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- Ten Commandments of Writing a Guide
- Support 101 - A Comprehensive Guide
- riven ap s3 new PRO build (a.k.a. How Not To Write A Guide)
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How To Write A Successful Guide






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Introduction
Some of you may ask, 'isn't this stuff covered by other guides, eg. jhoijhoi's Making A Guide?' The answer is no. I've done a fair share of reading up, and I'm not aware that my effort would merely be a duplicate (I may be wrong of course), so I deemed it to be a good idea to write this guide. My points are partially covered in jhoijhoi's guide, but I do talk about some things that she doesn't.
Read on.
I am a new member, even though I've been reading from the site for considerably longer before I signed up. I published my first guide, a comprehensive tome on support champions, on September 19, 2012. Three weeks later (at the time of writing this), it has dropped to page 3, but it is at nearly 90%, and sitting comfortably on the all-time high of General Strategy.
It's my first guide.
So you see, being a first guide is definitely not an excuse to publish a mediocre guide. After all, you want that good rating. So what can you do? Read on.

It shows the number of guides published each day and in total. I actually doubt the numbers are accurate, seeing as I certainly don't see hundreds of new guides every day, let alone 42 other guides, but the point to drive home is this:
Numerous new guides are published every day.
With so many guides vying for readers' attention, it's really up to you to make sure your guide is good enough to get upvotes and positive comments.
The make-it-or-break-it period. Why one week? That is the average amount of time it takes for a guide to drop off the first page, after which no one will ever look at it again.
In periods of unusually large submission, e.g. today, with the start of the influx of

So, first impressions are very important. You have a limited amount of time before your guide stops gathering lots of views. You must capitalize on that, right from the moment you click publish.
Basic coding, as I use in my guide, is the use of colors, fonts and icons

More advanced coding is usually found in champion guides, and involves the use of columns or generators to create this:
Runes




or this:
Whoa, whoa, whoa! Looks daunting? Don't worry, it really isn't. All you have to do is read jhoijhoi's Guide To Making A Guide - pretty much the bible of guide authors on MOBAFire, and it also contains links to even more guides on formatting.
Why is formatting so important? Because you want to catch the reader's attention and make him continue reading. Between an informative guide which looks ugly and an informative guide which looks nice, which do you think the reader will upvote?
Make sure you don't use overly long paragraphs. It strains the eye. Try to keep paragraphing to a reasonable length, maybe about 5-7 lines. Yep, you need to run it in the preview to see what it looks like. Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore














The above is called a wall of text. Did you read all of that? Not even icons will save you from the reader just skipping the whole chunk and giving you a downvote for your trouble.
So don't be in a hurry to hit the publish button. Be sure to check your guide over thoroughly for mistakes which may cost you rating points.
- Lore. Seriously. Don't.
- Verbatim descriptions of champion skills. I can just mouse over the skill icon if I want the technical details. Just include what you yourself have to say about the skills.
Credits to IceCreamy for the idea on the lore. This is not an advert for his guide!

Notice that guides which come out immediately following a champion tend to be rated badly? This is natural, yet so many people do it. They think the faster they get their guides out, the greater their chance of getting on top of the ratings. No. Firstly, everyone is still playing that champion so optimum rune, mastery and item builds are definitely up in the air. What, you played him on PBE so you know him really well? No. Read on.
The second reason why you shouldn't write about a newly-released champion (hello again,

And then thirdly, you will be judged more sternly by regular readers, who know that you're just rushing out a guide for a shot at glory.
So don't do it. Give him a week or two to settle down, then write a really good guide on him.

This is the single biggest and most serious mistake authors make. Don't leave your guide unfinished. Do not put [UNDER CONSTRUCTION], [WORK IN PROGRESS], anything assorted along those lines, and then publish.
I give an instant downvote for any guide I see which does that. Yes, instant. Regardless of how potentially good it is. If it's unfinished, -1 right away.
Why? Remember I said near the top of the guide about the crucial week? That's right. Time starts ticking the instant you hit the publish button. So you are totally doing your guide a tremendous disfavor by allowing it to be seen in a bad state. So if your guide is not ready, hold off on the publish button until it is.
The exception to this rule is if the guide is substantially completed, with some parts under construction or not yet complete. In other words, the guide IS ready. Which was what I did with my first guide. I left one section unfinished, but the rest of the sections were written up in great detail. And it was k.
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