When a teammate charges into a fight your team cannot win, do not follow them in. Back off and save your life and the wave.
One death gives the enemy a little gold and time; two deaths give them an objective. Following a lost fight only makes the loss bigger.
Flash to escape before the crowd control lands, not after: once a stun or root hits you, Flash cannot be cast until it ends.
A stunned or rooted champion cannot use Flash, so a Flash held for one more second is often a Flash that dies unused with you.
Spend all your gold before you leave base. If the next item is out of reach, buy a component that builds into it, and a Control Ward if you have room.
Gold in your pocket does nothing until your next back. A component gives part of the stats now and none of its gold is lost when you finish the item.
In the late game, let at most one player split-push while the other four stay together near mid. If two teammates are alone in side lanes, join one of them or group up.
One side laner draws defenders; two leave your group three against five whenever the enemy chooses to fight.
When the enemy starts an objective you cannot contest, take something on the other side of the map at the same time: a tower, Void Grubs, Rift Herald or their camps.
Contesting a fight you will lose gives them the objective and kills. A trade on the opposite side gives you something back for the same time.
Before you walk to help a teammate or an objective, ping On My Way on it. If you cannot make it in time, ping Retreat instead.
A teammate who knows help is coming fights or waits; one who knows it is not backs off. Silence makes them guess.
When your lane opponent dies or backs and your wave reaches their tower, stay and hit the tower with your minions before you back.
With nobody defending, the tower only fights back through its shots at your minions, so this is the cheapest tower damage you will get.
Use your Stealth Ward as soon as it has a charge you are not saving, on the path an enemy would take to reach you. A trinket sitting at full charges wastes wards.
The trinket stops gaining charges while it is full, so every second it sits full is vision you never get.
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When you are losing lane and cannot last-hit safely, stay close enough to the dying minions to get their experience. If you cannot even reach that range, go help another lane instead of waiting at your tower.
Experience is shared by everyone nearby when a minion dies, last-hit or not, so staying near the wave keeps you from falling behind in levels too.
Back where no enemy can see you start: in a bush, behind your tower or out of their vision. Never start the channel in plain view of an enemy who can reach you.
Any damage cancels the back, and an enemy who sees you channel will walk in to stop it or catch you alone.
After you clear an enemy ward with a teammate nearby, wait in that bush for a few seconds. The enemy who comes to replace it often walks right into you.
Wards get placed again in the same spots, and the player who replaces them usually walks in alone and blind.
Be in lane before the first minions meet and stay close enough to the first wave to get its experience, even if you can't last-hit every minion.
Top is the longest walk from the fountain; missing the first wave's experience puts you a level behind an opponent who can then trade freely.
After you land your abilities on your opponent, walk back toward your side at once instead of staying to auto-attack while your spells are down.
A trade is won by the damage you deal while theirs is still on cooldown; staying in lets their abilities return and their minions join.
When your opponent walks into a lane bush and you lose sight of them, stand behind your own minions until they come out or you can see into it.
From a bush they can hit you first while you can't target them, so the first trade of the fight is theirs.
While you freeze, stand where your opponent must walk past you to reach the wave, so they lose experience as well as minions.
Experience comes only from minions dying near you; a zoned opponent falls behind in levels, which no later farm can fully make up.
Early under your tower, let the tower hit a melee minion twice, then last-hit it. On a caster, hit once before the tower shot, then finish it after.
Tower shots take a large share of a minion's health; this order leaves each one low enough for your last hit. Practise it in the Practice Tool, and expect it to shift as items grow.
Once your Teleport can land on wards and minions (its tooltip says when), Teleport onto a ward or minion beside or behind the enemy team, not behind your own.
Landing behind them puts their backline between you and your team; landing behind yours makes you one more frontliner who arrived late.
With Teleport up, split-push in the lane farthest from the next objective, and Teleport to your team when the fight at the pit starts.
Whoever answers you is far from the pit, while your Teleport brings you back, so either they fight four against five or you take a tower.
If you win the push of the first waves, back right after the third crashes into their tower and return with gold spent before your opponent backs.
The crashed wave comes back slowly, so you lose little farm and fight the next trades with an item your opponent doesn't have yet.
When you join a fight late, approach from the side through your jungle, not from behind your own team.
From the side their backline is in reach before their frontline can turn on you; from behind your team you meet only their front.
Before your team starts Baron, push the bottom-side wave toward their tower so it is pushing in while you take it.
An enemy must leave the Baron area to defend that wave, or they lose the tower; either way the Baron fight is easier.
Never lose the cannon minion. If it is near the enemy and you can't walk up safely, wait until it is low and finish it with an ability.
The cannon minion is worth more gold than any other minion in the wave, so losing it costs more than missing several others.
After you win a fight or get a kill in lane, push the wave into their tower and back, instead of staying in lane with low health.
The enemy comes back with full health and you don't. Crashing the wave first means their tower eats it while you shop.
When you are a level up and your jungler comes top, slow-push a big wave into their tower and dive together as it arrives, not before.
The tower shoots minions until someone hits a champion under it, so a big wave soaks shots and gives your dive the seconds it needs.
Between last-hits, stand just outside your opponent's attack range: walk in to last-hit, then step back out. When they stand inside your range, hit them.
Every free basic attack is a small trade one side wins for nothing; over a few waves they decide who can afford to all-in.
When you level up during a trade or a fight, spend the skill point at once with the level-up hotkey (Ctrl plus the ability key by default). Don't wait for the fight to end.
A new rank adds its damage or effect the moment you take it. A point left unspent during a close fight is power you already earned and did not use.
Unless you mean to push the wave, attack a minion only when the hit will kill it. Extra autos on healthy minions push your wave toward their tower and away from your own.
A wave nobody touches drifts to the middle of the lane. Every extra hit wins the minion fight for your side and walks the wave toward the enemy tower, where you are easiest to gank.
Before your first ranked game of a session, spend five minutes in Practice Tool last-hitting waves with basic attacks only, until you stop missing minions.
Last-hitting is timing your attack against a minion's falling health. A short warm-up sets that timing before a missed minion costs gold in a real lane.
When you walk away from an enemy whose skillshot is ready, change direction every second or so instead of running in a straight line.
A skillshot is aimed at where you will be. A straight path is easy to predict; a change of direction forces them to guess.
When you face an enemy champion you do not know, read its abilities before your first fight (select it in game or look it up) and find its crowd control and its escape.
Those two spells decide when you can step in safely: right after the crowd control is used, or after the escape is gone and they cannot get away.