Hey wait you said I could pick from a million dudes but I only have 10 available, god damn liar.
Hey now, whoa now.
Every week Riot selects 10 champions to be available for free, if you want to use a certain champion all the time you have to buy them.
You said I didn't have to buy anything! How deep does this rabbit hole of lies go?
Well you see, every match you play gives you Influence Points (IP) that's essentially monopoly money. You can spend IP to permanently unlock champions. Some champions are cheap and some are not, but you'll learn about that as you play more.
Okay, well what else?
First, let’s talk about you.
You are the summoner
Each match awards XP that goes towards your Summoner level.
Summoner levels unlock Rune Slots, Mastery points, and additional Summoner Spells.
- Pretty basic meta game. Read what they do and choose what you like. You get one mastery point per summoner level, and as you get more points you’ll be able to create character specific builds, but starting out I prefer the utility tree.
- Another meta game thing. While the bonus for an individual rune is small, together then can have a big impact on your character’s effectiveness, especially in the early game.
DO NOT BUY RUNES BEFORE YOU HIT SUMMONER LEVEL 20
At level 20 you unlock tier 3 runes, which are so much better than tier 1 and 2 it is silly. Here's the full list if you're curious.
- For the most part, your are defined by the champion you pick, but before each match you choose 2 summoner spells. You can use any spell with any champion, but some spells are more effective for some champs than they are for others.
More information on that in here.
Exhaust (Level 1) Blinds (100% Miss Chance) the target and slows its Movement Speed by 40% for 3 seconds. Good for preventing escapes.
Ghost (Level 1) Your Champion ignores unit collision and moves 32% faster for 14 seconds. Good for escapes, but keep in mind you can still be slowed down while ghosting.
Heal (Level 1) Restores 140 + 20 x level Health to your Champion and 50% of that to nearby allies.
Revive (Level 1) Instantly revives your Champion at your Spawning Pool. In addition your champion gains a speed bonus that decreases over time. 9 Minute cooldown.
Smite (Level 1) Deals 420, plus 25 times your level, damage to target enemy minion or pet. If you ever try jungling, you're gonna be good friends with this spell.
Teleport (Level 1) After 4 seconds, teleports your champion to target friendly minion or turret. Good for quickly jumping to a tower that is under attack, not so good for escaping
Cleanse (Level 2) Removes all stuns, slows, taunts, fears, snares, sleeps, and immobilizers and lowers the duration of new ones applied by 65% for 3 seconds. One of the most useful spells around, taking off enemy crowd control is a big Fuck You and can save your ass.
Fortify (Level 4) Grants invulnerability to all Allied Turrets and causes them to attack 100% faster. While Fortify is ready to cast, you deal 9 bonus damage to minions. Situational, but not terrible.
Clarity (Level 6) Restores 160 + 30 x level Mana to your champion and 50% of that to nearby allies. Very useful depending on the champion.
Ignite (Level 7) Ignite is a DoT that targets a single champion, dealing 50 damage plus 20 damage per level over 5 seconds. Ignores enemy magic resist, and reduces healing and regeneration by 50% Good for getting the kill on that jerk who manages to get out of range with 50 health left.
Rally (Level 8) Summons a beacon with 200 + 25 x level health for 15 seconds which increases allied attack damage by 10-35. Situational and rarely seen, it has some cool gimmick uses.
Clairvoyance (Level 10) Reveals an area of the map for 6 seconds, has a relatively short cooldown. Very useful for finding out if the enemy is sneaking up on you or an ally.
Flash (Level 12) Teleports your champion to your cursor's location. This has a very short range but can be absolutely vital for positioning an attack or jumping over a wall to escape.
For new players I recommend Ghost and Exhaust. Taking Heal or Revive is for noobs who are going to lose.
Well that covers the meta-game, let’s look at the actual gameplay.
Here's the map of Summoner's Rift, this is the map you will play on most of the time because the 3v3 map kinda sucks.
Black Dots are Towers
Red Dots are Inhibitors
Red X is the Nexus
Wolves, Wraiths and Golems
(1,4,6,7,9,10) are basic creeps that don’t attack you unless you hit them first. They are a little tougher than the creeps in lanes, so you should approach with caution unless you’re level 5+ or very confident that you can kill them quickly.
The other creeps are even stronger, but they give temporary buffs that make killing them worth it.
(3,8) - Lizard Elder provides a buff that gives your physical and auto attacks a slow with a DoT component
(5,11) - Ancient golem provides a buff that increases mana regeneration and decreases cooldown time of champion abilities
(12) - Killing baron usually takes at least 2 to 3 late game dudes, and provides a crazy buff that I don't have the stats on right now.
(2) - gives the whole team XP and Gold if
Okay Great, how about some gameplay?
Destroying your enemies:
You must destroy each lane's towers in order, the other towers will be invulnerable until the one before them is destroyed. In order to destroy the opponents base at least one inhibitor must be down.
Destroying an inhibitor causes your nexus to spawn super creeps in that lane. Super Creeps can be hard for even a max level champion to kill quickly.
Inhibitors will respawn after five minutes, so work fast to make the most of your super minions.
Every time your champion levels up their stats increase and they get a skill point.
Each champion has 4 unique abilities. 3 available from the start that go up to rank 5 and 1 ultimate that becomes available at level 6 that goes up to rank 3. Your ultimate is generally your strongest skill, and understanding each champion’s ultimate is very important.
Each champion has 6 item slots and your choice of items is what really makes the difference between being a champ or being a chump.
Many items often can be combined together to build stronger items. It is best to buy the individual components as you can afford them because:
- Buying a partial piece subtracts the cost from the cost of the completed item
- The bonuses from the smaller items will still have a big impact your performance.
If all of your item slots are full but you have an item you’re trying to finish DO NOT FRET:
- As long as you already have at least one component you can buy the complete item as soon as you have enough gold.
Some items have activated abilities that can be very powerful. To use activated items or consumables like potions, you can click them OR use 1-6 on the number line like a pro.
For tips on item builds, talent builds, and skilling orders go to www.leaguecraft.com
ITEMS YOU SHOULD FEEL BAD ABOUT BUYING BECAUSE THEY ARE AWFUL
Items are cool. What about Champions?
Tiamat: The extra AOE damage really doesn't amount to anything in a teamfight. Additionally the +15 Health Regen and +4 Mana Regen really aren't that great compared to what you could buy. For the 2070 gold you spend on it you can buy a BF Sword (+50 Damage, and it builds into cool stuff) and it would be way more effective.
Berzerker Greaves: See Malady for attack speed. Also keep in mind that Mercury's Treads, which are a little more pricey, are considered the best boots in the game because being stunned for 1.2 seconds instead of 2 seconds means the world.
Every champion has a couple descriptors listed to try and give a quick idea about what they do.
Sometimes these accurately describe a champion and sometimes they are outright lies
, so it never hurts to ask if you aren't sure.
Melee - Basic attacks can only be used in close combat
Ranged - Basic attacks can be used from a distance
Assassin - Damage-based champion that has at least one ability to close distance between enemy targets quickly; champions with this attribute tend to die much quicker when targeted.
Fighter - Damage-based champion that performs better in large group fights.
Mage - Damage-based champion whose abilities are typically ranged and greatly affected by ability power.
Support - Champion with abilities that aid in team fights and usually aren't good in 1v1 fights.
Tank - Champion that can act as a group shield due to their above-average health, armor, and magic resist; usually they have low damage output.
Carry - A champion that typically starts out with below average stats and becomes above average as a match progresses. The name comes from how they can "carry" their team at the
end of the game if their team carries them at the beginning.
Disabler - A champion that can disable enemy champions with their abilities (sometimes labeled disable instead of disabler in-game).
Farmer - A champion that can easily kill enemy minions and neutral monsters, thus allowing them to build in-match gold faster.
Flee - A champion that possesses abilities that enable it to escape from combat.
Haste - A champion that can temporarily speed up self, allies, or both.
Heal - A champion that can heal either itself, its allies, or both.
Ninja - This champion uses energy instead of mana (energy recharges quickly and is not effected by mana and mana regeneration stat increases, and has a fixed maximum amount that
can be increased by runes).
Nuke - A champion that can deal a significant amount of damage in a short time.
Pet - A champion that can create a non-champion ally (sometimes controllable).
Pusher - A champion that can quickly destroy enemy towers and inhibitors due to their ability to summon additional units or deal damage to an area of enemy creeps.
Recommended - A champion that Riot Games staff would recommend for people new to League of Legends.
Silence - A champion that can silence enemy champions; champions affected by silence cannot use abilities or summoner spells during its duration.
Snare - A champion that can snare enemy champions; champions affected by snares cannot move during its duration.
Slow - A champion that can slow enemy champions; champions affected by slows move slower during its duration.
Stealth - A champion that can become invisible to enemies (other than when near turrets, vision wards, and enemy champions with an Oracles buff).
Stun - A champion that can stun enemy champions; champions affected by stuns cannot move, attack, use abilities, or use summoner spells other than Cleanse.
Teleport - A champion that can teleport to other locations or champions; champions with abilities that are similar to the summoner spell Flash do not have this attribute.
Tough - A champion that lives longer than usual in combat.
Each champion has a stat window that looks like this:
governs your champion’s auto attack damage and Ability Power
governs any of your champion’s abilities.
protects against Physical Damage and Magic Resist
protects against Magic Damage.
I think everything else is pretty self explanatory.
Things Not to Do/Things to get your opponent to do:
Don't chase that kill just because you want it so bad, it's usually going to end up in you dead. Bide your time, be patient, and own when you know you can.
: Feeding is dying a whole lot and giving your opponents gold allowing them to spank you even more efficiently and get even more gold. If you're having trouble with the opposing characters on a lane, maybe ask to switch with someone else.
: Oftentimes one wounded character will attempt to lead you into a trap where multiple dudes will jump out of the bushes and sodomize you. Don't let it be you on the ground in a puddle of fluids and broken dreams.