100 Essential LOL Knowledge to Help You Easily Reach the Platinum Tier

  Come on, let’s talk about 100 pieces of LOL knowledge.
  These things come from my years of experience in LOL and watching matches, combined with understanding from the highest level of professional competition. I can’t guarantee that every single one is 100% correct, but I can assure you that they all have high applicability and you can learn them with confidence.

  Minion Waves
  1. Let’s start with minion waves. In LOL, for the first 1-15 minutes, a cannon minion spawns every three waves. From 15-25 minutes, a cannon minion spawns every two waves. After 25 minutes, a cannon minion spawns every wave.
  2. All minion waves, when not disturbed, are presented on the map with absolute symmetry. In other words, wherever your minion wave is, the enemy’s corresponding minion wave will be in the same location. You can use this to calculate the time when the enemy minion wave will arrive next.
  3. In theory, all minion waves will remain stationary if there is no interference. However, in reality, minions often block each other, causing the theory to fail.
  4. Siege minions are very useful when defending against towers. Check if your next minion wave includes a siege minion, and if it does, you can go back to base. Since the enemy’s wave also has a siege minion, their siege minion will withstand many tower hits, minimizing your minion wave loss.
  5. Siege minions deal high damage. When preparing to dive under the enemy tower, it’s best to have a wave with siege minions. This will attract the enemy to attack you, allowing the siege minions to damage the enemy hero. The hero will also take a lot of damage from the minions.
  6.If you want to quickly push the lane, kill the ranged minions first and then the melee minions. Ranged minions are more fragile, so eliminating them first can reduce the damage to your minions and allow them to deal more damage.
  6.5.Before the 15-minute mark, most solo lane heroes can kill ranged minions with just two skills. However, if these two skills are used on melee minions instead, it will slow down your wave-clearing efficiency.
  7.How to accumulate a large wave of minions? Don’t kill all the minions. Leave the melee minions from the enemy wave and focus on killing the ranged ones. If you have time, you can also cross over to the next wave and kill their ranged minions as well. This way, your minions will gather into a large group, forcing your opponent to spend a significant amount of time clearing them.
  8. If you push a wave of minions under the enemy tower, the next wave will inevitably push towards your side. As long as you last-hit properly, this pushing trend cannot be reversed.
  9. How to control the lane? Leave 6 enemy minions alive, don’t kill them, and prevent them from entering your tower. If the enemy has a cannon minion, leave 4 of them (in addition to the 4 cannon minions). These minions will stay stuck in front of your tower, allowing you to freely roam. If you leave too few minions, you won’t be able to control the lane.
  10. If you solo kill the enemy, the first thing you should do is calculate the minion count difference. If it meets the criteria for controlling the lane, then just recall directly. If the difference is not significant, but the meeting point of the minions is close to the enemy tower, also recall directly, as the minions will slowly come towards you in this situation. If the meeting point is close to your tower, make sure to push the wave towards the enemy tower.
  11. How to accelerate lane minion pushing? With a hero who has a shield or healing ability, you can go and harass the enemy while pushing the minions back. Instead of fighting back, just retreat and use the shield/healing to negate the damage. This will redirect the aggro of the enemy minions onto the enemy hero, causing them to receive less damage and allowing more minions to survive.
  12. Avoid using this tactic when the enemy has high burst damage/control champions (e.g., Pantheon, Darius), as it will result in losing a significant amount of health. They can then easily dive you under the turret in the next wave.
  13. Targeted skills will draw aggro, such as Gangplank’s Q. So, if your healing is sufficient and Gangplank is standing close to the minions, you can take a few Q hits to make him take damage from the minions.
  14. The physical resistance of the super soldiers is very high, while their magic resistance is negative. Mage/Wisdom Blade/Sunfire Aegis/Sheep’s Blade are the godlike weapons against super soldiers. It’s better for AD champions with average equipment to stay back.
  15. One super soldier can take on several artillery carts. Don’t expect your regular soldiers/lane minions/teleportation gates to withstand the enemy’s super soldier push. Once a lane barracks is destroyed, someone must defend it and at least clear out the super soldiers that have crossed the river before you can leave.
  16. Because super soldiers are so powerful, if you break the enemy’s crystal in a particular lane, you won’t earn any economy from that lane’s minion wave. The super soldiers will devour them instead, while the enemy can still profit from your super soldier minion wave. It’s like losing the economy of a whole lane. You must act quickly to secure other sources of economy, or else you will suffer significant losses.
  17. Apart from providing economic experience, one of the most important aspects of minion waves is the vision they provide. Therefore, blindly controlling minion waves can indeed make opponents lose a lot of experience, but it can also cause oneself to lose a lot of vision. In this situation, you should pre-place wards, specifically in the area near the enemy defensive tower.
  The yellow dots represent the wards placed by the blue side. As long as they are parallel to the walls on both sides, it will suffice.
  18. Interrupting minion waves in the top and bottom lanes can cause opponents to lose a significant amount of vision and economy. When encountering opponents who start to interrupt minion waves, don’t hesitate. Instead, take the route through the jungle without going directly through the lanes, as it can be suicidal.
  19. The most reasonable mid-game split push strategy is to have a person with teleport go to the bottom lane, the AD carry in the middle lane, the support and jungler patrolling between the Baron pit, mid lane, and Dragon pit, and the remaining person going to the top lane.
  20. The presence of minions in the top and bottom lanes is the highest. When your jungler passes by while clearing their jungle, you can ask them to help deal with the minions (such as fast pushing or damaging the enemy minions to control the wave), which can greatly inconvenience the enemy team.
  21. When sending out minions, you can walk in front to draw the aggro of the enemy minions, and then enter the bushes. This will make the enemy minions focus on one of your minions, allowing the wave to be pushed back faster.
  21.5. Similarly, when the minions are about to reach the tower, you can go out first to draw the aggro of the minions, and then continuously move left and right while keeping the minions moving as well. This will slow down the minions’ pace towards the tower.
  22. When the two waves of minions are pushing towards the tower, the damage from a single wave of minions is not much less than the damage from a tower’s basic attack. So, during this time, don’t try to attract the minions’ aggression by attacking the enemy heroes. Instead, focus on last-hitting minions and once you clear this wave, victory is yours.
  23. Alright, let’s talk about vision now. Regardless of the hero you are playing, it is important to actively place wards. Vision is not just the responsibility of one person, each lane should place their own wards and share the vision around objectives like the Baron, Dragon, and jungle.
  24. The biggest value of a real ward is that it distracts the enemy team. It can buy you four basic attacks worth of time. Don’t underestimate the value of this time, as it is enough for you to initiate a burst combo and eliminate squishy enemies. So, don’t hesitate to place real wards.
  25. Never assume that someone has left just because they are out of your sight. Always assume that they might turn around and come back to ambush you. Trust me, there are countless sneaky people out there.
  26. The value of warding is not determined by the number of wards but by their usefulness. If your ward manages to spot the enemy jungler ganking or stealing the dragon, it is priceless.
  27. Common time points in the Rift: Level 2 boots, at least 10 seconds from top to mid, at least 25 seconds from base to dragon, at least 25 seconds from top to bottom. There might be some variations due to the heroes’ base movement speed, but remember these time points accurately.
  28、Having a clear understanding of the timing is crucial in order to have a clear overall view and set up your vision. For example, if the enemy jungler starts their red buff in the lower half of the map, it is highly unlikely that they will be able to catch you off guard if you give vision at the 2-minute mark. If you are preparing to establish vision around the dragon area, you can recall at 19:30 and head straight to the dragon pit.
  29、Furthermore, your vision needs to be ahead of the enemy’s actions. For instance, if the enemy jungler shows themselves in the bottom lane with blue buff, it is highly likely that they will come to the top lane directly after recalling. In this situation, if the top laner has lane priority, they can go directly to the enemy red buff and place a ward there, increasing the chances of spotting the enemy jungler when they come.
  30、Being ahead of the enemy’s movements also means placing deeper wards. For example, instead of placing vision in the bushes, placing wards in the river or the enemy’s jungle area allows you to see the enemy jungler’s movements earlier. This is especially important when facing champions like Dragon or Scarecrow.
  31. Accessories can be changed repeatedly. It is a common strategy for professional junglers to place yellow accessories outside before leaving and replace them with scanning accessories when returning home. When contesting the Baron, you can use blue accessories to scout and if there are none, go back and switch to scanning accessories.
  32. When at level one, avoid placing accessories near the opponent’s buff as it is easy to predict your jungle path. Instead, focus on placing accessories in the river to gather information about the opponent’s movements after clearing their jungle camps.
  33. After the Baron respawns, the disadvantaged team should focus their vision in the upper jungle area, river, and the Baron pit. Avoid investing vision in the lower jungle area, especially as a jungler. Even if you are a strong champion like Xin Zhao or Master Yi, it is possible to dive the enemy team under their turret after they secure the Baron.
  34. When laning, it is important to place wards not only in the river (as mentioned earlier.but also in the bushes. This is especially crucial when facing champions like Elise or Warwick who can engage from the bushes to assist their top laner. When the minions are returning to the lane, it is recommended to place a ward in the bush furthest away from you to prevent the enemy jungler from ganking you.
  35. After losing a defensive tower in the laning phase, it is important to place a ward, known as a “tower ward,” in the position where the tower used to stand. This ward serves as a substitute for the tower, providing vision in that particular area. This is primarily important for the mid lane, as the location of the first mid lane tower requires good vision control. The side lanes don’t require this type of ward as much.
  36. When facing camouflage and stealth heroes, it is meaningless to bring yellow trinkets. Be cautious when leaving the base and get a blue trinket at level 9. Calculate the time it takes for the enemy to finish their buff, and use the trinket on the path where they might gank. There is a high probability that you will catch them. Once they see you using the trinket, most of these types of junglers won’t come to find you anymore.
  37. If you have any acceleration/dashing abilities, use them when activating the scanner. This will allow you to scan a larger area and maximize its effectiveness. For example, use Troll Warlord’s W or Centaur Warrunner’s E.
  38. When distributing trinkets in the late game, the best scenario is to give blue trinkets to the AD Carry in the mid lane, red trinkets to the jungle and support, yellow trinkets to the top laner with teleport, and blue or red trinkets to the ignite top laner. If the enemy team has a Teemo, it is recommended to have four red trinkets and one blue trinket.
  39. Nightmare and Talon, these mid laners who can go to the enemy jungle to search for kills, are all recommended to take the blue buff. Then set up a quick message saying, “I sentence you to death!” Take a picture before going, and if it’s taken correctly, immediately send this message. Then use your ultimate and go in. After two waves, the enemy jungler will feel like they are facing a cheater…
  40. For supports, it is recommended to buy two control wards and a Sweeping Lens as soon as possible, even before completing your support item quest. Sweeping Lens is also useful for protecting vision. Your AD carry’s yellow trinket and your control wards can provide enough vision during the laning phase.
  41. Since we are talking about supports, let’s start with them. Supports are the ones who dictate the pace of aggression/defense in the bot lane, and it is normal for them to lead the rhythm with the AD carry. However, if it’s always the AD carry leading the rhythm with the support, then the support needs to become stronger.
  42. Assistance in the in-lane phase is crucial, and the principle of parallelogram is important. Your positioning should maintain a parallelogram with your AD carry and the enemy duo. If the enemy AD carry deviates from the parallelogram framework, it’s time to engage aggressively. The black lines represent the normal parallel lines in the lane. Once your AD carry is being focused by the white arrows, they are as good as dead.
  43. When supporting in the lane, it is essential to keep track of the enemy’s key ability cooldowns. If the enemy support misses their skillshot, such as Blitzcrank’s Q, it’s an opportunity to capitalize and apply pressure, as they will be defenseless for the next few seconds. Experienced supports can intentionally bait the enemy into using their abilities, luring them to come forward, and then alert the jungler hiding in the brush.
  44. Assisting in duels, most supports have higher damage than AD carries in the early game. When facing off against the enemy ADC, remind yourself that they are just an ADC, and there’s no way you can’t defeat them. You will realize that the early game ADC is so fragile, and supports only assist because they are too strong.
  45. Roaming as a support, do not prioritize vision when your AD carry wants to pressure. When your minion wave is pushed, signal your intentions and then go for vision. Otherwise, your ADC will be heavily punished by the enemy duo in a face-to-face fight.
  46. Roaming as a support, if you are roaming to top or mid lane, which requires traveling a long distance, make sure to return before the enemy minion wave reaches the middle of the river or the position behind the walls. Otherwise, you will witness your ADC being dived under the turret and losing a significant amount of gold and experience. This is the crucial positioning of the walls; once the minion wave crosses this line, the support must retreat.
  47. To assist in roaming, if going to the enemy’s jungle, either choose to disrupt them while they are doing their buff while you do yours on the opposite side, but do not overdo it. Alternatively, follow your own jungle route and invade together with your jungler to apply pressure on the enemy jungle.
  48. After the dragon respawns, if the jungler doesn’t take on the responsibility of vision control, then you should take it upon yourself. Controlling the dragon in the early game is a shared task between the bot lane and the jungler. When going for dragon vision, avoid walking through the river directly, it’s best to go around through the jungle to ensure safety.
  49. When choosing a support, it depends on the choice of your AD carry. Protective supports work better with scaling AD carries, while aggressive and engage supports are more suitable for strong laning AD carries. If your AD carry picks a champion like Vayne, it might not be a good idea for you to play a support with a tendency for all-ins.
  50. Auxiliary field of view control. When you need to use eye scanning, it is best to bring a bodyguard with you. The bodyguard will be responsible for disabling the enemy’s vision, allowing you to save time on clearing wards and maximize the scanning distance.
  51. Auxiliary field of view control. When you feel that a certain area is dangerous, it is best to use a skill to gain vision first. If you don’t have such a skill, ask your tankiest teammate to do it. If there is no one, then type a message saying, “I might die if I go there, but none of you are willing to help me, hmph!” and clarify the responsibility beforehand.
  52. Auxiliary field of view control. Always keep at least one fake ward and one real ward in your inventory to quickly contest for vision around the Baron pit. If all your wards are placed, go back to the base immediately to buy more. In the mid to late game, the most important item for support is the Sightstone, and the sixth item should always be a real ward.
  53. The support role is crucial in the mid-game. As long as the support player stays alive, the team’s position is as follows: jungle > support > other roles. Once the support player dies, especially in solo queue games, the team usually loses vision control, making it easier for the opponents to secure the Dragon objective. In a five-man premade team, it is essential for teammates to be aware of the importance of protecting the support player.
  54. Moving on to the AD carry role. Contesting the second wave is crucial for the bottom lane. When both the AD carry and support players have gained all the experience from the first wave, as soon as the melee minions of the second wave (the ninth minion.die, both players will reach level 2 at the same time. Remember this timing, and you can start exerting pressure as soon as the ninth minion is low on health.
  55. Last-hitting minions as an AD carry is a fundamental skill that needs practice. However, it is not efficient to practice without runes or items in a training mode. This kind of practice lacks competitiveness. In Gold and above elo, most missed last-hits occur because of being pressured by the opponents. Practicing alone won’t solve this issue.
  56. To practice last-hitting, either create a custom game and have the AI pick strong mages who can harass you while you focus on last-hitting without attacking them, or play in the ARAM mode and try to last-hit every minion wave. Trust me, your last-hitting skills will improve significantly.
  57. In terms of laning strategy for AD carries, if the opponent has strong harass abilities, it is advisable to start with a Doran’s Shield. If you are playing a champion that relies heavily on abilities, such as Jhin, starting with a Doran’s Ring is also a good choice. Doran’s Blade requires auto-attacks to sustain health, so if you get heavily controlled in lane, its sustain will be very low.
  58. In terms of AD positioning, it is effective to use skills when a minion dies instantly. Therefore, you need to pay attention to the health of the minions in front of you and constantly consider the possibility of the opponent using skills when a minion dies.
  59. In terms of AD roaming, usually if the bottom tower is lost and there is a dragon, take the dragon and switch lanes to the top lane. If there is no dragon, switch lanes directly to the top lane. Push the top tower, then take the Rift Herald and head straight to the middle lane. This is the perfect roaming strategy for AD.
  60. In the mid to late game, there are various options for AD survival items. If the enemy has a well-farmed assassin, it is advisable to build Zhonya’s Hourglass early and then Guardian Angel, or even consider building a Zhonya’s Hourglass. An assassin’s burst damage becomes useless once you survive their combo, and if you can withstand that, the rest is in your hands.
  61、During the mid-game, AD carries must stick with their team and avoid going solo to the bottom lane or face-checking bushes, as this often leads to their demise. It is crucial for AD carries to constantly group up with their team during the mid-game, as their sustained damage output is highly important. Going off on their own makes them an easy target for assassins.
  Mid Lane
  62、Now, let’s talk about the mid lane. The most important task for mid laners is to roam. After pushing the wave, if they don’t plan on going for solo kills, they can simply disappear from the lane. Roaming doesn’t necessarily mean getting kills; even just creating immense pressure by disappearing from the lane can be impactful.
  63、Mid laners should frequently support their jungler and, if necessary, even give up their lane. This is especially true in 2v2 scenarios where both the mid laner and jungler have good fighting capabilities or when the jungler is in trouble and the mid laner can help them escape.
  64. The mid lane has a wide range of influence, so it’s important to always carry a true sight ward with you when you go out, preferably placing the ward in the river bush on one side. For example, if your jungle is currently in the top half of the map, you can place the ward in the river on the top half. This is because your jungle will likely move to the bottom half later, and your top lane will need vision support at that time.
  65. Most mid laners unconsciously position themselves near areas with vision and teammates, but this movement pattern can give away your position to the enemy jungler. They may then focus on ganking your teammates in that area. Therefore, when you see the enemy, try not to make drastic changes in your movement and maintain a safe distance.
  66. Controlling the midlane is a good idea, especially when facing strong diving heroes like Fizz or Yasuo. Keeping the minion wave under your tower ensures your safety. However, this approach sacrifices the opportunity to roam and may result in losing a significant amount of CS. In such cases, it is important to communicate with the jungle and ask for assistance.
  67. The roaming strategy of the midlaner can be synchronized with the jungle’s pathing. If the jungle is in the top half of the map, go together to gank top lane; if the jungle is in the bottom half, go together to create pressure in the bottom half of the map.
  68. When playing a midlane champion, their functional role is of utmost importance. If you are playing a burst mage, it is best to secure kills with every ultimate ability; if you are playing an assassin, prioritize shredding the squishy targets in lane. Therefore, before playing a midlane champion, it is crucial to fully understand their strongest function and play to their strengths.
  69. The mindset of a mid-laner varies depending on the different functions of the hero. Assassins in the mid-lane focus on securing kills, while most mages in the mid-lane aim to help their team secure kills. On the other hand, it’s best for fighters/tanks in the mid-lane to use their explosive power to earn extra gold.   

70. The second blue buff is usually given to the mid-laner by most junglers. This moment is very dangerous because both teams will have their junglers nearby when they go for the blue buff. Therefore, after obtaining the blue buff, it’s necessary to aggressively use skills to clear the wave and then disappear from the enemy’s sight to avoid being ganked.   

  71. The item build for the mid-lane should not be fixed. If you are under pressure and the enemy has a melee assassin, you should get an armguard. If the opponent is a mage, it’s best to get a negatron cloak. Remember, staying alive and securing minion waves is the bottom line for every mid-laner, and for the sake of this bottom line, any item can be built.
  Top Lane
  72. Speaking of top lane, the itemization strategy can also vary. If you feel that the enemy is strong, consider building a Thornmail/Ninja Tabi/Ravenous Hydra. If the enemy has Ignite/high burst damage/execute potential, consider building a Sterak’s Gage/Death’s Dance/Blasting Wand. It’s not embarrassing to build tanky items, what’s embarrassing is getting solo killed.
  73. In the top lane position, the minion wave is everything. Never do anything that will put your minion wave at a disadvantage. For example, sacrificing minions to help your jungler is acceptable, as long as the jungler will reciprocate and support you. Otherwise, your sacrifice will only put you at a disadvantage. We have already discussed the specific strategies in previous conversations.
  74. Generally, it is not recommended to continue controlling the lanes after 10 minutes (unless there is a guaranteed kill), and at this time, it is important to be more proactive. Successfully roaming can directly result in taking down a tower/inhibitor, which yields more benefits than controlling the lanes.
  75. Before taking down the first tower, it is true that allowing the tower to kill some minions can cause the opponents to lose out. However, if you know that the enemy jungle has monsters, you can directly rush to destroy the tower and then invade their jungle. Taking both sets of monsters from the enemy is more beneficial than making them lose minions.
  76. When defending against dives in the top lane, it is essential to use your crowd control skills/disruption skills effectively. For example, in the case of Darius, as long as the opponent doesn’t auto-attack you, do not use your W. Focus on safely farming and do not let the opponent intimidate you into using your skills.
  77. When diving the enemy as a top laner, it’s crucial to bait their skills. Walk around them menacingly, pretending to be aggressive, but avoid auto-attacking. Wait for them to use their crowd control or interrupt abilities, then unleash all your firepower. If they refuse to engage or attack you, then focus on destroying the turret.
  78. It’s difficult to defend against a double tower dive as a top laner. If you’re confident, you can try to defend, but if not, retreat immediately. Hide in the brush and communicate with your teammates through chat, instructing them to take objectives elsewhere. As a top laner, it’s the responsibility of the jungler to make trades by focusing on other areas of the map when you’re being dove.
  79. The effectiveness of basic attacks in top lane is immense due to its longer lane. There are many champions who can chase you down and easily kill you with their basic attacks, such as Darius, Trundle, and Olaf. When facing these champions, it’s important not to mindlessly exchange auto-attacks with them.
  80. It is normal for melee champions in the top lane to trade blows. You can take advantage of the opponent’s last-hitting opportunities to attack them. If they retaliate, they will miss out on last hitting. Additionally, most champions with enhanced basic attacks have additional attack range, making them ideal for sneak attacks, such as with Vayne’s W, Trundle’s Q, and Darius’ W.
  81. How to apply pressure in the top lane as a ranged champion? At level 1, you can hide in the front brush (after placing a ward to ensure there are no champions like Garen or Darius inside), then when the minion wave comes out, attack the enemy champion to draw their attention, and then retreat back into the brush. Keep repeating this pattern of attack-enter brush-reappear to apply pressure.
  82. For extremely dominant melee champions, you can even venture into the minion wave at level 1 and force your opponent back to their tower. Instead of focusing on last hitting, prioritize gaining experience. This approach is effective against champions who heavily rely on levels or resources, preventing them from getting significant experience from the first wave. For example, if the minion wave is in the middle, the red team top laner can push up to the position of the red pentagon.
  83. After gaining an advantage in the minion wave, you can directly invade the enemy jungle to find their jungler. Most of the time, the jungler will be behind in levels compared to the top laner. In lower-tier matches where the support awareness is not high, it is easy for you to kill the enemy jungler in their own jungle and take their monsters.
  84. If an enemy top laner with low health dares to tease you, 99% of the time, their jungler is behind them ready to support. Before the next wave of their crowd control skills, we can take advantage of the timing and eliminate them first. If their crowd control skills are activated, quickly retreat without hesitation.
  85. When climbing up the ladder from platinum, it is important to keep in mind that every trade the opponent makes is purposeful. For example, if you encounter someone at level 1 who aggressively trades with you, consider whether their jungler might attempt a level 2 gank or a level 3 tower dive.
  86、The top lane position, stability is the top priority, because the top lane relies heavily on levels. If you can keep up with levels, anything is possible. That’s why you see many top lane streamers just keep farming and eventually win, because this position really needs to farm. Not having a killing mindset is the highest state of dealing with pressure in the top lane.
  87、It is crucial to plan your jungle route as a top laner. Here’s a simplified suggestion. If the enemy jungler is on the bottom side of the map, assume they will come top within 1-2 minutes, so make sure to have vision during that time. If the enemy jungler is on the top side, assume they will stay on the top lane for around 3 minutes, so focus on farming peacefully during that time.
  88、Now let’s talk about the jungle. As a jungler, you need to have a clear mindset, which is that you are the 4th primary role in the game, and your farming is crucial. You are not an assistant to the three lanes, nor are you their dog. Ganking is for your own development, and never sacrifice your own farming to help your teammates.
  89、The confrontation between jungle heroes is not solely determined by their individual strength, but also by the actual situation. A hero who focuses all their skills on jungle farming is weak, while one who has the red buff and initiates a surprise attack from the bushes is strong. When engaging in a confrontation, it’s important to consider your own status and abilities, rather than blindly relying on hero strength.
  90、How should a jungle route be planned? To put it simply, if one lane is strong, start on the opposite side and then go over at level 3 to expand the advantage. If you are concerned about a weak lane, let them set up sneaky vision for themselves.
  91、Reflection and flexibility in jungle play are crucial. When everyone sees you recall to base, they assume you will go back to farm. However, you can reflect and decide to return to a lane to surprise the enemy by diving the tower, and then clear the upper jungle on their side. Flexibility in strategy is a must.
  92. The priority of dragon: Fire dragon = Earth dragon, these two must be taken; Water dragon is useful if taken before 10 minutes, but not worth it after 10 minutes, prioritize ganking instead; Wind dragon is generally not taken unless there is nothing else to do. Don’t mindlessly control dragons, the time it takes to kill a dragon is enough for you to gank once, so evaluate carefully.
  93. The priority of ganking: Taking objectives with a lead > Teamfight with AOE damage > Those with strong control > Gank while passing by. Taking objectives with a lead is the most profitable as one person can distract 2-3 enemies. Teamfight with AOE damage is good for team fights, and having strong control can help you get kills to farm.
  94. Role positioning in the jungle: Heroes with powerful level 6 ultimates should focus on farming and avoid wasting time; Heroes with strong ganking abilities should prioritize ganking over farming, reaching level 3 with three skills is enough; Heroes with strong invading abilities can invade the enemy jungle directly or invade after killing a jungle monster.
  95. When invading the enemy jungle, it’s important to always keep an eye on your teammates. Even if you’re playing as Olaf, you can’t handle a 1v3 situation in the enemy jungle. Before invading, take a look at your teammates’ minion waves. If they have lane priority, ping for assistance and then proceed with the invade. Going in alone and dying is your own responsibility.
  96. It’s possible to leech experience as a jungler, but once you level up from it, you’ll ultimately have to return to support your teammates. By leeching experience, you’re causing your teammates to be at a disadvantage, as the enemy may steal resources or gain a level advantage. It’s your responsibility to compensate for this. When the minions are near the turret, stand by the F6 wall to leech experience.
  97. When jungling, it’s best to constantly switch screens to check on your teammates’ status and the state of the minion waves. Pay attention to how both sides are moving and the interactions of abilities. If the enemy is playing aggressively, it’s highly likely that you can catch them. Avoid getting too focused on killing jungle monsters.
  98. It doesn’t matter if the jungle is spotted, the key is what you do after being spotted. One option is to switch jungle areas with the enemy, while the other option is to boldly pressure the lane by either dealing some damage or using Flash for Flash. When you appear on one side, your teammates on the other side will surely be threatened, so take as much advantage as you can.
  99. After ganking a lane as a jungler, don’t forcefully help push the wave. Some lanes can be frozen. However, for lanes that need to be pushed, regardless of whether your teammate asks you to push or not, you must push. This is not stealing CS, it’s helping manage the minion waves, so you don’t have any problem with it.
  Itemization and laning
  100. If you rotate to a position that you’re not familiar with, open OPGG and check the highest pick rate champions. Choose one that you have a bit of knowledge about from the top ranks. When playing in an unfamiliar position, the most important thing is to not feed and rely on your teammates to carry.
  101. General tips for 1v1 battles: Maintain distance from your opponent, leaving them in a position where they can’t easily engage with their gap-closing abilities. This makes it difficult for them to initiate a basic attack and increases your chances of survival.
  102. When you have an advantage, focus on tanking damage, while when at a disadvantage, prioritize dealing damage. This is a commonly applicable strategy. Having an advantage means having a higher level, so tanking damage allows you to leverage the advantage of higher base damage to overcome your opponent. When at a disadvantage, going all out with damage output becomes crucial, as tanking damage will result in losing the initiative.
  102.5.Special cases: Even when at a disadvantage, tanks should still prioritize tanking, while assassins should focus on dealing damage when they have an advantage. This is determined by the hero’s role.
  103.For tanks with AP output, Abyssal Mask is a great choice. For opponents with crowd control abilities (such as Robo Morgana), Seraph’s Embrace is highly recommended.
  104.During the laning phase, avoid building Executioner’s Calling as it hinders the progression of the game and has a very low cost-effectiveness. If you really need grievous wounds, consider purchasing a Bramble Vest which offers better value for its cost.
  105.When laning against any opponent, it’s always a safe choice to start by building the corresponding resistance boots. These boots provide the best option for resisting pressure and supporting. If you’re playing as a melee champion against ranged opponents, investing in tier 2 boots first will significantly increase your chances of securing solo kills. Likewise, if you’re a ranged champion against melee opponents and want to avoid being killed, prioritize getting your tier 2 boots.
  106. Don’t rush to buy Tear of the Goddess, it is useless in the early laning phase unless you are highly skilled and confident in your laning abilities. Otherwise, if you buy Tear of the Goddess on your first recall while your opponent buys a 875 gold item, you will definitely lose the trade. Ryzes are an exception.
  107. For critical strike and attack speed items, the recommended first choice is Infinity Edge. The additional range it provides is very useful for AD carries. The second choice would be Zeal, as the shield it provides offers some self-protection. Runaan’s Hurricane should only be chosen for a few champions (such as Twitch and Jinx), and Blade of the Ruined King is not recommended.
  108. If you are the only tank in the game, you can consider buying Dead Man’s Plate as your third item. This item is very good and has great utility in team fights, so it is beneficial to complete it early on.
  109. If you need to deal with minion waves but you have built tanky items, consider getting an early teleportation gate. Excellent dual resistance properties serve well as tank equipment. If you have a lot of money in the late game, you can sell your boots and buy a teleportation gate to defend the minion waves, and then buy back your boots.
  110. AD champions can sell their boots, as they have longer range and getting an additional critical strike item can potentially change the course of the battle. Melee champions should not sell their boots, as they lack the mobility and would become less effective.
  111. If the enemy team has champions like Tryndamere, Dr. Mundo, Vladimir, or Soraka who have high healing abilities, AD champions should consider getting Executioner’s Calling as their third item, while melee champions should get Bramble Vest. Grievous Wounds should not be limited to only one person, as if the person with Grievous Wounds dies first, you will be facing an endless healing monster in a desperate situation.
  112. Reusable potion becomes increasingly ineffective equipment over time. After 20 minutes, if there are no slots available, sell the reusable potion and buy a true sight ward. This potion is practically useless in battles after 20 minutes.