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What gives the overall score for mastery in Lola. Everything you need to know about Champion Mastery. Spells for other game modes

Five days ago, Riot Games announced an exciting new feature called Champion Mastery. The purpose of this system is to show how each player improves on a specific champion. In addition, the teamwork of the players will also improve, since it is for this that precious points will be awarded. But first things first.

Champion Mastery

What is Champion Mastery?

The Mastery system is designed to determine the amount of effort a player puts into a particular champion, and also uses a specific system to measure the level of mastery of that champion. When a player wins a game, he receives a certain number of Champion Points (CHP), and then some kind of reward. The number of points earned directly depends on the team’s performance.

Unlocking Champion Mastery

Your Summoner level must be above level five to take part in this program.

Initially, all champions have the first level of Mastery, as well as 0 points. Once you start playing and earning VP, you will be able to earn ranks and unlock rewards that will vary depending on your current rank. In your profile you will be able to see:

  • Three best champions;
  • Amount of Mastery (total number of levels on all champions);
  • Champions who are close to Mastery level.

At the moment, the introduction of the system is planned only for Regular games on the Summoner's Rift map.

Champion Points

Champion Points are earned by playing as a specific champion. Earning these Points will give you the ability to level up the Mastery level on that champion and receive rewards as you level up. Champion points are directly dependent on both your personal performance and the performance of your team. You will be able to see the number of Champion Points earned in the post-match results.

It's also worth noting that you'll earn a lot more Champion Points if you play with friends. The more friends you have on your team, the more points you will earn. For example, if there are five of you, you will receive 50% more PP than if you played alone.

Ratings

After finishing the game, you will be able to find out the score you received on a specific champion in that game. This rating is given to you by the Mastery system. The score completely depends on your performance as well as the role you played.

Awards

Reward levels

Depending on what skill level the player has, he will be able to receive a certain reward. It is worth noting that rewards will begin only at the fourth level of Mastery:

  1. Unique Mastery Emblem display emote, loading screen frame, unique banner in announcements

The developers promise that this is just the beginning. Over time, there will be even more levels and even more rewards.

Emblem of Mastery

You will have the opportunity to demonstrate your champion's skill level directly in the game itself. As with other emotions (laughter, dance, etc.), it will be tied to a “hot key”. This binding will be displayed in the game options:

Loading Screen Mastery Frame

If you can unlock this reward, you will see a new frame for your loading screen. The displayed Mastery rank will only be visible to players on your team.

Banner in announcements

  • You or your ally killed an enemy;
  • Anyone who kills an opponent above rank four.

A player in LoL is called a "Summoner". The maximum account level is 30. As you level up, new types of game modes, summoner spells, mastery points, and rune slots are unlocked.

Influence points (IP) game currency earned by players in battles. Influence points are used to unlock in-game content such as champions.

Most content can be unlocked for Riot Points (R.P.), game currency purchased for real money. Skins and other cosmetic upgrades can only be purchased for RP.

Every week, all players are given a free group of ten champions, the composition of the group changes every week. Up to level 6, players have access to a group of simple champions that are easier to understand in the game.

  • Play each free champion at least once. Some of them are more difficult to master and you may not like them, but you will be familiar with their skills and the general principles of playing these champions.
  • Every 22 hours, a bonus is given for the win of the day in the form of 150 IP.
  • Runes can only be purchased with IP. If you are ready to donate to the game, buy more expensive champions for RP. You will need a lot of IP to acquire runes after level 20. Keep an eye out for weekly discounts on champions.
  • Riot Games gives free skins for following on various social networks/media. If you already have such a champion, you will receive the skin for free. Do not use applications to get free skins or RP if they are not from official Riot Games sources - this is a scam in 99.999999% of cases.
  • Each account is given THREE purchase return tokens - they are not replenished.

Champions

Champions are game characters controlled by the player. All champions start at level 1 and level up to 18, the maximum champion level in League of Legends, becoming stronger with each level.

Each champion has a basic attack, a passive skill and 4 abilities:

  • Basic attack(auto attack) is performed by right-clicking on the enemy. It can be short-range or long-range. Champions automatically attack enemies within their attack radius, and continue to attack continuously until you specify another action. Each champion attacks differently; some champions take longer to attack each time, some ranged champions have projectiles that travel slower than others
  • Passive skill a champion is his basic characteristic that affects gameplay, but does not require any action from the player.
  • 4 skills(skills and spells) unique skills of champions. Most of them have three main abilities and one ultimate, which is the most powerful of the 4. Abilities have 5 ranks, which can be acquired after leveling up. The ult has three ranks and can increase after levels 6, 11 and 16.

Exceptions

  • Azir's passive skill requires a right-click to activate. Kalista requires her unique item to activate the skill.
  • Jace, Elise, Nidalee, Gnar, Shyvana and Quinn have ults that transform them, giving them new abilities and changing the other three. Karma and Heimirdinger's ult adds special effects to their main abilities. And some champions get an ult already at the first level.
  • Some champions, such as Lee Sin, can cast their abilities twice within a short period of time for additional effect.
  • Only one champion, Udyr, does not have an ult, and his 4 abilities are called "Stances" (Tiger Stance, Turtle Stance, Bear Stance, and Phoenix Stance).

Damage Types

Champions deal three types of damage:
  • Physical Damage inflicted by basic attacks and some abilities.
  • Magic Damage is dealt by most (but not all) abilities and stacks with basic attack.
  • True Damage Quite rare and can be applied in a variety of ways. It ignores armor and cannot be absorbed, while physical and magical can be absorbed by armor.
"Magical" and "physical" are just terms of game mechanics and are not related to the action performed by the champion. For example, Sejuani has the “North Wind” skill, where she “physically” spins her weapon and deals magical damage to enemies with it. All basic attacks deal physical damage, be it a punch, fireball, bullet, arrow, or magic bolt.

When one source causes multiple types of damage, it is called " Mixed Damage»

Champion Roles

Champions have 6 different roles. There is often a primary and a secondary role.

Mage

APC (Ability Power Carriers) deal high magical damage, usually with a ranged attack. They have weak defense and offensive capabilities.

Shooter

ADC (Attack Damage Carriers) use ranged attacks to attack single targets. Characterized by active and passive abilities that increase damage, speed and attack range. Shooters with weak defense must be careful and keep their distance from the enemy in order to survive.

Tank

Typically melee fighters with high defense but relatively low damage. Their task is to destroy, disable and protect. The tank can survive a lot of damage and they are the first to enter the battle and the last to leave.

Warrior

Just like Tanks, they are usually melee fighters, but they have moderate damage and defense. Due to their combination of average survivability and damage, warriors are good duelists. Most deal physical damage, some magical and/or mixed.

Support

Support champions excel at protecting and enhancing teammates' abilities and/or eliminating enemies. Helping allies is a defining feature of Support, along with the sacrificial playstyle. Support has two roles - a support mage, with a ranged attack, and a support tank, with a melee attack.

Murderer

These champions typically have great mobility and massive damage output over a short period of time to destroy the enemy champion. They can almost instantly kill a champion, anyone other than a tank. If they are ambushed, they themselves will die just as quickly, so you need to act with them carefully and use their mobility to the fullest. They deal both types of damage - physical and magical.

Statistics

Statistics\Characteristics (stats) numerical values ​​describing all units and structures, including champions, minions and towers. Understanding what these numbers mean and how they relate is an important step to League mastery. Let's focus on the champions.

Basic stats— characteristics of the default champions with whom the game begins. Most of these parameters grow as the game progresses.

Bonus stats- depend on external factors (passive and active abilities, items, runes and Talents)

Innate characteristics

Health (Health, HP) - This value indicates how much damage the champion will receive before dying.
Health recovery (HP5) — The value indicates how much health the champion restores every 5 seconds. In fact, the recovery occurs every half second, so the designation 10 Hp5 means the recovery of 1 hit point every half second.
Mana(MP) – The maximum value of mana points available for using skills.
Mana Recovery (MP5) — The value indicates how many mana points are restored every 5 seconds. As with health regeneration, regeneration occurs every half second.
Armor (AR) - Reduces physical damage. Each point of armor absorbs 1% of damage taken. For example, a champion with 100 HP and 0 AR will be killed after taking 100 damage. A champion with 100 HP and 100 AR must take 200 damage to be killed.
Magic Resistance (M.R.) - Reduces magic damage. The same as armor units, only regarding magic damage. All champions have a base MR of 30, but some of them increase this value as they level up.
Attack Power(AD) — The number of units of physical damage inflicted per basic attack.
Attack speed (AS, ASPD) — Number of basic attacks per second. Maximum value 2.5
Range— Basic attack range in game units. Her attack range does not increase as she levels up, except for Tristan due to her Aim passive.
Movement Speed ​​(MS) - The number of game units a champion can move per second. Doesn't increase with level.

Not innate characteristics

Bonus

Cooldown Reduction (CDR) — Reducing the cooldown of skills as a percentage. Maximum 40%.
Skill Strength (AP) – Increases the power value of most skills.
Armor Penetration(APen) - Physical damage ignores enemy armor. It can be either a numeric or a percentage value.
Magic Penetration (MPen) - The function is the same as Armor Penetration, only for Magic Damage and Magic Resistance.
Vampirism (L.S.) — The percentage of the damage dealt by the basic attack returned in the form of restoration of health units. Heal yourself by attacking the enemy!
Magical Vampirism (SV) - The same as Vampirism, but only the magic damage dealt is returned in the form of restoration of health units.
Critical Strike Chance (Crit) — The probability of causing critical (double) damage, expressed as a percentage of the base attack. Critical attacks occur randomly, each 1% Critical Chance increases the attack's damage by 1%.
Durability: Reduces the duration of negative effects by a percentage. For example, Lux can immobilize an enemy for 2 seconds using the Light Shackle skill, but an enemy with 35% Toughness will only be immobilized for 1.3 seconds.

Rest

Gold in 10 seconds (GP10): All champions gain a certain amount of gold per second and this amount can be slightly increased with items, Talents or Runes. Technically, this is not a stat, but is actually one of the characteristics.

Skills

In this chapter we will look at general concepts and terminology. To find out the ideal order of unlockable skills, it is better to use guides for specific champions. However, there are some general tips:

  • Determine which champion skills do the most damage or are most useful and upgrade them before others.
  • Determine for which skills the first rank is sufficient. Open them, but upgrade them last.
  • At level 4, each skill must unlock at least 1 rank.
  • Improve your ultimates whenever possible - at levels 6, 11 and 16.

What do Skills do?

Abilities have a variety of effects, some unique to champions. Often one skill has more than one effect. Here are the most common:
  • Damage: damages health. Additional damage (extra damage, poison, bleed, fire) deals damage over time, rather than instantly.
  • Treatment: Restores health. Treating a completely healthy character does not bring any effect.
  • Shield: Gives extra health. The shield is shown in the health bar, above the character, in gray. Shield against magic damage, only blocks magic damage and is shown in purple.
  • Crowd control (CC): Temporarily limits the enemy's abilities. The term comes from the ability to control the enemy team during combat. Divided into three types:
    • Tight control- completely deprives the player of control over the champion.
    • Soft control- partially deprives control.
    • Interrupt- makes it impossible to use skills. Any type of control, Soft or Hard, that prevents the use of abilities is Interrupting.
  • Buff: Improves the characteristics of allies.
  • Debuff: Degrades the characteristics of opponents.
  • Movements: Allows champions to jump or teleport.
  • Attack modifiers: Gives special effects on basic attack.
  • Passive Effects: act without activation, provided that the skill has at least the first rank. Not to be confused with the champion's passive skill.

How do Skills work?

  • Price: amount of mana spent on activation. Champions have a limited pool of resources; if the pool is empty, abilities cannot be used. Most champions use mana, but some use health or quickly regenerating energy. Some have no resources, and therefore no costs.
  • Factor: A way to improve stats with skill power. The multiplier specifies a ratio that adds the corresponding portion to the base value of the characteristic.
  • Reload(CD): delay before using the skill again. Most skills have a Cooldown immediately upon activation, but there are some variations on this mechanic:
    • Reusable: Can be used several times within a short period of time. For example, Ahri's "Phantom Charge" can be used up to 3 times before recharging.
    • Charges/Ammo: A supply of multiple charges that can be used in quick succession. The stock itself is replenished gradually. For example, Teemo's "Poison Trap".
    • Switching: Gives a constant effect when activated, with a cooldown between switches. For example, Ashe's Frost Shot.
  • Range: Determines the range of the skill. The range is displayed as a range indicator. Global range skills can be used anywhere on the map.
  • Response time: Delay between activation and effect. Typically corresponds to the animation of the skill. Most are fast, about half a second. Some work instantly.
  • Channels: Skills that can be interrupted when triggered. Interrupt puts the skill on cooldown without triggering it.
  • Auto-targeting: When the skill affects everyone in Range. Does not require aiming.
  • Guidance: The target must be within Range and Visibility, and the target must be selected. Most of them cannot be dodged and will follow the target regardless of their movement.
  • Skillshot: Requires the cursor to hover over the target. Can be of different shapes and sizes, such as flow, conical spread or circles. A skillshot may miss or can be avoided - aim carefully!
  • Area effect(AoE): Can affect multiple units.
  • Single target: Affects one unit at a time.
  • Aura: passively triggered Buff or Debuff on units near the champion.

Items

Items give champions stat enhancements and have special attributes:

  • Active, essentially additional skills used when activating an item by pressing a key bound to it. Examples include Zhonya's Hourglass, Yomuu's Phantom Blade, and Ravenous Hydra.
  • Passive, do not require pressing any keys or activation. For example, “The Triple Alliance”, “Armor of Warmog” and “The Torment of Liandra”.
  • Unique, passive and active with the same names do not add up. This means that wielding two items with the same unique active/passive attributes will only give the effect of one. For example, having West Wind and Mercury's Step will only give you 35% Toughness, not 70%. The owner of two Zhonya Hourglasses, using one will cause a cooldown on both.
Purchased items occupy one of six slots and take effect immediately, there is no need to “equip” them. Consumables such as potions and elixirs do nothing until you activate them by pressing the number key corresponding to the number of the inventory slot they occupy.

Basic items serve as a starting point for any item in the final recipe.
Many items do not support the logic of real things. The Running Boots are an important item for Nami, a mermaid without legs. The Infinity Edge sword is the main item for the archer Ash. Only the characteristics of the item matter, not its name or icon.

Selecting Items

Detailing options is called assembly. Basic items rarely change between matches, but you can also collect items depending on the situation.

To create the right item, ask yourself the following questions:

  • What is my champion's role?
  • What stats does my champion need for this role?
  • What characteristics will help me against the enemies I will face in this match.
Use items to enhance your strengths and improve your weaknesses. Increase power and efficiency by choosing items that complement each other.

For example, Blade of the Slain King and Last Breath make a good pairing as they both increase physical damage. Mind Death, which is similar to Blade of the Slain King, does not stack with Last Breath because it increases magic damage. A simple example is the relationship between defense and health - health from one item goes well with defense/armor from another, and vice versa.

Change the order of assembly, even among the same items there can be a huge difference. Rushing items is only purchasing components before completing the build. Choose carefully. Building multiple items at once takes too long and will delay a champion's buff, but rushing one item can mean missing out on other stats.

There is no need to copy the bot builds that can be seen in the game “Against Bots”, it is deliberately made bad.

Examples of item assembly

Annie magician She needs mana and Ability Power for her skills, health and defense due to the fact that she has a small attack radius. This makes Rod of Ages a good item to build quickly, as its passive attribute takes time to build up to maximum power. "Rabadon's Deathcap" and "Abyssal Staff" are a good set for offense. To protect herself, Annie can use items such as the Void Scepter against magical damage and Zhonya's Hourglass against physical damage. Remember, all these items are assembled from components! Annie can collect Absorbing Cloak or Seeker's Bracers and gain the necessary protection before completing Zhonya's Hourglass or Void Scepter.

Garen is a warrior who needs defensive characteristics to survive on the front line. His passive skill, Tenacity, and his skill, Bravery, make his health, defense, and toughness very effective. Sunflame Cape and Spirit Garb are good choices. Offensive items such as Black Ax and Last Breath make Judgment and Decisive Strike deal much more damage.

Summoner Spells

Summoner spells are chosen before each match during champion selection. They have different recharge times, from one to five minutes. Spells are unlocked at different levels, all unlocked at level 10.

You can choose any combination of spells, but the best options vary. Think about the champion, the role and position in which you will play.

Here are some of the spells and what they are used for.

Jump

Blink is often considered a must-have skill for almost all champions due to its power and versatility. This spell allows you to instantly move in the direction of the cursor. It is used to evade Skillshots, skills related to the surface, crossing terrain and obstacles, escaping or breaking away from pursuit. The maximum jump range is 400 units. Unlocks at Summoner Level 8.

Ghost

The ghost is used to escape or break away from the chase. Moving through units also allows you to avoid colliding with them, which means the champion does not have to bypass minions. Becomes available from the first level.

Healing

Restores health. Acceleration allows you to escape or break away from the chase. Heal is especially popular in dual lane fights, as it heals the caster and allies, but remember that repeating Heal within 35 seconds of the previous use is not effective due to the 55% reduction in healing. Available from the first level.

Barrier

Powerful protection for fragile champions such as mages or marksmen. This is a good alternative to the Heal spell, as it requires less time to recharge and absorbs more damage than the health Heal gives. But its use requires a precisely calculated moment in time. It is easy to waste it if you incorrectly predict the moment of the enemy's attack. Unlocks on the fourth level.

Cleansing

Helps weak champions, mages, and marksmen who are affected by Crowd Control, allowing them to regroup or fight. Also affects the summoner's Exhaustion and Ignite spells. Becomes available after the sixth level.

Exhaustion

They can be used defensively to reduce the damage caused by the enemy, in pursuit or attack to prevent the enemy from escaping. Exhaustion is effective against champions with the Assassin role. Available from level four.

Ignition

The Ignition spell is popular because it makes it possible to finish off an enemy by dealing pure damage to him and does not give him the opportunity to hide in the bushes or the fog of war. Reduces healing effects such as health restoration, lifesteal, magic lifesteal and healing. Ignite is a good choice against champions like Warwick, Dr. Mundo, and Soraka, who rely heavily on healing. Available from level ten.

Teleport

This is a fantastic spell that can surprise the enemy across the entire map, giving the ability to quickly return to the lane or escape from the enemy. Can be used on various allied units, including towers, minions and totems. Teleport is a channel spell and can be countered or interrupted by the opponent's Crowd Control. If canceled by the enemy, the spell will be on cooldown. Available from level six.

Kara

Smite is a spell for forest monsters. Finish them off, or kill them faster with this spell. Some items modify Smite so that it can be used on champions. It can also be used against enemy units such as minions, Tibbers bear summoned by Annie, Heimerdinger turrets, Zack's drop. Available from level ten.

Clarity

A great help for beginners who still have little control over mana consumption, but it is also used by experienced players with champion mages.

Clairvoyance

A useful spell for scouting and tracking enemy champions and using long-range skills. This spell can be used anywhere on the global map. This is not a very popular spell. Available from level eight.

Spells for other game modes

Garrison

A spell exclusive to Dominion mode, it increases the recovery of the allied tower and reduces the damage caused by the enemy tower.

Label

The spell is exclusive to ARAM mode. Good for quickly moving to the enemy champion as a tank or assassin.

Talents

Talents are skill trees that improve bonus stats and attributes. 1 talent point is given per 1 Summoner level and can be spent on talents in one of three trees: Attack, Defense or Support. You can create up to 20 unique Talent pages, which can be edited when selecting a champion or in the Summoner profile.

21 talent points are required to complete the tree. The maximum you can get is 30 points. The most popular solution is to distribute 21 points on one tree and 9 on the remaining ones, but you can distribute them as you wish.

Talent Selection

Specialize pages for specific champions and roles. To choose the right talents, answer these questions:
  • What stats will best help my champion fulfill his role.
  • What attributes will best complement my champion, item build, or playstyle?
In general, damage-focused champions need to max out the Offense page, while survivability-focused champions need to max out the Defense page. The Support page is usually only populated for champions with the Support role, but others also dabble in it.

Examples of individual talents:

  • AD-focused champions generally don't need points in the Strength of Mind talent, but they certainly do need points in Brute Strength.
  • Skill-oriented champions such as mages and tanks can make good use of Show Weakness.
  • “Fortitude” and “Enchanted Armor” should not be used if you do not want to enhance the corresponding characteristics.

Runes

Runes give champions a bonus to their stats. One rune brings little benefit, but if there are many of them, the combined effect has a significant impact.

You can buy runes only for IP (Influence Points) and place them on two pages in your Summoner profile. More pages can be purchased in the store. Switch between pages during champion selection.

Categories

There are four categories of runes:

Signs (red)

Increases damage dealt, attack speed, armor penetration and magic penetration.

Symbols (blue)

Increases skill power, mana, cooldown reduction, and magic resistance.

Stamps (yellow)


Increases armor, health, health regeneration and mana regeneration.

Quintessence


Extras are powerful and enhance stats from all categories, including lifesteal, magic lifesteal, and movement speed.

Primary runes from each category maximize stat value. Secondary runes improve stat values ​​worse. Compare, for example, the "Great Seal of Armor" and the "Great Symbol of Armor".

Runes can only be replaced in the corresponding category slots. There are 9 slots for signs, symbols and seals, and 3 slots for quintessence.

Ranks

There are three tiers of runes that become available at different Summoner levels:
  • Small(1 level) and ordinary(level 10) runes provide small bonuses for a small price. The selection of primary runes is limited. Use them to experiment and familiarize yourself with the system.
  • Large runes(level 20) give more bonuses, but at a much higher price, and there is also a large selection of Secondary Runes. They are ideal, Save IP and spend wisely.

Rune Selection

Create multi-directional pages of runes that improve 3-5 different characteristics. Specialized pages for a role or champion.

You can choose between regular or growing runes. Regular ones provide a constant value, while increasing ones improve as the champion's level increases. Regular ones are considered safer and give a good advantage at the start, while growing ones give a weak advantage in the early game, but a noticeable gain in power later (most from level 9).

You can start your long journey from your first pages. I recommend using one for magical damage and the other for physical damage. For both pages at once use:

  • 9 Greater Armor Seal to reduce damage from minions and attacks from champions that do not pose a significant threat in the early game, regardless of which champion you are playing.
  • 9 "Great Magic Resistance Glyph" for additional protection against magic damage, since most champions' magic defense does not improve with level.
For physical attack use:
  • 9 "Big Attack Power Sign"
  • 3 "Great quintessence of attack power"
For a magic attack use:
  • 9 "Great Mark of Magical Penetration"
  • 3 "Great Quintessence of Ability Power"

Warning

Don't buy Rebirth, GP10, Experience or anything related to energy and energy recovery.

Choose a champion. You can try out different champions every week. Choose your style.

  • There are several roles that you can play in the League. Marksman (ADC/Attack Damage Carry), Mage (APC/Abilities Power Carry), Tank, Support (Support) and Jungler (Jungler). Everyone has an important role to play in the game.
  • The shooter attacks from a certain distance, causing physical damage. The shooters are accompanied by support characters.
  • The Mage, or APC, attacks and deals magical damage using various spells.
  • The tank is the “frontline” for the team. They increase armor, meaning they take less damage and are more durable.
  • Supports help ADC. Whether a support has a slow, a stun (called crowd-control or CC), or ADC healing abilities, they are very useful in the lane phase of the game and are very important. ADC depends on the support, as the second one needs to “feed” him (with a lot of kills to be more useful in the late game).
  • Junglers move around the map from camp to camp and clear them out. At the same time, they can gank (ambush the enemy team for a kill) for their team, as well as earn kills for themselves or those they gank. Good junglers know routes, know buffs, have good map awareness, and know when to gank.

Learn the mechanics. Mechanics are how the game works and how champions work. Learn a little about each role so you know what to counter in response. It's also a good idea to be aware of your opponent and learn your limitations."

  • Learn to farm. Farming is very important in League; it generates income with which you buy items and items win games. Finishing off is sometimes difficult, especially when you are being harassed (dealing damage, not fatal, but annoying) by opponents.
  • Learn map awareness. Check the mini-map often. Try to do this every 5 seconds. Having map awareness can sometimes avoid a gank. If you see someone coming, knowing your champion and how it works (as well as your opponent's champion) can help you stay alive. Get into the habit of looking at the map.
  • Learn to "juke". This means going into vegetation, turning invisible, etc., waiting for the champion who is looking for you, and leaving another way. This may seem difficult at first, but it can keep you alive and will increase the distance between you and your opponents.
  • Research the champion you want to play.

    • For example, you play Annie, learn what her Q, W, E, and R do, her passives, her builds and how she can initiate or escape combat.
      • Q - for most champions, a thing that deals damage (like Caitlyn's Q - Piltover Peacekeeper)
      • W – for most champions, usually gives a boost (like Varus’ W – Corrupted Quiver)
      • E – For most champions, this is utility or low damage. For ADC – adds damage. For Mages, this could be a shield or a boost. Depends on the champion you are playing.
      • R or ult, the most useful ability for every champion. She gives them a boost, she gives them more damage, can heal, stun, etc., and also has a long cooldown.
    • Champion passives are very useful, use them more.
  • Learn to use your abilities to achieve your greatest advantage. Decide what each ability does for your champion. Learn combos (ways to use your champion in hopes of taking down or even killing your opponent in one fell swoop).

    Look for builds. See what items work best with your champion. Look for builds on the Internet, and also ask your friends in the League.

    Determine who is countering your champion and vice versa. You can look up opposing champions online. Just learn them so you can make counter-choices.

    Recently, the popular esports portal Dot Esports published a short but useful material for new summoners who want to improve their skills and generally improve their game. Let's see what Western journalists recommend to beginners.

    Minimap tracking

    As a rule, most beginners try to follow exclusively their character and the events around him. However, do not forget that the game is still a team game, and you should learn to follow the progress of the game using the mini-map. Professional players only need one glance at the map to understand the balance of forces, the enemy’s tactics, calculate further actions and take advantage of it. This skill, of course, comes with experience, understanding the basics and specifics of tactics, as well as the characteristics of the champions of your team and the enemy team. However, you won’t be able to develop the skill of predicting a game with the help of a mini-map if you don’t start doing it right now.

    Free review

    Like the previous point, the possibility of a free view is an important criterion for assessing what is happening during the skating rink. By default, in the game the camera is assigned to the character, which introduces a number of restrictions into your game. First of all, turn off this function by pressing the “Y” key, so you can keep track of teammates and opponents who are in their field of view.

    Pinging

    Those. Mark important events on the map, alert about threats and communicate your intentions. Let us remind you that the game is a team game, and if you notice an enemy ambush, you should warn your team about it by indicating the dangerous region on the map. The “G” and “V” keys are responsible for marking zones on the map, but you shouldn’t overdo it so as not to distract your comrades again.

    Ignoring chat

    For communication and coordinated play, the functions of marking or pinging the mini-map are enough, but text chat can be very ineffective, and sometimes even leads to disastrous consequences. Don't be distracted by typing text or commands - use the card's markings. Moreover, in the chat you will not always meet friendly players; you can get rid of annoying messages using the commands “/mute” or “/ignore” + player nickname. You can block a chat in this way not only with allies, but also with opponents.

    Using Quick Attack

    Using your champion's abilities needs improvement. If previously, to activate the ability you had to use the “Q”, “W”, “E”, or “R” keys + the left mouse button on the enemy, which takes up precious time during the fight, then more advanced players should learn to use the quick attacks. Enable this feature in the game settings, and after activating the ability, it will immediately be applied in the area of ​​your cursor. This skill requires constant concentration on the cursor so that your ultimate does not fly off in an unknown direction, however, having mastered this technique, you will significantly improve your game performance in general.

    Movement and Attack

    Using a quick attack will free up the left mouse button to use it more effectively - moving and attacking. This will cause your champion to stop and attack nearby enemies.

    Killing minions

    The final blow to minions adds power to your champion. You should learn to monitor the health level of creeps and deliver the final blow at the right time. In the future, you will become so skilled that you will be able to manipulate entire waves of minions.

    Ignore Baron Nashor and the Dragon

    Beginners should not interfere with the bosses on the map, even if the entire enemy team is dead. In this case, it is better for beginners to focus on pushing and destroying towers, this way you will help your team more.

    Using Totems

    Use totems wisely, which will allow you to see what is happening on a hidden area of ​​the map while you are online. Particular attention should be paid to places at the entrance/exit of the forest and approaches to the river. Supports, on the other hand, prefer the Seeing Stone and the all-seeing magnifying glass, which allows you to find hidden mercenaries.

    Have fun!

    And the most important thing! While playing, it is important to learn to have fun and enjoy the process. Learning is always difficult, but doing it in a game is a lot more fun! Good luck on the Fields of Justice!