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Before we jump into gameplay with Lux specifically, we need to cover arguably the most important aspect of League of Legends, Macro Play. Macro is extremely significant to gameplay as proper and optimal Macro can and will be the key to winning games. The question is what exactly is Macro? Macro is the art in which you take the information you receive about the game (before and during the game) to force your win conditions over the enemy by taking and utilizing your advantages across the map. Macro is based on your game knowledge, awareness, and decision making that ties into team play.
"I can't wait to get started."

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If you've made it this far it's more than likely dark outside and you need to turn on the light. See what I did there? Haha, I'm funny. I'm so lonely. Previously we covered Items, Summoners Spells, Abilities, Sequence, and Itemization, now it's time to discuss gameplay.
We will be discussing Laning Phase; Lane Control, Harassing and Zoning, Trading and All-Ins, Dealing with Ganks, and Roaming which are all important things every player especially an support should know by heart.
"Tomorrow is a twinkle, but today is a shining promise."
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One of the most complicated and hard aspects of Macro is Lane Control a.k.a Wave Manipulation. The average player sees League of Legends as a game just against Champions when in reality it's actually against Champions AND Minions. With optimal Minion Manipulation, the game becomes like chess you control where fights happen.
"Wave manipulation is the skillful and calculated controlling of minion waves to fit your desired win condition or course of action in the next time frame of your choice. With proper lane manipulation you will drastically improve as a player in a wide variety of situations because you can control matchups, zone, set up jungle ganks, control objective pressure, etc - all of which allow you to extend leads. Sometimes, you may only be able to deny one minion, but one minion at a time adds up rather quickly which may result in the difference between being level 5 or being level 6, a turret, etc." - Tj “Command Attack” Bjorklund.
Fast Pushing is where you aim to create a large wave that will push very quickly to create an instant map pressure by killing the melee minions in a wave to deny experience and gold to the enemy laners. Slow pushing is killing the enemy caster minions to make sure the enemy minion wave is doing less damage to your own minion wave which in the process makes your own minion wave do more damage to theirs. The goal is to make a large wave of your minions' build-up that will cause pressure and eventually crash into the enemy turret. Freezing is the act of keeping the wave by your tower without it crashing. You can accomplish the this by thinning the wave, last hitting a minion at the very last possible second, tanking, or pulling minions away. Freezing can also refer to the lack of hitting a minion in order to create a wave-power differential.
"Cold calculation is the key to victory"
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WHEN TO FAST PUSH
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BACK TO LANING PHASE
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- Getting level advantage. One of the most important things to do in the laning phase is to get level two as soon as possible. This is important as getting a level advantage over your opponents allows you to make very aggressive plays and denies the enemy the opportunity to play aggressive regardless of what support you are. This also implies to getting level six first.
- The enemy laners recalled If you've forced your enemy laners to base fast pushing the wave to the tower will help you extend your lead by getting tower platings and denying them experience and gold at the same time.
- Your jungler wants to execute a dive. Executing a dive goes both ways as you can call for a dive or your jungler. Remember to be the one who begins a dive to soak up tower shots for your allies.
- You want to Roam to establish Vision or Gank. Roaming is an important aspect as a support while
Lux is not a traditional roaming support. Roam to establish vision to prevent ganks, flanks, around objectives, and deny vision as well.
- The Enemy is across the map. If your enemy laners (or enemy team in general) are across the map, hard push the wave towards the turret. In the process, you'll create map pressure and take an objective to push and possibly advance an lead.
WHEN TO SLOW PUSH
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BACK TO LANING PHASE
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- To Harass or Siege Towers. By slowing pushing you begin to build up larger and larger waves which makes harassing and especially seiging towers more potent. This type is mostly used after laning phase in comparison to Fast Pushing.
- To Recall, Ward, or Roam. By creating a larger wave you cause much more pressure than fast pushing, which opens up many options to either recall or roam to gank or ward. The enemy will be forced to answer the wave and cannot stop your roam.
- Setting up a play across the map. Another mid to late game orientented situation as you'll usually look to set-up the wave to cause pressure to force the enemy to deal with the waves allowing you to make picks and take objectives.
WHEN TO FREEZE
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BACK TO LANING PHASE
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- Deny the enemy from experience and gold. Denying your enemy especially your laners from as much experience and gold as possible can set them back a resonable amount while being in a safe position.
- Pressured by the enemy jungler to overextend. With no vision around the area looking to freeze the minion wave by your tower can offer a bit of protection until you are able to reestablish vision.
- Enemy laners based and the wave is pushing towards your tower. This is an alternative to pushing the wave toward the enemy tower to base method as it also ties into denying the enemy experience and gold.
- Holding the wave for your ally. The method is to stand infront of the minion wave to prevent it from going to your tower, only last hitting minions so they don't go to waste.

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Harassing is where you aim to use your spells and auto-attacks to wear down the enemy's health bar in order to obtain kill pressure, deny them experience and/or gold, force them out of lane and ultimately set-up an all-in. The concept is to discourage the enemy ADC from last-hitting to deny them gold because they will be too afraid of walking up and taking damage from you.
Depending on what rune set-up is chosen will determine how Lux will harass. In the Arcane Comet poke-harassment set-up, Lux does an excellent job at harassing due to her long-ranged spells primarily Lucent Singularity which can hit more than one enemy at a time. Look to harass whenever you have Comet, Manaflow Band, and Scorch up to have optimal damage. As for Guardian/ Aftershock set-up, use Light Binding as a engage, followed by Prismatic Barrier to safety proc Illumination, Cheap Shot (if you took Domination secondary) and Shield Bash. The barrier and your runes will soak up any damage you take while still allowing you to deal out great harassment.
As mentioned earlier, consistent and efficient harassment can push the enemy laners out of lane to deny them gold and experience which is known as
Zoning
. Zoning is also known for preventing and keeping enemies from safely reaching an area usually to assist their allies in fights or rather force poor positioning which is great for making picks. Best times to zone are when you have level advantage or when you harassed them enough they risk being all-ined, you can walk up to zone the enemy bot lane from their minion as you have kill pressure.
"By the time you've heard the thunder, it's too late."
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WHEN TO ZONE
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BACK TO LANING PHASE
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- When you have level advantage. In the bot lane, you always want to push for level two as soon as possible when you get to lane. Having level two first allows you to immediately create pressure as your kill threat is much higher due to have two spells versus your enemies single spell. The kill pressure usually causes them to back off, but walking up usually in the bush near by will force the enemy to back away or risk being killed.
- They are at low health and you are healthy. When you efficiently harass them to the point they will be afraid to walk up to avoid being all-ined, look to walk up into the bush or past the minion wave towards them as they will be forced to back off to avoid potential all-ins.

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Trading is the exchange of health, mana, and cool-downs between two champions, in order to gain kill pressure on them, to either burn summoner spells, secure a kill or force them out of lane. When trading you aim to deal more damage to the enemy than you receive or otherwise, it's a poor trade as the enemy will gain kill pressure.
All-Ining is where you aim to kill the enemy as extended trading usually leads to all-ins. All-Ining usually happens when one of the following conditions is met; level advantage, enemy's crucial spells and/or summoner spells are unavailable, enemies are low after harassing and/or trading, etc.
Lux's Guardian/ Aftershock set-up is extremely good at trading and all-ining as she is extremely tanky due to the pure amount of defensive runes and her shield Prismatic Barrier. When looking to trade and potential all-ining, hitting a Light Binding will activate Aftershock to soak up any damage you take while you dish out damage with your empowered auto-attack(s) thanks to Shield Bash (It will only proc twice if you've auto before it returns and the shield breaks before returning).
As for the Arcane Comet set-up, Lux is very squishy and more reliant on hitting her skill-shots, however, she will dish out more damage due to maxing Lucent Singularity and her runes. If you've taken Barrier (I recommend it) it can soak up a lot of damage in conjunction with your shield so while you aren't super tanky, you still come out on top in most if not all trades/all-ins if played correctly.
"This brings me no joy."
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WHEN TO TRADE/ALL-IN
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BACK TO LANING PHASE
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- When you have level advantage. This is mentioned so many times throughout the Gameplay section. Gaining a level advantage is extremely important and will allow you to make plays as well as deny the enemy from being able to play aggressivly.
- You came out on top of a trade. As mentioned above, when trading you want to always come out on top of the trades. If you are successful in this, looking to all-in someone can force out summoners spells or even secure a early kill.
- Crucial Spells are unavailable This goes both ways for trading and all-ining. Pay closely attention to the enemy to see if you can force out spells, once spells like
Nami's Aqua Prison, Zyra's Grasping Roots or summoner spells such as Flash are down as their kill pressure is signficantly lower.
- Your Jungler is ganking/Teammate Teleport Play If your jungler is ganking or your Top/Mid Laner is wanting to make a
Teleport play, it becomes considerably favored to your lane as it's a 3v2 situation, so be prepared and act fast as you can force out summoners or get a kill to snowball a lead with.

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Ganking is where your jungler or the enemy's jungler comes into your lane to all-in usually to secure a kill to get their laners or themselves ahead. They normally come when the enemy is pushed very far up so the enemy has a lower chance of escaping. When being ganked, it's important to land Light Binding to prevent the person ganking to do anything significant, this also applies when you are having a teammate gank since locking the enemy down can result in an easy kill. As a Support, you must always be aware of your surroundings as ganks can happen at any time, especially if you're pushing a tower.
Counterganking is when an ally/enemy ganks the lane that's already being ganked to make the odds even or prevent their team from falling behind. If ganked, it's important to have proper communication with your jungler to set up a counter gank so your lane can stay ahead/catch up. In order to prevent being counterganked, set-up vision in order to see it coming and zone off the enemy jungler if possible.
Tower Diving is when the enemy or your team wants to engage low healthed or outnumbered enemies under their turret. When your team is looking to tower dive the enemy as a support you must be the one to begin the dive in order to tank tower shots so your allies can dive. Stand near the end of range until you are too low, this requires coordination and great timing. As for dealing with ganks, asking for assistance from allies or retreating is the best course of action to avoid being towered dived.
"So beautiful they forget to run."
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SETTING UP GANKS
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BACK TO LANING PHASE
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- Clear Vision Keep track of when and where enemies places their wards and if they have placed a
Control Ward. In order to have ganks even happen properly is to clear out wards so the enemy laners are unable to see your jungler coming.
- Burn Summoner Spells As a support you have the tools for setting up your team for success. Sometimes you'll need to burn
Flash and snare with Light Binding to secure kills. (Most commonly used if your jungler is coming through the bushes in the lane)
- Notify your team of your laners lack of summoners Anytime you and/or your ally are able to force out summoners spells from the enemy always, always PING it. Important information like this can potentially set-up plays especially ganks when
Flash is down.
PREVENTING GANKS/TOWER DIVES
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BACK TO LANING PHASE
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- Vision is Key Soon you will be learning about vision, why it's needed and why it's important. Having proper vision management for one can save your life and your allies as it will give you information to avoid and discourage ganks.
- Saving your spells Regardless if your being ganked or towered dive, saving your spells and not throwing them out carelessly can and will save your life.
Light Binding is your only hard crowd control, so hitting it is crucical. Wait till the gap is getting thinner as hitting the spell will be easier in the meantime using Lucent Singularity to zone off other enemies will lead to success.
- Retreating when low healthed The best thing one can do to avoid ganks especially being towered dive is to just not be there. If you or your ally are low healthed and the enemy is healthy, more than likely you will get towered dive. Don't stay if you are too low.

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At its core, Roaming is essentially moving around the map to get vision around the river, enemy jungle or objectives, scouting for the enemy jungler, assisting allied laners and catching out and picking off enemies. While it seems simple on paper, it's far more complicated than it seems. Knowing when the best times to roam and making the most efficient use of your time separates the good supports from the mediocre supports.
The best time to roam is when the following conditions are met; ADC has Recalled, you are pushed to the enemy's tower, and to counter the enemy support's roam. While trailing the enemy support isn't as important as the other conditions, it can prevent and deny an effective roam by the enemy support. However, you can choose to stay in lane and punish the enemy support for roaming by harassing and zoning the enemy ADC from gold and experience. More commonly you should look to roam whenever you are pushed against the enemy tower or your ADC has recalled as you'll have at least 15 seconds (30 maximum) to sweep for wards and plant your own vision around the river, enemy jungle or
Dragon
.
As for the best pathing for roaming, after recalling traveling through your jungle down to the river gives you more options versus simply walking down your lane, you can invade the enemy jungle with your own jungler, look to walk mid-lane to possibly make a pick, take
Dragon
with your jungler or simply walk back to lane.
"We began in the dark, we end in the dark."
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WHEN TO ROAM
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BACK TO LANING PHASE
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- Your ADC will be safe for the next 30 seconds. One of the biggest mistakes support players make is roaming at a really bad time. Roaming when you are pushed up against the enemy tower is a good time to roam as the enemy will need to focus on last hitting and getting experience.
- Wave Placement As mentioned a moment ago if you're pushed up to the tower the ADC will be safe as it takes about 15 seconds for the wave to reset in the middle giving you time to roam the river to place and deny vision.
- ADCarry has Recalled If you do not have enough money to spend at the shopping roaming will be a great use of your team as you can head to mid-lane to possibly secure a kill. If you did have gold, you can recall and immediately go to mid-lane as your ADC won't be any danger for at least 30 seconds.
- Jungle wants to invade the enemy jungle As a support, occasionally you might find yourself following your jungler when he invades the enemy jungler to make sure they are safe and assist in case a fight breaks out.
- Counter Roam the Enemy Support If the enemy support is a roaming champion such as
Blitzcrank, Pyke, etc, or you think they will roam following them to counter-gank can prevent them from helping their other laners. Look to place a Control Ward in the pixel bush in the river, or bush towards the blue sides jungle to spot potential roams.

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One of the most important jobs that you as the support needs to do and know extremely well is Vision. Vision is absolutely essential for both providing an advantage for your team and denying vision for the enemy. Knowing what is going on around not only your lane but also around major objectives can help your team as a whole make the most optimal calls and decisions.
While vision isn't as important in the early game, it quickly becomes the most important part of the game. With optimal vision control, you will able to take objectives and force bad decisions from the enemy with vision denial. In this section, you will learn the importance of warding and most importantly how to ward to your best ability.
"Vision helps me better protect those in need."
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- Protects your allies and yourself. Regardless of whether it's during the laning phase or mid to late game, optimal vision will protect you and your allies from ganks, flanks, and sneaky assassins looking for picks.
- Getting and Securing Picks. One of the best things about warding, especially warding objectives, is that you might see an opportunity to catch out and pick off a key target, especially the enemy support when they come to ward. I recommend asking your Jungler or Top laner to come with you when warding.
- Safetly Siege and take Objectives. When looking to take objectives, warding the areas around certain objectives will alert you to possible flanks and allow you to make picks to easily take objectives and siege towers where normally it might be dangerous without proper warding.
- Vision Control and Denial. Warding is an extremely important part of the game as your team will be able to make cleaner calls and decisions. Warding actually can be a bit of a mind game as when you have vision and take down the enemies' vision, the enemy will play differently. Much more scared and desperate especially if the possibility of losing an important objective such as
Baron
or Elder Dragon.

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WARDING TOTEM Stealth Ward is your beginning warding item before you transition over to Oracle Lens after completing your support quest. This is your primary way to ward in the early game, however unlike your support item it only has a single charge (up to two) that regenerates. You should never run out of wards in the early phase granted you coordinate with your ADC to cycle wards.
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CONTROL WARDUnlike wards from your support item and Stealth Ward, Control Wards are permanent until broken. I highly recommend keeping two control wards on you at all times as you'll often need to relocate your ward to a different spot. Control Ward cost 75 gold and reveals all wards in the radius of the ward. Always buy a control ward after each back if you have less than two.
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ORACLE LENS Oracle Lens is an trinket item you pick after completing your support quest as you no longer need wards from Stealth Ward. When activated, a drone that reveals all wards you come across for 10 seconds allowing you to destroy them.
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Red side - Laning
"Let's deny them the element of surprise!"
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On the red side, the wards are pretty similar however a few specific differences from the blue side that you must remember as each side will require similar but different warding requirements. Due to the way the map was constructed, the red side has fewer places to ward than blue side.
As mentioned previously you will need to ward according to the placement of the wave. When playing even, warding the river brush is a priority, if you're being pushed to your tower warding the tri-brush in your jungle will alert you of the enemy jungler's flank to tower dive. | You might have noticed the ward in the enemy's tri-brush is purple which means it's considered a deep ward. It's considered a deep ward because it can and will provide important information such as jungler's intention to gank or heading to take Scuttle Crab. I wouldn't recommend ever placing a Control Ward there as the enemy will easily be able to clear it.



Other areas to place wards are in the river brush by mid lane and/or over the wall as it will spot rotations. Deep Wards can be placed next to the
Raptors
and tri-bush by top lane to possibly make picks to get a free objective. In green is a special trick ward as many people only sweep the pit so you're able to still see the enemy doing
Baron
if placed correctly.
Red side - Baron
"Lighting the way."
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On the red side, having a Control Ward in the brush entering the enemy jungle is extremely crucial as it's a heavily contested area as most people would walk through or tried to ward defensively. Keeping the brush controlled is optimal.
As for priority wards, having a ward in the brush towards mid-lane and over the wall will allow you to see rotations and possible warding from the enemy support. Another word is placed over the wall towards the blue buff as it's another area people will travel on towards Baron. As for deep wards, it'll provide information on the positioning of the enemy team if you are wanting to get an idea of where they are headed usually to make picks off. | 

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In team-fights, your primary goal is to peel and protect your carries to ultimately keep them alive. Occasionally you will need to use her abilities such as Light Binding to engage, otherwise, it will be needed to lock down enemies who attempt to jump on your ADC and/or mid-laner. Assassins a majority of the time will be the one you need to watch out for as they have the tools to do so.
Peeling is the act of reactively protecting an ally or carry by preventing them from reaching the target or stopping them from reaching a target, which can be achieved through your two crowd control spells and Prismatic Barrier for protection.

In team-fights, you'll want to position yourself mainly in the backline with your ADCarry so you are able to look after him in case of potential flanks especially from Assassins who will need to eliminate them from the fight. Positioning is extremely important as you don't want to walk up and get picked off as your team will suffer from the lack of utility and peel. However, don't stand too far back as you as you'll not be able to peel or make picks for your team.
As for team-fighting playstyles, Guardian/ Aftershock is based on utility and setting up your teammates with all the tools they need to succeed. Utility-based Lux is best utilized in small areas where her shield is nearly impossible to miss when trying to hit as many targets as possible. The goal is to mainly peel and protect your allies, usually saving your Light Binding in case of flanks.
As for Arcane Comet, you drop utility for heavy damage and poking. Utilize this by delaying fights as much as possible so you are able to efficiently harass and whittle down the enemy's health bar with Lucent Singularity for a favorable outcome. Like utility Lux, you'll still want to be positioned in the back by your carry to peel but will also serve as a secondary damage dealer as Final Spark will be quite lethal.
"I'll lead the way to victory."
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Lux's ability usage is pretty standard outside of active items as her abilities are pretty straight forward and if you've read team-fighting, you'll know the importance of saving and landing your abilities. Her spells are relatively spammable at 40% cool-down reduction her spells are under 6 seconds (Not including Ultimate). You must always look to throw out spells when needed, however, missing a spell can lead to an ally's death.
In addition to talking about abilities, we will be talking about how to use active items such as Redemption, Mikael's Blessing, Shurelya's Battlesong, etc. Using active items correctly and at the right time can be very tricky.

First off ability usage, as mentioned before Lux's cool-downs at 40% cool-down reduction is under 6 seconds. In fights, you'll aim to lock down enemy champions with Light Binding while providing shields and heals from various items such as Ardent Censer, Staff of Flowing Water and Redemption (if you are going utility). As a support, your primary job is to protect and peel for your team while giving them the tools to succeed. If your team has reasonably great crowd control such as Sejuani jungle, Malzahar mid, Nasus top, your CC will serve as backup or rather as a peeling tool to keep bruisers and/or assassins from jumping on your carries.
Lux is a mix of a utility, damage, and control mage so when using Lucent Singularity either use it as a poking tool by attempting to hit as many enemies as possible or a zoning tool to prevent enemies from reaching an area safely and/or as a peeling tool. To get the most out of Prismatic Barrier try to line yourself up to hit as many allies as possible to get the most out of Ardent Censer, with 45% cool-down reduction worth in Ability Haste the shield breaks as it hits 1 second, so the shields up-time is extremely high.
Last but not least for ability usage, let's talk about Lux's ultimate Final Spark. Final Spark has an extremely low cool-down once you've maxed out cool-down reduction especially in the late game once it's maxed out. In Guardian/ Aftershock, the damage itself isn't too great however any damage in a fight can turn the tides of the battle. In Arcane Comet, Final Spark becomes a deadly weapon so lining up your enemies when hitting your ultimate can be devastating.

Item active usage can be tricky but beyond helpful when mastering such as knowing the best timing and who to use it on. Mikael's Blessing is a great example of an item you need to know when to use it and who on. As mentioned in Itemization, Mikael's is bought when up against heavy crowd control teams or rather champions who can lock-down your ally. It's taken when up against crucial CC such as Morgana's Dark Binding, Veigar's Event Horizon and Ashe's Enchanted Crystal Arrow to name a few. It should be used on your ADC or APC as either one of them can admit large amounts of damage. Redemption unlike Mikael's Crucible is AOE heal and is best used during team-fights on as many allies and enemies as possible as your allies will be healed and your enemies will take damage in the process.
Shurelya's Battlesong is picked up as an engage/disengage tool depending on the situation it calls for. If your team lacks an engage, using Shurelya's to engage will provide a burst of movement speed to yourself and nearby allies as well as damage on their next 3 attacks. When used as an engage it's to chase down and pick off enemies. Otherwise, use it as a disengage tool for remaining allies to escape safely from unfavorable fights. Locket of the Iron Solari is best used when grouped up with your allies during fighting allowing you to get the most out of your shield due to its decaying nature. Another way to use it is when your initial shield has been used, and you need to use it to soak up until your shield comes back online.
"Without light, the people lose heart."
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After laning phase, Objectives become the sole focus of the game as objectives are important objects on the map that provide advantages to whoever controls them. Objectives are considered the following things; Elemental Dragons (
Cloud Drake
,
Infernal Drake
,
Ocean Drake
, and
Mountain Drake
),
Rift Herald
,
Turret
,
Inhibitor
,
Elder Dragon
,
Baron
and the Nexus Turret.
Taking key objectives can provide global advantages to your team causing map-wide pressure to the enemy team that when utilized well will allow you to snowball and ultimately take home the game. In this section you will learn about the major objectives; Dragons, Baron, Turrets, and Inhibitors. When to take what objective and what objective to choose over another.
"I'm just beginning to plumb the depths of this power."
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WHEN TO TAKE DRAGON
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BACK TO OBJECTIVES
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- Enemy Jungler is Dead. If the enemy jungler gets picked off it's a good time to look to take
Dragon
as they will not be able to potentially Smite steal the dragon.
- The enemy is across the map. If the enemy team or enemy jungler is across the map, and your team is close by looking to take the
Dragon
will be a good option as it'll be easily taken.
- Bot Lane is too low or recalled. This applies mainly to the early stages of the game. If the enemy bot lane has recalled or too low they will be unable to contest the objective without putting their lives at risk.

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Rift Herald
is an objective that spawns within the
Baron
pit that spawns at 8 mins and can be spawned up to two times per game. It lasts until it's killed or it despawns and is replaced by Baron at the 20-minute mark. Herald is harder to take than most
Dragons
but easier than Baron. Herald serves as a sieging objective when spawned with Eye of the Herald. When near a
Turret
, Herald will charge dealing a huge amount of damage to the tower, however, it is considerably easier to kill than objective itself as it damages itself upon hitting towers and can be attacked by enemies by hitting it in its exposed eye.
Rift Herald
is best utilized after a team-fight to quickly siege as many towers as possible before respawns, if there are no enemies around and no one will be able to stop it or low health towers to name a few. Your Jungler will usually be the one to carry Eye of the Herald as they can transition between lanes easily.
Baron Nashor
along with
Elder Dragon
are the two most important objectives for their respective reasons. Baron is specifically needed for his buff (
Hand of Baron
) that is applied to nearby minions allowing them to become empowered sieging weapons. This is especially strong when one of the enemies' inhibitor spawning a
Super Minion
which in hand with the buff will do considerable amounts of damage to minions, players, and turrets who come between its path. Outside of powered minions,
Hand of Baron
also provides all alive allies with an empowered
recall
, bonus attack damage and ability power. Note that death removes the buff from yourself.
When taking
Baron
make sure to have proper vision control over the objective and the enemy jungle. Ideally, the best situations to take
Baron
is when you picked off the enemy jungler, the enemy team is across the map, and after winning team-fights and you're team is healthy enough to take it.
"Creation meanders, and so must I."
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WHEN TO TAKE RIFT/BARON
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BACK TO OBJECTIVES
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- Enemy Jungler is Dead. If the enemy jungler gets picked off it's a good time to look to take
Baron
as they will not be able to potentially Smite steal the dragon.
- The enemy is across the map. If the enemy team is across the map, and your team is close by looking to take the
Rift Herald
or
Baron
will be a good option as it'll be easily taken.
- The enemy is Dead. If the enemy is dead and you have enough health/damage to take
Baron
before the enemy team has a chance to respawn, take it.

WHEN TO TAKE TOWERS
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BACK TO OBJECTIVES
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- You have Baron/Rift Herald If you've obtained the
Baron Nashor
buff or have Eye of the Herald you can look to potentially take a tower or many depending on the situation
- The enemy is dead. As with all objectives, it's best to take a turret if the enemy is dead and there isn't a objective such as
Baron
or
Elder Dragon
to take.
- The enemy has recalled or across the map. If the enemy has recalled at a poor time especially during laning phase looking to take Turret Platings or even the turret itself is a good idea as long as you have proper vision over the enemy.
- The enemy team is weak If the enemy team has a number disadvantage or champions with poor waveclear.
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