This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
League of Legends - A guide for beginners and other people






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Introduction
Other guides on this site has more comprehensive guide on some of the sections in this guide, and I recommend that you check them out. Some of the sections in this guide is similar to other user's guide, but I wouldn't let out parts of my guide for that reason. I added everything I could in here to give a wider understanding of the game.
Please don't judge the guide on the champion builds. I have not played some of the champions that much, they are just examples of champions that are somewhat easy to pick
up and learn. I might be wrong about some items in the sequences, so please correct me if there is a better way. :)
I have copied stuff from other people, this guide is not completely my own. I've simply made it the way I found best, in order to help other people.
Just to make it clear this guide probably have sections for completely new players and also sections for more experienced players. Some of it is extremely simple, but is aimed at players at level 1-15 and some of it can be helpful at all levels. If you feel that I have left out some good points or I have made errors, please tell me, so I can improve this guide. ^^ -> I'm not a pro player, nor do I have a high ELO, but I've played LoL alot and I'd say that I understand the game well, though I'm not playing it like a baws.
NOTE: This guide is aimed at matches in Summoner's Rift, not Twisted Treeline. I haven't played enough 3v3 to ramble that much about it. I might add alot of stuff for Dominion and Twisted Treeline at some point, but I have yet to try Dominion, and I'm not experienced in 3v3
Enjoy reading this totally funky guide.
Warning! There will be some walls of text, but reading haven't ever killed anybody..
Terminology in League of Legends
Riot Points and Influence Points
RP - Riot Points - You can buy Riot Points for real money. Riot points will allow you to unlock skins, champions and different bundles in the store in the interface.
IP - Influence Points - You earn influence points from playing matches. The amount of IP you receive is decided by the lenght of the match and whether you win or not. You can use IP to buy champions from the price-range 450-6300 IP and you can buy runes to boost your stats in-game. You can also buy additional rune-pages for the cost of 6300 IP. I recommend that you wait with buying runes until level 20, so you can get tier 3 runes.
Others
Smurf Account
A smurf account is an account made by a player, who has reached level 30 and makes a second account to:
1) Pwn new players to have fun.
2) Reach level 30 and attempt to get a better ELO.
3) Have users on both EU and US servers.
4) Perhaps another reason.
Normal matches are simply put, just the unranked matches, where your rating isn't official to other players. I recommend that new players play a lot of normal games after reaching level 30, before you start ranked. The more experience you have, the better chance you have of reaching a high ELO. Personally I started playing ranked way too early, which means that I destined myself to a low ELO, which I can't seem to carry myself out off. ELO-hell is a phenomenon you experience, when you've lost a lot of matches and can't seem to get above 1100-1300 ELO. It's also when you seem to be placed on bad teams, while the enemy teams have better teammates than you.* That phenomenon is the feared ELO-hell. DUM-DUM-DUM-DUUUUUUM!
* Teams with feeders, leavers, trolls etc.
Summoner's Rift - 5v5
Riot about Summoner's RiftTwisted Treeline - 3v3
Riot about Twisted TreelineDominion - 5v5
Riot's official Dominion homepage
It basically consists of 3 lanes, a jungle and two bases.
Each team has 12 turrets and 3 inhibitors:
1) 3 Outer turrets - 1 in each lane
2) 3 Inner turrets - 1 in each lane
3) 3 Inhibitor turrets - 1 in each lane
4) 2 Nexus turrets - Defending the nexus
5) 1 Obelisk nexus - In the spawning area
6) 3 Inhibitors - 1 in each lane - When this building is destroyed, your team will have super creeps spawning in the lane, where the destroyed inhibitor is.
-> Inhibitors will respawn after 5 minutes and it has 4000 HP and no armor or magic resistance.
Turret stats:

Each time a turret hits you, it deals 10% more damage. So don't get hit too many times consecutively!
In Summoner's Rift there are several map objectives:

Initial Spawn time: How many minutes into the game, before the camp spawns.
Respawning time: How much time it takes for the camp to respawn after it has been slain.
Note: If one creep is not killed the rest of the camp won't respawn. The respawn time will not reset until the entire camp is dead.
*Gold: Gold from the entire camp. The biggest amount of gold is from the biggest creep and the smaller amounts of gold are from the smaller creeps.
*Experience: Experience from the entire camp. The biggest amount of experience is from the biggest creep and the smaller amounts of experience is from the smaller creeps.
Wolves:
*Initial spawn time: 1:40
*Respawn time: 100 seconds
*Gold: 57 (25+16+16)
*Experience: 190 (90+50+50)
A camp consisting of 3 wolves: 1 big wolf and 2 small wolves.
(Not that hard to kill and don't deal a significant amount of damage)
Wraiths:
* Initial spawn time: 1:40
*Respawn in 100 seconds
*Gold: 71 (35+12+12+12)
*Experience: 180 (120+20+20+20)
A camp consisting of 4 wraiths: 1 big wraith and 3 small wraiths. Some players counterjungle by stealing the enemy camp's big wraith. (More about counterjungling in the gameplay section)
(Squishy, but deals quite some damage in early game)
Small golems:
*Initial spawn time: 1:40
*Respawn in 100 seconds.
*Gold: 60 (30+30)
*Experience: 280 (140+140)
A camp with two smaller golems:
Two golems, which gives an equal amount of gold and looks the same. Killing those is a nice way to counterjungle. (read more about counterjungling in the gameplay section).
(Quite beefy, but don't deal that much damage early game.)
Ancient Golem/Blue golem camp:
*Initial Spawn Time: 1:55
*Respawn Time: 5:00
*Buff duration: 2:30
*Gold from camp: 80 (60+10+10)
*Experience from camp: 280 (220+30+30)
*This unit regens 1.5% mana (or energy) per second and has (16 + Level*0.5)% cooldown reduction on their abilities. If slain, this buff transfers to the killer.
A camp with the blue golem and two smaller creeps. The big one will give you a buff that provides increased mana regeneration & cooldown reduction.
(Hard to kill in early game - Only take this early if you are a jungler of if you get help from teammates)
Lizard Elder/Red golem camp
*Initial Spawn Time: 1:55
*Respawn Time: 5:00
*Buff duration: 2:30
*Gold from camp: 80 (60+10+10)
*Experience from camp: 260 (200+30+30)
**This unit's physical attacks slow the target's movement speed and deal damage based on their level. If the buff holder is slain, this buff is transferred to their killer.
*The red buff slows (10/20/30)% for melee characters and only (5/10/15)% for ranged characters.
A camp with the red golem and two smaller creeps. The big one will give you a buff that grants a slow on your normal attacks and a DoT as well.
(Hard to kill - Tougher than blue buff. Normally not taken before level 3-4, unless you are playing

Dragon:
Initial Spawn Time: 2:30
Respawn Time: 6:00
*Gold: 190
*Experience: 900
*Gives global 190 gold to the killing team, as well as 25 gold and additional experience to the killer and nearby allies.
- The dragon is important, since it provides 190 global gold. (190 for each member on your team).
(A keyspot to ward. Often the jungler kills it, but you can also team up with 1-2 teammates and take it out, to prevent steals or if you don't have a jungler. Normally it is killed when people are about level 6-8, depending on the players' summoner levels.)
Baron Nashor:
*Initial Spawn Time: 15:00
*Respawn Time: 7:00
*Gold: 250
*Experience: 900
After Baron Nashor is slain, all living players on the team that slew him gain a buff that lasts 8 minutes with the following attributes:
* 40 Ability Power
* 40 Damage
* 3% of your Max Health in Health Regeneration
* 1% of your Max Mana in Mana Regeneration
Each player on the team is also granted the following:
* 900 Experience Points
* 300 Gold
Baron is the toughest of the jungle creeps to kill. Only some champions can solo it, but it is mainly killed when the enemy team is either:
1) When the enemy team is aced, so they can't counterattack your team, to prevent you from having the Baron buff.
2) When the enemy team needs to defend against minion-waves that are pushing too hard.
3) When the enemy team is simply not near the buff and they are unaware.
4) When you simply dominate and the enemies can't do **** about it.
Baron should be warded at all times after it has spawn.
The Shop
In Summoner's Rift the shop is found in your spawn area. Just click on the weird
looking creature and start shopping. You start with 475 gold.

Before entering your lane, you must remember to buy starting item(s).
Some common starting items are:
















I suggest you look up some guides for the champion you want to play and simply see what item to start with. There are tons of ways to start, so this is just some common choices.
That was what I had about the map. Now, let's move on to the mechanisms and other awesome features in League of Legends!
Basically you have 2 lanes:
Top lane -> Normally 1v1
+
Bottom lane -> Normally 2v2
Gameplay:
- Twisted Treeline is fast-paced and there are a lot of ganks.
- There are a lot of teamfights, since people are roaming a lot.
- People start moving together sooner than in 5v5.
- Games are shorter than in Summoner's Rift.
- People often build more bulky.
Things you must remember in Twisted Treeline:
- Wards are vital -

- Getting the dragon is very important - Have it warded each time it's up.
- Tanky champions are often the stronger pick in this map:
Champions as



Warding in 3v3:
These are the most important places to ward:
Green are totally vital spots
Yellow are important spots
Red are less important

jhoijhoi on Dominion
Thanks jhoi :D

The above picture shows the champions selection screen for a normal game. As you can see I haven't picked a champion, since I want to have a good setup and I don't instantly lock in a champion like the


Remember that it is important to use the team-chat to communicate with your team, in order to make a good team composition.
Also remember not to instantly lock in your champion. People won't necessarily pick a tank if you have insta-locked a carry. Talk with your team and try to make a good team composition instead of creating a bad atmosphere in your team before the match have even started.
In ranked games both team leaders have two champion bans. Those bans decide 4 champions that none of the two teams can pick to play.

The above picture shows a champion selection screen for a ranked match. The draft mode makes you able to see the other team's champion picks, so you can pick according to them. The bans can be seen in each bottom corner of the picture. When both teams have picked their wished champions, players from the same team can switch champions, given that both players have the champions, which they want to switch. The reason for this is that sometimes a champion is played a lot, if he/she is OP at that given time and the first-picker on your team secures that champion to your team, but can't play the champion himself/herself. This way the person, who can play the "flavour of the month" can pick the champion that the first-picker wants to play.
In this screenshot of a ranked champion selection there is a bug, since

This is not that important a section, since most of it is rather obvious and you'll figure it out as you start playing the game.
Luckily Riot has a thing called champion rotation. Each week 10 champions are free to play, which means that you can try new champions, without having to buy them. By playing different champions you can find some you like and save up some IP for those. Just remember that the 10 pickable champions change each week, so you don't have to wonder why your favourite champion suddenly dissapeared.
It is a good idea to try some different roles as tank, carry, supporter etc. to see what role you prefer. Furthermore it is a good idea to be able to play more than one role well, since you might experience that another player picks the champion you prefer so the team needs a different role. Having a good setup is not something players care about in low level games, but it is nice to know why such a setup is needed when you hit lvl 20-25+. More about team compositions will be found later in the guide.
In the following I have listed some of the game mechanics, if you have something I should add, please tell me in a message or a comment. Thanks in advance. ^^
In the following sections I will be talking about some of the mechanisms that are important to know about when you start playing League of Legends. There will also be a lot of other stuff, which you might find helpful.
Laning
- League of Legends' gameplay is divided into phases: Early game, mid game & late game.
In early-mid game you lane, unless you are a jungler. In the laning phase you focus on farming, pushing and getting kills. You have 1-2 duo lanes and a sololane in mid. Top lane can also be sololane if you have a jungler. It is a good idea to have a good laning composition. It can either be a composition with great farming capabilities, pushing capabilities or one, who gets a lot of kills.
Early Game, Mid Game & Late Game
It can be hard to determine when early game changes to mid game and mid game changes to late game.
Early game is the laning phase, where you focus on getting an advantage over the enemy team. You try to outfarm them, get more kills and perhaps also to push if the match allows it.
Mid game can be started in different ways, but normally I'd say it's when the first turret is destroyed and more players start roaming the map for kills and for pushing. In mid game you focus on getting fed and to push the lanes and get the buffs. You want as big as an advantage before late game as possible.
Late game is when the team starts moving together and teamfights happen. Furthermore you often have fights over Baron. In lategame some players stray off alone for more experience and gold -> This is a risky thing to do, since it leaves you vulnerable to ganks.
In lategame you focus on trapping the enemy team to win teamfights, get the buffs and to get Baron if possible. More importantly you try to push to win, unless you need to defend to survive.
There are champions, which shine in the different periods of the game.
Some strong early game champions are:



Some strong mid game champions are:



Some strong late game champions are:



Teamfights
Teamfights normally start in the end of mid-game or in the beginning of late-game. Teamfights are when members of your team move around the map together and end up in fights with the other team. Teamfights requires organization and a balanced team, if you want a good result against opponents at your own skill-level. Normally the tank initiates a teamfight, while the casters tries to stay protected, while still dealing tons of damage. In teamfights it is important to know your role. A tank should not stray of to chase an enemy, he/she should keep protecting the team's carries, and not care about getting tons of kills, but letting the carries get all the kills. Furthermore a supporter shouldn't rush out in the middle of a fight, but stay behind the team, healing them and buffing them or whatever the given supporter can do.
Harrassing (From a forum thread on www.Leagueoflegends.com)
Harrassing is when you attack an enemy, not necessarily for an instant kill, but to deny them the ability to attack creeps, keep them from attacking you, and hopefully cause them to go back to base (or act stupid and get killed, either way). However, many people do not understand the right targets to harass, and therefore they wind up getting hurt more than they hurt the enemy.
Good harassment targets are those you have a range advantage on, those your skills can counter (teemo blinding an autoattacker), people who have low HP/rely on autoattacking to stay healthy (Trynd, lifesteal carries) and casters that have long cooldowns on their abilities/skillshots they won't fire because it's hard to aim when all you do is run up, shoot once, and then go back. It also helps if you have a way of slowing them or stunning them, because it allows extra hits, and even if you don't chase being slowed gets into the enemies head more than just damage does.
Bad harassment targets are those that have a range advantage on you (it's pretty hard to effectively harass somebody when they can knock off 200 of your starting 600 HP on the approach), somebody who can nuke you with high DPS, somebody that can ignore your attacks entirely, and casters with short CD abilities that deal high damage that aren't jukeable skillshots.
Last Hitting (Taken from Beej's forum thread guide on lane control from Riot's homepage
Last hitting is the practice of timing your attacks on enemy creeps to ensure that you land the killing blow, thus earning the gold for the kill. Ideally you want kill all 6 creeps in a typical wave and you want to do that by attacking 6 times only. You may ask, "But Beej, why not just auto attack?". I would respond, "ROFL, Nub." Then I would explain that when you auto-attack, you do two very negative things:
(1) You reduce your chance to score the killing blow on the creeps you are attacking and you make landing that killing blow, and thus your gold income, a matter of luck (nub fuel).
(2) You push your lane. Assuming your opponent is not dealing more damage to the creeps than you, auto-attacking always pushes the lane quickly, widening your gap, making you more vulnerable to ganks, and ultimately nerfing you because of the ganks or the steps you take to mitigate the risk of being ganked (e.g. backing when you could be last hitting, or buying wards to notify you of incomming ganks).
Last Hitting Can Push
It should be noted that last hitting does mildly push your lane. If you last hit and your opponents just stand there, that minimal damage you are adding to your creep's efforts will eventually begin to push the lane, even if you can flawlessly get all the kills while doing the least amount of damage possible. Think of it this way (which is simplified): Your creep waves form a single entity with a set damage output and health. Your opponents creep waves form an identical entity. These forces battle it out and typically the battle results in a draw. When one or both sides survive long enough for another friendly entity to arrive, these entities are combined, impacting the next battle. If you add any damage whatsoever to your creep entity's damage output, you swing the battle in your creep's favor. Thus, your creeps survive to add their value to the next wave, creating an advantage for the next wave which leaves more of your creep's leftover after that wave. This effect snowballs, with more and more of your creeps surving each battle, pushing faster and faster. Such a push is typically only stopped by an enemy tower or enemy hero.
Jungling
(You might want to check the warding chapter before reading the jungling part).
- Jungling is when you start your game by farming gold in the jungle. You often follow a route from creep camp to creep camp, where you slay minions to earn gold. The reason why you have a jungler is to give your team a gold and XP advantage. As a jungler you get buffs to sustain in the jungle and you also gank lanes to support your team by killing and/or pushing. You often need certain runes to be able to jungle, but a champion like







Make sure to check out guides for the champions you want to jungle with, to see the best jungling route. I can't fit all the routes into this guide.. xD
If you want tons of knowledge about jungling and viable junglers, check out these guids by Hahano, they are both some of the greatest guides on this site:
Who is your jungler and what does he do?
&
Jungling 202: Beyond The Basics
Ganking
- Ganking is when you leave your lane/jungle to setup kills on enemies. You usually gank by coordinating a surprise-attack on an enemy. Normally you hide in the bushes and wait for the enemies to go forth enough for you to charge in and attack them. This will often require some sort of crowd control, unless the enemies are really close to your team's turret. If the enemies have escapes like the summoner spell flash, they will most likely escape, but you still had a good result, since you forced them to use a summoner spell and they have long cooldowns. When you gank avoid to get too close to turrets, since they will focus on you, if you attack enemies inside of their range.
This is a map of which paths you often take when you gank, depending on the situation:

This is why you should remember to ward some of those lane-entries with Sight Ward, so you can avoid ganks. Remember that if you push too far on your lane, it leaves you more vulnerable to ganks. Remember to keep track of your ward timer -> When the ward timer is almost up, be more aware of gankers.
If the enemy has stealthers remember to use Vision Wards, since they reveal them and that makes you able to either surprise attack them for a kill or to retreat and avoid death, depending on the situation. Wards can be found in the shop under consumables. There are not many stealthers in League of Legends, but here the current ones:



Counterjungling
- Counterjungling is often not something you do in low-level games, but if you want to jungle it can be a good idea to know what it is. Especially if you end up playing against people with smurf accounts.
Counterjungling is a strategy that some junglers are really good at, while others lack the ability to do it. Counterjungling means to go steal creeps in the enemy team's jungle, to screw with their jungler's leveling and giving their team a harder time with having the same level advantage in your team.
There are several ways to counterjungle:
1) You start at one of the camps in the enemy junglers forest to deny them XP from those creeps.
2) You attack the enemy jungler to force him to recall and waste important time.
3) You wait near one of their buffs and you steal it (with smite).
4) You put up wards in their jungle and use those for setting up kills on the jungler. Just remember that it can be quite obvious if your teammates are leaving their lanes rather suddenly, without any fights going on elsewhere. Then jungler might be alerted and you've wasted your time.
There are several good counterjunglers in the game, and they don't always have to be junglers themselves:




These are all viable junglers, but you can also do it with not-junglers like:





Counterjungling requires nice teamwork through use of wards and often also the summoner spell

Zoning
This is a video on how to zone, made by Shurelia. It is a good description on how to do it and it can be hard to explain in words. So I will not be rambling about it here, watch the vidoe instead:
Roaming
This is taken from the LoL Wiki:
Roaming is a style of gameplay mostly used in high ELO games in which your champion spends the "laning phase" of the game roaming from lane rather than spending it laning or jungling.
Roamers are generally champions with high base stats, are not dependent on farming/items, can set up ganks well and/or gank well themselves. Roamers often buy

Roamers should be picked with another strong two versus one champion, one that can hold their own against two champions by themselves, or roaming becomes a liability rather than an asset.
Examples of good roamers are (Not from Riot's homepage):



Examples of strong 1v2 champions are (Not from Riot's homepage):



If you have suggestions to more stuff about the gameplay, feel free to leave them in a message or a comment. :)
Having a great map awareness can prevent ganks in your lane and set up kills for your team, while it can also make you able to steal buffs from the enemy team. Many new players do not use the mini-map that much and therefore they experience alot of unnecessary deaths. Especially against players with smurf accounts, who know how to gank properly.
There are several ways to get a good map awareness:
1) Simply teach yourself to look at the map every few second. That way you will learn to keep track of the enemy.
2) Place wards to get more sight on the map. Read about warding in the next section.
3) Some champions can place objects that gives map awareness by either revealing enemes, who steps on it. Some also reveals a small area around the object, like Teemo's

4) By using the summoner spell

Just remember to place wards and to look at the map. It can help you, your teammates and most importantly it can decide the outcome of a game.
Here is a map that shows you what places that is preferable to ward:

(The picture is somewhat small, so you might have to zoom to read the small text. Sorry about that)
NOTE:
-> The red cross marker should only be warded if they have someone, who can jump/spin/run through the wall and kill the dragon really fast - Like

-> Normally the warders are: the jungler, the supporter, the tank. However, the carries can ward as well, if they have farmed really well and they can afford it, while the sidelanes might be struggling.
I've simply copied the following from the user Summoner's Soraka guide with his permission. It is some nice knowledge in my opinion, so I felt it would be good to share in a general guide as well:
Baron Wards

Laying a ward ON baron when possible means that they cannot do baron. It is very difficult to kill that ward and if the enemy uses skills to take it out you can capitalise on that. Additionally, to hit the ward, they will need to hit Baron, making them take damage.
Laying wards in his "chamber" means they spend more time taking out the ward and it makes it completely obvious what position they are in.
Dragon Wards

Same reasoning as above, laying a ward in the "chamber" basically means they have to go inside to destroy it, making you more aware of their position. Early game, you can capitalize on this by catching their support trying to leave dragon and make them waste their escape spell.
Summoner's warding map:
(I've added this, since it's easier to see than the one above, I added myself. However, I won't remove the one above, since it still has some nice explanations, if you zoom)
This image shows the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as the purple side. Mirror the positions if you are on the blue team or need defensive wards for purple.

Thanks to Summoner for letting me add his section in my guide. You can find his guide for Soraka here: Competitive Soraka -> It is a really good guide, so make sure to check it out. It has some great information on Soraka, but also on more general stuff in League of Legends.










I've borrowed this picture from Kibblinator, who has a great and more in depth guide on summoner spells - Go check it out for more information!
The picture shows different places in the map Summoner's Rift, where you can flash through walls or so.
















If you find a champion you like, check out some guides to see what summoner spells more experienced players recommend and why they recommend them.
It is important to remember the difference between primary and secondary runes.
Primary runes are the ones, which provides the most stats for a certain thing. For example:

-> There is a huge difference in the amount of stats provided, so often it is a good idea to see if you can fit your runeset to be mainly primary runes, since that will provide the most stats. Check out builds for the champions you play to see what recommended runes you should use. Searz has a great guide about runes, which is really comprehensive. Make sure to check it out for more information.
If you want runes that works well with most champions, because you can't afford several runesets, it is a good idea to get runes, which provide stats that most champions can use. If you like casters there are runes for that and if you prefer physical-damage based champions there are preferable runes for that.
Runes that work well with most casters are:





Runes that work with most AD champions are:
Greater Mark of desolation - Simply for a better damage output on standard attacks. Works well on almost all AD characters, though some use crit marks of damage marks instead.
Greater Quintessence of Desolation - Same reason as for the marks.
Runes that work well with most champions are:


Greater seal of vitality - More survivability doesn't hurt any champions ^^





Simply put, survivability and utility runes work fine on most champions, though they aren't always the best for the given champion you play.
In Searz's guide on runes, he categorizes runes in ranks in a way I completely agree with.
Searz states:
This is purely my opinion. If you have a good argument for why something should be placed lower/higher, just comment and I'll consider it.
The power of a rune is decided by how good it is compared to the other runes in the same category.
S-Rank: These runes are great. If you benefit from them, they are probably the best choice.
A-Rank: These are very close to the S-rank runes in power and are very good choices.
B-Rank: Solid runes. They don't give as good bonuses as the runes above them, but can be viable if you need the stat or don't need any of the stats above.
C-Rank: These runes are pretty much always worse than the runes above them. Only get these if they are for a special play-style on special champions.
F-Rank: These runes are just overall bad. Stay away from them.
(...)
This is how Searz ranks the runes:
Marks
S-Rank: ArP, MrP
A-Rank: AS, CrC, AD
B-Rank: MR, Armor
C-Rank: CrD, MP5, HP, HP/lvl, AD/lvl
F-Rank: AP/lvl, AP, Mana, CDR, MR/lvl, Mana/lvl
Seals
S-Rank: Armor, MP5, HP/lvl, MP5/lvl, Dodge (dodge belongs in rank B or C without the dodge mastery)
A-Rank: Armor/lvl
B-Rank: HP, HP5/lvl, Energy-reg per 5sec, Energy-reg per 5sec/lvl, HP5
C-Rank: Mana, MR/lvl, Mana/lvl, AS, AP/lvl, CrC, AD, CDR, MR
F-Rank: AP, AD/lvl, CrD
Glyphs
S-Rank: MR/lvl, MR, CDR
A-Rank: MP5/lvl, AP/lvl
B-Rank: AP, Mana, Energy, Mana/lvl, MrP, CDR/lvl
C-Rank: AS, Energy/lvl, MP5, Armor, HP/lvl
F-Rank: CrC, AD, AD/lvl, HP5, HP, CrD
Quintessences
S-Rank: AP, AD, ArP, HP, HP5
A-Rank: MS, Armor, MrP, MR
B-Rank: AS, Increased experience gain, Mana, CDR, CrC, MP5
C-Rank: Death-time reduction, Gold per 10sec, Energy-reg per 5sec, Energy, MP5/lvl, HP/lvl, CDR/lvl
F-Rank: Dodge, AD/lvl, CrD, AP/lvl, HP5/lvl, Armor/lvl, MR/lvl, Mana/lvl
Simply put, you should try to combine your runeset to have as many high-ranked runes as possible for the best rune advantage.
There are 3 different paths in the mastery tree -
An offensive one, which focuses on damage
A defensive one, which focuses on survivability
A utility one, which focuses on.. well, utility like mana regeneration, CDR on abilities and summoner spells and stuff.
After the remake of the masteries you can now get cooldown reduction in all 3 of mastery trees and also get extra gold in different ways. The new masteries seem quite OP, but when everybody has them, it isn't unfair. - They have also made jungling easier in my opinion - Perhaps it is possible to jungler at earlier levels now, than it was before.

This picture shows a mastery page. In this case an empty one with 30 available points, since I am level 30. Remember to save the masteries when you're done, especially if you are changing a page during champion selection. When you are in champion selection always remember to use the correct mastery page, which you probably have made for the champion you want to play. If not just remember to change the masteries before the game-start timer runs out. It sucks to have improved smite, if you don't jungle xD
You have 10 mastery pages available, so I'd suggest you make pages for the 10 champions you play the most and/or pages that work with more than 1 champion if possible.
When you pick your mastery tree it is important to remember some different things:
1) It is not always best to put 21 into a path to get the last mastery. Some times it can be beneficial to get some from each path.
2) There's no point in improving summoner spells you are not using. I've heard of people doing that in low levels, because they didn't know what to do with the mastery points.
3) Just because you are a damage based hero, going mainly into the offensive tree isn't always the best. The same thing counts for casters and tanks according to the utility tree and the defensive tree.
4) You do not have to improve your summoner spells, sometimes other masteries are better. For example you don't have to put 10 points into the offensive tree to improve ignite, it can be better to ignore it to get either 21 in defensive or utility or whatever you want to do.
Carries:
-> You mainly get damage items, since they are supposed to be protected by the tanks. Furthermore they are the ones, who should be dealing the most damage to the enemy team. Getting one survivability item is often necessary. Normally players get:


Tank
-> You focus on getting survivability to be able to soak up as much damage as possible for your team. You should't get kills, so often you will not be getting damage items, unless they also provide some survibility like



-> Tanks often get items that can debuff the enemies:


-> Tank builds are very situational, since the enemy team may have mainly magic damage or mainly physical damage and the tank should be building according to that. There's no use in getting mostly magic resistance against 3 physical-damage champions.
-> A lot of players gets

Offtanks
-> Offtanks get a mixture of survivability and damage output items. The builds for offtanks are also quite situational, since your team might having an easy time surviving and that allows you to get more damage. Reversally you can also be struggling and then you need more survivability to be able to sustain in fights.




[[
Supporters
-> When playing the supporting role, you normally get aura items, which benefit your team in different ways. Sometimes you get some AP as well, since most of the supporters in the game scales on AP. Some items that supporters often carry are:


Philosopher's Stone - As a supporter you don't farm that much and need gold from elsewhere. Getting items that gives you gold over time is kind of a must on supporters.


Kage's Lucky Pick - You wont farm alot, so gold per 10 items are great on supporters. Just make sure, that you actually scale from AP, before you get this.
I hope this made your mind more clear about what to get on different roles, so you don't pick a supporter like


- 1 passive ability
- 4 abilities that can be either a passive or an active (in some cases both).
These different abilities all have certain uses, that is important to know, in order to be able to dominate the game and win teamfights. For example you shouldn't focus your nukes and your CC on the enemy team's tank. There are several different kinds of abilities that a team often needs to be well-balanced:
Crowd Control
There are several types of crowd control, and they are all abilities that can interrupt an enemy to some degree. Different types of CC and some abilities possessing those are:
Slows - Abilities that slows enemies' movement speed.
-> Trundle's



-> Aimed at making an enemy an easier target to chase. -> Great when gankin and when zoning.
Taunts - Abilities that forces an enemy to attack the user of a taunt.
-> Galio's


-> Mainly used to protect teammates -> Used on carries to keep them from damaging your team. -> Makes the target(s) easier to attack for your team, since their positioning can be screwed up.
Stuns - Abilities than immobilizes a target for some time. You can't move nor attack.
-> Sion's



-> Can be used as an initiater in fights, since it allows you to start a fight, where one of the enemies can't move -> That weakens the enemies' positioning.
-> Can be used to shut down a carry/supporter in teamfights, since stuns are often not skillshot-based as some snares are.
Snares - Abilities that binds you to a spot, but you are still able to attack.
-> Morgana's


-> Can be used as an initiater in fights, since it allows you to start a fight, where one of the enemies can't move -> That weakens the enemies' positioning.
Fears - Abilities that makes the target immobilized and they walk in a randomly direction for a given duration.
-> Nocturne's


-> Fears are often used to make a target easier to kill, since it adds to the time that you can damage the target without it, being able to escape. Can also be used to shut down a carry in teamfights.
Blinds - Abilities that make the target unable to hit with standard attacks.
-> Teemo's

-> Normally used on physical-damage based champions, that relies on their standard attacks to deal tons of damage. Examples are:



Silences - Abilities that makes the target unable to cast spells.
-> Fiddlestick's



-> Normally used to shut down an enemy - A strong way to dominate the laning phase.
-> Often used on AP carries to stop them from dissing out tons of damage.
Knock Ups - Abilities that knocks targets into the air.
-> Malphite's



-> Often used to save teammates and/or initiate.
Suppressions - Abilities that suppresses a target leaving them unable to move or cast spells. It can only be countered by



Suppressions are often used on carries or sometimes supporters to shut them down and make your team able to take the target down fast.
-> Malzahar's


Impassable Terrain
-> This is a CC that only a few champions have. It creates a wall/block/whatever that you can't pass through, even if you are a teammate of the user. Examples of abilities that do that are:
-> Anivia's


-> Often aimed at stopping an enemy from fleeing or blocking enemies from chasing you and/or your teammates. Can also be used to split the enemy team to make some targets easier to focus.
These are all examples of crow control abilities. A well-structured team should have crowd control, but that doesn't mean that five slows are enough CC. There needs to be a balance in that as well. Some AoE CC like Galio's


Skillshots
- Skillshots are abilities that requires the user to aim while using the ability. It requires more skill to use than target-spells, since you have to know the speed of the spell and also try to predict the enemies' walking path. Examples of skillshots are:
Urgot's


This is a picture that shows a situation where a well placed skillshot from Nidalee might provide a kill:

As you can see the Nidalee aims a bit in front of the Urgot to make sure that he runs straight into the spear. Always try to predict your enemy's moving paths and use your skillshots accordingly. It takes some time to master, but you'll get the hang of it the more you do it. To make it clear there are different types of skillshots.
Burst abilities and continuous damage output
In teamfights it is often required that your team has some burst damage to follow the tank's initiate, since the enemy team will have an easier time shutting your team down, if it relies on damage over time, instead of instant damage. Burst damage often comes from casters and many bursts have some sort of CC in the spell or with another spell connected to it.
Examples of burst abilities are:
Veigar's

Annie's


You will also need a continous damage output, which can deal a good amount of damage throughout the entire (team)fight. Nukers like Annie & Veigar relies on their spells to be ready to deal great damage, while other champion relies on standard attacks or spells with 1-2 seconds CD. Examples of these are:
Ranged AD Carries - They deal consistant damage with their standard attacks and often have some built in abilities that compliments that. Like Ashe's

Low CD abilities: Urgot's


-> They have really spammable abilities that scales on their attack damage. That is why you can call Urgot a ranged DPS/physical caster, since his main damage output comes from abilities, but not from magic damage like normal casters.
You need a balance between burst-damage champions and continous-damage champions That way your team continues to be a threat from the start of a teamfight until the end. It also means that the tank will have a harder time doing his job. If your team has 3 AD characters and 1 AP character their team can simply stack some armor and make most of your team useless.
Initiating abilities
This ability is mainly found on tanks, since they are the ones, who have enough survivability to survive an initiation. A good initiation is often what decides the outcome of a (team)fight. When initiating it is important to position yourself correctly and try to hit as many enemies as possbible, but most importantly to hit the enemy carries. Some of the best initiating spells in the game are:
- Malphite's

- Amumu's


- Galio's


- Annie's

- Jarvan's

- Rammus'

There are a lot of other abilities that can be used for initiating. Those are simply among the ones I prefer for initiating teamfights.
Magic Resistance
Increases the amount of magic damage that you absorb.
For knowledge on magic resistance and how it works, check this link:
Magic Resistance - LoL Wiki
Armor
Increases the amount of physical damage that you absorb.
For knowledge on armor and how it works, check this link:
Armor - LoL Wiki
Magic Penetration
Decreases the amount of magic damage that your target absorbs.
For knowledge on magic penetration and how it works, check this link:
Magic Penetration - LoL Wiki
Armor Penetration
Decreases the amount of physical damage that your target absorbs.
For knowledge on armor penetration and how it works, check this link:
Armor Penetration - LoL Wiki











These are just examples, you might not like to play these, though you are new. They might not suit your playstyle. I'd simply suggest that you try different champions and start saving up for one you like. You can go look up the champions in your menu and see what tags they have. That will give you some hints on how they are. Furthermore there are some recommended items for the different champions. Often they will be okay, but you should go check out some of the great builds/guides this website provides for the best outcome.
For more information on a given champion, you can find tags for all champions in the "champion"-menu in your summoner profile's menu. Clicking the tags will lead you to more info on the champ, the lore for the champion and the skins that has been made for the champion.
Explanations:
DPS = Damage Per Second
Burst Damage = Instant Damage
Support = Abilities that help the team
Jungler = Potential jungler, but not necessarily
Initiater = Potential to initiate a teamfight
Teleporter = Has an ability than can transport him/her to another area on the map
Poke = Has abilities with poke damage / Good Harrassing abilities
Tanky DPS = Kinda the same as offtanks xD
Note that some champions fit more than one role, for example both tank and tanky DPS.


















































































If you have more to add on some champions, please tell me. It's a long list, so I might have missed some important things. ^^
A good team composition looks something like this:
Ranged AD Carry
AP Carry
Tank
Offtank
Supporter
One of these should be a jungler (often the tank or the offtank). You can also have an anticarry, who focuses on shutting down the enemy team's carries. This can be a hard role to play and you might want to wait with that until level 10-15+.
Examples of champions fitting into these roles:
Ranged AD Carry -





AP Carry -





Offtank -





Tank -





Jungler -






Supporter -





Anticarry -





If you have a balanced team, you will have an advantage as soon as in champion selection. Furthermore it can be good to have some good laning combinations, since that will help your team to dominate in one lane, and that will lead to more support and/or dominance in other lanes.
Some good laning combos are:









You will often see that the toplane is also a sololane, since your team has a jungler. Some nice champions for soloing top are:







1) Talk with your team about the setup - A balanced team is great, so having 4 casters and 1 ranged AD carry is bad.
2) Don't insta-lock your pick - See what other people do and try to adapt to that.
3) Don't flame people as soon as they pick a champion (maybe if 3 people insta-lock casters it's okay xD )
4) Do not try to queue-dodge (make other people leave), by picking bad summoner spells for the champion you have picked.. It really really sucks for people, who have waited to get in champion selection.
This is Jebus McAzn's words, which I agree with 100%. He has taken the words from my mouth, so I just copied it xD
Now while LoL is in fact a team game, many players go into what is known as "solo queue". And sadly enough, there aren't nearly enough people in solo queue (especially in lower level games), who realize this essential component of the game. Everyone wants to play the big ranged carry, everyone has a "favorite character", while not knowing how to play anyone else, EVERYONE wants to try the new champion and refuses to play anything different.
Don't be one of these players. I beg you.
Another reason why to have the right mentality:
When people start picking wrong champions, I start picking needed champions and be awesome instead. - Dotter

Here are the reasons why you should have a positive mentality when playing League of Legends:
1) Negative attitudes makes it a worse experience. Perhaps not to yourself, but to the rest of your team. There are alot of angry people in LoL, try not to be one of those yourself.
2) Flaming others and being a douche will probably get you reported alot. That can lead to time penalties, where you aren't allowed to play the game. There is a thing called The Tribunal on Riot's homepage, where players can judge each other depending on what you have been reported for. If you act like a douche, people might want to get you a penalty.
3) Try to communicate properly with a good manner - Often it will get you more respected among your team and that will lead to better organization in teamfights and perhaps also that your teammates are more willing to ward, grant the carries the buffs they need etc.
4) Don't instantly flame people if they go to the wrong lane. Some people are more aware of the chat than others and some do not always read the pre-chat in champion selection to see the lane-setup. You won't lose the game, because a guy goes to the wrong lane 30 seconds before the minion spawns.
5) If your team is struggling and you are the only one with a positive score, it does not necessarily mean you are the best player. Perhaps try to support other lanes by ganking and try to carry your team to victory instead of creating a bad atmosphere within your team. Scores doesn't tell everything about a player's skills. Remember that the different roles aren't supposed to all have tons of kills and therefore you cannot always judge a person, who is negative on scores.
How is my rating measured over time?
We use a modified version of the Elo system. The basic gist of the Elo system is that it uses math to compare two player ratings to guess the game result – like, “Bob will win vs Jim 75% of the time”.
From there, the game is played. If you win, you gain points, if you lose, you lose points. If your win was “surprising” (i.e. the system thought you would lose), the points you gain are larger. Additionally, if you are a newer player, you gain and lose points more rapidly so that you get to your skill level faster. Over time, this means that good players end up high rated because they do better than the system expects, until the system is guessing correctly how often they will win.
We modified this for team use, and basically, the concept is that you get a team elo based on whoever is on the team, and if you win, it’s assumed that everyone on the team was “better” than the guess, and gains points. There are some problems with this, but it generally works out, especially if people use pre-mades a little bit.
We also do a few little things to nudge your elo rating in the right direction when you start out so that people get where they need to get faster.
We use various proprietary methods to identify players that are significantly more skilled than a typical newb, and boot their rating up a bunch behind the scenes when we notice this.
Gaining levels boosts your elo rating a lot. This further helps separate level 30 summoners from low level summoners.
For more details on how the ELO system works on a theoretical level, you can read about it at:
http://en.wikipedia.org/wiki/Elo_rating_system
However, when I was 3/4 done, I realized that Mowen actually had made one, which was really demotivational, but I finished it and published it anyways, now that I had made 75% of it.. I hope there are some new stuff in here that can help new players.
I wanna throw some thanks out to some people, who have made more indepth guide on specific stuff in LoL, check out their guides and upvote them, they all deserve it:
Kibblinator - He has a great guide on summoner spells, which inspired me to add a section on those in this guide.
The Tooltip Tome of Summoner Spells
Jebus McAzn - His guide on team compositions is plain awesome, and I got some inspiration from him.
5 Champs You Should Know How To Play [AKA Who do I Buy Next]
Searz - Searz's guides on runes is a great way to get an understanding of how you should build your runepages and what runes you should get for a given role.
Rune tips - What secondary and primary means and more.
Panglot - He has a really in-depth guide on warding, which can be really helpful to teach you where and when to place your wards.
Warding Helper - More than your eyes can see
Hahano - Simply from getting some experience from his jungling guides and for allowing me to link to his two guides on jungling & junglers. Read them and learn everything worth knowing about jungling.
Thanks to Luther3000 for being a great help! He helped me improve this guide alot.
I also want to thank Wintermond for making me switch Annie instead of Vladimir in the champion section.
Thanks to Riot's homepage for some nice info, thanks to the LoL Wiki for specific numbers and description of different aspects in the game.
Thanks to Shurelia for the zoning video, thanks to my family for mental support, thanks to Lord Voldemort for always sticking around cheering me up and finally a thank you to MOBAFire, which has given me some great times and laughs.
Guess that was about it..
- Dotter
You must be logged in to comment. Please login or register.