Home I All Guides I eSports Guides I LoL I League of Legends Pro Strategy Part II
In the first part of our League of Legends Guide, we spoke mostly about the game objectives – primary and secondary. In League of Legends Pro Strategy Part II we will give you some more details, which will help you to become a pro player.
A mastery is an option for bonus stats along with the special attributes. There are 45 Masteries organized into 3 skill categories: Cunning, Ferocity, and Resolve. Each culminates in 3 extra-impactful Keystone Masteries.
Each tier forces a choice between two or three Masteries. Mastery points are gained with summoner levels. You can create up to 20 unique mastery pages, depending on the champions played and your opponents.
Runes are just important as Masteries. They give champions bonus statistics. A single Rune offers little benefit but combining them brings a significant impact on your character.
There are 4 categories of League of Legends Runes:
Primary Runes from each category provide the best statistical values. Secondary Runes provide stats from varied categories, but less than their primary counterparts.
Runes can only be placed into their category slots. The are 9 available slots for each Seal, Mark and Glyphs, and 3 for Quintessence Runes.
You have the option to choose between scaling and flat Runes. The first one is safer, giving you a strong early game start and scaling later on. The difference in flat Runes is that they give you an unchanging value. So depending on your champion type you should choose wisely the right configuration of Runes pages in order to make your hero stronger.
Last but not least in our League of Legends Advanced/Pro Strategy we need to mention the importance and specifics of game phases.
A game on Summoner’s Rift has 3 different phases:
Players focus on farming and gaining experience, denying farming and experience to opponents, and destroying outer turrets. Denial is accomplished by forcing enemies far away from the minions, back to base through consistent attacks, or by killing them. Basic items and components are purchased. Dragon and Rift Herald are realistic and necessary, but dangerous objectives.
Players begin roaming and grouping for ambushes, or concentrating on an objective. We can already see battles with all ten players. Champions have surpassed level 6; their ultimates and one or two core items completed. Middle and inner turrets are the focus, along with Dragon and the Herald. Vision control of the map becomes even more important than in the laning phase. Baron is also an option, but really risky one.
Almost all of the champions are level 18, with their core items completed. Now they are working towards the full build. In focus now are inner turrets, Inhibitors, and Nexus Baron and Dragon. Grouping and team fights are common, and it is dangerous to be found alone. Respawn timers are now way longer and have crucial impact on the game.
Basically, a good team composition is created by the combination of champions with synergistic attributes. Depending on the compositions and strategy, the teams can have a mix of damage types, crowd control, or split pushing focus.
AoE: Use a multiple “Area of Effect” abilities create powerful combinations. Amumu can ult the entire enemy team with his ult. Meanwhile champions like Miss Fortune, Oriana, and Annie can use their strongest abilities to finish the opponents.
Poke: Popular long-range, high-damage abilities are used in this team compositions. For example, Xerath’s Arcanopulse, Caitlyn’s Piltover Peacemaker, and Jayce’s Shock Blast can poke the opponent so badly, they won’t fight you at all.
Pick: Using high mobility, strong CC, and burst damage, you are focused on catching the enemies out of position and kill them. Supports like Thresh and Blitzcrank work well in pick comps, alongside assassins such as LeBlanc, Fizz, and Rengar.
Dive: Basics of this composition are durability, powerful CC, and sustained damage in order to overtake and overwhelm enemies. Olaf and Leona are tanks that work well alongside champions such as Ahri, Jinx, Graves, and Rumble because of their strong initiation in team battles.
Split push: The idea here is to divide your opponents and pressure multiple lanes. Capable duelists with strong wave clear require the enemy to send multiple champions to deal with them. Good split pushers are usually difficult to chase. Examples of split pushers are Udyr, Tryndamere, Singed, Zed, and Master Yi of course.
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