Newbie here! Just trying to figure it out!

Samus72··2 votes·1,316 views

Admitted newbie to LoL here. That being said, I am no stranger to gaming having played video games the majority of my life. Starting a new multiplayer game always has it's transition time where you learn the lingo, the mechanics of the game, etc. But while I can easily grasp the mechanics (I just need to master them now,) it's the jargon and the line of reasoning that I do not understand.

Before I continue, I would like to state that I am serious about trying to fit in and learn. I'm also well aware of the reputation League of Legend's player base has. I've been a WoW player since day one of that game. Vitriol and hatred are something I'm quite used to in gaming. So, if you respond to this post with the intent of being nothing more than a troll,...don't. I'll leave it at that.

The first thing I want to ask is this unwritten rule of "I called it!" I can certainly understand the need for lane presence. But so far, I have been playing support characters like Soraka, Janna, and Nami, These characters heal and shield. So, when I follow a player to a lane position with the intention of healing or shielding them, which is what I understand support characters do ( /blink,) I find it very strange when players tell me to leave. Especially those in the "jungle." They don't want my help. But oddly enough, they seem to be content to allow a monster to kill them which is what I have seen happen a number of times. Healing may be weak at first. But if you are eaten by the giant frog, a couple of heals might have saved you from that fate.

As for the whole "I called it" bit, why do people complain? Guides say the top lane is a "lonely job." So it the middle lane. The majority of the team, as well as all support characters, are supposed to be on the bottom lane. Again, I understand the idea of coverage. But so far, I've watched those single-manned lanes be the one that the other team just romps right through. Wouldn't you want a healer's help?? I also play Heroes of the Storm, a MOBA not unlike League of Legends, but there is often a character called a "floater." They don't stick to just one lane. They float about offering aid to whomever. Most of the time, this floater is a DPS character. But I've seen healers do this, too. Heck, I've done it! If the pressure is high on the middle lane, I go to the middle lane. If there are more up top, I will go to the top. It's that or watch the other team get those four or five level leads by destroying forts. I suppose what I'm asking here is why is this the way it is? "Stay in your lane!" And before anyone tells me that this is just how the game is played, I call bull! I watched the 2015 World. Those players started on a lane. But most of them did not STAY on those lanes. They moved around, answered help calls, ran the jungle when near a monster and were in the clear. The exception appeared to be whomever is assigned the top lane. That player almost never left top. Are they the constant source of team XP that way?

And why can't you have more than one support character? I've queued up as Soraka with the intent of practicing and leveling up only to be told pre-game "I'm support!!!" Well, good for you. Soraka is not a DPS character by any means nor am I going to tank with her. So, what's the big deal? Yes, I know a mix of types is needed. Tank, DPS, support. But I have won HotS games with two healers, DPS, and no tanks before along with some other variations. Why wouldn't that work here?

I get the whole "leashing" bit. You want all the XP yourself for only half the work. This seems like a selfish approach to me. I personally believe that is an incredibly ludicrous mindset in a team game setting. I've also read a number of guides that say things like "kill steals" or "XP steals" are not bad things. These benefit the team as a whole. Gold rewards are spread amongst the players with the killing blow getting a bit more than anyone else. But does that all become mute if you die? Dieing sounds like something that benefits the other team more than it does your team.

Runes. Are they consumed as you are defeated or are they one per game?

That's all I have for the moment. I'm sure I'll have more questions going forward. I await some answers.

27 Comments

TBakes3 votes

I'll take a stab at some of this.

The "meta", or what is the current efficient pattern of gameplay, is determined by a number of different things, but right now it is mostly based on the success of high-tier and professional teams. There is this accepted way of playing that gives your team the highest chance of winning. This is similar in other games, as well. Right now the meta is 1 top-laner, 1 mid-laner, 1 AD-carry bot lane, 1 support bot lane, and 1 jungler who roam from the start. The class or type of champion can vary in the top, mid, jungle, and support role in order to give the team a balanced composition. You obviously need a good balance of defense, offense, and utility. You will learn about what champions compliment each other and what team compositions synergize well over time.

The reason the players are distributed this way is for a few different reasons, but most importantly you understand the goal is to take objectives, a.k.a. destroy turrets, inhibitors, and the nexus. The main way to do this is by having a gold lead on your team in order to have better items, which gives your team an advantage. This is also why dragon and baron are important-they give your team an advantage towards ultimately winning. Through trial and error, the current meta has been created in order to allow a team to most efficiently collect gold. Having one player per lane is best, because they do not share gold or experience with anyone. This is why your top and mid laners are usually the highest levels in the early game. The jungler also does not share gold and experience with others as he/she roams the jungle taking camps.

The support is sent bot-lane with the AD carry (generally a marksmen) in order to provide some sort of protection or advantage to that marksmen. The AD carry is important because they generally have the highest potential for damage over time in the team fights, and they take the turrets, inhibitors, etc. the fastest. The more gold this champion gets, the more likely your team will win (generally). The support is important to provide one or more of the following: sustain (healing/shielding), poke (damage), crowd control (slows, stuns, etc.). You should play and assist your AD carry based on which type you are and which type of marksmen you are supporting. You share experience with the other player, but they need gold more than experience in order to get better items to enhance their auto-attacks, rather than their abilities. If the support roams, then it leaves the AD carry at risk in the bottom lane. The jungler should be looking for opportunities to help laners if they are in a tough spot, at least in the early game.

The jungler usually asks for a leash because the camps do a lot of damage. If players share the damage taken, but leave the experience for the jungler, then he/she will be able to level up an ability early to make the rest of the jungle path exponentially easier, which makes then have better opportunities for ganks.

There will come a time in the game where it become more appropriate to leave lanes (a.k.a. laning phase). This generally happens when one or more turrets are destroyed or if a team is taking dragon, or something along these line which may cause a team fight. At this point it becomes much more necessary to roam lanes. However, your job as a support is generally to help your ADC stay ahead as often as possible. This includes keeping track of vision (which is everyone's job, but at lower elos especially supports take care of it), helping with sustain, crowd control, and/or poke as they farm for gold.

I hope this helps a bit. I love to play support. I'm only Bronze, though, so I've still got plenty of learning to do myself summoner 31

Emperor Cynric2 votes

new season about to start so everyone has to learn the game again. so any tips right now wouldn't be very helpful. also go play something else. if you haven't felt toxicity in your life well prepare your butthole because LoL will fill it full of toxicity. Also this game is plummeting into the ground with the changes riot is making.

xl Kirito lx2 votes

I'll see what I can do,

"I called it" Typically, support style characters go to the bot lane, to help the ADC. If you go to another lane, you help your laner, but you also leach experience off of him/her. It doesn't sound like much, but it adds up quickly. Also, typically, the ADC needs the support to keep them alive throughout the laning phase, and scale well.

Towards your second paragraph, the same mechanic sort of applies to leauge. Supports tend to roam around the map a fair amount, but doing so means your bot lane is 1v2, and going to fall behind. Then, typically when you roam, you're going to want to accomplish something, besides running around and healing people. Taking objectives, ganking. ect. There's a level of learning when you're able to roam mid, and when you have to camp your adc.

Support aren't necessarily bad, but they require a specific team comp to work, or building damage. Having more then one support means you're typically lacking in damage, CC, or control. It's not that it won't work, it's just not consistent.

Leashing is a necessary evil. Junglers have it rough this season, and they need whatever help they can get to survive (compared to Season 4). It also gives them level 2, which they usually need to take a buff. As for kills, a team gets more gold for a kill + an assist, then just a kill alone. In turn, kills should typically go to the carries. Supports are typically forced to make the most of what they have on little gold income. Stealing CS thou, that's... just don't do it lol. Easy way to make enemies in a game.

Runes are permanent. You want them.

Anything else, just say. If I made anything unclear, ect.

Samus721 votes

When I roam as a support character, I don't stay there. Let's say I start on the bottom lane and I see the middle player is at or near 50% health. I'll break off from the bottom, go heal the middle player to full, then go back to the bottom. That's what you're supposed to do. Even when I'm using a DPS character (I'm loving Ashe and Miss Fortune,) I'll only stay long enough to push the lane closer to the turret. Hopefully, me and whoever else is there can inflict some player damage and perhaps some turret damage. Then I'll head back to bottom or wherever else I'm needed. Fortune can easily do that since she's innately fast.

If the jungle player is so intent on getting gold quickly, do they double up on gold accruing items? Or do they sacrifice all of that to up their other stats?

If runes are not depleted, why do you have to buy them in bunches?

xl Kirito lx2 votes

But the second you leave bot lane, your adc is 1v2. If their bot lane is smart, they'll capitalize on that, either by all-in killing your adc, or denying your adc farm. While it'll help your mid laner, it leaves your bot lane adc is a much weaker position.
While, that's the correct idea when you're adc, typically you'll want to take the tower first, before you roam mid to help them take their tower. (I'm talking early game here). That leaves the enemy bot lane with the option of shoving up without a tower, leaving them vulnerable, or they can go mid as well, and try to force a 5v5.

Leauge really doesn't have good passive gold gen items. Junglers are also pretty important, since it's their "job" to make sure all three lanes do well and then take objectives. Some junglers will try to give kills to laners, others will want them all. It's the idea that junglers have less gold, and less experience then laners do, so they have to make do with less.

You have effectively 30 rune spots, unlocked as you level the account. And you can use the same rune twice. You can buy them in bulk, since it's possible that you'll want 9x of the same rune. 9x, being the maximum number of spots. Marks have 9, seals have 9, glyphs have 9, and quints have 3. Marks are typically offensive, seals defensive, glyphs magic based, and quints are just general, and strong.

Samus721 votes

I can change it up a little and not roam until the first lane turret falls. But it doesn't feel like a good trade to not leave a lane because a turret is still up and watch a teammate die and give gold to the other team when I could have popped up there for a quick heal and then come back.

I say this because a lot of people I have played with do not buy health potions. Nor do they back off to regenerate health or hearth (rollback??) back to base if they fall to 30% health or less. Usually, I see low health players just charge in with a "no guts, no glory" run and die. Free XP and gold to the enemy. Dumb, dumb, dumb.

kJs1 votes

Also, you will eventually want to have all of your runes being Tier 3, not Tier 2 or 1. Tier 2 is efficient for its cost, for climbing levels but Tier 3 runes are what you want because they are the most powerful.

Samus721 votes

{quoted}

Also, you will eventually want to have all of your runes being Tier 3, not Tier 2 or 1. Tier 2 is efficient for its cost, for climbing levels but Tier 3 runes are what you want because they are the most powerful.

Isn't there an item that will condense tier one / two items in to the next higher tier? I thought I read somewhere that there was.

kJs1 votes

Yes, but I am pretty sure the resulting rune is randomized. That feature is only there to cleanup the rune inventory tbh, it's quite outdated and no one serious about strategy and whatnot use it.

MigYalle2 votes

If your going to play supports with heals/shield this are the best tips I can offer you:

Top Lane: Almost entirely ignore this lane unless he has a clear advantage and potential to kill the enemy, proceed to wait until the enemy pushes close to your turret and go up to him through the River and set up your top laner. What you want to do with Janna is knock them up with the Q and knock them back towards your tower with your ultimate, giving you guys more time to damage him and after the knock ups/backs use your W to slow them. Note This is only if are certain that you guys have enough damage/mana to kill the enemy or else your ADC could have a hard time without you.

Middle Lane: Very rarely will you be needed here, You should only proceed onto mid-lane if your jungler is going to be there and you plan on attacking the mid-laner with a total of 3 of you.

Jungle: The jungler would only need your help at the beginning of the game, heal him in the first camp and proceed to go back to your lane. In the first camp do not stay long enough to accidentally steal experience from your jungler, if you steal experience from the junglers first 3 camps it could set that jungler back by an extreme amount (Of course depending on the champion) If you're on blue side there won't be a problem with you going over to them and healing them while they are taking Kruggs (Golems) while if you are on Red Side the same applies to Gromp. Note Junglers are deprived of experience very early on, So any experience before level 9 that they get that is stolen will be a entire camp that they would need to clear again just to do so which could take 10-30 seconds depending on the champion/camp which is a lot of time.

Runes: When you buy one, and equip it into a page, it will stay in the page until you remove it, They will not be "used up" The only way to lose a rune is if you delete it.

Also A floater is a floater, League of Legends do not have floaters, that's a heroes of the storm thing, Not a League of Legends thing, You won't try to quickscope like Call of Duty in Battlefield would you? You can roam, but that means eventually you will have to return to your designated area.

Eastrid2 votes

About the runes don't buy to many because you will want to save as much IP as you can because once you hit 30 you can buy Tier 3. They end to cost a lot and without runes end game you will get destroyed a lot starting out. Then what Breadloaf52 said soon next season will start and things are changing so learn roles and less about builds for champions.

WalkingInACircle2 votes

Alright, lets talk some basic meta.

The typical lane setup, 1 person top, 1 mid, 2 bot, and 1 jungle. It was established because of the position of dragon. Baron is too strong to take early, so you want more players on the lower half of the map to maximize dragon control. Secondly, you want a gank-capable champion midlane for their ability to roam the map. Third, the role of the support is simply because there is not enough farm for 5 players. The support is a champion who is there to operate on a low gold budget, so that the carries, particularly the gold-hungry adc, gets as much as possible. ADC is a necessary role because their sustained damage is excellent at taking objectives. Dragons, Barons, towers, inhibitors, jungle buffs. Top lane is called an island mostly because the jungler is expected to prefer staying near dragon. It is not honestly an island, and is fully capable to gank midlane, into the enemy jungle, and teleport wherever needed.

All this dragon focus is a bit outdated though, and season 6 is producing the Rift Scuttler, which appears to be a minion in the baron pit pre 15 minutes, so top has an objective near it too. Playing around objectives is not outdated though: it is quite standard. Despite its exciting champion interactions, winning this game is about resource control. The flow of gold usually determines which team is stronger. The other defining aspect being timing windows. Certain champions power spikes, as well as buffs given by objectives. And the game winning death timers of late game. Learning these windows is important for determing when to fight the enemy team and take objectives, and secure gold advantages.

I should mention map control as well. Basically, warding. Having vision control over an area of a map is like controlling it, you can coordinate ganks and avoid bad situations inside that area. One takes control the map, and therefore all the resources in it, by lighting it up with wards.

People call lanes to avoid fighting over them in game, natch. It's not a perfect system. Anyways, yes you can roam from lane to lane but by doing so as a support you are likely leaving your adc in a 1v2. If a lane is failing, it is often the jungler thats expected to help first. The player that's losing is expected to build defensively and stay near their tower. And if you want to help, its better to gank and go back to your lane. Not just sit there, as you've now left somebody else to die elsewhere.

Leashing greatly helps your jungler and usually costs you little to nothing.

Runes, they're like masteries. They give bonus stats, configurable in your profile. You buy runes in the shop for IP, and more rune pages. They cannot be changed around like masteries because that would subvert buying them. Building up rune pages is kind of an IP sink. I suggest you build the two basic rune pages, then establish a champion pool before increasing your runes. And always use tier 3 runes, anything else is a noob trap.

Two Standard pages for AP and AD AD: 9x flat armor seals 9x MR glyphs (flat or scaling) 9x flat AD marks 3x AD quints

AP: 9x flat armor seals 9x MR glyphs (flat or scaling) 9x magic pen marks 3x AP quints

These will be functional for most any champion in any situation.

OhBoyItsaMegaman2 votes

A couple people have already explained, but let me throw in an extra piece of information re: why not 2 supports?

There are 3 "income" items that are geared toward people who are supporting: item 3302 item 3301 item 3303 Relic Shield gives you (and a nearby champion) bonus income when you kill a minion near them. Ancient Coin gives you bonus income when you are near a dying minion. Spellthief's Edge gives you bonus income when you deal damage to an enemy champion or tower (but stops working if you kill a minion). All three of these items essentially require you to be in lane with a partner. In order for two people to support, you would need five players in lane, and thus no jungler (acceptable pre-20, but rather disadvantageous after that).

If you do not buy one of these items, you are not supporting. You can play a support-oriented champion (even Soraka) in a solo lane; in LoL terminology, you are not "supporting" when you do this, because supporting necessarily means sharing a lane (and necessarily means buying an income item and refraining from farming). At various times throughout LoL history, champions who were designed to support became popular as solo laners, and solo lane champions became popular as supports.

Samus721 votes

Yup. I know all about those three support items. I use them and maximize their group out especially with my healers. The mana regen and, later, ability boosts help a lot. I haven't used the shield much yet though.

OhBoyItsaMegaman2 votes

Ahh, two things catch my eye when I look at your games history. You're getting item 3069 even when you play Miss Fortune. As a marksman, MF needs items to function, moreso than other types of champions. She can't afford to pick up an item with no combat stats. If you need the movespeed, health regen, or mana regen that Talisman grants, you are much better off getting an offensive item that grants those stats.

And your farm is rather high in your support games. The whole idea of picking up an income item is that you can then share a lane and allow your lane partner to take all of the farm. If you're in a solo lane or taking farm in a duo lane, it doesn't make much sense to buy one. Again, it's not as much of an issue in lower level games but as you get higher level and run into more serious players, it will become more and more unacceptable for you to have 50+ cs as support Soraka. You'll also want to begin buying a Sightstone as your very first item if you're aiming to play support a lot.

Samus721 votes

The health and mana regen IS why I got the talisman with Fortune. At first, I get the coin for faster gold gains. I then purchase attack speed upgrades for her. But without some kind of regeneration item, Fortune has no healing or mana return. Even health steal items don't offer much. Not only does Fortune burn mana fast, she can't take much damage. But if I dedicate one item slot to a regen relic and fill up the rest with speed, attack, etc, I can still turn out a nice damage set. Besides, I can always sell the talisman later on for a different item. It's just a work in progress for her as I get a grasp on all the items in the game. So far, I'm sticking with what I know works before experimenting.

I'll look in to the Sightstone.

OhBoyItsaMegaman1 votes

Sticking with what you know is fine for now; I just want to make sure you know that it is a strategy that will hold you back eventually, so be ready to adapt. ADCs simply have to conserve their mana and use health potions for early sustain. Building early AD on a marksman gives quite an advantage compared to any other stat (aside from a few odd ones like Kallista or Vayne).

DeynaTaggerung2 votes

Hey there Samus what's most important to know about League at the moment is that the banning system is getting really good....so most of the toxic/afers/rude people are grinding it out on a smurf account between lvls 1-30. Therefore you're more likely to be berated and stomped on as you try to climb up. I'm glad that you want to learn the game despite that because it really is a lot of fun. My recommendation is to do your thing and try to learn for yourself what works and what doesn't. If someone is being annoying you can hit tab and click on the speaker button by their icon to mute them.

That said, there is a meatgame that League has which many people adhere to religiously(the other reason people are bashing you) which is a tank/fighter in the top lane. Assassin or mage in the mid lane. One fighter/tank/assassin in the jungle. A squishy Marksman AD carry in the bot lane. And either a tank/healer support protecting that adc. While they're wrong and breaking this metagame is viable, playing that type of playstyle is just consistent and people get nervous if they're unsure of things.

As for a roaming support, it's hard to pull off because as some people have mentioned, XP sharing is kind of rough and you the support end up underleveled (you only get XP for being near monster/minion deaths). So to pull it off you'll need to be making plays across the map, just healing allies is nice but generally doesn't make enough of a difference to make up for what is being lost. Roaming properly to make plays (like they do at worlds) is something that requires good game sense on knowing where to be. A good way to practice this is to play a jungler because that's most of their job and you'll do it a lot. If you really do like the idea of a roaming support I recommend trying bard because he was designed with that in mind and has some cool tools for getting around as well as leaving some support for his adc in lane.

As for supporting the jungler they really shouldn't need the help and really have just enough to make it by with just their jungle camps. Following them isn't priority. In regards to leashing that's just a nice thing that laners can do for the jungler because it gets them rolling and doesn't cost the laners anything to do, just 2-3 autos helps and you can still get to lane before any minions die. It's generally a good strat.

When a player is killed the killer receives a certain amount of gold (generally 300 but it varies depending on whether they keep getting killed or keep getting kills) and everyone that assisted (shown with small icons on the kill announcement) gets significantly less. Generally you'll try to give kills to the carries of the team because getting them ahead means your team has more damage whereas supports are designed to get by on less gold. So try to if you can give away kills as the support, but so long as you're not purposefully taking the kill it's ok if you keep dealing damage and accidentally secure it. Getting the kill with nobody dying is more important than who gets it, but for some reason low level players love the bitch about "Kill stealing", just don't do it on purpose(for example walking up at the last moment and throwing a spell to take the kill when the enemy isn't going to get away and someone else did all the grunt work, it's kind of rude).

Feel free to add me and message me whenever you have some questions :) I feel there's too little support for people starting this game because the tutorials are kind of meh and there's just so many things to learn that the curve is pretty steep. Good luck getting to know the game, it is worth it to get past the rough part.

Samus721 votes

Another question: I've recently encountered many players who do not understand the "team" concept of team games. Support characters who do not know how to shield or heal. DPS who stand in place and do not attack. Does this sort of behavior go away in ranked?

Also, I have read many guides that say surrendering is NEVER an acceptable thing to do. Yet I have been outvoted 4 to 1 as soon as the twenty minute remark hits more times than I can count now. Is this considered acceptable simply because it is pre-level thirty and "no big deal?"

kJs1 votes

Basically yes. Normals are treated as practice games for competitive Ranked players. Most non-competitive players would rather end the game so that they can start another one. Many players aren't willing to put in the extra effort of turning the game around and in many of these games the surrenderers aren't even that far behind. It's all in the morale of the team and their mindset. Hard to control as an individual.

Samus721 votes

{quoted}

Basically yes. Normals are treated as practice games for competitive Ranked players. Most non-competitive players would rather end the game so that they can start another one. Many players aren't willing to put in the extra effort of turning the game around and in many of these games the surrenderers aren't even that far behind. It's all in the morale of the team and their mindset. Hard to control as an individual.

Indeed. Quite a crock as well.

Samus721 votes

I have more questions.

Why is locking in your choice considered a bad thing? For example, I choose Ashe for a round. I click on Ashe, lock in my choice, and wait for the game to start. Suddenly, I've done a bad thing because I've locked in and some really cry foul. Why? I wanted to play Ashe that round. I was not going to change my mind. I was done selecting. I locked in. The feature is there. Riot obviously wants us to use it. Why is this such a bad thing?

What is the purpose of the jungler? The role doesn't seem to get a lot of gold and / or XP. By the time players hit level six, the jungler moves in to a lane to player kill and does not go back. I actually find it easy to start killing the larger monsters for their buffs myself at that point. Not to mention that I can usually get both east and west all to my lonesome. So, what does is this role's purpose? It seems to me that it would be better to help those who are solo laning push towards the outer turrets and get the entire team gold taking the turret down.

EmittingXs1 votes

"Ideally" people would appreciate if you "called" out your role first before locking in. In every other mode except Team Builder, ARAM, and Dominion, people usually call out their roles before they lock in. It's not a rule you HAVE to abide by though, it's one of those things you do out of courtesy in order to give your team an idea about what you're going to do. But even if you call out your role, you'll still run into those jerks who also lock in a Marksmen like you or a Support and will just not communicate as to why they did it. You're not really hurting anyone by just locking in, it's just a kind gesture on your part.

Jungling is one of those roles I personally don't fully understand but I get its intended purpose. Junglers play the game very differently and by their own rules; for example, they're not bound to any lane and can jump to any section or lane on the map whenever they feel like it. Their main purpose is to "support" any lane that requires their help be it through getting a kill or pushing a lane. They can help turn the tides of battle at any moment plus many of them serve to initiate the dragon or just kill it by themselves. They can also help through setting up wards and alleviating any worries that players may have about vision or subsequent ganks from the opposing team.

Jungling isn't a necessary role though. You can still play the game without a Jungler and some of the game modes that have been introduced are best without a Jungler.

On the subject of buffs, their main purpose is to help the Jungler clear the other camps as quick as they can but they also have special bonuses. Red buff deals extra damage, Blue buff increases mana regeneration and cool down reduction, Krugs (the rocks) stun, Gromp (the frog) poisons, Wolves grant vision, and the Birds grant the ability to see wards. These bonuses are very helpful to the Jungler but after a while, like once everyone is at level 18, they aren't necessary for the Jungler and they become anyone's game. You could also take your Jungler's buffs but if they aren't at level 18 yet, they'll most likely still need it. On the other hand, you're more than welcome to take the enemy Jungler's camps :)

Samus721 votes

{quoted}

But even if you call out your role, you'll still run into those **jerks who also lock in a Marksmen like you **or a Support and will just not communicate as to why they did it.

Uh...thanks. I think.

kJs1 votes

If you don't know about these already, here they are.

op.gg Useful for studying your games' powerspikes and all the stats within as well as your overall weekly or monthly performance, and you can look up any other player's match history.

If you're looking for raw game knowledge such ability cooldowns, costs and very detailed ability descriptions, League of Legends Wiki is probably the best source out there, the majority of content are regularly updated and are accurate. There is the strategy tab for learning more about common build paths and playstyles as well, lets you get going faster than starting from complete scratch.

ZT Xperimentor1 votes

Sadly as league has gotten older, players have become hostile to anyone not already 'in the loop'. Which is why I've been getting away from it, life has been frustrating enough as is, can't unwind in this environment anymore. And unfortunately many people have become self-entitled solo-ists, wanting to do everything themselves while everyone else just backs them up; which will often fail as this is a team based game. These are the kinds of players I ignore and avoid helping until they get the picture it's a group effort. However take all that with a grain of salt as I've been around for some time and am quite jaded.

Anyway regarding your question about people not wanting your help in the jungle/wilderness, it's so you don't take part of the experience; general rule of thumb, back off when the monster is 1/4 hp and you should be good. As far as I know, as long as it isn't within a few inches when it dies, you won't take any exp from it. With some of the recent patches, these monsters give less exp than they used to, so taking part of their exp will end up putting them behind. Gold is partially shared across the team (like taking a tower, or killing the enemy on a spree), but experience isn't; and some champions are more dependent on levels than items, but that's usually a huge grey area depending on the situation.

Regarding the championships at worlds, I'd say it's polarizing; players tend to either try and imitate them, or try to avoid playing like them. I'm in the latter group, as the first group is often the sheep thinking it's 'meta'. When in reality it's just some good players exploiting every little detail & oversight they can find. But anyway, it's a matter of coordination, if everyone on your team can work together then you'll all know who to assist and what to expect of eachother; but like I mentioned before the player base has devolved into this self serving group of 'elitists' refusing to work together. Every team concept can win theoretically, but so few are willing to try anything that isn't 'meta' these days, and even openly harass those that don't; I'd rather play for fun than for the win, but it's becoming increasingly difficult with this abusive attitude infecting the game.

I gotta stop rambling, sorry about that. About dying, it generates some gold & experience for your killer and anyone else that helped; but it doesn't steal any from your gold or experience, so you don't have to worry about that. However with recent patches, it's become exponentially more detrimental to die; in the time it takes to respawn and get back into lane, your opponent has more gold & exp than you both from killing you, but also from farming the minions while you've been gone. This snowballing is a significant problem riot has been ignoring (or maybe embracing, hard to tell these days), since you're behind in levels & items it's even easier for your opponent to kill you and make this gap larger, spiraling out of control. Now there's a 'bounty' on enemies that have several kills without dying, but it's just a slight gold bonus to your team; it's supposed to catch you up; but riot ignores that an extra 10% gold bonus isn't significant when the enemy already has 4x your gold. It used to be better, but these recent patches have made any kind of comeback next to impossible.

Runes are similar to the masteries, just a bonus every character you play gets regardless of death or games. Level 3 (or is it tier 3) runes give the highest buffs but are the most expensive, meaning you'll have to grind quite bit just to have enough to fill out one page. So don't worry about it as long as you have a few champions you enjoy playing, so you can save up for them. From what I've experienced, there's 2 ways to go about planning a rune page; boost your champions strengths, or cover their weaknesses. Trying to do both can be done but involves too much math trying to optimize, and will only result in sub-par buffs. For example, say I'm playing a tanky champion; I could pick runes to bump up my durability (like health/armor/regeneration), or I could try to deal more damage so I'm not just a wall (like attack/penetration). Don't worry too much about them until you're sure what you'd like to buff your champions with, then just save up so you can by the runes and place them on your page; after that you're basically done, every champion you play will get those buffs. You can go back and change out the runes whenever you like, or use another page. The extra page is like a different pair of shoes, you can set it up to give you different bonuses, as an alternative when you play champions that don't fit your usual playstyle. Back to the example of me being a tank, lets say I'm playing as a mage; well the boost in armor is still nice but not really something I'd benefit from now, so I'd switch to my page with mana and ability power, that way I don't have to change runes out between every game.

If you'd like to practice in a custom or something, just let me know.

Samus721 votes

It's been a while since the original post. But I've been practicing. I've got several champs purchased, I've tried all the positions on the map (I am horrible at jungle,) and I have a few characters that are my go-to ones. There are some champs I don't know how to defeat or even hurt. But I'm sticking to it.

My worst problem is I do not like being killed. I hate it when a low level support or other lane occupier runs in going for champion kills. If I have low mana, do crappy damage, or don't shoot fast enough, I tend to not follow them in. Naturally, they often die and then blame me. I really wish there was a way to convey to these people that I'm simply not going to be of much help at level three. But I think I'm talking to a brick wall. Sadly, that wall has a frequent tendency to report me after that game ends. I wonder if my desire to not die is what is keeping me from advancing. I am resisting the urge to run most of the time. Sadly, when I do stand my ground is often when the other team just kills me.

I've watched a lot of the pros including the tournaments since November. Aside from their coordinated team work, I just don't see them doing anything different from anyone else. If a player on a pro team calls for help, people help them. I would really love to know someone who's willing to help me become a better player. That just doesn't seem possible. If I try to friend a really good player, they don't accept friend requests or game invites. Watching a pro tournament isn't the same as playing a regular match and wondering what can I do here to get better.

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