Different Sides Require Different Strategies

UltraInventor·12/3/2016, 10:07:55 AM·33 votes·3,237 views

Due to some quiet advantages attributed to the different sides, the side you are on makes many minor distinctions that really add up in the end.

Did you know that the red side will lose both their outer turret AND their inner turret before the blue side will lose their outer turret. It is for this reason that RIOT attempts to put the more skilled players on the red side in a match. It is their hope that the skill advantage will counteract the side advantage. So, if you get outplayed by the enemy team, you are most likely on the blue side when it happens. If your allies are clearly better than the enemy team, but just can't seem to get turrets like the other team is, you are most likely on the red side. If your team got first turret, blue side, but your team got first blood, red side.

Skill is not easy to measure, there are bound to be inaccuracies, poor synchronization, etc... that just doesn't add up in the end, however, whatever the case ACTUALLY is with the skill level difference in team red vs team blue, there is one thing that is a fairly constant, set amount of advantage: blue team advantage.

Depending on your side then, you should alter your playstyle. First, there are some details that need explained, because these details do make a difference in how your playstyle should shift based upon which side you are on.

The blue team advantage is caused by a difference in the targeting programming between the blue and red minions. The blue minions will typically target one minion as a group and move on and on in that manner, killing one at a time. Whereas the red minions will typically divide their attention to damage most of them, but at the same time. Though the blue minions deal just as much damage as the red minions, they get rid of the red minions faster. This is due to the fact that while three or four of the blue minions are injured, all of the minions are still alive to deal damage, while only two of the red minions were attacked, they are both now dead, and cannot continue dealing damage. As the waves progress then are... First wave (no siege minion), halfway through: one blue melee minion is dead, though all but one of the other blue minions have received various amounts of damage -- three red melee minions are dead, one of the remaining red minions is damaged, but the rest of red minions are untouched. First wave, results: three blue minions are dead, two are mostly dead, one minion has most of its health, but is also damaged -- all of the red minions are dead. Second wave (no siege minion), results: the mostly damaged blue minions are now dead, as for the new blue wave's minions, one blue minion is dead, two blue minions are nearly dead, two more blue minions are damaged, and the last blue minion is untouched -- all of the red minions are dead, again. This then merely continues to progress and get worse as the blue minions stock up to the point that the thirty blue minions are now quickly killing the small single waves of red minions. Then, these same minions reach the turret and deal damage. Those minions die, and the red minions now have a slight advantage, and the red minions slowly build up and deal damage to the blue turret, however, there were not as many minions to deal damage as the blue minions had, so they die out, dealing less damage to the turret than the blue minions had.

The result of this lopsided targeting system is that the red side will lose all of the outer turrets (bot and top turrets before the mid lane turret) and all of their inner turrets (again, in top and bot before the mid turret, whichever red outer turret was taken first will also be the first red inner turret to be taken), before the blue team's outer turrets will be taken.

By understanding the minion targeting system, you can make the specific adjustments to improve your playstyle, particularly in those role you are playing.


ADC: Farming in the Early Game

Blue side: the blue minions are targeting one or two at a time, this means that those specific minions are being damaged faster, good for some steady farming, but be careful to time is precisely, otherwise your own minions will steal your them from under your nose. Also, if you wait upon the minions to deal the damage first, you can spend some extra time poking or otherwise zoning the red team's ADC. Requirements: To get the minion kill, you have to time your AA very precisely, so you have to stay close enough to AA the minion the moment you click on it. (Precise timing)

Red side: the red minions have an erratic targeting system, this means two of them might die at the same time, which is bad, because you cannot simply wait for the killing auto-attack, because if you do, you have to choose which one you want to let go. If you really want to farm, you have to carefully assess how quickly the blue minions are being damaged, and then set the minions up for you to kill yourself. (ex: Two of the blue minions are being damaged at the same speed, but the third melee minion is being damaged slightly slower than the other two. Auto-attack one of the blue minions taking damage at the same speed, now you have staggered the minions to be killed one after the other, rather than two at once, followed by the third.) Doing this serves two purposes: first, you can now farm using auto-attacks rather than needing to rely on your Area-Of-Effect abilities to keep your farm up; second, blue minions kill the red minions faster, adding some extra damage will counter-act this pushing advantage. Requirements: You can take your time to kill the enemy minion, there is some space to move up to it or hit something else first, usually. However, you need to prepare your farm, AA a minion here, AA a minion there, to stagger their deaths long enough for YOU to kill it with another AA.

ADC: Champion Selection

Blue side: You have to keep close to your selected minion, so if you want to win the laning phase, you need to keep the enemy from killing you, either by pushing them back (like setting Caitlyn traps) or by being able to extend your reach in that moment (like Ezreal Mystic Shot). Some preferred champions are: Caitlyn, Ezreal, Jinx, Kog'Maw, Miss Fortune, Quinn, Teemo, Twitch, Urgot, and Vayne.

Red side: Your have to set up your farming, OR you need some strong AOE abilities to use to farm well (like Jhin Dancing Grenade). Some preferred champions are: Ashe, Corkie, Draven, Graves, Jhin, Kalista, Kindred, Lucian, Sivir, Tristana, and Varus.

Support: Laning Phase and Champion Selection

Blue side: Laning: Be aggressive, your ADC will have an easier time farming if you bully the red side away, and this will give your ADC the gold advantage. Additionally, by being aggressive it makes it difficult for the enemy side to keep their turret from constantly being pushed up against, and lost. Starting items: the general go-to items (but do not ignore what the champion's needs are) are spell-thief's edge and ancient coin. These will allow you to spend all of your time pressing into the enemy, rather than worrying over minions. Champion Selection: Aggressive or utility supports are best. Some preferred champions are: Bard, Ivern, Lulu, Nami, Sona, Thresh, Zilean, and Zyra.

Red Side: Laning: Be protective, your ADC needs to prepare the enemy minions to be farmed so you have to keep them safe while they are engaged with the minions. Starting Items: the general go-to items (again, do not ignore the needs of the actual champion you have chosen) are relic shield and ancient coin. Relic shield provides both you and your ADC some sustain to help nullify the enemy pokes and harass in addition to helping to relieve your ADC from some of their time spent farming. Ancient coin provides YOU, the support, with stronger sustain and gold income, making it easier to tank and actively protect your ADC from harm. Champion Selection: Defensive and Sustain supports are best. Some preferred champions are: Bard, Braum, Janna, Nami, Nunu, Soraka, Tahm Kench, and Taric.

Mid: Laning Phase and Champion Selection

Blue side: Laning: Play the poke game, you will make the most money from champion kills, because farming is difficult when your minions are really competing with you to kill that enemy minion. If you want to advance your lane and rush for the red turret, try not to focus on the same minion as your minions are (unless you have strong single-target abilities that can contest it well, like Annie Q), do not make it a competition. Kill the other minions, particularly the caster minions in the back, they are easiest to kill, punish you most for poking, and are targeted last by your own minions. Champion Selection: High burst/Solo-target kit champions are better. Some preferred champions are: Anivia, Annie, Azir, Karthus, Malzahar, Akali, and Fizz.

Red Side: Laning: Play the farm game, you will make the most money from minion kills. Your minions deal their damage to the blue minions somewhat evenly, and this makes it easier to kill bunches of minions at a time and at your leisure. Focus on the caster minions in the back first, they are the easiest to kill, and can offer protection to the blue mid-laner. However, the minions you do choose to target do not make much of an impact on your overall farming ability. Champion Selection: Sustained damage/Strong AOE kit champions are better. Some preferred champions are: Ahri, Aurelion Sol, Brand, Cassiopia, Ekko, and Lux.

Top: Laning Phase and Champion Selection

Blue Side: Play passive, your minions can handle the pushing for you, just play back, play safe, and charge through with an early late game. You want to play the farm game, because most top laners are melee champions, they limit their own farm if they push their minions into the enemy turret, and by limiting their farm, they will limit their growth. Early Items: Generally, you will want items that will either reward you for your farming efforts, or to protect you from harassment and ganks, as your minions will tend to push ahead, despite your passive play. Strong items are the Cull, Doran's Shield, and Doran's Ring. Champion Selection: You generally want the later-game or tanky champions. Some preferred champions are: Nasus, Diana, Gnar, Irelia, Nautilus, and Shen.

Red Side: Don't really bother with the enemy champion, however, you want to push your lane. You (usually) do not have the range to be like the ADC's to enable you to prepare and direct the way for the best farming you can do, rather, you need to kill those minions. Hit them enough, and you will get the kill gold. Do not try to antagonize the enemy laner while there are still enemy minions present, early on, the minions HURT! To harass them is to beg for the minion aggression, which is a terrible idea. After you kill the minions, you can go ahead and flash that banner, go right to the edge of his turret range, taunt and tease, whatever you want to irritate the blue top laner. You want to keep him from farming: push your minions into his turret, taunt and tease him away from farm, let the blue minions come on out, kill them quick, and repeat. You should farm in bursts, and wait to poke and harass your enemy after you are done with that. Early Items: You want items that covers any of three things: one, a sustain item to allow you to stay and whack at the minions to your heart's content; two, a bursting item to kill the minions faster; three, a pushing item to farm harder. Some items to fit the bill are: Doran's Blade, Long Sword, (these next two are more like, "first big item to rush" items) Zz'rot Portal, and Static Shiv. Champion Selection: You generally want early-game or wave-clear champions. Some preferred champions are: Renekton, Darius, Illaoi, Jax, Kayle, Olaf, Malphite, Singed, and Sion.

Jungle: When and Where to Best Gank

First thing I am going to say about this: this is merely stating some minor trends that happen, but are in no way guaranteed.

Blue: Keep an eye on bot lane, but be very careful, ganks there for either side is easy to screw up. Pay a lot of attention to mid, generally the red mid laner is higher skilled, but strong and often ganks can really hurt, especially if they come out of nowhere. Try to avoid top lane if you can, but, if you HAVE to go there, gank hard enough to shove the top-laner out, and do it again and again, as it will help your top laner get some easier farm. When it comes to top lane: don't gank at all, or gank constantly, if you go in between you either don't help your top laner enough to set him up for a win, or you "help" him too much and leave him behind. However, if you do gank, and you shouldn't have, try to leave the farming to the laner, as it will limit how much you are imposing on them. Red: Generally, pitch a tent near the top lane. If your top-laner is doing good, Great! but... don't just keep your top laner great, keep theirs weak. Games are easier to win when they are 5v4.5 in your favor all game long. Additionally, try to rush the blue turret. As a melee champion, your top laner can only kill the blue minions so fast. If you want to beat the side advantage, take that first turret, believe me, it will make a huge difference. Tons of increase pressure and other added benefits to this. RUSH that turret, if it isn't dead within ten minutes... ouch, you can expect a difficult blue team top laner to participate in the team fights, and quite possibly carry it. Mid lane needs watched for those juicy counter-ganks. The enemy jungler and mid laner have just used their cc, and gap closers, now is the time to turn the tables to keep your mid laner ahead. They are looking for a 2v1 situation, you should use it to divide and conquer. Come in from the middle to separate them and zone in on the best target simultaneously: jungler = less pressure against your other lanes; mid laner = weaker during the future team fights. Just do not forget to keep an eye on bot lane -- the blue side tends to be able to push faster due to the side advantage.

Generally, the best kind of champions for blue side junglers are tanky or crowd-control champions. You will have the time to farm, more likely than not. However, the best kind of champions for the red side are the assassins and ADCs, they can offer a lot to early ganks, and they tend to be able to offer counter-aggression to the minions' side advantage when you gank lanes.

Please remember to like it if you found this interesting or helpful. Also, please comment about anything you would like me to consider or to clarify. Thank you for reading.

19 Comments

Saianna12/3/2016, 12:25:32 PM7 votes

And easiest way to fix that...

Let us rotate camera.

Done.

Oglaf12/4/2016, 12:27:32 AM5 votes

As a Support main, the biggest difference to me is the tri-bush in bot lane (the one below dragon's nest/den).

On the blue side you are far more prone to being ganked from it, while nobody really uses it on the red side since it pretty much ends up into the bot tower there.

For this reason, I always pick up 1 item 2010 +item 2055 whenever I start on blue side, whereas I get 3 item 2009s when I am on red.

TeCoolMage12/3/2016, 11:49:34 AM3 votes

that's so unintuitive and puts a huge burden of knowledge on players... Riot should try to make them the same...

NekoniClaws12/3/2016, 7:40:34 PM3 votes

If you 1v1 in summoners rift (and you're fighting down the middle) you'll really see this. It's kind of funny to see but at the same time, it's pretty weird. I'm going to read this again in the morning, thank you for thinking it through in such depth!

Blåbæret12/4/2016, 2:44:02 AM3 votes

Seems like terrible programming from a company making more money than they can spend.

TacoKingIII12/4/2016, 4:29:11 AM3 votes

This needs more upvotes, everyone needs to see this!

[slayer-pantheon-thumbs]

UltraInventor12/5/2016, 8:35:48 PM2 votes

Because I am NOT a RIOT employee, I do not actually know the coding. I merely make these assumptions based off of what I have seen, tested to be sure of, and because I have had some programming experience myself. It IS possible that they have the same programming, though not as likely as two very similar, but slightly different programs, it could just be a programming error in them both, but it only significantly affects one side rather than the other. What I mean is this, there are likely about a thousand different things they need to program around in order to make the minions work properly, and in all of it, they need to make sure to order and word it very specifically to not cause things to crash. With that in mind, it could be possible that they have the same targeting programming, but because of the two different directions they come in from, it could cause a targeting difference, so it wouldn't be different programming, just not all-inclusive programming. To fix that they would have to modify AND add to their existing programming.

And for the skill level, yes, it is a little unbalance, but they really do strive to make it mostly even in skill level regardless. Among the different things that makes this less effective are: there is no true way to measure skill level, different champions are slightly better/worse on different sides (usually), skill with different champions vary, team compositions have a good hand in it, people's attitude to each other and cooperation, etc... there are a lot of things that affect the game, I posted this because it has an impact like all the other aspects (such as team composition) and most people just don't know about it. This is primarily for awareness (and partially because RIOT might take a deeper look into this and fix it).

AMYS GRAVE12/4/2016, 8:23:34 AM2 votes

Dont forget that the minions push harder once one turret is down. Still BS if you ask me.

It Hertz When IP12/4/2016, 12:05:38 AM2 votes

{quoted} if you want to win the laning phase, you need to keep the enemy from killing you

http://i2.kym-cdn.com/photos/images/facebook/000/210/119/9b3.png

But seriously, I've never noticed this before. Any idea why they're not coded the same? If Riot bothered to create two different laning patterns, seems like it'd have been with some specific purpose in mind.

NightmareAmazoX12/3/2016, 9:02:08 PM2 votes

Wait so which side is Blue and which side is Red? [zombie-brand-mindblown]

UltraInventor12/5/2016, 8:37:44 PM1 votes

By the way, this is only my findings in Summoners Rift, and may or may not apply to Twisted Treeline and ARAM. I might decide to test it out in the future.