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So your a young player and you need to know how to get started?

 
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Alyssa Riel ?? Senior Member
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10-12-2011

Let talk Items -

A lot of young players use the incorrect items right from the start, build the wrong items, and even more commonly than both of these build items in the wrong order. Correcting the latter is very difficult and comes with experience. Even to this day i screw up my build order and do not notice till i am mentally reviewing the game. Correcting the first two can be done simply by having it explained you, and then putting a little thought in on your own.

To try and accomplish the goal of helping you improve i am going to go over very common starts and common builds for various roles. Following that, i will go over items individually and try my best to relay what i have learned about the function and benefit of each.

This may end up being a several day project and probably deserves its own thread, however i'll do my best for you so hang with me.

The last note id like to make is that there are many other ideals for how to build champs than the ones i am going to go over here, but if your young and you are following these guide lines you won't be doing badly.



-Support -
now the main goal of a support in the laning phase is to keep your ranged ad safe, both in the lane and from ganks. Latter the goal will be much more focused on incremental advantage in team fights and map control.

To start you almost always want a faerie charm, 3 wards, and a health pot or two. The reason you start this way is to provide the maximum duration you can support using skills hence the charm. The wards are the best way to discourage ganks in your lane. Place a ward up the river to stop jungle ganks. You want the ward to be able to see the jungler coming so usually this means at the entrance to your opponents jungle. A lot of young players want to place it in the bush next to bottom lane but the reality is this gives little warning if you are pushed up. Another ward can be placed in the bushes along the bottom wall, so that your range can still harass if their team tries to hide in them to coordinate spikes or to just leach exp. On your first base back you are going to want to change the faerie charm into a philosophers stone and get boots one if possible. The philo stone is necessary because you should not be farming minions at all, but still need to gain some money so you can keep placing wards. After this support builds are dependent on the support champion but are predominated by cheaper items that provide bonuses to team mates near you. It is not uncommon for a support to finish the game with only a philo stone, boots 2, and 1-2 other small items such as aegis of the legion, and one personal defensive item. A support should never end up with 6 items because they need to keep the 6th slot open for wards.

To start -
faerie charm, 3 wards , X health pot (possible to start with 4 vision wards or 2 vision and 1 sight ward now)
faerie charm -> philo stone
boots 1,
a heart of gold or kage's lucky pick
boots 2
zeke's herald and/or an aegis
philo stone -> Shurelya's Revere

To finish -
Banshee's veil / Frozen Heart or possibly Randin's omen (although these are situational items)
2nd defensive item if you are a taric or alistar(In addition to the options above Force of nature is acceptable here for these 2). Or a Will of the Ancients / Stark's fervor for sona, janna, soraka.
Make sure to leave a spot open for wards.


-Ranged AD -
For a ranged AD you want to be able to stay in the lane as long as possible early, and then be built for big damage late. Usually this means starting some item that will keep you in lane, and latter having five offensive items, and one defensive item in case you get caught.

To start you will want Boots 1 + 3 pots.

\\\removed 5/6/12\\\
In any match up where your opponent ranged AD has the same or less range than you, typically the best start is a Doran's Blade. If however you have less range it is acceptable to substitute Doran's shield. In the event your opponent has a lot of poke potential with skill shot based abilities you may want to start with boots 1. All of these focus in on the goal of staying in the lane as long as possible.
\\\end of edit\\\
To finish off your build you should have phantom dancer, infinity edge, last whisper, and Bloodthirster. Then you conluded your 6th slot with a defensive item chosen from Banshee's Veil or Guardian Angel.

Again there are other ways to build a ranged ad but as a young player if you stick to this setup it will always be strong until you've gotten good enough to start making your own decisions.

Example start -
boots 1 + 3 pots
2x doran's blade
boots 2
Bf sword
pickaxe
-> Infinity edge
Zeal
PIckaxe -> last whisper
BF sword -> Bloodthirster
zeal -> phantom dancer

Example Finish -
Berzerker's greaves
Infinity edge
Last Whisper
Bloodthirster
Phantom dancer
(Gaurdian angel or Banshee's veil)

Another example finish -
berzerker's greaves
Madred's Bloodrazors
Black Cleaver
Bloodthirster
Bloodthirster
(gaurdian angel or Banshee's veil)



-Mid-
A lot of the time mid is ap, but that can vary. I am going to go off the assumption that you are playing a straight AP (annie, brand, anivia, malzahar, Kathus, Morgana, Zilian) In this scenario you are again going to build largely damage. Ideally you need to be dishing out damage like there is no tomorrow. The occasional Banshee's Veil is fine, but aside from that you pretty much just want as high a burst as possible.

To Start -
Boots 1 + 3 pots
tear of the goddess, Catalyst the protector, or Doran's ring x2
Sorcerer's Boots
tear of the goddess -> archangel's staff or Catalyst -> Rod of the ages (if you went Doran's Ring x2 you might want a 3rd ring)
Rabbadon's Deathcap
Void Staff
Zhonya's hourglass or Abyssal Scepter
then Zhonya's or Abyssal Scepter whichever you didn't build

It is entirely reasonable to replace abyssal with a banshee's veil in some cases.



-Top-
Top probably has the most variance in the game from any of the other positions except maybe jungle. Frequently if you are top you will be a tank or tanky dps. I can give you idea how to play either of these, but for champs like akali who also goes top frequently your going to have to go look up some builds. If you need to look up a build the feature guides on solomid.net are a good place to start.

Now when you are playing tanky dps you sometimes need to build full tank, sometimes you need full damage, and sometimes you need some middle ground. I'll try and give example builds of these. Items listed side by side are meant to be built in that order (example: phage, zeal, shen means build phage first and shen last.) An "->" means to build into the following items at that time. Finally a "/" means to build, but you'll have to decide the order as it is match dependent

tanky dps full damage -
boots 1 + 3 health pots
Heart of gold
-> Merc treads or Ninja Tabai
phage, zeal, shen
-> Trinity force
Bf Sword
-> Infinity edge
-> Randuin's omen
Atma's Impaler / Force of Nature

tanky Dps Full tank -
Boots + 3 pots
Philo Stone
boots 1
Heart of Gold
-> merc treads or ninja tabai
phage, Giant's belt
-> Frozen mallet
-> randuin's omen
Atma's Impaler/ Force of nature
Finish with Bansee's veil or Gaurdian Angel

tanky Dps hybrid -
Boots + 3 pots
Philo stone
boots 1
Heart of gold
-> Merc treads
phage, shen, zeal
-> trinity force
-> Randuin's Omen
Atma's Impaler
Force of Nature
Bf Sword
-> Bloodthirster

As you can see there is a lot of fine tuning to be done here with very slight changes between each build. While it may not seem significant, it does severely change the way you play in the mid game and late game. To set these builds up i thought about how i play Jarvan, Nasus, and Irelia. I would change a few things between each champ, but the core idea is still the same. To build a Tank top such as singed or cho i would essentially follow the tank build suggestion with a few minor tweaks here and there such as building and early catalyst and turning it into a Rod of ages in replace of Frozen mallet.



-Jungle -
Junglers as i mentioned above have a huge variance in what they build, largely because there is a huge variance in what junglers you can play. A good deal of the junglers fall into the tanky dps category so they build very similarly. I'll go ahead and go over a couple different ways to build a jungler like i did for tanky dps. You will probably notice a good deal of similarities between them. To give you an idea of how i am building these champs i am thinking largely about Udyr, GP, and Lee Sin whom i tend to play the most.

Tanky DPS hybrid -
Cloth + 5 potions
Boots1
-> Madred's Razors
Vampiric Scepter
-> Wriggel's Lantern
-> merc Treads or ninja tabai
Heat of Gold
phage, zeal, shen
-> trinity force
Atma's Impaler / Force of nature
-> Randuin's Omen
Sell Wriggels for Bloodthirster

Jungle Damage -
cloth + 5 potions
boots 1
->Madred's Razor
Vampiric Scepter
-> Wriggel's lantern
-> Merc Treads, Ninja Tabai, or Berzerker's Greaves
Heart of Gold
phage, zeal, shen
-> Trinity Force
Bf Sword
-> Infinity Edge
Atma's Impaler
-> Randuin's Omen
Sell Wriggle's for Force of Nature or Bloodthirster

Jungle Tank -
Cloth + 5 pots
Boots 1
-> Madred's Razor
Vampiric Scepter
-> Wriggel's Lantern
-> Merc Treads of ninja tabai
Heart of Gold
Phage, Giant's Belt
-> Frozen Mallet
Atma's Impaler / Force of Nature
->Randuin's Omen
Usually don't bother selling Wriggel's for this build, rather i end up starting to triple pot after this.

Well there you have it guys. Here are some sample builds for each role to get you started. Again, there are many ways to build all of these champs, but this should set you on the correct path. In the next section I'll go over some common items that are misused, and should be avoided. For now good luck building your skills of this.

 
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Alyssa Riel ?? Senior Member
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10-17-2011

Updated to contain sample builds section. Sorry for the delay i have midterms last week and this week so updates may be slow.

 
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Quick Rawr ?? Senior Member
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10-17-2011

I'm quite a new player and I found this very helpful! Thank you so much

 
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Alyssa Riel ?? Senior Member
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10-17-2011

Lets Talk Items part2 -
So at some point you are going to want to strike out on your own and start really thinking on a game to game basis what items your want. While developing your own build is a good thing to do you don't want to be strictly worse than an opposing build. So in this section i will talk about items, and more specifically about how to take a lot of individual parts and turn them into a "build." Now to make sure we are all on the same page I'll talk first about how to classify items.

Items fall into one of eight categories: Base, tier 1, tier 2, tier 3, consumable, stacking, boots, and doran's.

Base items - Are bought, not built from anything else, and will always be turned into another item. Items of this nature are Amplifying tome, B.F. Sword, Faeirie charm, etc. For construction purposes the only time it "matters" which one of these you get first is at the very beginning of the game, or for the very rare items like B.F. sword which cost over 800g. So for the most part we will not talk about these items.

Tier 3 items - These are items which will always be either sold off or turned into another item before your build is complete. Examples include Hextech revolver turned into Hextech Gunblade, or philosopher's stone. Sometimes turned into shurelya's revere or sometimes sold off.

Tier 2 items - These are completed items that may be used all the way through the game or may be sold off if the game goes very long.

Tier 1 - These are completed items that will never be sold off once built, unless you have made a very serious miscalculation, and will always constitute part of your final build.

Consumable - items with a 1 shot use, you'll figure these out as you play more. These items can be summarized with a few rules. Get a stack or refill a stack of 5 wards every time you base if your a support. Don't buy an oracles until you've got some defense built. Buy 1 skill pot of your characters type if your about to have a team fight. Buy 3 skill pots and an oracles if your build is complete.

Stacking - There is a lot of argument around these items (Mejai's Soulstealer, Sword of the occult, and Leviathon) The best i can off for you is that these items are dangerous for use as a young player. Additionally, you will almost never see these items used in high elo.

Boots - Boots get their own category because you will always build exactly one of these. The benefits are too marginal, except the unique which is the only flat boost to movement speed in the game. Every movement speed aside from boots is % based. As such always get exactly one pair of boots never anymore, and no a phantom dancer, trinity force,etc is not an acceptable substitute.

Doran's Items - These items are designed to be early game transition items. They help you get through the lanning phase largely by providing additional sustain in the form of Lifesteal, regen, or mana regen. Additionally, The extra health protects you from getting ganked or focused down by your lane opposition. In terms of building these items you may want to build 1-3 before getting into the team fighting phase. It is 100% ok to build up to 3 of these as you see necessary, and i promise once you get in the habit of building these they will feel very easy to transition into and out of.

Ok classifications aside any build is going to look something like this if defined by category.
Example build-
Boots
XX Tier 2 items sold off to build more tier 3 items
XX Tier 3 items demonstrating the order to build them into tier 2 and 3 items.
5 Tier 1 items
As you can see any endgame build can be summarized as boots + 5 tier 1 items. Frequently you will end the game before finishing the build so it is more common to finish the game with X number of tier 2 items you have yet to sell off in favor of tier 1 items.

Ok now that you have an idea of the categories i will list what items fall into each category from tier 3 up to tier 1, and next to a few that are "traps" i'll comment on them. You can assume that any item not commented next to is a "good" item of it's type.



Tier 3 Items -
Avarice Blade
Philosopher's Stone
Heart of Gold
Kage's Luckypick
- these three Gp5 items are they are refereed to by players are very good at transitioning into other items and are commonly the last item changed into their respective upgrade, or because they are so solid it is not unheard of to buy 1 just for the gp5 and hold it until you have to sell it for space. Honestly these things deserved their own section. * note that the gp5 is unique to each item, for clarity this means that 2x heart of gold is no better than 1x heart of gold, 1x heart of gold + 1x Philosopher's stone would however provide independent gp5 boosts from each.

Bildgewater cutlass
Catalyst the protector
Emblem of Valor
Fiendish Codex
Glacial Shroud
Hextech revolver
Kindelgem
Mana Manipulator
Phage
Shen
Stinger
Tear of the godess
The Brutalizer
Warden's Mail
Zeal
Madred's Razor

All of these items will inevitably be built into something else, so you really don't need to consider their build order until you decide what tier 1 items you want to finish with.



Tier 2 -
Chalice of Harmony
Cloak and Dagger
Executioner's Calling
Haunting Guise
Moonfire Spellblade
Elisa's Miracle
Spirit Visage
Wriggle's Lantern

These tier 2 items are very cost effective, but lack the bulk stats of the tier 1 items. It is not uncommon to sell these items after you have no other open spaces to build a tier 1 item, and transfer them into a tier 1 item. It is also not uncommon to hold them until you have enough money to sell them, and change them into a tier 1 item plus have triple stat pots. As you can imagine since they are sold so late in the game the game is usually over before this happens. Designing an intermediate item into your build is something that comes with practice. They are best for a quick burst in effective level in the mid game.



Tier 1 Items -
I broke these items into groups representing the common champion roles that they are played on. I also placed a star next to items you should exercise caution in using, or simply not use at all. You will also find notes along the way for some categories of items within the champion types.


Ap-
Archangel's Staff
Rod of the ages - Worth noting here you should rarely build both Rod of Ages and Archangel's Staff, it really is one or the other here.

Rabadon's Deathcap - Any Ap carry should build this
Void Staff
*Deathfire Grasp - This item has its place but it should rarely be built on AP carries. This is more of an AP assassins item

Morello's Evil Tome - This really is the #1 source of cooldown reduction, but it gets neglected a lot because blue tends to get donated to AP carries. It is not uncommon for a support to not build a Will of the ancients so Will can be an acceptable substitute here if your support isn't going to build one.

Rylai's Crystal Scepter
Abyssal Scepter
Zhonya's Hourglass
These Three items are more of the "Tanky" Ap items and are solid choices to fill up slots to get some tank along with your AP.


Hybrid-
*Lichbane - This items is very solid on AP hybrid type champions who can trigger its proc after activating an ability (Akali, Sion, Nunu) The number of champs who really benefit from it like most of this section is pretty limited though.

Guinsoo's Rageblade
Hextech Gunblade
Nashoor's Tooth
-Building a Hybrid Champion is tricky, most of these items are here because you really wouldn't want to build it on a classic AP or AD carry.


Tanky AD Dps-
Atma's Impaler
Trinity Force
Wit's End
Youmuu's Ghostblade
-Similar to the Hybrid Section, these are items you do not typically see on AD carries. A lot of the time tanky dps champions build items that have some built in offense and defense. One of the reasons trinity force is king for Tanky Dps champs is because it provides so many stats and in general Tanky Dps champs are trying to do a lot of things. Other items like ghostblade or Madred's Bloodrazors provide an activated quick burst of damage, to provide in 1 item damage so that they can focus in on everything else after.


Ranged AD Carries -
Infinity Edge
Madred's Bloodrazor's
- Generally A ranged AD is going to be built around 1 of these two items. Madred's activated ability require a different support framework for it than Infinity Edge. In general your going to want a lot of crit off of your support Items with IE, which would be a complete waste with Madred's

The Black Cleaver
Last Whisper
- In general you should choose 1 of these 2 for any Ranged AD carry. As a personal rule of thumb I build black cleaver when i center my build around Madred's Bloodrazors, and i Build Last Whisper when i center my build around Infinity Edge.


*Sword of the Divine - Kind of a niche item, tends to be used only when they have someone with high dodge you have to stop (Jax) or for old backdoor builds.

*Tiamiat - take my word for it this item is bad.

*Manamune - This item tends to end up more on champion who use lots of abilities like Corki or Ezreal. It is uncommon to see it elsewhere, as for raw AD there are better options

The Bloodthirster
Phantom Dancer
Malady
-These tend to be supplemental Items for Ranged AD champs. Malady is commonly comboed with Madred's Bloodrazors and you frequently see Phantom Dancer with Infinity Edge. The Bloodthirster tends to be a gaurnteed 1 of for ranged AD champions as it is by far the best lifesteal item for AD carries.


Defensive -
Force of Nature(FoN)
Quicksilver Sash(QSS)
Banshee's Veil(Bveil)
- Three competitive Items for Magic Resistance, when you are looking to build some magic resistance it really should be chosen from one of these three. Generally Quicksilver sash is solid for anyone with fast reflexes, and a champ with and escape mechanism. Aside from QSS Banshee's Veil is usually for Ranged Champions (AP carries, Support, and Ranged AD carries), and Force of Nature is usally for Tanks and Tanky champions.

*Warmog's Armor - Anytime you are considering Warmog's you should probably build either a frozen mallet or a Rylai's Crystal Scepter Instead. Tanks generally don't need Warmog's because they pick up a lot of health from other item's in their build.


*Sunfire Cape - Generally speaking you should not build this item. It's damage is inconsequential and it doesn't provide the raw defense of randuin's omen.

*Thornmail - Young players seem to think that this item will magically stop ad carries. It really doesn't, an AD carry can still build a bloodthirster, or even a banshee's veil to counter Thornmail. The problem here is that those are items they where going to build anyways. If you want to slow down an AD carry both Frozen Heart and Randuin's Omen are better at the task than thornmail.

Frozen Heart
Randuin's Omen
Gaurdian Angel
- These are what you would call your armor options, In general Randuin's Omen is the best all around armor in the game. Frozen Heart is a great pick for tanks, and occasionally a support champion or an AP carry who went with Archangel's Staff over Rod of Ages. Guardian Angel Tends to be a great item to finish your build off with for almost anyone, although it tends to be a very game to game decision.


Support -
Zeke's Herald
Aegis of the Legion
Soul Shroud
Shurelya's Reverie
Will of the Ancients
- It is very common for these items to be misplaced on champions other than the support, while it is not "a big deal" that this occurs there is logic behind having these items on the support. Take this into consideration: 1. The support is not supposed to be farming and additionally is supposed to drop wards all the time, 2. Having more than 1 of these items is superfluous. 3. These items are among the cheapest tier 1 items available, and 4. the support is going to be around other players all the time anyways. Put it all together and you can see that the support should be building these to provide the aura's to others, and they are cheap which is good because supports tend to be broke.

Now a tier 1 item should never be designed into your build with the intention of selling it to get something else, all of these items are going to be 1800+ gold and as such they represent a significant investment in your game plan. So when you are designing a build you want to look at what boots you want then what 5 tier 1 items you want. After you have got that figured out start playing some games and tinker around with different starts using Doran's Items and Base Items. Once you have got a feel for how you want to start mess around with a Tier 2 items you think might fit your build. After about 20-30 games with each type of champion you'll start getting a feel of how to transition from early to mid to late game with each champion type, and you will start getting an idea of how to change up your build on the fly for each game.

 
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Alyssa Riel ?? Senior Member
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10-19-2011

Up, minor editing needed. Would like to put this on the Sticky list of guides, but would like feedback first.

 
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MagiCaz ?? Senior Member
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10-31-2011

bump

 
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Asuramundos ?? Senior Member
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10-31-2011

bump

very helpful indeed

 
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Alyssa Riel ?? Senior Member
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11-09-2011

So i decided to start a smurf account and see what mistakes i saw young players making. The first thing i noticed that has not been in this guide is controlling your minion waves, especially in bottom lane.

Minion Control -

To control a minion wave all you need to understand is how much you want to attack. Typically there are two ways to do this.

1) Only last hitting. If you do this and your opponent is also doing this you will stay pretty well in the middle of the lane. This is fairly ideal for not exposing yourself to ganks, while still getting all the last hits for gold and exp.

2) Fully auto attacking. If you are doing this and you do not know specifically why then you are doing it wrong. You should only be doing this if you are trying to push the creep wave next to your opponents turret so that it wipes your creep wave fast. This is typically only done when your opponent is going to have to base, and can not reasonably stay in the lane with you. It is intended to deny your opponent as much experience and gold as possible while they are out of the lane, and additionally to reset the creep waves back to the middle of the lane. It is only appropriate if your creep wave has started going past the middle of the lane because you have been outplaying your opponent. This is essentially an aggressive move back towards the middle of the lane. Not an effort to push the tower.

Aside from these 2 core ideas you will learn to modulate the amount you are attacking to keep creeps close to the middle of the lane. The ideal position for the creep wave is actually right on the edge of your towers range but not actually in tower range. This is as safe as you can be from ganks, gives you the most running distance to harass opponents if they need to escape you, puts them in a position to be ganked easily, and since you are not actually in turret range does not deny you any gold.

A good opponent will never allow you to stay in that position long, they will get intentionally aggressive to push the creeps into your tower so that it wipes the wave and the next wave meets in the middle. Likewise you should do the same.

3) Freezing a Lane. This is probably worth mentioning as well. To freeze a lane you lead your opponents minions backs to the edge of your turret's range and then you do not attack but tank the damage from the minions until your wave arrives. This will dictate where the oppositions next minion wave meets yours, and helps you control where you are in the lane. If your lane partner be it support or the ranged carry asks your to freeze the lane this is what they want you to do.
-----------------------------

Lane positioning -

Above i hinted at the best position for your creeps to be at. In terms of how to position yourself around those creeps there are really only three locations you can be relative to your creeps: In front of them (closer to your opponents tower than they are), Inside the creep wave, and Behind them.

If you are in front of your creep wave you will probably want to be positioned well in front of them, probably on the backside of your opponents creeps. The idea here is a very aggressive play style that is trying to deny your opponent gold and exp. You should still be last hitting, but in addition you want to try and harass your opponent anytime they step in exp range, and/or to get a last hit. You have to be prepared to kill your opponent to maintain this position, and you have to recognize them moving forward for gold/exp vs. them getting aggressive for a gank.

If you are in the middle of the creeps it is very much a position where you are wanting to avoid skill shots while still getting last hits. This is also an aggressive position against melee champs. This is however very poor position against ganks and aoe effects as the surrounding creeps can severely limit your movement capacity.

Finally, the most common position is behind your creeps. This is the most common because it provides the most open space for maneuvering against harassment, and plenty of running room from ganks.

There is also a good deal of positioning war to be played in terms of moving your opponent from 1 side of the lane or the other. Simply put if you move towards your jungler you will move your opponent away from the jungler (assuming they are in the bushes) if your opponent is being passive or moderately aggressive. If you move into the side away from your jungler your opponent will begin to gravitate towards your junglers bush. Finally this will be inverted if your opponent is being very aggressive in the lane and wants to harass you.
----------------------------------------

Last hitting -

In general you are going to have to learn to last hit on each champion individually under the specific rune/mastery setup you use.

However some simply tips are to watch your caster minions and where they are aiming. Typically they are attacking the same target and you can key off that. Firing off a shot or stepping up for a hit once a volley from the casters brings the target minion low enough. Most champions are fast enough to get up and hit a minion or have enough attack speed and flight time to beat the next volley from your casters there. Again, this really takes some practice to get used to.

Another tip is to use the "s" key to stop attacking. when you hit "s" your champion stops attacking and moving. Once you have done this you can bide your time until you are ready to fire/melee and then hit "s" again. This will give you a lot of control over your champion. Also, to avoid accidentally key strokes i never put my flash or ghost on my "d" key just in case of a miss-stroke.

Finally lets talk about last hitting minions under tower. For most ranged-AD, and tanky dps champs cs is very important you can use this method...
2 shots from the turret and 1 auto attack from you will kill melee minions. Caster minions need to be hit twice, Shoot them once, let a tower shot come in, then wait for the second shot from the tower to be fired before hitting the minion again. Waiting for the shot to be in the air will give you the time you need to hit the caster minion you are going to kill and get a second hit in on the next caster minion before the tower shot comes out again.

This is a very general method and does take some adjusting, but once you get good at it you will almost never find yourself missing minions under tower.

*Note a simple adjustment for bottom lane is to have your support hit each of the caster minions one time. This means that you only need to hit each one once after a tower shot comes in.

I hope this helps guys,
Aly

 
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Xyl mac Furl ?? Member
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11-10-2011

Found some of the abbreviations in this guide that aren't in the outdated http://na.leagueoflegends.com/board/showthread.php?t=1434&highlight=terms guide.

Thanks for bumping it while I was on the hunt. The learning curve to this game is as high as most any other and people are competitive so even asking what is the 'utility' or what do you mean 9/0/21 gets you called 'noob' but no helpful responses.

 
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Alyssa Riel ?? Senior Member
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11-10-2011

I kept my glossary limited to what i used in the guide.

Utility stands for utility tree, usually someone is talking about "going utility" which probably means they had at least 21 points put into the tree to get to the reduced cool down on summoners.

The expression 9/0/21 is actually talking about 9 mastery points in offense, 0 in defense, and 21 points in utility. This expression does not have to include the number 9, 0, and 21. It could be 15/015 or 0/9/21 or any combination totaling 30 points. It simply is a quick representation of your masteries for team mates so they can get an idea of what you are doing. You usually won't use these phrases unless you are with friends, or unless someone specifically asks you what you intend to do on a champion who can play many roles.