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League of Legends Manual v 1.

3
LoL v0.27.15

by Jasmin

Hey, I'm Jasmin, League of Legends beta tester since August 2009, EU forums Adjudicator since
September. I've decided to write this simple manual in order to help new players get smoothly into
this fascinating game. I hope You won't get bored too much :)

League of Legends (from now on referred to as 'LoL') is a MOBA genre game. MOBA –
Multiplayer Online Battle Arena – is a unique mix of a real time strategy and a role playing game
with this special 'something', which makes You sit in front of your computer and play one game
after another. In every LoL game You chose one hero (called 'champion') from over 30, each armed
with original skills set, created for one purpose – giving your enemies a hard time while rewarding
you with tons of fun.

List of Contents:
I. How to Begin?.................................................................................................................................2

II. Summoner Profile..........................................................................................................................3


2.1 Runes..............................................................................................................................................4
2.1a Rune Effects Summary (with comment)........................................................................................5
2.1b Rune Book Example.....................................................................................................................7
2.1c Rune Combiner.............................................................................................................................8
2.2 Champions.....................................................................................................................................9
2.2a List of Champions (with comment).............................................................................................10
2.3 Masteries......................................................................................................................................15
2.4 Summoner Spells..........................................................................................................................16
2.4a List of Summoner Spells.............................................................................................................16

III. Play – Choosing Game Type, Joining and Creating a Game.................................................20


3.1 Starting a Game...........................................................................................................................24

IV. In-Game: First Steps..................................................................................................................25


4.1 Rebinding Your Hotkeys...............................................................................................................26
4.2 Items.............................................................................................................................................27
4.2a '5 Gold Per 10 Seconds' Items....................................................................................................28
4.3 The Map.......................................................................................................................................29
4.4 Minions and Neutrals...................................................................................................................30
4.4a Unique Neutrals and Buffs.........................................................................................................31
4.5 Turrets..........................................................................................................................................34
4.6 Inhibitors and Siege Creeps.........................................................................................................35
4.7 Bushes..........................................................................................................................................36
4.8 Using Abilities and Summoner Spells..........................................................................................37

V. Gameplay......................................................................................................................................38
5.1 Tips...............................................................................................................................................39
5.2 Emote Commands........................................................................................................................39

VI. Credits.........................................................................................................................................40
I. How to begin?
As LoL is still in closed beta, You have to get one beta key and follow the instructions that will be
sent to You.

When LoL has been installed, Your account created, LoL launched and Your account logged in, You
should see this:

Welcome! :)

A – Play button. Click on it to start a game.


B – Quick Start. Starts a game with the same settings as the last game you've played.
Doesn't work correctly yet.
C – Armory. Opens a shop where You can spend Your Influence/Riot points. Option not available
yet.
D – Summoner Avatar – click on it to chose Your avatar.
E – Summoner Name.
F – Clicking on it moves You to Your Profile containing various information about Your Summoner.
G – Riot & Influence Points. You buy Riot points with real money, and can spend them for unique
hero skins and unique runes. Influence points You gain after each finished game and 'buy' new
champions and runes with it. Both not available yet.
H – Settings (music and sounds). 'Enable Filter' option turns Swear Filter on/off.
I – News. You can read here about patch changelogs, news from Riot etc.
J – Buddies List. You can invite buddies to Your games or simply chat with them.
K – Chat Rooms.
L – Notifications List.
II. Summoner Profile

Here is some basic info about Your Summoner. There You can see Your level and experience points,
game stats (wins/losses/leaves), games You've played recently, Your favourite champions (option
currently disabled), number and level of runes You own and Your friends (referred to as 'Buddies').

You gain experience by finishing matches: 100 xp per won game and 50 xp per lost. No xp are
given to a leaver. In beta 100 xp is enough to level up. In order to achieve max level – 30 – You
need approximately 30 wins or 60 loses. Not that bad :)

Practice games are not counted into the amount of games shown in the Statistics Overview box.

I've got this 1 leave for leaving the 1v0 practice game created for one purpose – getting a
screenshot. Life's unfair :)
2.1 Runes

Runes upgrade Your champions in-game. They help You personalize Your Summoner and make him
fit to Your style of playing.

Runes (apart from the bonuses they give) are classified by three statistics: Tier (1, 2, 3), Group
(Mark, Seal, Glyph, Quintessence) and Type (Primary, Secondary)

Tier is the power level of the rune. Tier 1 is the weakest, Tier 3 the strongest. Simple :)

Group classification is a little bit more complex. There are 4 groups.

1. Red 'Marks' are the runes responsible for physical combat. Damage, attack speed, critical chance
and armor penetration are the statistics they boost.
2. Yellow 'Seals' are defense and survival runes. They add a nice amount of points to Your armor,
dodge chance, magic resistance or raw health points.
3. When You look for boost to Your magical skills, blue 'Glyphs' are what You need. Additional
mana points, ability power, magic penetration or even decreased cooldowns are what they offer.
4. Finally You can't miss large golden-brown 'Quintessences'. These runes are of significant power,
which can be added to almost every statistic in-game.

There're two types of runes: Primary and Secondary. These names correspond to the connection
between the group and the bonus. If a rune gives bonus connected with its group, then it's Primary.
If it gives bonus connected with one of the other groups, then its Secondary. As it may sound odd,
I'll give You an example: If a rune from the Mark group boosts damage, it's a Primary rune. But
when it boosts health points (Seal group stats),it's called Secondary. Primary runes have stronger
effects than Secondary ones. Due to their nature, Quintessence runes do not fall under this
classification.
You gain one rune slot per summoner level, up to a total of 30. Rune slots are gained in a specified
order: Mark → Seal → Glyph → Mark... Every tenth level You gain one Quintessence slot. On 30th
level You'll have 9 mark/seal/glyph slots and 3 quintessence slots.

In order to get runes (in beta) click on 'get runes' button. Unless You want to test if everything
works properly, chose Tier 3 runes, as they're the most powerful ones. Beware, there's rune limit of
90.

What's worth remembering is that You can save 3 rune combinations (book pages), and edit their
names by clicking on them.

2.1a Rune Effects Summary

Below I've listed rune names and their effects with a commentary. Remember that the comments
are my personal opinions, therefore You should always think twice about my strategies and
change them according to what You want them to be.

Runes are divided into 4 groups, depending on the primary group of an effect.

Rune boost is a set amount of points, otherwise, the bonus depends on the level of Your champion.
The first type gives nice boost in early game, but the second is superior as soon as Your champion
reaches level 14.

Marks:
Strength – boosts attack damage by a set amount of points. Stacking these runes may give You nice
early advantage when You're playing physical based champions.

Might – gives attack damage, but unlike Strength, bonus is linked to the level of Your champion.
Not worth using (unless heavily stacked), because the bonus is of minor importance in later part of
the game.

Desolation – reduces armor of Your enemies by a set amount, therefore increasing the physical
damage You deal. Much more useful against low armor (casters, assassins) than high (tanks).

Malice – increases chance of critical strike by a set percent. Overall a useful rune for any type of
champion. One of my personal favourites :)

Furor – rune that is very useful to physical damage dealers, as the statistic is given by only one
item in-game. It boosts damage that Your critical strikes do by a set %. The higher your critical
chance is, the more powerful the rune becomes. Another favourite of mine. Worth stacking.

Alacrity – boosts attack speed by a set %. Due to the fact that the bonus is rather minor I never use
this type of rune.

Seals:
Fortitude – gives raw hp. Stacking these runes may help You avoid early death or two.

Vitality – raw hp per champion level. As the bonus it gives late game is rather low, I chose Fortitude
over Vitality.

Vigor – adds a set amount of hp regen. Helps surviving in a lane against aggressive opponent.
Regeneration – hp regen per level. Situation similar to the one with raw hp bonus. Vigor is better.

Resilience – boosts Your armor. Useful for champions with low early armor.

Defense – armor bonus per champion level. Like most 'per levels' it is worse than its partner.

Warding – gives additional magic resistance. Might save Your champion from Annie or Ryze.

Shielding – magic resistance per level. One of the two 'per levels' better than its origin. Again, take
it if you have trouble with facing hard spell caster.

Evasion - % chance of dodging physical attack. As this stat is rather rare and useful against
everything in-game, from minions to champions, I count it as a must have in my rune book :)

Glyphs:
Intellect – gives raw mana. Couple of those may grant You another spell in early game.

Knowledge – mana points per level. The same thing as with hp – by the time it's better than
intellect, it's also useless. Though if You stack 30 of them, they'll give You over 700 mana by lvl 18.

Replenishment – mana regen. If you plan casting lots of spells early, this rune might be worth
stacking.

Potency – boosts ability power. Is it worth it? Depends on the AP formula Your champion has.
Some will get additional 20 p. of damage per spell thanks to stacking Potency. Some only 2, so
avoid using it on such champions.

Force – ability power per level. Due to the fact that a caster will have 300-500 AP in late game,
another 20 is wasting rune slot.

Focus – ahhhh, next to Evasion rune, this is my number 1 :) Decreases champion abilities cooldown
by a set %. Useful on anyone :)

Celerity – like Focus, but per level. That's the second 'per level' rune as good as the 'set' one. I prefer
Focus though.

Insight – grants set magic penetration, which equals to more spell damage.

Quintessence Only:
Wisdom – boosts Your experience gain by 2%. Getting 3 of those along with Awareness talent will
make Your champion gain level 18 in no time.

Revival – decreases revival time by 5%. Good rune, though I prefer preventing death over lessening
its consequences.

Avarice – grants You additional 1 gold per 10 seconds. Stack 3 if You want to use it.

Swiftness – increases Your move speed by 1.5%. It may help You outrun this nasty Jax on Your
tail :)

Don't get scared by small bonuses each single rune gives. The general idea is to stack similar runes,
to achieve a greater effect. Below there are my Book pages with summed up bonuses:
2.1b Rune Book example

Page 1 – Caster
9xGreater Mark of Malice (Primary)
9xGreater Seal of Evasion (Primary)
9xGreater Glyph of Focus (Primary)
3xGreater Quintessence of Focus

Bonuses:
Crit Chance +8.3%
Dodge Chance +6.7%
Cooldown Decrease 10.77%

I chose this page when playing mage-like champions. Crit is always useful while last hitting or
figthing (works especially well with Ryze or Kassadin), Dodge is dodge :) Along with my masteries
I have 19.77% cooldown decrease. As the limit is 40% I need to buy Glacial Shroud or get ancient
golem's buff to have the lowest possible cooldowns on abilities (but for the 0.23%...)

Page 2 – Fighter
9xGreater Mark of Furor (Primary)
9xGreater Seal of Evasion (Primary)
9xGreater Glyph of Furor (Secondary)
3xGreater Quintessence of Furor

Bonuses:
Crit Damage +47%
Dodge Chance +6.7%

This page is for physical damage dealers. As most items designed for such classes have “+ x% crit
chance”, runes of Furor greatly increase damage output. The bonus is similar to that of Infinity
Edge (+50%) – one of the most expensive items, mind You. Dodge because it's dodge ^^

Page 3 - Tank
9xGreater Mark of Malice (Primary)
9xGreater Seal of Evasion (Primary)
9xGreater Glyph of Focus (Primary)
3xGreater Quintessence of Evasion

Bonuses:
Crit Chance +8.3%
Dodge Chance +11%
Cooldowns Decrease 5.85%

This rune compilation was designed for Tanks and other champions drawing too much attention to
themselves. The highest possible Evasion from runes, for a greater chance of survival. Crit chance
is for increased damage output. Cooldowns decrease on the level of 15% (along with my masteries)
is for more frequent usage of attention drawing abilities :)
2.1c Rune Combiner

A rune missing in Your perfect multi-purpose runepage? Reached the limit of runes and didn't get
those You want? You're in need of Rune Combiner!

Click the 'Combiner' next to the 'Get Runes'. You'll see a strange 'machine' in the shape of a
pentacle. The rule is simple: put in two runes of the same tier in order to get one random of the
same tier; put in five runes of the same tier, in order to get one random rune tier higher. You can't
combine five tier 3 runes.

Have in mind that the rune You get is completely random, with no connections to those put in.
2.2 Champions

In the 'Champions' tag all available champions are listed. There's the search option, small icons
(large icons in the picture) and champions' in-game role filters (Assassin, Fighter, Mage, Support
and Tank).

When You move Your cursor over the champions image, a small scroll should appear. By clicking
on it You'll move to the more detailed description of a champion.
There You can read the story about the champion's origins, some tips on how to play as or against
them (some tips are missing), about their abilities and have an overview on the champion's
predispositions.

Health bar shows champ's survival skills. Champion's with huge health are best in the role of a
Tank.

Attack bar will tell You if your champion deals huge physical damage and therefore if the assassin's
or tank's role is suitable for them.

If You like playing ion-cannon-like characters, or just are in need of good caster, search for
champions with long Spells bar.

Difficulty bar will tell You how much in-game experience You'll need to play this champion
effectively, and how long will it take You to master them. Many possible item builds, hard to use or
aim skills, hybrid champs (with no set in-game role) will make this bar rise.

I strongly suggest taking some time in this tag, reading about every champion and their skills.
Even if You're the best in the world Jax's player, not knowing that Cho'Gath's ulti kills champions
under a set percent of life instantly, can make You lose Your game.

2.2a List of Champions

Below you'll find basic info about every champion.


Difficulty level (DL): 1 – easy, 5 – hard

Alistar. Extreme tank, with AoE (area of effect) stun, bash and an AoE healing
ability. His Ulti makes him almost invulnerable, while adding much power to his
fists. Capable of taking down towers with no help what so ever. Best taken out from
a distance.
DL:3

Amumu. Another tank, worth Your attention. Care for his sticky bandage spell, as it
stuns, dragging this little corpse just in front of Your shoes. When You hear
someone cry, it means he is taking 3% of your life per second. If that weren't
enough, his ultimate can immobilize a whole team, while dealing a lot of damage.
DL:4

Anivia. “I'm eternal, are You?” Remember it. After killing her, she turns into an
egg. If You don't manage to kill the egg in 6 seconds, she will be gloriously reborn.
And will manifest it with her AoE ice spells. Aha, she can create walls of ice,
blocking your way of escape.
DL:3

Annie. “Have You seen my bear Tibbers?” Most of those who did, did not survive
it. Hardcore spell caster, with low cooldowns. Every fifth spell she casts stuns for 2
seconds. When the stun is 'charged', there's white mist circling around her body.
In order to control Tibbers hold 'alt'.
DL:2
Ashe. “Freeze!” You will if she hits You with her ultimate with map wide range.
D&D-like archer, with slowing auto-cast arrows, cone of arrows and passive skill
giving her additional gold per kill. Be careful though, as she is extremely fragile.
DL:2

Blitzcrank. The one, and only champion in LoL using Panzerf(au)ist. Its role is
taking damage and supporting others :) Care for his Go-Go-Gadget-Shooting-And-
Dragging-Back-Arm.
DL:3

Cho'Gath. Ugly beast from the void, capable of eating anyone (even Blitzcrank) if
their health is too low. If You see strange dust on the ground, it means that in about
a second nasty spikes will give You a flying lesson. Its scream prevents You from
casting spells. And it grows. Ugh.
DL:5

Corki. Gnome in a hand-made aircraft, armed with bombs revealing stealthed units,
gatling gun and AoE missiles with 1 sec cooldown. When danger is near, capable of
surging towards chosen direction. Requires hybrid item build.
DL:4

Dr. Mundo. Crazy scientist. There's always one. This one is purple and carries a
heavy cleaver. And sometimes hurls it at his enemies. And regens health quite fast.
Better kill him while You still can. The first of the champions without mana.
DL:4

Evelynn. She pops out of nowhere and nukes You to death in 4 seconds. Ouch.
Better carry a ward or two. Scrap it. Ward whole map just in case, because she is
waiting somewhere with her 0.8sec cooldown spell. To cheer You up, I'll add that
she has paper hp and her uber fast nuke targets randomly. So keep a creep near.
DL:5

Fiddlesticks. Nothing like a walking scarecrow. Lot's of disables with nice damage
though. And has the coolest dance in LoL. Its charging up, means AoE ulti.
DL:3

Gangplank. His name tells You what he does best. Expect him to be wandering
around the map, hoping for a lucky kill. His large AoE ulti with slowing effect can
be targeted anywhere on the map.
DL:4

Janna. She brings lots of winds, one passively increasing her team's movement
speed, another healing all champions in huge AoE. Good support.
DL:3
Jax. Arms master wielding two-handed lamp post. Very nasty with his godlike
dodge skills, very fast movement speed and leap attack. The relentless assault of his
will make Your hp drop quickly. Bring a disabler if You want to deal with him.
DL:3

Karthus. Lich. Kills things. Has low cooldown small AoE spell, slowing wall-like
spell, AoE damage per second and ultimate, which hits every enemy champion, no
matter where they are. When he dies, he's still capable of casting spells for another
8 seconds. Don't forget about it.
DL:3

Kassadin. Strange mage-warrior hybrid. His bolts of... void silence, his cone of...
purple energy slows, his blade burns mana, his body resists 15% of ability damage
and his ulti allows him to blink every now and then, with it's 3 sec cooldown.
DL:4

Katarina. This blue-haired lady is an extremely dangerous assassin capable of


appearing by her enemy out of nowhere. Her ultimate, Death Lotus, assails up to 3
champions in a hail of knives. She is the second champion without mana.
DL:4

Kayle. Her divine power allows her to boost up hp regen and movement speed or
become invulnerable to all damage for whole 4 seconds. When her anger reaches its
limits, she burns everything she attacks with her AoE ranged flaming sword.
DL:3

Malaphite. Rocky Magmoa. Rock golem, with devastating AoE spells and attacks.
It'll charge at You in Alistar-like manner, bashing all enemies on its way, steal Your
movement speed or throw a rock at You.
DL:2

Master Yi. This tall warrior will strike everyone on a battlefield in the blink of an
eye. His meditate abilities allow him to regain his health quickly, while wuju style
and highlander will make him fast as lightning. Don't let him farm :)
DL:4

Morgana. Angel who has fallen enough to torment soil so it damages You. In an
AoE. Care for doses of black magic she throws, as it prevents You from any
movement. When she casts her ultimate, remember to get away from her in less than
4 seconds. Oh, and she can create Anti-Magic shields.
DL:4

Nunu. Beauty and the Beast. Uh.. Let's just keep to the beast side. Eats creeps in
order to restore her (theirs?) health. Throws slowing chunks of ice and enrages
allies. Do everything You can to escape or stop her AoE ulti, as it wreaks havoc on
the battlefield.
DL:3
Rammus. Extremely powerful and nasty tank. Capable of getting extremely fast
into a battlefield, slowing his enemies. Keeps theirs attention by taunting them, and
destroys them by fearsome tremors ability.
DL:4

Ryze. Tattooed with powerful incantations with huge scroll on his back, Ryze is a
mighty spell caster. Recognized especially for his targeted stun ability, and bouncing
ulti, which can deal over 2k damage to one or two targets. And his normal attack
deals magical damage too.
DL:3

Singed. Jack of all trades, master of none. Tank, damage dealer, caster, support, all
in one skeleton-alike body of Singed, the mad chemist. Feared for his fling ability,
which throws champions behind Singed. Care for Insanity Potion ultimate, as it
greatly buffs his stats.
DL:3

Sion. Another champion without set way of progress. He can be a tank or damage
dealer or something in between. Has single target stun, and protective shield, which
deals AoE damage, when not dealt with in 10 seconds.
DL:3

Sivir. She is a great mix of damage dealer - and as soon as she gets her ulti –
supporter. Her crossblade attacks a few targets, and can be thrown as a boomerang
at an impressive distance, damaging all in its path. Her ultimate grants faster
movement and attack speed.
DL:3

Soraka. Ultimative healer and one of the two only pure support champions.
Restores mana, heals one or, with a help of her ultimate, all allied champs. Her only
offensive spell – starfall – also helps allies by reducing its targets magic resistance.
DL: 2

Taric. Gem Knight. Is it a gem who turned into a knight? Or rather a knight who
turns into a gem? He has two nice heals, a stun and AoE armor buff/decrease, which
makes him half a healer, half a tank, half a supporter and half a damage dealer.
Whole two champions in one person of a Gem Knight. Enjoy.
DL:4

Teemo. Have You been in the scouts? He has, for whole his life. Following him will
increase Your movement speed. Expert in preparing traps, which deals AoE damage
for full 5 seconds, while slowing enemies. This nasty little dart blower may render
Your physical attacks useless for whole 4 seconds, while damaging You over time.
DL: 2

Tristana. Her attack range increases with each level. At level 11 she is capable of
attacking Baron Nashor freely so when she disappears for some time, check its nest.
Expect Her to make long jumps and shot cannonballs, knocking her opponents
down. She is extremely fragile in melee fight though.
DL:2
Tryndamere. “Wraaaagh!”. Barbaric king, swinging anime-sized sword. Spins a
lot, dealing magical damage to unfortunate enemies in his path. His ultimate
prevents his death for a few seconds. Tryndamere is the third champion in LoL
whose skills do not cost mana.
DL:5

Twisted Fate. Fan of a strip poker, as he always gets the lucky cards. Has global
slow&reveal spell and is able to teleport to any place on the map. Despite this
fantastic abilities, he is very hard to play properly, and so, isn't the best choice for
new players.
DL:5

Twitch. The Rat Assassin... eee... right. Like Evelynn he can become invisible. His
poisonous attack slows, and can be expunged for additional damage per each hit.
Full Automatic greatly increases his attack speed, changing his bolts into Men-in-
Tights-like-Patriot-Arrows.
DL:2

Veigar. Has ability of gaining additional ability power per each kill. His ultimate is
deadly for other spell casters, dealing damage depending on their mana. When You
see fairyfire on the ground, it means that a painful AoE spell will land there in 1.4
second. Don't cross the borders of the pentacle thing he casts or You'll be stunned.
DL:4

Warwick. The Terror of Wounded, who grows in power gaining movements speed,
as his prey weakens. He can deal a great amount of damage by singling out one
target. His passive ability allows him to heal with each successful attack, which
synergises greatly with his Hunters Call spell – global boost of attack speed.
DL:4

Zilean. This master of time is the second pure support champion, increasing
movement speed of his allies or decreasing the one of enemies. Chrono Shift
ultimate heals a target by an impressive amount on receiving mortal wounds,
therefore be careful when You see 3 clocks circling around Your target. His Time
Bomb easily breaks the battle formation of Your enemy.
DL:3
2.3 Masteries

Mastery trees are another way of customizing Your Summoner. With each level, You gain one
mastery point (up to a total of 30) You can spend in one of the three mastery trees, upgrading Your
champions and Summoner's Spells.

There're 14 masteries per tree with up to 4 ranks, giving You a nice total of 93 :)

As You can see, masteries are divided into 6 'lines'. The weakest masteries are on top, the most
powerful at the bottom of the tree. Each line of masteries requires 4 points spent in the earlier lines
of a selected tree. In order to get the masteries from 2nd line, You'll have to spend 4 points in the 1st
line; 3rd line requires 8 points spent in 1st and 2nd lines; 4th – 12; 5th – 16. To get the mastery from the
6th line, You'll have to spend 20 mastery points in lines 1-5 of the selected tree.

Mastery trees are named after the stats they upgrade. So Offense masteries boost Your combat
skills; Defense masteries increase Your survival; Utility tree will offer You decreased cooldowns,
better hp&mana regen and will decrease the time You spent dead. Read all descriptions and decide
which ones You like and which fits Your play style (types of champions, Summoner's spells You use
most frequently etc.)

As I play mostly casters, my build is as follows:

Offense tree: Deadlines 3/3; Cripple 1/1; Sorcery 4/4; Archaic Knowledge 1/1

Utility tree: Good Hands 3/3; Perseverance 1/3; Awareness 4/4; Meditation 3/3; Utility Mastery 2/2;
Quickness 3/3; Blink of an Eye 1/1; Intelligence 3/3; Presence of the Master 1/1
2.4 Spells

In the 'Spells' tag You can see Your Summoner's spells. For each battle You can chose two of those.
Every single one has huge impact on the gameplay – save lives, quickens push, prevents enemy
teams from destroying Your tower or nets You a kill.

You start with Exhaust and Heal spells, and gain 1-2 per level, up to a total of 12 on level 10.

Choosing Summoner's spells is very important. Don't let Yourself be fooled by the level
requirement, it's only here so You can test all of them – every spell is of equal power.

Silence debuff on Your champion prevents You from casting spells.

Presence of the Master from the Utility tree is a very useful mastery, as it lowers Summoner's spells
cooldowns by 15%.

2.4a List of Summoner Spells

Exhaust (Summoner Level 1): Blinds the target (100% miss chance) and slows its movement speed
by 40% for 3 seconds.

Cooldown 210 seconds.


Mastery upgrade: Cripple (Offense) – increases the duration by 0.5 second and reduces target's
armor and magic resistance by 25.

Extremely powerful with Cripple, as it amplifies Your damage by about 25% in early game, which,
along with the slow, is enough to net Your kill or save Your allies. One of my personal favourites.
Heal (Summoner Level 1): Restores 140 + 20 x level Health to Your champion and 50% of that to
nearby allies.

Cooldown 270 seconds.


Mastery upgrade: Mender's Faith (Defense) – restores additional 75 points and decreases cooldown
by 10 seconds.

160 – 500, half of this to Your allies. Might be enough to save You from certain death. If You like
this spell, then take Mender's Faith mastery.

Teleport (Summoner Level 1): After 4 seconds, teleports Your champion to target friendly minion or
turret.

Cooldown 240 seconds.


Mastery upgrade: Spatial Accuracy (Utility) – reduces the delay by 0.5 and cooldown by 5 seconds.

Map awareness is needed in order to use this spell properly – stopping pushes and helping allies
are the most often usage instances of Teleport.

Ghost (Summoner Level 1): Your champion ignores unit collision and moves 32% faster for 14
seconds.

Cooldown 210 seconds.


Mastery upgrade: Haste (Utility) – increases movement speed by additional 8% and duration by1.5
second.

You can pass through minions. You'll find other things in the description. I don't know why, but I've
never liked this spell.

Cleanse (Summoner Level 2): Removes all debuffs from Your character.

Cooldown 120 seconds.


Mastery upgrade: Willpower (Defense) – reduces cooldown by 30 seconds.

Other spells are much more useful. Nothing more.

Flash (Summoner Level 12): Teleports Your champion to target nearby location.

Cooldown 360 seconds.


Mastery upgrade: Blink of an Eye (Utility) – reduces cooldown by 15 seconds.

You can get in and out of battles, out of abilities range, chase low hp enemy, break a chase and
many more. My favourite spell – I take it on all champs, even Kassadin.
Fortify (Summoner Level 4): Grants invulnerability to all allied turrets and causes them to attack
100% faster for 7 seconds.

Cooldown 300 seconds.


Mastery upgrade: Reinforce (Defense) – changes Fortify into a dual ability. While the cooldown is
available for Fortify, You deal 9 more damage points to minions.

This skill can break push, or even save a champion and has nice upgrade.

Smite (Summoner Level 1): Deals 420 + 35 x level damage to target enemy minion or pet.

Cooldown 75 seconds.
Mastery upgrade: Plentiful Bounty (Offense) – your Smite spell rewards 5 gold when used and
reduces its cooldown by 5 seconds.

This spell has two implementations: farming and killing Tibbers :) Take mastery upgrade in order
to quicken Your farm. About 3g/10sec if used frequently 4g/10sec with upgrade.

Promote (Summoner Level 6): Promotes an allied minion into a Siegerider, a powerful unit with a
+armor/damage aura and turret damage reduction. This unit grows more powerful with level.

Cooldown 270 seconds.


Mastery upgrade: Demolisher (Offense) – increase damage dealt to turrets by 15, while spell is off
of cooldown. Increase promoted units armor by 20 and reduces cooldown by 15 seconds.

This spell is extremely powerful, especially with upgrade. Quickens pushes, and game if Your enemy
is taken by surprise.

Rally (Summoer Level 8): Summons a beacon with 200 + 25 x level hp for 15 seconds, which
increases allied base physical damage by 30% and health regen by 15 + 1.5 x level per second.

Cooldown 360 seconds.


Mastery upgrade: Improved Rally (Offense) – Rally also increases base magic damage by 20% and
duration by 5 seconds.

This skill is either completely useless or extremely powerful. Depends on placement – rally is very
fragile (2-3 hits). Surprisingly good upgrade.

Revive (Summoner Level 1): Instantly revives Your champion at spawning pool.

Cooldown 540 seconds.


Mastery upgrade: Preservation (Defense): After casting Revive spell, Your maximum hp is
increased by 400 for 90 seconds. Reduces cooldown by 20 seconds.

This skill may be used up to 5 times (decent, 50 minutes game), while it saves up to 99 seconds. As I
said earlier, I prefer preventing death, rather than nullifying its effects. Useful while beta testing
though.
Clairvoyance (Summoner Level 10): Reveals an area of the map for 6 seconds (castable anywhere)

Cooldown 60 seconds.
Mastery upgrade: Mystical Vision (Utility) – lasts additional 3 seconds and has reduced cooldown
by 5 seconds.

This spell used to be extremely overpowered (6 minutes vision ward O_o), right now it may save
You from a gang or help you check on Nashor when all enemies disappear.

My usual combo is Exhaust + Flash. Promote is crazy when whole team takes it and uses at once.

While You can easily see which Spells I like, I suggest trying all of them 2-3 times, as everyone's
play style is different :)

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