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Lvl. 30 - what now???






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Choose Champion Build:
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Solo Top
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Jungle
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Mid
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AD Carry
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Support
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AD Carry
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AD / AP Carry
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Mid
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Jungle
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Solo Top
Recommended Items
Spells:
Flash
Ignite
Hello summoners!

If you bother about rating my Guide, please leave a comment for me. I want this guide to be an useful tool to everyone and so let me know why to up or down vote my guide. Are you ready? So let's start!
Oh! One important thing more... I use (@ name) to refer to an other part of my guide. Sometimes there may happen an overlapping of content - but that's why I use references. You also can choose to just read some of the chapters, since they are self-contained. Also i want to point out important statements from my guide. They will look like the line below. Enjoy!
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Update: Season 3
I've set a deadline for myself when to finish this guide. Yes, it's the officially start of Season 3 for League of Legends! Well, in the very last days of Season 3, Morello from Riot announced many game changing updates for many mechanics in game (items, masteries, summoner spells, jungle). Since those major updates may change gameplay quite drastic, it may take some time after release to adapt my guide too. Please keep that in mind! Thank you!
And I guess that's the biggest issue, why people stuck in elo hell! Yes... I'm sorry... but it's up to you, if you fall down to 750 elo and can or cannot get back to 1200+ (@ Ranked games). If my guide can help you on your way, I am happy! :)
So basically this guide is for new summoners or for those who want to learn to play as a team, where everyone is aware about the basics of League of Legends and about team play. You may find many useful facts & hints here as well, even if you played LOL for quite a while now. But when you already got an elo from round about 1400+, you probably won't need this guide anymore. But hey, every day somewhere in Summoner's Rift some of those guys prove me wrong.
Runes
Well, since this is a general guide, I won't give you much specific recommendations, what runes or masteries are good for which champion. But there are still some helpful facts, it's always good, to keep in mind. If you are interested in a very good, in-depth rune guide, I really recommend Searz's rune guide!
First of all - if you are below lvl. 20, don't bother about tier 1 or 2 runes. You gonna hit lvl. 20 (tier 3 runes are available now) pretty soon, and those other runes are just way to expensive for the benefit they give. When you are ready for the good tier 3 runes, but you already got some runes before, just use the Rune Combiner. But don't spend IP on runes to gamble with that tool - you never know what runes you will receive.
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Since there are tones of runes available to purchase, it's good to have an overview of all the runes you can get. Buying runes is all about "how much benefit do I get for one empty rune slot". In the picture below you can see strong, average and weak runes. You don't want to spent IP on 9 weak



Personally, I use 10 different rune pages at the moment. You can buy an additional rune page (up to 20) for 6300 IP (or 590 RP). I know, that's a lot - but it's worth it! You also can get a "7 Rune Page Bundle" for 2600 RP at the shop. I just spent real money on LOL stuff once in my life. And for that RP, I bought such a bundle, since it's really helpful.
But it's up to you, how many rune pages you want to build. It depends on how many different champs you play. A 100 % support player can use the 2 starter rune pages. But for AD carry, tank, jungler, AP carry, top melee you need a whole bunch of different rune setups to be more effective. I'll talk about that a bit later (@ Setups for different positions).
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Masteries
Same story here! Thanks to Riot, you can have up to 10 mastery pages, and that for free! But you probably already knew that. And as far as I can tell you - use them! Don't just build specific setups for your main champions. Especially when you play a lot of different champions try to build general mastery pages. You can try to get one for AD carry or an other one for a critical damage based champions and a 3rd one for you support build and so on. I think you got the idea.
Try to combine your rune pages with your mastery pages to get the most out of it for a specific champion/team setup. And know them! You always can change your mastery pages in the champion selection screen to adjust them. I'm pretty sure, that's the reason why you just can save up to 10 pages. Get used to NOT log in you chosen champion and change the masteries, before you start - but be quick!
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Specific setups for specific champions
Of course you can max out the potency of a champion with an unique runens & mastery setup. There are a couple of champions with abilities you want to use as effective as you can. I'll give you an example and for that we are going to take a closer look at








A big advantage for the team is a VoIP Client for obvious reason. It's easier to set up good ganks, information in game can be passed way faster to you team and all over all it's way more fun to talk with people while plying! And a good mood - even more if you about to lose a game - is one of the most important things to come back and win at Summoner's Rift! Especially when you play draft pick or ranked games. If you don't familiar to VoIP software check out one of the following links. (No, I don't get money, when you klick on the logos!)
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But now let's start talking about to actually play the game!
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- TOP LANE = Bruiser
- MID LANE = AP Caster
- BOT LANE = AD Carry + Support
- JUNGLE = Jungler
- BASE = Nexus + 3 Inhibitors + 5 Towers (Yeah, that's the current meta!)









When you have enough damage on your team, you need at least one champion, that can tank a load of damage (e.g.






Last, but not least, the team needs a jungler. YES, you do! Every time! Don't let anyone tell you a jungler is a disatvantage. If played correctly, it's not a big deal, that your toplane has to play against 2 champions. Basically nearly every champion can do the jungler position, but many of them are not really good at it. As a jungler you start out clearing the jungle to keep up in XP with your lanes. You roam the map, gank lanes, and fight the other jungler. So you want to jungle with a champion that
- has sustain in the early game (
Health Potion + enough damage like
Shyvana, Life-steal like
Warwick with
Eternal Thirst or buying a
Vampiric Scepter, a
Regrowth Pendant or an ability to constantly shields yourself, like
Nautilus with
Titan's Wrath)
- can clear the jungle fast with AOE damage (like
Skarner with
Shattered Earth)
- has any source of CC to gank lanes (stuns like
Amumu with
Bandage Toss, a good slow like
Nunu & Willump with
Ice Blast, or a taunt like
Rammus with Puncturing Taunt). If your jungler doesn't have much CC (like
Master Yi) you kinda rely on Red Buff or
Exhaust to slow while ganking.
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Good Team Setup
Since there never is a "perfect" team set up, team 1 isn't the best set up at all - but you got everything you need on your team.




















As I mentioned earlier, every lane got CC. So ganks from the jungler are way more effective for obvious reasons. Since there is enough CC on the team, with a good initiation, team fights can be won easier. Usually you want to build




Bad Team Setup
When you face team 2 in the loading screen, you know, there is something wrong in their setup. First of all they chose a strange champion combination. The summoner spells can tell you that as well (@ Choice of Summoner Spells). Either these are some troll picks or they are going to have some big problems at late game, when team one 1 can play off their game correctly.
We can't really know, who is going to fight in mid lane. They can run either an AP





Probably team 2 is going to run a solo top


The last position on their team is




So




So let's summon up the bad decision of team 2:
- No AP carry or just a bad scaling one, when not fed
- No support - instead of that, they run two carrys, who miss out some farm. That means weak late game if not fed (believe me - if played correctly, they won't survive laning phase without getting killed a few times)
- A weak jungler and a passive top lane. Switch them, actually would give team 2 a nice top lane and a fine jungler with great mid/late game potential.



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But as a support you are not supposed to farm - to make use of spells, which need AP to be more effective, you need a lot money. But without farm you don't get money! It's that simple. If you really start with a

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The





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I strongley recommend to spend 3 x 2048 IP on




Other useful masteries for a support champion are


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Summoner spells are situational too, and you need to talk to your lane partner to set them up. So the following Summoner spells you see on support most often:
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Not much to say about it. But you want one of these spells on nearly every (support) champion. You need an escape ability, when you get ganked at bot lane or the other team just initiates to get a kill. A




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CV (



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Don't forget to use CV at the very beginning at around about 00:10-00:15, to catch the other team's champions in their base. If you can get vision on them, you also see the start items they bought. How much sustain do they have (






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You can think about this spell as a support, to heal yourself at least 100 HP (scaling with yourchampion's level) and every near allied champions (50% reduced healing effect). This summoner spell got nerved significantly in the Spectator Mode-Patch (v1.0.0.139). Because of the reduced healing effect to allied champions, you should probably let the AD carry go with

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This is a very useful and strong summoner spell in every phase of the game and often underestimated by new League of Legends player. It can be used offensive (40% slow effect) to CC and secure a kill, but you also can use it in a more defensive way to escape or shut down the attack damage output (by 70%) or AP/item damage (by 35%).


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You won't see that spell too often on a support, but I guess is can be helpful, when you lane with a mana hungry AD carry like








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Personally, I prefer to start the lane with 3






So when do I start with a












An other argument I hear from time to time about

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The masteries and runes are situational for a ranged AD carry - but usually you see them running 21/9/0 on the mastery tree. For runes you should run 9












For life steal damage (means you go for Wriggle's Latern or




Now let's take about the summoner spells for an AD carry. As I said earlier in the support setup section (@ Support setup) you really should set up your summoner spells together with your support.
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It's never wrong to run heal on the AD carry to survive. It's a small heal, but it can save your ***. It's useful in team fights, because allied champions get half of the healing effect as well. One more thing your can do is to bait someone under the tower when you are low. When they dive you, use heal and you may be able to survive and even get a kill. Especially in early game the turrets hurt a lot and 2 shots can be enough to finish of diving fools.
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An aggressive spell, you can use to finish of a very low health enemy because of the true damage, that




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You could go for



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Choose one! No, I'm serious - you need one out of these two spells as an escape mechanism. There are just a few AD carries, who who have strong building escape abilities like

















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This is an other very useful defense spell you don't see that often - but it can be game changing. Basically it has the same effect as









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Well, first of all I recommend you to be sure about your first core item and how fast you need it.












Similar to





For your masteries the most common setup is 21/0/9 or 9/0/21 if there is no champion specific setup. You always want 9 points into







The rest of the mastery points can be used for more damage in the offensive tree or for more utility. Your decision should include your champion and your runes as well. For an experience boost, put 4 points into







Basicly there are two ways to set up your runes for an AP caster. Either you go aggressive for AP or you go defensive for MR. Befor the Hecarim-Patch (v1.0.0.138) it was a viable strategy to get tons of MR as start set up. Escpecially in high elo games people used to play this to outsustain the oponent. With the Hecarim-Patch most of the flat MR runes (like









So let's take a look at the summoner spell for AP carries.
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The vast majority of people go with








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This is the most common summoner spell for AP casters. The true damage can finish of the other caster, when you got him to very low health. Since you alone in mid, it's just you and the other AP carry (when you avoide ganks with good ward coverage). Use it to get the edge and win trades in your lane.
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You are a carry - you need to avoid dying.




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Restores at least 190 mana. This can be an useful spell, when your spells take tons of your mana (like AP



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From time to time, you see people running





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This is definitely a strong spell, but probably not that useful for the laning phase in mid. Can be used defensively to get away - but AP carries usually deal burst damage over range in very short time. So

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As I mentioned in a previous chapter (@ Champion selection), your start item depends on your champion you choose. This is a general guide and there is no perfect, specific start item for every champion. It depends on your play style and your lanes as well. Since almost every champion can take



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I know - there are a few more items you can start with (like






With















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The masteries for jungler are very situational. Some very mana depending champions (like










Last, but not least, a very common start for jungler, is to go for








Next let's talk about the runes and masteries for a jungler. There is a wide range of good jungler, and so there is also a wide range of setups to go for. But in general you want to be sure: Do you deal magic damage (e.g.





But you are still a jungler, whatever champion you will choose. You always want to run










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So now let's have a look on the viable summoner spells for jungler.
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I'm not going to lose any more words about a "I'm









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This is what makes you a real jungler. There is no jungling without







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As I mentioned earlier (@ Jungler selection), there are a couple of viable champions, who just lack a little bit of good CC (like




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Again, you can play all sort of champions (e.g.















The masteries and runes should not be discussed here too much - there are so many different champions you can choose for solo top. So I can't talk too much about the setup for solo top in general. Very common for solo top are defensive runes, like extra armor (e.g.







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Same old story, I know. Go for what ever you like best - there are some good solo top champions who generally go with




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A strong summoner spell you see on top very often. The way to a side lane is longer than mid, so you can get back to your lane fast. Losing a tower after 5 minutes because the enemy jungler ganked sucsessfully, is not useful. Talking about useful - at least one


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Sometimes one of these spells can make sense for a solo top player as well, if they don't choose











Maybe you have heard from the so called "Sil Sol" setup (


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After buying there are a couple of things to do till 2:00. I'm not going to talk about advanced invading strategies, since this demands good team play and knowledge about the enemy champions. You always see people runing to their lane, hiding in the side bush and waiting for the enemy. First of all, facechecking a bush can end pretty bad for you, if the enemy champions had the same idea and just were faster. Use the time to help your team in other ways.
The most important task propably is to secure the jungler. A couple of jungler, like









The buff camps spawn at 1:55. Spending a couple of seconds before and after that, can give your jungler a huge advantage. Team communication is important here, but usually the jungler should know, how other people can help here most effective. A good jungler will start with a small camp (Woolve's camp or Wraith's Camp) at 1:40 to be faster, get more XP and more gold. Whoever is near to the camp should help the jungler with a couple of auto attacks. So the jungler takes less damage and he has enough time to run to the buff camp.
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In general always the mid lanes (not top lane!) should pull or even leash without reseting the camp (tips for that in the spoiler box). That means someone else, than the jungler hits the blue buff Golem or the red buff Lizard first to take the aggression. These couple of seconds are going to make sure, the jungler is not taking much damage to get the first buff.

In the mean while bot lane can go for the double golems in bot lane - ask your jungler. But usually the camp is up again, when the jungler arrives at double golems in most jungle routes. Do them, they give your AD almost half of lvl. 2. Support and AD carry can share the aggression, to avoid taking any damage. In the spoiler box below, you can see the technique used for that.



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Warding the map and paying attention to the map makes the life at Summoner's Rift so much easier - especially, if the other team does not! Every lane must cover it self by buying wards. Usually the AD carry is the only champion, who is freed of this duty in early game, because there is a support in his lane. But of course it's not wrong to get a ward, if it is necessary. All the other positions (support, mid, top) should prioritize wards over the next items, when they recall to the base. The Jungler also should get wards to ward the jungle for counter jungling purpose (@ Jungling). It's not the job of the jungler or the support to ward for mid or top lanes!
It's nice to get




So let's talk briefly about the different sort of marked spots for Sight Ward on the map.
- It's most important to avoid dying from ganks. So ward the river and your lanes when ever possible (blue spots). Im going to repeat myself, but the first 15-20 minutes should be more about farming creeps - not about killing your opponent. Since a experienced Summoner can find different ways to gank your lane, one ward cannot cover your whole lane - but it's better, than not a single ward. I'm going to talk about warding & how to counter ganking in the next chapter (@ Laning phase).
- Jungler, mid lane and bot lane have to make sure, that your team has vision on the dragon. 2 or 3 free dragons for the other team means a huge lead in global gold for them. Avoid that by warding it with a sight ward or a
Vision Ward (pink spots) whenever it's possible. How to deal with dragon and baron will be discussed in a later chapter (@ Dragon & Baron).
- In mid and late game most of the towers are gone and that means less map control. Moving there without the team can end pretty bad. The team can gain more control by warding in the jungle(entrances) (red spots & green spots).
- Further the green spots are important bushes to control you or the enemy buffs. Usually a jungler is going to ward such bushes (green spots) to secure himself or steal buffs. More about counter jungling in a later chapter (@ Counter jungling).
- The last kind of ward spots I want to mention are useful, when your team lost all the outer towers (black spots). Since it's important to stay alive and regain some map control, these spots can help a lot to see the enemy's movement in your jungle next to your base. Leaving your base without vision in your jungle is very dangerous with no outer towers. These wards help you a little bit at least with this jungle control problem.












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Oh - one last question to answer about that topic! There is a mastery called


But I have to admit, that you won't see a farming-only lane that often. Most people, especially on lower elo, play this game to rule - killing other champions and win the game on their own. That's not a big deal ... just be the better player and you are going to win your lane - so why people in high elo just sit back, farm and wait for an opportunity to make plays as a team, before they go for a kill on their own? Because those players are good enough to simply just not die in a 1 vs 1 that easy. It's more effective to farm creeps for gold and wait for the right opportunity.
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As an AD/AP carry your job is to become an unstoppable force in mid and especially late game. You can win your lane with two strategies. Either you avoid dying and you over farm the other carry - then you can get the better items faster to win the lane. Or you just play better then the other team and kill them. I'm going to talk about the first, more effective and less random way.
First of all you have to avoid dying. Feeding kill for kill for kill to other champions is going to become a huge issue in mid/late game. At bottom lane you got a support down there, and it's the support's job to make sure, nobody down here is dying. This is why you always want to start with some Sight Ward as a support - maybe even a

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So why do I keep saying farming is more important than getting early kills? An AD carry with 150 cs (creep slain) can build a more powerful and dangerous build, even if he died a couple of times. An AD carry with 3 kills but just 50 creeps in the same time, is not going to be that dangerous. Same for AP carry and solo top! Keep in mind: one kill is worth round about 15-20 cs in early game. Rather die and keep up farming, than get some early kills and miss out tons of farm.
To have a good laning phase, you need to have control over your lane. This includes warding, your position and also the position of the creeps. Also there are two parameters, when it comes about positioning while farming.
- How save can I farm?
- How easy can I farm?
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At this moment your laning behavior can decide, who is winning the lane match up. The most save way to win the lane, is to freeze the lane in front of your tower. Just last hit the minions, and let the enemy's wave meet your wave between tower range and the middle of your lane. Your jungler should be able to gank easily, especially when the enemy champion starts pushing even more.
Try to harass the opponents a little bit down, before your jungler makes an attempt to gank your lane. The lower your can get your enemy, the faster he dies at a gank. But keep in mind: the lower you are (low in HP or also low in mana), the harder & and more risky ganks become. A good jungler will not gank your lane when you are down to 20% Health and no mana. Trading a kill for a death usually is not worth the jungler's time.
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While farming, try to keep paying attention to the map as well. Yes, that is very important. It's common to tell other lanes, when your lane opponent has left the lane or teleported back. Usually people on the european servers use the "ss" (for "champion is missing"), on the north american servers people tend to use "mia" more often (for "missing in action"). Use it whenever they leave the lane. It should help!
Well, especially people in random teams tend to blaming other people for dying to ganks - because someone forgot to tell "mia". In most cases, that's total ********! Ok, maybe someone did not use "ss", but usually people just don't have enough map awareness at such situations, play risky, pushing like there is no tomorrow, and then they get killed by ease. Don't let them flame you for their bad plays. They would have died any way most likely. Use the "mia" and you are fine.
When I play with friends, most of the time we use teamspeak. There it is way easier to pass information to other lanes quickly. I tell, when people leaving lanes, when people recalling to base, when I see a jungler heading a direction or when I see mid leaving to probably get blue. If my team mates in other lanes are pushing and my lane is missing, I don't just type "ss" - I tell them "Hey guys, watch out in bot lane!



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From time to time, you are forced to recall back to base or maybe you just want to spend some gold on new items. When is the best time to do that? Basically, whenever you don't lose much EXP, last hits or health of towers. Push the lane, before you go back! This is very important! You want your lane pushed, when you go back! So your tower is not killing enemy minions. Whenever your wave is pushed to the enemy tower, they start attacking the tower instate of enemy minions. This is good for you, since your minions die to the tower (no gold & EXP for the enemy team, if they have left), but the enemy minions stay unharmed & ready for you to kill, when you come back to lane! So again - pushing the minion wave means denying gold & EXP to to enemy team!
A jungler should hold your lane, when you are gone and he's somewhere nearby, last hitting there or even pushing the minion wave to the enemy tower! It's sad, but often enough people started flaming on me for "stealing their farm" (What farm?!? You're are NOT even here, dude!). And also they suck anyway at farming - so just ignore them. So keep in mind: push your minion wave when you are alone in lane or when you need to recall to base!
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Now I want to talk about the lanes in specific - what should you do - what can you do - what you must not do. So let's start:
Bot lane
This is a very important lane to be played controlled - because Dragon is near by. A 0/7 bot lane in laning phase usually means free dragons for the other team. So don't give the lane away that fast. As I mentioned before: try to last hit, freeze the lane in a save-to-farm spot near your tower and wait for ganks (from jungler or mid) to get easy kills. There is no more safe way to snowball your lane and become a strong & dangerous AD carry.
To farm in peace, ward out your lane. I did mention that before, did I? The best spots for this is the bush on the river or in front of dragon, if you play on blue team's side. The purple team's bot lane should ward the tri bush in first place - this is the most common ganking rout for a blue team jungler at bottom lane. Warding is important to avoid ganks - but since a good jungler always will find routs to gank your lane (river gank, side bush gank, lane gank, flash gank, counter gank, etc. ... more about that in the jungling section @ Jungling), it's unavoidable to die to good ganks. Just don't make it too easy.
Of course there are some lane combinations, which can get kills on their own without any problems, if the CC and the damage is enough. Nothings wrong with that. Examples could be








Especially killer lanes like to go for early kills - nothing wrong with that. Every AD carry benefits from kills of course. But a couple of AD carrys, like



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Usually you should just go for a kill, when there is an advantage on your side. This can be a gank (3 vs 2), or early on just a lvl up on them. Care for bot lanes, which did the double golem camp on blue side at 1:30. They will hit lvl 2 earlier (4 Abilities vs 2 Abilities). Also a significant lvl jump is lvl 6. Getting your both's ultimates before your enemy bot lane duo, means you have a huge advantage. Try to make plays in this short time frame. If you have your summoner spells up (like









On blue side the AD carry can keep farming the double golem camp, if the jungler is not near by. This can be especially useful when you are losing your lane. Leave the lane and do the camp, while the enemy minions not pushed against your tower.
Taking down the tower means tons of gold for your team. As long there is a tower, the minion waves will get stopped by the tower. This means some kind of map control for both teams, since people will stick to their tower. If you are winning your lane very hard, think about leaving the tower alone, to be able to keep farming and killing. Once the tower is down, you need to keep control. This is a major mistake you can see from unexperienced summoner very often. As soon as a tower falls in botlane, things have changed. On the one hand, that means a losing lane can let the minion waves come to the 2nd tower, to farm there in peace. Good idea so far - because when the bot lane is pushed so far against the 2nd tower, the enemy AD carry can start roaming with it's support. That's not good of course, especially when they are strong. You need to keep pressuring such lanes to make sure, they don't leave the lane. Same idea goes for the other side. When you took down a tower, keep pushing the lane to their next tower, to make sure, they don't start roaming. Also you can start roaming when the lane is pushed so far, which is good for yourself of course.
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