Omg i typed up a long response to slappiz' post, and then my work web filter blocked the post. GG
Anyways, here's the top 12 rules to follow to get diamond mechanics- at least this is what i can think of off the top of my head.
1. Don't take free damage. Avoid exchanges where you'll take more damage than your opponent, unless you already have an advantage and you really want to push that advantage(they are low health, you're preparing for a tower dive with your jungler)
2. Hit skillshots
3. Dodge skillshots
4. Mind your cooldowns, and your opponents cooldowns: An AP mage with no cooldowns up is incredibly vulnerable right up until the point where his/her cooldowns come back up. If your spells are available for cast, you can and should take advantage of that by zoning your opponent, and outtrading him if he gets in range of your spells.
5. Have map awareness for yourself, and your teammates.
6. Pressure objectives (vision, neutral objectives, buffs, towers, large minion waves) whenever you have a numbers advantage (killed enemy champion(s), enemy champion on wrong half of map, poked enemy is forced to recall)
7. Respect team compositions: A poke oriented team comp should usually avoid fighting under the opponents turret in an all-in team fight without poking them down beforehand.
8. Know damages: Know exactly how much damage you need to do to barely kill your opponent. Know how much damage you can take to live with 5-10% hp. Know how much damage will kill you.
9. [Laning] Gank Gankable lanes, not losing lanes. Help losing lanes JUST enough so that your opponents don't gain map control on one side of the map.
10. Stay just safe enough so that you don't get caught: If you're looking to go around the map, and you are prone to getting caught, ask for an escort. Against teams with normal catch potential, having some means of brush checking is usually safe enough. Against teams with good catch potential (
Twisted Fate,
Pantheon e.g.), you'll need to play more safely, and be spend more time with your team.
11. Team fight just safely enough to not screw your team - For bruisers: Weave in and out of the front line to try to confuse your enemies on who the right person is to focus. Try to start leaving the front line of a team fight when you are around 30-35% HP. If you're playing against opponents with catch potential, or ability resets (
Kassadin/
Vayne and
Katarina/
Kha'Zix respectively) you may want to start leaving team fights earlier, like 40% HP. Unless it's a close and important team fight, it's usually better for you to live with ~5% hp, than to die.
For Carries: Play just safely enough so that when you join a team fight, you won't get instachunked from an assassin or their bruisers. If that means that you have to join a team fight a few seconds late in order to feel safe, that's OK.
12. Prioritize targets in team fights! For bruisers: Attack the highest priority target that you can reach without putting yourself in grave danger. Avoid blowing lots of cooldowns to catch a carry in their backline, unless you know you can a) force this carry out of a team fight and b) have your team capitalize on that. Don't tunnel on a carry that you might never catch - instead try and damage the champions that you can get close to.
For carries: If you're going against a bad
Dr. Mundo, and a fed
Lucian, you are expected to focus the
Dr. Mundo RIGHT UP UNTIL THE POINT where
Lucian is in auto/spell range, at which you usually want to switch to him.
Slappiz is right - the list does go on, but there's definitely enough content to have a guide cover all the rules
Anyways, here's the top 12 rules to follow to get diamond mechanics- at least this is what i can think of off the top of my head.
1. Don't take free damage. Avoid exchanges where you'll take more damage than your opponent, unless you already have an advantage and you really want to push that advantage(they are low health, you're preparing for a tower dive with your jungler)
2. Hit skillshots
3. Dodge skillshots
4. Mind your cooldowns, and your opponents cooldowns: An AP mage with no cooldowns up is incredibly vulnerable right up until the point where his/her cooldowns come back up. If your spells are available for cast, you can and should take advantage of that by zoning your opponent, and outtrading him if he gets in range of your spells.
5. Have map awareness for yourself, and your teammates.
6. Pressure objectives (vision, neutral objectives, buffs, towers, large minion waves) whenever you have a numbers advantage (killed enemy champion(s), enemy champion on wrong half of map, poked enemy is forced to recall)
7. Respect team compositions: A poke oriented team comp should usually avoid fighting under the opponents turret in an all-in team fight without poking them down beforehand.
8. Know damages: Know exactly how much damage you need to do to barely kill your opponent. Know how much damage you can take to live with 5-10% hp. Know how much damage will kill you.
9. [Laning] Gank Gankable lanes, not losing lanes. Help losing lanes JUST enough so that your opponents don't gain map control on one side of the map.
10. Stay just safe enough so that you don't get caught: If you're looking to go around the map, and you are prone to getting caught, ask for an escort. Against teams with normal catch potential, having some means of brush checking is usually safe enough. Against teams with good catch potential (


11. Team fight just safely enough to not screw your team - For bruisers: Weave in and out of the front line to try to confuse your enemies on who the right person is to focus. Try to start leaving the front line of a team fight when you are around 30-35% HP. If you're playing against opponents with catch potential, or ability resets (




For Carries: Play just safely enough so that when you join a team fight, you won't get instachunked from an assassin or their bruisers. If that means that you have to join a team fight a few seconds late in order to feel safe, that's OK.
12. Prioritize targets in team fights! For bruisers: Attack the highest priority target that you can reach without putting yourself in grave danger. Avoid blowing lots of cooldowns to catch a carry in their backline, unless you know you can a) force this carry out of a team fight and b) have your team capitalize on that. Don't tunnel on a carry that you might never catch - instead try and damage the champions that you can get close to.
For carries: If you're going against a bad




Slappiz is right - the list does go on, but there's definitely enough content to have a guide cover all the rules
If I helped you out, be sure to throw me a +Rep!
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
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My Soraka Guide | My Review Service

Thanks a lot for the sig, jhoi! :)
utopus wrote:
I am not sure I understand this one : I suppose Dr Mundo is on range since the beginning, shouldn't the priority be to get out of here before the Lucian catch up ?

I'll edit for clarity: This is in the scope of a team fight, where there are other champions on your team and your opponents team. Just trying to say that there is little value in focusing the mundo if you can focus lucian instead
If I helped you out, be sure to throw me a +Rep!
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My Soraka Guide | My Review Service

Thanks for the sig, MissMaw!
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My Soraka Guide | My Review Service

Thanks for the sig, MissMaw!
My goal this season was to reach master/challenger. I actually made it to 70 LP Diamond 1 before master tier was released, but ever since it was i can't get above low diamond 1.
Honestly i only need to be lucky enough to reach master, and in most of my losses i have pretty great stats.
Honestly i only need to be lucky enough to reach master, and in most of my losses i have pretty great stats.
I was born nude but now i am dude
I realized in the last 3 hours of season 4 that I only needed 4 ranked team victories to get the final ranked 5s ward skin. I quickly set up a team of whoever was willing to play (including random people from chat rooms), and set to it. I got to 75 points, and with 15 minutes to spare. Final objective of the season met!



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