Showing posts with label Season 2 World Championships. Show all posts
Showing posts with label Season 2 World Championships. Show all posts

Friday, October 5, 2012

A Full Mug of Mead, League of Legends Bonus #4: Day 2 of the World Championships


So far, the Season 2 World Championships for League of Legends have been all about break-out stars. From the resurgence of Irelia, to the overpowering Stand United ultimate wielder Shen, to Ezrael's ubiquitous role in literally every game so far, certain stars have shone brighter than others. Perhaps none brighter than the international presence that has completely taken over the tournament. With Team Solo Mid's shocking ouster by upstarts Azubu Frost, there are no American teams left competing for the $1,000,000 first prize.

There's a lot to cover, so let's get right to it:

A Full Mug of Mead, League of Legends Bonus #3: Three Things to Take Away from the World Championship Play-offs

The excitement of Day One of the 2012 Season Two League of Legends World Championships is over, but the tournament rolls on. Before the quarterfinal matches begin today, I wanted to look at three trends/metagame considerations that emerged from the first twelve matches of the competition.

Monday, October 1, 2012

A Full Mug of Mead, Tip #10: How to Win Friends and Influence Victory

Sometimes doing the same thing over and over again just isn't the best way to spend those precious moments of freedom you earn from the demands of parents, significant others, and police officers. Or maybe you are one of those people who genuinely enjoys helping someone else do better and feel a tremendous sense of satisfaction whenever you leave an extra dollar in a tip jar or reach the top shelf for a little old lady. It could be you just really love gold-generating items. Whatever the reason, trying out support is an entertaining way to put yourself on the line for someone else, without having to actually, you know, do anything in real life.

Tuesday, September 25, 2012

A Full Mug of Mead, Tip #8: Playing by Yourself -- A Beginning Guide to Top Lane

Now that I've gotten a lot of the basics of League of Legends explained and neatly filed away in the Introduction and Glossary (don't forget, you can always check the "Full Mug of Mead" tab for any articles you may have missed), it's time to turn our attention towards how to actually play different roles in lane. There isn't any particular order to these, save for  the fact that they are written in the order that I personally learned the roles, and feel most comfortable explaining them. Which is a particular order, I suppose. Eh, blame my editor.

Solo Top -- 

I have not yet made a list of the Champions I feel play this role better than any other they can be forced into, so it's about time that I go ahead and do that. I've divided the Top Lane Champs into A, B, and C groups, based on three factors. First, can they sustain themselves in lane without help from the Jungler? Second, how easy are they to play? And third, how likely, in blind pick, are you to get hard countered by the enemy teams' composition?

Counter -- In Champion selection, a counter is any Champion whose playstyle, abilities, or base statistics work in such a way as to make playing your Champion against them very difficult. Skill is still important. However,a player with less skill than you might still be able to defeat you if they select a counter to your Champion. This is especially true of a hard counter, which identifies a counterpick that is completely unbeatable without support from other lanes or items.

A Champion in Group A is always a safe pick, and I strongly recommend becoming good with at least one of them to start. As you begin to play draft games and ranked matches, you will need to add a few more Champions to your repertoire, and at that point, I recommend picking up a few of the hard counters to make your options as flexible as possible. Namely, you'll have your main Champion, if the opposing team doesn't pick a Champion which counters you, you can just go with that, and you'll have a stable of counterpicks to work with if they do find someone randomly that hoses your strategy or playstyle.

Solo Top Group A -- Akali, Irelia, Jarvan IV, Jax, Kayle, Malphite, Nasus, Olaf, Rumble, Singed, Yorick.

Solo Top Group B -- Cho'Gath, Fiora, Dr. Mundo, Gangplank, Garen, Lee Sin, Pantheon, Riven, Renekton, Sion.

Solo Top Group C -- Cassiopeia, Galio, Katarina, Kennen, Mordekaiser, Nidalee, Poppy, Rengar.

Also, with this list, keep in mind that some of the Champions appear in a lower tier than you might expect, and your mileage may vary. Still, of the Group C options, only Poppy plays primarily in Top Lane, the others are all in Group C because, honestly, you should be playing them somewhere other than Solo Top, but they are options, and they do occasionally work as counterpicks.

Solo Top Objectives -- 

1) Farm (Early Game) -- As with any solo lane, farming is your most important objective. You should be aiming to complete your bigger items faster than any other lane aside from the AP Mid. From Level 1 to 10, shoot to have 55 CS (meaning, 55 last-hits on creep minions, earning you gold) by 10:00. 11-20, you need to be closer to 60 or 65, and from 21-30 you need to perfect earning 70-85 by 10:00 consistently.

Farming top lane is all about positioning. If you have vision on your opponent, staying above the creep, towards the top of the map, will make it much more difficult for the opposing jungler to gank you and chase you out of lane. Equally so, if you control the top side of the creep, then your jungler can come in for ganks much more effectively. If you can trade damage effectively with your enemy, zoning him out by standing between him and your allied minions will make it hard for him to hit his farm targets.

2) Push and Roam (Mid Game) -- Many top lane Champions will use the Summoner Spell Teleport to help out other lanes. The best way to do this is through lane ganks. To execute this strategy, if you can push your lane up (after chasing away or killing the enemy top lane champion) and return to the Fountain then you can purchase your items and head into mid or bot lanes along the same path your allies travel. Once there, you can hide in the brush and gank quickly, scoring a kill or a chase, and retreat to the brush to teleport back to the top lane. Done effectively, you will lose almost no gold, and barely any experience, and greatly contribute to your team's overall success.

I recommend attempting this every time you return to base and have Teleport off cooldown and available to get you back into lane.

3) Dominate the Team Fight (Late Game) -- Once you have broken a turret or even two in your lane, it's time to start grouping up. Most Solo Top Champions are either tanks (Singed, Cho'Gath, Garen, Malphite) or assassins (Akali, Fiora, Jarvan IV, Poppy) or both (Irelia, Jax, Olaf, Lee Sin). In Team Fights, then, your goal is to either keep the opposition away from your carries using your Crowd Control and bulky body, or keep your carries alive by slaying the enemy Champions that can threaten them. Each Solo Top Champion plays slightly differently, especially compared to the similarities between, say, Graves, Caitlyn, Ashe, and Vayne, so it is important to learn your Champions strengths.

For example, unless she is focused, Irelia can more or less wade into a team fight, using her Hiten Style ability to gain minor health back, and stun her target with Equilibrium Strike, and chase them down with Bladesurge if they try and retreat behind their tanks. Singed, instead, is going to prefer to circle and poison, attempting to chase and flip the enemy carry right into the thick of his team and poison stream while slowing the others with his super glue.

Solo Top is one of the most entertaining and rewarding roles to play on a League of Legends team, and this guide should help solidify your understanding of how to get into the role. If you have any further questions or would like to see this topic revisited in an Advanced Guide sooner rather than later, e-mail wherethemeatcomesfrom@gmail.com, and tell me why or just head to the comments. Odds are, you can even be first!

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

Friday, September 21, 2012

A Full Mug of Mead, Tip #6: When Base Stats Just Aren't Enough

League of Legends is an amazing game even if you just plug and play, but as you level up, it becomes even better. Every Champion in the game starts with certain ratios and statistics that help them fit the roles they are designed for, yet ultimately, each is able to adapt based on your play-style using the fantastic Mastery system augmented by the Rune pages.

While complex, both features are intuitive to incorporate into your LoL experience. Like most guides, however, I will recommend not using Runes until you reach Level 21, because you do not have access to the Tier 3 Runes that give the best buffs.

First, let's make sure we define the terms more thoroughly.

Masteries: At every level, a player receive a point to use in their Mastery Page(s) that unlocks a special bonus to starting statistics and abilities. There are three Mastery sections: Offense, Defense, and Utility. Offense improves damage output, armor reduction, magic penetration, and similar base statistics, as well as offering bonus abilities like Life Steal or Cooldown Reduction. Defense takes care of your armor, magic resistance, regeneration, and similar base statistics, as well as offering bonus abilities such as extra gold for kills or lowering damage from Area of Effect sources. Utility runs the gamut, from movement speed steroids to cooldown reduction, or adding free gold to your starting stash. There are 49 Masteries to select from, and a later tip will examine each of them in detail. Masteries for individual Champions or role set-ups are expressed using a */*/* notation. In the example, the Champion is supporting bot lane using 0/9/21 Masteries.

Runes: A Rune is a special item available for purchase from the Riot Store that increases your starting statistics based on what type of Rune you select. There are Marks, Seals, Glyphs, and Quintessences. Marks, Seals, and Glyphs all work the same way, and at Level 30 you can have up to 9 of each. Quintessences are more powerful, and typically more expensive to purchase, and at Level 30, you will have access to 3 Quintessence slots (with one becoming available at Level 10, and another opening up when you hit 20). There are hundreds of Runes, and a later tip will record each of them, but for now, this is designed as an overview of the Rune and Mastery systems. The example shows a blank rune page where Red slots are for Marks, Gold slots are for Seals, and Azure slots are for Glyphs. The three runic scripts are where your Quintessences will be placed.

Setting Up Runes and Masteries: Designed to increase customization, there is no wrong way to use your Masteries as you increase in level and become more exposed to the game. Later on, proper set up will be key to competing in lane during the beginning of your matches, and less experimentation is recommended. For example, as adorable as it is, actually taking a point in Demolitionist will be actively interpreted as trolling, as the Mastery simply does not offer enough to be worthwhile. (Your basic attacks deal 10 bonus damage to turrets, which is such a small increase that it literally has no effect on the game)

As a general rule, although there are many, many exceptions, carries, junglers, and mid lane champions will be set up 21/9/0. Support will almost always appear 0/9/21. Top lane bruisers or tanky champions will frequently be seen 9/21/0. When it doubt, using these suggestions as a benchmark will help you build appropriately for your role. (Again, there are dozens of exceptions, such as a Champion like Irelia usually playing 9/12/9 or a carry like Sivir who is probably best set up as 21/2/7)

With Runes, the most popular Marks are Attack Damage, Armor Penetration, or Attack Speed for damage dealing carries, or Magic Penetration and Ability Power boosts for AP Champions like Morgana or Diana. Seals are frequently seen buffing Armor, or adding similar Mana boosts. If you plan on playing support, it is absolutely critical to pick up Greater Seals of Avarice (+0.25 Gold per 10 seconds) as soon as you have access to them at level 21. Glyphs tend to be defensive in nature, often adding Magic Resistence, bonus Health, or cooldown reductions.

When setting up your Runes, keep in mind that more is definitely better. Having a single Greater Mark of Desolation adding 1.66 armor penetration is far less useful than having 9 of them giving you +15. This is especially true of the Runes that buff in percentages, so you won't want to mix and match very often.

Using the Runes and Masteries in Game: So you get all of these neat buffs or at least have the potential to have them, but what is the point? I'm glad you asked, anonymous internet person, because if you hadn't, I would just be talking to myself and I wouldn't have a good introduction to this paragraph.

Except for this totally awesome, although irrelevant GIF

Your main goal with Runes and Masteries can be split into two parts. Either you are attempting to enhance something your Champion does well, or you are attempting to improve some aspect of the Champion that they is normally lacking.

This is how you end up with ADCs packing tons of extra attack damage runes and running 21 Mastery points in Offense and supports that use the Utility section of their Masteries to increase their movement speed or gold production.

If you are fortunate enough to have multiple Rune Pages and have taken advantage of the 20 free Mastery Pages you are provided with, then you can even adopt certain set-ups based on your lane match-up. This happens most often in Draft games, where you can more or less determine who you are going to be laning against based on the picks the opposing team makes. Going up against someone with a ton of Magic Damage? Why not select some Magic Resistance Runes to give yourself a leg up. Fighting a squishy top lane? Equip extra damage and smash them with potent harassing attacks.

The possibilities are nearly infinite, and strategy websites that include Champion builds such as LOLPRO or MOBAFire can give you some suggestions on where to start with your bonus stats. Or you could even stick around WTMCF for the eventual reveal of our own build guides, which should happen sooner than you think (unless you think it is happening next week, in which case it won't happen until long after you apparently assume it will).

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


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."