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General Guide by Mowen
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Q. What champion should I buy?
DEWO did find this nifty "What Champion to Buy Helper" though! http://trotsware.net/cgi-bin/quiz.cgi
For more info on ELO / how the matchmaking system works, look here:
Here's some tips for climbing the ELO ladder:
I noticed one missing though:
CDR = Cooldown Reduction
1. If you auto attack the minions, it will push your lane closer to the enemy's tower. This makes him safer and you more vulnerable to ganks or the enemy's harass.
2. If you last hit you can get more gold. Gold = items. Items = powah!
3. If your character is sitting still auto attacking you will be easier for the enemy to hit, and you won't be able to easily dodge skill shots. I typically try to click around in a seemingly random fashion then last hit as much as I can.
This video explains it fully:
Warning! Do not have your volume on high. Shurelya's voice is not for everyone. Sorry Scrax! :(
Baron Nashor: That big purple worm thing... Yeah, he's actually very important. So important teams will fight for the chance to kill him. He's very hard to kill. He gives everyone on your team 300 gold, 900 exp and a buff which gives +40AD, +40AP, +3% of total health as HP-reg per 5seconds and +1% of total mana in mana-reg per 5sec.
- Spawn time: 15:00. Respawn time: 7:00.
Dragon: This guy will give everyone on your team 190 gold and a bunch of experience to everyone standing near. He's a lot easier to kill than baron. This is the only map objective that doesn't grant a special buff on Summoner's Rift.
- Spawn time: 2:30. Respawn time: 6:00.
Ancient Golem: This guy has blue runes circling around him. If you get the last hit on him and kill him you will get his blue buff. This will give you increased mana/energy regeneration, and increased cooldown reduction.
- Spawn time: 1:55. Respawn time: 5:00.
Elder Lizard: This guy has red runes circling around him. If you get the last hit on him and kill him you will get his red buff. This will make your autoattacks slow and deal extra damage.
- Spawn time: 1:55. Respawn time: 5:00.
Wolf - Crest of Nature's Fury that grants +20% attack speed and 10% cooldown reduction. The crest lasts for 1 minute.
Banshee - gives Crest of Flowing Water that grants +45% move speed. This crest also lasts for 1 minute.
Lizard - He still gives Blessing of Lizard Elder which slows and adds damage based on level. The runes last for 3 minutes.
Dragon - Crest of the Crushing Wrath to each member of your team. The buff is straight +damage that scales with level, ending at +18% damage at level 18. The crests last for 2:30.
Note: The wolf and wraith can switch spawn points. Colors correspond to buff colors.
In depth resource for Summoner's Rift and Twisted Treeline: http://www.leagueoflegends.com/board/showthread.php?t=237514
Easier to read, for Summoner's Rift: http://www.mobafire.com/league-of-legends/build/warding-helper-more-than-your-eyes-can-see-54337
Elixir of Brilliance - "caster/support" elixir. Makes your champ glow blue.
Elixir of Fortitude - "tank" elixir. Makes your champ glow red.
Elixir of Agility - "physical dps" elixir. Makes your champ glow green.
Oracle's Elixir - Detects stealth. Makes your champ have a glowing pink eye over their head.
Make sure to watch for the graphics to see if the enemy team has elixir buffs. Especially look out for the Oracle's buff if you're a stealth character or have one on your team.
Tank: Absorbs damage, leads the way in teamfights, initiates fights, saves the damage dealers
Carry: Usually refers to a physical damage dealer that does most of their damage from autoattacks. This role does a lot of sustained damage and doesn't fluctuate much.
Mage: A character whose damage is mainly from their skills. Their damage is more burst oriented
Support: A character whose main goal in the game is to keep your team alive / cc the other team so the damage dealers can kill the other team.
Jungler: A character who spends early game killing the neutral creeps in the jungle. They will usually focus on ganking and keeping up their levels with the people in lanes. This lets you have 2 solo lanes which will give your team overall a level advantage.
For more detailed explanations read the roles section of this guide:
- - -
When you are in the champion select phase it would help your team greatly if you could select which champion you want to play (even if you don't lock in) so that the rest of the team can build around you. Too often do people wait until the last second to pick a champion and lock in. This could really screw your team over by making the team have too much of a certain kind of damage or not tank, etc. If you don't lock in you can switch champions to balance the team if you need to.
It is important to remember who's on a killing / dying spree on the enemy team. For instance it's not worth trading a kill of someone on your team (300g) for a kill of someone on their team that has a dying spree (say they're only worth 52g). However, if you got someone on their team that had a killing spree (600g) then it could be very worthwhile to trade 1 for 1.
Details on Killing Sprees / Dying Sprees: http://leagueoflegends.wikia.com/wiki/Kill
All the ways to earn gold: http://leagueoflegends.wikia.com/wiki/Gold
Details on minions/neutrals and how much gold they give: http://leagueoflegends.wikia.com/wiki/Minions
Team A........Team B
At champion select there will be a banning phase where the first player on each team will ban champions. The Blue team's captain starts the banning. The captains alternate banning for a total of 6 bans.
Then the champion selection phase. The team that got the first ban gets the first pick, then teams alternate picking champs. Let's say team B picks first, then Team member A 1 and 2 pick next. B 2 and 3. A 3 and 4. B 4 and 5. A 5.
So in this scenario B bans first, and picks first, and A bans last, and picks last.
Players can switch champions with other players on their team once picking phase is over. There will be a time to do this between when picking is over and the match starts. This is a good strategy if you want to ensure that players lower in picking order get popular champions, or you want to counterpick a lane but the other team hasn't picked for that lane yet.
Banning - Champions that are often banned change a lot depending on nerfs and buffs in the latest patch. A good way to check up on which champs are considered "OP" (overpowered) is to check Elementz tier list, since that's what a lot of people read to keep up on what the pros think of as good / bad champs.
Elementz tier list - http://www.reignofgaming.net/tier-lists
You need to keep in mind that the most popular champs will vary between different ELO brackets, so don't follow the list religiously, just use it as a guideline.
Picking - Top picks will also vary according to recent nerfs / buffs, so I would also use Elementz tier list as a guideline for what popular picks are.
Good first picks are champions that are not countered easily. For instance Morgana is always a good pick for mid, because her abilities protect her from both ganks and other casters, while also letter her farm easily. It doesn't matter if you pick her first or last because she can't really be countered. However, if you pick one of my favorite mages Twisted Fate, who relies on staying at a distance to be successful, he would be easily countered by a mid with a gap closer such as Kassadin.
Another good way to do first picking is securing a very popular champ at the moment. For instance if everyone picks Shen if he's available, make sure to get Shen if you are first pick so the other team doesn't get him. Make sure to ask if anyone on your team will play him first though if you don't want to! ;)
Here's some tips for doing better in Ranked Games / increasing your ELO:
Here's LoL wiki's article on Ranked games, just the basics but maybe explained better than my rambling: http://leagueoflegends.wikia.com/wiki/Ranked_game
Spell vamp functions the same way except for spells. AOE spells only give you 1/3 of the damage dealt as health for balance reasons. Only active spells give health with spell vamp. Spell vamp works no matter what kind've damage the spell deals (magic or physical). Spells that deal damage indirectly or passively don't give back health, such as Kog'Maw's Bio-Arcane Barrage and Singed's Poison Trail. Spell vamp also works with activated item uses such as Hextech Gunblade.
For more detail about these mechanics, go here:
More stats - (scroll to effects chapter)
Attackspeed cap = 2.5 attacks per second (stacks additively)
Things that stack additively you will see no loss in stacking. Things that stack multiplicatively you will see a reduction in the benefit you get for the more you stack (such as dodge, %penetration, and movespeed).
http://leagueoflegends.wikia.com/wiki/Items - scroll to "Effects" section
A: Level 1 adds 50, Level 2 adds 70, Level 3 adds 90, Level 5 adds 130. Boots do not stack.
Q: How do movement modifiers work? (Credit to Larias)
A: First, you have your base movement of say 300. You add boots first, always boots first, so if you have boots added.
Let's say you get boots 2. That's 370 movement. Then, you get 35% movement speed buff from items or runes or masteries or buffs: that 370 is multiplied by 1.35, or 499.5 movement speed. If this is the only thing affecting your movement speed, the diminishing returns formula kicks in.
Now, let's say you get slowed by 38% (ashe arrows). What happens is the ORIGINAL 499.5 is multiplied by .62, and you get 309.69 movement speed. Because 309 is not above or below diminishing returns, you stay at that speed.
Q: What are these diminishing movement returns? (Tested and approved by Searz)
Any movement speed bonuses that would cause a champion's movement speed to exceed 415 are reduced by 20%. Any movement speed bonuses that would cause a champion's movement speed to exceed 490 are reduced by 50%.
Above 415: (MS-415)*0.8+415=total MS
Above 490: (MS-490)*0.5+475=total MS
Q: Do slows stack?
A: Sort of. Item slows do not stack - if you have two people with Frozen Mallet, for example, the slows will not stack. This includes two different items as well: if you have a Frozen Mallet and a Rylai's Scepter, the slows will not stack.
Ability slows do stack; however, they do not work additively. If you have two 50% slows, it's not a 75% slow or a 100% slow. The first slow you put on a target always slows for the amount stated. Subsequent slows remain multiplicative, but slows beyond the highest % slow are cut in half (and then applied fully).
For clarity... The largest slow will always take the full effect. If a champion is affected by the slow from Blessing of the Lizard Elder and then walks on Mega-Adhesive from Singed, the Mega-Adhesive will now slow fully and the Lizard slow will be cut in half. If the champion uses Flash to escape Mega-Adhesive, the Lizard slow will now go back to full power.
Credit to Stumpster for this Compilation! (with some fixes by me! :3)
Fragamacrunch (helping proofread and edit)
Jebus McAzn (for awesome links / resources!)
ShadowReign757 (suggestion of elixirs section and help getting started on it)
Queso (provided graph for gold from kills)
Dewo (links concerning how to make gold)