League of Legengs: FAQ


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  1. ~~~ League of Legends ~~~~
  2. Created by: Remanemporor
  3. Version: 0.67
  4. Date Started: 7/22/10
  5. Date Updated: 3/20/11
  6. Contact me for ANYTHING that you think should be added, removed,
  7. expanded, contracted, replaced, transposed, inverted, or changed in any
  8. way (I'm lonely enough that I will respond to almost anything). If you
  9. see any typos, tell me. Any bad info, tell me. I will give you credit.
  10. GameFAQs.com is guaranteed to have the latest version of this guide.
  11. Also, if you have a guide/build for a champ that you think is particularly
  12. awesome, send it in! The more variation the better.
  13. Contact: Remanemporor2@live.com
  14. ==========================================================================
  15. Table of Contents
  16. [1] Introduction
  17. [1.1] The Game
  18. [1.2] The Successor of DotA
  19. [1.3] Terms and Abbreviations
  20. [2] Basic Elements
  21. [2.1] A Basic Rundown
  22. [2.2] Controls
  23. [2.3] The Roles
  24. [2.4] Attributes
  25. [2.5] Recommended Items
  26. [2.6] Champion Statistics
  27. [3] Early Game Strategies
  28. [3.1] Lane Compilation
  29. [3.2] Before the Minions
  30. [3.3] Top and Bottom
  31. [3.4] Middle Lane
  32. [3.5] A Junglers Guide
  33. [3.6] The Transition
  34. [4] Late Game Strategies
  35. [4.1] Ganking
  36. [4.2] Team Fighting
  37. [4.3] Exit Strategies
  38. [4.4] Warding and the Jungle
  39. [4.5] Backdooring
  40. [4.6] Timing
  41. [5] General Info
  42. [5.1] The Map
  43. [5.2] Is it a Gank?
  44. [5.3] Being a Team Player
  45. [5.4] Minions and Buildings
  46. [5.5] Neutrals
  47. [5.6] Items
  48. [5.6.1] Consumables
  49. [5.6.2] Basic Items
  50. [5.6.3] Advanced Items
  51. [5.6.4] Legendary Items
  52. [5.7] General Tips
  53. [6] Outside Preparation
  54. [6.1] Summoner Level
  55. [6.2] Influence Points and Riot Points
  56. [6.3] Runes
  57. [6.3.1] Quintessences
  58. [6.3.2] Marks
  59. [6.3.3] Glyphs
  60. [6.3.4] Seals
  61. [6.4] Masteries
  62. [6.4.1] Offense
  63. [6.4.2] Defense
  64. [6.4.3] Utility
  65. [7] Character Info
  66. [8] Other Stuff
  67. [8.1] The Summoner's Code
  68. [8.2] The Forums
  69. [8.3] Backslash (/) Commands
  70. [8.4] The Language Filter
  71. [8.5] Lore and City States
  72. [8.6] Leaving
  73. [8.7] Acknowledgements
  74. [9] Version History
  75. [10] Copyright
  76. *As of now, chapters 1-6, part of 7, 9, and 10 are done.
  77. the rest of 7, and 8 to go.
  78. ==========================================================================
  79. [1] Introduction
  80. ==========================================================================
  81. This guide provides background on League of Legends from your first
  82. attempts all the way to some of the higher level concepts of the game. It
  83. assumes that you already know how to log in to the LoL Client (the name of
  84. the main menu). If you don't, there is a guide on GameFAQs by randomsome1
  85. that explains this.
  86. This is my second attempt at writing a FAQ. I picked League of Legends
  87. (abbreviated LoL) because I have been playing it A LOT recently, so it
  88. seemed like a good candidate. I was also shocked at the lack of other
  89. complete guides (there are hundreds of guides on character building, but
  90. these don't give tips on the game in general).
  91. _________________________
  92. [1.1] The Game
  93. League of Legends is one of the first self proclaimed "MOBA" (massive
  94. online battle arena), and is available free for download off the internet.
  95. It has some RPG elements, but is primarily a RTS with a heavy emphasis on
  96. teamwork. It has been out for about a year now (since the start of this
  97. guide), and has a playerbase in America of almost one million.
  98. _________________________
  99. [1.2] The Successor of DotA
  100. If you've ever played Warcraft 3, you've probably heard about its most
  101. popular mod, DotA (Defense of the Ancients). The mod was so successful
  102. that it spawned its own lineage of game. The other two main ones that I
  103. can think of are Heroes of Newerth (HoN) and Demigod. As of now, LoL is
  104. the only one of them that is free to play, so it was the one I chose.
  105. If you are coming from DotA you'll notice a few changes. The addition of
  106. brush allows you to become invisible to surrounding enemies, unless they
  107. enter the brush themselves. This is useful for launching ganks, as you
  108. can have the first strike. The other main difference is that you can no
  109. longer deny. This can be annoying sometimes when their Heimerdinger gets
  110. over 300 minion kills by the 30 minute mark, but overall its not such a
  111. big deal. It allows for a last hitting strategy, where you only attack for
  112. the killing blow, ensuring that you get the kill and gold, rather than
  113. your minions. Other than these two major changes, the rest has remained
  114. relatively the same.
  115. _________________________
  116. [1.3] Terms and Abbreviations
  117. You will hear many terms in the game, forums, and on this guide that you
  118. may not know. Here is a compilation of some of the most popular. This is
  119. by no means a complete list, but at least it will get you started.
  120. ability: each champion has 3 abilities and 1 ultimate that usually do
  121. magic damage
  122. AD: attack damage; increased by leveling up and by items, this helps
  123. normal right-click attacks to do more damage
  124. AFK: away from keyboard; when people are not playing at all, they are
  125. considered AFK (this is highly shunned in the LoL community)
  126. AP: ability power; used for casters to help their spells do more damage
  127. aura: some items give an aura that allow you AND your nearby allies to
  128. receive benefits
  129. b: back; used to signal that a teammate should retreat
  130. backdoor: when a champ attempts to take out a turret or inhibitor without
  131. the help of minions, usually when the enemy team is away
  132. baron: baron nashor; the huge worm in Summoners Rift that, if killed,
  133. grants large bonuses to everyone on the team
  134. basic attacks: each champion has the ability to simply right click on an
  135. enemy to do physical damage, but can be augmented by passive
  136. abilities or magical items (such as sheen)
  137. beefy: champs that have a lot of health
  138. bg: bad game
  139. blind: a move that makes an enemy champion unable to use normal attacks,
  140. but still able to use abilities
  141. bot: referring to the bottom lane in Summoners Rift
  142. bruiser: high HP champ (although not as high as a dedicated tank) that can
  143. still do a fair amount of damage
  144. brush: an area of grass where you become invisible except when an enemy
  145. enters it
  146. buff: a temporary increase to some stat, can be received through allies,
  147. items, or slaying certain neutrals
  148. also, it can be referred to as a permanent increase of a stat or
  149. ability by the developers of the game, if they see that some
  150. champion or item is underperforming
  151. build: the items on a champ
  152. care: careful; used to tell your allies that they are in danger, can be
  153. accompanied by pings or someones name, such as "care pantheon"
  154. carry: these champs (if played correctly) will be the deciding factor in
  155. the late game fights; the generally start off weak but will become
  156. very powerful later on
  157. cc: crowd control; general term that describes an ability that would
  158. hinder a champions ability to fight, stuns, blinds, and silences
  159. are the most common
  160. cd: cooldown; all spells have a certain time before they can be used
  161. again
  162. CDR: cooldown reduction
  163. champ: champion
  164. creeps: minions spawned by each nexus
  165. cs: creep score; the amount of minions you have slain
  166. d: defend
  167. dc: a player who disconnects from the game before it is over
  168. debuff: a temporary ailment cause by enemies; can be anything from slows
  169. to damage over time
  170. DoT: damage over time, spells where damage is dealt over a period of
  171. time rather than all at once, examples are ignite and Teemo's
  172. mushrooms
  173. DotA: Defense of the Ancients; the game that inspired LoL
  174. DPS: damage per second; these champs are specialized to do the most
  175. damage possible
  176. Elo: in a very small nutshell, how good a player is
  177. farm: to kill a large amount of creeps or neutrals to get experience and
  178. gold
  179. FB: first blood; the first kill in the game grants 400 gold instead of
  180. 300
  181. fear: an ability that causes the target to run around like an idiot
  182. for a period of time, making them unable to attack or move where
  183. they want to go
  184. feed: when someone constantly dies, they are said to be feeding the
  185. other team, when a player has many kills they are said to be fed
  186. focus: target a specific player, generally low HP ones
  187. gank: ambush
  188. gg: good game
  189. gj: good job
  190. global: able to affect any/every character on the map, like Karthus' ult;
  191. in another context, the Baron Nashor and Dragon give global gold
  192. and XP, which means it is granted to you and everyone on your team
  193. harass: hit the enemy with non lethal bursts of damage to force them to
  194. go back and heal
  195. inc: incoming; a variation of omw, but can also be used to say that an
  196. ult is coming, such as saying "pantheon ult inc"
  197. jungle: in between lanes is typically called the "jungle"
  198. lane: referring to the top, mid, or bottom lane in Summoners Rift
  199. leaver: a player that quits a game before it ends
  200. lol: League of Legends or laugh out loud, depending on context
  201. mage: (aka magic DPS) a champ that is built to kill others by using their
  202. abilities
  203. mia: missing in action; used to alert allies that a certain enemy is
  204. away from their lane, and may be trying to gank
  205. mid: referring to the middle lane in Summoners Rift
  206. nerf: making something worse, done by the developers of the game if they
  207. see one champion or item is performing better than others
  208. neutrals: referring to the AI controlled monsters in the jungle
  209. omw: on my way; used when you are moving to a certain location
  210. oom: out of mana; used when you or an enemy is out of mana, and is
  211. vulnerable because of it
  212. physical DPS: a champion that is built to kill other champs by using their
  213. basic attack
  214. pot: potion; for instance a health pot would be a health potion
  215. push: when you gather with allies and minions and try to destroy enemy
  216. towers and/or inhibitors
  217. ragequit: to quit a game because of anger
  218. re: if someone calls an mia, but realize that they weren't mia, the
  219. would just say "re", for instance, "nidalee mia..... re"
  220. Riot: the developer of the game
  221. silence: a move that makes an enemy champion unable to use abilities, but
  222. still able to use normal attacks
  223. skillshot: most abilities are auto aimed and always hit the target, but
  224. skillshots are aimed manually and can miss
  225. slow: a move that slows the movement speed of a target or group of
  226. targets
  227. snare: a move that immobilizes a champion, but allows them to attack
  228. squishy: a champ with low health and armor that can easily be killed if
  229. they are alone
  230. SR: the Summoners Rift map
  231. stack: referring to snowball items like Mejai's Soulstealer where a
  232. "stack" is awarded every time the player gets a kill or assist
  233. stun: completely immobilizes a champion or group of champions, making
  234. them unable to move or attack, but usually lasts for a shorter time
  235. than slows
  236. support: these champs are based solely on helping their allies through
  237. buffs, heals, and disrupting the enemy
  238. tank: the primary goal of these champs is to keep their allies alive by
  239. absorbing incoming fire, usually aided by health and armor items
  240. taunt: a move that forces the targeted champ to attack the champ that used
  241. the taunt
  242. top: referring to the top lane in Summoners Rift
  243. ult: ultimate; the defining move a character
  244. unique: some items say "UNIQUE passive" which means that if you buy 2 of
  245. the same item, the passive doesn't stack
  246. YP: An acronymn I use in this guide (it isn't used in game) that stands
  247. for "you pick" and is used for champ builds when I really don't
  248. have a suggestion, so you choose what goes there
  249. ==========================================================================
  250. [2] Basic Elements
  251. ==========================================================================
  252. Here is a guide to the most basic elements of the game. If you have
  253. played the game at all, you'll probably know most of this. You should know
  254. that each champ has 1 innate ability (also called passive because it can't
  255. be activated), 3 regular abilities, and 1 ult (except Udyr).
  256. _________________________
  257. [2.1] A Basic Rundown
  258. League of Legends starts off with each champ buying their starting items.
  259. This can give a first glance into their playing style, but isn't always
  260. a foolproof method (an AD Master Yi could easily start out with mana
  261. regen too). Once everyone has their items, they head out, 2 to the top
  262. lane, 2 to the bottom, and 1 mid (unless there's a dc, jungler, early
  263. game gank, etc.). Top and bottom lanes fight their enemies for control of
  264. the brush at the corners of the map, and many first bloods occur before
  265. the first minion has even spawned.
  266. Once the minion armies come, the first 15 minutes or so is termed the
  267. "laning phase" where each champ tries to kill as many minions as possible
  268. to get gold. Champs are always harassing each other to try and make their
  269. enemies go back to heal and lose valuable gold and experience, but this
  270. happens to an extreme level in the middle lane. It is truly a war of
  271. attrition at mid, and even going back to heal once is considered a small
  272. defeat.
  273. After the laning phase ends, most champs head mid to help out in
  274. team fights. Both teams try to push their enemies towers, while some
  275. champs may go to the top or bottom lanes to farm or backdoor the other
  276. towers. Eventually a team fight ensues. Usually there is a clear-cut
  277. winner, and if they are a good team, they will attempt to push some
  278. turrets. Bad teams may get lucky and win a team fight, but if they don't
  279. destroy some towers, it is a very shallow win.
  280. At the 20 minute mark teams are allowed to surrender. Because of this,
  281. many games simply end here. If it is a good game, however, it can take as
  282. long as 45 minutes or more (my longest was a 72 minute game). It will boil
  283. down to not only which team wins team fights, but also who can push the
  284. best. Many games are won where one team loses every team fight up until the
  285. 50 minute mark, finally wins one, and pushes so well that they end up
  286. destroying the nexus.
  287. _________________________
  288. [2.2] Controls
  289. Here is a list of all the controls in the game. All of them can be rebound
  290. in-game.
  291. Q = cast spell 1
  292. W = cast spell 2
  293. E = cast spell 3
  294. R = cast spell 4
  295. ctrl + Q = level up spell 1
  296. ctrl + W = level up spell 2
  297. ctrl + E = level up spell 3
  298. ctrl + R = level up spell 4
  299. D = summoner spell 1
  300. F = summoner spell 2
  301. alt + Q = smart cast spell 1
  302. alt + W = smart cast spell 2
  303. alt + E = smart cast spell 3
  304. alt + R = smart cast spell 4
  305. space = c enter camera on champion
  306. F1 = select self
  307. F2 = select ally 1
  308. F3 = select ally 2
  309. F4 = select ally 3
  310. F5 = select ally 4
  311. Y = camera lock
  312. up = scroll up
  313. down = scroll down
  314. left = scroll left
  315. right = scroll right
  316. mouse wheel = zoom in/out
  317. C = show character names
  318. O = score board
  319. Z = chat history
  320. P = shop
  321. 1 = use item in slot 1
  322. 2 = use item in slot 2
  323. 3 = use item in slot 3
  324. 4 = use item in slot 4
  325. 5 = use item in slot 5
  326. 6 = use item in slot 6
  327. B = teleport to base
  328. shift + L = show health bars
  329. H = minion health bars
  330. shift + K = summoner names
  331. G = ping
  332. F5 = draw hud
  333. ctrl + F = toggle FPS display
  334. alt + click = control pet
  335. _________________________
  336. [2.3] The Roles
  337. There are 3 general roles in this game, as well as hybrids (magetank). The
  338. 3 roles are tank, physical dps, and the mage.
  339. As a tank, it is your sole responsibility to make sure that your allies
  340. stay alive, even if that means sacrificing yourself. To do this, you'll
  341. want to make yourself as annoying as possible, such as by stunning the
  342. enemy team, or taunting them, forcing them to attack you. You need to have
  343. items that prolong your life to absorb as much damage as possible before
  344. you die, enabling you to protect your team longer. You will be focusing
  345. health, magic resist, armor, or a combination of these.
  346. As a physical DPS, your main goal is to deal physical damage to the enemy
  347. team by using your basic attack. You'll want to get items that boost your
  348. attack damage, attack speed, and critical chance to help you. Usually you
  349. are weak on health, so you should ALWAYS be protected by a tank in team
  350. fights. Usually, you'll only want to attack the enemy with the lowest
  351. health (don't focus the tank).
  352. As a mage, you can have 2 goals. Some mages such as Soraka and Zilean are
  353. supports, and they help their team by giving health, aura buffs, escapes,
  354. etc. Your main job is to keep your team fighting fit. The other mage type
  355. is the offensive caster, otherwise known as the magical DPS. These guys
  356. (such as Annie and Fiddlesticks) use their ability power to strengthen
  357. their spells, which they use to kill enemies. Both types of magic users
  358. need to stay behind tanks whenever they can.
  359. Finally, the bruiser is a champ that is best built tanky, but can also do
  360. some damage. Characters like Mundo, Garen, and Mordekaiser all fall under
  361. this category. You want to have as much health as you can, but still do
  362. enough damage to the carries to force them to either focus you, or retreat.
  363. This covers up the hole that tanks bring, where they can CC people, but
  364. once their spells are gone they can be simply ignored because their damage
  365. output is too low.
  366. _________________________
  367. [2.4] Attributes
  368. Riot has given each of the champions certain "attributes". These do
  369. nothing in the game, but can help you to discern what kind of character
  370. you are looking at. Are they a carry? Can they farm well? Here is a list
  371. of all of the attributes and what they mean.
  372. Assassin: These guys can kill enemies quickly, and usually have some skill
  373. to make them invisible or close distance with an enemy quickly
  374. Carry: Champs that are carries are the ones who will win late game team
  375. fights, and although they start off weaker (on average), they scale
  376. well into the late game
  377. Disabler: A champ that interfere with a summoners ability to control their
  378. champ, such as a fear or stun
  379. Farmer: These champs have skills that allow to farm with efficiency,
  380. usually they have AoE skills
  381. Fighter: A champ that performs best in team fights
  382. Flee: A champ that possesses a skill that allows it to escape from fights
  383. Haste: A champ that can speed itself up, or an ally
  384. Heal: A champ that can heal itself, or an ally
  385. Mage: AP based champs
  386. Melee: A champ that has to be next to an enemy to use their basic attack
  387. Ninja: A champ that uses energy instead of mana
  388. Nuke: Usually AP champs that have the ability to do a large amount of
  389. damage in a wide radius in a short time. They don't scale well, however
  390. Pet: A champ that can create a pet, sometimes controllable by using the
  391. alt key
  392. Pusher: Good for destroying towers and, to some extent, minions
  393. Ranged: The opposite of a melee, these can use their basic attack from a
  394. distance
  395. Silence: A champ that can silence enemies
  396. Snare: A champ that can immobilize enemies for a short time
  397. Slow: A champ that can slow enemies
  398. Stealth: A champ that can become invisible
  399. Stun: A champ that can stun
  400. Support: Usually AP champs that help their allies
  401. Tank: Champs that are designed to get killed to save their allies
  402. Teleport: Champs that can teleport to the target location
  403. Tough: A champ that is harder to kill than most
  404. _________________________
  405. [2.5] Recommended Items
  406. At the top of the shop menu there is a list called recommended items. It
  407. is different for each champ, and it is what Riot says would be a good
  408. build if it is your first time as that character.
  409. Should you use it? If you have only played a few games, then yes you
  410. should. They at least get you in the right direction for playing the
  411. character. If you are a newcomer, you might try an AD Annie, or AP Twitch.
  412. After a few games, you should switch a few items up for a build that makes
  413. a bit more sense (I cringe when Riot recommends a guardian angel for a DPS
  414. character). After a while, you should have a good strategy going, and you
  415. can completely forget recommended items.
  416. _________________________
  417. [2.6] Champion Statistics
  418. Here is a rundown of what makes up a champion
  419. HP: How much health a champion has, and how much damage they can take
  420. HP Regen: How fast champions regenerate health
  421. Attack: How much damage your physical attacks do
  422. Armor Pen: If a champ had 100 armor and you had 20 armor pen, your attacks
  423. would treat that champ as if he only had 80 armor
  424. Lifesteal: How much your physical attacks heal you. If you had 10%
  425. lifesteal and attacked for 150 damage after armor and whatnot, you
  426. would gain 15 HP. This is good for staying out in the field longer
  427. Attack Speed: How many times per second your champ attacks
  428. Crit Chance: How likely your champ is to deal double damage
  429. Range: How far your champ can attack
  430. Speed: How fast your champ moves
  431. Mana: All spells cost mana (for most champs), and this is how large your
  432. mana pool is
  433. Mana Regen: Like health regen, only for mana
  434. Ability Power: How much ability power your champion has, which affects how
  435. much their abilities do
  436. Spell Penetration: Like armor penetration, only for magic resistance
  437. Cooldown Reduction: How much percent shorter your cooldowns are
  438. Dodge: How likely you are to dodge physical attacks, and take no damage
  439. from them
  440. Armor: How resistant to physical attacks you are
  441. Magic Resistance: How resistant to magical attacks you are
  442. ==========================================================================
  443. [3] Early Game Strategies
  444. ==========================================================================
  445. The Laning phase occupies approximately the first 15 minutes of every game
  446. on Summoners Rift. It is critical not to make many mistakes here, because
  447. they snowball into huge problems by the late game.
  448. _________________________
  449. [3.1] Lane Compilation
  450. Which champions go in which lane can have a huge impact on your entire
  451. game. Generally, you'll want someone capable to handle mid, due to its
  452. attrition like nature (I detail which champs are best for mid in the
  453. champion section). For the other two lanes, you'll usually want to have at
  454. least one ranged champ in each, be it a physical dps or a mage.
  455. If your team is running low on ranged champs, you can always substitute
  456. some in. Gangplank can make a suitable ranged because of his Parrrley
  457. ability. Chogath can also fill in, due to his ability to harass with his
  458. spikes.
  459. Sometimes though, you'll just get a bad team combo, or a team that won't
  460. listen to where they should go. If this happens, just sit by your tower
  461. and snipe minion kills when you get the chance. An easy way to do this is
  462. for the tower to hit melee minions twice, then you strike. For caster
  463. minions, strike them, have your turret hit them, then you hit them again
  464. for another kill. Doing this can allow you to stay competitive in the game.
  465. _________________________
  466. [3.2] Before the Minions
  467. In the minute and 30 seconds before minions spawn, there is quite a bit to
  468. accomplish. First you'll want to get your starting items, then you need to
  469. decide which lane to go in, and finally try and grab the brush before your
  470. enemy can.
  471. So which starting item should you get? Doran's items (shield, ring, and
  472. sword) are always good, especially with a health potion. If you are a
  473. ranged character, you could go with the Vampiric Scepter, but this isn't
  474. recommended if you are a melee. If you want speed quickly you could go for
  475. boots and a few health potions, but only try this if you have been playing
  476. for a while. Also, some champs have good starting items that don't build
  477. into their overall strategy. An example would be Master Yi getting a Meki
  478. Pendant for mana regen. Even if he didn't become an AP character later on,
  479. his Meditate and Alpha Strike skills are vital enough that extra mana is
  480. viable in the early game.
  481. Once you have your items, set out for your lane. If it is the middle lane,
  482. just get to your tower and sit there until your minions come. If you are
  483. top or bottom, you can rush into the brush and try to get a first blood by
  484. killing your enemies if they come into your side of the grass. Don't try
  485. too hard (AKA don't turret dive), and if you are injured even a little bit,
  486. you should go back and heal. Its better to start the laning phase at full
  487. health rather than get a few seconds of killing minions.
  488. _________________________
  489. [3.3] Top and Bottom
  490. The top lane and bottom lane play pretty much the say, due to the map
  491. being somewhat symmetrical. You start out by rushing to the brush that is
  492. in the corners of the map. If you arrive too late, however, don't bother
  493. going in. The enemy has probably already arrived and you trying to get
  494. into the grass is just a way to die quickly. If you can, get there before
  495. the enemy team can, and try to kill them before they can escape.
  496. When the minions come you should try a strategy called "last hitting".
  497. Since you only get gold for the finishing kill, it only makes sense to
  498. save your strikes for the last hit of a unit. This way you can control who
  499. you kill and hopefully get the maximum amount of gold.
  500. If you can, you should harass your enemies. Obviously some champs do this
  501. better than others, but you should still try to make them go back to heal.
  502. If you can do it a lot, you can prevent them from getting experience and
  503. gold, drastically increasing how long they have to farm.
  504. Every once in a while, or at the request of a team mate, you should gather
  505. with your allies and try to gank a lane for a few easy kills. To do this,
  506. have the people in the lane go back as far as they can to your turret,
  507. then have everyone else come out and attack them all at once. If you do it
  508. well, you'll get a kill and/or assist.
  509. The general rule of thumb if you are on the side lanes is that you should
  510. try to harass the enemy while getting kills of your own. How you perform
  511. now will have a significant impact on the rest of the game.
  512. _________________________
  513. [3.4] Middle Lane
  514. The middle lane plays much differently than the top and bottom. You start
  515. off by running to your tower, and usually just sitting there for a while
  516. until the minions come. Since there is no brush to fight over (at least
  517. for now), not many first bloods occur in the middle lane.
  518. Once the battle begins, you'll have to contend with many obstacles. For
  519. one, your enemy will always be trying to harass you. Recalling while in
  520. the middle lane isn't a good thing to do a lot, because your enemy can
  521. easily destroy your tower while you are away.
  522. You'll also have to deal with ganks. Hopefully your allies will call MIAs,
  523. but you always have to have an eagle eye on the minimap. If you see a
  524. champ missing from their lanes, and you're far away from one of your
  525. towers, you have a huge risk of being ganked, so back up a little and try
  526. to play it safe. The worst thing you could do is die because you were too
  527. aggressive. Also, some champs (Teemo for example) can place traps that
  528. give a line of sight into the grass, which helps to prevent surprise
  529. attacks. If you want, you could buy some sight wards to help you.
  530. While this is going on, you also need to be worried about getting the last
  531. hit on minion kills. If you can, you should also try to harass your
  532. opponent and try to make them recall. If you can do that, you will get a
  533. slight experience and gold advantage over them that can last through the
  534. entire game.
  535. Although you have to contend with lots of different aspects at the same
  536. time when you are mid, it does have its benefits. You will get gold and
  537. experience faster (as long as you don't go back and heal too often), and
  538. you can build your champion faster. You can also launch ganks on the two
  539. lanes beside you as long as your tower doesn't fall while you're doing it.
  540. _________________________
  541. [3.5] A Junglers Guide
  542. Jungling can be an entertaining way to start off the game if you prefer
  543. not to be put under the stress of the laning phase. Instead of going into
  544. a lane and helping an ally, you will go in between the lanes and kill the
  545. neutrals to gain gold and experience. The positive is that you won't have
  546. to try to last hit, because there aren't any minions/towers/team mates to
  547. worry about. One of your allies will gain experience and gold faster too,
  548. because you aren't there to steal it. The negative is that one of your
  549. lanes will be 2v1, and the turret and champ are incredibly vulnerable
  550. because of this. Some team compilations simply can't afford this (if your
  551. team is all melee, its not advised to jungle).
  552. To start out with, you'll need the right champion to jungle with. The
  553. four best (in my opinion) are Warwick, Amumu, Udyr, and Shaco. Others can
  554. try, but these four can simply do it more efficiently. As for summoners
  555. spells, Smite is a great option to help you kill most neutrals in 1 hit
  556. and take a large chunk out of the golem and lizard. The downside is that
  557. after the laning phase, Smite is less effective than other spells. Also, a
  558. Warwick with Smite almost always indicates a jungler, and your enemies may
  559. try to gank you even before the minions spawn. If you want, you could also
  560. bring along Heal or Clairvoyance to help you stay out in the field longer.
  561. Starting items for each character differs greatly, but at least a few
  562. health potions are advised. Warwick could just skip these and go right for
  563. the Vampiric Scepter, but this would be harder for the others.
  564. To start out, Warwick and Amumu should go to either the wolf/mini golem
  565. camp or to the wraith camp. Udyr can attempt to kill the big golem to get
  566. the buff. Shaco can pop as many Jack in the Box's as he can around the
  567. big Lizard to get the red buff. After level two, jungling becomes much
  568. easier as you can bounce around to any of the neutral camps. If you need
  569. mana, take down the golem. If you need more damage, take out the lizard.
  570. If you don't need either than go kill the mini golems/wolves/wraiths. When
  571. you get to level 5 (or higher), you can try to take on the dragon. Be sure
  572. to have good enough stats before you try it, and make sure to watch your
  573. MIAs. Rinse and repeat until you are around level 6.
  574. Once you get your ultimate, you should immediately try to gank the lane
  575. that your enemies have pushed in the furthest. About 50 percent of the
  576. time you'll be able to land a kill, and you can use this to try and take
  577. down a turret. You can also gank or help out another allied lane if they
  578. are having trouble, but getting kills before level 6 is much harder.
  579. Once you see that the laning phase is over, you should stop jungling and
  580. help out your teammates. Don't fall into the trap of "I'll just kill one
  581. more golem" and miss out on a team fight. It could just cost you the game.
  582. _________________________
  583. [3.6] The Transition
  584. One of the toughest concepts for new players to understand is when to make
  585. the transition from the laning phase into the team fight phase. It can be
  586. very tempting to keep on farming minions to gain gold and experience at a
  587. steady rate, but you are hurting your team and your chances of winning
  588. drop astronomically.
  589. There is no definite way to know when to make the transition. Generally, I
  590. have found that it is around level 6 or 7 on the side lanes and about 10
  591. or 11 in the middle lane. This can vary immensely, though, and factors in
  592. game will have a dramatic effect on it. If it is a fast paced game with
  593. ganks left and right, it can be several levels lower. If it is a slow game
  594. where there are few ambushes and people seem content to continue laning,
  595. than it can be several levels higher. In some rare instances, the laning
  596. phase can end when players reach the shockingly low levels of 2 or 3.
  597. What makes this tough for new players is that it varies so widely. You
  598. can't put a tag on it and simply say that "laning phase always ends at the
  599. 15 minute mark" or "when mid hits level 9". If you see the rest of your
  600. team grouping up, then it would be wise to join them. Some peoples
  601. strategies revolve around them farming all the time and not helping their
  602. team until the 45 minute mark or later. I strongly recommend against this
  603. as I have seen victory rate of teams who have one diehard farmer drop from
  604. 50 percent to around 20 percent.
  605. The bottom line is that help your team when the time arises, but gather
  606. gold and experience until then. As you play more and more games, you will
  607. be able to more easily recognize when the time comes. It is a skill that
  608. often goes unmentioned, but is actually fairly important.
  609. ==========================================================================
  610. [4] Late Game Strategies
  611. ==========================================================================
  612. After the laning phase comes a time of team fights, pushing, and ambushes.
  613. Although the initial parts of the game have all of these, they really only
  614. become widespread after the first 15 minutes or so.
  615. And as for the title, "Late Game Strategies" doesn't really refer to the
  616. latter half of the game, but refers more to everything after the laning
  617. phase. So if you find that your team just doesn't want to go by the rules
  618. and jumps into team fights right away, you might not use the beginning
  619. strategies at all.
  620. _________________________
  621. [4.1] Ganking
  622. A critical skill that you must be good at, ganking is when you (and your
  623. allies most likely) ambush an enemy or group of enemies. Even if you do
  624. have less of a capable team, the element of suprise should help you win.
  625. Brush is your friend when trying to gank. Hide in it until the enemy has
  626. pushed far into your territory, then pop out, lay down some crowd control
  627. (slows or stuns) and pick up a kill.
  628. If you can, you always want to fight at an advantage. Don't try to gank
  629. unless you have the numerical advantage or you know that you are so much
  630. better than they are that you can take on multiple foes. The element of
  631. suprise is pretty good in itself but don't rely on it to carry the day.
  632. When trying to gank try to cover all of the escape routes. Station one
  633. person in the side brush, one person coming up from the front, and one
  634. one from behind. If you have one, use a global ult to cover the quickest
  635. way back to their base. If the enemy has 3 routes to escape by with one
  636. being through brush where you have 2 allies, another being towards your
  637. base where you have another ally, and the final being back towards their
  638. base with Gangplank/Pantheon's ult to go through makes it almost
  639. impossible for them to get away. Pop a few slows/stuns on and triple or
  640. quadra kills can ensue.
  641. _________________________
  642. [4.2] Team Fighting
  643. The single biggest factor in deciding the outcome of a match is how well
  644. people can coordinate a team fight. A 7/4/4 Master Yi that jungles or
  645. lanes until the 35 minute mark may initially seem good, because he can run
  646. out and solo just about anyone. The reality is that he is probably the
  647. worst player on a team, because he has left his allies to fight 4 v 5 for
  648. thirty five mintues, he has cost the team many kills and assists.
  649. Even if you have a good enough team that you COULD legitimately get away
  650. with doing this, if you help your allies anyway, you will find that you
  651. can beat the enemy by an even larger margin.
  652. I really cannot stress the fact that you MUST support your team to be
  653. successful. Just because you end up with a positive K/D/A ratio doesn't
  654. mean that you did well. Also, when it is late in the game, don't abandon
  655. your team like I sometimes se my allies do. Stick with the group till
  656. death.
  657. Now as for how to actually conduct a proper fight. Focus the squishies is
  658. the one rule that resounds throughout every single fight you will ever
  659. participate in. Kill those who hurt the team the hardest. Protect your
  660. squishies at all times. If you see an assassin such as Poppy or Twisted
  661. Fate running through your allies to get to another champ, stop him if at
  662. all possible.
  663. You'll want to split the enemy if you can. Ashe is a lot less powerful if
  664. she has no allies around her to take the damage, and will fall quickly.
  665. Once she is out of the way, the enemy cannot do nearly as much damage, and
  666. you will eventually. A good way to proceed in team fights is with this
  667. checklist:
  668. 1 Never fight a battle without all of your allies unless there is a lone
  669. enemy or two that you know you can neutralize quickly.
  670. 2 Be wary of enemy reinforcements. Just because you see Soraka strolling
  671. about the forest unprotected, don't immediately jump on her. If you are
  672. in enemy lands, she could just be bait.
  673. 3 Commit to a battle only when you know your allies will jump in to help
  674. you. There is no worse feeling when you charge into the fray only to see
  675. the rest of your team flee. Ranged DPS and mages have an easier time
  676. here.
  677. 4 Coordinate your attacks with your allies to kill enemies in the
  678. following order:
  679. 1 Enemy squishy carry (ie Ashe, Master Yi, Tristana, Karthus)
  680. 2 Enemy squishy support (ie Soraka, Janna)
  681. 3 Enemy beefy carry (ie Jax, Sion)
  682. 4 Enemy beefy support (ie Taric)
  683. 5 Enemy Tank (ie Malaphite, Allistar, Amumu)
  684. 5A Flee if the battle isn't going well or
  685. 5B Chase down those who remain if you won.
  686. By following these steps you should be able to come out on top in the
  687. majority of team fights.
  688. _________________________
  689. [4.3] Exit Strategies
  690. But what if you don't win? What if you suddenly see what started out as a
  691. 2 v 1 fight in your favor suddenly turns into a 2 v 5? The answer is
  692. usualy simple: RUN.
  693. Many champions have abilities that can slow/stun you or immediately catch
  694. up to you. How do you prevent them from being able to use these? clever
  695. strategies and map awareness are the answer.
  696. There are three summoner spells that can help you in escape: Flash (being
  697. able to teleport
  698. If you can, it is easiest to just teleport behind a wall. This is easiest
  699. in the jungle where the walls are relatively thin. Some champs have
  700. abilites that can help them do this (like Shaco) but others will have to
  701. have the summoner spell Flash to do this.
  702. Brush is your friend when you are trying to escape. It can sometimes
  703. confuse your enemies for just long enough to escape through teleport. You
  704. can also go into the brush and stay in there until your enemy comes to
  705. investigate. When they do, stun/slow them and run out. I've used this
  706. strategy so many times because they always click further into the brush,
  707. allowing you to bolt right past them.
  708. _________________________
  709. [4.4] Warding and the Jungle
  710. Wards. Many people swear by them, and for good reason. They allow you to
  711. glimpse at what the enemy is doing, and where they are going. For just 90
  712. gold they can prevent a gank, possibly saving lives and several hundred
  713. gold. They also give you reassurance that the enemy isn't trying to take
  714. your team's Golem or Lizard.
  715. There are two major types of wards. Sight wards are your general purpose
  716. ones. They cost a mere 90 gold and last an entire three minutes (they were
  717. just nerfed in the 1.0.0.107 patch, before they lasted 4.5 minutes!).
  718. Place them around the map in key areas such as by the dragon and in
  719. between the lanes so you know if somebody is ganking. If you see a group
  720. of enemies near the dragon, be prepared with your allies to launch a gank,
  721. and if one of you has smite, to steal the dragon kill for your team.
  722. The other ward is the vision ward. The major difference between it and the
  723. sight ward is that it can see invisible units. This can be used if you
  724. have a Twitch in your lane and you want to keep tabs on him, or if you
  725. have an enemy Evelynn trying to gank you every two seconds. These can also
  726. be used if you think the enemy has placed their own ward down, allowing
  727. you to see and destroy it. This lasts 3 minutes and costs 150 gold.
  728. The final item that gives line of sight is Wriggles Lantern. Think of it
  729. as basically a sight ward that recharges every 3 minutes. If you are a
  730. very ward based person, than you might want to give this item a try.
  731. Some newer players may not understand why people would give up some of
  732. their precious gold for an item that simply dissapears after a few minutes.
  733. The fact is that dying one time gives about 450 gold to the enemy team
  734. (300 to the person that actually killed you and 150 total to any allies
  735. that helped). You have given the enemy the cost of about 5 wards just
  736. because you died once. It quickly becomes apparent that these items are
  737. far more valuable than the 90 gold you pay for them.
  738. This becomes even more pronounced once the late game roles around. Being
  739. able to spot out where the enemy is heading allows for efficient ganking
  740. and allows your team to get into position. Your carries won't accidentaly
  741. run straight into the enemy team, and your tank will be out front. This
  742. will prove a decisive factor in team fights again and again.
  743. Just keep in mind that wards are usefull in any game, no matter the
  744. circumstances.
  745. _________________________
  746. [4.5] Backdooring
  747. Backdooring is generally defined as a champion or champions attacking an
  748. enemy turret without the support of friendly minions. Because turrets do
  749. larger amounts of damage with every consecutive attack on a champ and take
  750. 50 percent less damage when the backdoorers minions are not around, it is
  751. very risky and can only be done towards the end of the game.
  752. Many people are divided about the usefulness of backdooring. Some say that
  753. the permanent destruction of a turret outweighs the risks and drawbacks.
  754. Others point out that it removes a champion from the team for a few
  755. minutes (or seconds if they really know what they are doing). This may not
  756. seem like a long time, but if a large team fight happens, that 4 v 5
  757. battle could be enough to turn the tide of the game. As for me, I take the
  758. side that it can be useful ***when under the right circumstances***.
  759. Champs with global teleportation ults or with the Teleport summoner spell
  760. work best for this. Start off by planting a few wards around the jungle
  761. and be ready to run if you see enemies coming. Too often players die
  762. because they are not paying attention or cannot see because of the fog of
  763. war and are swiftly ganked. Do not be one of these players.
  764. Next, make sure you have enough health and damage to take down the turret.
  765. Don't make EXECUTED pop up on everyone's screens because you miscalculated.
  766. You'll want to be at full health and have a huge damage output to do this,
  767. or have a few allies around to help.
  768. Finally, make sure your enemies are reasonably distracted. Still, be ready
  769. for especially if they have a global teleport. Doing all of these things
  770. should help you pull of a backdoor.
  771. _________________________
  772. [4.6] Timing
  773. One of the biggest failures of the lower ELO community is the simple
  774. inability to know when to do things. This is a crucial skill and easily
  775. decides games time and time again.
  776. Good timing is just generally knowing when to gank, when to farm, and when
  777. to group together for a team fight. If you are out trying to kill some
  778. minions while your team is grouping up and engage in a team fight, you are
  779. being just as destructive to your team as the person who has 3 kills and
  780. 14 deaths. Your presence could give your allies just the nudge they needed
  781. to win the fight, gaining many kills, gold, and experience as a result.
  782. You should focus on farming for about the first fifteen minutes of the
  783. game, unless you see your allies ganking or in need of a gank. Once one
  784. tower has been destroyed, go mid and help out your allies. You should
  785. stick with them until everyone disperses. Go out to the jungle and kill a
  786. few neutrals, but stay close enough to the majority of your team that you
  787. could help in a moments notice.
  788. Do not go for the baron nashor when all of your enemies are out and about.
  789. It is an easy place to gank, and many teams often leave wards to see if
  790. the opportunity presents itself. The best times to try and kill it are
  791. when you have recently killed most of your foes (at least three, hopefully
  792. four or five), or have just destroyed an inhibitor or two. Make sure they
  793. are pinned down killing super minions before you jump in, and don't
  794. hesitate to plop a few wards down.
  795. ==========================================================================
  796. [5] General Info
  797. ==========================================================================
  798. Tips here don't fall into a chronological order, and usually apply over
  799. the duration of the game.
  800. _________________________
  801. [5.1] The Map
  802. Currently, there are two(ish) maps which you can play matchmade games on
  803. (by the time you've read this, there will probably be more). For now, they
  804. are Summoner's Rift (SR) and Twisted Treeline (TT) (and maybe The Proving
  805. Grounds).
  806. Summoner's is the oldest map in LoL, and generally considered the "classic"
  807. way to play. There are two teams of 5 v 5, and the object is to destroy
  808. the enemy nexus. There are three lanes, and usually two people go on the
  809. sides and one goes through the middle. In each lane there are 3 towers,
  810. then the inhibitor. When the inhibitor is destroyed, super minions are
  811. created. After this, there are two more towers guarding the nexus.
  812. In the bottom left is the blue team. The top left side lies purple team.
  813. In each sides jungle, there are two camps of golems/wolves, a camp of
  814. a wraith and 3 lesser wraiths, a camp for the elder lizard and two smaller
  815. lizards, and a camp for the ancient golem and two smaller lizards. By the
  816. river in between the two bases, there is the dragon and the Baron Nashor.
  817. Because this map is the most popular, there are two versions of it. The
  818. classic summer version, and the winter version. Either one can appear
  819. randomly in matchmade games, and the only difference is their appearance.
  820. Brush, turrets, monsters, and minions are all still in the same place.
  821. The other map is the Twisted Treeline. The objective is the same as the
  822. Summoner's Rift, but it is on a smaller scale. This time there are two
  823. teams of 3 and only 2 turrets that separate your enemies and your
  824. inhibitors. Gold and experience accumulation is also slightly faster. Some
  825. people also state that tanky champions do better on this map. Decide for
  826. yourself if this is true or not.
  827. In this the two teams face off against each other in a horizontal style.
  828. In the jungle there are camps for wolves, a camp for a lizard, young
  829. lizard, and golem OR a wraith and three lesser wraiths, a camp for a rabid
  830. wolf and two giant wolves OR a ghast and two wraiths, a camp for Grez the
  831. Lizard Elder, and a camp for Ebonmaw, the Terror of Zaun.
  832. In this map the basic strategy is to have two people go in the bottom lane
  833. and have one go to the top. This allows the one on top to level quicker
  834. and be much more efficient at ganking. Beware though, because laning
  835. shouldn't last anywhere near as long as it does on Summoner's Rift.
  836. Finally, the thirdish map is The Proving Grounds. It is where the tutorial
  837. takes place, and isn't a map that can be played with anyone else (yet).
  838. There are some rumors, however, that Riot will eventually make this a 1v1
  839. map, but there is no evidence of this ever happening.
  840. _________________________
  841. [5.2] Is it a Gank?
  842. Knowing whether or not you are about to be ambushed or not is a critical
  843. skill if you want to be successful.
  844. In a perfect world your allies will plop down several wards amongst the
  845. jungle in key brush positions. Many times this won't happen however, and
  846. you'll have to use good judgement to stay alive.
  847. Always be glancing at your minimap. Taking a look to see that your enemies
  848. are coming for you takes only half a second, and can save your life many
  849. times. If you see that an enemy lane is unoccupied, and you have pressed
  850. up almost to the enemies tower, then a gank may be coming. In general, if
  851. you don't see most of your enemies on your minimap, look to see if you are
  852. in an exposed position. If you are trying to blow up their inhibitor alone,
  853. you are in a very bad position and should either kill it as quickly as you
  854. can (if you are trying to backdoor) or just run.
  855. If the enemy has any junglers you should be extra careful during the
  856. laning phase. They can appear at any time, and often will (if they are
  857. good players). Also, be very careful when there is an enemy with mobile
  858. stealth on their team (ie Twitch or Evelynn). A gank can appear at any
  859. time with these guys, so backdooring is not recommended. Also, be careful
  860. because 1v1 fights can quickly become 1v2. If you can afford it, vision
  861. wards or an oracle's elixir is highly recommended.
  862. _________________________
  863. [5.3] Being a Team Player
  864. Why does one team lose? AFKs appear top on the list, with teammates that
  865. intentionally feed following close behind. But what would make an evenly
  866. matched team who all TRIED to win but eventually lost? The answer is
  867. teamwork. You could have a slew of terrible champs on your team, and you
  868. could all be bad players in general. But if you have teamwork on your side,
  869. you can be almost impossible to beat.
  870. It starts off in the laning phase. If you are on one of the side lanes, it
  871. is your job to support your ally. If you see them constantly horassing one
  872. particular champ, harass that one too. There will probably come a time
  873. when the four of you get into a fight, and if your team mate is running
  874. away because they have low health, use some slow/stuns on your enemies. If
  875. you do end up attacking your enemies, focus whichever one your ally
  876. focuses (unless there is good reason not to).
  877. When the laning phase is over, team work becomes even more important. You
  878. really shouldn't ever miss a team fight unless you are dead. Many people
  879. will disagree with me here but from my experience it is far better to
  880. always help your allies and die a few times than go and farm minions for
  881. 30 minutes. Sure you will become powerful over time but your team will
  882. likely lose many more fights because you weren't there. When you finally
  883. do come around and start helping out, it will be too late as your enemies
  884. are too powerful.
  885. Also under this category is dealing with your team mates. Remember that it
  886. isn't your allies jobs to call out MIAs. It's your job to watch the
  887. minimap and make intelligent descisions. Don't get mad when you don't get
  888. an MIA and you end up dying because you didn't look at the minimap. It
  889. wasn't your allies fault.
  890. Don't rage at your team mates for doing stupid things either. Every once
  891. in a while we ALL make stupid mistakes (I've been killed by a wolf when I
  892. walked past it with low health and a Sunfire Cape on). If you see that
  893. someone on your team is being stupid constantly, don't rage at them. Try
  894. to offer constructive critisism (as hard as that may be). If they get mad
  895. at you, don't get mad back. One of the worst things you can do is rage at
  896. your team mates. I've seen it turn the tide of many games. At best you'll
  897. get someone who just mutes you if you rage, costing you team coordination
  898. later down the line. At worst you could get someone who reports you,
  899. quits, or intentionally feeds the enemy. There really is no reason to ever
  900. flame anyone. EVER!
  901. _________________________
  902. [5.4] Minions and Buildings
  903. As you are progressing through the game, you will encounter two types of
  904. characters. For one, there are the champs which I have gone in to great
  905. detail of how to combat them. The other type has been a bit neglected...
  906. until now. Minions, neutrals, and towers do their assigned task to the death.
  907. Indeed, a huge part of this game is based around manipulating these things
  908. to best suit your needs.
  909. First off we have the minions. They pop out of the nexus and suicidally
  910. charge the other team's base. You need to be able to last hit them to get
  911. the most amount of gold possible and therfore be successful. You also have
  912. to use them as meat shields to prevent taking damage during the laning
  913. phase.
  914. There are 4 types of minions. There are the caster minions who can do more
  915. damage but have less health and give less gold per kill. There are melee
  916. minions who deal less damage but have more health and give more gold.
  917. The siege minions spawn every third wave and are much stronger than the
  918. other two basic types of minions in both attack and defense. They also
  919. have a buff that makes them take 50 percent less damage from towers. This
  920. makes them an ideal wave to push and try to destroy an enemy tower with.
  921. Finally, there are the super minions. These guys only spawn when an
  922. inhibitor is destroyed. They are extremely powerful in both attacking
  923. power and health.
  924. Here is some in-depth info on the minions. All of this data was collected
  925. by me on Summoner's Rift (it may be different on Twisted Treeline)
  926. Melee Minion
  927. Health: 445(~3.3 added per wave)
  928. Damage: 12
  929. Armor: 0 (~.33 added per wave)
  930. Magic Resist: 0 (~.10 added per wave)
  931. Attack Speed: 1.25
  932. Movement Speed: 325
  933. Experience: 64 (~2 added every time your champion gains a level)
  934. Gold: 25
  935. Caster Minion
  936. Health: 280 (~2.5 added per wave)
  937. Mana: 150
  938. Damage: 25
  939. Armor: 0 (~.1 added per wave)
  940. Magic Resist: 0 (~0.33 added per wave)
  941. Attack Speed: 0.67
  942. Movement Speed: 325
  943. Experience: 32 (~2 added every time your champion gains a level)
  944. Gold: 18
  945. Siege Minion
  946. Health: 700 (~15 added per spawn)
  947. Damage: 40
  948. Armor: 17 (~1.5 added per spawn)
  949. Magic Resist: 2 (~1 added per spawn)
  950. Attack Speed: 1.00
  951. Movement Speed: 325
  952. Experience: 100 (~2.5 added every time your champion gains a level)
  953. Gold: Varies, around 32ish
  954. Extra Notes: Was tought to calculate because they only came every 3 waves
  955. Super Minion
  956. Health: 2300
  957. Damage: 190
  958. Armor: 30
  959. Magic Resist: 30
  960. Attack Speed: 0.694
  961. Movement Speed:325
  962. Extra Notes: 2 spawn in each lane if all of one teams inhibitors are down,
  963. very tought to calculate because I don't know if they gain stats as time
  964. goes on or if it's based on how many time the inhibitor is destroyed.
  965. The next thing we need to discuss are the buildings. Specifically, there
  966. are 3 different types. There are also 2 "buildings" that don't have health
  967. so can never be destroyed. I'll start out with those two first.
  968. The shop is simply where you go to the giant pig and buy your items and
  969. junk. Both teams have one and it can never be destroyed or used by the
  970. enemy team. The other "building" is the spawning fountain. This is where
  971. you start the game and if you stand here, you will quickly regain health
  972. and mana. Whenever you recall (via the B button or by clicking it manually)
  973. you will return here. This is also where you respawn if you die.
  974. Now on to the 3 others. The nexus is easiest to describe. It is where your
  975. minions spawn and is your most heavily defended structure. It can only be
  976. damaged if both of the defending turrets have been destroyed, and at least
  977. one of the inhibitors is knocked out of commission. If your's is destroyed,
  978. you lose the game. Note that it will slowly regenerate health if it is
  979. damaged.
  980. Inhibitors are the next topic. These are the little flower shaped
  981. buildings that each team has. They will regenerate health if damaged, but
  982. once they are destroyed, they will have to wait 5 minutes to respawn at
  983. full health. Once knocked out of commission, the other team will begin
  984. spawning one super minion with every creep wave, or two if all three enemy
  985. inhibitors are down (presumably to end the game).
  986. Finally, the turrets. Also named towers (to prevent confusion from
  987. Heimerdinger's turrets), these structures act as roadblocks to your
  988. enemies advance. As you try to destroy them, each layer becomes more and
  989. more difficult. Each time you destroy one, your entire team is granted
  990. experience and 100 gold. Any buildings behind the turret cannot be harmed
  991. until the tower is destroyed. For example, you cannot destroy the
  992. inhibitor without destroying the inhibitor turret. You cannot destroy the
  993. nexus without destroying both nexus turrets, and so on.
  994. On Summoner's Rift, there are 4 layers of turrets. The Outer Turret,
  995. guarding the furthest reach of your lane; the Inner Turret, guarding right
  996. before the steps to your base; the Inhibitor Turret, guarding your
  997. inhibitor; and the Nexus Turret, guarding (you guessed it!) the nexus. On
  998. the Twisted Treeline, there are only 3 layers.
  999. Every turret and minion in the game follows some rules about how to pick a
  1000. target. Every few seconds, they scan the area around them for something to
  1001. attack. Every time something is attacked it gives off a "call for help".
  1002. Minions and turrets prioritize targets in this order:
  1003. 1 An enemy champion designated by a call for help from an allied champion.
  1004. 2 An enemy minion designated by a call for help from an allied champion.
  1005. 3 An enemy minion designated by a call for help from an allied minion.
  1006. 4 An enemy turret designated by a call for help from an allied minion.
  1007. 5 An enemy champion designated by a call for help from an allied minion.
  1008. 6 The closest enemy minion.
  1009. 7 The closest enemy champion.
  1010. As you can see, AI controlled things won't automatically attack you. If
  1011. you start to attack an allied champion, however, everything will start
  1012. swarming over you, so be ready to take it. Towers will NOT attack you if
  1013. there are some of your allied minions around and you attack either the
  1014. enemy minions or the turret itself, but enemy towers WILL ALWAYS attempt
  1015. to attack you if you hit an enemy champion. Champions stay close to the
  1016. turret to try to stay alive while the tower attacks an enemy, it is known
  1017. as "hugging" the turret. When someone tries to attack the enemy champ
  1018. while in range of the turret, they are said to be "tower diving". There
  1019. are some special things about this strategy.
  1020. Generally, only do it if the enemy is very low health (1-3 hits from
  1021. death). Each successive attack that a turret lands on you will make its
  1022. next attack increase in damage. With this being true, going along with an
  1023. ally can be helpful because you can "juggle" the tower to make sure only
  1024. the minimum damage is inflicted. Simply take turns shooting the enemy, and
  1025. the turret will keep bouncing back and forth between the two of you,
  1026. negating the attack damage bonus. And before attempting any of this, make
  1027. sure you have some sort of get away mechanism (flash is the best).
  1028. As a final note, almost the only way to damage turrets is with auto attack
  1029. (mages have a percentage of their AP added to their attack). A very select
  1030. set of spells can damage turrets (Rammus' ultimate and Nasus' Siphoning
  1031. Strike are ones that come to me right off the bat). Janna's shield can
  1032. help to protect turrets but the only way (as of right now) to heal turrets
  1033. is to have Heimerdinger close by (by using his passive). I have also heard
  1034. of some aura items affecting turrets, but haven't found any yet.
  1035. I should also include the fact that there is one turret behind the
  1036. spawning fountain that does ridiculous damage in a short amount of time,
  1037. so don't try and dive into an enemies respawn area.
  1038. _________________________
  1039. [5.5] Neutrals
  1040. These are the monsters that appear in the jungles of Summoner's Rift and
  1041. the Twisted Treeline. They will all grant the champion who does the
  1042. killing blow some gold and experience. I have alphabetized a list so you
  1043. can see what is what. I haven't taken a huge amount of time on these guys,
  1044. so there is only some basic info.
  1045. Ancient Golem
  1046. Appears on: Summoner's Rift
  1047. Health: 1450 (+175 per minute)
  1048. Damage: 110
  1049. Armor: 24
  1050. Magic Resist: -34
  1051. Attack Speed: 0.613
  1052. Movement Speed: 200
  1053. First Spawn: 1:55
  1054. Respawn: 5:00
  1055. Gold: 60
  1056. Experience: 220
  1057. Buff: Crest of the Ancient Golem (lasts for 150 seconds,
  1058. transferred to any champ that slays an enemy with this,
  1059. causing the timer to restart).
  1060. This unit regens 1.5% mana (or energy) per second and has
  1061. 24.00% cooldown reduction on their abilities. If slain, this
  1062. buff transfers to the killer.
  1063. Additional Notes: This guy holds a very coveted buff that allows almost
  1064. any champ to spam their abilities as much as the like
  1065. without having to worry about mana. Some characters can kill
  1066. this at level one, allowing them to horass more or jungle
  1067. easier. Also, this creep has negative magic resistance,
  1068. making him more vulnerable to spells.
  1069. Baron Nashor
  1070. Description: This is a very powerful hostile monster, approach with
  1071. caution! Killing this monster will yield great monetary and
  1072. magical rewards to the team, but it should not be confronted
  1073. alone.
  1074. Appears on: Summoner's Rift
  1075. Health: 8852 (+125 per minute)
  1076. Damage: 550
  1077. Armor: 120
  1078. Magic Resist: 35
  1079. Attack Speed: 0.208
  1080. Movement Speed: immobile
  1081. First Spawn: 15:00
  1082. Respawn: 7:00
  1083. Gold: 250 (global)
  1084. Experience: 900 (global)
  1085. Buff: Exalted with Baron Nashor (lasts 8 minutes, is removed if
  1086. the champ dies)
  1087. This unit's health and mana are regenerating and he enjoys
  1088. increased attack damage and ability power.
  1089. In other words, +40 AP, +40 Attack Damage, +3% to heatlh
  1090. regenerationg, +1% to mana regeneration
  1091. Additional Notes: The most powerful neutral that grants a buff that can
  1092. turn the tide of the game. Be careful when you confront it
  1093. because you'll soon find that your enemy likes to put a ward
  1094. nearby and many team fights will erupt. I have killed this
  1095. solo as Jax and Warwick, but I'm sure others can do it too.
  1096. Dragon
  1097. Appears on: Summoner's Rift
  1098. Health: 3910
  1099. Damage: 190
  1100. Armor: 21
  1101. Magic Resist: 0
  1102. Attack Speed: 0.658
  1103. Movement Speed: 330
  1104. First Spawn: 2:30
  1105. Respawn: 5:00
  1106. Gold: 25 (130 global)
  1107. Experience: 200 (global)
  1108. Additional Notes: Try to kill this whenever you can because the added gold
  1109. and experience really can add up over the course of a game.
  1110. Giant Wolf
  1111. Description: A monster that has a high chance to score a critical hit.
  1112. Appears on: Summoner's Rift, Twisted Treeline
  1113. Health: 550
  1114. Damage: 26
  1115. Armor: 9
  1116. Magic Resist: -20
  1117. Attack Speed: 0.679
  1118. Movement Speed: 510
  1119. Gold: 25
  1120. Experience: 90
  1121. Additional Notes: These guys can't do much to harm you, but do remember
  1122. that they will attack if you have a sunfire cape on.
  1123. Golem
  1124. Appears on: Summoner's Rift, Twisted Treeline
  1125. Health: 800
  1126. Damage: 65
  1127. Armor: 12
  1128. Magic Resist: -20
  1129. Attack Speed: 0.613
  1130. Movement Speed: 200
  1131. Gold: 30
  1132. Experience 140
  1133. Additional Notes: Two of these can replace the wolf camp from time to time.
  1134. Lesser Wraith
  1135. Appears on: Summoner's Rift, Twisted Treeline
  1136. Health: 220
  1137. Damage: 35
  1138. Armor: 30
  1139. Magic Resist: 0
  1140. Attack Speed: 0.638
  1141. Movement Speed: 330
  1142. Gold: 12
  1143. Experience: 20
  1144. Additional Notes: Three of these appear along with a wraith in the camp.
  1145. Lizard Elder
  1146. Appears on: Summoner's Rift
  1147. Health: 1625
  1148. Damage: 35
  1149. Armor: 24
  1150. Magic Resist: -30
  1151. Attack Speed: 0.625
  1152. Movement Speed: 330
  1153. First Spawn: 1:55
  1154. Respawn: 5:00
  1155. Gold: 60
  1156. Experience: 200
  1157. Buff: Blessing of the Lizard Elder (lasts for 150 seconds,
  1158. transferred to any champ that slays an enemy with this,
  1159. causing the timer to restart).
  1160. This unit's physical attacks slow the target's movement
  1161. speed and deal damage based on their level. If the buff
  1162. holder is slain, this buff is transferred to their killer.
  1163. Additional Notes: This guy holds a buff that is great for DPS because it
  1164. makes your physical attacks not only slow but deal damage
  1165. over time.
  1166. Wolf
  1167. Appears on: Summoner's Rift, Twisted Treeline
  1168. Health: 400
  1169. Armor: 6
  1170. Magic Resist: 0
  1171. Attack Speed: 0.679
  1172. Movement Speed: 510
  1173. Gold: 16
  1174. Experience: 50
  1175. Additional Notes: The largest of the three wolves that appears at the
  1176. camps in Summoner's Rift.
  1177. Wraith
  1178. Appears on: Summoner's Rift, Twisted Treeline
  1179. Health: 350
  1180. Armor: 35
  1181. Magic Resist: 0
  1182. Attack Speed: 0.638
  1183. Movement Speed: 330
  1184. Gold: 35
  1185. Experience: 120
  1186. Additional Notes: The largest of the four wraiths that appears at the
  1187. camps in Summoner's Rift.
  1188. Young Lizard
  1189. Appears on: Summoner's Rift, Twisted Treeline
  1190. Health: 350
  1191. Armor: 8
  1192. Magic Resist: 0
  1193. Attack Speed: 0.679
  1194. Movement Speed: 330
  1195. Gold: 10
  1196. Experience: 30
  1197. Additional Notes: Two of these come along with the Ancient Golem and
  1198. Lizard Elder camps in Summoner's Rift.
  1199. _________________________
  1200. [5.6] Items
  1201. Items are what makes up your "build". They greatly affect what and how
  1202. much your character will do in the game. They are bought from the hooded
  1203. pig just outside your respawn area (called the "fountain").
  1204. Because they have recently changed around the item menu, I will be listing
  1205. the items in alphabetical order, instead of the order they appear in the
  1206. menu. I'll also list my opinion on the item, from what I've seen in game.
  1207. You'll need to know some info on items before you go buying them. First
  1208. off, if you see UNIQUE passive or UNIQUE active, it means that the passive
  1209. or active doesn't stack if you get two of the same item. For instance, if
  1210. you buy 2 Madred's Bloodrazor, you'll only do 4% of their max health on
  1211. strike instead of 8%, but you still stack the other effects. So with one
  1212. Bloodrazor you'd get +35 AD, +40% attack speed, +30 armor, and deal 4% of
  1213. the targets max health on strike. With two of them, you'd get +70 AD, +80%
  1214. attack speed, +60 armor, and deal 4% of the targets max health on strike.
  1215. If you see an item with a passive that doesn't have UNIQUE, then you can
  1216. buy two of them and they will stack (for example, the Rod of Ages).
  1217. Secondly, we have boots. Enhanced movement 1 will give you +50 move speed,
  1218. enhanced movement 2 will give you +70 move speed, enhanced movement speed
  1219. 3 will give you +90 movespeed, and so on. Having more than one pair of
  1220. boots does NOT stack, so having Ninja Tabi and the Boots of Swiftness will
  1221. not give you enhanced movement speed +5, but you'll still get the effects
  1222. of both, which will grant you +25 armor and 12% dodge. The game
  1223. automatically applies the movespeed from the boots that best benefits you.
  1224. Say for example you have Boots of Mobility and Boots of Swiftness. Since
  1225. Boots of Mobility gives you +5 move speed when you are out of combat, the
  1226. game will apply that when you aren't being attacked. As soon as you are
  1227. hit, however, they go down to +2 move speed. BUT because you have Boots of
  1228. Swiftness, the game will now give you their move speed, because it is +3.
  1229. As soon as you go out of combat for a while, the Boots of Swiftness revert
  1230. back to +5, so the game then has you use them again.
  1231. But we're not done. Some items like Phantom Dancer give you a percentage
  1232. added to your base movement speed. Percentages DO stack with each other,
  1233. so a Phantom Dancer's +15% move speed would stack with Zeal's +8% to give
  1234. you a grand total of +23%. You apply this to your base move speed before
  1235. applying the direct bonus of boots.
  1236. But there's more to come in the puzzling calculation. You get diminishing
  1237. returns with your total movement speed. Anything over 415 is reduced by
  1238. 20% and anything over 490 is reduced by 50%. You can add all of this up to
  1239. get your grand total.
  1240. Third, we have armor. It's equation is "damage reduction = total armor /
  1241. (100 + total armor)" For instance a champ with 76 armor would have about
  1242. 43% reduced damage from attacks. But now we need to throw in armor
  1243. penetration. Armor pen 30 would knock off 30 points of armor, so our champ
  1244. with 76 armor would actually have 46 when hit, so damage would be reduced
  1245. by about 32%. But this is still too simple. True damage is a tricky one.
  1246. 800 true damage is supposed to knock through all armor and whatnot to do
  1247. exactly 800 damage, but it doesn't. It goes through all armor and magic
  1248. penetration in the game, but not OUTSIDE of the game, which is your
  1249. masteries and runes. If you have a little bit of magic resist in your
  1250. runes, then this 800 would be reduced.
  1251. So magic resist is calculated in the same way as armor, but magic
  1252. penetration can be a bit different. Some items like Void Staff give you a
  1253. percentage magic penetration, as well as there being the normal magic
  1254. penetration. The percentages do stack, but do so at a reduced rate, so a
  1255. Void Staff which gives 40% penetration and Archaic Knowledge (a mastery)
  1256. that gives +15%, the total comes out to be 49% instead of 55%. The flat
  1257. penetration is applied to the enemies magic resist before percentages so
  1258. a champ with 40 flat penetration and 40 percent penetration using a spell
  1259. against an enemy with 100 magic resist, the enemy would be treated as if
  1260. they had 36 magic resist.
  1261. Moving on to attack speed, to find your total you can simply use the
  1262. equation "attack speed = base speed + (base speed * bonus speed from items/
  1263. masteries/runes/etc.) + (level * attack speed gained per level)". For
  1264. instance a level 4 Twitch (who has a base attack speed of 0.68 and gains
  1265. 3.2% per level) with a dagger (+15%) and no other runes/masteries/etc.
  1266. increasing attack speed, the equation would be "attack speed = 0.68 +
  1267. (0.68 * 0.15) + (4 * 0.032) to come out with a grand total of 0.91 attacks
  1268. a second. Note that attack speed caps at 2.5 attacks per second.
  1269. Cooldown reduction is peculiar. It is unique among the same item, but not
  1270. among different items. For instance if you have 2 Deathfire Grasp (+15%),
  1271. you'll only get a total of +15%. However if you have a Deathfire Grasp
  1272. (+15%) and a Fiendish Codex (+10%), you'll get a grand total of +25%.
  1273. Cooldown reduction caps at 40%.
  1274. Dodge is how likely you are to avoid a physical attack from your enemy.
  1275. You can have 2 of the same item that gives dodge chance (or two different
  1276. items) and you'll still receive dodge chance from both of them, but with
  1277. each point you get, the less each point counts for.
  1278. Spell vamp and lifesteal each convert a percentage of damage done to the
  1279. enemy into health for you. Spell vamp is for magic damage, while lifesteal
  1280. is for physical damage. The percentage is applied after magic resistance/
  1281. armor.
  1282. Now that we have all of that useless knowledge with us, we can look at the
  1283. items themselves.
  1284. [5.6.1] Consumables
  1285. These items are used once, then they disappear from your inventory forever.
  1286. Item Price Stats
  1287. Elixir of Agility 250 Grants +12-22% Attack Speed, based on champion
  1288. level, and 8% Critical Strike for 4 minutes.
  1289. -This can be great if your build relies on critical strike, because it
  1290. gives this and attack speed. You should usually save this for the latter
  1291. phases of the game when your build is more complete to get its full
  1292. benefits. It can also be used if you are losing the game, because its stat
  1293. to gold ratio is excellent, even if it only lasts for 4 minutes
  1294. Elixir of Brilliance 250 Grants +20-40 ability power, based on champion
  1295. level, and reduces cooldowns by 10% for 4
  1296. minutes.
  1297. -If you are a caster, this item is great at any point in the game.
  1298. Elixir of Fortitude 250 +140-235 health and 10 attack damage, based
  1299. on champion level, for 4 minutes
  1300. -This item can be switched out for your starting item, because it can be
  1301. used like heal in the early game, instantly restoring health to you in a
  1302. situation where you would otherwise die. It also gives massive attack and
  1303. health benefits to anyone who uses it in the laning phase, which can help
  1304. them gank others. But despite all of its uses, remember that it only
  1305. lasts for 4 minutes, then it is gone forever.
  1306. Health Potion 35 Restores 200 health over 20 seconds
  1307. -Mostly used at the start of the game to sustain a champions health, this
  1308. is almost ubiquitous during the laning phase.
  1309. Mana Potion 40 Restores 100 mana over 20 seconds
  1310. -Again, the mana potion is mostly used in the early game to help champs
  1311. who run low on mana
  1312. Oracle's Elixir 400 Stealth detection to champion until death
  1313. -This is great if you are facing off against Twitch, Evelynn, Shaco, Teemo,
  1314. or if the enemy is spamming sight wards. Be careful, though, because when
  1315. a stealthy character sees you with this, they will hunt you to the end of
  1316. the earth.
  1317. Sight Ward 75 Places an invisible ward with 1100 range.
  1318. Lasts 3 minutes, max: 3 stacks.
  1319. -This is a truly great item. It only costs 90 gold, and can prevent you
  1320. from being ganked time and time again. Place these in between the middle
  1321. lane and your side lane to prevent any surprises from your enemies, and
  1322. place them throughout the jungle when the laning phase ends, so you know
  1323. what your enemy is doing.
  1324. Vision Ward 125 Places an invisible ward with 1000 range
  1325. magical sight (can see invisible units), lasts
  1326. 3 minutes, max: 3 stacks.
  1327. -These are like Sight Wards, but use these when you are going up against
  1328. champs that can go invisible.
  1329. [5.6.2] Basic Items
  1330. These items are used to build into other items, and are the start of the
  1331. "recipe".
  1332. Item Price Stats Builds
  1333. Amplifying Tome 435 +20 Ability Power Fiendish Codex, Kage's
  1334. Lucky Pick, Mejai's
  1335. Soulstealer, Rylai's
  1336. Crystal Scepter, Sheen,
  1337. Haunting Guise, Hextech
  1338. Revolver, Void Staff, Will
  1339. of the Ancients
  1340. -A possible starting item that builds into many more useful items.
  1341. B. F. Sword 1850 +50 Attack Damage Infinity Edge, The Black
  1342. Cleaver, The Bloodthirster
  1343. -The most expensive basic item, this gives a whopping +50 AD and builds
  1344. into other high AD items. Great if you are a physical DPS.
  1345. Blasting Wand 860 +40 Ability Power Abyssal Scepter,
  1346. Archangel's Staff,
  1347. Guinsoo's Rageblade, Lich
  1348. Bane, Rod of Ages, Rylai's
  1349. Crystal Scepter, Zhonya's
  1350. Ring, Void Staff
  1351. -Pretty much the same as the Amplifying Tome, but doubled.
  1352. Boots of Speed 350 Enhanced Movement +1 Berserker's Greaves, Boots
  1353. of Mobility, Boots of
  1354. Swiftness, Mercury's
  1355. Treads, Ninja Tabi,
  1356. Sorcerer's Shoes
  1357. -The default boot that builds every other one. You could try to have this
  1358. as your starting item along with a few potions.
  1359. Brawler's Gloves 400 +8% Critical Strike Avarice Blade,
  1360. Executioner's Calling,
  1361. Zeal
  1362. -Some champs relying on critical chance (Gangplank, Tryndamere) can try
  1363. having this as their starting item.
  1364. Chain Vest 700 +40 Armor Atma's Impaler, Frozen
  1365. Heart, Guardian Angel,
  1366. Sunfire Cape, Thornmail,
  1367. Warden's Mail
  1368. -This is a step on to building some of the best tanky items such as
  1369. Guardian Angel, Sunfire Cape, and Thornmail.
  1370. Cloak of Agility 880 +18% Critical Strike Atma's Impaler, Infinity
  1371. Edge, Phantom Dancer
  1372. -Known for building the Infinity Edge and the Phantom Dancer.
  1373. Cloth Armor 300 +18 Armor Aegis of the Legion,
  1374. Frozen Heart, Guardian
  1375. Angel, Heart of Gold,
  1376. Madred's Razors, Ninja
  1377. Tabi, Thornmail
  1378. -This combined with 5 Health Potions makes up the basis of most jungler
  1379. builds, as it can build into Madred's Razors.
  1380. Dagger 420 +15% Attack Speed Berserker's Greaves,
  1381. Malady, Phantom Dancer,
  1382. Stinger, Zeal, Sword of
  1383. the Divine
  1384. -Some physical DPS could try this as a starting item with potions.
  1385. Doran's Blade 475 +100 Health,
  1386. +9 Damage,
  1387. +3% Life Steal
  1388. -Doran's items are a good way to start out the game, as they offer a nice
  1389. damage boost for last hitting minions. Even with the 100 health, you'll
  1390. still be vulnerable to harassment, however.
  1391. Doran's Ring 475 +100 Health,
  1392. +5 Mana Regen/5 sec
  1393. +15 Ability Power
  1394. -The Doran's item for casters
  1395. Doran's Shield 475 +120 Health
  1396. +10 Armor
  1397. +8 Health Regen/5 sec
  1398. -Doran's item for tanks, but it can be used for DPS as well
  1399. Faerie Charm 180 +3 Mana Regen/5 sec Mana Manipulator, Tear of
  1400. the Goddess, Tiamat
  1401. -The cheapest non-consumable item in the game, this can still be valuable
  1402. to casters
  1403. Giants Belt 1100 +430 Health Frozen Mallet, Rylai's
  1404. Crystal Scepter, Soul
  1405. Shroud, Sunfire Cape
  1406. Warmog's Armor
  1407. -Adds a hefty amount of health to any champion.
  1408. Long Sword 415 +10 Attack Damage Last Whisper, Madred's
  1409. Razors, Phage, Tiamat,
  1410. The Black Cleaver, The
  1411. Brutalizer
  1412. -Could be used as a starting item, and is also used to build many higher
  1413. level AD weapons.
  1414. Meki Pendant 390 +7 Mana Regen/5 Sec Chalice of Harmony,
  1415. Fiendish Codex,
  1416. Philosopher's Stone
  1417. -If your champ runs low on mana early-game, this is where you should turn.
  1418. Some mana potions can also be included.
  1419. Needlessly Large Rod 1600 +80 Ability Power Zhonya's Ring
  1420. -Adds a huge amount of AP and always builds into the mighty Zhonya's
  1421. Negatron Cloak 740 +48 Magic Resistance Abyssal Scepter,
  1422. Banshee's Veil, Force of
  1423. Nature, Quicksilver Sash
  1424. -Usually bought on the way to higher level items.
  1425. Null Magic Mantle 400 +24 Magic Resistance Aegis of the Legion,
  1426. Chalice of Harmony,
  1427. Guardian Angel, Mercury's
  1428. Treads, Spirit Visage,
  1429. Wit's End, Lich Bane
  1430. -Again, usually bought on the way to higher tier items.
  1431. Pickaxe 975 +25 Attack Damage Bilgewater Cutlass,
  1432. Guinsoo's Rageblade,
  1433. Infinity Edge, Madred's
  1434. Bloodrazor, Tiamat
  1435. -Critical for a number of higher tier items.
  1436. Recurve Bow 1075 +40% Attack Speed Last Whisper, Madred's
  1437. Bloodrazor, Sword of the
  1438. Divine, Stark's Fervor,
  1439. Wit's End
  1440. -A very powerful item that will drastically increase your attack speed.
  1441. Regrowth Pendant 475 +15 Health Regen/5 sec Philosopher's Stone,
  1442. Force of Nature, Warmog's
  1443. Armor
  1444. -A very popular starting item, this will allow you to endure all but the
  1445. most dedicated harassers. You won't be able to buy any health potions at
  1446. the start of the match, though.
  1447. Rejuvenation Bead 250 +8 Health Regen/5 sec Emblem of Valour, Spirit
  1448. Visage, Tiamat, Warden's
  1449. Mail
  1450. -If you want health regen AND some health potions, you could take this
  1451. instead of a Regrowth Pendant. Alternatively, you could take the Faerie
  1452. Charm as well if you need mana.
  1453. Ruby Crystal 475 +180 Health Aegis of the Legion,
  1454. Catalyst the Protector,
  1455. Haunting Guise, Heart of
  1456. Gold, Leviathan, Phage,
  1457. Warmog's Armor
  1458. -Dedicated tanks can take this as their first item.
  1459. Sapphire Crystal 400 200 Mana Sheen, Tear of the
  1460. Goddess, Catalyst the
  1461. Protector, Glacial Shroud
  1462. -If your champion needs a large amount of mana at the start of the game
  1463. (for example: Veigar, Signed), you can get this to start out with.
  1464. Vampiric Scepter 450 +12% Life Steal Bilgewater Cutlass, Emblem
  1465. of Valour, Executioner's
  1466. Calling, Malady, The
  1467. Bloodthirster, Wriggle's
  1468. Lantern
  1469. -The start of every other lifesteal item, although it is possible to buy
  1470. this from the start, you may want to consider other options first.
  1471. [5.6.3] Advanced Items
  1472. An advanced item is one that can be built out of some arrangement of basic
  1473. items. Most of them have some sort of passive or active (you have to click
  1474. on the item to use an active). Some of them can go on to build legendary
  1475. items, which provide even better stats.
  1476. Item Price Stats Ability Builds Recipe
  1477. Abyssal Scepter 2650 +70 Ability UNIQUE Aura - Blasting
  1478. Power, +60 Reduces the Wand,
  1479. Magic Magic Negatron
  1480. Resistance Resistance of Cloak
  1481. nearby enemy
  1482. champions by
  1483. 20
  1484. -Because it grants ability power and magic resistance, it is exceptional
  1485. on any mage-tank hybrid, especially against a team of casters.
  1486. Aegis of the Legion 1925 +270 Health, UNIQUE Aura - Ruby
  1487. +18 Armor, +12 Armor, +24 Crystal,
  1488. +24 Magic Magic Resist, Null-Magic
  1489. Resistance +8 Attack Mantle,
  1490. Damage to Cloth Armor
  1491. nearby allied
  1492. units
  1493. -This is essential to any support champ that wants to help their team
  1494. survive, like Soraka.
  1495. Atma's Impaler 2405 +50 Armor, UNIQUE Passive - Cloak of
  1496. +18% Your physical Agility,
  1497. Critical damage is Chain Vest
  1498. Strike increased by
  1499. 2% of your
  1500. maximum health
  1501. -High health champs get the most benefit out of this, and if you see your
  1502. enemies not focusing you when you are a tank, you could take this to make
  1503. yourself more threatening.
  1504. Avarice Blade 750 +12% Gain an Youmuu's Brawler's
  1505. Critical additional 5 Ghostblade Gloves
  1506. Strike gold every 10
  1507. seconds
  1508. -Many people like these kinds of items because of the extra gold they give.
  1509. Generally speaking, you should only have 1-2 of these max, because
  1510. anything else would be a waste (because you have to sell them back to get
  1511. slots available for better items). This pays for itself every 25 minutes.
  1512. Berserker's Greaves 920 +25% Attack UNIQUE - Enhanced Dagger,
  1513. Speed movement 2 Boots of
  1514. Speed
  1515. -These boots are best on physical DPS because of the attack speed they
  1516. bring.
  1517. Bilgewater Cutlass 1900 +35 Attack UNIQUE Active- Hextech Pickaxe,
  1518. Damage, +15% Deals 200 magic Gunblade Vampiric
  1519. Life Steal damage and slows Scepter
  1520. the target
  1521. champion for 2
  1522. seconds (400
  1523. range). 60
  1524. second cooldown
  1525. -This is usually just an item that AP/AD hybrids buy when going for the
  1526. Hextech Gunblade.
  1527. Boots of Mobility 1000 UNIQUE - Boots of
  1528. Enhanced Speed
  1529. movement 2.
  1530. When out of
  1531. combat for 5
  1532. seconds the
  1533. effect of these
  1534. boots is
  1535. increased to
  1536. enhanced
  1537. movement 5
  1538. -Great if you need to gank a lot or you have a very slow character. Watch
  1539. out though, because once you are attacked, your movespeed will drop
  1540. dramatically.
  1541. Boots of Swiftness 1000 UNIQUE - Boots of
  1542. Enhaced Speed
  1543. movement 3
  1544. -If you have a slow champ (310 movespeed or less), then these are a must
  1545. to escape deadly situations.
  1546. Catalyst the 1325 +290 Health, Restores 300 Banshee's Ruby
  1547. Protector +325 Mana Health and 250 Veil, Crystal,
  1548. mana upon Innervating Sapphire
  1549. leveling up Locket, Rod Crystal
  1550. of Ages
  1551. -If you see one of these early on in the game, it almost always means that
  1552. the champ will get a Rod of Ages.
  1553. Chalice of Harmony 890 +30 Magic UNIQUE Passive - Meki
  1554. Resistance, Increases your Pendant,
  1555. +7.5 Mana Mana Regen by Null-Magic
  1556. Regen/5 1% per 1% you Mantle
  1557. sec are missing
  1558. -For a low price, this item has a great unique ability. When you are
  1559. completely out of mana, your mana regen is doubled. This helps champs
  1560. that need some mana but aren't going AP (Master Yi, for example).
  1561. Emblem of Valour 800 +17% Life UNIQUE Aura - Stark's Vampiric
  1562. Steal Nearby allied Fervor Scepter,
  1563. champions gain Rejuvenation
  1564. 10 Health Bead
  1565. Regen 5/sec
  1566. -This is great for laning and is still effective during the latter parts
  1567. of the game, when you have bought Starks Fervor, of course.
  1568. Executioner's 1600 +18% UNIQUE Passive - Brawler's
  1569. Calling Life Steal, On hit, you Gloves,
  1570. +15% cause 4 damage Vampiric
  1571. Critical per second for Scepter
  1572. Strike 8 seconds.
  1573. UNIQUE Active -
  1574. Attacks inflict
  1575. enemy with
  1576. Grievious Wounds,
  1577. causing 50%
  1578. reduced healing
  1579. for 8 seconds.
  1580. 20 second
  1581. cooldown.
  1582. -If you need critical strike and lifesteal (Tryndamere perhaps), than this
  1583. item is for you.
  1584. Fiendish Codex 1245 +30 Ability UNIQUE Passive- Deathfire Meki
  1585. Power, +7 10% cooldown Grasp, Pendant,
  1586. Mana Regen/5 reduction Nashor's Amplifying
  1587. sec Tooth Tome
  1588. -A good item to get the first time you go back to the shop because it
  1589. grants additional ability power as well as mana regen AND builds into two
  1590. good items.
  1591. Force of Nature 2690 +76 Magic UNIQUE Passive- Regrowth
  1592. Resistance, Restores 0.35% Pendant,
  1593. +40 HP of your Regrowth
  1594. Regen/5 sec, champions Pendant,
  1595. +8% Movement maximum health Negatron
  1596. Speed every second Cloak
  1597. -If you are a HP stacking tank who needs health regen, look no further.
  1598. This is especially useful if you are going up against a team of mages.
  1599. Glacial Shroud 1675 +425 Mana, UNIQUE Passive- Frozen Sapphire
  1600. +45 Armor Reduces ability Heart Crystal,
  1601. cooldowns by Chain Vest
  1602. 20%
  1603. -Best for mage/tanks such as Nunu, Sion, or Singed.
  1604. Guardian Angel 2600 +68 Armor, UNIQUE Passive- Null-Magic
  1605. +40 Magic Revives your Mantle,
  1606. Resistance champion upon Cloth
  1607. death, restoring Armor,
  1608. 40% of their Chain Vest
  1609. Health and Mana.
  1610. This effect can
  1611. only occur once
  1612. every 5 minutes.
  1613. -This is VERY useful for tanks because it not only makes them more
  1614. resistant to damage, but also alows them to charge right into the middle
  1615. of battle without fear of dying (so long as they can get away with 40% of
  1616. their health).
  1617. Guinsoo's Rageblade 2235 +35 Attack Passive - On attack, Pickaxe,
  1618. Damage, +45 increases your Blasting
  1619. Ability Attack Speed by Wand
  1620. Power 4% and Ability
  1621. Power by 6.
  1622. Lasts 5 seconds
  1623. (stacks up to
  1624. 8 times).
  1625. -There are a number of things that make this item unique. First off, its
  1626. named after the designer of the game (Steve "Guinsoo"). Secondly, it is
  1627. one of only 3 items that gives ability power and attack damage. Finally,
  1628. it is the only item that stacks with every attack. Because it gives AP
  1629. and attack speed, it is ideal for AP/AD hybrids, such as Jax and Akali.
  1630. Haunting Guise 1485 +200 Health, UNIQUE Passive- Ruby
  1631. +25 Ability +20 Magic Crystal,
  1632. Power Penetration Amplifying
  1633. Tome
  1634. -Good if you are a mage in need of more health.
  1635. Heart of Gold 975 +200 Health, Generates 5 Randuin's Ruby
  1636. +27 Armor Gold every 10 Omen Crystal,
  1637. Seconds Cloth
  1638. Armor
  1639. -Because tanks don't get many kills, many will be tempted to add 1 or 2 of
  1640. these onto their champion builds. Just keep in mind that you should never
  1641. get more than two of these during one game, as you'll be at a net loss of
  1642. gold when you have to sell these for better items. This pays for itself
  1643. in 32 and a half minutes, or 16 minutes and 16 seconds if you plan to
  1644. sell it off.
  1645. Hexdrinker 1800 +35 Attack UNIQUE Passive- Long
  1646. Damage, +30 If you would Sword,
  1647. Magic take damage Long
  1648. Resistance which would Sword,
  1649. leave you with Null-
  1650. less than 30% Magic
  1651. of your maximum Mantle
  1652. Health, you
  1653. first gain a
  1654. shield which
  1655. absorbs 300
  1656. magic damage
  1657. for 4 seconds.
  1658. 60 second
  1659. cooldown.
  1660. -A mid game item than can help physical damage dealers if they are in a
  1661. game with a bunch of burst AP mages.
  1662. Hextech Revolver 1200 +40 Ability Hextech Amplifying
  1663. Power, +10% Gunblade Tome,
  1664. Spell Vamp Amplifying
  1665. Tome
  1666. -This is good for mages but will build into a AP/AD hybrid item, so it is
  1667. best for those types of champs.
  1668. Infinity Edge 4080 +80 Attack UNIQUE Passive- BF Sword,
  1669. Damage, Critical hits Pickaxe,
  1670. +20% now deal 250% Cloak of
  1671. Critical damage instead Agility
  1672. Strike of 200%
  1673. -Even though its only an advanced item (because its made out of all basic
  1674. items), this is the most expensive thing in the game, and for good reason.
  1675. It gives the highest attack boost of any item (the Bloodthirster gives
  1676. more, but only with its passive). It also grants a larger chance of
  1677. getting a critical hit, and makes them 50% more damaging. This is
  1678. essential for any champ or build focusing on getting critical hits (you'll
  1679. almost always see this on Tryndamere, and often times on ranged physical
  1680. DPS).
  1681. Ionian Boots of 1050 UNIQUE Passive- Boots of
  1682. Lucidity Enhanced Speed
  1683. Movement Speed 2,
  1684. 15% Cooldown
  1685. Reduction
  1686. -Good on champs that need a fair amount of cooldown reduction but don't
  1687. rely too heavily on their boots to escape.
  1688. Kage's Lucky Pick 765 +25 Ability Passive - Deathfire Amplifying
  1689. Power Generates 5 Grasp Tome
  1690. Gold every
  1691. 10 seconds
  1692. -The gold generating item for mages. As always, don't get more than two
  1693. (although only one is advised). This takes 25 minutes and 30 seconds to
  1694. pay for itself, or 12 minutes and 46 seconds if you plan to sell it.
  1695. Kindlegem 850 +200 Health UNIQUE Passive- Shurelya's Ruby Crystal
  1696. 10% Cooldown Reverie,
  1697. Reduction Soul Shroud,
  1698. Spirit Visage
  1699. -Good on tanks who need cooldown reduction.
  1700. Last Whisper 1965 +10 Attack UNIQUE Passive- Long Sword,
  1701. Damage, Attacks penetrate Recurve
  1702. +40% Attack 40% of the Bow
  1703. Speed defender's armor
  1704. -Because of the 40% armor penetration, this is good if you are going up
  1705. against a beefy team of tanks. Combined it with Madreds Bloodrazor to
  1706. maximize efficiency.
  1707. Leviathan 1275 +180 Health UNIQUE Passive- Ruby
  1708. Your champion Crystal
  1709. gains 32 health
  1710. per stack,
  1711. receiving 2
  1712. stacks for a
  1713. kill and 1 stack
  1714. for an assist.
  1715. This effect can
  1716. stack up to 20
  1717. times; you lose
  1718. a third of your
  1719. stacks if you
  1720. die. At 20
  1721. stacks, your
  1722. champion takes
  1723. 15% less damage.
  1724. -The snowball item for tanks, be careful if you decide to use it. Since
  1725. tanks "usually" don't get many kills, you may have to get stacks entirely
  1726. from assists. While this will make your champion have more health, it can
  1727. have the effect of making you more cautious to preserve your stacks, and
  1728. tanks simply cannot afford that luxury.
  1729. Madred's Razors 1000 +15 Attack UNIQUE Passive- Madred's Long
  1730. Damage, +23 15% chance on Bloodrazor, Sword,
  1731. Armor attack to deal Wriggle's Cloth
  1732. 500 damage to a Lantern Armor
  1733. minion
  1734. -This is good if you plan to jungle, because of the extra damage to
  1735. minions and neutrals.
  1736. Malady 1825 +25 Ability UNIQUE Passive- Dagger,
  1737. Power, Your physical Dagger,
  1738. +50% Attack attacks shred Amplifying
  1739. Speed your target, Tome
  1740. doing 20 magic
  1741. damage and
  1742. reducing their
  1743. magic resistance
  1744. by 6 for 8
  1745. seconds. Stacks
  1746. up to 4 Times
  1747. -Good for AP/AD hybrids.
  1748. Mana Manipulator 475 UNIQUE Aura - Innervating Faerie
  1749. +7.2 mana Locket, Charm,
  1750. regen (per 5) Soul Shroud Faerie
  1751. to nearby Charm
  1752. champions
  1753. -If you are a support champion laning with a mage, this item can help
  1754. sustain your pushes.
  1755. Mejai's Soulstealer 1235 +20 Ability UNIQUE Passive- Amplifying
  1756. Power Your champion Tome
  1757. gains 8 ability
  1758. power per stack,
  1759. receiving 2
  1760. stacks for a kill
  1761. or 1 stack for an
  1762. assist. This
  1763. effect can stack
  1764. 20 times; you lose
  1765. a third of your
  1766. stacks if you die.
  1767. At 20 stacks,
  1768. your champions
  1769. cooldowns are
  1770. reduced by 15%
  1771. -The snowball item for mages. Just be careful that you don't die too many
  1772. times for this to be effective.
  1773. Mercury's Treads 1200 +25 Magic UNIQUE - Boots of
  1774. Resistance Enhanced Movement Speed,
  1775. 2. UNIQUE Null-
  1776. Passive - Magic
  1777. Reduces the Mantle
  1778. duration of
  1779. stuns, slows,
  1780. taunts, fears,
  1781. snares, sleeps,
  1782. and immobilizers
  1783. bt 35%
  1784. -If you see that your enemy has lots of stuns (or CC of any kind) than
  1785. these are absolutely essential if you wish to survive.
  1786. Ninja Tabi 850 +25 Armor, UNIQUE - Boots of
  1787. +12% Dodge Enhanced Speed,
  1788. movement 2 Cloth
  1789. Armor
  1790. -These are essentially the boots of tanks (although Jax always has them
  1791. too).
  1792. Phage 1315 +225 Health, 25% chance on Frozen Ruby
  1793. +18 Attack hit to reduce Mallet, Crystal,
  1794. Damage your target's Trinity Long Sword
  1795. movement Force
  1796. speed by 30%
  1797. for 2.5
  1798. seconds
  1799. -If you are a tank/AD hybrid, this is for you. This is also good for tanks
  1800. who simply wish to slow their enemies.
  1801. Philosopher's 1090 +10 Mana Gain an Regrowth
  1802. Stone Regen/5 sec, additional Pendant,
  1803. +22.5 Health 5 gold every Meki
  1804. Regen/5 sec 10 seconds Pendant
  1805. -Another gold over time item. This one features health and mana regen, so
  1806. it is a good option to go for as soon as you have enough gold. You should
  1807. only buy 1 of these, because the regen is good during the laning phase,
  1808. but is worth less during the team fight portion. This pays for itself in
  1809. 37 minutes and 10 seconds, or 18 minutes and 36 seconds if you sell it.
  1810. Quicksilver Sash 1440 +48 Magic Active - Removes Negatron
  1811. Resistance all debuffs from Cloak
  1812. your character.
  1813. 120 second
  1814. cooldown.
  1815. -The only item to have a non unique passive, this was added after the nerf
  1816. of the summoner spell Cleanse. This will remove ALL debuffs, including CC
  1817. and damage over time.
  1818. Rulai's Crystal 3105 +550 Health, Passive - Amplifying
  1819. Scepter +80 Ability Your spell Tome,
  1820. Power damage slows Blasting
  1821. the target's Wand,
  1822. movement speed Giant's
  1823. by 35% for 1.5 Belt
  1824. seconds (15%
  1825. for multi-
  1826. target spells)
  1827. -Great for mages because it not only gives AP and a huge amount of health,
  1828. but your spells slow your targets, making it much more difficult for
  1829. them to run away.
  1830. Sheen 1260 +250 Mana, UNIQUE Passive
  1831. +25 Ability Every time you
  1832. Power use an ability,
  1833. your next
  1834. physical attack
  1835. deals 80% extra
  1836. base damage
  1837. -This can be good for AP/AD hybrids... to an extent. Note that the passive
  1838. does not stack with Trinity Force or Lich Bane.
  1839. Sorcerer's Shoes 1100 +20 Magic UNIQUE - Boots of
  1840. Penetration Enhanced Speed
  1841. Movement 2
  1842. -These boots are primarily used for mages.
  1843. Stinger 1140 +40% Attack UNIQUE Passive- Nashor's Dagger,
  1844. Speed 10% cooldown Tooth Dagger
  1845. reduction
  1846. -This is good if you plan on being an AD/AP hybrid, because of the
  1847. increased attack speed and cooldown reduction
  1848. Sunfire Cape 2510 +450 Health UNIQUE passive- Chain Vest,
  1849. +45 Armor 40 magic damage Giant's
  1850. a second to Belt
  1851. nearby enemies
  1852. -A very common item. It is great on tanks because it lets them charge into
  1853. the middle of combat and do 40 damage to all enemies every second.
  1854. Sword of the 2170 +55% Attack UNIQUE Passive- Recurve
  1855. Divine Speed Every fourth Bow,
  1856. attack deals Dagger
  1857. 100 extra
  1858. Magic Damage.
  1859. UNIQUE Active-
  1860. Your attacks
  1861. cannot be dodged
  1862. and you gain 30
  1863. armor penetration
  1864. for 8 seconds (40
  1865. second cooldown).
  1866. -An item best suited for physical DPS. This an effective counter against
  1867. enemies that seem to be dodging your attacks a lot (Jax).
  1868. Sword of the 1369 +10 Attack UNIQUE Passive- Long Sword
  1869. Occult Damage your champion
  1870. gains +5 damage
  1871. per stack,
  1872. receiving two
  1873. stacks for a kill
  1874. or one stack for
  1875. an assist. You
  1876. lose a third of
  1877. your stacks if
  1878. you die. At 20
  1879. stacks, your
  1880. champion's
  1881. movement speed is
  1882. increased by 15%
  1883. -The final edition in a trio of snowball items. Once again, this is great
  1884. if you can get enough kills but be careful about buying it if you seem
  1885. to be dying a lot.
  1886. Tear of the 980 +350 Mana, UNIQUE Passive- Archangel's Faerie
  1887. Goddess +5 mana Each time your Staff Charm,
  1888. regen/5 sec champion uses Sapphire
  1889. an ability Crystal
  1890. their maximum
  1891. mana will
  1892. increase by 4
  1893. mana. This
  1894. effect has a 3
  1895. second cooldown.
  1896. Bonus caps at
  1897. 1000 mana
  1898. -Perfect for any mage that runs low on mana. This can be built into the
  1899. mighty Archangel's for tons of ability power.
  1900. The Black Cleaver 3065 +75 Attack Physical attacks Dagger,
  1901. Damage reduce your BF Sword
  1902. target's armor
  1903. by 15 for 5
  1904. seconds (maximum
  1905. 3 stacks)
  1906. -Offers a huge amount of damage and armor reduction. Good for physical DPS
  1907. who need damage to counter a tanky team.
  1908. The Bloodthirster 3200 +60 Attack Passive - Gain an Vampiric
  1909. +15% Life additional 1 Scepter,
  1910. Steal physical damage BF Sword
  1911. and 0.25% life
  1912. steal per kill.
  1913. Maximum of +40
  1914. damage and +10%
  1915. life steal.
  1916. Bonuses are lost
  1917. upon death
  1918. -Because you get +1 attack for every minion you kill, the maximum stats
  1919. of this item is +100 attack and +25% life steal. This essentially makes
  1920. this item give more attack than any other item in the game. It also gives
  1921. a hefty amount of life steal, which allows you to stay out in the field
  1922. longer. Best on physical DPS.
  1923. The Brutalizer 1337 +25 Attack UNIQUE Passive- Youmuu's Long Sword,
  1924. Damage Reduces ability Ghostblade Long Sword
  1925. cooldowns by
  1926. 10% and +15
  1927. armor penetration
  1928. -Usually bought on the way to Youmuu's, good if you use abilities a lot
  1929. but are primarily a DPS.
  1930. Thornmail 2000 +100 Armor UNIQUE Passive- Cloth
  1931. On being hit by Armor,
  1932. standard attacks, Chain Vest
  1933. returns 30% of
  1934. damage taken as
  1935. magic damage. A
  1936. minimum of 15
  1937. damage must be
  1938. received
  1939. -The best counter for a team of physical DPS. This is great on tanks or
  1940. anyone who is soaking up a lot of damage.
  1941. Tiamat 2070 +42 Attack Passive - Your Pickaxe,
  1942. Damage, +15 attacks splash, Long Sword,
  1943. HP regen/5 dealing physical Faerie
  1944. sec, +4 damage in a small Charm,
  1945. mana regen area around the Rejuvenation
  1946. 5/sec target Bead
  1947. -The Tiamat is a weird little item. It deals 50% splash for melee attacks
  1948. and 33% for ranged. It is good on physical DPS but also helps mages with
  1949. its mana regen. It's passive stacks, so multiple Tiamats can lead to some
  1950. interesting results.
  1951. Void Staff 2295 +70 Ability UNIQUE Passive- Amplifying
  1952. Power 40% magic Tome,
  1953. penetration Blasting
  1954. Wand
  1955. -This is especially good for mages who have to deal with magic resistance
  1956. stacking tanks.
  1957. Warden's Mail 1350 +60 Armor, Passive - 20% Randuin's Chain Vest,
  1958. +25 HP chance to Omen Rejuvenation
  1959. regen/5 sec reduce physical Bead
  1960. attacker's
  1961. movement and
  1962. attack speed
  1963. by 35% for 3
  1964. seconds
  1965. -A tank item that can hinder the attack and escape mechanisms of physical
  1966. DPS.
  1967. Warmog's Armor 3150 +770 Health,Passive - Giant's
  1968. +30 Health Permanently gain Belt,
  1969. Regen/5 sec 3.6 health and Ruby
  1970. .5 health regen Crystal,
  1971. per 5 sec per Regrowth
  1972. minion kill. Pendant
  1973. Champion kills
  1974. grant 36 health
  1975. and 5 health
  1976. regen per 5 sec.
  1977. Bonuses cap at
  1978. +450 health and
  1979. +62.5 health regen
  1980. per 5
  1981. -An item that is good for tanks who need lots of health and can farm creeps
  1982. quickly... I really can't think of one though.
  1983. Wit's End 2150 +40% Attack UNIQUE Passive- Recurve
  1984. Speed, +30 Physical attacks Bow, Null-
  1985. Magic remove up to 42 Magic
  1986. Resistance mana from the Mantle
  1987. target and deal
  1988. additional damage
  1989. equal to the
  1990. amount of mana
  1991. removed.
  1992. -If you are a physical DPS facing off against mages, this is the item for
  1993. you.
  1994. Zeal 1195 +20% Attack Phantom Dagger,
  1995. Speed, +10% Dancer, Brawler's
  1996. Critical Trinity Gloves
  1997. Strike, +8% Force
  1998. Movement
  1999. Speed
  2000. -This not only increases your chance to get a critical strike, but also
  2001. makes you move and attack faster. Great if you have a champion build that
  2002. uses critical strike.
  2003. Zhonya's 3300 +50 Armor, UNIQUE Active- Chain Vest,
  2004. Hourglass +100 Ability Places your Needlessly
  2005. Power champion into Large Rod
  2006. stasis for 2
  2007. seconds,
  2008. rendering you
  2009. invulnerable
  2010. and unable to
  2011. take any action.
  2012. 90 second
  2013. cooldown.
  2014. -An extremely powerful item in the right hands, several champion's
  2015. abilities, such as Fiddlestick's and Kennen's Ult will still do damage
  2016. while the active is engaged
  2017. [5.6.4] Legendary Items
  2018. A legendary item is something that is built out of 1 or more advanced
  2019. items, and can also be made up of basic items. These are the final tier
  2020. and usually offer the best effects. These are the epitome of any build,
  2021. and can radically alter how useful your champion is in the game.
  2022. Item Price Stats Ability Recipe
  2023. Archangel's 2840 +400 Mana, +25 Passive - 3% of your Tear of the
  2024. Staff Mana Regen/5 sec, max mana is converted Goddess,
  2025. +45 Ability Power into ability power Blasting
  2026. UNIQUE Passive - Each Wand
  2027. time your champion
  2028. uses an ability their
  2029. maximum mana will
  2030. increase by 4 mana
  2031. (capped at 1000). This
  2032. effect has a 3 second
  2033. cooldown
  2034. -A great choice for all mages because it will be quite difficult to run
  2035. out of mana. It also gives a nice sized chunk of AP too.
  2036. Banshee's 2715 +450 Health, UNIQUE Passive - Blocks Negatron
  2037. Veil +400 Mana, +57 one negative spell Cloak,
  2038. Magic Resistance every 45 seconds Catalyst the
  2039. Protector
  2040. -Counters burst-mages extremely well, and gives some awesome health and
  2041. mana, making it an extremely valuable item.
  2042. Deathfire 2610 +60 Ability UNIQUE Passive - 15% Kage's Lucky
  2043. Grasp Power, +15 Mana cooldown reduction Pick,
  2044. Regen/5 sec UNIQUE Active - Deals Fiendish
  2045. magic damage to target Codex
  2046. champion equal to 30%
  2047. of their current health
  2048. (+3.5% per 100 ability
  2049. power) with a minimum
  2050. of 200 damage. 1 minute
  2051. cooldown.
  2052. -This is great on champions with a high amount of AP (due to the active),
  2053. such as Veigar.
  2054. Frozen Heart 2800 +99 Armor, +500 UNIQUE Passive- Reduces Cloth Armor,
  2055. Mana cooldowns by 20% and Cloth Armor,
  2056. reduces the attack Glacial
  2057. speed of nearby enemies Shroud
  2058. by 20%
  2059. -Another good item for mage/tanks, this time featuring armor, mana, and an
  2060. aura that reduces the attack speed of nearby enemies.
  2061. Frozen Mallet 3290 +700 Health, +20 UNIQUE Passive-Physical Phage,
  2062. Attack Damage attacks slow enemy's Giant's Belt
  2063. movement speed by 30%
  2064. for 2.25 seconds
  2065. -A rare find because it is not only good for tanks but also for physical
  2066. DPS. It adds a good deal of survivability to melee physical DPS, and
  2067. helps slow so your enemy cannot escape. Similar to Rylai's.
  2068. Hextech 3700 +60 Attack UNIQUE Active - Deals Hextech
  2069. Gunblade Damage, +75 300 magic damage and Revolver,
  2070. Ability Power, slows the target Bilgewater
  2071. +15% Life Steal, champion by 50% for 3 Cutlass
  2072. +13% Spell Vamp seconds (700 range).
  2073. 60 second cooldown.
  2074. -Besides Guinsoo's this is the best item for AP/AD hybrids. This one
  2075. almost seems to be custom made for Akali
  2076. Innervating 2650 +475 Health, UNIQUE Aura - Restores Mana
  2077. Locket +450 Mana 9 mana to nearby allies Manipulator,
  2078. every 5 seconds Catalyst the
  2079. UNIQUE Passive - Using Protector
  2080. an ability buffs
  2081. surrounding champions
  2082. to restore 50 health
  2083. and 20 mana over 2
  2084. seconds. This effect has
  2085. a 4 second cooldown
  2086. -Good for any tank or support who stays around their allies.
  2087. Lich Bane 3470 +350 Mana, +80 UNIQUE - When you use Sheen, Null-
  2088. Ability Power, an ability, your next Magic Mantle,
  2089. +30 Magic physical attack deals Blasting
  2090. Resistance, +7% an additional 100% of Wand
  2091. Movement Speed your ability power in
  2092. damage. This effect has
  2093. a 3 second cooldown
  2094. -This can allow hybrid builds for champions with high AP ratios, such as
  2095. Ezreal or Master Yi. Note that this passive does not stack with Sheen or
  2096. Trinity Force.
  2097. Madred's 3800 +35 Attack UNIQUE Passive - On hit, Madred's
  2098. Bloodrazor Damage, +40 deals magic damage Razors,
  2099. Attack Speed, equal to 4% of the Pickaxe,
  2100. +30 Armor target's maximum health Recurve Bow
  2101. -The best counter against a team of tanks. This becomes devastating if
  2102. a champion uses this with high attack speed.
  2103. Manamune 2110 +350 Mana, UNIQUE Passive - 2% of Tear of the
  2104. +7 Mana Regen/ your max Mana is Goddess,
  2105. 5 sec, +20 converted to Attack Long Sword
  2106. Attack Damage Damage
  2107. UNIQUE Passive - Each
  2108. time you attack, you
  2109. gain one maximum mana
  2110. (3 second cooldown).
  2111. Each time you use an
  2112. ability, you gain four
  2113. maximum mana. Bonuses
  2114. cap at 1000 mana.
  2115. -The physical equivalent of the Archmage's Staff, this is perfect for
  2116. physical champs that need large amounts of mana to be effective.
  2117. Morello's 2350 +75 Ability UNIQUE Passive - +20% Fiendish
  2118. Evil Tome Power, +12 Cooldown Reduction Codex,
  2119. Mana regen/ Blasting Wand
  2120. 5 sec
  2121. -Very similar to Deathfire Grasp, this item sacrifices the active to gain
  2122. slightly superior stats.
  2123. Nashor's 2885 +50% Attack UNIQUE Passive - +25% Stinger,
  2124. Tooth Speed, +55 Cooldown Reduction Fiendish
  2125. Ability Power, Codex
  2126. +10 Mana Regen/
  2127. 5 sec
  2128. -This lets you attack faster with both attack speed and cooldown reduction.
  2129. It is similar to Guinsoo's Rageblade.
  2130. Phantom 3395 +45% Attack Zeal, Dagger,
  2131. Dancer Speed, +30% Cloak of
  2132. Critical Strike, Agility
  2133. +20% Dodge, +15%
  2134. Movement Speed
  2135. -A purely stat-boosting item that is best on physical DPS who wish to
  2136. make a critical strike build.
  2137. Randuin's 2925 +300 Health, +90 UNIQUE Passive - 5% Warden's
  2138. Omen Armor, +25 cooldown reduction and Mail, Heart
  2139. Health Regen/ 20% chance on being hit of Gold
  2140. 5 sec to slow the attacker's
  2141. movement and attack
  2142. speed by 35% for 3
  2143. seconds.
  2144. UNIQUE Active - Slows
  2145. movement speed and
  2146. attack speed of
  2147. surrounding units by
  2148. 35% for 2 second +0.5
  2149. seconds for each 100
  2150. armor and magic resist.
  2151. 60 second cooldown
  2152. -Tank item that is great in use for team fights.
  2153. Rod of Ages 3035 +450 Health, Passive - Your champion Catalyst the
  2154. +525 Mana, +60 gains 18 health, 20 Protector,
  2155. Ability Power mana, and 2 ability Blasting Wand
  2156. power every 1 min.
  2157. Bonuses cap at +180
  2158. health, +200 mana, and
  2159. +20 ability power
  2160. -A popular mage item that's useful because it gives all important health
  2161. while still contributing to mana and ability power. If you plan on
  2162. getting it, it should be your 1st or 2nd purchase, as the passive takes
  2163. 10 minutes to develop.
  2164. Shurelya's 2200 +330 Health, UNIQUE Active - Nearby Kindlegem,
  2165. Reverie +30 Health champions Movement Philosopher's
  2166. Regen/5 sec, Speed is increased by Stone
  2167. +15 Mana Regen/ 40% for 3 seconds.
  2168. per 5 sec 60 second cooldown
  2169. UNIQUE Passive -
  2170. Reduces ability
  2171. cooldowns by 15%
  2172. -Good on tanks because the passive can be activated to save your allies.
  2173. Spirit 1550 +30 Magic UNIQUE Passive - Null - Magic
  2174. Visage Resistance, Cooldowns are Mantle,
  2175. +250 Health reduced by 10% and Kindlegem
  2176. increases your
  2177. healing and
  2178. regeneration on
  2179. yourself by 15%
  2180. Soul Shroud 2325 +520 Health UNIQUE Aura - Gives Mana
  2181. nearby champions 12 Manipulator,
  2182. mana per 5 seconds and Giant's
  2183. 15% reduced cooldowns Belt
  2184. -If you are a support and you see that your allies are mostly mages, then
  2185. this is the item for you.
  2186. Stark's 2550 +20% Attack UNIQUE Aura - Gives Emblem of
  2187. Fervor Speed nearby allied champions Valour,
  2188. 20% life steal, 20% Recurve Bow
  2189. attack speed, and 30
  2190. health regen per 5.
  2191. Reduces the armor of
  2192. nearby champions by 20
  2193. -The sister item of Malady, this is probably the better choice if you plan
  2194. to be team fighting.
  2195. Trinity 4070 +20 Attack UNIQUE Passive - 25% Sheen, Phage,
  2196. Force Damage, +30 chance on hit to slow Zeal
  2197. Ability Power, the target by 35% for
  2198. +25% Attack 2.5 seconds; on cast,
  2199. Speed, +12% increases your base
  2200. Critical Strike, attack damage by 130%
  2201. +12% Movement for one attack
  2202. Speed, +300 Health,
  2203. +300 Mana
  2204. -Obviously the most versatile item in the game. It isn't seen much,
  2205. however, as many builds rely on building a few particular stats, rather
  2206. than a general improvement of the champion. Note that this passive does
  2207. not stack with Sheen or Lich Bane.
  2208. Will of the 2400 +40 Ability UNIQUE Aura - Gives Hextech
  2209. Ancients Power nearby allied champions Revolver,
  2210. +30 ability power and Amplifying
  2211. +15% spell vamp Tome
  2212. -One of the few items to give spell vamp, this is best used if your team
  2213. has a lot of mages.
  2214. Wriggle's 1525 +23 Attack UNIQUE Passive - 20% Madred's
  2215. Lantern Damage, +30 chance on attack to Razors,
  2216. Armor, +14% deal 500 damage to a Vampiric
  2217. Life Steal minion Scepter
  2218. UNIQUE Active - Places
  2219. an invisible ward with
  2220. 1100 range sight and
  2221. lasts for 3 minutes.
  2222. 3 minute cooldown
  2223. -A very cost efficient item, if you find that your team doesn't place many
  2224. wards around and your team is being ganked a lot, than this might be your
  2225. solution.
  2226. Youmuu's 2687 +30 Attack UNIQUE Passive - Avarice
  2227. Ghostblade Damage, +15% Reduces cooldowns by Blade, The
  2228. Critical Strike 15% and +20 armor Brutalizer
  2229. penetration
  2230. UNIQUE Active - Gives
  2231. 20% movement speed and
  2232. +50% attack speed for 4
  2233. seconds. Attacking
  2234. enemy units with melee
  2235. attacks increases the
  2236. duration by 2 to a
  2237. maximum of 8 seconds. 60
  2238. second cooldown
  2239. -A great item for any DPS champion, and in particular, one that is getting
  2240. attack speed.
  2241. _________________________
  2242. [5.7] General Tips
  2243. Here is a random assortment of tips and tricks that I have found through
  2244. my play through the game.
  2245. -Leaving one neutral alive in a camp keeps it from respawning. This is
  2246. particularly useful when clearing out the enemies Ancient Golem and
  2247. Lizard Elder camps.
  2248. -DO NOT get cocky after you have won a string of team fights and go off by
  2249. yourself. If the enemy is intelligent, they will group up and only fight
  2250. on uneven terms (1 v 5 for example). I have seen too many games thrown
  2251. away to ever go off by myself after the laning phase is over.
  2252. -The ping feature (hotkey: G) is your friend when alerting your allies of
  2253. a potential gank.
  2254. -If you ping an enemy, they will get crosshairs above them. The last time
  2255. I checked, you can use this on Shaco before he uses his clone and you can
  2256. tell which one is the real deal.
  2257. -Continue watching your champ until they have fully teleported back to
  2258. base. You would be amazed at how many kills have happened when someone
  2259. just walks up to a ranged carry and starts destroying them. By the time
  2260. they know whats going on, its usually too late.
  2261. -Go in brushes if you can to teleport back to base.
  2262. -Be careful about teleporting if you have low health. Enemies can snipe
  2263. you out from under towers, brushes, and allies.
  2264. -It's YOUR job to watch the minimap, not your allies job to call out MIAs.
  2265. -An extension from the tip above, don't yell at your allies if you make a
  2266. stupid mistake. It's not their fault that you didn't watch the minimap
  2267. and died. It's not their job to call out MIAs.
  2268. -Don't yell at your allies if they make a stupid mistake either. We all
  2269. make stupid mistakes. Raging will only get you reported, an AFK, or
  2270. a team mate that intentionally feeds.
  2271. -You cannot be reported for offering "constructive" comments to your
  2272. allies. You also cannot be reported for being a bad player, so long as
  2273. you don't intentionally feed (i.e. taking Pantheon and jumping into the
  2274. enemies spawning pool and dying to the fountain turret)
  2275. ==========================================================================
  2276. [6] Outside Preparation
  2277. ==========================================================================
  2278. One of the biggest attractions about this game is the fact that you gain
  2279. levels OUTSIDE of the game as well. You can also buy various runes and
  2280. champions, and attain new summoner spells as well. Although it does take
  2281. quite a few games to unlock a new champion, the feeling of accomplishment
  2282. is well worth it.
  2283. _________________________
  2284. [6.1] Summoner Level
  2285. Every time you complete a game, you earn both IP and XP. Experience goes
  2286. towards leveling up your 'summoner', or your profile out of game. Each
  2287. time you level up, you are granted access to new, more powerful runes, and
  2288. a larger array of summoner spells.
  2289. To maximize your XP rate, there are a few things you can do. Winning games
  2290. will generally give you about 150 XP while losing a game will give you
  2291. around 80. The game rewards you for winning quickly or losing slowly, so
  2292. even if you know you won't win, stretching out the game can net you a few
  2293. more XP. Experience per game is also affected by how many towers you
  2294. destroyed, champions killed, assists, etc. Unfortunately, the exact
  2295. formula isn't know.
  2296. Level XP Needed Rewards
  2297. 1 0 none; default level; begin with one Mark rune slot
  2298. available, one mastery available, and summoner spells
  2299. Exhaust, Ghost, Heal, Revive, Smite, and Teleport
  2300. 2 90 first Seal slot in runeboook, another mastery,
  2301. summoner spell Cleanse
  2302. 3 98 first Glyph slot in runebook, another mastery
  2303. 4 105 another Mark slot, another mastery, summoner spell
  2304. Fortify
  2305. 5 113 another Seal slot, another mastery
  2306. 6 448 another Glyph slot, another mastery, summoner spell
  2307. Clarity
  2308. 7 476 another Mark slot, another mastery, summoner spell
  2309. Ignite
  2310. 8 504 another Seal slot, another mastery, summoner spell
  2311. Rally
  2312. 9 532 another Glyph slot, another mastery
  2313. 10 560 first Quintessence slot in runebook, another mastery,
  2314. summoner spell Clairvoyance, ability to buy tier two
  2315. runes
  2316. 11 1050 another Mark slot, another mastery
  2317. 12 1100 another Seal slot, another mastery, summoner spell
  2318. Flash
  2319. 13 1150 another Glyph slot, another mastery
  2320. 14 1200 another Mark slot, another mastery
  2321. 15 1250 another Seal slot, another mastery
  2322. 16 1300 another Glyph slot, another mastery
  2323. 17 1350 another Mark slot, another mastery
  2324. 18 1400 another Seal slot, another mastery
  2325. 19 1450 another Glyph slot, another mastery
  2326. 20 1500 another Quintessence slot, another mastery, ability to
  2327. buy tier three runes
  2328. 21 2131 another Mark slot, another mastery
  2329. 22 2200 another Seal slot, another mastery
  2330. 23 2269 another Glyph slot, another mastery
  2331. 24 2338 another Mark slot, another mastery
  2332. 25 2406 another Seal slot, another mastery
  2333. 26 2475 another Glyph slot, another mastery
  2334. 27 2544 another Mark slot, another mastery
  2335. 28 2613 another Seal slot, another mastery
  2336. 29 2681 another Glyph slot, another mastery
  2337. 30 2750 another Quintessence slot, another mastery, ability to
  2338. participate in ranked games
  2339. _________________________
  2340. [6.2] Influence Points and Riot Points
  2341. As you play through the game, you will want to unlock new champions, runes,
  2342. and maybe skins. To do this, there are two types of currency: Influence
  2343. POints (IP) and Riot Points (RP).
  2344. IP is gained every time you complete a match. Bonuses are given in a
  2345. similar way that XP is given. Winning quickly or losing slowly gets you
  2346. extra, as do how many kills you have, kills of enemy team, etc. You also
  2347. get more every time you don't leave a match before it is over. This
  2348. snowballs into +19 every game, so it is a wise idea not to leave, or you
  2349. will lose this bonus. You also get 150 extra for a win every 22 hours
  2350. (known as First Win of the Day).
  2351. You can buy most things with IP, such as champions, runes, and rune pages.
  2352. You can increase your IP per match by purchasing a boost. It doubles your
  2353. amount for X number of wins, or X number of matches, or X number of days,
  2354. whichever you buy. But to get a boost, you must spend Riot POints.
  2355. Riot Points are purchased with real money, and can be used to buy most of
  2356. the things IP can buy (with the exception of runes). RP is the only way to
  2357. buy skins however, so if you want to make your Ashe look pretty you'll have
  2358. to spend money you made in the real world. Also, there is usually a sale
  2359. going on for skins, so watch for the ones you want to buy.
  2360. _________________________
  2361. [6.3] Runes
  2362. Essential for any character, runes offer bonuses in many different areas.
  2363. They are purchased with IP only so you'll have to play a few games before
  2364. buying a couple of these. There are three tiers of runes, and you start
  2365. out only being able to buy tier one. Once you hit level 10 you can buy tier
  2366. two and level 20 tier three. Runes you buy can be used on as many different
  2367. rune pages as you want.
  2368. There is also something called the Rune Combiner. If you take two same tier
  2369. runes and put them together, you'll get a different rune of the same tier.
  2370. If you you put five runes of the same tier together, you'll get a random
  2371. rune of a higher tier. This is a very inefficent way to get high tier runes
  2372. so it is best to wait until you hit level 20 to start getting you tier
  2373. threes.
  2374. There are four different types of runes: Quintessence, Mark, Glyph, and
  2375. Seal. On any given rune page, you can have three Quintessences and 9 of the
  2376. other groups. Each rune type has their own discipline of benefit. Marks
  2377. give attack, Glyphs give magic, and Seals give health/survivability. You
  2378. can purchase runes that are not of their discipline (for example, buying a
  2379. Glyph that gives attack damage) but they will be less powerful than they
  2380. normally would.
  2381. [6.3.1] Quintessences
  2382. These are your major runes. They convey the largest benefits, although you
  2383. can only have three of them. They can grant many niche bonuses, like an
  2384. increased gold income, increased movement speed, or even increased
  2385. experience gained.
  2386. Name Tier Cost Stats
  2387. Lesser Quintessence of Strength 1 80 1.25 Attack Damage
  2388. Lesser Quintessence of Desolation 1 80 1.85 Armor Penetration
  2389. Lesser Quintessence of Warding 1 80 2.5 Magic Resist
  2390. Lesser Quintessence of Focus 1 165 -0.91% Cooldowns
  2391. Lesser Quintessence of Knowledge 1 40 2.31 Mana per level (41.58
  2392. at champion level 18)
  2393. Lesser Quintessence of Might 1 40 0.14 Attack Damage per
  2394. level (2.52 at champion
  2395. level 18)
  2396. Lesser Quintessence of Fortitude 1 165 18 Health
  2397. Lesser Quintessence of Shielding 1 80 0.21 Magic Resist per
  2398. level (3.78 at champion
  2399. level 18)
  2400. Lesser Quintessence of Celerity 1 80 -0.07% Cooldowns per level
  2401. (-1.26% at champion level
  2402. 18)
  2403. Lesser Quintessence of Replenishment 1 80 0.69 Mana Regen / 5 sec
  2404. Lesser Quintessence of Alacrity 1 80 1.89% Attack Speed
  2405. Lesser Quintessence of Vitality 1 165 1.5 Health per level (27
  2406. at champion level 18)
  2407. Lesser Quintessence of Vigor 1 165 1.5 Health Regen / 5 sec
  2408. Lesser Quintessence of Potency 1 80 2.75 Ability Power
  2409. Lesser Quintessence of Clarity 1 80 0.14 Mana Regen / 5 sec
  2410. per level (2.52 at
  2411. champion level 18)
  2412. Lesser Quintessence of Furor 1 80 2.48% Critical Damage
  2413. Lesser Quintessence of Resilience 1 80 2.37 Armor
  2414. Lesser Quintessence of Regeneration 1 165 0.16 Health Regen / 5 sec
  2415. per level (2.88 at
  2416. champion level 18)
  2417. Lesser Quintessence of Force 1 80 0.24 Ability Power per
  2418. level (4.32 at champion
  2419. level 18)
  2420. Lesser Quintessence of Insight 1 80 1.05 Magic Penetration
  2421. Lesser Quintessence of Malice 1 80 1.03% Critical Chance
  2422. Lesser Quintessence of Defense 1 80 0.21 Armor per level (3.78
  2423. at champion level 18)
  2424. Lesser Quintessence of Evasion 1 165 0.83% Dodge
  2425. Lesser Quintessence of Intellect 1 80 20.83 Mana
  2426. Lesser Quintessence of Swiftness 1 165 0.83% Movement Speed
  2427. Quintessence of Strength 2 410 1.75 Attack Damage
  2428. Quintessence of Desolation 2 410 2.59 Armor Penetration
  2429. Quintessence of Warding 2 410 3.5 Magic Resist
  2430. Quintessence of Focus 2 820 -1.27% Cooldowns
  2431. Quintessence of Knowledge 2 820 3.24 Mana per level (58.32
  2432. at champion level 18)
  2433. Quintessence of Might 2 205 0.19 Attack Damage per
  2434. level (3.42 at champion
  2435. level 18)
  2436. Quintessence of Fortitude 2 820 25.2 Health
  2437. Quintessence of Shielding 2 410 0.29 Magic Resist per
  2438. level (5.22 at champion
  2439. level 18)
  2440. Quintessence of Celerity 2 410 -0.1% Cooldowns per level
  2441. (-1.8% at champion level
  2442. 18)
  2443. Quintessence of Replenishment 2 410 0.97 Mana Regen / 5 sec
  2444. Quintessence of Alacrity 2 410 2.64% Attack Speed
  2445. Quintessence of Vitality 2 820 2.1 Health per level (37.8
  2446. at champion level 18)
  2447. Quintessence of Vigor 2 820 2.1 Health Regen / 5 sec
  2448. Quintessence of Potency 2 410 3.85 Ability Power
  2449. Quintessence of Clarity 2 410 0.19 Mana Regen / 5 sec
  2450. per level (3.42 at
  2451. champion level 18)
  2452. Quintessence of Furor 2 410 3.47% Critical Damage
  2453. Quintessence of Resilience 2 410 3.32 Armor
  2454. Quintessence of Regeneration 2 820 0.22 Health Regen / 5 sec
  2455. per level (3.96 at
  2456. champion level 18)
  2457. Quintessence of Force 2 410 0.34 Ability Power per
  2458. level (6.12 at champion
  2459. level 18)
  2460. Quintessence of Insight 2 410 1.47 Magic Penetration
  2461. Quintessence of Malice 2 410 1.44% Critical Chance
  2462. Quintessence of Defense 2 410 0.29 Armor per level (5.22
  2463. at champion level 18)
  2464. Quintessence of Evasion 2 820 1.17% Dodge
  2465. Quintessence of Intellect 2 410 29.17 Mana
  2466. Quintessence of Swiftness 2 820 1.17% Movement Speed
  2467. Greater Quintessence of Strength 3 1025 2.25 Attack Damage
  2468. Greater Quintessence of Desolation 3 1025 3.33 Armor Penetration
  2469. Greater Quintessence of Warding 3 1025 4.5 Magic Resist
  2470. Greater Quintessence of Focus 3 2050 -1.64% Cooldowns
  2471. Greater Quintessence of Knowledge 3 515 4.17 Mana per level (75.06
  2472. at champion level 18)
  2473. Greater Quintessence of Revival 3 1025 -5% Time Dead
  2474. Greater Quintessence of Might 3 515 0.25 Attack Damage per
  2475. level (4.5 at champion
  2476. level 18)
  2477. Greater Quintessence of Fortitude 3 2050 32.4 Health
  2478. Greater Quintessence of Shielding 3 1025 0.37 Magic Resist per
  2479. level (6.66 at champion
  2480. level 18)
  2481. Greater Quintessence of Celerity 3 1025 -0.13% Cooldowns per level
  2482. (-2.34% at champion level
  2483. 18)
  2484. Greater Quintessence of Replenishment 3 1025 1.25 Mana Regen / 5 sec
  2485. Greater Quintessence of Avarice 3 515 1 Gold / 10 sec
  2486. Greater Quintessence of Alacrity 3 1025 3.4% Attack Speed
  2487. Greater Quintessence of Vitality 3 2050 2.7 Health per level (48.6
  2488. at champion level 18)
  2489. Greater Quintessence of Vigor 3 2050 2.7 Health Regen / 5 sec
  2490. Greater Quintessence of Potency 3 1025 4.95 Ability Power
  2491. Greater Quintessence of Clarity 3 1025 0.24 Mana Regen / 5 sec
  2492. per level (4.32 at
  2493. champion level 18)
  2494. Greater Quintessence of Wisdom 3 2050 2% Experience Gained
  2495. Greater Quintessence of Furor 3 1025 4.46% Critical Damage
  2496. Greater Quintessence of Resilience 3 1025 4.26 Armor
  2497. Greater Quintessence of Regeneration 3 2050 0.28 Health Regen / 5 sec
  2498. per level (5.04 at
  2499. champion level 18)
  2500. Greater Quintessence of Force 3 1025 0.43 Ability Power per
  2501. level (7.74 at champion
  2502. level 18)
  2503. Greater Quintessence of Insight 3 1025 1.89 Magic Penetration
  2504. Greater Quintessence of Meditation 3 2050 1.575 Energy Regen / 5 sec
  2505. Greater Quintessence of Malice 3 1025 1.86% Critical Chance
  2506. Greater Quintessence of Defense 3 1025 0.38 Armor per level (6.84
  2507. at champion level 18)
  2508. Greater Quintessence of Evasion 3 2050 1.5% Dodge
  2509. Greater Quintessence of Intellect 3 1025 37.5 Mana
  2510. Greater Quintessence of Swiftness 3 2050 1.5% Movement Speed
  2511. Greater Quintessence of Acumen 3 1025 5.4 Energy
  2512. [6.3.2] Marks
  2513. Marks are your red runes that give the biggest benefits in physical attack
  2514. damage areas, such as attack speed, critical strike, critical damage, and
  2515. basic attack damage.
  2516. Name Tier Cost Stats
  2517. Lesser Mark of Strength 1 15 0.53 Attack Damage
  2518. Lesser Mark of Furor 1 65 1.24% Critical Damage
  2519. Lesser Mark of Fortitude 1 30 1.93 Health
  2520. Lesser Mark of Warding 1 15 0.54 Magic Resist
  2521. Lesser Mark of Potency 1 30 0.33 Ability Power
  2522. Lesser Mark of Knowledge 1 30 0.65 Mana per level (11.7
  2523. at champion level 18)
  2524. Lesser Mark of Might 1 30 0.08 Attack Damage per
  2525. level (1.53 at champion
  2526. level 18)
  2527. Lesser Mark of Malice 1 30 0.52% Critical Chance
  2528. Lesser Mark of Vitality 1 65 0.3 Health per level (5.4
  2529. at champion level 18)
  2530. Lesser Mark of Shielding 1 15 0.04 Magic Resist per
  2531. level (0.72 at champion
  2532. level 18)
  2533. Lesser Mark of Force 1 30 0.06 Ability Power per
  2534. level (1.08 at champion
  2535. level 18)
  2536. Lesser Mark of Replenishment 1 15 0.15 Mana regen / 5 sec
  2537. Lesser Mark of Alacrity 1 30 0.94% Attack Speed
  2538. Lesser Mark of Desolation 1 30 0.93 Armor Penetration
  2539. Lesser Mark of Resilience 1 15 0.51 Armor
  2540. Lesser Mark of Focus 1 30 -0.09% Cooldowns
  2541. Lesser Mark of Intellect 1 30 3.28 Mana
  2542. Lesser Mark of Insight 1 30 0.53 Magic Penetration
  2543. Mark of Strength 2 80 0.74 Attack Damage
  2544. Mark of Furor 2 330 1.74% Critical Damage
  2545. Mark of Fortitude 2 165 2.7 Health
  2546. Mark of Warding 2 80 0.75 Magic Resist
  2547. Mark of Potency 2 165 0.46 Ability Power
  2548. Mark of Knowledge 2 165 0.91 Mana per level (16.38
  2549. at champion level 18)
  2550. Mark of Might 2 165 0.1 Attack Damage per
  2551. level (1.89 at champion
  2552. level 18)
  2553. Mark of Malice 2 165 0.72% Critical Chance
  2554. Mark of Vitality 2 330 0.42 Health per level (7.56
  2555. at champion level 18)
  2556. Mark of Shielding 2 80 0.06 Magic Resist per
  2557. level (1.44 at champion
  2558. level 18)
  2559. Mark of Force 2 165 0.2 Ability Power per
  2560. level (1.44 at champion
  2561. level 18)
  2562. Mark of Replenishment 2 80 0.2 Mana regen / 5 sec
  2563. Mark of Alacrity 2 165 1.32% Attack Speed
  2564. Mark of Desolation 2 165 1.29 Armor Penetration
  2565. Mark of Resilience 2 80 0.71 Armor
  2566. Mark of Focus 2 165 -0.13% Cooldowns
  2567. Mark of Intellect 2 165 4.59 Mana
  2568. Mark of Insight 2 165 0.74 Magic Penetration
  2569. Greater Mark of Strength 3 205 0.95 Attack Damage
  2570. Greater Mark of Furor 3 820 2.23% Critical Damage
  2571. Greater Mark of Fortitude 3 410 3.47 Health
  2572. Greater Mark of Warding 3 205 0.97 Magic Resist
  2573. Greater Mark of Potency 3 410 0.59 Ability Power
  2574. Greater Mark of Knowledge 3 410 1.17 Mana per level (21.06
  2575. at champion level 18)
  2576. Greater Mark of Might 3 410 0.14 Attack Damage per
  2577. level (2.43 at champion
  2578. level 18)
  2579. Greater Mark of Malice 3 410 0.93% Critical Chance
  2580. Greater Mark of Vitality 3 820 0.54 Health per level (9.72
  2581. at champion level 18)
  2582. Greater Mark of Shielding 3 205 0.07 Magic Resist per
  2583. level (1.26 at champion
  2584. level 18)
  2585. Greater Mark of Force 3 410 0.1 Ability Power per
  2586. level (1.8 at champion
  2587. level 18)
  2588. Greater Mark of Replenishment 3 205 0.26 Mana regen / 5 sec
  2589. Greater Mark of Alacrity 3 410 1.7% Attack Speed
  2590. Greater Mark of Desolation 3 410 1.66 Armor Penetration
  2591. Greater Mark of Resilience 3 205 0.91 Armor
  2592. Greater Mark of Focus 3 410 -0.16% Cooldowns
  2593. Greater Mark of Intellect 3 410 5.91 Mana
  2594. Greater Mark of Insight 3 410 0.95 Magic Penetration
  2595. [6.3.3] Glyphs
  2596. These are your blue runes that give the biggest bonuses in magical areas,
  2597. and are therefore most useful for spellcasters. It isn't unusual to see
  2598. carries take a few magic regen per level runes from this area, while tanks
  2599. usually take magic resist.
  2600. Name Tier Cost Stats
  2601. Lesser Glyph of Strength 1 15 0.16 Attack Damage
  2602. Lesser Glyph of Malice 1 30 0.15% Critical Chance
  2603. Lesser Glyph of Warding 1 15 0.83 Magic Resist
  2604. Lesser Glyph of Celerity 1 30 -0.03% Cooldowns per level
  2605. (-0.54% at champion level
  2606. 18)
  2607. Lesser Glyph of Knowledge 1 30 0.79 Mana per level (14.22
  2608. at champion level 18)
  2609. Lesser Glyph of Might 1 15 0.02 Attack Damage per
  2610. level (0.36 at champion
  2611. level 18)
  2612. Lesser Glyph of Fortitude 1 30 1.49 Health
  2613. Lesser Glyph of Shielding 1 15 0.08 Magic Resist per
  2614. level (1.44 at champion
  2615. level 18)
  2616. Lesser Glyph of Potency 1 30 0.55 Ability Power
  2617. Lesser Glyph of Replenishment 1 30 0.17 Mana Regen / 5 sec
  2618. Lesser Glyph of Alacrity 1 30 0.35% Attack Speed
  2619. Lesser Glyph of Vitality 1 65 0.3 Health per level (5.4
  2620. at champion level 18)
  2621. Lesser Glyph of Vigor 1 65 0.15 Health Regen / 5 sec
  2622. Lesser Glyph of Force 1 30 0.1 Ability Power per
  2623. level (1.8 at champion
  2624. level 18)
  2625. Lesser Glyph of Clarity 1 15 0.04 Mana Regen / 5 sec
  2626. per level (0.72 at
  2627. champion level 18)
  2628. Lesser Glyph of Furor 1 65 0.31% Critical Damage
  2629. Lesser Glyph of Resilience 1 15 0.39 Armor
  2630. Lesser Glyph of Focus 1 65 -0.36% Cooldowns
  2631. Lesser Glyph of Intellect 1 30 6.25 Mana
  2632. Lesser Glyph of Insight 1 30 0.32 Magic Penetration
  2633. Glyph of Strength 2 80 0.22 Attack Damage
  2634. Glyph of Malice 2 165 0.22% Critical Chance
  2635. Glyph of Warding 2 80 1.16 Magic Resist
  2636. Glyph of Celerity 2 165 -0.04% Cooldowns per level
  2637. (-0.72% at champion level
  2638. 18)
  2639. Glyph of Knowledge 2 165 1.1 Mana per level (19.8
  2640. at champion level 18)
  2641. Glyph of Might 2 80 0.03 Attack Damage per
  2642. level (0.57 at champion
  2643. level 18)
  2644. Glyph of Fortitude 2 165 2.08 Health
  2645. Glyph of Shielding 2 80 0.12 Magic Resist per
  2646. level (2.16 at champion
  2647. level 18)
  2648. Glyph of Potency 2 165 0.77 Ability Power
  2649. Glyph of Replenishment 2 165 0.24 Mana Regen / 5 sec
  2650. Glyph of Alacrity 2 165 0.5% Attack Speed
  2651. Glyph of Vitality 2 330 0.42 Health per level (7.56
  2652. at champion level 18)
  2653. Glyph of Vigor 2 330 0.21 Health Regen / 5 sec
  2654. Glyph of Force 2 165 0.13 Ability Power per
  2655. level (2.34 at champion
  2656. level 18)
  2657. Glyph of Clarity 2 80 0.06 Mana Regen / 5 sec
  2658. per level (1.08 at
  2659. champion level 18)
  2660. Glyph of Furor 2 330 0.43% Critical Damage
  2661. Glyph of Resilience 2 80 0.55 Armor
  2662. Glyph of Focus 2 330 -0.51% Cooldowns
  2663. Glyph of Intellect 2 165 8.75 Mana
  2664. Glyph of Insight 2 165 0.44 Magic Penetration
  2665. Greater Glyph of Strength 3 205 0.28 Attack Damage
  2666. Greater Glyph of Malice 3 410 0.28% Critical Chance
  2667. Greater Glyph of Warding 3 205 1.49 Magic Resist
  2668. Greater Glyph of Celerity 3 410 -0.05% Cooldowns per level
  2669. (-0.9% at champion level
  2670. 18)
  2671. Greater Glyph of Knowledge 3 410 1.42 Mana per level (25.56
  2672. at champion level 18)
  2673. Greater Glyph of Acumen 3 820 2.2 Energy
  2674. Greater Glyph of Might 3 205 0.04 Attack Damage per
  2675. level (0.73 at champion
  2676. level 18)
  2677. Greater Glyph of Fortitude 3 410 2.67 Health
  2678. Greater Glyph of Shielding 3 205 0.15 Magic Resist per
  2679. level (2.7 at champion
  2680. level 18)
  2681. Greater Glyph of Potency 3 410 0.99 Ability Power
  2682. Greater Glyph of Replenishment 3 410 0.31 Mana Regen / 5 sec
  2683. Greater Glyph of Sapience 3 820 0.161 Energy / Level (2.9
  2684. at champion level 18)
  2685. Greater Glyph of Alacrity 3 410 0.64% Attack Speed
  2686. Greater Glyph of Vitality 3 820 0.54 Health per level (9.72
  2687. at champion level 18)
  2688. Greater Glyph of Vigor 3 820 0.27 Health Regen / 5 sec
  2689. Greater Glyph of Force 3 410 0.17 Ability Power per
  2690. level (3.06 at champion
  2691. level 18)
  2692. Greater Glyph of Clarity 3 205 0.08 Mana Regen / 5 sec
  2693. per level (1.44 at
  2694. champion level 18)
  2695. Greater Glyph of Furor 3 820 0.56% Critical Damage
  2696. Greater Glyph of Resilience 3 205 0.7 Armor
  2697. Greater Glyph of Focus 3 820 -0.65% Cooldowns
  2698. Greater Glyph of Intellect 3 410 11.25 Mana
  2699. Greater Glyph of Insight 3 410 0.57 Magic Penetration
  2700. [6.3.4] Seals
  2701. Your yellow runes pack the most benefits in physical defense, and are
  2702. therefore useful for tanks.
  2703. Name Tier Cost Stats
  2704. Lesser Seal of Strength 1 15 0.24 Attack Damage
  2705. Lesser Seal of Malice 1 30 0.23% Critical Chance
  2706. Lesser Seal of Defense 1 30 0.08 Armor per level (1.44
  2707. at champion level 18)
  2708. Lesser Seal of Regeneration 1 30 0.06 Ability Power per
  2709. level (1.08 at champion
  2710. level 18)
  2711. Lesser Seal of Force 1 30 0.06 Ability Power per
  2712. level (1.08 at champion
  2713. level 18)
  2714. Lesser Seal of Clarity 1 15 0.05 Mana Regen / 5 sec
  2715. per level (0.9 at champion
  2716. level 18)
  2717. Lesser Seal of Might 1 15 0.03 Attack Damage per
  2718. level (0.61 at champion
  2719. level 18)
  2720. Lesser Seal of Fortitude 1 65 2.97 Health
  2721. Lesser Seal of Warding 1 15 0.41 Magic Resist
  2722. Lesser Seal of Evasion 1 65 0.42% Dodge
  2723. Lesser Seal of Intellect 1 30 3.83 Mana
  2724. Lesser Seal of Alacrity 1 30 0.42% Attack Speed
  2725. Lesser Seal of Vitality 1 30 0.6 Health per Level (10.8
  2726. at champion level 18)
  2727. Lesser Seal of Shielding 1 30 0.05 Magic Resit per level
  2728. (0.9 at champion level 18)
  2729. Lesser Seal of Focus 1 30 -0.16% Cooldowns
  2730. Lesser Seal of Knowledge 1 30 0.65 Mana per Level (11.7
  2731. at champion level 18)
  2732. Lesser Seal of Furor 1 65 0.43% Critical Damage
  2733. Lesser Seal of Resilience 1 15 0.78 Armor
  2734. Lesser Seal of Vigor 1 65 0.24 Health Regen / 5 sec
  2735. Lesser Seal of Potency 1 30 0.33 Ability Power
  2736. Lesser Seal of Replenishment 1 15 0.23 Mana Regen / 5 sec
  2737. Seal of Strength 2 80 0.33 Attack Damage
  2738. Seal of Malice 2 165 0.32% Critical Chance
  2739. Seal of Defense 2 165 0.12 Armor per level (2.16
  2740. at champion level 18)
  2741. Seal of Regeneration 2 165 0.09 Ability Power per
  2742. level (1.62 at champion
  2743. level 18)
  2744. Seal of Force 2 165 0.08 Ability Power per
  2745. level (1.44 at champion
  2746. level 18)
  2747. Seal of Clarity 2 80 0.08 Mana Regen / 5 sec
  2748. per level (1.44 at champion
  2749. level 18)
  2750. Seal of Might 2 80 0.05 Attack Damage per
  2751. level (0.85 at champion
  2752. level 18)
  2753. Seal of Fortitude 2 330 4.16 Health
  2754. Seal of Warding 2 80 0.58 Magic Resist
  2755. Seal of Evasion 2 330 0.58% Dodge
  2756. Seal of Intellect 2 165 5.36 Mana
  2757. Seal of Alacrity 2 165 0.59% Attack Speed
  2758. Seal of Vitality 2 165 0.84 Health per Level (15.12
  2759. at champion level 18)
  2760. Seal of Shielding 2 165 0.08 Magic Resit per level
  2761. (1.44 at champion level 18)
  2762. Seal of Focus 2 165 -0.23% Cooldowns
  2763. Seal of Knowledge 2 165 0.91 Mana per Level (16.38
  2764. at champion level 18)
  2765. Seal of Furor 2 330 0.61% Critical Damage
  2766. Seal of Resilience 2 80 1.09 Armor
  2767. Seal of Vigor 2 330 0.34 Health Regen / 5 sec
  2768. Seal of Potency 2 165 0.46 Ability Power
  2769. Seal of Replenishment 2 80 0.32 Mana Regen / 5 sec
  2770. Greater Seal of Strength 3 205 0.43 Attack Damage
  2771. Greater Seal of Malice 3 410 0.78% Critical Chance
  2772. Greater Seal of Defense 3 410 1.08 Armor per level (19.44
  2773. at champion level 18)
  2774. Greater Seal of Regeneration 3 410 0.1 Ability Power per
  2775. level (1.8 at champion
  2776. level 18)
  2777. Greater Seal of Force 3 410 0.1 Ability Power per
  2778. level (1.8 at champion
  2779. level 18)
  2780. Greater Seal of Lucidity 3 820 0.064 Energy Regen / 5 sec
  2781. per level (1.15 at
  2782. champion level 18)
  2783. Greater Seal of Clarity 3 205 0.1 Mana Regen / 5 sec
  2784. per level (1.8 at champion
  2785. level 18)
  2786. Greater Seal of Might 3 205 1.09 Attack Damage per
  2787. level (0.61 at champion
  2788. level 18)
  2789. Greater Seal of Fortitude 3 820 5.35 Health
  2790. Greater Seal of Warding 3 205 0.74 Magic Resist
  2791. Greater Seal of Evasion 3 820 0.75% Dodge
  2792. Greater Seal of Intellect 3 410 6.89 Mana
  2793. Greater Seal of Meditation 3 820 0.63 Energy Regen / 5 sec
  2794. Greater Seal of Alacrity 3 410 0.76% Attack Speed
  2795. Greater Seal of Vitality 3 410 1.8 Health per Level (19.44
  2796. at champion level 18)
  2797. Greater Seal of Shielding 3 410 0.1 Magic Resit per level
  2798. (1.8 at champion level 18)
  2799. Greater Seal of Focus 3 410 -0.29% Cooldowns
  2800. Greater Seal of Knowledge 3 410 1.17 Mana per Level (21.06
  2801. at champion level 18)
  2802. Greater Seal of Furor 3 820 0.78% Critical Damage
  2803. Greater Seal of Resilience 3 205 1.41 Armor
  2804. Greater Seal of Vigor 3 820 0.43 Health Regen / 5 sec
  2805. Greater Seal of Potency 3 410 0.59 Ability Power
  2806. Greater Seal of Replenishment 3 205 0.41 Mana Regen / 5 sec
  2807. _________________________
  2808. [6.4] Masteries
  2809. You can have a total of thirty masteries in any game at level 30, and they
  2810. can be changed between games/champions. They provide very small bonuses,
  2811. but that might make all the difference.
  2812. [6.4.1] Offense
  2813. Name Requirements Bonuses
  2814. Deadliness None Increases your champions critical
  2815. strike chance by 0.66/1.33/2%
  2816. Cripple None Improves your Exhaust spell to
  2817. also reduce the targets armor and
  2818. magic resistance by 10 for the
  2819. duration, and increases the
  2820. duration by 0.5 seconds
  2821. Plentiful Bounty None Improves your Smite Smite spell to
  2822. reward a bonus 5 gold when used,
  2823. and reduces its cooldown by 5
  2824. seconds
  2825. Archmage's Savvy None Increases your ability power by
  2826. 0.20/0.40/0.60 per champion level
  2827. Sorcery 4 points in offense Reduces the cooldown of your
  2828. champion's abilities by 0.75/1.50/
  2829. 2.25/3.00%
  2830. Alacrity 4 points in offense Increases your champion's attack
  2831. speed by 1/2/3/4%
  2832. Burning Embers 8 points in offense When your Ignite spell is on
  2833. cooldown, your champion gains 10 AP
  2834. Archaic Knowledge 8 points in offense Your magical spells penetrate 15%
  2835. 4 points in sorcery of the target's magic resistance
  2836. Sunder 8 points in offense Your physical attacks pierce 2/4/6%
  2837. of the target's armor
  2838. Offensive Mastery 8 points in offense Increases the damage you do to
  2839. minions by 2/4
  2840. Brute Force 12 points in offense Increases your champion's attack
  2841. damage by 1/2/3
  2842. Lethality 16 points in offense Increases your champion's critical
  2843. strike damage by 3.33/6.66/10.00%
  2844. Improved Rally 16 points in offense Improves your Rally spell to also
  2845. increase ability power by 20-70,
  2846. and increases its duration by 5
  2847. seconds
  2848. Havoc 20 points in offense Increases your physical and magical
  2849. damage by 5%
  2850. [6.4.2] Defense
  2851. Name Requirements Bonuses
  2852. Mender's Faith None Reduces the cooldown of your Heal
  2853. spell by 30 seconds
  2854. Resistance None Increases your champion's magic
  2855. resist by 2/4/6
  2856. Preservation None Increases your health by 400 for
  2857. 120 seconds after casting you
  2858. Revive spell, and reduces its
  2859. cooldown by 20 seconds
  2860. Hardiness None Increases your champion's armor by
  2861. 2/4/6
  2862. Strength of Spirit 4 points in defense Increases your championo's health
  2863. 3 points in resistance and regeneration by 0.1/0.2/0.3%
  2864. of your maximum mana
  2865. Evasion 4 points in defense Increases dodge chance by 0.5/1.0/
  2866. 1.5/2.0%
  2867. Defensive Mastery 8 points in defense Your champion takes 1/2 less damage
  2868. from minions and monsters
  2869. Nimbleness 8 points in defense Increases your champion's movement
  2870. 4 points in evasion speed by 10% after dodging an
  2871. attack
  2872. Hardened Skin 8 points in defense Blocks 1/1.5/2 physical damage
  2873. 3 points in hardiness
  2874. Veteran's Scars 12 points in defense Increases your champion's health by
  2875. 15/30/45/60
  2876. Willpower 12 points in defense Reduces the recharge time of
  2877. Cleanse by 20 seconds
  2878. Ardor 16 points in defense Increases your champion's ability
  2879. power and attack speed by 0.66/1.33/
  2880. 2.00%, and an increasing amount
  2881. summing to an additional 0.66/1.33/
  2882. 2.00% at level 18
  2883. Reinforce 16 points in defense Your Fortify spell causes your
  2884. turrets to deal 50% splash damage
  2885. Tenacity 20 points in defense Decreases all damage dealt to your
  2886. champion by 4%
  2887. [6.4.3] Utility
  2888. Name Requirements Bonuses
  2889. Spatial Accuracy None Reduces the delay on your Teleport
  2890. spell by 0.5 seconds, and decreases
  2891. its cooldwon by 5 seconds
  2892. Good Hands None Reduces time spent dead by 3.33/
  2893. 6.66/10.00%
  2894. Perseverance None Increases total health and mana
  2895. regeneration by 2/3/4%
  2896. Haste None Increases the movement speed of
  2897. your Ghost spell by 6% and its
  2898. duration by 1.5 seconds
  2899. Awareness 4 points in utility Increases the amount of experience
  2900. your champion gains by 1.25/2.50/
  2901. 3.75/5.00%
  2902. Expanded Mind 4 points in utility Increases your champion's mana by
  2903. 1.25/2.50/3.75/5.00% of your
  2904. maximum mana
  2905. Greed 8 points in utility Generates 1 gold every 10 seconds
  2906. Meditation 8 points in utility Increases mana regeneration by
  2907. 0.33/0.66/1.00 every second
  2908. Utility Mastery 8 points in utility Increases the duration of neutral
  2909. monster buffs by 15/30%
  2910. Insight 8 points in utility Your clarity spell will now grant
  2911. the same amount of mana to your
  2912. allies as your champion receives
  2913. Quickness 12 points in utility Increases your base movement speed
  2914. by 1/2/3%
  2915. Blink of an Eye 12 points in utility Reduces the cooldown of your Flash
  2916. spell by 15 seconds
  2917. Intelligence 16 points in utility Reduces your champion's cooldowns
  2918. by 2/4/6%
  2919. Mystical Vision 16 points in utility Increases the duration of your
  2920. Clairvoyance spell by 4 seconds,
  2921. and reduces its cooldown by 5
  2922. seconds
  2923. Presence of the 20 points in Utility Reduces the recharge time of
  2924. Master your summoner spells by 15%
  2925. ==========================================================================
  2926. [7] Character Info
  2927. ==========================================================================
  2928. Here is a list of all the characters in League of Legends, as well as an
  2929. overview of all the lore, stats, abilities, and viable builds that go with
  2930. each one.
  2931. I have purposefully left out masteries and runes that go along with each
  2932. build, because there are several varations from person to person. Also, the
  2933. builds just get you to the mid-game, and late game items should be based on
  2934. your enemies team composition.
  2935. _________________________
  2936. Alistar The Minotaur
  2937. Cost: 1350 IP; 585 RP
  2938. Attributes: Melee, Pusher, Tank
  2939. Health: ********** (10)
  2940. Spells: ****** (6)
  2941. Attack: **** (4)
  2942. Difficulty: **** (4)
  2943. Lore: The mightiest warrior ever to emerge from the minotaur tribes of the
  2944. Great Barrier, Alistar defended his tribe from all of Valoran's many
  2945. dangers; that is, until the coming of the Noxian army. Alistar was lured
  2946. from his village by the machinations of Keiran Darkwill, Baron Darkwill's
  2947. youngest son, and commander of the Noxian expeditionary force. When
  2948. Alistar returned home, he found his village burning and his family slain.
  2949. Bellowing with rage, he charged an entire regiment of Noxus's elite,
  2950. slaughtering them by the hundreds. Only the intervention of some of Noxus's
  2951. most skilled summoners checked Alistar's rage. Brought in chains to Noxus,
  2952. Alistar spent the intervening years as a gladiator pitted in endless
  2953. battle for the entertainment of Noxus's wealthy leaders. Alistar's once
  2954. noble soul slowly twisted, and he would have been lost to insanity if not
  2955. for Ayelia, a young servant girl who befriended him and eventually
  2956. arranged for his escape. Suddenly free, Alistar joined the newly-formed
  2957. Institute of War as a champion, hoping to one day visit his final
  2958. vengeance against Noxus and to find the girl who once again gave him hope.
  2959. If you intend to grab the bull by the horns as a summoner, Alistar might
  2960. have something to say about that.
  2961. Statistics:
  2962. Health: 468 (+114)
  2963. Mana: 192 (+33)
  2964. Damage: 59.53 (+3.375)
  2965. Attack Speed: 0.571 (+0.010)
  2966. Range: 125
  2967. Armor: 14.5 (+3.5)
  2968. Magic Resist: 30
  2969. Health Regen: 7.25 (+0.85)
  2970. Mana Regen: 3.95 (+0.25)
  2971. Move Speed: 300
  2972. Abilities:
  2973. Colossal Strength: (Passive) Alistar deals 20/40/60% additional damage to
  2974. turrets.
  2975. Pulverize: (Active) Alistar smashes the ground, dealing 80 / 125 / 170 /
  2976. 220 / 270 (+1 per Ability Power) magic damage and tossing all
  2977. nearby enemies into the air, stunning them for 2 seconds.
  2978. * Cost: 70 / 85 / 100 / 115 / 130 Mana
  2979. * Cooldown: 15 seconds
  2980. Headbutt: (Active) Alistar charges at an enemy and rams them, dealing 90 /
  2981. 140 / 190 / 245 / 300 (+1 per Ability Power) damage and knocking
  2982. them back (does not stun).
  2983. * Cost: 80 / 90 / 100 / 110 / 120 mana
  2984. * Cooldown: 12 seconds
  2985. * Range: 650
  2986. Triumphant Roar: (Active) Alistar lets out a commanding war cry, instantly
  2987. restoring 60 / 90 / 120 / 150 / 180 (+0.4 per Ability Power)
  2988. health to himself and nearby friendly units for half the amount.
  2989. The cooldown is reduced by 2 seconds each time a nearby enemy
  2990. unit dies.
  2991. * Cost: 20 / 30 / 40 / 50 / 60 Mana
  2992. * Cooldown: 12 seconds
  2993. Unbreakable Will: (Active): Alistar lets out a wild roar, gaining 60 / 75 /
  2994. 90 bonus physical damage. He also removes all crowd control
  2995. effects from himself and takes 75% reduced physical and magic
  2996. damage for 6 / 7 / 8 seconds.
  2997. * Cost: 150 Mana
  2998. * Cooldown: 120 / 100 / 80 seconds
  2999. Build One: Tank
  3000. Pros:
  3001. -great at initiating
  3002. -makes use of his enormous health
  3003. -his ult plus decent armor and magic resist will make him almost
  3004. invincible
  3005. Cons:
  3006. -early game is complete trash
  3007. -long cooldown spells makes it so you can only use them once or twice in
  3008. a team fight
  3009. -very little damage
  3010. Summoner Spells: Flash, Other
  3011. Beginning Items: Doran's Shield
  3012. Mid Game items: Boots of Swiftness, Soul Shroud, then:
  3013. If enemy team is mostly AP: Banshee's Veil, Force of Nature
  3014. If enemy team is mostly Physical: Frozen Heart, Thornmail
  3015. If enemy team is a mixture: Banshee's Veil, Frozen Heart
  3016. Strategy:
  3017. As tank Alistar, your main goal is to cause as much havoc as you can,
  3018. hopefully towards the back of the enemy formation. You want to stun and
  3019. bash the enemy carry out, either forcing them to flee or be cut down by
  3020. your teammates.
  3021. You want to start out with a Doran's Shield to give yourself sustainability
  3022. in the lane. Alternatively, you could grab a Meki Pendant and 2 Health
  3023. Potions, then max out Triumphant Roar. Your early game is terrible, and
  3024. Alistar is probably the worst farmer in the entire game, but last hit where
  3025. you can. Don't use your Pulverize or Headbutt on minions because it doesn't
  3026. do enough damage to justify the mana cost.
  3027. The cow really starts to shine in the mid-late game. The Pulverize +
  3028. Headbutt combo is truely spectacular, and allows you to easily drag the
  3029. enemy carry away from their supports. If you can initiate a team fight with
  3030. it, it will almost always go decidedly in your favor. If you see an enemy
  3031. using a channeled ult (ie Nunu's ult, Katarina's ult, Fiddlestick's Ult),
  3032. be sure to knock them away from your team as fast as possible.
  3033. Build Two: Roaming Gank-Tank
  3034. Pros:
  3035. -avoids his trash early game
  3036. -if you can pull of a few kills, it will greatly help your late game
  3037. -rather speedy build will help you position for your combo
  3038. -keeps your enemies off-guard
  3039. -another solo lane can help your allies get experience and gold
  3040. Cons:
  3041. -very risky: if you dont get at least a few kills in the early game, you
  3042. will be far behind everyone else because you didn't farm minions
  3043. -easily countered by wards
  3044. -susceptible to idiotic allies; you cant gank if your team pushes their
  3045. lanes, and you don't do enough damage to kill an opponent by yourself
  3046. -not as much health and resistances than a pure tank Alistar
  3047. Summoner Spells: Flash, Ghost
  3048. Beginning Items: Boots of Speed, 2 Health Potions, 1 Mana Potion
  3049. Mid Game Items: Boots of Mobility, Shurelya's Reverie, Force of Nature,
  3050. then:
  3051. If enemy team is mostly AP: Banshee's Veil
  3052. If enemy team is mostly Physical: Thornmail
  3053. If enemy team is a mixture: Aegis of the Legion
  3054. Strategy:
  3055. Since Alistar's laning phase is so terrible, some people devised a new
  3056. strategy that would bypass the farming phase of the game altogether.
  3057. Instead of being locked in a lane farming creeps for the first 15 minutes,
  3058. this build specializes in ganking almost all the time.
  3059. You want to start out with boots to help you with speed. The potions will
  3060. help you with sustainability issues so you don't have to recall to your
  3061. fountain constantly. Your first priority should be to get to level two as
  3062. fast as you can. Kill a few minions, and make sure to level up Pulverize
  3063. and Headbutt as your first two skills.
  3064. Once you are at level two, go looking for a chance to ambush someone. You
  3065. want to get the lane where the enemies are as far away from their towers as
  3066. possible. Also take their escapability into acount. Once you are in
  3067. position, ping so your ally knows what is going on, use Ghost, Flash, and
  3068. Pulverize your opponent who is at the lowest health (if there is two of
  3069. them). Headbutt them into your allies for good measure, and you should net
  3070. a kill.
  3071. When the late game comes, you want to shift into a more tankey approach,
  3072. but you should still try to gank whenever possible.
  3073. Build Three: Mage
  3074. Pros:
  3075. -two of Alistar's skills have 1:1 AP ratios
  3076. -at 300 AP, the Headbutt + Pulverize combo can do almost 1000 damage to
  3077. an someone with low magic resist
  3078. -at 300 AP, he can heal himself for 300 HP every 12 seconds (less if
  3079. enemies around him are dying)
  3080. Cons:
  3081. -probably not the best build for this cow
  3082. -other mages burst for more damage, and more frequently
  3083. -long cooldowns force you to max out cooldown reduction
  3084. -much, much less health than tank Alistar
  3085. Summoner Spells: Flash, Other
  3086. Beginning Items: Meki Pendant, 2 Health Potions
  3087. Mid Game Items: Ionian Boots of Lucidity, Shurelya's Reverie OR Morello's
  3088. Evil Tome OR Deathfire Grasp, Rabadon's Deathcap
  3089. Strategy:
  3090. Taking the Meki Pendant first allows you to use Triumphant Roar much more
  3091. often. Combine this with the Health Potions and you should have no trouble
  3092. in the laning phase. Again, focus on last hitting creeps, but don't use
  3093. Headbutt or Pulverize on them, because it does too little damage to justify
  3094. the mana cost.
  3095. When the mid game rolls around you'll want to grab the Ionian Boots of
  3096. Lucidity to aid you in cooldown reduction. If your team is doing well, buy
  3097. a Morello's Evil Tome or a Deathfire Grasp to get more AP and mana regen.
  3098. If your team is doing poorly, get a Shurelya's Reverie for the Health and
  3099. Speed bonuses it provides (all three items give mana regen and cooldown
  3100. reduction).
  3101. Aim to be towards the middle of your allies in a team fight formation. When
  3102. the fight breaks out, use flash into the enemy carry, and do your Pulverize
  3103. + Headbutt combo and smash them into your team. Your superior damage should
  3104. knock them down to half health (if they have low magic resit). Then run
  3105. back to your team, using your ult and Triumphant Roar if you need to.
  3106. General Summary:
  3107. Allistar is a very archetypal tank. He has high health, low damage, and
  3108. wide range of abilities to help his allies.
  3109. His Pulverize + Headbutt combo is essential. Mastering it should be the
  3110. first priority for any potential Alistar player. Also, Unbreakable Will
  3111. should be used when you are at about 1/5th health. Enemies will see his low
  3112. HP bar and will instinctively focus him, which is what AListar wants.
  3113. Overall, Alistar is a good tank, focusing on picking off enemy carries. He
  3114. doesn't do enough damage to be focused inately, so he really has to force
  3115. his foes to attack him
  3116. Tips for Playing Against Him:
  3117. He will almost always take flash, so be very careful when you are near him.
  3118. He can be quite far away from you one second, then right in your face the
  3119. next, and after you are stunned from Pulverized, you better hope the enemy
  3120. team isn't there to finish you off.
  3121. In teamfights, just wait for him to blow his CC before you get close to him.
  3122. Once he has done this, he can be ignored almost entirely, as his cooldowns
  3123. are quite long and his auto attacks do laughably small damage.
  3124. DO NOT focus Alistar when he has his ultimate on, unless he is the only
  3125. enemy around. He may only have 300 HP left, but with his armor, magic
  3126. resist, and Unbreakable Will, he may take another 4-5 seconds to kill, time
  3127. the rest of his team can use to destroy you.
  3128. ==========================================================================
  3129. [8] Other Stuff
  3130. ==========================================================================
  3131. ==========================================================================
  3132. [9] Version History
  3133. ==========================================================================
  3134. 7/22/10 0.01 Guide started, template done
  3135. 7/25/10 0.10 Intro chapter and copyright done
  3136. 7/26/10 0.11 Chapter 2 started
  3137. 7/27/10 0.20 Bouncing around, finished chapter 2, started 3
  3138. 8/16/10 0.30 Starcraft II, vacation, and school starting have combined to
  3139. keep me away from this guide for a while. I'm coming back to
  3140. it now, though!
  3141. 9/5/10 0.40 The massive items section is done, along with a spell check
  3142. and Alistar's guide
  3143. 9/30/10 0.50 Guide is about half done, with the champion guides, late
  3144. game strategies, and outside preparation being the main
  3145. items left for completion
  3146. 10/18/10 0.51 Progress has once again been slow due to Halo Reach. I split
  3147. the Neutrals section off from Minions and Buildings due to
  3148. its size, added some content in random areas
  3149. 11/24/10 0.55 Chapter 5 complete... work has been slow since Black Ops
  3150. came out
  3151. 12/22/10 0.60 Chapter 4 complete; I have all winter break to work on this!
  3152. 12/31/10 0.61 Runes complete
  3153. 1/1/11 0.65 Chapter 6 complete
  3154. 1/10/11 0.66 Another small update
  3155. 3/20/11 0.67 After playing about 200 more games, I now have a good
  3156. understanding of each champ. Therfore, I have modified the
  3157. champion chapter to go much more in depth, and propose
  3158. different builds.
  3159. ==========================================================================
  3160. [10] Copyright
  3161. ==========================================================================
  3162. You can post this guide anywhere as long as you:
  3163. 1) Contact me via-Email. I will say yes (almost always)
  3164. 2) Don't change the author line at the top. I'm so selfish that I want
  3165. all the credit for myself! But seriously, don't touch it.
  3166. 3) Don't alter original data. You can add or remove sections, but don't
  3167. change the facts I've written.
  3168. Sites that can post this guide:
  3169. Gamefaqs
  3170. Neoseeker
  3171. Supercheats
  3172. Gameguideworld
  3173. Cheatchannel
  3174. Cheatbook
  3175. Cod4central
  3176. Strategyinformer
  3177. Cheatcc
  3178. GamesRadar
  3179. CheatPlanet
  3180. Contact: Remanemporor2@live.com

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