elo goblins adc guide

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The Elo Goblin’s Marksman Compendium v.1.4 1 HOW TO READ THE GUIDE 2 Disclaimer 1

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The Elo Goblin’s Marksman Compendium v.1.4

1 HOW TO READ THE GUIDE

2 Disclaimer

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3 SETUP

3.1 Equipment

3.1.2 Mouse

3.1.3 Keyboard

3.1.4 Headset

3.1.5 Monitor3.1.6 Pc

3.1.7 Misc.

3.2 Hotkeys/Bindings.

3.2.1 Smartcast (+ selfcast)

3.2.2 Smartcast Use item

3.2.3 Disable auto attack

3.2.4 Target champion only

4.CHAMPIONS

4.1 Types

4.1.1 Hard Carry4.1.2 Support Carry

4.1.3 Reverse Carries

4.2 Making your own pool.

4.2.1 Preferences

5 Basic ADC mechanics

5.1 Farming - A

5.1.1 How do you improve your farming?

5.2 Farming - B

5.2.1 Advanced laning - Slow push

5.2.1.1 Backing variation5.2.1.2 Laning variation

5.2.1.2.1 Method 1

5.2.1.2.2 Method 2

5.3 Farming - C

5.3.1 Under your turret

5.3.2 Under your opponent’s turret

5.4 Trading

5.4.1 Auto-attack trade

5.4.2 Burst trade

5.4.3 Sustained trade

5.4.4 When to trade?

5.4.4.1 The last hit blind spot

5.5 Runes/Masteries

5.5.1 Masteries

5.5.2 Runes

5.6 Stages of game

5.6.1 Early game

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5.6.2 Mid Game

5.6.2.1 Early-Mid Game

5.6.2.2 Extended laning phase

5.6.3 Late Game

5.7 Warding

6 ADVANCED ADC MECHANICS6.1 Stutter-step

6.1.1 But what is stutter step?

6.1.2 Why would it be important for you?

6.1.3 Why can we do this?

6.1.4 Example of stutter step

6.2 Zoning

6.2.1 Zoning circle

6.2.1.1 Leona

6.2.1.2 Lulu

6.2.2 Bushes6.2.3 Position to zone

7.3 Power Levels

7.3.1 Learning your power spikes

7.3.1.1 Skill Power Levels

7.3.1.1.1 Graves

7.3.1.1.2 Vayne

7.3.1.2 Item Based power spikes

8.1 Bot Lane, Support and you

9.1 Positioning

9.1.1 Where do I stand?9.1.2 Prediction

9.1.1 The botlane party

9.1.1.2 Clearing wards

9.1.1.3 Warding

9.1.1.4 Clearing wards

10.1 Itemization

10.1.1 Which items?

10.1.2 Itemization

10.1.2.1 Item starts

10.1.3 Defense

10.1.3.1 Defensive Items

10.1.3.1.1 Defensive Itemization

10.1.4 Offensive

10.1.4.1 Offensive Items

10.1.4.1.1 Damage Itemization

10.1.5 Misc. stats

11 EXPERT MECHANICS

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11.1 Concept: Micro and Macro Mechanics

11.2 Concept: Maximum Advantage Threshold

11.2.1 Why doesn’t it hold true?

11.2.2 How do you discover the threshold?

11.2.3 What do you do?

11.2.3.1 Bot to mid rotation11.2.3.2 Mid to top rotation

11.3 Concept: Distribution of resources.

11.3.1 What are resources?

11.3.2 Distributing Resources

11.3.2.1 Laning

11.3.2.2 Macro/ Map wide trades

11.3.2.3 Team Compositions

11.3.2.4 Champion Type

11.3.2.5 Unfavorable Match-up

11.3.2.6 Follow up12 END WORD

13 CONTACT INFORMATION

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1 HOW TO READ THE GUIDEObviously I’m not going to explain to you how to read, and if you can’t then you wouldn’t be able

to read this anyway.

No, the guide is divided into chapters, sub-chapters,sub-sub chapters, etc. Each chapter

explains something and under the chapter title there is a color mark.

The color marking has a meaning, namely it describes whether the content of the chapter is

easy, intermediate, advanced or expert. This can be because of the things you have to do, or

the things that you need to understand.

There are 4 color markings:

● Easy

● Intermediate

● Advanced

● Expert

There is a chapter called advanced mechanics, but inside that chapter not everything I consider

is of intermediate tier. So keep an eye out for the markings.

Whilst you are free to read everything, if you are new to adc then it would be advisable to grasp

the green marked chapters first before you proceed into more difficult concepts.

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2 Disclaimer

Since this is a personal guide, there will be a lot of my own opinions but also a lot of information

that I’ve gathered from reading the forums,reddit and watching many LoL streams/tournaments

and other sites. Not all of these things will should be taken for granted as it’s up to the playerbehind the champion and how he plays that champion, but these are just general observations.

Having that said, there will be things you might disagree with and that’s fine. Everyone is

entitled to their own opinion, but please keep those things to yourself.

If there are any questions, then feel free to contact me with the information at the end of the

guide.

Now that i’m done, let’s continue to the actual guide.

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3 SETUP

3.1 Equipment

I will try to keep this short, but some people could be interested in the gear I use. It’s nothing

spectacular and you can skip this as it’s not crucial to the entire guide.

3.1.2 Mouse

I Currently use a Razer DeathAdder Chroma ,and previously I used a Razer Deathadder. The

mouse is a little bit on the pricey side 50-60 euros, but it’s a great mouse which I honestly would

recommend to anyone except the people which have small hands. While you don’t have to get

an deathadder, finding a comfortable mouse for a game like LoL, might be beneficial to you as

you will be clicking a lot and preferably one with 2 to 4 side-buttons for some hotkeys.

3.1.3 Keyboard

I use an Steelseries 6gv2. Keyboard preference is honestly up to you and use whatever you

like and find comfortable. If you how do want to buy an mechanical keyboard I advise to avoid

Cherry reds as they are prone to accidental input due to the sensitivity which in league may lead

to accidental skill activation.

3.1.4 Headset

I’m using an Steelseries Siberia V2, It’s a headset at a midpoint between low and high end

headsets. It’s a great headset, with good sound and comfort levels for long gaming sessions of

league. There’s a mic as well which is good but nothing to write about. The point is that having a

headset with a mic and good quality sound can help you. Because, there are some sound

effects ingame which if you know what they mean/do can be used to your advantage.

Example: Cassiopeia ult, just before she ults. She gasps for air, if you can hear this, you can turn around in time andonly get slowed as opposed to being stunned.

3.1.5 Monitor

 A 24 inch monitor. Having a 21+ inch screen, can really help out as you will have a broader view

of your surroundings. This is due to the fact, that you cannot (*Legally) change how far you are

zoomed out. Because this is limited by your screen resolution. Shitty programming on Riot’s

part, but what can you do about it?

* You can change it with some hacks, but they are banned by riot and the usage of them can risk you for a potential ban. 

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3.1.6 Pc

 Ah, the engine of all your gaming needs. My pc is no alienware/origin pc, It’s a decent PC which

can run the game on the highest settings possible on an average of 140 FPS. But if you can

play the game at a constant of 30+ fps, then you’re good to go. I won’t discuss any PC specs,

as that’s something you should find out and a new PC purchase is not cheap.

3.1.7 Misc.

I don’t have much else, except a Steelseries Qck+  mousepad. A proper mousepad is as

important as the mouse itself, if you cannot slide your mouse on a comfortable surface... Well.. it

can really impact your gaming as you might not be very precise or fast enough.

3.2 Hotkeys/Bindings.

I will now explain all of the keybindings i use ingame, to improve my gaming experience or make

my life easier. You can change, any key bindings in the menu, in the game itself.

3.2.1 Smartcast (+ selfcast)

This option enables you to cast spells directly when you press the button assigned to a skill (In

my case, QWERDF), as opposed to Q -> Click. This can save time, and is pretty much required

on some champions because of their combo nature.

There is one disadvantage to it, which is that the handy skillshot range indicators disappears

(Which can again, be turned on by enabling the smartcast range indicators  in the more options 

menu).

But mastering smartcast, is just practice and more practice.

HOWEVER!!! It is highly advised, to not use smartcast on some champions (Anivia, Jayce) or

bind one or more hotkey(s) which will allow you to see the range indicator of some specific

spells. You can do Shift + QWER , for not smartcast and normal QWER for smartcast, so you

get the better of both sides.

 Also, using the self-cast part is also disadvised on some champions like Lee Sin, because you

may accidently shield yourself instead of ward/minion jumping. Since I use smartcast i have my

self-cast at SHIFT + QWER.

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4.CHAMPIONS● Easy

Here I will explain a little bit about the ADC types.

4.1 Types

If you say ADC, then it is a very broad word describing a very large group of champions. You

can split this group into subgroups based on different traits the champions possess. In my

opinion you can split the ADC’s into the following subgroups and sometimes there are further

subgroups within those subgroups.

4.1.1 Hard Carry

 As the name implies, hard carries revolve around carrying a game once the ball gets rolling.

Theoretically, every adc is able to carry a game, but one important trait of these champions is

that they often possess one or more *Damage Steroids and have ( Or should have) an

extremely weak early game to compensate for their mid to late game carrying potential.

Notable examples of this subgroup are Vayne, Kog Maw, Tristana and Jinx.

Those champions all possess a form of damage improvement and excellent item scaling

compared to some other sub-groups mentioned later.

Hard Carry champions are also usually vulnerable to Reverse carries due to the inverted

scalings that these 2 categories have and need better protection as they sacrifice utility for raw

damage output.

*Damage steroids: Passive skills of champions which boost the user's attack stats in some way.

4.1.2 Support Carry

Support carries are a rare subtype of adc, which have access to team wide utility such as stuns,

strong slows or other forms of cc. They sacrifice raw damage for it, so generally they don’t carry

as hard as hard carries do. However, unlike hard carries they have an easier time to maintain

their lead since they aren’t bound to only damaging or killing people but can aid the team as well

with their cc.

That is because of the simple fact that CC cannot get worse, a stun will remain a stun, a slow

will remain a slow, even though you can shorten the effect of CC, you can rarely completely

remove it with the exception of Cleanse, QSS, High Tenacity or any other CC removing effects.

But even then you have to use something to counter CC, meaning at worst you get a 1 for 1

trade in skill/item.

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Examples of this subgroup are Ashe,Sivir, Varus.

This doesn’t mean that they cannot carry a game. But when they are compared to the hard

carries, you see that this group is slightly worse in the terms of damage but make up for it in a

different area. These champions all possess one or more forms of CC.

*CC = Crowd Control, Any effect that impairs anything from an enemy champion. Comes in 2 variations. Hard CC and Soft CC.

Hard CC is any effect that holds a champion in place, rendering him unable to perform little to no actions.

Soft CC is any effect that doesn’t hold a champion in place but does impair him in some way.

4.1.3 Reverse Carries

Reverse carries are the opposite of Hard Carries meaning that they shine in the early game/mid

game and start falling off late. Again this doesn’t mean that they can’t carry ,it’s that they are

weaker when compared to true hard carries in terms of raw damage.

 An important trait of these champions is that they have early game power spikes, most often in

the form of burst damage or early item power spikes such as sheen on Corki.

Examples of this subgroup are Graves, Corki and Lucian 

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4.2 Making your own pool.

● Easy

Despite the various tier lists stating what champion is the flavor of the month, you cannot rely on

that information while creating your own champion pool. You have to take in account your

preferences, playstyle, mentality,amount and viability. I will describe these points shortly.

 Another thing is that choosing champions doesn’t mean that you have to be bound all eternity to

them, however it is wise to practice them occasionally as they define you. With that I mean the

following. For example. If you think of Best Riven NA, Riven immediately pops up to your mind

(If you are familiar with him/her?) or Faker’s Zed or Madlife’s Thresh, etc.

They weren’t natural born talents, sure they probably have more time on hand and thus could

have practiced them more but they still had to practice them to reach the current level of

mastery with their signature champion.

4.2.1 Preferences

When you choose champions you should first look at what you would like the champions to

have, maybe you like dashes, slows or big ults. Preferences come in all varieties. You can have

more than one preference but you need to at least have one.

Playstyle 

Second comes your playstyle, you cannot possibly play squishy melee as well as tanks if you

are used to playing tanks for the majority of your time. Again, i’m not saying that you would

perform bad, but habits stick and stay for long amounts of time.

Mentality

Third comes how you think. If you are the kind of player which likes to do epic engages or heroic

saves while tanking the entire enemy team then Soraka might not be the champion for you. If

you are mentally comfortable with a champion then you will have more fun and a easier time to

play that champion.

Amount

Fourth comes the amount. You cannot master every champion in league, it is simply impossible.

You can however master a select few champions and expand that pool. The lower your

champion pool is, the faster you will master that champion. However with that comes the

possibility of being banned out, which can be a pain if you are a one trick pony. The Ideal

amount of champions you should have is 4 mastered +1 learning.This way they cannot

completely outban you, out pick you or counter you. While time passes those things will become

progressively harder to do, because your pool expands.

Before that point you need to get a solid foundation.

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5 Basic ADC mechanicsIn this chapter, i will explain some of the basic ADC mechanics you must know.

5.1 Farming ‐ A

● Easy

Like any laner (except the support/jungle), you’ll have to properly *farm to get strong. This is to

become strong in the mid and/or late game. Depending on which champion you have there is

also a certain difficulty when it comes to farming. 

Despite the different circumstances, there are some numbers which you should aim for,

regarding your farm. This magic number is...

150 at minute 20.

That number, in my opinion, is a number which is not too absurdly high or too low. Of course,having a higher farm is better but having a lower farm is not the end of the world as well. All of

that depends on how the lane matchup develops.

5.1.1 How do you improve your farming?

Well this is a question people often ask and is rather hard to answer to, since it depends a lot on

your match-up. Generally though people’s farm is low because they fail to last-hit properly and

harass at the same time. This comes only from knowledge and experience but there is one

method that i’ve used myself for a long while to improve the last hitting aspect.

I call it the Anivia Farming.

The method is very simple but REALLY hard to execute, but it’s by far the best method that i

could think off that both improves your attack timing (Taking notice of projectile speed) and the

threshold at which you can attack a minion so that yours will finish it off.

You need the following to do it.

● Anivia or Karthus

● NO Masteries which grant AD or ANYTHING that can aid you in your auto attacks

against minions

● NO Runes which grant you AD or Arpen

● Custom game with no bots

● You may buy NO items which grant you AD, Arpen or anything else that helps you in

last-hitting.

Your target goal is 180 minions on mid lane on min 20, the utmost maximum you can get at min

20 is 200 for bot and top and 215 for mid.

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You can do this once in a while, after some time it should get easier and smoother but it takes

practice. Though it will pay off tremendously in the end because you learned with the very low

ad and when you suddenly get more AD it’ll feel like a godsend!

 Another small trick is to number the minions from 1 to 6 or, 1 to 7 if it’s a cannon minion wave, in

the order which they will die as fast as possible. This should be relatively easy if your supportwon’t auto attack the minions, as that is a random factor which you can’t really take account for.

Doing this will let you methodically focus on the creeps and your opponent at the same time.

Because… Instead of watching the whole wave for that one minion, you will have more time to

position yourself around the wave and keep your opponent in check. How do you know which

minion will die first? Well, that unfortunately takes experience and some knowledge about aggro

generation.

This sums up Farming - A

*Farm/Farming: The act of successfully last hitting a minion/neutral monster and receiving the gold and experience of the said

creep.

5.2 Farming ‐ B

● Intermediate

By farming, you can influence on how the creep wave moves throughout the lane. If you auto

attack the minions a lot, then your wave should push to the enemy turret. This is called

pushing/shoving the lane. This brings both advantages and disadvantages, which i will explain

now.

I will start off with the advantages. The advantages of pushing a lane are the following:

1. If the enemy champion/players has problems farming under the turret, then pushing the

lane can go in your favor as you will deny your opponent the minion gold because the

tower last hits the creeps.

2. You will be able to damage the enemy turret safely without taking turret aggro, by doing

this a lot, you can potentially take the turret early.

3. Your farm should be higher than your opponents as you will attack more creeps than he

does and his tower will deny him some. So while you deny him some gold, you will also

get stronger.4. You will exert lane pressure, by doing this you can potentially draw the attention of the

enemy jungler and/or mid laner. This can work in your favor, as the enemy jungler will be

less focused on other lanes and more onto you.

Now the disadvantages:

1. Because you are pushing your opponent so far into the lane, you also make yourself a

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5.2.1 Advanced laning ‐ Slow push

● Advanced

There is a variation of pushing, called slow pushing. There are 2 variations of slow pushing. A

variation where you are backing off and a variation whilst laning.

5.2.1.1 Backing variation

So let’s say that you kill or force their botlane out of lane and the minion waves meet around the

middle of the lane. You want to make it so, that the lane will be pushing towards you and freeze

 just before it hits the tower.

This has the following advantages:

1. The enemy bot lane has to overextend further into the lane, making jungle, mid or tp

ganks easier to perform from your team.

2. You are safer, since your tower is right behind you.

3. The enemy bot lane cannot safely fight against you. If they screw up, their tower is very

far back.4. Farming becomes slightly difficult for them, due to the amount of minions present, there

is a high influx of minion damage.

Despite these advantages there are disadvantages:

1. Trading damage becomes slightly harder for you, because of the minions. So if you

attack them, you will immediately pull the minion aggro of the whole wave and if you are

not careful, the damage done might be equalized purely because of the minions present.

2. You might get tower dived. While the safety of a turret is high, there is still a chance of

getting dived. The huge minion wave makes it so, that they turret doesn’t immediately

attack the enemy hero. There is also point 1, if you choose to fight back, you will pull alot of minion aggro thus a lot of damage.

You execute this move by leaving behind a higher amount of enemy minions compared to

yours. So let’s say that you have 5, you want to leave behind 7. You always leave either 2 or 3,

3 when you when the minion wave is currently very far into the lane so it pushes quicker and 2

when it’s nearby so that it doesn’t push too quick into the turret. By the time you get back, the

wave should just be near your turret or about to hit it. Giving you the ability to safely take all of

the farm whilst denying.

For a video example of this method, here’s a youtube link of a korean toplaner. There’s also

commentary by someone else. I have not made anything in this video.Korean toplane backing with commentary. 

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5.2.1.2 Laning variation

There is also the laning variation which is not as clear as the backing variation since there is an

element of randomness involved. How the minions attack each other. While it’s strictly not

random, since they follow the aggro mechanics, it’s not really feasible to figure out a repeating

pattern and make use of that.

5.2.1.2.1 Method 1

You can start a laning slow push as early as the minions hit. It’s easier to do on the solo lanes,

but same rules apply. What you have to do is quite simple.

1. Cut the enemy minions before they reach lane and make the 3 melee minions attack

you.

2. Walk over to the bush and go inside it to lose all minion aggro.

3. The 3 melee minions will now be huddled up. Because of the close proximity of the

melee minions and how aggro mechanics work, they will( or should) all target the same

melee minion of the opposing side. The focused targeting kills your minion faster than ifall of the minions were to attack at random. When the minion dies it will be 6 > 5 minions

against your side, so the lane will naturally push to your side if you ONLY last hit.

5.2.1.2.2 Method 2

It’s nearly the same as method 1, but you only last hit as late as possible and make sure to not

draw any minion aggro. Every time you draw minion aggro, they expend their attacks on you

and not your minions and thus won’t push the lane. The very late last hitting is slightly different

than regular last hitting.

Whereas in normal last hitting you wait until the hp reaches the last hit threshold, in late last

hitting you wait until the minion is nearly dead. What this does, it makes your minions expend

more attacks on a low target and makes them waste their attacks, but also gives the enemy

minion more time to attack.

The only issues with this is that the enemy laner can choose to do the same, then it becomes a

game of randomness and who can aggro the minions the least.

The easiest way to manage minion aggro is by using the bush. As long as it’s unwarded, it

should drop all aggro immediately. Other than that, only come in close for the last hit and hope

that nothing will target you.

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 Add examples!!!This concludes the chapter trading.

5.5 Runes/Masteries

● Easy

5.5.1 Masteries

Like runes and items, masteries should be carefully picked. Luckily for the ADC there is little

difference since you often run one page as of the most recent (thunderlord) patch

9/21/0 Auto Attack Carries 

The only slight difference is for caster based carries such as ezreal or corki and when an ADC

doesn’t have any AP scaling at all.

In the case of corki/ezreal, you substitute fury for sorcery in the ferocity tree and if you prefer

having more CDR. You swap precision for intelligence.

In the case of no AP scaling, you switch natural talent into vampirism from the ferocity tree.

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5.5.2 Runes

● Easy

Now for the runes. Instead of saying which runes you shouldn’t get I will tell you which ones you

should consider looking into. At the end there is a rune page which nearly all ADC’s run or

serves as a basis for a lot of rune pages.

Flat AD marks:  Good for early last hitting and auto-attack trading.

ArPen Marks: Better choice for mid/late, but you sacrifice the comfort of easy farming for this.

Flat Armor Seals:  I.. really won’t be explaining this. Standard on every rune page these days.

Crit % Runes: I see more and more often that people opt for one or two crit % runes. This may

seem cheesy but it is worth one ad rune. Why is it better? For this we have to do a bit of

statistics.

Consider the following examples: Let’s assume each attack hits for true damage and that there

are 3 pages, one with all flat AD marks, one with one crit % rune and one with 2 % crit runes.

We will assume that for each scenario there will be 100 attacks and I will use some different

values but it gets the point straight.

rune page 1:  Flat AD

Since you have 11 ad there is no rocket science here, no random chances.

11 x 100 = 1100 damage.

Constant damage, nothing will change.

Rune page 2:  Flat ad + 1 crit %

Now we get to the good part. You have -1 damage, so 10 ad but you have one crit chance rune.

So statistically you have a 1/100 chance EACH attack to do 200% damage = 20.

10 x 100 = 1000 damage, 100 less damage OVER 100 attacks BUT let’s say that we crit once

every 20 attacks, we can deal from 2 to 20 x more damage, depending on how many attacks

you did before the crit procced…

But we have to consider the fact you have a chance to do 100 critical strikes or none at all, so it

is random chance. But dealing 100 more damage over 100 attacks is not as effective as dealing

20 damage in one attack.

Rune page 3:Flat ad + 2 Crit %

You have -2 damage this time, so 9 ad and 2 crit chance runes.

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Statistically you have a 2/100 chance EACH attack to do 200% damage. This additional rune

adds a 50% increase in probability to get a critical hit, then ask why not 3? or the full page for

that matter? Well because if we do the following calculation, 100/3 ~33,3 % ,etc, then we see

that each subsequent rune is less influential that the first one. You also start losing valuable last

hitting AD.

Same principle applies here as to the previous one.

100 x 9 = 900 damage, but here you have a 50% increase in scoring a critical strike. But taking

2 is preference, statistically it is better.

Though having at least ONE rune is pretty much worth losing 1 ad for having that chance to

potentially win trades by randomness.

MR/Level Glyphs:  Rarely is there any MR build in an ADC’s build and ADC’s have a very low

MR themselves as well. To prevent extremely easy one shotting from AP-champions, it is quite

good to take these glyphs.Why would you take them over flat MR Glyphs? Because they are better from level 9 onwards,

and rarely does the mid-laner come bot at such early levels. Even if they do come at early

levels, they are not your primary problem till mid-game.

Flat MR Glyphs:  While i deem the Scaling MR better, sometimes you have to take the flat ones

for huge ap lane bullies like Annie/Sona. The best option is to split the glyphs into half flat and

half scaling.

Mp/5 Glyphs:  Rarely seen, but can be worthwhile on caster champions like Corki and Graves.

These runes increase their casting potential by a large margin and keep your blue bar full.

Hybrid Pen Marks:  Very rarely seen, since these runes only apply to Varus, which is going for

an W heavy build or Corki since quite a lot of his spells deal magic damage.

Flat AD Quints:  Same reasons as Flat AD marks.

ArPen Quints: Same reasons as ArPen marks.

MS Quints: Rarely seen quints, but they are very good on champions which have no gap

closing skills like Vayne, Kog Maw and Ashe because it enables them to maneuver more easily.

Lifesteal Quints:  Nerfed they aren’t as widely used as they have been, though they are still

good for lanes where you will expect a lot of harass.

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5.6.3 Late Game

Late game is anything that goes beyond min.30-40.

 At this point the ADC’s should be buffed to the max, holding the power to potentially destroy the

entire enemy team. Your job here is to survive and deal as much damage as you can.

Farming shouldn’t be of utmost importance at this point as you have finished or are nearing yourend build. Even then, you already most likely have most of your core items and are just slapping

more damage or survivability onto your ADC. 

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5.7 Warding

● Easy

Warding?!? That’s an supports job! Well yeah. But sometimes you just have to ward for safety

or else you won’t be able to farm. More explained in the chapter Bushes in the advanced

mechanics part of the guide. I will describe here, where you should place the wards and why.

Note that i will only show the bot lane warding positions.

First off, here’s a map of botlane.

BOT LANE WARDING POSITIONS 

On the map you’ll see the following.

1. Dots. In Blue = blue side and Purple = Purple side.

2. Numbers. These are a reference point so you know about which ward i will talk.

3. Red encircling. This is the rough estimation of the area or zone that the ward covers if

placed on the dots.

4. Overlapping of 2 dots. Means that that point is a good warding spot for both teams.

We’ll count down the wards, starting by 1.

1.   Ward 1  is purely a ward meant for the blue side, it’s a rather unusual ward but when you

have a feeling that they might try to dive you from behind your turret, you ward that spot.

Try to keep this ward to a minimum as it provides nothing else.

2.   Ward 2, known as tri-ward. Is one of the most common wards of botlane which the bot

lane often fights over.

a. For the blue side it’s important as it provides vision to prevent the purple side jungler or mid from ganking your back.

b. For the Purple it’s important for the same reasons as for the blue side. To prevent

the blue side jungler from ganking.

3.   Ward 3 and 4  are lane wards, both sides ward them to grant vision of the contents of the

bush to prevent bush plays or prevent the enemy jungler from entering your lane through

the lane when they are pushing extremely hard.

4.   Ward 5  is an all round ward, it serves as protection from river ganks. This ward is of high

importance to blue because they have to ward both tri and river to prevent ganks whilst

purple only has to ward river and tri if they are pushing extremely hard.

5.   Ward 6  is just like ward 5 with the difference being that ward 6 gives vision over dragon.It’s usually a good idea to keep dragon warded to prevent any sneaky dragon attempts

and spot the jungler well ahead of time.

6.   Ward 7  is exactly the same as ward 1, but for purple side. 

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6 ADVANCED ADC MECHANICS

6.1 Stutter‐step

● Intermediate

 Ah yes, the stutter step. Sometimes called orb-walking, auto attack cancel, microstep, manynames for the same thing. Though the correct term is stutter step and not orb-walking.

Orb-walking is a term derived from DOTA which implies the use of Orbs, also known as attack

modifiers. A good example of a orb is the frost arrow from the hero called drow ranger or traxex.

While the orb is activated every attack slows the enemy for 2 seconds, however while the orb is

active other orb effects like lifesteal won’t be applied. However you can weave regular attacks

enhanced by the lifesteal orb and attacks enhanced by your slowing orb.

However, in LoL, you are able to use Ashe’s frost shot combined with lifesteal and muramana

 procs. Hence the term orb-walking is incorrect.

6.1.1 But what is stutter step?

Stutter Step is the act of canceling the 3rd part of the attack animation to save time, this enables

you to move earlier.

6.1.2 Why would it be important for you?

For one, the bulk of your damage comes from basic attacks. Two, if you can move faster while

still being able to attack your chaser, you will be able to kite the person chasing you.

6.1.3 Why can we do this?

Every basic attack or to be exact, process of basic attacking is composed of 3 +1 parts.

● The wind-up animation

● The actual release of the projectile

● The after animation

With the +1 part being the travel time. The auto attacks of ranged champions have a travel time,

the auto attacks of melee champions do not or it can be considered instantaneous (Thresh).

 After the release of the projectile there is no need to suffer the after animation, so with some

timing you can issue a move command exactly after the release and thus canceling the after

animation.

Do note though that some champions have a easier time stutter stepping than others. Some

easy examples are Graves for ranged and Darius for melee and with the harder ones being

Malzahar for Ranged and Udyr for Melee.

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6.1.4 Example of stutter step

(This is on the old ashe, when her Q was frost shot

and a toggle-able ability)

I will take Ashe for this example. (Despite Ashe being reworked, this still bring over the idea ofstutter step very well.

 Ashe’s her Q spell, Frost Shot, enhances your basic attack with a slow which increases from the

levels 1 to 5. The slow lasts for 2 seconds and doesn’t decay until the cc timer expires. Each

shot also drains an X amount of mana.

So imagine the following Scenarios. We got Ashe A,B and C.

Ashe A: She doesn't toggle and she doesn’t stutter step

Ashe B:  She doesn’t toggle her Q in between attacks while stutter stepping.

Ashe C: She does toggle her Q in between attacks while stutter stepping.

Ashe A  is chasing Target A, she attacks the target 8 times over the span of 10 seconds. She

used 160 mana and got 8 attacks off because she didn’t stutter step and shaved off any

milliseconds from her auto attacks.

Ashe B is chasing Target A, she attacks the target 10 times over the span of 10 seconds and

did stutter step. She used 200 mana. However since the slow lasts for 2 seconds, you only

need to toggle your Q 5 times instead of 10. This saves you a whole 100 mana, which gives you

one free volley. However Ashe B did stutter step and thus got 2 more attacks on target A.

Ashe C is chasing target A, she attacks the target 10 times, toggled her Q 5 times and fired

volley once. Ashe C did the most damage and saved the most of her resources, however Ashe

C had to utilize a wide array of skills to do this.

1. Ashe C had to remember to toggle her Q on and off

2. Ashe C had to count the duration of the slow to apply it on time.

3. Ashe C had to stutter step to get 2 more attacks just like Ashe B.

4. Ashe C had to fire her volley in between the period where she couldn’t auto attack to

land the next autoattack on time.

Theoretically Ashe C outputs the most dps and is most efficient with her resources, but like I

stated earlier. Ashe C needs to remember a lot of things and do it in order maximize her

damage and resource pool.

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range of her ultimate + the most outer boundary of her ultimate circle at the edge of the

maximum cast range. The danger fades again after the spell is put on cooldown.

6.2.1.2 Lulu

Lulu  is ranged caster support champion, which excels in aiding her allies with various buffs or

impairing the enemy with a mix of soft and hard CC.

Excluding her skills, Lulu’s zoning circle is quite big because of the fact that she is ranged. This

gets further enforced by her passive, which makes her auto attacks hurt more. So unlike Leona,

Lulu can zone people efficiently at level one without any skills, even when being in an

opponent's zone which auto attacks you, you will still most likely win the trade because of your

passive.

With her skills, Lulu becomes quite a big harass monster in the lane. Being able to dish out a lot

of damage, without any retaliation from your opponent.

Like any other champions, her zoning circle is limited to the maximum range of her spells.

Because of her E, where you can put Pix on a creep/ally or enemy champion and then cast

glitterlance. It increases her zoning circle by a very large margin. This is because she can still

harass you, even while being far from your zones. But alas, even Lulu is constrained by CD’s,

so her zoning circle becomes as big as her auto attack range when she can’t cast any spells.

That is how you can identify your and your opponents zoning circle. There are surprises

sometimes so you have to watch out for such things but generally people try to achieve the

most optimal skill build for a champion. So if you know everything about a champion, you can

predict or at least have an understanding of what the said champion is able to do.

 Add pictures with zoning circles!

6.2.2 Bushes

● Easy

Besides having your own zoning-circle you can also utilize the bush to zone, how? First off, youshould research the bush mechanics. To be specific, research the mechanics which govern

under which conditions you are revealed in a bush.

How can you start zoning with a bush? That’s simple, just enter the bush and remain in the

bush. Assuming that they have no vision in the bush, they have no idea of your exact

whereabouts. You can be at the very edge closest to them, but you can be safe away from, they

don’t know so they automatically have to assume that you are as close as possible to them and

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“ Behaviour

Minions and turrets will only deviate from their standard behavior to come to the aid of an ally under

duress. Whenever any unit is under attack, it generates a ‘call for help’. Minions and turrets have slightly

different reactions to a call for help.

Under normal circumstances, a minion’s behavior is simple. Minions follow their attack route until they

reach an enemy to engage. Every few seconds, they will scan the area around them for the highest

 priority target. When a minion receives a call for help from an ally, it will evaluate its current target in

relation to the target designated by the call. It will switch its attack to the new target if and only if the new

target is of a higher priority than their current target. Minions prioritize targets in the following order:

1. An enemy champion designated by a call for help from an allied champion. (Enemy champion

attacking an Allied champion)

2. An enemy minion designated by a call for help from an allied champion. (Enemy minion attacking

an Allied champion)

3. An enemy minion designated by a call for help from an allied minion. (Enemy minion attacking an

 Allied minion)

4. An enemy turret designated by a call for help from an allied minion. (Enemy turret attacking an Allied minion)

5. An enemy champion designated by a call for help from an allied minion. (Enemy champion

attacking an Allied minion)

6. The closest enemy minion.

7. The closest enemy champion.

Because they are continuously reevaluating their target, minions will lose interest in an enemy champion

if that champion breaks off an engagement with them, provided that there is any other target left for them

to choose within range.

Minions will only reevaluate their target every few seconds. This means that if a champion initiates anattack against an enemy champion, the attacking champion will continue to be viewed as the most

threatening target for a short time after they have broken off the attack. This is true even if one of their

allied champions has joined the fight, since minions always prioritize their current target over a new target

of equal priority. If a targeted champion leaves the minions' sight, the minions will automatically

reevaluate their target and will carry on walking or attacking something else.”

So when you are trying to zone, you have to keep a little bit of distance between you and the

enemy minions or stand in your minion wave to divert your aggro to a different target.This scenario only applies if you have to occasionally autoattack to zone them, if you are truly

zoning them then auto attacks aren’t necessary and your presence is enough to let them fear

you. If this happens you have to stand in between them and the minions to deny them gold or

gold and exp.

The second damage source are champions. If you are trying to zone them try to not get

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damaged in the process, because if you do then at some points your health may dip below a

certain threshold and they will zone you back.

When zoning champions never run in a straight line towards them. You have to walk up to them

bit by bit and go slightly back if one of them tries to attack you.

When you are learning to zone champions, it’s a slow process where you steadily learn yourboundaries and things you have to do to zone them.

This concludes the chapter zoning.

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you’re boned. In this scenario, you have NO rights to be mad at anyone except yourself. You

should also learn from this and try to prevent it from happening again.

Besides creating a champion synergy in your lane, you need to learn your support quickly as

well unless he’s your BBFF( Butt Buddy For Life).This can be done in a couple of different ways

like:● Looking at how he talks (If he does at all.),

● moves

● the things he’s doing.

From ‘reading’ these things you can make a rough sketch of your support, if some things don’t

mesh well together then try to communicate in a friendly way if he can change some things. If it

works then you’ll have a higher chance of winning the lane, if not then you have very well lost

the lane already as they possibly have a 2 v 1 v 1 advantage.

I can give a good example of bad support communication in one of my games.

“After having picked Kog Maw first and Lulu as support it seemed like a decent synergy, but the

enemy Twitch and Taric were going to be a tough combo to battle against. Immediately from the

second the minion wave hits each other, Lulu goes full aggressive and gets punished for it very

quickly, netting a kill for Twitch.

I asked her if she should go a little easy, because Kog Maw isn’t particularly strong early and we

could beat them later on if we were to play safer. Nevertheless, I must’ve hit a nerve or

something as she laughed in my face and kept doing whatever she was doing and she started

taking or disrupting the minions as well. This resulted in an early fed Twitch and me getting

zoned hard. I left the laning phase with 46 minions and a couple of deaths. Long story, shortstory. We lost that game pretty hard as the twitch started stomping every other lane.”

Maybe I misunderstood her, maybe I wasn’t polite enough, or maybe she was just a blatant troll.

That doesn’t matter as this is just an example of bad communications between the support and

 ADC.

Unfortunately you cannot always achieve this communication due to the difference between

people’s thoughts and opinions. But people think this happens very often and thus is the reason

why they are losing bot-lane so often, while in reality it doesn’t happen very often at all.

That is one of the delusions bad ADC’s have thinking they are so good.

Now if we look closely at this entire chapter, then we can see on thing which is very important.

That is…. Communication between you and your support, or at least a form of understanding

between each other. So always try to achieve this, as it will tremendously improve your lane

performance and increase your general understanding of people..

This ends the chapter Botlane,Support and You. 39

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9.1 Positioning

● Advanced

Positioning, also known as the bane of existence for beginner ADC’s, is the second most

important skill an ADC needs to master to become a good ADC. The mechanic itself is simple,

but hard to utilize.

Whereas zoning is the act of denying/limiting your opponent's movement, positioning is the act

of keeping distance between you and the person trying to kill you, whilst still being in attack

distance of any target. Preferably a favorable target such as their carries.

9.1.1 Where do I stand?

● Advanced

In an ideal world, you will be standing behind your tanks with your support beside you. But

knowing league, this happens only once in awhile. If this happens, then your position depends

on the enemy team’s whereabouts.

Like zoning, positioning requires a huge amount of knowledge about every champion in the

game to properly judge the distance you have to keep between you and next guy which has an

eye out for you.

The 2 questions you should ask yourself when positioning are:

1. Am I safe here?

2. Can I attack the opposition from this distance?

Point 1  is pretty much self-explanatory. A dead ADC is a useless ADC, so being at the front

with arms reach of any assassins or nukers is not a very favorable place for you.

When establishing a safe position you have to take notice of your personal safety circle which

equals to your zoning circle. Anything that can quickly breach your safety circle, makes the

position not safe. But you got flash! Blinks/dashes on some champions! We can escape, so

what’s the problem? That’s next.

 A not safe position is also a position which requires you to use one or more escape tools if the

enemy tries to kill you. Some champion are very forgiving in this like Ezreal, Graves and

Tristana, that is because they have in-build blinks/dashes on low CD. Combined with flash,

these champions can escape easily if they are caught.

But this is very disadvantageous for you as well, instead of searching a favorable spot to attackfrom, you will be trying to escape. Whereas you maybe could’ve prevented this all in the first

place by not taking that route or by standing there before the fight.

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Point 2  is equally important. You may be safe, miles behind your team, but when you cannot

unload your damage then you are equal to a dead ADC. So when you are trying to escape, it

limits your already short timeframe you have, to find a good spot to attack from and to attack!

 After asking yourself those 2 questions and deducing that the spot is safe, you can stand there.

But wait! There’s more!

That doesn’t mean you can stand there the entire time! As we all know, LoL teamfights are verydynamic and you are only one of the 10 people in the game. Their positions change constantly

as well, so you will have to constantly ask yourself those 2 questions over and over to find a

safe spot. Because after all, the same spot that was safe a second ago, is now territory of Talon

and totally not a safe place to be for an ADC.

This constant split-second decision making is what makes positioning so very hard and tricky to

master

9.1.2 Prediction

● Intermediate

 Another important part of being a good ADC is to predict, because if you can predict then you

can also position better and plan out future spots. Wait… Doesn’t every lane need to do that?

Well yes, but some lanes can be forgiving depending on your pick, whilst an ADC will always

remain in its glass cannon state.

So you not only have to predict your opponent, you have to predict him successfully.  This can

be god-awful hard, because it is. Not only does prediction require immense knowledge about

everything in the game, but a huge amount of overall awareness as well. You need to take

notice of CD/summoner timers, difficulty with CSing, some quirks the enemy summoner has and

many other different things.

Learning to predict is very hard, as often when you play the game you find yourself doing things

automatically and tend to forget things. What you need to try to do is become aware of all

actions you and your opponents perform. For me the following worked in the past.

Instead of trying to remember it (You’ll forget it most of the time anyway.), place a note of some

sort very close to your screen, with some text that makes you aware. With this you break your

automatism and become aware of your actions. Eventually this awareness will become

automatic as well, but you’ll take notice of it as your gameplay will definitely improve.

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So what’s better than raw AD and % armor shred? It doesn’t have any random factor

whatsoever and it’s a very consistent stat as it also can improve the damage of his skills, so it is

a brilliant choice.

In the end he does make AtSPD, but he doesn’t prioritize it.

Then we arrive by the GA.GA is an frequently build item on ADC’s because of the passive and the stats it offers. It gives

you resists and a revive-passive! Holy hell! Not only does it give you a second chance, it

STALLS the opposition. Why?

Because…. they have to make a choice now.

Do we wait for him to definitely kill him? Or do we change our target?

If they choose to wait they’ll have to stand and do nothing. Something that can work against

them. Whilst they are doing nothing, your team hopefully is doing something to make your death

worthwhile. Maybe they are killing one or more people of their team, or taking an objective like

baron, or pushing a tower.

But when they choose to switch targets, you’ll be back. Ready to wreck more havoc on the

battlefield, or flee like the cowards you are, ready to fight another time. Even if you flee you

already accomplished something, you made them waste time and resources on killing you and

they even didn’t kill you…

For Genja this is very beneficial to his team, as it gives his core time to come back and

potentially save him.

That is why he build these 3 items on nearly every ADC he plays.

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10.1.2 Itemization In this chapter i will discuss itemization in general and not only ADC- specific, this is vital to

know and understanding this enables you to read your opponent's item path and counter it longbefore.

10.1.2.1 Item starts

There are a lot of item starts and you should find out what suits you and the champion that you

have. The point of getting the correct starting items is that you will either win your lane or

stalemate with your opponent.

Here are a few of the possible item starts.

Corrupting potion start

CP start is good when you need to have some sustain, but also when you want to fight back.

The mana and the burn damage give you the opportunity to strike back and possibly win an

unfavorable lane back.

Cloth start  

This start is common against AD match-ups. This start gives you a lot of sustain and armoragainst that pesky ad which wants to kill you. You get a Cloth armor and 5 health potions or

Cloth armor, 4 health potions and 1 mana potion.

This start is good for AD match-ups or for a quick conversion into tank items. Generally any top

laner benefits from this if you are fighting an AD champion.

Boots start Ah, good ól boots. This start is something of the past now and is rarely seen these days. This

start gives you a little bit more mobility and some sustain. You get boots of speed and 4 health

potions. This start is good for kiting based characters, though they benefit a lot from other starts

as well. Examples of such champions are Kennen, Vladimir and Top ADC’s.

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an offensive stat.

Spell Vamp: You get health back depending on how much magic damage your spells (Which

can be increased by building AP) do and how high your spell vamp % is. Since the act of getting

health back involves attacking a target, i consider it to be an offensive stat.

Item Procs:  Enhance your basic attack in some way, read the tooltip of the item to find out the

effect and what damage type it does and to find out with which stats it synergizes.

10.1.4.1.1 Damage Itemization

It all sounds nice, but buying random stats to deal more damage won’t be effective. For it to be

effective you have to take your own champion into account and look at which stats your

opponent is building to maximize damage output.

Once again, i will take Shen  for this. We’ll have to analyze Shen damaging capabilities to see

which stats are the most effective on him.

If we look at his kit, we can conclude the following.

Passive:  Free shield which scales with hp and has reduced cooldown when you affect atleast

one champion with a skill. So you hit someone with your Q on the way back.

Q:  Auto attack modifier. Your next 3 hits will deal % max hp magic damage of the enemy.

When the sword collides with someone you get 50% attackspeed and the target get slowed by

35% for 2 seconds.

W: Even though the skill itself does not damage the enemy, the persistent effect while the shield

is on, is important. It makes you dodge all auto-attacks whilst you are in it.

Other skills aren’t really worth mentioning as damage abilities.

So let’s see which stats could potentially work on Shen.

Ability Power:  Shen has a lot of AP scalings, though they aren’t the biggest that you have

seen, he does scale very hard on his ult.

Attack Speed:  Excellent synergy with his Q, as you can attack faster and thus shred his hpfaster.

MPen: Good Synergy with his Q but that’s about it.

Attack Damage: Since you’ll be auto attacking a lot, some AD might benefit you. But not too

much, since you have no *steroids or AD scalings.

Item Procs: Some item procs benefit a lot from having a high attack speed, since you’ll be

building it we’ll look at some item procs as well.

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and 2 stats which are not offensive stats, but do govern Shen’s damage output.

Health:  Since Shen’s passive scales with health, that makes health a damage increasing stat

for Shen

CDR:  This is neither a defensive or offensive stat, but it decreases the cooldown of skills. So,you’ll be able to use your skills more often, which equals to more damage.

The highlighted stats, are stats which provide the biggest damage increase over the other

offensive stats. I’m not saying that the other stats are bad, and should not be build on Shen. It

 just that i observed greater success rates when it comes to these stats.

Now, let’s look at the items. Are there items which have all 4 of those stats in them?

There is one item... Namely.

Trinity force: Great! If we look at the stats of the item, we see that it gives every stat excluding

Mpen and a variety of neat item procs. So a must get! But do we rush the item? Definitely not!

Since it’s such an expensive items and doesn’t make you really tanky compared to some other

items, i’d be a very risky move by getting this item first.

But what about the other stats? Since there are no more items which gives all of those stats,

we’ll have to split it in smaller groups. We’ll look at Attack speed + Item Procs items.

There we will find...

Rageblade: Provides attack speed, ad, auto attack speed and a nifty passive whichcomplements your waveclear. The item is arguable the best thing you can get in the offensive

department, but it leaves you very squishy and the item is not very efficient until you actually

finish it.

Next we’ll look at Mpen. Though not a very commonly build stat on Shen it is a very strong stat

on Shen. But which items are there in this category? A few, but i will exclude Void staff and Sorc

boots as i consider them to be items for true AP champs. What remains?

Abyssal Scepter:  The first thing that some people will notice is that it doesn’t have Mpen, but

magic reduction. It’s similar to Mpen but is applied differently. Besides having MR reducing

capabilities, it offers some magic resist, AP and the magic reduction is an aura, meaning it

benefits your entire team by improving their damage output.

Liandry’s Torment: Health, Ap and Mpen and a good passive. Looks like a perfect item on

Shen, but it lacks tankiness. It offers some HP for the early game, but it falls of mid game where

you are supposed to be the tank. What is interesting is the lesser component, Haunting Guise.

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dependant, Fiora or Tryndamere never actually want to team up. But Vlad has good AOE

damage and a very strong ult for teamfights and isn’t quite as good at pushing towers than the

other two are.

11.2.3 What do you do?So if you are not supposed to camp your lane the entire day what else do you do?

You see Billy, there are other lanes and parts of the map to which you can roam and

subsequently destroy whoever lives there. This is called roaming and if done correctly, rotating.

What does done correctly, mean? Basically it means that you roamed somewhere before they

had a chance to react to that roam and as a result, you got an advantage out of it. Like a tower,

maybe two, their red buff, etc.

Luckily unlike the advantage threshold which requires grinding lane experience, rotations are

somewhat set in stone until you actually reach the high diamond/master/challenger divisions

where they suddenly start to differ subtly. The higher you go, the more of these rotations you will

be able to chain. Until finally your team has such a large lead that the game is only yours to

lose.

11.2.3.1 Bot to mid rotation

You win your lane, or push out your lane and take the turret. You back and then with your

support you go over to mid to take mid tower. Unless they are prepared you should outman

them by 4 (support, Jungle, Adc, Mid) to 2 (Mid, Jungle) and easily take mid turret.

11.2.3.2 Mid to top rotation

Next up is top turret. Because their bot is at bot, they won’t reliably ever reach top in time unless

they back preemptively. More often than not, in response, they will try to take your bot turret. In

such a case, you can assign the jungler to bot or sacrifice it for a 2 for 1 tower trade (Mid & top

for bot).

Top and Bot switch

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poke comp, then global resources that require multiple members are a high priority for you. Not

so that you can get them first, but you can easily poke them away from it and take it afterwards.

For a protect the adc comp, vision is more important as you want to prevent attempts at the

assassination of your adc. So spending more gold for wards, is a worthwhile investment as

eventually you will present inevitability to win with your comp if they can’t crack it.

11.3.2.4 Champion Type

 As a scaling champion, trading time, and with that I mean not grouping but farming, for

additional farming time is a great trade. You will eventually spin out of control. A good example

of this is Nasus. Stalling the game and giving him the time to free farm, will make him quite

literally ascend to immortal tier. Where’s he’s one shotting your squishies, 3 shotting your turrets

and tanking the entire enemy team. So spending resources for vision and preventing downtime

on his farm, is a worthwhile investment for your team.

11.3.2.5 Unfavorable Match‐up

For an unfavorable match-up assigning your jungler towards that lane might be a good

investment. Instead of getting absolutely wrecked, the person will still get the chance to farm up

and maybe even beat the other guy through sheer stat advantage. Some match-ups are only

tough in certain timeframes of the game. Irelia vs Renekton for example is for the first 9 levels,

Renekton favored and if he gets a few kills on her, it will remain Renekton favored. After Irelia

gets an item or two and reaches level 9 and maxes out W, she can easily burst him down if you

play it right. So supporting her during those levels might speed this process up and stop

Renekton from cementing his domination over Irelia.

11.3.2.6 Follow up

These are a few examples of how you can distribute your resources accordingly to your team’s

strengths and their weaknesses. There are many other scenario’s but with this knowledge you

should be able to figure it out for yourself, implement it and learn from it. The result doesn’t

matter as failure means that it’s just not the right way to do it, but now you know that that isn’t

the right way to do it. If you wouldn’t have tried and failed, you’d never have known.

Since to gain an advantage,you need to put in a certain amount of resources into gaining an

advantage. In league the issue is that you only have a finite amount of resources, most notablygold and time. Besides resources being finite, there is also the possibility of failure. Your

opponent can outsmart you, or even simply outplay you. Making you waste your resources.

So it’s very important to learn from your previous attempts or risk repeating the same mistake.

The same mistake can have a chain effect which will eventually lead to your defeat. At higher

levels of plays, this holds especially true. Sticking out your finger will lead to them taking your

entire arm.

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12 END WORDThis is the end of my guide, and i hope that you learned a thing or 2 along the way. I may write

more guides in the future about the other lanes, but that is uncertain at this point.

Before you leave, refer, favorite this guide. I would greatly appreciate if you could fill out this

form about my guide, to help me to improve it or make future guides better.

If you however spot a crucial mistake, feel free to leave everything open expect the part what

needs to be improved. The suggestion will be then taken in consideration and may be

implemented.

Link:  Form

Thank you for taking the time to read the guide, and i wish you luck on the fields of justice.

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13 CONTACT INFORMATIONHere is my contact information, in case you want to contact me about something (Request, Error

spot, Good jobs, whatever).

But don’t abuse this, as i will just block any people which will try to do this.

League of Legends IGN: Elo Goblin (EUW)

Reddit: Cloud_Sensei