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Current metagame - why is it misunderstood so much?






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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Changelog
Changed idea a little bit, but concept stays nearly the same.
The topic that is niche-idea against commonly known, followed by nearly everyone, meta-game.
This is strongly connected with many topics taken by "the great guides makers" such as Duff.
You've probably read some of several general guides I've made so far. If no, feel free to check them.
I don't care as long as at least some of readers can get their attitude towards metagame changed.
I know that beating the giant is troublesome. And there are more meta-followers than any others.
But I will at least try.
If you feel you won't learn anything, stop reading by that moment,
because starting from now you will learn how to win in LoL from the very basics.
This is why strong lategame champions go on bot-lane with strong earlygame champions.
Lategame champ. = weak early and need farm.
Earlygame champ. = good support for lategamer and useful even without farm.
Bot-lane because of better dragon-control.
This is why strong midgame champion goes on mid-lane. So he can get level and gold fast and high.
Mid-lane because he can gank any other lane and help others in case they need it.
This is why tanky champions go top-lane. Because they can survive on such a gankable lane.
Even against 2 in case enemy team doesn't have a jungler (practically it doesn't appear)
Jungle is for good early-game champions that can gank well.
They don't need much farm, and current, post-nerf jungle doesn't provide such.
Then, earlygame is carried by jungler, he ganks lanes during lane-farm-phase.
Midgame is carried by AP mid champion, that starts ganks with jungler,
and during small teamfights he can burst-down 1 enemy turning, say, 3v3 into 3v2 in seconds.
Lategame is carried by ranged AD champion, that has strongest sustainable damage in team.
Support, not farm dependant champion, can buy all wards and utility items,
and helps ranged AD carry stay on duo-lane.
Tank has no damage but isn't focused because of survivability,
so his only purpose is to deliver utility (like support), but he can't be taken down so fast.
farm-dependant champion and/or not able to clear camps fast and/or not able to gank well.
Toplane where is put weak solo-lane champion, that can't farm and needs help a lot.
Midlane where is put a champion that can easily escape a gank (midgame is safiest lane of all).
Botlane where they put as a support champions that needs some amount of farm (like

Building AD/AP/Jungle carries all the way offensive without any defensive items.
Building Tanks all the way deffensive without any offence.
Earlygame it's a jungler.
Midgame it's AP carry.
Lategame it's ranged AD carry.
Others' job is to support/protect them.
If you are able to take them down, you are able to win teamfights.
This is because all the damage is concentrated in ONE champion.
And that "carries" are usualy squishy, and built fully offensive.

Despite very high cost efficency for stats, it also gives you a free, constant ward.
3 x

Botlane is usually slow, boring farm lane, where lategame ranged DPS would be dead without his support.
How about preparing strong kill botlane? How about




Gapclosers, a lot of cc, very strong damage dealing, total destruction.
If you manage to destroy their botlane, they will loose their precious AD carry.
Without farm he needs, he will be totally useless in midgame, and very weak lategame.
Teamfights are even easier to win against metagame. Take gapclosers champion/s, add CC.
Split damage equally to very durable team. Who will they focus?
Focus is like damage divided by survivability. That's why durable low damage champions ain't focused.
That's why squishy glasscannons die first.
What if everyone has almost the same durability and damage?
How will their precious carry manage 5 strong duelists, everyone capable of winning 1v1 with him.
The answer is: the won't, and without a carry metagame looses.
Now let me show you certain thing.
If you have, say 50 AD and buy 50 more, you got 2 times more damage, but if you have 400 and, for the same gold, you buy 50 more, you got 450, just 12,5% more... not nuch difference right?
Same thing goes for health
But other people say "if you are ranged damage dealer you don't have to be afraid of damage taken, because you are safe in your range"...
that's just stupid, ofcourse you are in less danager than melees but, how about CC? How about long range nukes (



Next thing is positioning, if you are in danger you have to move to position yourself out of danger, if you move you don't attack, if you don't attack your damage output decreases. Look at all those tanks that don't care about focus (bah, they aren't even focused) - they just go in and steamroll anyone they want without any portion of fear.
Last thing: being toughter allows you to not care about tower diving nor focus (at least, not that much) so you are literally unstoppable
How to win 1 vs 1 fight? Let's give little simulation, for easy counting i give reality where each 1 damage per second costs same as 10 survivability
now look at 2 theoretical contestors:
Red contestor went all the way for damage while Yellow contestor went all the way for defense. Both kill each other in same period on time. Along the game time they get farmed and buy more...
Damn... draw again... but at this point Red contestor realises he should buy some health while Yellow still goes for defense...
Whoa... Red contestor won! Because he started thinking and finally increased his survivability to be better in 1vs1 situation and easily killed Yellow contestor, foolish enough to keep on his route to 1 aspect of fighter (defense in his case)
So as you can see, ballance between attack and damage (mentioned in previous chapter) is key to the victory
More about offtanks can be found in this, very good, Duff's guide to offtanks
here I give You just a simple example how to use the concept.
How do you see a teamfight?

In the meantime




Who will they focus? Everyone is tank,
everyone can't be taken down fast enough to save their carry,
not even "range" saves carry from them, because of gapclosers.
Everyone is strong duelist, and their "carry" can't win with anyone of 5 mofos on his head.
He literally dies in seconds. Without carry they have no damage.
And moreover, everyone is capable of killing others with ease.
Gapclosers, durability, CC. No escape.
You can towerdive without ANY problem.
Nothing can save them.
More about utility.
Like planes on the battlefield.
It's just part of tactic, when you can poke, kite, add some fancy stuff.
But vital reason to use them is that they can take down runners,
and eliminate dangerous targets fast.
Also they are capable of taking down enemys' offtanks and tanks.
Think over it, think about building like that, if You need more help, read other guides below:
ITEMS COMBOS
HOW TO OPTIMIZE HEALTH AND ARMOR TO GET AS MUCH SURVIVABILITY AS POSSIBLE
BUSTING THE MYTH ABOUT IMAGINARY ARMOR EFFICENCY CAP
but currently meta is nearly every-match, so currently it's not concept winning,
just better realisation of current meta-game concept.
This concept wins against current meta.
Current meta is 95% of games. This concept wins 95% of games then.
Simple right?
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