Thursday, September 20, 2012

A Full Mug of Mead, Tip #5: The Short Kid Gets Picked Last, The Metagame and League of Legends

At the lowest levels, most Summoners just pick their favorite Champions or select someone from the free options that appeals to them and head into lane. It will happen fairly organically, although occasionally you might hear some fighting from three players who all want Mid.

Since few, if any players, will be dead set on playing in the Jungle or as a support Champion who doesn't kill any creep, those roles are typically left unfilled, as everyone tries to play to their particular style. As they might say on a never-forgotten 90's sitcom, there's absolutely nothing wrong with that.


Except that what works when you are level five is not going to pass muster once you start playing against other 30's with full Runes and Masteries.

The lanes are set up in the traditional metagame as Solo Top, AP Mid, ADC, Support, and Jungle, for a reason, and it isn't because someone randomly decided that order looked pretty.

Solo top and AP Mid get lanes to themselves in order to maximize the number of minions they can slay. This, in turn, leads to quicker acquisition of powerful items, and access to higher levels faster than they would earn if they were splitting experience. The Champions that play in those lanes tend to be reliant on their item builds and need to have high levels in order to chain their abilities together effectively.

Solo Top bruisers are designed to play by themselves, able to hold their own even in 2 on 1 gank situations. The squishy AP Mid, on the other hand, gets help from either Top or Bot Lane without too much stress caused by roaming through the river or jungle areas.

For Duo Bot Champions, they work well with a teammate. The support often uses devastating Crowd Control effects (known hereafter as "cc") to Stun, Slow, Silence, or Fear opposing Champions and help their ADC escape from sticky encounters. With a Support around, protecting them, the Carry is free to farm and focus on harassing the enemy, splitting the experience but not the gold.

The Jungler likes having a lane to him or herself, and can farm through the Neutral Minion camps fast enough to mimic playing against waves of minions. Without a successful kill early, the Jungler will normally be behind on levels, gold, and experience, but makes up for it with powerful presence during ganks.

When your team composition does not fit this traditional mold, it can have a negative effect on the laning phase of the game. Champions may become underleveled or be unable to purchase the items they need at the times that they need them. If you don't have a Jungler, the opposing team's Jungler can roam your side of the map. All while stealing buffs and ganking from unexpected positions; wreaking havoc seemingly at will.

Remember what I said about Solo Top Champions being able to handle 2 on 1s with relative comfort? If you try and go against a top lane champion like Singed or Irelia with more than one person, all you are doing is letting them farm under turret while slowly out-leveling and earning more money than you.

Keeping all of that in mind, there are unconventional strategies that some teams will adopt to attempt to beat the metagame. This is a brief list of less common set-ups and what they do. More in-depth treatment of each strategy will come later, when each is covered individually. Also, please note that some teams will experiment with the traditional five roles playing in different lanes; this is a legitimate common strategy that will appear with some frequency at higher levels, and therefore does not fall into this section.

2/1/2 -- The most common non-metagame set-up that you will encounter, usually because no one on the team feels comfortable in the Jungle. When run as an actual strategy, 2/1/2 requires either a Support player in both Top and Bot lanes so that the team is not attempting to have two Champions farming the minion waves, or a lane designed to demolish opposing Champions, earning gold through kills rather than creep (see Kill Lane).

Kill Lane -- From time to time, you will fight against or with a team that insists on having two high damage carries play alongside each other. This is known as a kill lane, as one of the carries will farm and the other will harass constantly, hoping to catch either the support or the enemy ADC out of position for an easy kill (earning them the gold and experience they are otherwise losing from not farming).

Double or Duo Jungle -- In this set-up, each lane plays solo, generally requiring a tankier ADC like Warwick or two traditionally Solo Top Champions, with one playing in bot lane. Two roaming Champions will score experience from the Jungle, frequently heading into the opposing Jungle to steal buffs and Neutral Monster camps. Ganks from a Duo Jungle are particularly frightening, as they can turn a 1 on 1 into a 3 on 1 slaughter without warning. Usually, in a Duo Jungle strategy, one of the junglers will have a teleport ability such as Pantheon's, Twisted Fate's, or Shen's, in order to provide even more presence anywhere on the map.

Double or Duo AP -- With two competent AP Mid players, this 1/2/2 strategy can be overpowering very quickly, resulting in a broken turret in the middle lane as early as the 3:00 or 4:00 minute mark. Once the tower is down, one of the mid Champions will start roaming, if not both, creating a rush environment that greatly speeds up the game. When done well, this is hard to counter, as the Jungler will frequently be underleveled and the opposing AP Mid will have been cut off from farming, starved by the power of the Duo AP lane.

Tri-Lane -- A very uncommon strategy that works like the Duo AP method. Designed to break a turret as fast as possible, this 3/1/1 arrangement preys on unprepared teams that send their Solo Top unwittingly to his or her doom. The three Champions that lane together usually start in the Jungle, biding their time to let the opposing Solo Top push the lane far enough that they can score a fast kill and clear the minion wave before the other Jungler can react.

ARAM --  Not so much a strategy as it is a kind of sub-game for LoL players, ARAM stands for All Random All Middle, and plays out exactly as you would expect. Random Champion picks for both teams that smash together in the mid lane until one team loses the game.

In Conclusion --

Finding strategies to beat the metagame is an entertaining exercise in itself, and while I take a fairly aggressive stance against tricky play, I do so only because when you are starting out, even once you hit 30, you open yourself up to crushing defeats as long as the other team is able to react fast enough to your chosen course of action. When I address each strat individually, I will expand on the counter play options that each is susceptible to, but for now, be confident that knowing your role and playing the traditional team is your easiest route to success and skillful play.

Until next time, may all your ultimates end in kills and all your games with "Victory."





Wednesday, September 19, 2012

A Full Mug of Mead, Tip #4: Zen and the Art of Last-Hitting

Would you rather have a crisp $100 in your wallet, or forty bucks in crumpled bills? If you were given two weeks to save up for a new car, would you rather be making $8 an hour and get a junky Plymouth van or $100 an hour and ride off in a tricked out new Humvee?

Or a Volt, if that's more your thing, you sneaky hipster you.
The answer should be obvious, and improving your skill with Last-Hitting in LoL is the gaming equivalent to having extra cash put in your wallet by cash-granting faeries that live in the solar panels you're too cheap to put on your roof (or maybe you're just scared of blinding someone or causing airplanes to fall from the sky like in the new J.J. Abrams disasterpiece, Revolution.)

Either way, last-hitting is a skill you absolutely must master if you want to continue to improve your game in League.

At this point, I should probably explain what last-hitting is. (As with any new term, as soon as we define it in an article, you'll be able to find it in the updated list from Tip #1)

Last-Hitting -- The last attack against an enemy minion, Neutral Monster, or opposing Champion is credited with the kill, and assigned bonus gold and experience. When your attack is the one that kills the enemy, you are the one who benefits. Therefore, it is in your best interest to strike the killing blow against every minion in a wave, an action that results in extra money going in your pocket, and a fatter wallet means more gold to spend when you head back to the Fountain.

Of course, it isn't quite as simple as I make it sound, there are nuances to last-hitting that separate the higher levels from those just starting out, and the pros take it to another plane entirely.

Because the gold tallies increase as the game progresses, it is equally as important to deny your opponents the ability to last hit as well, or they will have a chance to catch back up to you incrementally. For that reason, holding off the final hit until the last, tiny shred of life clings to the creep insures that they have dealt as much damage as possible to your own minions, making it much more likely that your allied creep will die before the enemy Champion has a chance to claim the gold.

The difference may not seem like much, but finishing off even a single creep more than your opponent from each wave can mean the difference between buying a Ruby Crystal and a Long Sword, and actually picking up a Phage when you get back to base.

With League of Legends, those incremental gains pay off in huge bonuses when fighting enemy Champions, and can definitely turn the tide in a situation where you are otherwise evenly matched.

For a more detailed look at last-hitting, check out Curse Gaming's LOLPRO website guide that includes more statistics than could possibly be relevant, and a handy spreadsheet so that you can see exactly how much gold you are giving up if you don't practice your last-hitting.

Until next time, may all your ultimates end in kills, and all your games with "Victory."

Tuesday, September 18, 2012

A Full Mug of Mead, Tip #3: Five Behaviors that Will Get You Yelled at in Solo Queue

Entering the random PvP matches in League of Legends can be a daunting experience for a beginning player. Even bot game queues, where you engage a team of AI opponents to better learn the basics of the game, can be intimidating when you are just starting out.

But WTMCF has you covered. Avoid doing these five things and you should come out of every game with four new friends. At least, you won't have four random strangers yelling harsher insults than you would expect to hear on the mildest Real Housewives episode.

"R******* noob idiot."
1) Don't Feed -- This seems obvious as soon as you have played a few games, but stressing the importance of not dying is never a bad thing. A fed enemy champion snowballs very quickly into a major problem, at which point it isn't just you who has to contend with the overpowered demon creature that is constantly demolishing you in lane, your entire team is going to start being picked off.

Erring on the side of caution does not hurt in LoL, especially in solo lanes like Top, Mid, or Jungle.

2) Don't Chase -- It is remarkably easy to get tunnel vision when pursuing an enemy Champion that you've already spent time weakening. Even good players will suddenly start ignoring minions, other allies, and loud multiple pings in order to doggedly hunt down an opponent with low health.

Just remember that the goal of the game is to win, not rack up tons of kills. Forcing your opponent out of lane is nearly as good as killing them because they miss out on gold and experience. When you chase, you open yourself up to being caught out--trapped on your own with no teammates in sight.

So, unless you are 100% certain that you can secure the kill and escape afterwards, then be content to farm and win the long game. (If every other enemy is on the other side of the map from where you are, and none of them have teleport, and you won't get stuck chasing your opponent around a turret, then maybe you can consider chasing.)

3) Don't KS -- This one is almost as hard for me to type as it would be for me to pass a kidney stone. With a competent team it will never be an issue, but while solo queuing, Do not steal kills. For whatever reason, players get inordinately angry if you come in on a fight and end up with the kill if you weren't there in the beginning. With some people, you will be verbally assaulted on a level that will leave you wondering if somehow you strangled their dog, kicked their little brother, and slept with their parents in the seven seconds of combat where you just tried to help them.

Only jump in if your ally is getting beat. Of course, if you are too late engaging, they will equally be upset, so it is kind've a losing situation. It is frustrating and makes absolutely no sense from a game theory perspective, but it is the law of the land. Nothing will turn an ally into a complaining mess faster than a couple of stolen kills.

Except, perhaps, watching this film.
4) Know Your Role -- As I said before, we will be getting into each lane and strategy later on, but to go over the basics again quickly:

Solo Top: Farm, farm, farm. Your job is to make tons of money and become extremely scary in the mid and late game.

AP Mid: Very similar, but if you are winning your lane, be prepared to steal the opposing team's Wraiths or head to the bottom lane to turn an aggressive 2v2 into a 3v2 rout.

Support: Keep your carry alive and harass the enemy carry whenever possible. Don't kill the minions the carry needs to farm in order to build his or her items, and don't let your lane get surprised by ganks. Buy and set up wards frequently and communicate with the team. Later, you'll be expected to pick up an Oracle's Elixir (an item that allows you to see invisible wards, or stealth Champions like Evelynn or Teemo) and make it impossible for the enemy to see.

ADC (Attack Damage Carry): Like the Top and Mid lanes, you need to farm. Kill the minions using Last Hits (see tomorrow's Tip #5) and don't get too aggressive unless your support gives you the green light. Focus on building items that increase your damage and practice targeting the right champions during Team Fights.

Jungler: Going back to why playing in the Jungle is so difficult, the Jungler has the most responsibilities on the team. You'll be expected to be everywhere at once, helping with ganks and initiating fights over map objectives like the Neutral Minion camps and most especially Baron/Dragon. You must be able to prioritize properly and keep in mind that, of everything you'll be asked to do, you have to keep up with the enemy Jungler. Clear the Neutral Minion camps on your side and poach from the other side whenever you can. Second most important, however, is ganking. Scare the enemy team with your presence, and make them nervous about cross the river.

These are, again, just the basics. Knowing your role and performing it means that your team will do better, and will greatly improve your chances of winning the game.


5) Don't Disconnect -- Not only does disconnecting open you up to punishment from the Tribunal (more information later) but even leaving for five minutes can make it impossible for your team to win the game.

Do you have a spotty internet connection? Wait until it gets better or find a new place to play.

Are there crying babies in your house? Make sure someone is there who can take care of them for the next hour.

Homework to finish? Get it done before you start.

The list goes on and on, but it comes down to this: if you start a game, do it with the knowledge that the next hour of your life has been blocked off by the kind of critically important appointment you hear bosses on television always saying they can't miss.

Do you think Don Draper leaves a game before it's finished?
Only if he is.
As a bonus, remember to not act like an asshole either. It's a game, and if someone messes up, give them the benefit of the doubt. They probably aren't purposefully trying to ruin your life. If one person starts in on a player that is having a difficult time, pretty soon the whole team will be yelling at them for feeding and being worthless. Unless they are actually feeding (trust me, you'll know the difference), just smile and remember the  first time you tried to hit a baseball. That's them, flailing away like a newborn calf, looking more adorable than deplorable. Of course, after thirty levels, if they still can't hit a baseball, feel free to butcher them and pack the meat off to China or wherever it is beef ends up going nowadays.

Until next time, may all your ultimates end in kills, and all your games with "Victory".


Monday, September 17, 2012

A Full Mug of Mead: LoL Tip #2

In honor of League of Legends 105th Champion, Syndra, WTMCF is embarking on an epic quest to share 105 Tips for Getting Started with the game. Actually, it's more like 105 posts about LoL, but as most of them are geared towards beginning players, it works out to the same thing. Check back each day for new content, and don't forget to submit anything you'd love to see on the front page.

League of Legends: Tip #2, The Most Important Thing to Learn

League of Legends is a complex game with thousands of variables and dozens of moving parts that combine to create a complicated play environment. In order to be successful in the game, having goals for each match becomes much more important than simply "winning."


What many new players fail to understand about LoL is that the ultimate goal of each match is not to kill as many opposing Champions as possible.

You need to focus on not dying. Not dying is roughly equivalent to winning the lottery or becoming the mayor of your own island. If you can not die enough times, you will always defeat the player you are Laning against, purely because of accumulated experience and gold if for no other reason.

Of course, killing the enemy Champion is awesome and, if you do it enough times, you'll have a similar level of success. Still, the reason I emphasize staying alive is that "not dying" is more important than securing a kill.

This applies mostly to the early phases of the game, and, as with anything, there are exceptions. But if you are looking for one easy tip to drastically improve your LoL play, which will make your experience more rewarding in turn, try not dying. Just listen to these testimonies:

It may seem as though I'm being very tongue-in-cheek, suggesting "not dying" as the end-all strategy for League of Legends. If you could categorically avoid dying, more than a few people would be doing it already. As a strategy, however, the suggestion is to change your focus so that instead of needlessly taking risks in order to tack on one more kill or take down one more turret, you sit back and play with reasonable caution.

If you give that concept a try, I guarantee you'll see immediate results.  Until next time, may all your ultimates end in kills and all your matches with victory.


Friday, September 14, 2012

A Full Mug of Mead: League of Legends and the New WTMCF

A Full Mug of Mead: The League of Legends Content You've All Been Expecting

In these posts, I will be exploring various aspects of League of Legends, starting with a new player's guide to the game, escalating to a weekly round-up of information presented in the unique WTMCF style, and eventually profiles of LoL players and advanced strategies.

With the release of Syndra, the Dark Sovereign, the Internet's favorite acronym will have 105 playable champions, and A Full Mug of Mead will celebrate with 105 Tips and Tricks for new players looking to get into the game.  If you are one of the millions who already have a Level 30 account, don't despair, there will be plenty of content for you as well. (If you are one of the few with multiple 30s and a 2000+ ELO, well, more than likely, you won't be reading this blog anyway, but if you are, I can assure you that I will do my best to make you laugh, and hopefully it won't come as a reaction to any of my advice.)

If you are wondering where the Magic: The Gathering content has gone, don't fret, I'm not giving up the card-slinging anytime soon, and I do have a few spicy RtR-inspired decklists for you to add to your arsenal. But the last month and a half of my free time has been spent hurtling head first into the world of MOBAs and specifically League, which I've determined scientifically to be nearly the most fun you can have in your pajamas staring at a computer screen while frantically clicking your mouse and having teenage boys scream at you for not knowing what you are doing.


I don't want to keep you from the action, so download League of Legends now and get started, but first, here is the first tip to put you ahead of your Level 1 competition.

1) Know Your Terms: 

If you venture out into the wilds of the Interwebs, you will be assaulted by dozens if not hundreds of sites dedicated to improving your LoL play.  Most, if not all of them, assume you already know more about the game than I know about drinking bottled water.

Needless to say, I've forgotten more than you'll ever know.

In case you don't, here is a brief rundown of terms you should be familiar with. This list, as you can well imagine, is not exhaustive, but should help you out when you start in queue. Also, this is not in any particular order, unless you want to imagine that there is a nefarious plot behind my list-making that involves the Illuminati and the Freemasons working in concert to overthrow the power structure behind American politics. In which case there is still no order, but your life certainly sounds more exciting than mine.

Pots-- Items you can purchase from the wagon next to the Fountain where you begin each game.  Pots are Health Potions, Mana Potions, and generally useful items that help you survive in Lane. Health and Mana pots cost 35 gold, which make them valuable and cheap during the early stages of the battle.

Lane/Laning-- There are four Lanes in traditional, five on five League of Legends gameplay.  Top lane passes North of the Fountain for the Blue Team and West of the Fountain for the Purple Team.  Mid lane connects the two Fountains, bisecting the middle of the map. Bottom lane (or bot lane) is East for the Blue Team or South for the Purple Team.  Each of these three Lanes is dotted with towers/turrets: An Outer Turret, an Inner Turret, and an Inhibitor Turret that protects that lane's entrance to the base. The Jungle is the fourth Lane and comprises the forested area formed between each of the other lanes, cut in half by the river that runs across the map from Northwest to Southeast.  Laning refers to the earliest stage of the game, where the players attempt to harvest gold and experience from the waves of minions that spawn at each base.  In both low and high level play, Laning begins around the 2:00 mark, although it can start later if either team is attempting an Invade/Invasion strategy.

Jungle-- The Jungle is the fourth Lane and comprises the forested area formed between each of the other lanes, cut in half by the river that runs across the map from Northwest to Southeast.  In the Jungle you will find five Neutral Minion camps: Wolves, Wraiths, Mini-Golems, Ancient Golem, and Lizard Elder.  Certain Champions (the avatars assumed by the players, who are known in game as Summoners) play best in the Jungle lane, and use the Neutral Minions as the primary source of their gold and experience.

Push/Pushing-- When Pushing a lane, players kill opposing minions at a faster rate than normal, enabling their own minions to move up along the lane, making it so that enemy Champions must fight under their turret. While engaged in a Push, you will usually attempt to take down the enemy turret in order to improve map awareness for your team, by making it harder for your opponents to maintain vision in the turretless space.

Buff/Debuff-- A Buff is a positive enhancement on your Champion. Most Buffs come from the Jungle. The Lizard Elder bestows a Red Buff which adds a slow to your attacks and the Ancient Golem gives you a Blue Buff that lowers your cooldowns (how fast you use your abilities) and increases mana regeneration.

Dragon/Baron-- Two epic monsters that dwell in the Jungle.  The Dragon earns 190 gold for each team member, plus a 25 gold bonus for the Champion that slays him. Baron Nashor generates a Purple Buff, plus awards gold to the team.

Solo Top-- Refers to the role played by a single Champion who spends the Laning phase in the Top Lane.  Typical Solo Top Champions will be bruisers, melee fighters that can dish it out and take it. Champions like Garen or Master Yi are great for starting out and practicing Solo Top. Later, Tanks such as Cho'gath, Singed, or Irelia all make excellent Solo Top Champions. For more information, look for a later tip that goes into detail about playing Solo Top.

AP Mid-- Refers to the role played by a single Champion who spends the Laning phase in the Middle Lane. This is almost always a mage-style Champion, who can be Squishy, but who will do massive amounts of magic damage later on. Annie is a great Champion to start with if you want to be smashing foes with a giant stuffed magic teddy bear, and she scales well even into higher leveled game play. Other AP Mids include new characters like Syndra or Zyra, or everyone's favorite black mage, Veigar. For more information, look for a later tip that goes into detail about playing AP Mid.

Jungler-- Refers to the role played by a single Champion who spends the Laning phase in the Jungle. Almost every Champion can Jungle, but the role is very difficult at low levels, and should probably be avoided until you are equipped with Runes and Masteries.  Master Yi makes for a solid Jungle, if you just can't wait to try it out. Better still is Warwick, who is one of the strongest Junglers in higher leveled play and who makes practicing the role much easier than it might be otherwise. For more information, look for a later tip that goes into detail about playing as the Jungler.

ADC-- ADC stands for Attack Damage Carry, and the role is self-explanatory.  As the ADC, it's your job to build damage boosting items and pierce the hearts of the enemy team. Ashe is one of the best Champions to learn the game with, and ADC is the role she plays. The ADC spends the Laning phase in the Bottom Lane, earning experience and gold with the support of a second Champion, whose job is to keep the Carry alive. There are many ADC Champions in League of Legends, and finding the one that fits your style of play best can seem daunting, but Sivir is an inexpensive option who can teach you new tricks if you don't enjoy playing Ashe. For more information, look for a later tip that goes into detail about playing as the Attack Damage Carry.

Support-- The Support is the fifth Champion. Like the Jungler, Support is difficult to play at low levels, because you will not have the Runes or Masteries that boost your gold production. As a Support, you heal and Buff the ADC, while letting them Farm the minions that crawl through the Bot Lane. Most Support Champions, later in the game, will be the biggest, baddest Tank on the battlefield, soaking up damage for your team, and keeping them mowing down the opposition. If you want to start off playing Support, try a Champion like Soraka or Nunu, who come equipped with abilities the naturally Buff or heal the ADC, and can assist in kills to earn gold. Later, Champions like Blitzcrank, Alistar, or Taric are available to help dominate the Bot Lane. For more information, look for a later tip that goes into detail about playing Support.

Summoner/Champion-- In League of Legends, you are a Summoner, and the avatar that represents you on the battlefield is a Champion. There are 105 Champions to choose from, and that number continues to grow.

Leash-- To begin the Laning phase, the Jungler needs a little bit of help to get past his first few Neutral Monster camps. When someone asks for a Leash, they are requesting that the Champions in the Lane closest to where they are starting engage the Neutral camp and begin attacking the monsters that dwell there. It is very important that a Leash does not kill the monster, because the Jungler needs the gold and experience in order to level up and build their items quick enough to be effective when Ganking.

Gank/Ganking-- A gank occurs whenever a Champion leaves their lane to assist in attacking the enemy team in another lane. This will usually be the Jungler, although midlanes like Katarina or Twisted Fate, and top lanes like Shen can also aid in successful ganks. If an opposing Champion leaves the lane you are responsible for, you should report mia and ping the lane that they appeared to be heading for to let your ally know about the possible impending gank.

Mia-- During the Laning phase, occasionally Champions will leave the Lane. This can happen because they've taken too much damage and have to return to their base to heal, or because they have a ton of gold and want to start buying items, but more often than not, it will signal a gank. In order to prevent your allies from overextending and getting caught by the enemy team, you need to signal their departure by typing "mia" in the chat box. It should be preceded by the lane you are in, so if the other Solo Top goes missing, write "top mia" as soon as it happens. When they come back, tell your team by typing "re".


Ping/Pinging-- League of Legends action comes fast and furious, like Jason Statham beating up a room full of shirtless goons. Sometimes you can't type "I need help right here by the Dragon pit but a little closer to their Ancient Golem camp" fast enough. Whenever urgent communication is needed, you can Ping your minimap with two different colors of signals. Yellow is great for telling your teammates that they need to retreat because a whole bunch of bad guys are heading their way, and red can tell everyone you've been forced out of lane and someone needs to protect your turret.

Farm/Farming-- Farming refers to the action of killing minion waves to generate gold and experience. This normally happens during the first 15 minutes or so of the game, but it's important to remember to keep farming as the game progresses, or you risk being underleveled and as broke as a Kardashian sister as soon as our world gets its priorities straight.

In all fairness, one of these girls will never be poor. She has her own, erhm, assets.


Tank-- A Tank is a Champion with tons of natural or item built HP and a lot of armor/magic resistance. Typical tanks include Blitzcrank, Alistar, Singed, Rammus, Amumu, or late-game Nunu. The Tank is an extremely important role in the late game because they will be able to wade into the enemy formations and turrets and absorb damage while the rest of the team crushes dreams and breaks down defenses.

Tanking-- You don't have to be a Tank to be asked to tank something as a verb. In some cases, your allied minions will be far behind the group of teammates who are ready to take down a turret or map objective like Dragon or Baron Nashor. One team member will be tasked with initiating and absorbing the brunt of the assault from the Baron or the turret while everyone else stands around looking pretty and taking it out.

Squishy-- A Squishy Champion is one that doesn't have a lot of built-in sustain or health. The more squishy a Champion is, the less damage they can take and the more damage they are dealt by opposing attacks. Squishy Champions tend to be ranged, and they need to hang back a bit behind a tank or at least a stronger ally in order to avoid being targeted and killed too fast to get their own damage in. Most mages are squishy, along with several of the assassin type Champions like Nocturne or Evelynn. Similarly, ranged ADC's like Ashe, Vayne, Varus, or Graves do not have a lot of armor or magic resist and can go down quickly in a fight if their support isn't on top of the situation. For this reason, when team fighting, you want to be targeting the squishy/high damage enemy team members first, before turning your attention to the bulky/low damage output tanks.

Invade/Invasion-- Invading is a strategy that occurs in the beginning of the game, wherein a group of Champions will attempt to seize control of and slay opposing forces near one of the Neutral Monster camps in the Jungle on the other side of the river. A successful invasion that kills or disables the enemy Jungler, as well as anyone providing a leash, will put the opposing team at a massive disadvantage, and a huge 5 on 4 victory can even end the game before it really starts. Invasions rarely happen at the lower levels of play, but it's worth being aware that it can, and protecting your Jungler and teammates from it happening is extremely important as you level up to 30. For more information, look for a later tip that goes into detail about invading/counter invading.

Runes/Masteries-- These are enhancements that you build before the game even starts that give your Champion better starting stats and base abilities. Both the Jungle and Support roles all but require competent Rune/Mastery set ups in order to most successfully play their positions. You can purchase Runes from the League of Legends store, and you earn points to use in your Mastery pages by leveling up (you get one point per level). This aspect of character building is part of what makes the Champions so versatile, and is one of the main reasons why two players using the same Champion could have drastically different skill sets and roles. For more information, look for a later tip that goes into detail about setting up your Runes and Masteries.

Last-Hitting -- The last attack against an enemy minion, Neutral Monster, or opposing Champion is credited with the kill, and assigned bonus gold and experience. When your attack is the one that kills the enemy, you are the one who benefits. Therefore, it is in your best interest to strike the killing blow against every minion in a wave, an action that results in extra money going in your pocket, and a fatter wallet means more gold to spend when you head back to the Fountain.

Area of Effect Crowd Control -- In order to win a team fight, it is necessary to impede the enemy Champions ability to use their spells and skills effectively. An AoE CC is exponentially more powerful than individual CC because it can hit multiple targets. The CC effects in League of Legends include Fear, Slow, Stun, Charm, and Taunt. Fear makes your targets lose focus and become bewildered. Charm and Taunt cause the target to pursue or attack the caster without regard for what is happening around them. Slow inflicts a movement speed debuff and can affect attack speed or damage. Stun freezes your opponents in place and renders them incapable of fighting. Some Champions with AoE CC include: Fiddlesticks, Veigar, Anivia, Galio, or Morgana.

I said before, this list of terms is not exhaustive, and if you feel as though I missed something that threw you off when you started, or if there is a term you want defined and added to the list, please e-mail me and I will make sure it is updated and included for the future.

As always, comments and questions are welcome, and because LoL is such an awesome game, I'm opening up the site to submissions again. Do you have a build guide? A unique strategy? A Champion combination that breaks open your favorite lane? Maybe you just have some fan fiction you'd love to see published somewhere other than your Facebook page. 

My goal is to build a strong content base for League of Legends, and make it so that when it comes to the fantastic sandwich that is LoL, this is Where the Meat Comes From.

Send Submissions to wherethemeatcomesfrom@gmail.com. Always include either your Summoner tag, Twitter handle, or actual, honest-to-Mitt, name.