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it unlocks many cool features!
- lasthit unterm turret
- pressure durch wave pushen (vision, backport delay, unterscheide: early/lategame)
- ability ranges um alle champions herum (friendly, enemy)
- möglichkeit: ability ranges auf sich selbst projizieren und dann nur noch gegnerischen championpositionen im auge behalten.
- extended ranges (gapcloser, flash, ect) immer mit einberechnen (ob es sich für den gegner lohnt cd/mana zu verwenden)
- push alleine sideslanes statt zusammen mit dem eine lane zu pushen wenn sie es auch alleine können (z.b. nach einem fight)
- think what you could do when you were in a different place right now and when you would have made the decision to do so, when to start going there
- what could you have done to make that decision easier for you
- analogy: chefkoch (epic skills mit dem messer) in einem restaurant, während du daheim hobbymäßig kochst. aber du willst nicht den chefkoch schlagen, du willst besser sein als der chefkoch
- sieht unmöglich aus, ist es aber nicht
- walking into/near your own minion wave generates pressure on the enemy, because minions will attack him.
- zoning the enemy off before he can walk into the area of his minions allows you to prevent that pressure.
- stand bewtewen enemy wave and enemy
- attack champion to draw enemy minions further away from the enemy turret and closer to your side -> Enemy has to extend further and might benefit less from the pressure.
- you dont have to lasthit minions when they are low if they are not attacked by friendly minions or friendly turrets
- if you get zoned, just wait till the enemy pushes under the turret. be careful of dives or them roaming if you cant push it back fast enough.
- for mostly early levels 1-5:
- if the enemy is already lower hp than you, you can play aggressive and trade your hp for theirs. even if your damage is slightly lower than the enemies he will be out of hp faster than you.
- you can trade your own health to put more pressure on the enemy, forcing him to lose cs or have to backport, because you have kill potential.
- track enemy junglers pathing to determine if your dives will work out and you dont get counterganked.
- pick the enemy if he leaves the lane, pick multiple times in the ruff position and direction the enemy is traveling
- after a balanced fight, you are on low health and cant do much more. better when you do it in groups to kill the enemy faster and lose less hp. (just like minions (example))
- do math with item prices which will determine when you port back!
- use F keys to look at teammates quickly
- do dragon/herald/baron when you are ahead to force the enemy to show up (and leave lanes), in order for you to kill them. even if the objective is lost, you should primarly try to kill then and gain map control.
- to which lanes will people go (which ones are more valueable, less risky)
- 0-4-1 -> 0-0-5 splitpush + rotation
- clear vision in jungle and ward up yourself
- if the enemy has no vision they cant flank and are forced to engage head on
- when inhibitors are down and enemy pushed 1-1-3 or 0-1-4/1-0-4, your map is limited to a small area in your base (draw pictures of map)
- if you know you cant kill the enemy, just use your mana to cs all minions.
- you always want the enemy to do a defensive action, because it is easier to predict. a defensive action is usually a defensive reaction against a offensive action from you or your team. therefore you can tell the enemy what they should do and play around that. when the enemy is allowed to do aggressive actions, he is harder to predict.
- bring the enemy into your range by using gapcloser also brings you closer to their ranges.
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