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- Twisted Fate: Doin' It [100% of Fate]
- Vladimir: The Immortal Hemomancer
- Take a Tip for the Mid! - The Ultimate Mid Lane Showdown
- Vladimir, The Immortal Hemomancer [SOLO TOP]
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Take a Tip for the Mid! - The Mid Showdown






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Spells:
Exhaust
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction

This is like a main motto for Mid Players. You Hit, then You run. You can't get carried away, not even for a second. You don't have a partner to save your wumpsy-***, if you get too cocky - then that's your fault.

1. What is The Mid Lane?
Simply, a main place of Summoner's Rift map. Why? Simply, again... This is where most of the late game team fights occur, this is the most ganked spot, this is where the most annyoing and usually so-called OP champions gather! In addition, being 1vs1 is frickin' exciting, don'tcha think?
2. What is the main purpose of Midder?
We must keep an eye on everything. Other champions, their situation, reporting missing... misses, informing people about





3. What are the advantages/disadvantages of being a Midder?
- Lots of Gold, that's one.
- Ability to gank other lanes in order to... get more gold.
- Having a somehow easier and harder situation.
- 1 on 1 is easier because noone will bug in (usually), however still it's harder because noone will save your *** (exceptions may be




- Once again, you're the easiest target.
- You must stay focused! Keep an eye on missing/recalling enemies (especially with

- If you have a chance to kill someone from further distance, do it!





- Warn your team, keep them safe, if they need help and you can manage these 40 seconds, help them in the push a little, get yourself 2-3 minions, sometimes a kill or an assist.
- Don't be a ****in' meanie... if you know you can't save them, don't say sorry.
4. What about Mid Champions? Are they rather expensive?
Yes. A 100% Mid Champion is best with full rune set-up, level 30 with all Masteries. Most of the best Mid Champions may be found on 3150 IP, few of them at 450-1350 IP and there are like 3-4 (not THE) but still best Mid Champions on 6300 IP. I'll do a section about this later.
5. Am I supposed to buy wards?
Yes. Why? Place one in each bush and have a free world like "Oh, they're coming" "Hey guys, push them a bit." "Sure thing" Announcer: Your team has destroyed a turret! "Enemies: %^$%ing Wards"
6. What about Zoning?
Zoning on Mid is, idk, easier. You have a bigger field to move, only one guy disturbing you, and you can run to your turret quickly, also, near each turret there 2 ways to escape, make an use of them. When it comes to



One disadvantage here for almost all Middders: No Bush for You.
Other questions would be too obvious to be even explained, despite the wards... If you have any questions, keep them coming, I'll add each one of them here along with the answer.
Level 3
This is just when some of the champions can kill their enemies. Why? Because usually at this level, they will have 1 powered-up ability or 3 of them. Along with let's say


Examples:
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Levels 5-6
Usually, most of the champions will have some rape power here, like






Examples of Levels 5-6 Dominance:
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Levels 7-9






Examples of levels 7-9 Dominance:
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* is the level of danger (meaning if the champion is hard or easy to handle.
AD Midders:

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AP Midders:

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Note: Our opinion may differ due to number of games played against each champion. Here, me and the people, who were helping me out, simply classified them in a more overall way.

If you see




1. He is going a bit too far, so he's going to harass me. Let's use







2. He is totally offensive, what to do now?





3.







This were but just the most common mistakes/problems I got from random people. If you have any more, post them, I'll make sure to answer them.
#5: Heimerdinger

#4: Caitlyn


#3:LeBlanc

#2:Kassadin




#1: Vladimir





Next, AoE that brings destruction with Warmog/WoTa/Spirit Visage... usually on the minions. And lastly,

Melee Minions:
1. Health 445 (+20/3 min)
2. Damage 12
3. Range 100?
4. Armor 0 (+2/3 min)
5. Magic Resistance 0 (+1.25/3 min)
6. Critical Strike Chance 0%
7. Attack Speed 1.250
8. Movement Speed 325
9. Initial Spawn Time 1:30
10. Respawn Time 0:30
11. Gold: 25 (+ 1/6 min)
Caster Minions:
1. Health 280 (+1/3 min)
2. Mana 150
3. Damage 25
4. Range Yet to be known. About ~450-500.
5. Armor 0 (+1.25/3 min)
6. Magic Resistance 0 (+2/3 min)
7. Critical Strike Chance 0%
8. Attack Speed 0.670
9. Movement Speed 325
10. Initial Spawn Time 1:30
11. Respawn Time 0:30
12. Gold: 16 (+ 1/3 min)
Tank Minions (Siege)
2. Mana 0
3. Damage 40
4. Range ?
5. Armor 12 (+6 per 3 minutes)
6. Magic Resistance 0 (+3 per 3 minutes)
7. Critical Strike Chance 0%
8. Attack Speed 1.000
9. Movement Speed 325
10. Initial Spawn Time 2:30
11. Respawn Time 1:30 (1:00 after 35 minutes)
12. Gold: 30
In terms of Gold:
The best way to quickly farm here is to get 1-2 Auto-Attacks against Melee minions and wait for them to get next to your turret. Don't push, it will only hasten the enemy's gold and exp gain. Try keeping them off from last hitting, of course, if this is possible. When Melee minions come in the range of turret, let it hit them twice and last-hit them. (Work a bit different for AD and AP, AD can sometimes kill them at spot, without turret help, just by aiming AA's in time). Later in the game focus Caster minions, they are really cheap way of farming after 15 minutes as you will have them by 1 Skill + 1 AA (usually, just 3-4 hits for AD Midders). Siege Minions aren't really worth it, if you see an oppurtunity to finish them off, do so. Other than that, focus them a bit if they come, so the turret will have the job done faster. Remember they take 50% less damage from Turrets, so it's obvious you must wreck them first. Overally:
1-14 Minutes:
Melee Minions > Caster Minions > Siege Minions
15-35 Minutes:
Caster Minions > Melee Minions > Siege Minions
35+ Minutes:
All Minions as they go.

2.

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5. Urf the Manatee
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10.

Okay, these 10 things can really turn the tables on Mid.
1.



2.



3 & 4. Teleports For the win shall be enough said, yeah?:( Nothing more to say, stay focused against them, really.
5. Just because... it's Urf!
6 & 9 + Teemo intended. And Mister you're 90% dead.


10. Heal, uh, really, it can turn the end of battle for you. Just a really annyoing Spell, believe me, care if your opponent has it.
To LoL Wiki for Minion informations and map layout.
To one of my buddies - Nai, for helping me out with some less common gank spots.
To one of my buddies - l1, for cutting in in Karthus's part.
Would you like to see anything more? Ask me anything? Add something? See something improved? Post it all, this guide will be updated weekly.
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