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HOW TO IMPROVE
KILLING MINIONS/FARMING
Farming is the act of a champion killing multiple minions to gain gold. Certain champions have abilities which aid them in in this vital process. Farming early game will allow you to purchase better items, making your late game stronger. Later in the game, you will have less opportunies. Farming is an essential component of early-game laning. Champions try to out-farm the enemy and "win" the lane.
How to Farm
Gold is granted to the champion that deals the killing shot on any minion or monster. This is known as a "Last Hit" and is considered one of the most important skills in League of Legends. Last Hitting will increase a champions "Creep Score" (CS) noted at the far right of champion stats in the tab stats, or top right corner for the player's champion. In the early and mid game, CS can be used as a gauge for comparing how well a player is doing against their respective lane opponent along with KDA. Many champions will use their Autoattack (AA) to Last Hit, but several champions, especially AP champs, also have low cost executes or area burst to last hit. Melee minions can take two tower hits and be easy to AA for most ad champions. Caster minions are best to hit once before taking a single tower hit, then AA'ed again for the Last Hit.
Types Of Minions:
Melee Minion: Charges at enemy champions or minions and attacks them at close quarters. Each wave includes 3 minions of the type. They have more health than Caster Minions. Killing each grants 22,5 gold (+0,5 gold with each following cycle).
Caster Minion: These creatures are positioned behind the Melee Minions
and attack from a distance with bolts of energy. Each wave includes 3 Casters. They are much weaker than Melee Minions, and because of that are they provide less gold. Killing each grants 16,5 gold (+0,5 gold with each following cycle).
Siege Minion: Much stronger than the previous minions. Born to destroy towers, as it receives 50% less damage from them. One Siege Minion appears in every third cycle (and every other cycle after the 35th minute of the game. They are much more resistant than Melee Minions and deal more damage. Killing each grants 40 gold (+1 with every third cycle).

WARDING
Why would I want to ward?The answer to this question is very easy: Warding wins games!To know where the enemies are at any given moment is a very important matter throughout all stages of the game. Wards provide the additional map awareness to get that information constantly. Where is the jungler trying to gank? Where are the missing enemies heading to? Having or not having information about the whereabouts of your enemies makes a huge difference. It allows you to tell when to go back, when overextending isn't that risky, when you are getting counter-jungled, when you can gank, if buffs/dragon/baron are still there to name a few. Without wards, you would just play a guessing game which is not only inaccurate most of the time but also very risky for your sole goal in this game: Winning.
This is a video on awareness and a image demonstrating all the optimal ward spots:




OBJECTIVES
Objective in League of Legends is an important map object what provides advantage to anyone who control it, what in turn leads to the constant competition for it, e.g Dragon, Baron Nashor, Buff holders (blue and red buffs) and Turrets. Objectives provides significant advantage to the team and that’s why they are so important.
OBJECTIVES VS KILLS
There are several ways to get advantage in League of Legends: kill your enemies, get ahead in the creep slain process or control important Summoner’s Rift objectives. The last method is most preferred because objectives usually provide global advantage to your team and allow you and your allies start to snowball. Some of them, especially turrets, also provide you positional advantage what can be decisive factor in the game outcome. While advantage you gain through enemy kill most time would be “local” and won’t affect most of your team mates. Thus if you have a choice between two variants: start a hunt for an enemy who is split from his team or ability to take a major objective (Dragon, Baron or Turret) then you have to choose objective.
DRAGON
On slain provides stack of Dragon Slayer buff to each team member. The first four stacks of Dragon Slayer are permanent while fifth doubles previous effects for 3 minutes:
-Dragon’s Might: +6% attack damage and ability power
-Dragon’s Wrath: +15% damage to towers and buildings
-Dragon’s Flight: +5% movement speed
-Dragon’s Dominance: +15% damage to minions and monsters -Aspect of the Dragon: Double all previous bonuses and your attacks burn for 150 true damage over 5 seconds. Lasts 180 seconds.
Dragon along with Baron Nashor are most important objectives in the game. Aspect of the Dragon can be compared with Hand of Baron.
Dragon has an unique passive called Ancient Grudge which grants the Dragon 20% bonus damage and 7% damage reduction against enemies per stack of Dragon Slayer.
There are few basic situations when you should go for the Dragon:
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When an enemy jungler is dead or you saw him at the top lane while your team is close enough to the Dragon to rush it.
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The same rule works if there is no enemy mid laner including situations when foe recalled or he is on low HP. In League of Legends middle lane champions have the biggest affection in the early team fights due to burst damage and wide area casts thus absence of an enemy caster is the big advantage.
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When enemy players on the bottom lane have recalled or they can’t join the fight for the Dragon for any other reasons like due to low HP.
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Enemy Outer turrets were destroyed and right now foes are busy with minion waves nearly their Inner turrets.
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Your team is stronger thus you can provoke a team fight at Dragon’s pit or else take the Dragon for free.
BARON NASHOR
Except the huge amount of gold and experience Baron Nashor provides the strongest buff in game Hand of Baron (only Aspect of the Dragon can compete with it). Let’s consider what does it grants:
-Up to 40 attack damage and ability power (scales up with time).
-Improved Recall. Cast time is now only 4 seconds, on successful recall restores 50% of health/mana instantly and provides 50% movement buff for 8 seconds.
-Aura which buffs minion while champion is nearby them:
A lot of people think Baron is more important than dragon, but that is NOT the case. Most often, it takes a whole team to fight Baron, so unless the conditions are JUST right, fighting Baron could not only be risky, but could cost you your team the game. Baron's buff is amazing, don't get me wrong, but I only recommend getting it if a) the main damage dealers of the opposing team are gone or b) the inhibitors are keeping the team occupied with super minions. Those are the most opportune times, but sometimes a risk is necessary to sway the game in your favor.
TURRETS
First and foremost, turrets should always be your number one objective. Not only
do they provide a team gold bonus for each one you take, but they allow for
minions to gather and push harder on each lane without you being in it constantly.
Each and every turret has a strength and weakness, and it's imperative to learn
what turrets do what, and how you can approach them to destroy them. If there's
a choice to take a turret or take dragon (not defend/steal it), then a turret is
optimal. Below briefly highlights the vital game winning turrets and explanation
on their importance:
TOP LANE INNER TURRET
As top laner it’s hard to get it in solo due to shield inner turret has and another one
that it provides to the enemy champions. If you feel that you won’t be able to
handle one versus two fight when the enemy jungler comes then your choice
should be a roam to the middle lane. You can try to gank the enemy middle lane
champion to get turret or gather your team to go for the Dragon. If your lane
opponent is not on the lane then you can try get Inner Turret.
MID LANE OUTER TURRET
Very important turret what provides lots of map control. If middle lane is not
dominated the best way to get turret is to call a jungler for help. Mid laners used to poke each other thus a little effort from jungler can tilt the balance in the right direction. Even if your gank was not successfull and a foe has escaped – push the lane with your ally and make few attacks to the turret. It will boost fall of this important turret.
MID LANE INNER TURRET
Usually is destroyed through sieging when all team gather. Being alone near it can be very dangerous. Of course you can ignore risks if you are dominating hard.
BOTTOM LANE OUTER TURRET
Usually this turret falls first because there are two players on each side and attack damage carries are designed better than the rest for demolishing turrets. This turret is also important because when it falls down it opens way to take the Dragon. All you need is to push bottom lane to the inner turret making your enemies busy with minions. Also destroyed outer bottom turret allows you to move to the middle lane to join your allies in destroying another turret.
BOTTOM LANE INNER TURRET
Turret of many throws. There is a common mistake when bottom lane players are dominating and instead of going for objectives they start to push constantly. This in turn puts them in a vulnerable position when an enemy a jungler or mid laner can gank them freely. Such behaviour often leads to come back of the enemy team. If you are not dominating bottom lane so hard that you are able to win fights in minority then don’t do that common mistake. Pressure on this turret is acceptable if you saw enemy jungler somewhere else while the enemy middle laner is not in position to roam.
THIS IS A VIDEO THAT OUTLINES THE MOST VITAL OBJECTIVES IN THE GAME:


