe will bounce ahead of him, either directly in his path or slightly off to the sides.
- A Spinning Axe that bounces off a target will remain in the air for 1.5 seconds, regardless of the distance between the target and the axe's destination.
- Spinning Axe will place a visual cue on the ground where it will land. This visual cue is visible to both player teams, although Draven himself will see a more prominent marker (a golden sigil, or a microphone symbol in Primetime Draven's case).
- If there is another Draven on the enemy team, he will be able to catch your axes and you will be able to catch his. Catching the enemy's Spinning Axes will have the same effect as if you caught one of your own, even if you had not cast Spinning Axe beforehand.
- While Draven can only carry two axes at once, it is possible to have a three axes running at the same time by keeping at least one Spinning Axe in the air at all times, a.k.a. juggling.
- Spinning Axes may optically pass Yasuo's Wind Wall, but will be destroyed upon impact.
- Braum's Unbreakable will block the attack from hitting someone behind Braum, and will cause the axe to bounce off of Braum instead.
Blood Rush - (W)
- Blood Rush is a self-targeted offensive buff.
- Activating Blood Rush while the effect is already active will refresh the bonus stats.
- Draven ignores unit collision while the movement speed buff is active.
Stand Aside - (E)
- Stand Aside is a linear, pass-through skill shot.
- Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Will of the Ancients will heal you for 5% of the raw damage dealt.
- Rylai's Crystal Scepter will apply a 40% Slow icon slow for 1 second.
- Spell shields will block the damage, knock-aside and slow.
- This ability is considered to be a projectile for Unbreakable (Braum) and Wind Wall (Yasuo).
- Airborne crowd control effects, such as knock-aside, will interrupt dash abilities without allowing them to complete their path. This is unlike other forms of crowd control, which will merely affect the target when they arrive.
- You can find a list of DASHES here
Whirling Death- (R)
- Whirling Death is a global linear, pass-through skill shot that returns to Draven upon reaching the edge of the map or colliding with an enemy champion.
- Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Will of the Ancients will heal you for 5% of the raw damage dealt.
- Rylai's Crystal Scepter will apply a 40% Slow icon slow for 1 second.
- Spell shields will block one instance of the damage.
- This ability is considered to be a projectile for Unbreakable and Wind Wall.
- Whirling Death grants sight along its path.
- "Changing direction" does not occur instantly. Rather, the axes will decelerate and come to complete stop before turning around. With careful timing, it is possible to reactivate the ability and cause an enemy to take two instances of damage instantly.
- Upon changing direction, Whirling Death's damage will reset to the full amount. This is unlike a similar ability, Boomerang Blade, which continues to diminish throughout.
- If Draven dies before the axe changes direction, it will fizzle upon reaching the edge of the map or striking an enemy champion. If the axe is already in the process of decelerating, it will still fizzle upon coming to a complete stop.
[Draven] - Axes 101 Back to Top
1. Driving axes.
This is the basic thing to learn, so you will be able to applicate points 2 and 3.
Being able to timing axes, and not throwing basical AA, will improve the overall DPS, and the amount of stacks that you will get.
You can also stand on the edge of it, and this is even BETTER, because in many matchups, the enemy will aim his skillshot at the center of your mark (Varus' Q);
You can dodge them by simply catching the axe at the edge of the mark.
2. Horizontal / Farm
3. Vertical / Harass
you want to use THIS playstile in 2 cases:
B- You are playing Aggressive, and you want to trade and punish the enemy everytime you can.
4. Drake / Baron
You can stand still, activate 3 axes, and spamming W to get that drake/baron really fast.
5. Chasing / Kiting
remember to refresh W everytime you catch an axe to gain some gap.
[Draven] - Early Back to Top
- If you have to help your jungler, load up your axe at 1:35.
- Gromp/Golem will spawn at 1:40
- You give 2 or 3 AA then start walking to the lane.
- When AXE is about to fall, refresh Q.
- Hit the closer creep to refresh axes before they fall.
- Now you are in lane, at lvl.1, with 2 axes up.
- Have fun.
- in an EVEN situation. (No advantage in Items / Levels)
If their support has Ignite, and your has Exhaust, don't expect an all-in to go well.
- Hit the caster creeps, this way you can rush the lvl.2 without pushing the wave too much.
- If the enemy comes to farm, throw a couple of axes into his face.
- be carful at minion aggro! you want that HP for lvl.2 all-in
- If your support can all-in at lvl.2 (Leona <3) then get a point in E.
- Let your support engage on her, throw a couple of axes, and throw the E at them
this way, as soon as Leona's stun ends, they will also be knocked-up/slowed from your stand-aside.
- If your support cannot all-in at lvl.2, then get a point in W and poke them with autos.
- The right way to poke them, is, when they come close, run toward them, when you are close to their AA range:
- Pop W
- Enter in range
- Leave from the range
- With practice, most of the time you will be able to enter/hit/leave fast enough to not get retaliation damage.
(From carry with your same range, clearly not a Caitlyn)
- You now have all the skills. I hope your support is ready to engage now.
- if your support is not engage-oriented (Why did you pick it up?) you will have to do by yourself.
- W to run at them
- E to knock them up
- Q into their faces.
- if they run back without retaliation, chase with W and keep throwing axes.
- If they retaliate, just step back.
- Gank could happen.
Just be prepared, and say to your support that, in case of a gank, both focus the jungler.
Throw the E at him if when he's about to use his gapcloser (Jax leap, Pantheon leap, Vi's dash, ...) and start kiting him back.
You deal a lot of damage, and most of the time i got a nice kills from the jungler.
anyway, if you see in trouble, just step back.
Saving your stacks is the most important thing.
- If you start from upper side, keep tribush warded.
- if you started from bottom side, keep the river bush warded.
- Keep them pushed under their turret, and harass them with Q without getting tower aggro.
Do it as much as you can, until you're about to hit lvl.6
- If you picked up a Kill or a couple, good.
If not, but you have the money for a BF, back.
You want to hit the lvl.6 and engage with a BF to be sure to get the kill.
- You should already have backed with a BF (Or a pickaxe).
- Now you are ready.
- As soon as you (and your support) hit the level.6, go for the kill.
- Engage on the most squishy with your E
Throw your R at the start of the fight, and proceed throwing axes at them.
- DON'T be scared to die!
The most important thing, is that you GET the kill.
even if you die after, you cashed in the stacks, and those are worth a lot!
[Draven] - Mid Back to Top
Ok, it's midgame, there isn't any in particular to do with draven that you can't do with other adc.
- If you're not behind, you can 1v1 every carry.
(Vayne too, but bring a pink with you)
(Jinx too, but be carful at her Q stacks)
- If teamfight happens, you shouldn't stay in front of everyone (You are the ADC, remember?) anyway, if you are a bit fed and confident, you can go for risky plays, and W + throw an axe or two are the enemy.
those axes hurts, and many times I won many matches by literally 2-shotting the enemy APC who went too close to me.
- If drake happens, keep fighting the drake, put a ward behind the wall, or near the entrance (depends on your side) and if you see someone trying to dive into the pit to steal, throw your E to stop them.
(Your E stops a lot of dashes, Seju, Heca, Leona, Fiora, Shen, Pantheon, Jax, etc...)
- Try NOT to fight in the jungle.
You need space to move properly, and the jungle is a bit tricky.
- use your R at the start of the fight not at the end. it hurts a lot, and your fellow teammates will more likely stay in the fight instead of running aways like scared pussies.
I can't tell how many times i saw lost teamfights because of the carry not using heal for the teammates!
Heal is not just for you!
If you are shooting axes full hp, but your teammates are dying, press that button! heal them!
Keep them alive, and they will keep you safe!
- Farm the jungle, farm other lanes, farm everything you can, try to keep your axes always up, the more stacks you gain, more rich you will be as soon as you kill someone.
- If you see a lone squishy stealing some buff, or recalling where he shouldn't, don't be afraid of Flash + E in their face
That shit always work.
(Clearly, you need vision. Don't flash into the bush just to meet their whole team having a pic-nic in there)
- Spam W in teamfights.
You do not need mana for other skills, if you don't know the timing, just blindly spam W everytime you can.
[Botlane] - Adc, the Big Picture Back to Top
- Everything in League is about gold
- Dragons give free stats (That are worth gold), Baron gives free stats (That are worth gold) and allows you to push for more objectives that are worth gold (Which is worth gold)
- Killing someone makes you level up faster (which in turn gives you free stats which, you might have guessed it, is worth more gold) and gives them less time on the map to earn gold
- The whole game is pretty much just a buildup for the deciding fight(s). You're trying to make sure that you go into that fight as prepared and as rich as possible. Play accordingly.
- You provide sustained damage. You are no Zed that goes in, unloads his combo and then are done with your job. Every second that you are alive, you deal the most sustained damage for your team. You have to stay alive.
- Be patient. There's no use in stepping up, getting two shots of and then beig picked off by a Vi ult to die miserably. Wait for the big ultimates to be gone. With more experience you'll be able to time things around more cooldowns.
- Fight and retreat. When the fight starts then you normally want to fight backwards. Shoot - walk a step back - shoot - walk a step back - .... You get the idea. The idea of this is to take down the people that are trying to dive you before you go in and start the real fight.
- Kill objectives. Have you ever seen one of those clutch baron attempts where the enemy approaches and then one or two from your team break off to try and intercept them, while the baron is at 20%? YOU ARE NOT ONE OF THEM! These people leave so YOU have more time to shoot down baron since you probably are the biggest source of damage on Baron anyway (There are some junglers who deal more damage to monsters but you are at least in the top two). Same goes for turrets. Your team will keep them busy, just shoot the damn Turret while keeping allies between you and the enemy.
- Your Auto Attacks are a Cooldown. Imagine a ranged ability with a cooldown of 1 second and no mana cost that deals 80 damage at a range of about 500+. Pretty strong, right? This ability is called your auto attacks. If we assume (for the sake of simplicity) that you have an attack speed of 1 second then you can shoot out ~80 damage every second. And whenever you do not shoot you just wasted a cooldown and 80 damage that could be applied to somewhere. Keep that in mind since it is important for the other concepts in this category.
- Play around the cooldowns of your enemy. Ever wondered why the Blitzcranks in the pro/challenger streams hold their Hook so long? Because as soon as the hook is gone you can dash in on their Caitlyn and start to shoot her in the face since her support has nothing left to help her anymore except for a motivating "Beep Boop". If the enemy uses cooldowns like Rocket Grab/Zenith Blade/Death Sentence/Falcon Punch you can use the breather of fresh air to safely apply some pressure.
- Money > Pressure. You only apply pressure to your opponent to make him miss out on gold. This is made totally worthless when you start to lose gold over your own pressure attempts. Remember how auto attacks are basically a cooldown? Only use your cooldown on the enemies when no minion has to be killed. (Disclaimer: I'm not responsible when you let your support die over this advice. If there's a straight up fight then you probably want to defend yourself).
- Land more than one auto of damage. Press a key.
- Use the bush to shake minion aggro if it's not warded.
- PUSH FOR LEVEL TWO. DO IT. NO EXCUSES. It matters not who your enemy is. When you get level two first then you have 4 abilities and a bunch of free stats against them. When I still played a lot of team ranked I often met bot lanes from a diverse cast of ELOs and this was one of the easiest ways to win a lane almost immediately. As soon as you get to lane you start to auto attack those minions to get them down as soon as possible so you can cash out on experience earlier than your enemy. I know that this takes a bit of practice to make sure that you do not miss too many CS but trust me, it is worth it.
- Kill ranged minions first when you dominate the lane. When you got an advantage and are at the point where you are so far ahead that you can zone the enemy completely away from his minions then it is vital that you always kill their ranged minions first. This ensures that you can auto attack them freely without taking too much damage in return from their minions.
- STICK AROUND WHEN THEIR OUTER TURRET DROPS. An outer turret splits 150 gold between every champion that is close on top of the 125 gold per player that is given out globally. If nobody is close while the turret is destroyed then those 150 gold are gone without any refund possibilities. Don't miss it.
Mid / Lategame
- Your sidelanes dictate where to go. After laning is over (Probably after you killed their outer turret) you are free to walk around the map and help out your team. You still have to keep an eye on your lane though. You want to be there whenever a huge wave pushes into your turret so you can clear it out. Otherwise a couple hundred gold will be shot from the map by the turret - you'll never get that gold back! (But if a fight is imminent and you know that your team has the tendency to just go in then please stick with them. 4 Kills and an objective for the enemy team are worth more than one huge wave. Same goes for a situation where the enemy has a crazy initiator like Malphite and your team has no disengage like Nami. Always take care of your team first).
- Try to pick up as much gold as you can get. Standing somewhere waiting for something to happen? Get those CS. Walking through the jungle to get to a lane that needs pushing? Pick up a jungle camp while walking (Shoot - walk - Kite them so you still move almost as fast. Bonus points when you make sure that your jungler is far away first since he gets a lot more gold from jungle camps). Passing by a lane to get somewhere? Pick up the current wave.
- Don't facecheck anything ever. If you are not 100% sure that a brush is safe then don't go in there. If your blue trinket is on cooldown then you shouldn't go in that brush. If you know that every enemy is far away thanks to your minimap then sure, go for it, but don't blame me if you missed Zed and meet him for a very short but extremely passionate tête-à-tête.
- Don't waveclear while you get sieged. We all know the situation. 50 minutes of intense fighting, everybody is decked out in his full build and the enemy team approaches. This last fight will decide the fate of middle earth, and you are ready to dish out the pain. The enemies minions storm your turret, you step up to clear them real quick. Flash. Charm. Ahri got you. You are dead. GG. -25 lp. Report this noob ADC. Chat Restriction. No Mystery Gift for good behaviour next time around. You quit league. You fill the void it left with drugs. You get into selling it a bit on the side. You overdo it. You get killed by angry mobsters. Don't let this happen. Stay behind your allies and your turret, everybody can waveclear at this point in time.
- Don't get Guardian Angel. This is actually something I picked up from watching Sneakys stream. Guardian Angel isn't really all that great in most circumstances. The resistances are only mediocre and mixed on top of that and the revive passive is ... well ... most of the time pretty useless. In most games you'll have figured out the biggest threat in teamfights. (That Vi is always diving me, leblenk is always murdering me, that Riven always flashes on top of me). Itemize against that Threat. Randuins works wonders against any AD champion and gives you another slow. The resistances, the bonus health and the spell shield of banshees will keep you more safe than a GA ever will. Remember, most of the time you only have to survive for a couple of seconds while you kill them and accomplishing that without relying on GA will allow you to deal constant damage during that time instead of being caught in a respawning animation that will probably leave you vulnerable in a very bad spot. If you think you need GA then at least sell it for something else while the 5 minute cooldown is active and you can spare the money.
- You are the biggest pushing factor for objectives in your team. Ever had a teamfight where you won very clutch with death timers of about 45 seconds? You are all pumped that you did it and your lone survivor starts pushing. It's Ahri. She barely manages to get down the inhibitor turret and then had to leave. Ever had a teamfight where the enemy won and you were dead for 45 seconds? You try to calm down your team that you haven't lost anything important from it but then have to watch their lone survivor - Jinx - tear down an inhib turret, the inhibitor, a nexus turret and then retreat safely before you can come back. Just let this point be an important reminder as to why it is so important that you do not die.
[Botlane] - SPK Triangle Back to Top
("Cait - Leona" for example, is a lane with poor synergy.
Cait wants to poke, and leona has nothing to offer to help her poke better.
Leona wants to all-in, but cait "burst" damage is almost non-existent)
Now, the main rule of this topic, says that:
- All-in beat Sustain
- Sustain beat Poke
- Poke beat All-in
All-in (Also called "Kill Lane"):
If the enemy botlaner doesn't respect our support range, he should engage immediately.
With this lane, you want to go all-in everytime you can.
Lose against: Poke
- This lane suffers a lot against poke.
Usually all-in ADCs get a low range. On the contrary, poke ones, have a great range.
Is it hard for an all-in to reach the close combat without getting poked hard, and in that case, it have low remaining health to engage properly.
Plus, you will get poked hard wile farming, losing Hp, and being forced to back often.
This way, you keep chunking HP away from the other carry, until he will be forced to back, or lose many CS.
You want to position, as often as you can, on an ally dying creep, this way the enemy adc will be force into a lose/lose choice:
- He come close to farm it, and got hit from two AA (One when he close to him, and another while he run away) without hitting you (Because his AA is on "cooldown").
- He come close to hit you, and he loses the creep. (If this is the case, you will hit him back, so you will have done the same amount of damage, but he missed the CS)
- He uses his spells and AA to farm under turret.
(And he will get harassed for free)
- He uses his spells to trade back some damage to you.
(And he'll lose minions, because of tower killing them)
If you are confident of your survival skill, you can do this to alleviate the jungler pressure on other lanes.
(Very useful if top is getting camped)
This lane doesn't permit to the other to go all-in for 2 reasons:
- You are almost out of all-in range.
- Being perma-poked, the opposite adc will rarely have enough hp to sustain a fight.
The enemy ADC can happily farm, giving 0 fucks about your poke, since his support will keep healing him.
Usually in a sustain lane there is a lategame carry, so he will just farm until he outscale you.
Sustain (Also called Farm Lane):
Just farm until lategame.
As I said earlier, the healer will easily heal the poke, so the adc can quietly farm.
(Just imagine what happens when a graves shoot AA+Q+R right at a Twitch)
[Botlane] - Powerspikes Back to Top
(That's why is important to TAB, especially after every back, and check what the opponent has)
Clearly is not the best time to go all-in.
CLICK HERE FOR THE SPREADSHEET
[General] - CS training Back to Top
[General] - Trades Back to Top
[General] - Push/Freeze/Slowpush Back to Top
- creep waves spawn every 30 seconds with six minions three of whom are caster and the other three melee.
- Every 3rd creep wave that spawns will have a cannon minion added to it.
- Minion waves mirror each other so if your incoming creep wave is at your 2nd tower, your opponents incoming creep wave is at his 2nd tower.
Push / Freeze / Slowpush
- You can deny your opponent farm if you manage to push to their tower
- Good meat shield against skill shots.
- Better trading potential.
- You remove their meat shield granting you an easy chance to poke/harass.
- Due to 'wave momentum' if you are able to create a large enough wave, you can dictate the engages.
- It requires good warding.
- Risky to be so far away from your tower, which leaves you prone to ganks.
- Getting ganks from your own jungler isn't likely.
- You have to push all the way to their tower, if you do not, they get free farm.
- It is very safe, you can essentially hug the tower, and hold them off tower diving.
- Their jungler will have a low risk of succeeding unless they're exceedingly tanky, and you are low on health.
- Farm fest
- Good chance of surviving or escaping ganks.
- if you can manage to freeze the wave just outside of your towers range you will have free farm, and they will have to overextend to get farm.
- Bad against poking comps, since you have little room to dodge, and not a lot of minions to hide behind.
- If they decide to tower dive, not much will deter them. (Good bait if you have 'Heal' ready)
- If you recall the tower will take a beating
- The tower will take some cs if you aren't careful.
- If their minion wave grow too big you will be in big trouble.
Now the opposite team, will have to choose between:
- coming as 5 contesting your baron (And losing the bot tower because of the huge wave)
- Send someone to depush the botlane. (While you engage 5v4 near baron, or somewhere else)
You will find more info, in the "Pressure & Map Control" Section
[General] - Waves (Even) Back to Top
[General] - Waves (Uneven) Back to Top
- Any number of creep lead while creep wave is on its own side
(ex. purple uneven wave on purple side will always push)
- To continue pushing must have a 1 creep lead from the halfway point + 2.5 seconds
- To continue pushing must have a 2 creep lead from the halfway point + 5 seconds
- To continue pushing must have a 3 creep or 2 with a cannon lead from the halfway point + 8 seconds (pushing wave must contain at least 7 minions)
- A creep wave with a 4 minion lead will push anywhere
[General] - Warding Back to Top
[General] - Rotations Back to Top
- Their tower will kill the minions, denying money and exp to opposite botlaners.
- You don't risk them to freeze the wave under their turret, putting you in a very bad situation.
(If they freeze under their turret, you will have to overextend to get farm, and probably will get ganked or zoned hard)
- If your jungler is close, do it. their botlane is dead, you can easily 3v1 their jungler if he comes.
- If your jungler isn't close, you can still do the drake, if you know their jungler is top/back, and their midlaner is in lane.
(It's a bit risky, so evaluate the possibilities)
When to destroy the turret?
IF your other lanes are fine, do NOT destroy the bot tower.
- The tower will keep destroying minions, so they will have hard time farming.
- The tower will keep destroying minions, resetting the wave, and giving you to kill their botlane more and more. Giving you a higher advantage.
- You can shove and rotate Drake/Mid, without the risk of them freezing somewhere else.
- Often their teamfight could be better than your. As long as you can gain an advantage by staying in lane, stay there.
- Their jungler will come to your lane, alleviating pressure on other lanes.
(And if you're fed, you can get a triple from a gank)
IF your MID is suffering, you have a choice.
- Destroy the tower, rotate and SIEGE mid, if the enemy midlaners have a poor waveclear.
- do NOT destroy the tower, shove and GANK mid until you kill him, then get tower, if they have good waveclear.
This way you alleviated pressure on the midlane, they could have blown some summoner, and you can go bot, shove again and repeat, until you kill that bird, and proceed to get mid tower without sieging.
IF your TOP is suffering, destroy the tower.
Their 1st bot turret down:
- Go Drake
As always, when you killed or have an advantage on the opposite botlane, check if you can do the drake with the previous rules.
Alone if their jungler/mid is far.
With your jungler, if he's nearby.
- Go farm THEIR golem / gromp
If you are ahead, you have lifesteal, and you're pretty sure you won't die, remember to always steal their jungle.
This is VERY important!
Their jungler will suffer a lot from this, you will gain more exp and money, and you will snowball harder.
- Steal/Trap their Red/Blue
Is their buff up?
- If so, shove the botlane to t2 tower, and steal their blue/red.
- If not, but it's about to spawn, enter the buff bush. Drop a pink or sweep it, and wait a second for someone to come, then proceed to kill the poor bastard, steal the buff, laugh like a motherfucker.
- if not, and you don't know where it will spawn, why haven't you deepwarded that buff?
Anyway, the first buff will be get at around minute 2.
And then, every 5 minutes.
so, calculating that every jungler get the buff as soon as it spawn, there is a high chance that buff will be up if the minute counter end in 2 or 7.
(minute 2, 7, 12, 17, 22, 27, and so on.)
- Siege the mid
if their midlaner have not a good waveclear, you can go mid, push, and try to get the tower.
if their midlaner have a good waveclear, and you can't kill him, just keep pushing the bot.
- Keep pushing
You want to keep pushing your lane:
- if their midlane has a good waveclear and you can't siege.
- if they have a very good teamfight wombocombo that you can't handle.
(Ori, Malphite, Yasuo, Leona, MF
So, ward here, and keep pushing the botlane.
You are now under their t2 turret, and you WILL get ganked, so you REALLY need those wards.
With those 3 wards, you can basically see not only ALL of their jungle, but also the path they are following.
ok, you can't see TP's, or someone coming from the river, but if they waste tp, or so much time coming from river, your other teammates should have AT LEAST got some towers.
(Remember to write it in /all chat, or it won't be really worth)
- if some t1 tower is still up, go with your support to get it
is it about time to earn those free golds, plus, you will need the t1 turrets to be down to set a slowpush in that lane.
Seriously, press TAB and check the timers in case drake/baron are about to spawn.
- Set a Slowpush top or bot and Fight 5v4.
After you set it, group mid.
- Tell everyone to wait and engage 5v4 as soon as someone of them shows up clearing that top/bot wave. Win the fight, and proceed to get an objective.
- If nobody shows up to clear that wave, just wait mid WITHOUT engage! Minions will get the tower by themselves, and you will have gained an objectives by simply NOT fighting.
In order of importance:
Inhibitor > free tower > Baron > Tower > Drake > Jungle buff
(Note: You want the 5th drake more than a baron. But you can trade the 2nd,3rd,4th drake for some other objective)
- Set a Slowpush BOT and stay ready to Baron.
- If you have enough damage for baron, just set the botlane to slowpush, back, and go pinkwarding the baron area.
- As soon as someone shows up botlane, do that baron REALLY FAST.
- If someone popsup contesting it, STOP doing baron, and start a 5v4 fight.
- if nobody shows up bot, just stand near the baron without starting it AND without engaging. Minions will eventually get the bot tower without you doing nothing.
[General] - Ending Games Back to Top
[General] - Pressure & Control 1/3 Back to Top
The guide will explain how to gain a full map control, and win games.
Anyway, for a better understanding, we have to split this in 3 parts:
- Deny Map
- Gaining Map Control
(Warding/Dewarding the Neutral Zone)
(Generating big minions wave, or sending a splitpusher)
Chapter 1 – Deny Map Control
During a game, we always have to create a “Mental Map” of
which area is under control of a certain team, and which area is neutral;
To do so:
- Link with a Blue line the outer turrets of the blue team.
- Link with a Red line,the outer turrets of the red team.
- The space outside the lines is the “Neutral Zone”
So, when the match start, this should be the situation:
The first thing to do, is to deprive the enemy team of Map control, by destroying turret.
This will give you a strategical advantage;
(For simplicity, we’ll pretend there are no wards. The vision will be discussed in next chapters.)
For example, if red team destroys the T1 bot turret, they have an advantage on drake, because if a teamfight happens there:
1. The blue team won’t have enough vision to see who could come from botlane.
2. The blue team have not a close tower where to hide or stay safe.
The same kind of advantage are true for other lanes and Objectives.
- T1 General: Gives to the laner
the ability to free roaming while the enemy is busy pushing back to your tower
without possibility to follow.
(If he try to follow anyway, he should lose more CS and maybe another tower).
- Bot: Drake
- Top: Rift Herald / Baron
- Mid: Wraith camp, and a bit of both Drake and Baron control.
- T2 General: Gives to laner the
ability to counterjungle the Buff camps WITHOUT the need of leaving a monster
to prevent them to spawn.
(That part of jungle should now be YOURS, and you do want those buff to respawn, because probably you will be the one who will get them again)
- Bot: Red/Blue buff
- Top: Blue/Red buff
- Mid: Wolves camp, and a bit of both Red and Blue Buff control.
Tier 3 & Inhibitors:
- T3 General: Open Inhibitor
- Top Inhib: Inability to contest
(Superminions pushing top, means that someone should clear them, and that one won’t be able to follow a drake call on the other side of the map. If he does, superminions could get a Nexus Tower by themselves)
- Bot Inhib: Inability to contest
(Same as before. Superminions pushing bot, means that someone should clear them, and that one won’t be able to follow a Baron call on the other side of the map. If he does, superminions could get a Nexus Tower by themselves)
- Mid Inhib: Heavier Global Pressure.
(It's the shorter lane, reinforce will come earlier, superminions will agglomerate faster and push harder)
Tier 4 & Nexus:
- T4 General: Open Nexus
(Gives the possibility to Backdoor)
- Nexus: Lost game.
As you can see,
more turret you destroy, more of the enemy zone will become “Neutral Zone”.
Anyway, Neutral zone doesn’t mean that it’s already your zone, blindly facecheck a bush in the neutral zone could easily get you killed, and give to enemy the possibility to comeback.
35 minute mark, you walk to their blue because you want it, and you find a Vi and a Vayne, hidden in the bush, ready to get your anus.
Now you are dead, and they can force a baron fight 5v4, or simply take it.
Suddenly, their team is back in the game because you tought that their blue was your domain instead of a neutral zone.
Neutral zone is neutral, and we should “Conquer” it before feeling safe in it.
[General] - Pressure & Control 2/3 Back to Top
Chapter 2 – Gaining map Control
“Gaining map control,
means “Conquer” the neutral zone, thanks to wards.
Imagine a ward like the Flag of your kingdom!
You go to the neutral zone, you drop a ward, and you shout: “That’s my kingdom now!” and then it will.”
Now, clearly you can put a ward in a swamp, and claim that place, the fact is…how many fucks do people gives about that swamp?
You should aim to conquer strategical points in the neutral zone, according to the strenght of your team.
So, as a first point, you should remember:
“It only takes 3 wards to fully see a Quadrant of the jungle”
By warding strategical bushes.
In the map below, are crossed all the bush that, if warded, will show NOT ONLY WHEN someone is passing by, but also WHERE IS HE GOING, and WHAT BUFF HAS SPAWNED.
This map is intended for the mid/late game. It should be obvious that at the start of a match, the most important neutral zones to conquer are tribushes (To prevent ganks) and river bushes (Prevent ganks, and control Jungle entrances),
Strategical bushes, drawn lines are the path that every ward can let you see.
This way, as stated before, you can see NOT ONLY where a jungler is, but also where is he going, and if he's coming toward you.
Now, you don’t always have to ward all those bushes, but
- The more you deny them Map Control, the deeper you want to Ward/Deward.
- The more you lose Map Control, the closer you want to Ward/Deward.
Conquering the neutral zone, is MUCH important, because it
let you safely walk in neutral zones without danger!
If an entire quadrant is warded, you can safely SplitPush in the relative side lane, until T2.
Example, if you are RED TEAM, and you’re trying to push:
Example, if you are BLUE TEAM, and you’re trying to push:
35 minutes mark.
A Jax is joining your realm to try soloing a “sneaky baron”.
If 5 of your team disappear, he could understand he has been spotted.
You just keep doing your business, while 2 of your team go there and “Sneaky kill the jax”.
Their jungler is dead, you can proceed to get baron, and win the game. Yay!
36 minutes mark.
You are ezreal, fighting a nidalee, and she manage to dodge your last skillshot!
You stare yourselves in the eye, then she start running into the jungle.
You start chasing her, and she enter in a bush.
Your E is almost out of cooldown, you are gonna kill her for sure!
Your team is following you to kill the goddamn cat, E into the bush, shouting “THIS WAY” like a real leader!
Leona’s ult, MF ult, ACE, you lost.
did you pick ezreal?
(I like blonde guys)
Why are you chasing a nidalee?
(I LOVE KITTENS!)
did you use you gapcloser to enter the fight?
(She was...dead! Cmon! Bloodlust!)
Why in the goddamn hell was that bush
Not only wards, but also minions gives vision, and Map control, but most important, they are used to gain pressure, and this lead us to the most interesting chapter of this guide.
[General] - Pressure & Control 3/3 Back to Top
Chapter 3 - Pressure
Ok, so, we are at the main topic of the guide.
Denying the map control, is something you do even if you don’t know, because if you want to win a match, you have to destroy towers anyway.
Gaining map control, is something you (Or your support) do, once you understood how useful wards are.
Pressure is a
concept slightly different, that you should fully understand, or you risk to
use it against you.
Have you ever seen those huge waves coming against you?
Sometimes the other team generated them, sometime you pushed the lane in a wrong way, and that wave pressure turned against you.
Have you ever been that mundo, splitpushing hard, and all of a sudden 3 of them went to gank you?
You tought: “Good, someone will get a turret elsewhere”
But it didn’t happen.
Not always, sometimes you just splitpushed while there were no pressure on other lanes, and your teammates didn’t had the time to push fast enough.
So, let’s go, drawing a “Pushing Graph”.
- Link, with a WHITE line, the outer minion waves of your team.
- In every lane WITHOUT ally:
a. draw a +1 if your minions are pushing,
b. draw a -1 if they are getting pushed
c. draw a 0 if the lane is frozen
(If you don’t know how to tell if a lane is pushing or getting pushed, check the "Waves" section in this guide.)
(Red and blue lines are the one explained in chapter 1.)
“Perfect pressure” is when, in every lane, you have a big wave pushing against enemy towers.”
In this situation, you can
The enemy will now find themselves in a Lose/Lose situation:
- If they come as 5 to contest, your minions will get towers for free
- If they do not come, you will get a Drake/Baron for free
- If 1 or 2 of them comes, you should be able to easily kill them in a 5v2 fight.
Once again, the enemy will now find themselves in a Lose/Lose situation:
- If they come as 5 to save that tower, your minions will get the other towers for free.
- If they do not come, or they come in 1, 2, 3, you can easily get the tower, or dive them in an easy 5v1, 5v2, 5v3 fight.
This is the best tactic you can use against “Wombo Combo”
compositions, or, more generally, when you can’t win a straight 5v5 fight!
Most of the time, your teammates won't know how to generate big minion waves through slowpush, and you can’t set all 3 lanes to slowpush (Unless you are a tanky support with “Banner of command” and “ZZ’rot” ehehe), so, you will rarely achieve the “Perfect Pressure”.
Anyway, everytime you set a lane to slowpush, is like if you summon another champion pushing and pressuring that lane!
a 6v5 is still good.
Baron is going to spawn in 1 minute.
You set the botlane to slowpush, back, and go near Baron.
Now, just check the minimap and wait.
If noone appears, minions will get that tower for free. (Yay!)
If you are lucky enough (7 times on 10 at plat elo) you will see their ADC&Support popping up botlane to clear that wave.
NOW is your moment! Go rush that baron!
You will get it before their botlane will have time to come to contest.
If someone else appear, remember that they can’t be more than 3!
Fight that 5v3 fight, get Baron, enjoy money, exp and buff!
You gained a baron by simply putting pressure on botlane, Without the need to stay there!
They have a wombocombo composition, and you fear (For a good reason) to fight them.
Slowpush top and bot, back, and group mid with the others as 5.
Push mid WITHOUT GETTING ENGAGED!!!
This is important, you just want to see the enemies, without risking to get too close.
Avoid trying to poke them, it’s not important at the moment.
Check the minimap. Top and bot waves are about to hit their tower.
All of a sudden, you see an enemy depushing one sidelane, or even better, 1 of them is depushing top, and one of them is depushing bot!
It’s your time to shine malphite! Flash R! Engage those motherfuckers in a 5v3 teamfight!
(Clearly, if none of them is going to clear sidelanes, just keep stalling mid without getting engaged. Minions will eventually take down those towers for free.)
Anyway, having a mental pressure graph will help you to decide what choice is the best to do.
Let's take a look at this situation:
In this example,
let’s pretend you are the Red Team.
Botlane is frozen. It won’t push anywhere.
Toplane is pushing in your favour.
Midlane is pushing against you.
What would you do?
Going toplane is useless, that lane is already pushing, going all 5 there means losing pressure somewhere else.
You could go 5 mid, to depush and pressure, while your toplane minions will act as a champ, turning the tide in a 6v5 match.
Or even better!
Let the top push
Go 4 pushing midlane.
Send your splitpusher (Or someone with TP) in botlane.
- if all of them shows up mid, you can stall while Top Wave, and bot splitpusher get towers.
- If they manage to engage on you, the splitpusher can TP in for a 5v5, (And your toplane is still pushing)
- If they send 1 top to depush, and 1 bot to stop the splitpusher, you can engage mid 4v3.
As you can see, you should always try to pressure as much as possible, maximizing your resources, manipulating the waves, and playing smart.
- Pressure a lane near an objective, if he's spawned or about to spawn
- Pressure the most far lane from the objective you want to get, if he's about to spawn.
[General] - Choke Points Back to Top
- if your team have a good AoE you really want to ward and try to fight in the jungle.
- Same, you want to fight in the jungle if your team have abilities that got improved with the terrain.
(Vayne's condemn, Poppy's dash, ecc...)
- Once again, you want to fight in the jungle, if your team is very mobile, and possibly able to dash through walls.
(Lucian dash, tristana, Vi, Sejuani, ...)
[General] - 10 Typical Throw Back to Top
This is another piece of gold found on reddit.
- Learn to get carried
I used to think if I lost my lane, my team would lose the game, because I'm clearly the best player on the team. If I fell behind, or lost the first kill, I would try to outplay my lane opponent to come back, 9/10 times I would die again and fall further behind and continue to feed blaming my jungler for not ganking.
SOLUTION - I now turtle in my lane. If I died 1v1 to the enemy laner. I just farm passively. If he freezes lane and I can't farm, I go farm jungle. I stop my feeding and hope my team can carry me out of lane phase. I will leave the lane at worst 0-1 and still be able to contribute in team fights. This prevents my opponent from being able to 1shot all my teammates.
- The Baron throw
I used to think if we're ahead, we should take the most important objective, which is baron. We can fight them 5v5 while taking baron no problem. Then we end up getting outsmited, or half of us are fighting baron while half of us are fighting the enemy team, or we just get bursted down after getting baron.
SOLUTION - There is never a good reason to risk baron if the enemy team has more than 3 alive. Or if their jungler is alive. If you have the lead, you should take a turret/inhibitor instead. If you believe you're strong enough to take baron while 5v5ing the enemy team, you're definitely strong enough to take an inhib turret 5v5.
- The Hubris Turret Dive
I used to think, if I'm a 5-0 renekton and I'm super tanky and ahead, then my team can easily turret dive. I see that squishy adc, I'm gonna kill that mofo underneath his turret no problem. I dive him, there's miscommunication, my team doesn't follow, and I die. Then my team gets chased down 5v4 and we get aced. They get baron and take inhib turret and even though we're ahead 25-15 in kills. We lose the game.
SOLUTION - Learn to zone the enemy team away from turret so your team can take it. Sometimes when you're a fed assassin or bruiser, all it takes is your presence to scare their team away and give your team a free objective. Rather than dive, just flex your alligator muscles and give the enemy team a reason to back off that outter turret so that your team can take it for free.
- The Inhibitor throw
I used to think, if I don't make a play, we're going to lose. They're pushing our inhibitor if we don't stop them it's game over. So I engage 3v5 to stop the inhibitor from dying. I die. My teammate dies. And they take inhibitor anyways. Now it's still 5v3 and they take my nexus turrets and kill another two teammates. We respawn and desperately try to defend nexus, but again, it's still 3v5 because two people died trying to defend nexus turrets.
SOLUTION - losing an inhibitor is not the end of the world (game). It's smarter to wait for your teammates to respawn and fight full strength 5v5. Let the inhibitor go, it too will respawn in four minutes. The only thing you should die defending is your nexus and maybe your nexus turrets.
- If I can't see them, they can't see me
I used to think if they were just top, it's safe for me to keep pushing and steal this enemy red buff. OMG there were three of them in this bush and they killed me. Now my team tries to contest baron 4v5 and they get aced and we lose the game.
SOLUTION - We are not three year olds. If you can't see the enemy, it does not mean they are not there. Always assume they could be hiding in that bush you're walking towards. If you can't drop a Caitlyn trap to check or throw a Ziggs satchel to check, back the F off. Those 2 minions are not worth dying and losing the game for. Unless you can see for sure they're somewhere else on the map.
- The Numba One Duelist
I used to think when I was ahead and I could 1v1 anyone that the enemy was so stupid for walking in to lane to fight me. Wow this Caitlyn is so stupid. I'm 3-0 vayne with bork, she's trying to 1v1 me. We fight. Leona ults me and cc locks me. I die. My advantage has shrunk a little as Caitlyn now has shutdown gold and takes my turret.
SOLUTION - Give your enemies credit. They are at the same elo as you, so assume they are as intelligent as you are. If you know you can 1v1, they probably know that you can 1v1 them, so they won't 1v1 you. If they are engaging, Leona is probably sitting in that unwarded bush waiting to totally bone you.
- The IDGAF Attitude
I used to think I could carry the game with or without my teammates liking me. So I didn't really care if they got pissed. I was good enough I could just carry the game by myself. So I would trash talk or point out their mistakes to "help them improve".
SOLUTION - Realize this is a team game. It takes five people to win. A positive attitude can go a long way. Commenting on others mistakes only makes them play worse, do you really think they don't know they shouldn't have face checked that bush? Also if someone on your team is raging, don't talk back. Maybe he's having a bad day. Maybe his last three games ended because his teammates dc'd. Maybe he's just a legit douchebag. Either way, mute him and play. He's distracting you.
- Mid or Feed Pro
I used to think I was faker. That I'm so good at mid, my role, that I can carry the game if I'm mid. So I would force my role and take mid, and force the other guy to play support. I win my lane 1-0 but bot feeds 0-6. I fucking knew it. I knew that kid was bad, we lost the game but good thing I didn't give him mid.
SOLUTION - If you're good at multiple roles, be willing to fill them. Just cause someone sucks at support, doesn't mean they suck at mid. Knowing matchups is half the battle, and forcing someone to go to a lane they're unfamiliar with could cause them to feed. Learn as many roles as possible and be willing to fill the roles you're proficient with. If there are two mid mains, the person who's better at support should fill. Because chances are the person who's better at mid isn't that much better, but one of you could seriously suck at support.
- The Doublelift King
I used to think man I'm owning. We got this game. I just need to finish this one last item. I would ping my team to back so I could farm an extra 10 cs. I would keep farming until I'm 6 items. Then fight and take objectives. Somehow, the enemy team has caught up, and I get focused during the fight and we lose the game. How did we lose when we were ahead on kills?
SOLUTION - Objectives win games. Not creep score. Not kills. Objectives. Just because you can finish your IE in 1200 gold, does not mean you should avoid objectives until you get it. If you have a lead, group and take objectives so you can push your advantage. The longer the game goes, the less impact a 5,000 gold advantage actually matters.
- Championselect.net Prophet
I used to think counter picks were the only thing that mattered. It doesn't matter if I'm unfamiliar with the champion. It doesn't matter if it doesn't fit my team comp. Championselect.net said ryze counters ahri, so I'm going to first time ryze in ranked. I proceed to feed my lane, and become useless and lose team fights because the rest of my team is a poke comp.
SOLUTION - Play who you are comfortable with and let your teammates play who they're comfortable with. Counter picks don't mean anything if the player is not proficient with that champion. Telling someone to go Leona because she's op or good for the comp doesn't mean she'll do well as Leona, e.g. Timing her skills to give the adc time to proc her passive. You should play who you KNOW how to play and let your teammates do the same.
[General] - Objectives Back to Top
Now, since you are an adc, you are the main (only) source of sustained damage of your team, so, you have to be there, to get the right objective.
(It happened a lot to me)
Who the hell care about that alistar running scared alone toward home!
Let him go crying in a corner, and get the goddamn baron!
- you have 3 man alive more than them. (5v2, 4v1, 3v1)
- Your Jungler is alive, their jungler is dead.
- You have one more man alive than them.
- You have one more man alive than them (Supports doesn't count)
- They have not many CCs
- you jungler is a higher level than them. (His smite does more damage)
- You have enough damage to slain it "relatively" fast
- 2 or more enemies are shoving up botlane.
(Write in chat: "If they shows up, stop baron and fight them" this will save many games)
- Baron Nashor's basic attacks apply a stacking debuff that reduces the target's armor and magic resistance by 0.5, stacking up to 100 times for a total of 50 reduction.
So, help the goddamn jungler to get that drake, some extra exp is useful, especially in laning phase!
- (If you hit lvl.6 before the enemies, you can all-in them and kill them most of the time, since you (and support) have your ults!)
- (If you hit lvl.11 before the enemies, you can all-in them, since you (and support) have 2 points in your ults!)
You will probably die and lose the game...for what?
[Extra] - More Resources Back to Top
In this section I will just link the better guides / resources I found, relative to the game (And not a single champ).
[Extra] - Updates & To Do Back to Top
(Not completed yet)