Yes. I'm aware I skipped ahead two chapters. Those are coming soon.
Laning
Big bold letters inscribed on the sky in flaming font a mile
high: NO ONE ON YOUR TEAM IS FEEDING.
If you take nothing away from today's
blog, remember those big bold letters whenever the urge to bemoan a teammate's
peculiar affinity for dying on the enemy side of the river rises. Dude isn't
feeding. You don't have a counterargument. He's not. He got beat. Maybe it was
a lucky crit like he said, maybe he just doesn't know the matchup as well as he
thinks. It doesn't matter. Maybe the jungler showed up. IDGAF. Still isn't
feeding.
I'll say it again: dying three times in lane isn't feeding.
You know that, I know that. It's annoying, and that guy probably feels
horrible, but he's not feeding. Five kills? Approaching it, especially if he
didn't secure shutdown gold in exchange for the fifth death. But probably still
not feeding.
Intentional feeding is beyond incredibly rare. Thanks to
Lyte's umpteen posts on the subject we all know the actual rarity, but even
anecdotally, it happens less often than finding an extra McNugget in your
six-piece. I've played close to 4000 games of League, and I can distinctly
remember an intentional feeder popping up a total of 3 times. I've probably
blocked out truly awful games, and let's say my memory is worse than Guy
Pierce's at the beginning of Memento and say it's 10 times as common. That's
still not even 1%.
Unfortunately, thanks to the sheer volume of games played each
day, I know there are some players who see intentional feeders a lot more often
than I do--and I could see it a bunch of times in a row at some point--but
as a general rule, it's fair to say you should probably go back to that whole
defaulting to trust thing and give them the benefit of the
Yeah-I've-Gotten-My-Ass-Kicked-By-A-Fucking-Teemo-Before-Too.
Rant over.
Once you've gotten over the feeding fallacy, you can focus
on the most salient part of laning. Beating your opponent in gold. That's it. Reduced
to its skeleton, that's what you've got to do in lane to contribute to a win.
Make more money. Warren Buffett up here in the Rift. If that means outfarming
them through careful zoning and harass or just better last-hitting, great. Do
that. If you can pick up more gold by counterjungling and dueling the enemy
jungler 'til he's scared to set foot in his own forest, awesome. Do that. If
roaming or aggressively teleporting for objectives or 3v2s means that you'll
end up with a fatter stack than the guy on the other side of the river,
fantastic. Do that.
We could debate how to define a winning lane along a number
of different axes. But whether you think killing the enemy champion, taking the
outer turret first, or having a fifty CS lead qualifies, you should know that
come teamfight time, the best way for you to contribute to the victory screen
is with an item and experience lead. However you come across that.
I'm not going too in-depth with each lane. Contrary to
popular belief, there's a lot you need to learn organically as you play. But I
have collected three tips for each lane, culled from the vastness of the
interwebs in the form of pro player streams, analyst guides, and tournament
reviews.
Top Lane
1) Know if you
are building for diving the backline or tanking on the front, and know before
the game even begins. Don't just assume the jungler or support is going to be
able to peel and soak damage. And if you do plan to build for dueling and
split-pushing, make sure the team is onboard. If they aren't, none of you are
going to have a good time.
2) Focus on
farming and winning skirmish trades, but if you have to prioritize one,
concentrate on the CS. With the buffs to Teleport and the general level of
sustain among viable toplaners, you can afford to come out on the losing end of
trades--especially if they are missing minions to hit you. Whether you're going
damage or defense, your build is expensive. Farm up.
3) Pay attention
to the rest of your lanes. If dragon is a possibility, you'll separate yourself
from other toplaners by knowing when to be around the pit and managing your
lane minions to avoid missing crucial gold.
The same goes for countering 2v3s in bot with Teleport, or roaming mid
after shoving for a surprise gank. Your team's top lane champion is often
thought of as an island, and that's true to some extent, but it's actually more
like a lumbering, floating warship that can make its presence felt well inland
from the coast.
Bot Lane Support
1) Zoning. The
act of positioning your champion in such a way that approaching the minion line
to farm results in your opponent getting zapped with a fusillade of damage.
Proper zone control can make a lane considerably easier (or considerably more
difficult, if the enemy support is winning the zone war).
2) Vision control.
Fortunately, the actual warding part of the vision game is usually helped out
by the rest of the team in the 2014 season. But you can get a leg up on other
supports by practicing de-warding, and using dangerous deep wards to carve out
small advantages for your team
3) Building for
utility can make a huge difference in solo queue. Some supports still try to
build like an off-lane AP carry. Zyra, Morgana and Vel'koz can pull it off, but
it still means sacrificing the ability to turn a teamfight with a well-timed
Mikael's, or chase down fleeing foes with a speed bump from the Talisman of
Ascension.
Bot Lane Marksman
1) Positioning is
a real thing, but it's widely misunderstood. For one thing that hardly ever
gets pointed out, positioning is highly relative. As you climb while playing
marksmen, you'll hear about "bad positioning" and "great
positioning" in somewhat disproportionate numbers. The TL;DR of
positioning as a marksman is that you need to stay out of range of
assassins/dives/burst while still DPSing as much as possible. Finding the right
angles and maneuvering with your team instead of trying to force them to work
around you will lead to more victories.
2) When your team
is shouting about focusing the right target, they are not talking to you. This
is an important lesson to learn as a marksman but it's equally important to
understand no matter what role you play.
Remember the first tip? You can scroll
up about a millimeter on your mousewheel if you've forgotten already. Because
positioning is paramount, you need to shoot the things that are safest for you
to shoot. Is that backline Tristana shredding your tanks? Well, the team can
try and rotate around to get you an angle on her, but it's still the responsibility
of the assassin/AoE/fighter to take her down. If you try and dive in because
everyone is screaming to "focus the ADC," you're going to die, and
then Tristana is going to finish what she was doing.
3) It's damage
per second, not damage upfront. If you're playing marksman as if you were an
assassin or mage, you're not right-clicking enough. Learn your animation
timing, practice kiting as often as you can, and don't ever forget to
right-click on bad guys.
Mid Lane
1) There are a
lot of mid champions, and even more midlane strategies. Understanding your
goals entering into the laning phase, however, is a universal boon. Always have
one. It can be to keep your opponent heading back to base every three minutes.
Build a fifty-CS lead by twelve minutes. Whatever your goal is, modify it for
the matchup and adjust your tactics accordingly.
2) Take Wraiths.
If it's the enemy Wraiths, that's even better. Investing in a ward for the
Wraith camp bush on the enemy side is always worth it, even if you never steal
the gold. If you have to, take your own Wraiths. Most junglers have very fast
clear times now, and with an additional camp on the far side of the map from
the Wraiths, with careful timing, you can make sure you get a Wraith camp for every
Wraith camp your allied jungler smites down. The extra gold is relevant, but
even more relevant in mid-tiers is the extra ticks on your CS count. Building
up 4 bonus minion kills on your score every 55 seconds can make it look to your
opponent as though they are falling even further behind than they actually are.
3) Make the
effort to understand how much damage your abilities do, especially in terms of
a full rotation of skills. You don't have to get to Faker's Zed level, but
basic calculation of approximately whether or not you'll kill your target in a
teamfight or duel can boost your mana efficiency and cooldown management. The
good news is that you probably already have an instinctual understanding of the
damage you do, so it's just a matter of converting that to real numbers you can
subtract from your enemy's health total until you've got enough damage to
reduce it to zero.
Jungle Tank
1) The two main styles
of jungler are different enough to warrant two sections here. As a Tank, the
jungler is still responsible for objectives and crowd control. Because you will
most likely have less damage than a carry-style jungler, knowing your
opponent's "Smite+X" combo is even more important than it is for
Jungle Fighter champs. You or someone on your team needs to hit the bad smite-wielder with CC
the instant the objective hits that number, so you can pile on a bit of extra
damage and use your weaker combo to finish it off.
2) Mobility boots
are your best friend. Tanks who play in the jungle are much slower than their
Fighter counterparts. That goes for movement speed and the time it takes them
to kill off monsters. For that reason, ganks and the resulting gold are crucial
for Tanks. Investing in mobi boots means getting around the Rift faster and
creating more opportunities to killsteal your carries.*
3) Bringing that
chainable CC hugely benefits your team if you can do it. If you're more of the
meatshield-type, don't neglect picking up extra health. Ruby Sightstone's stats
are a lot more attractive when you've got the Spirit of the Ancient Golem.
Jungle Fighter
1) So, when the
Live Design team stated their intention to bring back carry-style junglers in
the preseason, I'm not sure they envisioned Feral Flare's broken release state.
But the item has stabilized now, and junglers who want to be clawing and
stabbing their way in to the back lines have some solid build paths and strong
options that include or ignore FF as needed. That's not much of a tip though,
so here's one: many of the strongest duelists and damage-based junglers don't
even use FF. But if you are going to, make sure the team is onboard with the
plan in champ select. At the very least, explain how you'll use the Feral Flare
to secure objectives and map control, along with swifty or mobi boots to wreak
some turret-pushing havoc in the mid and late game.
2) That was a
little long. When building damage, know your role in teamfights. You'll likely
pick up some tank stats along the way, and you need to use those to initiate
and burst the opposing carries with your AD as fast as you can. You need to count on your
team to follow up. As a reminder, when it comes to your team, default to trust.
3) You are
building for counterjungling, so make sure you do it. Opposing jungler shows
bot and you're near upper red? Snag his wraiths or wolves, because you're not
making it down there in time to contribute. Always leave a ward. When
counterjungling, if you can, it is usually better to clear the camp entirely so
that you have the timer and your counterpart doesn't. If you remembered to
leave the ward, you can time the camps respawns to initiate a duel, or just
take advantage of his poor positioning.
*KSing
Worthy of its own section. The infamous killsteal. Whereby a
champion blows all of their abilities to secure a +1 to the K part of their
KDA. Oh, you thought I meant whenever a champion that isn't thought of as a
primary carry kills an enemy that other allies were attacking?
Yeah. Hate to break it to you, that's not KSing. It's
probably not the best strategy, either, but the vitriol spewed in solo queue
should the support dare to press Q one more time while the opponent running
away is at low health is astonishing.
In general, it's better to get extra gold on to champions
who are going to be dealing damage in mid and late game. The addition of assist
streaks only magnifies the effectiveness of this. But, damn. Gold in lane is
gold in lane. Remember what I said way back at the beginning of this
section? Each lanes' goal in the early
game is to generate more gold and experience than the opponents in that lane.
Gold on the support still counts for bot lane, and gold in the jungler's purse
still counts towards gold from the jungle.
If you're playing one of the non-damage roles, then by all
means try to avoid getting kills that could be taken down by damage-dealers. But
don't make it a bigger deal than it is. We've got more important things to do,
like win the fucking game.