Haven't played in 1.5 to 2 years.....Need Help

lolcoop·10/30/2014, 12:21:08 AM·2 votes·1,337 views

I haven't played in quite sometime, I'd say max 2 years due to switching to SMITE when it was in Beta.

I'm not asking for someone to go through every single thing that has changed...I'll read patch notes and such....but are there any MAJOR things I should learn to do or something that I should know right off the bat?

Who are the strongest champions right now? Is the "standard" play still:

1 Top 1 Mid 1 Jungle 2 Bot

?

I'd appreciate anything anyone can give me.

7 Comments

Rawrful10/30/2014, 12:41:37 AM1 votes

Standard play is the same.

The 'best standard' laners are:
-Top is the land of Ryze and Maokai.
-Mid is full of viable champions like Jayce, Zed, Syndra and Xerath and many more.
-Jungle depends on your team, but Lee Sin and Kha'Zix are the two go-to junglers.
-Marksman (ADC) is #1 Lucian. Then Corki if you want early game dominance and mid game poke or Tristana if you want late game hyper-carry. -Support is pretty full of viable champions such as Janna, Morgana, Thresh, Nami and more.

That said, World's proved that you can play a bagillion different champions all over the place to great success. Almost every champion is viable up to Challenger, so play whatever makes you happy.

WildTurtl10/30/2014, 1:07:35 AM1 votes

riven is the strongest top lane right now

lolcoop10/30/2014, 1:35:39 AM1 votes

Thanks for the responses.

Do Masteries and Runes have a huge impact still as they used to or is it little boosts that prove to be insignificant?

Darkwind10/30/2014, 8:50:27 PM1 votes

Both are still important. Masteries give a boost late game, runes give early game stats (rule of thumb).

http://forums.na.leagueoflegends.com/board/showthread.php?t=4418901 ^Rune efficiency table and a few thoughts on runes that are good.

http://boards.na.leagueoflegends.com/en/c/tips-tricks/9I8KcQGh-runes-418?comment=00010000 ^Specific list of runes that are strong atm

Masteries are usually set up as 21/9/0 (assassins) 21/0/9 (mages) 25/5/0 (a few hybrid assassins) 9/21/0 (most tanks) 21/9/0 (adcs) 0/13/17 (most supports).

Double edged sword is a great mastery for melees, okay for ranged. Dangerous game is really good, spell weaving/bladeweaving depend on your champ. Rest of offensive masteries are self-explanatory.

Block/unyielding are super strong on laners. Enchanted armor is super important on tanks. Tough skin is only for junglers, dont take it as a laner. Juggernaut is really really good, oppression can be good dependign on your champ. If going 21 into defense, take 8 points tiers 1/2 in whatever makes sense for your role, hardiness, oppression if your champ has soft cc. Perseverance is quite good. Only take second wind if you have lots of heals, reinforced armor can be a good option. Swiftness can be useful if you're worried about being kited. Legendary guardian is SUPER strong, but you don't have to take all 4 points. Tenacious can be good. The only big no-no is runic blessing, NEVER take that.

Utility masteries are pretty bleh. If you're taking 9 points, your tier 1 choices dont matter too much. Just don't take scout and you're fine. In tier 2 take summoner's insight and alchemist. Runic affinity is still really good, but if you dont need blue/red, culinary master can be good. Just an fyi, pop your pots 1 at a time if you take that; its bonus won't work if you queue your pots up. If you're putting 17 points in utility, take gp/10 at tier 3, wealth and scavenger at tier 4. The last 2 points required in tier 4 don't matter too much, but bandit is super super strong as a ranged support. it's not often worth going 21 points into utility, the only possible exception is ryze (for increased mana pool and cdr)