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4. How to Master the Game
You'll want a variety of those types of champions as well. As you can see, it will take quite a bit of time to get to this point. This level of play is a goal, not something to aim for right away.
**Caster**: Red/Quints - Magic Pen; Yellow/Blue - Cooldown reduction. I don't care if they don't match up. Every caster relies on their abilties and the faster they come up, the better. Getting yourself magic pen reds/quints means that your abilities can hit for full damage at level 1, as you can zero out an enemy's magic resist. When you pick Magic Pen boots (as you should on most AP champs), you'll be significantly ahead. Magic Resist can have your stuff hitting for 25% less. When you zero that out, you can hit like a truck, even at level 1.
**Physical**: Red/Quints - Armor Pen; Yellow/Blue - Attack Speed. The same rules that apply to magic resist, apply to armor as well. You can effectively negate everyone's armor, allowing you to hit like a truck at level one. Also, since most champions rely heavily on their auto attacks, additional attack speed early on helps. You'll notice that both of these sets of runes are designed to be helpful from level 1 all the way into level 18.
**Jungle**: Red/Quints - Armor Pen: Yellow/Blue - Armor. You're going to need armor to survive in the jungle. Keep your same armor pen sets so you can melee minions and put them at 0 armor, doing max damage. The armor lets you properly jungle. Note that there may be a different setup for AP Jungle champs like Amumu or Nunu. You may want to swap your Armor Pen for Magic Pen for the long-term, but you'll still want the armors in the yellow/blue slots to survive those minions.
If main tank is AP, it is ok to grab an AP support (Soraka/Kayle/Nidalee/Sona/Karma/etc)
Auto-locking is done by idiots. Ask anyone who I play with here on DSLR. I'll frequently be the last person to select my champ. Many people have a preference of who they want to play. I let them pick, and then I adapt. Nobody wants to tank? Fine, I'll tank. Missing an off-tank? I'll cover it. Good opportunity for a support? I'll rock Karma. Be THAT guy and you'll win a lot more games.
Top solo can be stressful. If you're in this situation, you risk setting yourself up for a 1v2 or 1v1 situation with the expectation of getting ganked. Because of the way your lane is formed, you're at high risk of being ganked by a jungler if you're over-extended. If you're getting shut down in 1v2, let them push the lane and learn how to farm off a tower. Don't get poked by the enemy team and then complain because you were dived at the tower. If they're countering you hard, let them push to the tower and learn how to last hit off a tower.
So, what happens when the other team is pushing you, and no one is ganking, or is even able to gank? Learn how to last hit at a tower. Now, this isn't an exact science, and as you accumulate levels and items, this varies, but there is a way to last hit minions while letting the tower do the work. Learn how to perfect this per champ. AD champs have an easier time than AP champs.
Last hitting a melee minion: Let the tower hit the minion twice while its at full HP, then hit it the third time. A tower will take it down about 45% per hit, leaving you to do the last 10%. You really want to focus on not losing these. They're worth more gold than caster minions.
Last hitting a caster minion: Land the first hit on a caster minion and then wait until the tower hits and then land the last hit. If your minion wave is also hitting it, do not land the first hit.
Last hitting a tower minion: Or... whatever the hell they're called. The tower will hit it multiple times. Move around and time your shot appropriately. Try to last hit these as much as possible. They're worth the most gold. While the tower is hitting this minion, it's a good opportunity to get a single hit on the caster minions and to time your shots with the tower.
Note: 90% of players do not know how to properly last at at a tower. If you can dominate your lane, it is advantageous to push a minion wave into an enemy's tower to deny them gold, even though they'll still get XP. This is an extremely effective tactic in mid. Melt your minion wave and then retreat back to your tower as the enemy is either forced to get hit by minions to get gold, or most likely retreat to their tower and watch the tower deny them the gold.
But most people already know that, right? They know that the gold is accumulated from minion kills. You learn that in the tutorials. But what people don't do, is continue to farm with absolute vigilence the entire game. They'll farm the early game, and then go roam and attempt to push/gank, get no where, and fall behind on money while minions die to each other instead to you.
Very few people realize that minions increase in value as the game goes on. That creep wave that's worth very little is worth a lot more in the middle game and worth hundreds at end-game. Because of that, you'll see my prioritization on farming be higher in the end-game than it is in the early game. Meanwhile, everyone else focuses on futile team fights that deny you XP and gold. A good team should have every single lane pushed out of their safety limits and the jungle should be empty ALL THE TIME. This should be like this ALL GAME. The only exception would be if you have a very clear advantage in pushing a lane or engaging in a team fight. Many times, these team fights just happen. Those who go out and "seek" the fight frequently lose. Those who stage themselves up for a fight are the wons who frequently win. When your lanes are properly pushed and your team is properly fighting, you have a very quick advantage to push one or multiple towers and/or inhibitors.
To summarize, farm all game, not just early game. Compare not your kill score, but your creep score to the enemy team. Deny them creeps and the kills come naturally. If you can adopt the mentality that player kills are a result of good creep score, then your team will win. Do not throw this mentality out the door when mid/end-game comes.
Note: Jungle minions do not increase in value over time. Mid/End-game, shoot for creep waves before you dive into a jungle at those stages.
For skill shots, point your mouse in that direction, hold shift and your hit skill shot. Learn to use some form of smart casting. Champions like Veigar benefit heavily from it.
#1: Do not use mana on minions
#2: Do not use mana on harassing champions that you have no chance in killing (Example: Alistar)
#3: Do not ever let yourself get to a point where you're empty on resources unless you're planning on going back, or you just duked it out. Always, ALWAYS have enough to blow your load on an opponent at any given time.
Exceptions are when your resources come back faster than you spent them, or it is in your best interest to spend those resources (Like Cass), or when you're planning on recalling soon, or when someone is about to pop clarity. You get the idea here. Save mana for champs, last hit minions with auto-attack, do not harass/poke against champs unless you're sure you're going to put them at a disadvantage.
Energy champs can frequently dump their energy that can be slow to recharge. Champs like Kennen/Akali/Rumble/Lee Sin/etc should keep a relatively high energy pool if they're expected to charge a player at a moment's notice. For example, don't charge with an R with Akali if you have 40 energy.
THIS STUFF PAYS FOR ITSELF. GET IT EARLY. GET IT OFTEN.
You cannot effectively control your lane without at least one ward exposing your flank. Ward your blind spot, stack health pots. Collect win.
40 ability power
40 attack damage
3% of your maximum health in health regeneration per 5 sec.
1% of your maximum mana in mana regeneration per 5 sec.
300 gold and 900 experience points
If you turn those stats into gold, you'll find that:
40 ap = blasting wand = 860
40 ad ~ Bestfriend sword = 1650
3% of health as regen/5 with 2000 health ~ 60/5 = 4 regrowth pendants = 1740
1% of mana as manaregen/5 with 1000 mana ~ 10/5 = a meki pendant + a faerie charm = 570
and lastly the 300 gold.
(*note that an average champion would have around 2000 health and 1000 mana.)
Yeah, so if you add that all up, the baron buff gives at least 5120 stats worth of gold, TO EACH PLAYER! In total, baron grants your team a possible 25600 gold lead.
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