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.
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: 9.1
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.
Dive bot with your jungler when your wave is crashing into their tower and the enemy marksman's Flash or Heal is down. Walk out the moment your wave dies.
The wave takes the tower shots while you go in, and without their summoner they can't escape. Once the wave is gone the tower shoots you instead.
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.
Back when one combo from the enemy pair would kill you, even if it costs a wave. Push the wave first only if you can do it safely.
Low health invites an all-in or a dive. A few lost minions are worth far less than the kill and the plates they get when you stay.
When your lane is pushed toward the enemy tower, ward the tri-bush behind their lane. When it sits near your tower, ward your own river entrance instead.
A gank comes along the shortest path to where you stand: deep in their half that is the tri-bush, near your tower it is the river.
Every time you see an enemy ward revealed, stop and attack it until it dies; it takes only a few hits. Never walk past one.
Each ward you clear blinds them in that spot until they spend another, and clearing them costs you nothing but a few seconds.
Before an objective, place your wards in a line across the paths the enemy must walk to reach it, not inside the pit.
Wards on the approaches show them coming in time to react or to catch one; a ward in the pit shows them only once the fight has started.
Never use your main crowd-control ability on minions or on an enemy it cannot reach. Keep it for the champion you want to catch.
While it is on cooldown your threat is gone: the enemy duo walks up and trades freely until it comes back.
In lane, stand where your abilities can reach whoever attacks your carry. Too far forward or too far back, and your carry trades alone.
A support's value in lane is the threat of their spells; out of range, the enemy duo can trade two against one on your carry.
When one of your wards shows the enemy jungler, ping where they are and where they are walking. If they head bot, step back with your partner.
Your wards are the team's early warning: a jungler you saw is a gank your laners avoid or a camp your jungler can take.
Clear the enemy wards around an objective shortly before it spawns, not minutes early, and place yours right after.
Wards cleared too early are simply replaced; cleared late, the enemy has no time to re-ward before the fight starts.
When the enemy support is likely to come clear your wards before an objective, wait in fog near your Control Ward with your jungler and catch them.
A support clearing vision walks alone into your half of the river; catching them leaves their team blind and one player short.
As an engage support, spend Flash to start a fight only when the target is a damage dealer, your team is in range and their peel is used or far away.
A Flash engage cannot be dodged by walking, but it also leaves you without an escape; spend it only where the kill follows.
When the enemy jungler shows on the top side, push your lane and look for an all-in or a dive with your jungler.
Their jungler needs time to cross the map; that window is the safest moment to fight two against two or three against two.
When your jungler is about to gank bot, clear the enemy river and tri-bush wards with Oracle Lens just before they arrive.
A gank seen coming is a gank dodged; sweeping first lets your jungler walk the last steps unseen.
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.
When your carry dies in lane, stop trading. Stand behind your tower to soak experience while no one can dive you; otherwise back and come out again with your carry.
Alone against two you can neither trade nor stop a dive, so standing in front of the wave only risks a second death and a lost tower.
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.