Master Yi General Guide by dbug87
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Master Yi Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Why, Hello there!
Comes from a nickname, D-bug, because I run 3 computer repair shops and do pretty much nothing but mess with computers all day every day.
I LOVE to help newbies out, because I really dig League of Legends. It's what I do to wind down from a long day at work.
I'm 24, born on april fools day, and I'm an identical twin. Pretty interesting dude, I guess. Now you know a bit about your author.
Anywho, this is my guide for newbies. I intend to go pretty in-depth and clear up a lot of things so you can jump right into the game without having to do that tutorial. I mean, the tutorial is good and everything, its just so slow paced and when you fire up League, you wanna get in there and fight some people, right? And probably not with Ashe?
A call out to the community
Please help me make this the #1 cheat-sheet source for newbies. Suggest new sections, ask questions, show sources, and add as much information as you can. My inbox is always open!
Also, watch for my mentoring threads on the forums, I usually mentor on wednesdays on my ventrilo server!
Proper League of Legends Etiquette
Is the act of killing an enemy that another player has worked hard to weaken, and is obviously going to successfully kill, by last hitting that champion at the last second. It is BAD MANNERS.
Calling MIA's is the act of making it known to your team that the enemy you are facing in your lane has gone missing. It is GOOD MANNERS.
Is an envelope/shotgun term used to describe a player who is intentionally doing something to hinder his team, provide bad information, cause an allied death, cause an opposing kill, or cause a loss of game. It is BAD MANNERS.
Is the act of burning your ultimate skill at a time when it is completely not merited, such as using Gangplank's Cannon Barrage to farm a large group of minions across the map that another player was going to farm. It is BAD MANNERS.
Is the act of being counterproductive to your team because things aren't going your way. For example, staying in a lane that is already occupied by two players, and telling another player to leave. When they disagree, you stay anyway, even though they were there first. Also known as being a pissy little *****. Also included in raging is degrading or yelling at your team mates, all-chatting that your team sucks, reporting players just because you're mad, etc. It is BAD MANNERS.
Is the act of farming all of the minions in a lane when you are in lane with a champion that can't farm as effectively as you can, for example, Lee Sin is in a lane with Malzahar, and Malzahar is killing absolutely every minion because his farm ability is far superior to Lee Sin's. This is BAD MANNERS.
is when you incessantly use your /taunt, your /laugh, your /joke, or anything else that makes noise, or fill the chat window with non-useful or relevant chat. It is BAD MANNERS.
Buff Stealing/Buff Raging/Buff hoarding:
is when you A.) See a jungler killing a buff or another player killing a buff and you run up and hit it last to steal the aura. B.) You complain that you needed a buff more than a player who worked hard to kill it and tell them they shouldn't have killed it. If you needed it so badly, why weren't you down there working on it instead? Keep it to yourself and either go steal the enemy's buff or wait for yours to come up again. C.) You keep killing the same buff over and over again even though another player has expressed that they would like it the next time it spawns. All of these are BAD MANNERS.
Is when you have a shield skill, such as Morgana's Black Shield, and you use it on yourself when you're at the front of the pack during an escape, and leave someone in the back to get picked off and die. The skill could have been much better used to make sure EVERYONE got out alive, but you instead decided to be a selfish player and ensure your own safe retreat. This is BAD MANNERS.
Own up to your mistakes, you'll learn more and you'll learn faster. This is when you were stupid enough to stay in the back of the line too long when you should have been retreating, you die, and you then decide that you should blame Morgana for not using Black Shield on you, when really you just stayed in the fight for much longer than would have been merited by the presence of a functioning brain stem. It's a good way to never get good at the game if you consistently think everyone else is responsible for your mistakes. This is BAD MANNERS.
Is when you decide to venture off alone into an area which isn't easily accessible by your team repatedly during the teamfight phase and get picked off because you're an easy target because you're by yourself. This is BAD MANNERS.
Is when player A is at full life and player B is at full life, both have no skills on cooldown, and a group of enemies approaches unexpectedly. Player A immediately runs for the hills without popping any crowd control skills or anything that might help player B escape. Player B dies, player A gets away unscathed. This is BAD MANNERS.
Is when the setup for abandonment happens, but player A does everything they can to ensure player B gets away, but player B gets a Rambo bug up his *** and decides to stay and fight a losing fight. I, the author, am actually incredibly bad about doing this ALL the time. I guess I just space out or something. Even so, This is BAD MANNERS.
Same as ult fail or skill hoarding. You have a heal, and you have about 10% of your life missing, player B is standing next to you and has 70% of his health missing. You use your heal on yourself. **** move. This is BAD MANNERS.
One for the team:
You're playing a character like Jarvan IV who has an area of effect slow, the enemy is plowing through your team and they begin to retreat. You're in the back of the pack and it doesn't look like you're going to get away. You pop your slow, everyone slows down, your team gains some distance to get away, but you get several assorted forms of weaponry jammed into your colon hole and twisted around vigorously. This is GOOD MANNERS.
Catching an ult:
Player A has around 60% of his life left, Player B is dangerously low. Here comes an Enchanted Crystal Arrow down the lane headed right at player B, guaranteed to kill him. Player A stands in the path and takes the damage. They're both now incredibly low, but both get out alive. Works for Caitlyn's ult, too. This is GOOD manners.
More to come.
Like most games, has essentially it's own language.
I'll try and go over that a little bit here.
If anyone feels like putting these in alpabetical order or requesting that a term be defined, or disagrees with a definition, please let me know.
AP - N. Ability power. Adj. Relies on ability power.
Mitigation - The removal of some or all damage by a certain source, by resistaces ( Negatron Cloak, armor Chain Vest, shielding ( Hexdrinker), or complete dismantling of a source of damage ( Banshee's Veil)
Mpen, magic pen - N. Magic Penetration ( Sorcerer's Shoes)- removes some mitigation of magical attacks.
Apen, Armor pen - N. Armor Penetration ( Last Whisper)- removes some mitigation of physical attacks.
Resistances, resists, res - N. Statistic which mitigats magical damage ( Negatron Cloak)
Armor - N. Statistic which mitigates physical damage ( Chain Vest)
Leech, life steal, spell vamp - N. Statistic which returns damage to the damage dealer based on the damage dealt. ( Hextech Revolver, Vampiric Scepter)
True Damage N. Damage which cannot be mitigated by anything. ( Ignite)
Solo Queue Verb. To queue by one's self, with no friends or team mates, and being randomly matched with other players.
Solo - Verb. To take a lane by one's self without a team mate.
Right clicking- Moves your character.
Hold shift to change the command to "attack move".
"A" key- press "A" and then click
to do what's known as "attack moving"
"O" key- Look at the stats for the current game
Also, see everyone's equipment
"P" key- Opens the shop
"C" key- Shows all of your character's stats
"B" key- Recall. This will teleport you back to your base
"1-6" key- Uses the item in the corresponding slot
|"Q" key- Casts your first skill if you have it
"W" key- Casts your second skill if you have it
"E" key- Casts your third skill if you have it
"R" key- Casts your ultimate skill if you have it
"D" key- Casts your first summoner spell
"F" key- Casts your second summoner spell
"Alt+Click"- Will ping your team for assistance
"Ctrl+Click" key- Will ping your team for retreat
"Space bar" key- Will center the camera on your champ
"Enter" key- To chat with your team
"Shift+Enter" key- To chat to everyone
Those are all the keys you really need to know when you first start playing. If you want to know more, feel free to press escape and look at your key bindings. You can also set them up however you want if you don't like the setup or you have a gaming controller or something you'd like to use. For instance, we use a Razer Nostromo.
Towers: Are defensive structures placed on both sides of the map at enemy bases. They do absolutely insane damage, but thy target the first thing they see. So if a minion walks up first, you're free to pound on the tower as you free and it wont strike at you. But as soon as it runs out of minions to kill, it will switch over to attacking you. At the first few levels of the game, it only takes a tower about 3-4 shots to kill you, and they don't fire all that slowly. If you attack an enemy champion near their tower, it will immediately ignore all minions and attack YOU.
Farming: This is how you get your money in league of legends. You kill the little dudes that constantly run down the lanes and they award gold as long as you got the last hit on them. It's a good practice to get into the habit of targeting the minions who have the lowest health manually rather than putting yourself on auto attack and just shooting or hacking away until they're all dead. Targeting the lowest lifebar minions will make sure that you get the optimum amount of last-hit kills out of that minion wave, and therefore the most gold possible. This is known as practicing your last hitting skills. A lot of guides will tell you that last-hitting is important, this is what they mean by last hitting.
Harassing: Is when you attack the enemy champion while they're trying to farm, and then back away and continue farming. This is how you make THEIR farming less effective, because they're constantly worrying about whether or not you will attack them. Keeping an enemy off of their farm is how you get ahead of them. Getting ahead of them is how you kill them. They will also be trying to harass you, so as you can imagine, farming is quite a dance session.
Hugging: Is when you let the minions push the lane all the way to your tower. You're very safe in this position, but the tower will get most of the minion kills because it so substantially out-damages you. You still get all the experience though, but a lot less gold. This is a good practice if the enemy is very obviously dominating your lane. You may even kill them because they're SO aggressive that they'll stupidly come too close to your tower. But this is also a BAD place to be, because they're going to get significantly more gold than you are. However, they wont be getting as much gold as they would if you were to stay out in the lane and continually get killed. Minions are about 40 gold apiece, you're worth 300.
Ganking: is when you stray to another lane to hide and cause an unexpected ambush on an enemy, usually resulting in a free, very sexy, very morale boosting kill for your team, which usually changes the tides of how a lane fight is going. Make sure YOUR lane is doing VERY well before attempting this. The enemy will usually try and capitalize on a gank by pushing hard on the lane which is missing a player.
Pulling: Is when you back off and let the enemy farm a little bit so they come out from behind their tower. You simply back off of the minions JUST enough to where you aren't attacking them and the enemy isn't in range to attack you (and you aren't in range to attack them either) and let them capitalize on your loss of ground. This is good to do if you've pushed the minion wave all the way to the enemy tower, but don't have the killing power to take down the actual tower, and the enemy is using his tower to more effectively harass you. It's a bad position to be in, and it's a good idea to get out of it ASAP.
Pulling for gank: is when you pull, just like above, but they aren't at their tower. This usually occurs closer to the middle of the lane, trying to get them to push closer to YOUR tower. Once this happens, it's easy for a team mate to come up behind them for an ambush, blocking their escape and creating a pincer scenario. Make sure you communicate to your team that this is what you're trying to achieve. Never assume someone SHOULD have been around to help you gank.
Attack Moving: Does the same thing as a move command except that if you get close enough to anything that you can attack, you'll begin repeatedly attacking it. It's good to move through farm waves in this fashion, because you need to attack them to get gold. It's bad to move past enemies in this fashion, because you'll only want to attack when you're at an optimum position, not when you first arrive.
This is when the game first starts. All of the towers are up, and the heroes are running to their respective lanes. Lane fights happen, nobody really comes out of their lane, the jungler is jungling without too much of a problem, and everything is business as usual.
The Transitional Phase
One or more of the towers have fallen, people are starting to bleed into eachother's lanes, ganks are happening often, people are frequently out of lane, the bigger buffs (dragon, red, blue) start to become fair game on both sides of the map, that is, the enemy jungler has killed a buff on your side of the map or your jungler has stolen an enemy buff, things start to get a bit chaotic. People are scrambling to brace for the team fight phase and establish dominance in the center lane. The middle lane player one one side (hopefully not yours) is really starting to have a bad day.
The Teamfight Phase
The side lanes have been abandoned, all of the action has moved to the middle lane, and the teams are plowing back and forth. People are on and off of their respawn timers like a game of Quake III Arena, its balls-to-the-wall team fighting and the game is coming to a close. Secured buffs become incredibly critical, especially Baron, map awareness is everything, and team fights even go as far as to happen in parts of the jungle. During this phase, you should never be walking ANYWHERE alone and you should be recalling whenever you have the means to in order to replenish your health and mana, and then get RIGHT back out of there as soon as you can and head for your team.
Believe it or not, this is when most games turn around if they're going to. One team has pushed the other all the way into their own base. Team fights happen as soon as the team respawns, and the losing team is struggling to keep their inner base structures alive. Super minions are pouring in because the inhibitors are down, and things are plain ugly. However, if they team plays very defensively, and lets their strongest characters farm all of the minions and get completely geared, sometimes they can push the fight right back out of the base, plow the enemy, and win.
Casted spell- You target with it, you automatically move into range, you cast it, and it strikes. Very simple. Most skills are this way. Alistar's Headbutt for example.
Skill Shot- Any skill that requires you to manually aim the shot. Ashe's Enchanted Crystal Arrow for example.
Area of Effect- Any skill which creates an area which deals damage to anything in it. Swain's Nevermove for example. (also an example of Hard Crowd Control)
Line of Effect- Any skill that damages all enemies in a straight line, may or may not be a skill shot. Orianna's Command: Attack for example.
Cone of Effect- Any skill that bursts forward in a cone, may or may not be a skill shot. Ashe's Volley for example.
Nearby effect- Any skill that requires an enemy to be nearby to cast, and automatically hits nearby enemies. This won't be a skill shot. vladmir's Tides of Blood for example.
Delayed effect- Any skill that is casted, and then provides its effects after a short delay. Veigar's Dark Matter for example.
Flash effect- Any skill that instantly moves you to another location. This may or may not require a target. Katarina's Shunpo for example.
Buff- Anything that makes you or anyone else on your team stronger, better, faster, or harder to kill. Riven's Valor for example.
Debuff- Anything that makes the enemy weaker, easier to kill, or less useful. Kog'Maw's Caustic Spittle for example.
Inevitable effect- Anything that, once the spell is cast, there's no getting away from it. Such as Karthus's Requiem
Soft Crowd Control- Slows, amplified damage, throws, flings, or position switching. Anything that screws up the enemy's ability to move or attack effectively. Nasus's Wither for example.
Hard Crowd Control- Stuns, supress, bind, root, anything that maks the enemy unable to move or attack at ALL. Morgana's Dark Binding for example.
Damage over time- After hitting an enemy, the skill does damage over a period of time. Malzahar's Malefic Visions for example.
Charge effect- After being cast, the spell will generate new effects based on what happens while the spell is channeling. Maokai's Vengeful Maelstrom for example. (These are rare. Galio has one, too.
Stack effect- Provides bonuses based on how often the skill is used. Nasus's Siphoning Strike for example.
Percentage effect- Provides bonuses based on a percentage of another stat of yours or the enemy's. Kog'Maw's Bio-Arcane Barrage for example.
Utility effect- Does no damage and causes no buffing, but provides some sort of utility for your team. Ashe's Hawkshot for example.
Trap effect- Leaves something behind for the enemy to walk over and be damaged or otherwise negatively affected. Many of them also provide crowd control effects. Caitlyn's Yordle Snap Trap for example.
You'll see each character have a role associated with them if you look at their information in game, or look at their tags on this website. This is a brief explanation of what they all mean.
These characters are the heavy hitters of the game. They do the most damage and they end up with the highst kills scores. However, they're called a "hypercarry" because of two reasons. Firstly, they usually end up carrying the team to victory. But more importantly, they themselves need to be carried early game. Sort of a "You help me, I'll help you" scenario. I'll split this into two parts.
They are usually very easy to kill (we call it "squishy") and they need to get a lot of kills in order to evolve into their potential. If a hypercarry is "starved", that is, not allowed to get any kills, they will be "shut down", or prevented from reaching their potential, and ultimately being rendered useless. They usually need a good babysitter, or they at least need to take a solo lane (see "lane configurations"). They scale off of attack damage, attack speed, critical strike, and life leech, usually a combination of all of them.
How to shut down an AD hypercarry:
Easy. Don't let them kill you, use your Crowd Control on them to keep them from getting as many minion kills, gank them often, do whatever you can to keep their score down in the early stages of the game. Thornmail is very effective as long as you have enough of a life pool to take a few heavy hits. You'll laugh as they very efficiently kill themselves. Rammus is the Anti-AD hypercarry. He reconfigures their faces.
Infamous Examples of AD Hypercarries- Master Yi, Tryndamere, Vayne
They're sort of few and far between, and most of them have to be built specificaly to BE a hypercarry, in other words, they're actually a different role usually, but they have the potential to BE a hypercarry. AP hypercarries are a lot less common than AD ones. They scale off of AP and all the same squishiness rules still apply.
How to shut down an AP Hypercarry:
Resistances and Crowd Control. If they can't do much damage to you and they can't move, they're done for. AP hypercarries are usually even squishier than AD hypercarries. Any hypercarry relies on a good offense to be their defense. Remove their offense, and they have no defense. The problem is that they usually build penetration, so you'll need a LOT of resistances. Galio is the Anti-AP hypercarry. He sleeps with their sisters and doesn't ever call again.
Infamous examples of AP hypercarries: Fiddlesticks, Brand, Singed
Note: Singed, built tanky, loses his hypercarry potential.
These guys are meant to be the meat shields. They should always end up taking the brunt of the damage in a team fight. They usually have some crowd control, maybe a taunt, and usually some sort of buff or debuff. They can throw some damage, but their focus is more on taking damage than dealing it out. They have high health points, usually build a lot of armor and magic resist, and they almost always initiate fights.
How to shut down a tank:
You really can't, but you can definitely keep them from being as much of a problem for your team when you DO have to face them. It is never a good idea in a team fight to actually LET the tank do his job. You'll find you'll have a lot more luck completely ignoring the tank until everyone else is dead. Once all the other players are down, your entire team can focus on the tank all at once.
Infamous examples of tanks: (physical) Rammus, Malphite, Alistar, (magic) Galio
These champions are meant to make your team better. They come with a lot of buffs, they sometimes have healing skills, and they may have a debuff or two or maybe some crowd control. Their job is to mess the enemy team up and help your team out. They don't do much real damage, so, like a tank, they'll have more assist than kills at the end of the game. A support is always an incredibly welcome addition to any team, and is a good way to start the game, because you can hang back and watch other players and learn from the way they play, yet still be a viable addition to your team.
How to shut down a Support:
They're usually very very hard and risky to kill while they still have mana, but as soon as they run out of mana, they're usually easily decimated due to their lack of ability to control the fight any longer. Or, better yet, if you don't feel like waiting for them to run out of mana, just watch for them to burn all of their skills and end up with everything on cooldown, and have your whole team make the support the very first priority in a fight.
Infamous examples of Supports: Sona, Janna, Soraka
Casters are not carries. They are magic damage output characters who tend to have a lot of crowd control and their role is to keep the damage flowing constantly throughout a teamfight, whether by using damage over time skills, crowd control to keep the enemies in the fight, debuffs, or direct magic damage. They don't hav absolutely remarkable damage output, but they're critical to the team because of their ability to tip the scales just enough to push the teamfight to an ace (every player on the other team is dead).
How to shut down a Caster:
There really isn't much need to shut down a caster, since they scale pretty evenly throughout the game and don't tend to get completely out of hand unless they're very heavily fed. Just make sure you play smart against them. Tenacity is usually a good idea when playing against a skilled caster.
Infamous examples of casters: Swain, Orianna, Zilean
These guys do a lot of damage, but they can take a lot of damage as well. They usually have a pretty balanced score between kills and assists, and they tend to be the favorite role of many players, because they're the safest way to deal damage in the entire game. They don't have the pure killing potential of a pure carry, but they aren't nearly as squishy either. They tend to be the guy on the team that everyone runs from as soon as they show up. Sometimes these guys are labeled as "fighters", or "pushers".
How to shut down Tanky DPS:
Build mitigation that negates the type of damage they're doing, whether that be armor or resistances, and build equipment that chews through the kind of damage that they're mitigating. You can press O to see what they're wearing. If they've got a lot of armor, an item like Last Whisper would be a good bet. If they have a lot of resistances, an item like Void Staff would be a good bet. If you're a carry, don't mess with these guys early game.
Infamous examples of Tanky DPS: (physical) Olaf, Garen, Nasus, (magic) Maokai, Singed
These characters always have a distance closing ability, and a incredibly bursty set of abilities. They're designed to come in out of nowhere, throw insane damage, and get out. Some of them don't even have a great ability to get out- they're designed strictly to pick off stragglers. They usually have very good move speed, very high damage, some sort of stealth ability, some sort of flash ability, and they usually have VERY little life, armor, and resistances.
How to shut down an Assassin:
They have no sustainability, they're very squishy. The only thing they have going for them is pure speed and low detectability. Don't wander off alone if you're playing with an assassin, recall often, and try and mitigate their damage in some way. Crowd Control is the worst enemy of any Assassin, as is detection. If you can find them and keep them sitting still, they're absolutely done for.
Infamous examples of Assassins: Katarina, Shaco, Talon
These are physical attack based characters who are much like hypercarries, but they aren't as easily shut down, but also don't get as powerful. I'm going to split this into two parts.
-Ranged AD Carry-
These are your typical hit-from-the-back-line champions. Your archers, gunners, and whatnot. They are powerful, they can be a pretty unexpected source of damage to any enemy who isn't paying attention, and they tend to be the champion responsible for getting the last few hits on an enemy fleeing from a team fight. Most of them have pretty significant range, even over casters. In fact, most of them have the highest ranges in the game.
How to shut down a Ranged AD Carry:
Don't go after them alone, they tend to have a hard time with multiple targets. Also, mobility is your biggest factor in whether or not you're coming out of a fight with a ranged AD carry alive or not. Both theirs and yours. If you're sped up and they're slowed down, they're going to lose. It's still a bad idea to pit a melee champion against a ranged one though.
Infamous examples of Ranged AD Carries: Ashe, Caitlyn, Vayne
The not-so-ranged ones. These guys are your typical bread and butter damage dealers. They come with som sort of melee weapon, they do steady damage, they're averagely hard to kill, they're very run-of-the-mill, but very reliable. These are the go-to champions of your average joe hack and slasher typed personalities. You won't be tilting the scales in your team's favor like a hypercarry can, but you also won't be boosting up the death score or getting shut down like a hypercarry can. If you out-score a hypercarry, make sure and rub it in their face. If you don't build armor penetration and life leech on an AD carry, you might as well run at the enemy's tower repeatedly. You're useless.
How to shut down an AD Carry:
Armor. Pretty simple stuff. Thornmail helps substantially against both AD Carries and AD hypercarries, but you need to keep in mind that you need to have enough life to keep you alive long enough for Thornmail to be effective. Leech helps too. Essentialy, it boils down to this: Do more damage than they're doing faster than they're doing it.
Infamous AD Carries: Xin Zhao, Jarvan IV, Riven
These characters scale well off of ability power, and they tend to be a lot like casters, but with a lot more damage output focus. They don't have as much Crowd Control, they can't take a hit as well ( Orianna has a hell of a shield or I'd call her an AP carry) and they're much more primarily focused on dealing damage than controlling a team fight at all. Anybody that doesn't build resistances will usually get pretty pissed of at an AP carry by the end of the game.
How to shut down an AP carry:
Same principle as an AD carry, only with resistances instead. Items like Hexdrinker and Banshee's Veil are really useful as well.
Infamous examples of AP Carries: Annie, Vladimir, Heimerdinger
These champions excel in the jungle, and usually at ganking as well, since that's a lot of the job of a jungler. They usually have a lot of attack speed and the ability to hit many enemies as once, as well as something that heals or shields them. Against enemies, you'll usually find them supressing or stunning the enemy somehow, stealing life back, and doing a lot of damage very quickly. Nearly every jungler will ultimately end up building either Wriggle's Lantern or Madred's Bloodrazor, either way they're going to probably get Madred's Razors.
How to shut down a jungler:
A jungler is designed to be all over the map and come out unexpectedly, they rely on killing jungle creeps in order to get their experience since they aren't in a lane. The easiest way to shut them down is map awareness and counter-jungling, which is the act of killing their creeps before they can. It slows down their evolution throughout the game and really hinders them from becoming any sort of viable threat, especially if you can see where they're coming from. Essentially, to shut down a jungler, you simply beat them at their own game.
Infamous examples of junglers: Udyr, Warwick, Skarner
Choosing your first champion to purchase
First you want to pick which hero you'd like to start with. There are free ones every week, and they change every week- realistically you could just wait for whichever hero you'd like to play to become free, but let's face it you might be waiting a really long time. So here's a quick guide to help you pick your first champion! There's a lot to choose from...
I'm going to list the heroes that I call "Basic Champs", due to their low price and relatively easy play style. You can read about each one, and choose which you like. And in the next section, I'll even go over a quick way to decide who you may be good with- because it really isn't about what the hero does, it's about how YOU play. It's probably not time to come out of your comfort zone yet.
The recommended heroes of League of Legends are Annie, Ashe, Kayle, Master Yi, Nunu, Ryze, and Sivir. These are the one's you'll be able to unlock the fastest. There may be one or two I missed, if there are, point it out for me and I'll update it. I'm going off memory here... So what do these champs do?-
Annie is a caster. She's heavily rooted in fire-based skills, she can summon a big teddy bear, and she can stun the enemy every few spells. She has sort of a learning curve because she needs to effectively use her stun to be really viable. She is, however, a really great champion and a great addition to any team. Her teddy bear, tibbers, makes her able to take a little bit more of a damage load- as if there are two champions in her lane rather than one for a short period of time. She does more magic damage than physical.
Ashe is an archer, she's based a lot off of ice, pretty much every skill she has will have something to do with ice. Nearly everything she has will slow down the enemy, making the enemy much easier to catch for your team. She's more based off of auto-attacking than she is reliant on her skills. She does a lot more physical damage than magic damage. Her ultimate skill, Enchanted Crystal Arrow, has one of the longest ranges in the game. You can fire it across the entire map and it ignores walls. Ashe is more based off of hit and run than actually engaging the enemy head-on.
Kayle is a support/tanky character. She can be melee or she can be ranged, she can heal, boost movement speed, and make an ally invincible for a short period of time. She's very good for anyone who likes to hang back and make sure that their team is buffed, healed, hard to kill, and she can even do a bit of damage to the enemy team while she's back there. If needed, she can even switch roles and hit the front line of the fight. Her damage comes pretty evenly from both physical and magic sources, she can be successful built either way. However, she's not very specialized in either role- physical damage or magic damage. Her specialization is in being a support character.
Master Yi is a heavy damage physical offense based champion. He's a samurai. His skill boost his damage and rely on throwing a lot of damage at the enemy very quickly, and he even has a skill which makes him more effective at hunting down enemy champions. LOTS of beginners choose Master Yi as their first champion because he's so powerful. This is all well and good, but I will warn you, people who start out on Master Yi tend to learn a lot of bad habits that are really hard to break.
Nunu is also based on ice, like Ashe, but he's a caster... sort of. He's strange in the fact that he's a caster, but his physical attacks are melee and a lot of his abilities are short range. He's a strange fellow... rather, they're strange fellows- he's a guy riding a yeti. The cool thing about Nunu is that his ultimate skill has one of the highest damage outputs in the entire game. Nunu is absolutely insane if he's played right. If you're looking for raw damage output, I'd start off on Nunu rather than starting on Master Yi, just because you're not so prone to get into the habit of going Rambo mode like you're going to learn to do on Yi. Don't get me wrong though, it's your choice and Master Yi is a really cool champion.
Ryze is a caster based off of lightning. He's a good place to start if you're looking to play a caster, just like Annie. His skills are based landing a crowd-control skill, and then laying some damage on the enemy while they can't do anything about it, and then running away. He's a sheisty hero, and a lot of fun to play. He's another champion that plays sort of a hit-and run style.
Sivir is another damage dealing physical champion like Master Yi, but she's ranged. She's really good at harassing an enemy from far away, and she's capable of throwing a TON of damage. She's also pretty sustainable, that is, she doesn't necessarily have to run away if she's engaged. That's not to say you should be taking on the world, but she's by no means made of glass.
I'f I'm not mistaken, Brand should be on this list, maybe a few others, too. I'd look them up right now, but the god awful computer I'm on has a terrible internet connection to boot. Heading over to the champion database from where I'm at right now is just ASKING for the browser to lock up.
Choosing your role/Basics of equipment
This is where you make your character into what they are. Usually you want to build your character to maximize his or her potential based on their skillset and attack types. For instance, Singed gets a lot of bonuses from mana based items, so you want a lot of mana on him, same with Blitzcrank and Ryze.
Here, I'll go over some basic equipment theory.
Keep in mind that the possibilities are limitless, and these are just basic principles.
Another thing to know is that, when building equipment, every piece of equipment has a recipe. That is, there are weaker, less expensive items that you can buy which eventually turn into the piece of equipment you are TRYING to ultimately purchase.
For instance, to build Malady, a player may want to start buy purchasing a Dagger, and then another Dagger, and then an Amplifying Tome. You can see the recipe for an item when you click on it, and it's a good idea to buy the items in the order of what specific stats you need off of the item.
For instance, Nasus functions very well with a Sheen and ultimately Trinity Force, but he really doesn't need any ability power, such as the Amplifying Tome present in the recipe for a Sheen which is part of the recipe for Trinity Force, so you'd buy the Sapphire Crystal first, since almost everybody benefits from a little extra mana.
After that, he doesn't need critical strike or attack speed as much as he needs more life and the ability to slow his enemies. So you'd build a Phage before you'd build Zeal.
Get the items you need before the items that you don't necessarily need when building a recipe.
A "core build" is a group of the three main items that benefit a type of character the most. These should be your FIRST three items, and you should also get some sort of boots in there somewhere relatively early. Playing a character without boots is like driving a car with only first gear available. Yeah, it can be done, but it isn't very effective and isn't very good for your well-being.
There are many types of builds in League of Legends, so I'll go over those and what a somewhat ideal core build might be for those types of play styles.
We'll start with the most common, most fun, most played style of building for early gamers:
The AD Hypercarry
Relies very heavily on additional damage, most of them are auto attackers and so they need their swings to throw as much damage as they can.
Who plays them?
Personality types that usually play AD carries tend to be the types of people who are sort of thrill seeker kinds of people. Laid back, just playing the game to play the game, but they sort of want to be the rockstar at the same time. They want to get the most kills they can with the minimum effort, which is why the AD Hypercarry is so popular among new players- it doesn't require much skill.
Pros of AD hypercarries:
HUGE damage output, the ability to snowball into an unstoppable force by the later stages of the game, LOTS of fun to play, really gives a new player the confidence to keep playing the game. I call AD hypercarries the "first line". Sort of like cocaine, they give you the first line for free to get you hooked and keep coming back for more. That's what AD hypercarries do for new players. They get them hooked on League of Legends.
Cons of AD Hypercarries:
AD Hypercarries are seen less and less as your character level progressively gets higher, because more experienced players are very efficient at making sure an AD Hypercarry has a really, really bad day. As the game evolves and you face more challenging opponents, the AD hypercarry goes from being the shining star and most viable addition to a team, to being the drag point- the person who gets killed the most and feeds the enemy team entirely too much. It's fun to learn the basics of the game on an AD hypercarry, but be sure to move on to something else before your summoner level is about 15.
The reason this is your core build:
Phantom Dancer, found under Attack->Attack speed, is where the majority of your attack speed will come from, and also significantly boosts your critical strike chance. Critical strikes throw double damage, and really make or break an AD hypercarry.
Infinity Edge, found under Attack->Damage, is where the majority of your damage will come from. It boost your critical strike chance even more, adds 50% damage when a critical strike DOES happen, and adds a good amount of straight attack damage as well. It stacks very well with Phantom Dancer, and once you have both, you'll see a significant increase in killing power due to high critical chance and high critical damage.
The Bloodthirster, found under Attack->Life Leech, is where your sustain comes from. It adds some nice flat attack damage, a good amount of life steal, and gets progressively more powerful the more enemies you kill. Since you'll be killing enemies quickly with your Phantom Dancer and Infinity Edge, it stacks nicely into the combination and the three items work incredibly well together to give you very significant damage output.
An AD Hypercarry, and why this works well on them:
Master Yi has a skill called Wuju Style.
It boosts your damage passively, which adds even more damage output to your equipment combo. His ultimate, Highlander, ads significant attack speed and more damage to champions, as well as movement speed, and it refreshes if you kill a champion with it. So logically, if you're throwing a TON of damage VERY quickly, you're very likely to refresh Highlander and create the ability to simply move on to the next target. Every time you strike someone, you heal yourself. So it's not uncommon to decimate a champion and be moving on to the next one STILL at full health.
-The AP Hypercarry-
They rely on the pure beefiness of their spells to do the most damage possible. They stack AP on top of AP on top of AP and then when they're done, they get some AP to compliment their AP that they stacked on top of their original ******ed levels of AP. So, in other words, you might need some AP. After that, make sure you don't forget to get some AP. If worst comes to worse, and you run out of mana, you can always get more AP while your mana recharges at the fountain.....
Who plays them?
People who like to cast substantially damaging spells and play SORT of from the back lines, but still in the action. These are the guys that like to watch green lifebars turn very, very red very, very quickly. Almost nothing will piss off an enemy team more than an AP hypercarry who has been fed. Even more so than AD hypercarries, because AP hypercarries are RANGED and therefore much harder to close in on and kill. It's a good class for trolls. People who like to play with an evil smile on their face.
The Pros of an AP Hypercarry:
Best damage output in the entire game. Nothing beats the damage output of an AP hypercarry. If you ever wondered what pure offensive potential looks like, this is it.
The Cons of an AP Hypercarry:
You have that annoying blue thing (mana bar) at the bottom of your screen that seems to keep getting lower and lower and lower every time you grant an enemy a new orifice. Also, being pure offense doesn't leave much room for any defense. You have to be VERY careful not to be shut down early or your job in the game will be to provide kills and gold for the enemy team.
Why this is your core build:
Will of the Ancients, found under Magic->Ability Power, is a nice AP boost, and provides you with spell vamp, which is your sustain. Every time you hit an enemy with a spell, you'll receive a portion of the damage you dealt back as life.
Void Staff, found under Magic->Ability Power, provides a great AP boost as well, and it also adds a huge amount of magic penetration, so your skills will cut through enemy magic resists a lot more than they would without this item. It stacks very well with Will of the Ancients because the more damage you do with a spell, the more life you get back.
Rabadon's Deathcap, found under Magic->Ability Power, is your ace of spades. It adds a metric ****-ton of AP, and also boosts your TOTAL AP by 30%. This is an amazing item on ANY spellcaster, or anyone that uses AP at all for that matter.
An AP Hypercarry and why this works on them:
Fiddlesticks has a skill called Drain
It deals damage to the enemy every second they are in range and returns that damage back to Fiddlesticks as health. Add Will of the Ancients on top of this, and you're returning an absolutely ridiculous amount of life- enough to usually take every hit that's being thrown at you while you're casting this spell. His Crowstorm does absolutely ridiculous damage as well, and if the enemy is feared by Terrify, they can't get away from it. Add Void Staff to the mix and it becomes very hard to mitigate this damage, and with Rabadon's Deathcap, it's very formidible damage. Oh, and he has a bouncing skill called Dark Wind, which silences an enemy, preventing them from doing their most significant damage to you.
-The AD Carry-
Slightly different than a hypercarry because they focus a little more on having some sustain, and they just don't have the same damage output. They require a bit more skill to play, but they're much more viable at higher levels than a hypercarry. Most hypercarry players evolve to play regular carries at later levels, because they find themselves getting countered or shut down, and it's a lot harder to do that to a regular ol' carry.
There's also a lot more ways to design your core build.
Who plays them?
These are the G.I. Joes of League of Legends. These are the characters that are just sort of "there", doing the dirty work. The blue collar champs, if you will. The team is useless without them, but you never see them shine out like a hypercarry does unless they get REALLY fed and play REALLY well early in the game. If you're a laid back kind of gamer, and you just want to get in, get the job done, and get out. Glory gamers need not apply.
Pros of an AD Carry:
High damage output, and the ability to take a few hits on top of it. The usual way you can tell a hypercarry apart from a carry is that hypercarries have almost purely offensive skills, where as a carry has a sustain or buff skill of some sort (other than buffing damage, like wuju style. I'm talking more along the lines of Riven's Valor.) They're meant to stay in a lane much longer and require a lot less feeding than a hypercarry would. Yeah, Master Yi has Meditate, but most Master Yi players don't put much points into it. Carries... They may not get AS powerful as a hypercarry, but they also aren't nearly as prone to early deaths/shutdowns.
Cons of an AD Carry:
They can be boring to play, you're in for all the dirty work, you're essentially playing a pawn role. Your team will probably exceed you in kills, you'll get YOUR kills stolen periodically by a passing hypercarry, and you just really aren't all flashes and bangs. You're only there to fill a slot, but if that slot isn't filled, your team fails. Someone has to do it. Also, getting spectacularly good with an AD carry requires some time and repetition and patience that most new players are just too excited to play new champs to be able to muster up.
An AD Carry and why these work on them:
Madred's Bloodrazor, found under Attack->Damage, deals magical damage based on an enemy's health, and many tanks stack life, so the item becomes incredibly viable against tanks. Being a ranged character, she can successfully poke at a tank while taking relatively little damage herself.
Malady, found under Attack->Attack speed, substantially increases your attack speed, deals a bit of magical damage, and lowers enemy resistances. It makes Madred's Bloodrazor hit a lot harder and a lot more often.
The Bloodthirster, found under Attack->Life Steal, adds a much needed physical damage boost to your almost purely magic damage based offense, and returns a lot of health based on the attacks you land.
Combining all of this with Ashe's ability to slow will make it much harder for that tank to get away, since many of them are inherently slow, and makes Ashe a very viable tank killer.
Phantom Dancer, found under Attack->Attack Speed, will add a lot of attack speed to Ashe's auto attacks, and really boost her critical strike chance.
Infinity Edge, found under Attack->Damage, will add a substantial damage boost, and also boost Ashe's chance to throw a critical strike even further, as well as boost the damage of her critical strikes.
The Bloodthirster, found under Attack->Life Steal, will help her sustain and refill her life as she attacks, and adds another significant attack damage bonus.
Combining these items on Ashe will make her an insane damage dealer at a good range. Volley adds damage on top of your normal attack damage, and so this has the potential to make Volley a HUGE threat in a team fight. With Ashe's ability to slow, she guarantees most champions won't get away from her.
The Black Cleaver, found under Attack->Attack Speed, adds an attack speed boost and lowers the enemy's armor, as well as ading a decent flat damage boost.
Last Whisper, found under Attack->Damage, adds armor penetration to Ashe's attacks and adds a decent attack damage boost
Zeke's Harbinger, found under Attack->Life Steal, adds an attack speed bonus, as well as lowering the armor of all enemies near Ashe, adds health regeneration, and adds life steal.
First, you've lowered the enemy's armor before you even engaged him by using stark's fevor's passive. Each hit with The Black Cleaver lowers it even more, and once their armor is dropped, Last Whisper will penetrate through whatever is left. The difference between heavy armor champions (like tanky DPS) and actual Tanks, is that Tanks tend to stack both mitigation AND health, whereas Tanky DPS champions only tend to have a good amount of mitigation, minus the stacked up health. Make sure you know which one you're playing against before you choose between a tank killing build or an armor piercing build.
Wit's End, found under Magic->Magic Resist, provides an attack speed bonus, flat magic damage per hit, magic resistances, and stacks more magic resistances every time you attack, which is good for giving you a little more sustain while you're in the fray with a caster.
Hexdrinker, found under Attack->Damage, provides you with a little more attack damage and also gives you a 300 point shield if the enemy is about to kill you with a spell.
The Bloodthirster, found undr Attack->Life Leech, gives you som sustain, so with your magic resitances, you should be able to keep pumping arrows into the enemy to regain your health back for whatver damage they're dealing to you, attacking very aggressively and relying on the caster being squishy, knowing that if they really hurt you badly, your Hexdrinker will give you a chance to get out of there alive.
Ashe gets sent to the middle lane a lot, which is the territory of AP champions, and so she needs to be able to come out on top. Building to counter casters specifically MAY hurt you in the end game, keep that in mind. This is NOT a viable end-game build, but it WILL help you take the middle lane down very effectively, and a crushed middle lane is terrible news for the enemy team. You can always SELL all of your equipment at that point and re-build to be more viable in a team fight.
-The AP Carry-
These guys are just like AD Carries, they have more sustain than a hypercarry but lack the same damage output. They're very average joe. But without them, there are a lot holes in your team dynamic. Namely, you'll have a lot less effective champion in the middle lane.
Who plays them?
AP Carries tend to get played by people who liked playing spellcasters in other RPG or RTS games, and are looking for an entrance into the world of spellcasters in League of Legends. AP Carries usually have a high attention to detail, since being effective on an AP Carry requires a lot of paying attention. To mana, to the enemy's mana, to the enemy's movement, what's on cooldown, map awareness... AP Carries are sort of squishy, and it's not all about bursting the enemy like it is on an AP hypercarry. AP Carries usually end up squaring off in the middle lane, and they're usually very evenly matched. It takes a lot of skill to play an effective AP Carry. Telling an AP Carry apart from an AP Hypercarry is easy. AP Hypercarries have pure damage output, whereas AP Carries can usually protect themselves, such as with Morgana's Black Shield or Orianna's Command: Protect.
The Pros of an AP Carry:
They have a high learning curve. That is, an AP Carry has the potential to be even more decimating than an AP Hypercarry if they've got a skilled player behind them. The same isn't true for an AD Carry versus an AD Hypercarry. Tanky DPS is much more skilled at taking out an AD Hypercarry. However, an AP Carry is a time bomb of skill- they're going to be in the lower ranks, but after repitition and practice, nothing is more valuable on a team than an AP Carry who knows what they're doing. Mainly because this is the guy in charge of your MOST IMPORTANT LANE.
The Cons of an AP Carry:
They're difficult to start out on, because in an organized game, you're going to be in the hardest slot on the map- the middle lane. You'll get ganked, losing the lane is a horrible stab to your team, you're pressured, and you need to pick up your role QUICKLY or see yourself get a lot of losses. If you're going to learn an AP Carry, it's better to learn them on the Twisted Treeling, because there is a lot less pressure. It's easy to swap lanes on TT, and the AP carry is usually in the bottom lane in favor for a hypercarry in the top lane. Playing an AP carry on Summoner's Rift is a duelist's position, and if you don't make the cut, you're really hurting your team.
An example of an AP Carry, and why this works on them:
Chalice of Harmony, found under Magic->Mana Regen, this item is your mana sustain, the key to remaining in the middle lane. It increases your Mana regeneration by 1% per 1% of mana you are missing. This is HUGE as you get lower on mana, and mana is your offensive potential. Without it, you have auto-attacks, which are laughable on AP Carries. This also provides you with early magic resist. This is usually a table turning item if one middle laner gets it and the other doesn't.
Rod of Ages, found under Magic->Mana, will add more mana to your total pool, some health, heal you when you level up, and add some valuable AP. It's a great sustain item for casters, much like Rylai's Crystal Scepter, but that item is meant a lot more for tanky AP characters due to the huge life bonus. I mean, you can still build it, but it should be much later in the game.
You should NOT be spending IP on champions. AT ALL.
Save them up for Tier 3 runes, if you MUST by a champion, make sure it's one you'll play for a long long while. There are free ones every week that you get to try, and if you spend all your IP on your way to level 20 on all kinds of champions, you're going to fall further and further behind everyone else because your runes will be completely insufficient by the time everyone ELSE has Tier 3 runes.
Runes make or break a one on one fight.
Just think about what would synergize well with your character, and put points into it. Is your character a tank? Well, then you need sustain, usually on the Defense tree. Are they a caster? Well then they might need AP off of the Offense tree and mana regen off of the Utility tree.
You get nine of each of the smaller runes: marks, seals, and glyphs.
Try and go for nothing but primary runes. If you get a secondary rune, that means the rune isn't designed to be used to boost that sort of a statistic. Each group of runes specializes in boosting certain stats.
For instance, red runes are good for boosting your damage output, either by attack damage, ability power, or penetration. Blue runes are good for boosting your sustain, either by defense, life, mana, or resistances. Yellow runes are good for utility, such as cooldown reduction, attack speed, or move speed. Purple runes are the most powerful and most expensive. They're good at boosting any statistic, but you only get a maximum of three of them.
You want your runes to synergize with whatever you're trying to accomplish, for instance, you don't want attack speed runes on a caster, or cooldown reduction on an auto-attacker.
My brother, Squeezy102, is much more knowledgeable about runes than I am. I'm going to see if I can get him to re-write this in a bit more depth for me.
You only get 2, so choose wisely.
Good skills to START OUT with would be Heal and Exhaust.
Just know that the longer you play, the less viable Heal becomes, and you should never learn to rely on it. You should use it to "erase" a mistake you just made while learning a game, and do whatever you can to NOT get into the situation again which required you to use Heal. It's a good learning tool- if you had to use Heal, rewind that scenario in your mind, and think about what you did wrong, and work to attempt to not do it again.
Once you find yourself no longer using Heal much, swap it out for a different summoner skill.
These are your friend. Don't be a scrub, they aren't that expensive.
You want to put wards in places of high interest and heavy traffic. They will allow you to see the enemy's movement, which prevents them from ganking you and allows YOU to gank THEM much more effctively. Wards can not be seen unless they are revealed like any other invisible unit. So the enemy probably doesn't even know that you can see them.
Typically, supports are in charge of the wards, but regardless, they are EVERYONE'S responsibility.
Where to ward
The top lane should have the dragon warded, and ward the entrances into the jungle, as well as the bushes in his lane.
The bottom lane should have the Lizard warded, as well as the enrances to the jungle, and the bushes in their own lane.
The top lane should have Baron warded, as well as the entrances to the jungle, the enemy's buff, the bushes in their lane, and their corresponding lane buff (blue on the blue side, red on the purple side) So ideally, if everyone in the game is warding properly, all of the buffs in the game will have a set of wards on them.
The bottom lane should have dragon warded, as well as any entrances to the jungle, and any bushes in their own lane. They should also have their corresponding lane buff warded as well as the enemy's.
The middle lane should have the bushes on both sides of the lane at the river warded, some wards in the bushes that run down the river, and otherwise really isn't in charge of warding.
The jungler should have all high traffic areas INSIDE the jungle warded, as well as a few in the enemy jungle if he can pull it off.
If you know where the enemy is, they will never sneak up on you.
If they can't gank you, then the game is based entirely off of skill, rather than luck or ambushes. If you get ganked, no matter what, no matter who you want to point the finger at, no matter who you want to say didn't call MIA.... it's your own damn fault. WARD YOUR AREA.
Every twisted treeline game starts with a bit of a teamfight at the bush in the middle of the map on the bottom lane. I don't know how that tradition started, but it did, and you need to know that going into the game. Get your purchases done early and get your butt down there.
Have someone with a skill shot shoot into the bush, or bring a sight ward down there. Running directly into that bush is a BAD IDEA.
Other than that, your hypercarry or most potent carry should be top lane, and your other two should be on bottom. Essentially, the top lane is a solo lane, its going to be one versus one. Bottom lane is 2 on 2 or 2 on 1 if one team has a jungler or 1 on 1 if both teams have a jungler.
The top lane should be constantly watching for someone to stray into their lane from out of nowhere, and it's important for the top lane to maintain control of the DRAGON, who lives in the little bay at the top of the map, since every time the dragon is killed, it's a substantial amount of gold for your entire team.
The bottom lane is in charge of maintaining control of the Lizard Elder, which is almost dead center of the entire map. Anyone who kills the Lizard Elder starts throwing significantly more damage, so you definitely want that secured for YOUR team.
The middle lane is AP Carry territory, the top lane is AD Carry/Hypercarry/Assassin territory, and the bottom lane is for tanks, supports, and anything else. Bottom lane is in charge of keeping control of the dragon, which is right up the river a little ways on the left hand side near the bottom lane. Top lane is in charge of watching Baron, who is in a little bay near the top of the map, in the river, on the right hand side. Either one of these provides buffs and universal gold, so keep the enemy off of them. This is the job of the jungler and the corresponding lane (top for baron, bottom for dragon).
There are two buffs on Summoner's Rift, the blue buff and the red buff. Get familiar with where these are. On the blue side, the blue buff is towards the top and the red buff is near the bottom. On the purple side, the blue buff is near the bottom and the red buff is near the top. So the corresponding lane should have their corresponding buff creeps warded, so that they can see when the creep respawns, and also see if the enemy jungler is trying to steal your team's buffs. Stolen buffs can be crippling, because now, not only does your team not have the red or blue buff in a team fight, the enemy team has BOTH of them TWICE. Potentially FOUR buffed characters versus your ZERO.
How's your footwork? (Movement/Engagement/Avoidance techniques)
A quick rule of thumb to keep in mind: If you can't move well, you're going to die 100% of the time. PERIOD.
There is literally no arguing against this.
Have you ever watched a boxing trainer tell a boxer to stop working on his punches and hit the jumprope? The same is true for any league of legends player. If you've got no footwork, you're done. That's GG. It's over.
Movement is EVERYTHING. You have to know how to dodge, how to move defensively, how to move aggressively, how to juke, how to skip skillshots, how to tower dive, how to gank. All of it. It's more critical than your build, it's more critical than your runes, masteries, it's more critical than your damage ouput... it's more important than anything in the game.
Movement. Is. Everything.
Any new player should stop worrying about what their abilities do, stop worrying about which champion looks the coolest, forget about runes, masteries, and builds, and focus on moving effectively. It is the single most important skill you can possibly learn in this game. So you do ten billion damage, that's awesome. Does you absolutely no good if the enemy either A.) can't be caught or B.) catches you off guard and stuns you and kills you before you can throw your ten billion damage.
And what's worse... You DON'T do twn billion damage. You shave that little green life bar off a little bit at a time just like everyone else does. Maybe more than a little bit, but you still don't kill them in one hit. So you need to be keen on the fact that even if you have the POTENTIAL to severely jack up an enemy, if they can move better than you, it won't happen. You'll get ganked, caught off guard, stunned, SOMETHING will go wrong if you have no footwork. Sure, you might kill them, but do you want to be a character who relies on luck, or relies on skill? Seems like an easy choice to me.
So without further ado...
How to not get impaled by your own stupidity.
Ditching is the act of getting an enemy off your trail.
When you're being pursued, nine times out of ten, the enemy isn't going to stop chasing you until they kill you. They aren't chasing you because they want to play tag, they're chasing you because they know they have a kill in the bag.
Things to look for:
Round bush setups, obstructing bushes, thin walls, allied players, CC skills which are not on cooldown, movement skills which are not on cooldown.
What you want to do when approaching a round bush setup is exactly what they probably won't be expecting you do to. Circle the bush, rather than going right through it and continuing to run a straight line. I'll have a video of this up soon. I'll try and explain it with words as best I can, but it's gonna be easier to understand once I get a video up.
Essentially, what they're going to be expecting you to do is to run into the bush, and exit out the other side on an escape path. What you're ACTUALLY going to do is run AROUND the bush and go back the way you came, provided they continued on, anticipating you to continue on. If they stop at the side of the bush or enter the bush, CC them and head off in some random direction, preferably towards team mates.
You want to hit the enemy with your slow, stun, or whatever at the MAXIMUM range you can cast it at. If they're further away than the maximum range of your CC skill, do NOT turn around to cast it. Run until they get close enough for you to use it. I've seen SO many people die because they turned around to slow the enemy so they could get away.... wait... you ran AT the enemy to get AWAY from the enemy? It's instinctual and it's a knee-jerk reaction... but DON'T DO IT.
CC is on cooldown, No bushes
Ping your location, and start running towards your team. If you see them using area of effect auras like Amumu's Despair, Singed's Poison Trail or Karthus's Defile, Aggrivate every creep in the jungle on your way. As soon as they walk by, the creeps will re-focus on them. If you just don't se yourself getting away, and death is imminent, there's no way out of it, commit to the death and do as much damage to them as you possibly can before they kill you. If you have Ignite, use it at the last second.
Juking is the act of faking an enemy out to get them off your trail.
You can do this a few ways, the most infamous way to do it is in the bushes on either side of Summoner's Rift's middle lane. Run into the bush and hug the edge on your side. Wait for the enemy to get into the bush and continue through it (I promise you they clicked past it, not in it) and turn and run back the way you came. You just created som distance between you and them. This only works if they're about to catch you. If you do this when you have some good distance between you and them, you just allowed them to CLOSE some distance, and the whole point was to INCREASE the distance between you.
Flash is your ultimate juke tool once you can get it. That bush trick I just discussed works wonders if you flash towards your tower and run rather than just straight running.
Other ways you can use flash to juke would be to run into a round bush, and flash over to the other side of the rock the bush surrounds, and run back out the way you came. If you find a wall, flash past the wall, they'll have to walk around it. If they're 2 seconds away from landing a hit on you, flash yourself back out of their range and keep running. NEVER use flash if there is already a good distance between you, they'll simply catch up to you, knowing you already burned your flash.
If you use it when they're JUST about to catch you, they're a lot more likely to get discouragd and stop chasing you, and this way you also don't use it at ALL if they turn around before they catch you. Saves you a flash for the next time you need it.
Tower Diving is the act of purposely running into an enemy tower to secure a kill.
Know that you're probably going to take some heavy damage doing this. The instant you hit that champion, that tower is going to start raining hurt on you, so you better know it's in the bag, and you better make it count. Flash is very useful here, because you'll spend less time running at the enemy, which leaves you in the line of fire for a much shorter frame of time. Also, know your escape and make sure it isn't blocked, or potentially blocked.
-=-=Checklist for Tower Diving=-=-
-Where are the rest of the enemy champions?
-Are you SURE you can land a killing blow in one or two shots?
-Do you have a way back out?
-Are you fast enough to catch them if they catch on and run?
-Do you have enough life left to take those tower hits if they CC you?
-Is there a chance your skill shot will be obstructed by a minion?
-Has the champion you're tower diving against burned their ult recently? Their Flash/Ghost?
-Where is their jungler? When's the last time anyone saw him?
You have to know your situation. If you head back there and get CC'd with half your life, you're going to get killed by the tower. If you get back there and their jungler is waiting for you, you're either going to die before you get the kill or it's going to be 1 for 1 and you just fed their jungler. If they have their ult, they might kill you. If they have their flash or ghost, they might get away. If you have no way out, you're going to give them the same 300 gold you just got for killing them. Tower diving is incredibly risky and requires a lot of pre-planning and assessment. It is RARELY viable, but when it is... damn is it sexy.
Kiting is damaging an enemy as they chase you or run.
Defensive movement is keeping an ideal distance between you and an enemy.
The difference between them is that ranged characters kite, because they can be attacking the whole time they're doing it. Melee characters can only move defensively, and they can't do much to capitalize on the distance.
You've taken some damage but a team mate is on their way. You aren't done for yet, but you probably shouldn't take any more hits if you plan on being effective when your buddy gets there. 50-60% health is a good time to get on the defensive and quit being a schmuck. If you want to be billy badass, you have fun with that record-setting death score. This aint golf, buddy.
Essentially, just stay out of their range, but try and farm while you're outside of their range. If they start closing distance, back off. If they start running away, close in. You should be almost mirroring their movement. If they keep pushing, don't be ashamed to go ALL the way back to your tower. Your pride isn't worth another 300 gold in their pocket and a respawn timer.
Incorporates some offense into your defensive movement. Know the ranges of your skills, and don't try and kite someone that out-ranges you. It's as easy as shoot, move, shoot, move, shoot, move. If you squeeze more than one auto attack off before moving, then you aren't kiting, and the enemy probably just closed some distance or got away. Ashe is a great kiter because every shot she fires will slow an an enemy, although any character can achieve this with a Frozen Mallet. Mirror their movement, and squeeze off an attack when you can. NEVER try and kite someone who can hit you back, slow you, stun you, or otherwise reel you in like a fish. Blitzcrank is probably the worst character to try and kite in the entire game. He'll grab you, stun you, and punch you in the spleen repeatedly.
DEFINITELY a must-learn.
Skill shots need to be aimed. And a lot of people who haven't read this guide are going to show a tell-tale sign that they're about to cast one at you- They'll stop.
When you line up to aim for a skill shot, your character will stop unless you gave them a move command before you started lining up your aim. And when you do that, it's a bit harder to aim because you're now moving. When an enemy casts a skill shot, especially at lower levels of the game (newbies, <30) they will stop their movement for a brief second to aim. WATCH for it, and dive across and backwards in the lane. Skill shots usually fire in a line or a cone. If you're going across a lane rather than down it, and they fired down the lane, they just missed. If you're going backwards as well, the cone may not have enough range to hit you. Cone skill shots have substantially less range than line skill shots.
So just remember. Watch for a pause, Across and back.
Watch for a ******* pause, Across the lane, and pull back.
Rinse and repeat. I'd say I dodge 60% of skill shots at LEAST on a BAD day.
Landing Skill Shots
Firstly, Press Escape.
Then select Key bindings.
Scroll it down a little bit, (there's a little white scroller thing, kinda hard to see, but its there) and go to where it says "smart/self cast". Set those to your Q, W, E, and R.
Now you don't have to stop to aim. If you press your button while your mouse is over an enemy, it will cast at them without any aiming. As a matter of fact, it will cast to wherever your mouse is, period. If it's a skill you cast on yourself, it will auto-cast, you don't have to cast it and then select yourself. If you wanna cast it on an ally, just hover your mouse over them and press the button.
Like I said, anyone who didn't read this quide is going to stop to aim. Anyone who did, you'll have to watch for the spell animation and have much better reflexes if you plan on dodging a skill shot.
As for landing a skill shot on a moving enemy, just know how fast the projectile is going to travel, know which way they're going, and lead them with the skill shot. Put it a little bit ahead of them, so they run right into it instead of dodging. It takes some practice, thats why they call them "skill shots".