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Important League of Legends Mechanics

League of Legends is a game with several fundamentals but one core mechanic. Yeah, you read that right, one mechanic. However, to successfully master and carry out this mechanic, there are certain fundamentals to get right first.

The core mechanic in LoL is Farming. Basically, Farming refers to the act of killing minions for gold and using the gold to buy items. Sounds easy right? Well, the main issue is to find a way to Farm effectively while preventing your opponent from doing the same.

To excel at this, there are certain fundamentals to master first. For this post, I will address them as the important League of Legends mechanics. Let’s get started.

Last Hitting

Just as its name implies, it means being the one to kill a minion. Doing this grants you the gold for killing the minion, creep, or monster. The experience however will be shared between you and any ally close to you.

Creep score refers to the amount of minions, creeps, jungle and epic monsters you have killed. It is called CS for short.

You should wait for the minion’s health to drop very low before attacking it unless you are actively pushing a lane or clearing a minion wave. Another exception is jungle clearing. Last hitting doesn’t really apply to that.

I have highlighted the gold gotten from killing minions, creeps and monsters  below:

  • Melee minion: 21 Gold
  • Caster minion: 14 Gold
  • Siege/Cannon minion: 60 – 90 Gold (Based on the stage of the game)
  • Superminion: Same as Siege minion.

One final thing on last hitting. When under your turret, there are ways to last hit successfully, they are:

  • Melee minion: Wait till after your turret hits it twice before attacking it.
  • Caster minion: Hit it with one basic attack, wait for the turret to hit it once, then hit it again.

Keep in mind that minions get stronger over the course of the game. Also, remember to consider the damage your minions are dealing. Last hitting is not only limited to basic attacks, you can also use champion abilities.

League of Legends mechanics - Last hitting

Trading

Trading refers to the act of dealing and receiving damage to and from your lane opponent during the process of Farming (last hitting) A good trade is generally when you deal more damage than you receive.

This particular mechanic puts a couple of factors into consideration. They include:

  • Champion levels: Some champions trade better at certain levels in the early game).
  • Items: This includes portions, starting items, and items gotten after recalling.
  • Minions: Trading when you have considerably lesser minions than your opponent is bad. Do not underestimate the damage from a large group of minions.

Remember that minions will attack you when you attack the opponent. Trading is one of the crucial League of Legends mechanics.

Warding

You might be thinking of how this influences your farming process. Warding well and correctly allows you to know when you can comfortably farm, push, trade, or just back off.

This is because good warding will also let you know the enemy jungler’s location. This will help you avoid ganks almost all the time.

As pro-players will say, wards are the single most OP item in the game. Why? Because they give vision in the Fog of War. However, warding will be useless if you are not checking the mini-map every few seconds. Make it a habit to always look at the mini-map.

Our SenpAI.GG LoL Desktop App will help you master the habit of buying and dropping wards. After each game, make sure you check the app’s analysis of your gameplay to get better and efficient at the important League of Legends mechanics.

NB: The Fog of War refers to what covers the whole map in such a way that you only have limited vision. This vision is provided by:

  • Your champion
  • Wards
  • Ally turrets and champions
  • Ally minions

Ganking and Roaming

Ganking is the act of going to an ally’s lane to help secure a kill or relieve the pressure on the ally. Junglers are mostly expected to master ganking compared to other laners. When other players apart from the jungler go to another lane to secure a kill, it is called Roaming.

Remember that while you can roam to or gank other lanes, it can be done to you too. Warding and playing to the information gotten from the wards are good ways to avoid getting caught unawares.

Wave control

This mechanic refers to manipulating the minion wave in such a way that puts your lane opponent at a disadvantage. A good wave control will force your opponent to choose between getting exposed to danger or losing CS.

At the basic levels, there are some things you should understand about wave control and manipulation. They are:

Fast push

This is when you accumulate a large minion wave to quickly push into the enemy. You do this to bait a response from the enemy team.

To create a fast push, clear an enemy minion wave but leave the three caster minions. They are weak and will cause your minions to slowly accumulate in that lane.

Slow push

A slow push is aimed at making your minion wave build up slowly to the extent that they pose a serious threat to turrets. You usually want to do this when the opponent laner is not in lane to force a response.

To create a slow push, you leave the melee minions but kill the casters and siege/superminion if there is any.

Freezing

To freeze a wave is to hold a minion wave in such a way that you can farm safely while the enemy gets exposed. Although the wave will inevitably transform into a slow push, it is a good setup for the early game.

Freezing a wave requires you to balance the number of minions on both sides. Ensure that your wave is giving out the same amount of damage they are receiving.

Wrapping up

These important League of Legends mechanics will not only help farm better, they will also improve your gameplay. Remember to make use of the various functions available to you on the SenpAI.GG LoL Desktop App and the Coaching Platform.

See you on the Rift!

  • Adeokun
    June 22, 2021 at 2:55 PM

    Good vision wins games.
    Love how difference between fast and slow push were explained.

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