League of Legends 101
Introduction:
Hello! Welcome to Riot Game’s flagship product, League of Legends! I am assuming you have heard about this game from your friends, the internet and most recently the banger Netflix show, Arcane. Although this game has a toxic and negative reputation within the gaming world, there is still much fun to be had with friends and many experiences to be made. As a result, I and my based trusty friends have conjured up a beginner guide for new players like you to have an enjoyable and less confusing beginning experience in the ever-expanding world of Runeterra! Keep in mind, this guide is primarily focused on Summoner’s Rift and is merely a beginner guide; more advanced topics will be learned through your own intuition/experience or through friends. I will have links (underlined) phrases or words which will bring up a more detailed and elaborate explanations from trusted websites/resources!
Table of Contents
Map/Roles/�Classes
Basic Map
The League of Legends map is made up of two sides, the Red and Blue team. There are three lanes, top, mid and bot as well as a jungle (Yellow highlight). A river runs through the center of the map that separates the map into Red and Blue sides (Red Line). Each lane (on your team but also applies to the other team) is divided into two layers known as the outer layer and inner layer aka the base(Red and Blue highlights).
Top Lane
Mid Lane
Bot Lane
Structures:
Top Lane
Mid Lane
Bot Lane
Each lane (on your team but also applies to the other team) is divided into two layers known as the outer layer and inner layer (or the base). The outer layer is made up of two turrets, known as the outer and inner turret. The inner layer is made up of an inhibitor turret, an inhibitor and two nexus turrets.
Outer turret
Inner turrets
Inhibitor + Inhib Turrets
Nexus + Nexus Turrets
Inhibitor: Spawns Super Minions to help push the wave and destroy structures quicker.
Nexus: This is the win condition/endgame.
Turrets: Heavy fortifications that attack enemy targets/entities when they are in range. Push with minions to relieve aggro and refrain from attacking enemy champions within turret range.
Brief Summary on Roles
Top lane: Primarily made up of high HP and attack damage units (Tanks + Bruisers, i.e Darius, Garen, Nasus).
Jungle: Made up of a diversity of champions that focus on securing objective control (Baron + Dragon) and assisting lanes. (i.e Warwick, Master Yi, Amumu). This is the hardest lane to master so please watch youtube videos before attempting.
Mid lane: Mages and Assassins that serve as carries in the early to mid game; explosive damage and can quickly gain an advantage (i.e Talon, Annie, Twisted Fate)
ADC(Attack Damage Carry)/Bot lane: Made up of squishy, late game carries who nearly focus entirely on auto attacks (enhanced through crit damage and attack speed) and are usually marksman champions (i.e Ashe, Caitlyn, Jinx).
Support: Made up of a diversity of champions that serve to engage the enemy team, protect or buff team members and provide vision throughout the map. These units often accompany the ADC and babysit them throughout laning phase (i.e Soraka, Thresh, Blitzcrank).
Basic Stats to Remember:
AP - Ability Power, a stat that boosts the effect or damage of some abilities, items and runes. This stat is almost strictly applied to abilities and is an essential stat on all mages or magic-based users. Every champion starts off with zero AP (without the help of runes or items) and you do not gain any from leveling.
AD- Attack Damage, is the stat that determines the amount of physical damage dealt by basic attacks and some abilities. This stat is innate to all champions and you gain a set amount every level. Attack damage is obtained through items and runes.
Critical Chance - The stat that determines the probability that a basic attack will certainly hit a critical strike. Critical strike are damage effects that deal 175% of its normal damage by default. This stat does not increase through leveling up.
CDR - Cooldown Reduction/Ability Haste, the stat that reduces the cooldown of champion abilities, through items and runes.
Armor - The stat that reduces incoming physical damage. This stat is obtained through items, runes, abilities and through champion levelup.
MR - Magic Resistance, the stat that reduces incoming magic damage. This stat is obtained through items, runes, abilities and through champion levelup.
MS - Movement Speed, the stat that represents the rate at which a champion travels across a map. This stat is obtained through items, runes, abilities and through champion levelup.
AS -Attack Speed, the stat that determines the frequency of a champion’s basic attacks. This stat is obtained through items, runes, abilities and through champion levelup. This stat is capped at 2.5 AS, though there are few ways to exceed this cap.
Controller- Champions that control the battlefields by assisting their allies through specialization in crowd-control and utility. This class is divided into two support subclasses, Enchanters and Catchers.
Fighter- A diverse group of short-ranged who prioritize in dealing damage and taking damage. They usually have access to hard-hitting consistent damage and innately have higher defenses in their abilities. This class is divided into two subclasses, Juggernauts and Divers.
Mage- Champions who typically possess long range and and ability-based area of effect damage who prioritize ability power. Although they typically serve as priority damage dealers they often are equipped with some form of crowd control and utility. This class is divided into Artillery, Battlemages and Burst.
Marksman- Ranged champions whose damage almost exclusively comes from basic attacks and landing continuous and consistent critical damage and their attack speed. These units often lack mobility and are quite susceptible to burst damage. There are two types of Marksman, burst damage and consistent attacks.
Slayers- Highly mobile champions that specialize in dealing damage to one target, either in burst damage or consistent attacks (high attack speed units). This class is split into two types of Slayers, Assassins and Skirmishers.
Tank- Tough melee champions who lack damage but have increased defenses and have hard crowd control. They’re main purpose is to disrupt and divert enemy resources and attention allowing the team’s damage dealers to focus on the enemy. Tanks are separated into two types, Vanguards and Wardens.
SIMPLE GUIDE TO THE SHOP
Shop:
To access the shop, hover your cursor over the shopkeeper and click OR press P. To buy an item (or one of its components) you must double click on that item/component as well as having enough gold to purchase those items. Remember you can only purchase when you are at the fountain and to buy your starter items as soon as you get into the game.
The Shop is a vendor where the player can purchase items using gold to empower their units, through items that increase stats or have special added effects. It is organized into three main tabs, known as the Recommended, All Items and Item sets.
For Beginners, the recommended/suggested items tab is sufficient enough and adapts throughout the game to let you know what items is best for your champion. The All-Items tab is more flexible and recommended for more advanced players.
How the Shop is Organized:
Consumables Tab: Contain one-time use items such as elixirs, potions and trinkets.
Boots: Items that grant movement speed along with other basic stats like armor.
This tab displays all items that are currently in your inventory
Item Sets based on Champion class (Left to Right): Fighter, Marksman, Assassin, Mage, Tanks and Support.
Completed Item: Legendary or Mythic Items that is made up of one or more Epic Items.
Epic Items: These items are made up of one or more basic items that build into completed items. Provides significant stat boosts and may have special properties.
Basic Items: These are the basic building blocks for any item and provide meager stats.
Starter Items (1/4)
Cull- Gives 1 extra gold per minion for the first 100 minions killed (300 extra gold after completing this task). This is a rarely purchased item and is only bought in niche scenarios where you expect a slower and farming based laning phase.
Dark Seal- Another rarely purchased item, it grants the player 4 additional AP per Glory stack after killing an enemy. Only purchase this item if you are confident that you can kill the enemy many times. High Risk, High Reward playstyle.
Dorans Blade- Your usual go-to item for AD LANING champions.
Doran's Ring- Your usual go-to item of AP LANING champions.
Doran's Shield- This is usually used only used on TOP AND MIDLANE for MELEE Champions, primarily against RANGED champions or those who have the ability to poke you in lane. It can help you through the laning phase by healing you a bit.
Starter Items (2/4)
Corrupting Potion- A refillable potion that restores the player’s health and mana as well as having a special property in which attacks and abilities apply a burn effect while this potion is being consumed. This consumable is almost always entirely purchased by top laners though it can be bought on mid laners who consume a lot of mana and are expecting a difficult lane.
Tear of Goddess- For champions with high mana consumption and rely heavily on their abilities to deal damage. The player gains 3 mana and up to 6 mana (for attacking a champion) per charge (4 charge in total with a 8 second delay between each instance of use) when attacking any unit. This tear caps at 360 additional mana. This item builds into Archangel's Staff and Manamune .
Long Sword- This is an interesting starter item for ADCs and Assassins as this is a basic item which can be built into a myriad of AD items. There are two conditions you would build this, one being if you are confident that you can land an early kill to build into Serrated Dirk or into Vampiric Scepter for the lifesteal to sustain yourself in a poke heavy lane.
Starter Items (3/4) THESE ITEMS ARE FOR SUPPORTS ONLY
Relic Shield- Gain a charge every 35 seconds with a total of three charges. When this item is active with a charge, basic attacks execute minions below a certain health threshold and subsequently consuming that charge. This item is primarily built on tank or melee based supports. This item transforms into Targon’s Buckler and Bulwark of the Mountain .
Steel Shoulder guards- Same as Relic Shield. This item transforms into Runesteel Spaulders and Pauldrons of White Rock .
Spellthief's Edge- Grants a charge every 10 seconds with a total of 3 charges. When this item is active with a charge, damaging an enemy champion or structure with any damaging abilities or attacks will grant the player 20 gold and consuming a charge. This item transforms into Frostfang and Shard of True Ice . This item is suitable for aggressive or ranged AP supports.
Spectral Sickle- Same as Spellthief's Edge. For more aggressive or ranged AD supports. This item transforms into Harrowing Crescent and Black Mist Scythe .
General Rule of Thumb: All starter support items have a passive monetary quest where the player has to gain a certain amount of gold using the special passive of said item as well as requiring an ally champion to be nearby in order to active the passive. Upon completion, the player will gain 500 gold and the starter support item will transform and gain an active ability which allows the user to store at most 3 charges of stealth wards. Each support item will have three stages of transformation with two quests in total.
Starter Items (4/4) THESE ITEMS ARE ONLY FOR AND MUST BE PURCHASED FOR JUNGLERS
Ember Knife- Casting smite on a MONSTER will deal a set amount of true damage and heal you for a set amount. After casting smite 5 times on any monster, this item disappears and gives your smite a special ability.
Hail Blade- Same as Ember Knife.
Mythic Items/Legendary Item
Here are a list of Mythic Items: Mythic item | League of Legends Wiki | Fandom
Unique Mythic passive stat granted based on each legendary item obtained.
Amount of Mythic Passive bonuses you have currently.
Mythic/Legendary unique passive/active property.
Raw Stats given
Here are a list of Legendary Items: Legendary item | League of Legends Wiki
Mythic and Legendary Items are completed items, built from one or more Epic items. These items will give high amounts of raw stats as well as a unique passive/ability. Mythic items have a unique mythic passive that grants a certain raw stat based on amount of legendary items present in your inventory.
Components:
Although you can directly purchase completed items without building any of their components, if you have the funds to do so, it is not advisable as purchasing components (both epic or basic items) can still grant you raw stat boosts which will help you in the laning phase and secure more kills/gold to complete an item. Below will be examples of basic items in which ALL items of that certain category derive from.
Attack Damage
Long Sword 350g
+10 AD
B.F Sword 1300g
+40 AD
Ability Power
Blasting Wand 850g
+40 AP
Amplifying Tome 435g
+20 AP
Health/Tank
Crit Dmg/AS
Null-Magic Mantle 450g
+25 MR
Ruby Crystal 400g
+150 Health
Cloak of Agility 600g
+15% crit chance
Here are a list of Epic Items: https://leagueoflegends.fandom.com/wiki/Category:Epic_items
RUNES
Simple Introduction to Runes
Runes (for further information click ‘Runes’)are enhancements that apply new abilities, stats or buffs to champions. These runes can effectively change or enhance a certain playstyle for that champion and are as influential as items for any champion. Runes are made up of five paths, a selection of 3-4 keystones per path, and a selection of 3 out of 9 slots as well as a secondary path with a selection of 2 out of 9 paths.
Paths (Left to Right): Precision, Domination, Sorcery, Resolve and Inspiration)
Keystones
3 rows of 3 slots, you can only select one slot per row
Secondary Path
3 rows of 3 slots, you can only select two slots in total.
Rune Shards grant you raw stats. You can select 1 slot per row.
Precision Tree
Press the Attack- Attacking an enemy stacks up to 3 times. Damage from all sources after the third basic attack deal bonus damage on the enemy champion. Suitable for units who favor short trades and are lane bullies.
Lethal Tempo- Attacking enemy units grant you stacks that increase your ATK speed and range. Suitable for long-term combat.
Fleet Footwork- When this keystone is active, attacking a unit heals you and grants a burst of movement speed. Suitable for those intending to play safe during laning phase.
Conqueror- Attacking an enemy with an ability or attack with grant you 1-2 stacks (ranged vs melee). Each stack will give you a set amount of bonus AD or AP. Once you reach 12 stacks you heal for a certain percentage for every attack done afterwards. Suitable for champions who are sustained damage dealers and focus on staying healthy.
The Precision Tree is one of five rune paths and is often brought on marksman or sustained damage dealers (DPS units).
Domination Tree
Electrocute- Attacking enemies with three separate attacks or abilities within 3 seconds deals additional damage. This is good for champions who want to burst enemies quickly.
Predator- Gives boots an active ability. Using the active ability gives movement speed and causing next attack or ability to do extra damage. Rarely used keystone and are only used on champions who rely on movement speed to apply pressure.
Dark Harvest- Damaging enemies below 50% hp will reap a soul and doing extra damage base off number of stacks of soul. This is for players who are confident that they can get multiple kills or gain many souls throughout the game and are burst heavy.
Hail of Blades- Next basic attack gives a burst of attack speed for 3 auto attacks. For champions who prioritize bursts with auto attacks.
The Domination Tree is one of five rune paths. It is centered around burst damage and general utility. Mages and Assassins often build this rune.
Sorcery Tree
Aery: Damaging basic attacks, abilities, items, and summoner spells launch a small cat at the target dealing a small bit of damage as well as enhancing shield and healing values for allies. After a short duration the cat will retreat back to the user based on the distance.This rune is suited for ranged AP supports and poke based mages.
Phase Rush: After using three separate attacks, abilities or items on a unit you will gain a burst of movement speed and slow resist. This rune is suitable for immobile mages who wish to have more avenues of movement.
Arcane Comet: After landing an ability a comet will be hurled at their location and deal damage. This rune is suitable for mages who lack spammable abilities but hard-hitting ones.
The Sorcery Tree is one of five rune paths and it is centered around ability power as well as general utility. This rune is primarily built by mages and ranged supports.
Resolve Tree
Aftershock- Immobilizing an enemy champion grants the user bonus armor and magic resistance and after a certain duration you will release a shockwave dealing damage. This rune would be best suited for engage and tank supports.
Guardian- Gain a shield for you and all surrounding allies within 350 units when a damaging ability hits you or your ally. This rune would be best suited for protector or warden supports.
Grasp- Entering combat will grant a stack every second. After reaching 4 stacks your next auto attack will deal bonus magic damage and heal for a certain percentage. This rune is best suited for fighter and bruiser class.
The Resolve Tree is one of five rune paths. It is centered around resistances, health and healing. This rune is usually brought by tanks and engage supports.
Inspiration Tree
Glacial Augment: Immobilizing an enemy champion will cause you three glacial rays to shoot out creating icy zones limiting the movement of all champions in that area. This rune has grown rather popular recently and are often used by ranged supports that have access to hard crowd control (stuns, roots, etc).
Unsealed Spellbook: The player can swap out any of their equipped summoner spells after the initial 6 minutes with a 300 second initial cooldown. This rune is not often brought and for those who are confident in their flexibility.
First Strike: Dealing damage or immobilizing an enemy champion within the first 0.25 of champion combat to deal 10% bonus true damage and grants 5 gold. The rune is new and assassins seem to be using this more.
The Inspiration Tree is one of five rune paths. It is centered around unique tools, gold generation and items. This is generally a rarely used rune tree.
Rune Shards
You are given 5 rune pages by default that already have premade runes that are interchangeable. However you are given 4 free rune pages that you can personally edit under the Collection’s tab -> Runes tab. Each additional rune page costs 6300 BE.
Finances +
Miscellaneous
Farming
Farming is the act of killing minions (the killing blow must be an attack from you in order to gain gold) and experience points. This method of gaining gold is by far the most consistent and is essential for the early and mid game for players to gain an advantage. The amount of minions you have killed is measured by CS. Minions come in waves of 6 and 7 (3rd wave), starting at 1:05 and spawn every 30 seconds afterwards.
Melee Minions have a limited attack range but increased resistance and spawn in groups of 3 every wave. Each minion is worth 21 gold.
Caster Minions are ranged minions that have less resistance but deal more damage. Each minion is worth 14 gold and spawn in groups of 3 every wave.
Cannon Minions are ranged minions that have higher damage as well as resistances. Each Cannon minions is worth 60-90 gold based on time and start spawning every 3 waves.
Super Minions are powerful minions with melee range after an inhibitor is destroyed. Each Super minion is worth 60-90 gold based on time and replace siege minions.
Here is a video on how to farm properly https://www.youtube.com/watch?v=X3J5834-jJQ
Laning Phase
Laning phase starts at around 1:30 (may change if you need to help assist your jungle get their first buff) and ends around 10 to 15 minutes after the game starts, usually when the first turret has fallen. It is important to stay healthy during the laning phase which consists of consuming potions and poking the enemy layer (the act of damaging the enemy, usually a short burst or a few basic attacks) to ward them off contested positions or to push a certain objective. Laning phase is the time in which you try to gain as much of an advantage as you possibly can, through finding ways to access more gold like farming, gaining tower platings and securing jungle objectives. Look at the minimap every few seconds and watch the locations of your allies and enemies to determine when a good time is to push into the enemy team or secure a objective like Dragon or Baron (usually when your minion wave is pushing into the enemy turret).
For the first 14 minutes of the game every outer turret will gain 5 armor platings. Every armor plating will be worth 160 gold (split up between number of team members nearby) and as each plating falls the turret will gain bonus armor and magic resistance. Taking tower platings (with the use of your allied minions) is the easiest way to get gold and an advantage.
To the left is the mini-map. The small little blue circles are your minions and small red ones are your enemy’s. Black/unrevealed regions are known as the fog of war which means you don’t have any vision in that area. Refrain from pushing into areas without vision without at least someone else.
Laning Phase (continued)
Minions are not only a source of income and experience but also serve as the main driving force of the game. No matter how good your mechanics are, if you don’t learn how to control the minion wave or when to push nothing will be achieved. Some terms to remember are hard shoving, crashing turret, slow push and freezing (this is a more complicated concept so you may want to learn this later). Hard shoving is the act of killing the enemy minions fast (to hard push you need to kill the melee minions first), forcing your wave to move and crash into the enemy turret. You need minions to crash into the turret to lower the defenses of the turret and allow you to deal damage without taking damage from the turret. Although hard pushing is a great way to apply pressure and get gold from tower platings, it leaves you open to getting ganked (a surprise attack from another champion, usually the jungler). Slow push is done by killing the caster minions which denies the enemy laners experience allowing you to build a larger minion wave. Due to the fact that minions deal a lot of damage in the early game, a large minion wave is usually enough to deter most junglers for ganking early so slow pushing is the way if you are unsure where the enemy jungler is. Recall (press B), when you gain enough gold to purchase the items you need OR to heal up and regain your resources/slow down the laning phase.
PLEASE WATCH THIS VIDEO (I understand this is a little outdated but concept still holds and visual representation would be easier to understand): https://www.youtube.com/watch?v=zd0boZQkyuo �Laning Phase Guide : https://www.youtube.com/watch?v=R9c4Thh3ZCw
Vision/Sight
Warding Totem: Consume a charge to place an invisible temporary Warding Totem that lasts 90-120 with a limited range (hold 4 and click on an area where you would like to place a ward) with a recharge time of 90-120 seconds with a max charge of 2.
Farsight Alteration: A drastically longer range variant of Warding Totem with a recharge time of (198-99 seconds) and stays there indefinitely until destroyed with a max charge of 1. Buy this if you are a squishy mage or a squishy marksmen.
Oracle Lens: Summons a sweeper drone that sweeps a small circular distance around you and reveals an imprint of any wards or nearby champion for the next 10 seconds (with a cooldown of 90-60 seconds)
Control Ward: A permanent Warding totem that costs 75 gold, that does not go invisible and will reveal all nearby wards (as well as blinding that ward). This ward has 4 hitpoints and is worth 30 gold.
Vision, as the name implies, is the ability to see something at a certain location. In League, the map is covered by a thing called the “Fog of War” a dark fog that covers the map in areas that lack any allied vision which can be used in your advantage but also your enemies. Using purchasable trinkets, you can place or use trinkets to gain intel on enemy movements as well as denying vision. Tip of advice, keep all wards in bushes as bushes hide their presence as well as displaying everything in that bush. Hold 4 and click on area to use, this applies to all trinkets.
Summoner Spells
Summoner spells are equippable abilities that players choose in champion select that can help them in the battlefield.
Heal: Heals you and one other allied champion (prioritizes the lowest hp ally) from 90-360 health points depending on level (healing value is halved when shared with another value), while also granting both units 30% movement speed. This spell is often brought by ADC’s or the support. Unlocked at Summoner Level 1.
Ghost: Self-targeted spell that grants the user 24% to 48% bonus movement speed for a duration of 10 seconds and ignoring unit collision. This spell is often brought by champions who rely on pure movement speed to run enemies down, especially top laners and junglers. Unlocked at Summoner Level 1.
Barrier: Self-targeted spell that grants the user a temporary shield your champion from damage for a few seconds. This spell is usually brought by mid laners, often mages who want to survive against burst. Unlocked at Summoner Level 4.
Exhaust: A unit targeted summoner spell that slows an enemy champions movement speed and reduces their damage for a short duration. This spells is usually brought by supports or mid laners to weaken and slow down assassins.
Summoner Spells (continued)
Flash: Blinks your champion a short distance towards the target location. This spell works on all champions and is generally always brought (very niche scenario that someone does not bring this) as it allows you to get out of sticky situations or to engage targets. This summoner spell is unlocked at Summoner Level 7.
Teleport: A unit-targeted summoner spell that allows you to teleport to any allied unit after a short duration. On arrival, grants 50% bonus total movement speed. This summoner spell is often brought by top laner as they play on the farthest lane and teleport allows them a quick avenue to come assist their team. This spell is unlocked at Summoner Level 7.
Smite: A unit-targeted summoner spell that deals true damage (450-900) as well as healing the target. It is a required summoner spell on all junglers. This spell is unlocked at Summoner Level 9.
Cleanse: A self-targeted summoner spell that removes most crowd control and granting tenacity. This spell is situational and are often only brought by mid laners or carries who need to remain clear of crowd control to survive. This spell is unlocked at Summoner Level 9.
Ignite: A unit-targeted summoner spell that deals true damage and applies grievous wounds over a short duration. This summoner spell is often brought by most mages and assassins to secure kills. This spell is unlocked at Summoner Level 9.
Quick Guide on Itemization:
Aside from gaining raw stats by leveling up, the main way to get stronger is to buy items. Each champion generally has several build paths and as there is too many possible build paths to explain so I will provide several links that can help you sort out what to build for each champion. However, I will provide basic items and additional basic stats that should be bought in certain scenarios.
Links-
Other/Situational Stats
Lethality/Armor Penetration: The stat that ignores flat armor (Lethality) and as well removing a certain percentage of armor. Build items with this stat if the enemy team has tanky units that specialize in armor.
Magic Penetration: The stat that dictates how much of the target’s magic resistance will be ignored. Build items with this stat if the enemy team has tanky units that specialize in ability power.
Lifesteal/Vamp: The stat that dictates how much you heal. Lifesteal dictates how much you heal based off of basic attacks. There are three forms of Vamp, Omnivamp, Physical vamp and spell vamp. Omnivamp applies to all forms of healing. Physical vamp is healing based off of all physical damaging abilities. Spell vamp is all healing based off of ability powered attacks or effects. Only build these items if your champion can reliably apply damage for healing.
Grevious Wounds: The stat that applies a debuff that reduces all of a unit’s healing and health regeneration received by 40% or 60%. Build items with this debuff when the enemy champions have a lot of healing.
Jungle Objectives (Dragons)
Infernal Drake: Grants increased percentage of additional base attack damage and ability power to all team members for every Infernal Drake stack. Reaching 4 stacks dragon grants the team a special soul buff that creates an explosion around the area of any allied damaging abilities or attacks. Infernal rift removes many bushes and disintegrates some areas of the map. One of the most desired dragons to spawn and secure. Can effect the game drastically.
Mountain Drake: Grants increased resistance stats to both armor and magic resistance to all team members for every Mountain Drake stack. . Reaching 4 stacks of dragons grants all allied members a permanent shield every few seconds. Mountain rift adds new mountain structures. Another one of the more desired dragons to spawn and is also highly prioritized.
Cloud Drake: Grants increased base movement speed to all team members for every Cloud Drake stack. Reaching 4 stacks of dragons during a cloud rift will grant all team members additional ultimate cooldown. The cloud rift adds circles of air currents. Not really prioritized and lacks the same amount of influence that other souls have.
Dragons are located at the middle of the Bot lane river and they are powerful jungle monsters that grant your team buffs. They are very important and spawn at around 3-4 minute mark, but usually are not taken down until 8-10 minutes. Try to take them as soon as they spawn (usually with 1-3 people). After two drakes have been killed the rift will change and every dragon spawned afterwards will be based on the random soul.
Jungle Objectives (Dragons continued)
Ocean Drake- Periodically restore percentage health when out of combat every 5 seconds for every Ocean Drake stack. Reaching 4 stacks of dragons during an Ocean rift periodically restores the health and resources of all allied champions. Ocean rift causes the growing of many new bushes around the map. A neutral dragon that does not influence the game to the same extent as Infernal or Mountain.
Hextech Drake- Gain a set percentage of additional ability haste and attack speed depending on the amount of stacks. Reaching 4 stacks of dragons during an Hextech rift will cause the next damaging attack to emit an arc at all surrounding targets, slowing them down. The Hextech rift will have designated teleporters that you can traverse through.This drake is relatively new and the bonus ability haste as well as attack speed are desirable.
Chemtank Drake- Gain a raw percentage increase in damage towards units with greater current health based on amount of stacks. Reaching 4 stacks of dragons during a Chemtank rift will resurrect the player (who will take increased burn damage until they die). The Chemtank rift will have shrouds of fog in certain locations in the jungle that camouflage you and allow you to deal 10% bonus damage towards enemies while you are in the fog and unseen.
Elder Drake- After either team gains a soul, all subsequent dragons spawned will be an Elder drake. Killing this drank grants a temporary buff to all living team members a buff that deals periodic true damage when an attacking damage is applied to an enemy, as well as executing all enemy champions under 20% of their maximum health.
Jungle Objectives (Rift and Baron)
Rift Herald- A powerful neutral monster that spawns at the top river in the Baron pit. They spawn up to two times (depending when the first one is taken down). Killing this unit will drop an Eye of the Herald which spawns a rift herald that auto-locks towards the nearest lane and will smash into the nearest turret dealing 50-75% of the turret health. Whoever takes the Eye of the Herald gains a shortened recall time. Rift Herald will die and stop spawning at around 20 minutes.
Baron Nashor- An epic monster that has a wide range of attacks and usually requires at least 3 to 5 team members to take down. Killing this unit will grant all living teammates the Hand of Baron for 180 seconds. The Hand of Baron grants bonus attack damage, bonus ability power, shortened recall time and an aura that enlarges and buffs all nearby minions. Secure this objective as often as you can and be prepared for the enemy team to contest.
Pings - TIP OF ADVICE PING MULTIPLE TIMES, AS IT SOMETIMES MAY BE IGNORED OR NOT SEEN.
Danger Ping- Press and hold V and move your mouse upwards. As the name suggests it signals danger.
Enemy is Missing Ping- Press and hold V and move your mouse to the left. Although this ping is used to suggest that enemies are missing it is also used to question a strange action or decision (may be a fun little action or a toxic and rage infilled one, depends on the context).
On my Way- Press and hold V and move your mouse to the right. As the name suggests it signals that you will be coming to help or assist.
Assist Me- Press and hold V and move your mouse to downwards. As the name suggests it signals help.
Leaderboard
Dragon Soul/Element
Every dragon killed
Creep Score/Minion Kills
Vision Score
Shutdown gold
Mute options for pings, messages and emotes
Tips and Tricks
Random last minute stuff ig?
Settings
Here are some settings I use:
Concluding Thoughts
Concluding thoughts (You better read this or else)
So, this concludes this “quick beginner guide” that has dragged on to like 40+ pages...that’s beside the point. I hope this was a worthwhile read for you and better prepare you for the game and (hopefully) many hours spent on this game. Remember, to keep your cool always and do NOT devote your life to this game as it will become a very unhealthy habit. Some of you may have noticed that I have left out any information about Ranked or Aram. ARAM is fun, go hop on it with some friends and you’ll see for yourself (also if you’re reading this on 12/31/2021 there will be a fun event called Unsealed Spellbook, where you can have two ults!). Now for the matter of Ranked, it can be fun but really depends on your mindset and something you’ll learn more about in the future as you keep on playing. Before you go log off this slide and go play some league of legends, PLEASE promise me that you will hardwire your brain to remember that League is a TEAM GAME and you are not some one man army. Respect everyone as much as possible (unless they are an ass) and mute/report if they continue being an A-hole. Furthermore also remember that YOU WILL NOT WIN ALL GAMES, it’s just the way it is. Do not be discouraged by a defeat or rude and toxic teammates, as this is a factor that will always happen in any competitive game; it really is up to you the new players or even veteran players to stop this cycle of violence by moving on and staying smart. My user is WardsonBushs and my friend’s is QianYisen and we both play on NA, have a good one and see you on the Rift!