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.
Số mắt cắm trước 14:00 ở Vàng: 4.3
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.
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.
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.
Do not chase the enemy mid past the middle of the lane unless you can see their jungler. Turn back once they reach their tower's side.
Mid is the shortest lane and touches both rivers: their jungler can reach you from either side within a few steps of the fog.
Look at the minimap after every minion you last-hit. If the enemy jungler was just seen on your side of the map, stand behind your wave.
A jungler needs a few seconds to cross the river to mid; a glance on every last-hit is a habit that gives you those seconds back.
Walk to the river to place a ward right after your wave crashes, never while a wave is dying at your tower.
With the wave crashed you lose nothing while you walk; with a wave at your tower, the ward costs you minions and sometimes a plate.
When you walk past an enemy camp near mid, such as their raptors, note whether it is gone and tell your jungler.
An empty camp shows where the enemy jungler has been and roughly where they went next, which is what your jungler needs to path and counter-gank.
If the enemy mid clears waves faster than you, do not roam first. Hold mid, and when they roam, follow along your side of the river.
A faster clearer pushes into your tower and takes plates while you are gone, then still reaches the fight in time.
When the enemy mid roams to the far side and you cannot reach the fight in time, take their camps near mid with your jungler instead of chasing.
A cross-map trade: their roam takes something on one side while you take camps and vision on the other, and you arrive back first.
When you see the enemy jungler walking toward one of your side lanes and your wave is pushed, ping it and move toward that lane through the river.
A counter-gank turns their two-against-one into three-against-two, and mid is the closest lane to both sides.
At an objective fight, stand in the river entrance the enemy mid must come through, not in the pit itself.
Blocking their mid's path keeps them from joining or forces them through you, and leaves the pit to your jungler and support.
Before a fight, if their assassin or diver is not visible, stay behind your team until they show themselves.
A missing diver is usually flanking from the fog toward the damage dealer; showing yourself first gives them their target.
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 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.
With your wave crashed, walk out of the enemy mid's sight toward a side lane, then return before the next wave arrives. If they follow or their side lanes back off, you cost them farm for free.
A mid who disappears forces a reaction: side lanes play safe and their mid must follow or ping. Each reaction loses them farm or pressure, and you lose nothing if you are back in time.
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.