the art of midlane

22

Upload: guido-santillan-arias

Post on 26-Sep-2015

347 views

Category:

Documents


79 download

DESCRIPTION

The Art of Midlane

TRANSCRIPT

  • The Art of Mid is the second guidebook in a five-part series. The first book, The Art of Support,

    was published in December 2014 by Pseudonaut. After receiving an exceptional response from

    the community, Pseudonaut decided to approach a few professional League of Legends players

    to work on developing a guidebook for another role. Bigfatlp, currently a substitute for CLG,

    agreed to begin collaborating and started working with Pseudonaut on a new addition to the

    series. After compiling Bigfatlps vast knowledge over the span of two months, The Art of Mid

    came to fruition and is now available for players all around the world who wish to further their

    understanding of mid.

    Whether youve just started playing League of Legends, or youre a seasoned veteran, this book

    contains a wealth of knowledge applicable at every level of play. Bigfatlp and Pseudonaut will

    attempt to breakdown the inner-workings of mid-lane and explain concepts, strategies, and

    dynamics in a clear and concise way to help you build a strong, foundational understanding of

    the role. This book was written during Season 5s Pre-Season and is thus subject to the fast-

    paced changes that occur during multiple patches and updates. The majority of information

    found in this book tackles a non-meta-centric viewpoint, meaning that the information will still

    be applicable even after the game is updated and the meta inevitably shifts.

    To succeed in the mid-lane, you will need both a mechanical understanding of how your

    champion operates and a strong theoretical understanding of how a typical League of Legends

    game progresses. The Art of Mid aims to strengthen your theoretical knowledge so that you

    develop your mechanics under a well-thought out and structured ideology of what it means to

    play mid-lane properly. Bigfatlp, the uncontested god of mid-lane during Season 1, is the perfect

    player to provide insight into this role. Pseudonaut, author of the previous book, will bring his

    artistic and literary geniousness to ensure clarity in Bigfatlps explanations and observations.

    This guidebook is a reference manual first and foremost. Reading through The Art of Mid in one

    sitting is not recommended. As your skill progresses and your knowledge strengthens, words will

    begin to take on different meanings. Players ranked in Gold may interpret a section differently

    than a player ranked in Bronze, so we encourage you to refer back to The Art of Mid whenever

    you encounter difficult questions throughout your journey to the top. We also encourage you to

    occasionally take breaks and digest what youve read try to avoid overloading your brain.

    If you have any questions, comments, or concerns, please contact us here:

    John Pseudonaut Quarnstrom [email protected]

    Michael Bigfatlp Tang [email protected]

  • Starting a roam is a two-step process: First, you must leave lane at the appropriate time, as discussed in

    the previous section. Second, your destination and route must be planned out in advance or thought of

    immediately before leaving lane. Picking a route ahead of time and sticking with it will reduce the amount

    of time spent wandering and hesitating. You will return to lane faster and lose less experience and gold

    from minions. We discussed before that the best times to roam are - immediately after shoving a wave,

    immediately after recalling, and when your opponent is gone from lane while the wave is frozen.

  • Pay close attention to the position of the minion waves in both top and bottom lane. When the minion

    wave is approaching your teammates turret, your target will have to position farther up the lane to farm.

    With more distance between your target and the safety of his turret, youll have more opportunities to

    chase and kill him before he escapes. Your first observation when determining where to gank is the

    position of the wave, as this has the most impact on the success of the gank (with success being defined as

    either killing someone OR forcing the use of a summoner spell).

    When the minion wave is shoving into the enemys turret, you have the option of diving your target.

    Communicate with your teammate that you intend to dive - an easy way to set this up is to type, Dive?

    as this both insinuates that you want to dive and confirms whether or not your teammate is willing to

    follow up. If your teammate confirms that hes willing to make an attempt, head over and try to dive the

    enemy. Ideally, attempt this on players with less than half health as theres a huge chance hell outplay

    you if he can survive under turret for long enough while the turret shots shred your health pool.

    When the minion wave is frozen in the middle of the lane, you will have a terribly difficult time catching

    your target unless your teammate has reliable CC. You could communicate with your laner to let the

    opponent shove the wave out or shove the wave into his turret. Its extremely difficult to dive a person

    without any minions around to tank the early turret hits. Ignore lanes in which the lane is frozen in the

    middle as youre wasting your time unless you are 100% certain that one of your teammates has the CC to

    lock down someone long enough for you to deal your damage or provide additional CC.

    Lanes without crowd control arent automatically excluded from the list of potential places to gank. Its

    highly unlikely that both you and the lane you're ganking has absolutely zero crowd control - at the very

    least one of you should have a slow of some sort to prevent the enemy from escaping too fast. Most

    champions that dont have much crowd control usually make-up for this with high amounts of damage

    (Zed, Vladimir) or with remarkable sustained damage (Nidalee). The only requirement for ganking a lane

    without substantial crowd control is that the minion wave be particularly close to your teammates turret

    to give you more time to kill the target.

    After taking into account both the position of the wave and the amount of crowd control available, look at

    the health bar of both your teammate and your target. Ensure that the difference is, at most, 30%. If your

    teammate is too low to fight you may end up baiting him, so its necessary to allow him to make his own

    decision to recall instead of forcing him to stick around while you try to gank his lane.

    The last factor to take into consideration is the ward coverage the enemy has in other lanes and their

    current summoners. Try to extract information from your teammates by asking either, Top

    summoners/wards? or Bot summoners/wards? If your teammates dont respond and give you any

    information, you may have to make an educated guess and go for the gank anyways. If they do, then shout

    hallelujah at the top of your lungs and use whatever information you have to make a decision. When

    laners dont have flash, your success rate is obviously much higher, but knowing whether their secondary

    summoners are up or not will aid in your decision making when you do finally arrive. If you know where

    the enemys wards are, then you can alter your pathway to remain undetected for as long as possible.

  • The next step is to plan your entire route from start to finish including how you will leave lane, how you

    will navigate through the jungle or river, and how you will approach the lane once youre there. Before

    presenting any diagrams that detail pathways for you to roam, we must stress the importance that vision

    plays on your decision making. For example, if the right side of mid-lane is warded here,

    leaving through this location will immediately cause the enemy to go on the defensive. They will begin

    signaling danger pings and, assuming youre headed bot-lane, both the support and marksman will

    position passively to prevent you from successfully ganking.

    Your first goal is to leave lane undetected. The enemy mid-laner may ping to alert his team that youve

    begun to roam, but you want to avoid wards to indicate which lane youre headed towards. The following

    images will demonstrate all of the possible ways to leave mid-lane for both red side and blue side. Before

    leaving lane, consider which spots the enemy may have warded and take a pathway that prevents any

    wards from spotting you.

  • As you travel down these pathways, youll need to take a few factors into consideration:

    Sometimes a jungler will appear and zone you from continuing down a pathway. In these cases youll either return to lane or fight the jungler. Fighting someone when youre half-

    way through a roam is bad news bears unless you have teammates to back you up. The enemy has

    an easy time rotating and cutting you off more often than not, its wise to avoid these situations.

    Even if you dont fight, youve already been spotted. Lanes will respond to your presence and

    play safely until you return to lane. Back off and wait a minute or two before roaming again.

    Pay attention to which way the wave is headed. Roaming to either lane takes anywhere from fifteen to twenty seconds depending on which pathway you take. During

    this time, the wave has the potential to shift from one side to the other. Part of timing a roam well

    is being able to glance at the lane for one or two seconds and deduce where the wave will be in

    twenty seconds. After making a prediction, you can determine which pathway to take to position

    yourself properly. In some cases, a wave will be pushed in too quickly. The enemy isnt low

    enough to dive so youd be wasting your time if you kept going. Its just as important to

    recognize when a gank wont work as it is to recognize when it will work.

    Notice those hexagonal hands at the end of each pathway? Upon arriving at these spots, youll need to reevaluate how you will approach the lane.

    Sometimes running into lane isnt the best option it either gives too much time for the enemy to

    respond or they are positioned far away. Use these three strategies once youve arrived:

    1. Waiting is a viable strategy if the enemies will soon be in a gankable position

    within the next five to ten seconds. Any longer and you risk losing too much farm and

    experience. Pay attention to how the enemies respond once you begin moving the bush may

    have been warded the entire time. If you know, or are highly suspicious, that one of the

    hexagonal areas is warded, consider waiting just outside the vision range of that ward. Wait

    until the enemies are far enough up the lane they wont have enough time to react and

    make a full retreat to their turrets.

    2. This is fairly straightforward just charge on through and take no prisoners

    alive. Youll want to charge forward when the enemy is within range of your burst or crowd

    control, and preferably when your teammates are close enough to follow-up, although if you

    have enough damage theres no need to wait for them.

    3. Instead of waiting, you can simply wrap around and flank the enemies.

    You run the risk of wading through more wards along the way, but if youre bot-lane initiates

    a fight and distracts them momentarily (or lands C.C.) then this strategy gives you more time

    to dish out some damage. Wrapping around means you move from one hexagonal point to the

    other, as indicated by the different colored pathways in the following pictures.

  • Upon successfully picking off one or more enemies, you will inevitably take an objective afterwards.

    Whether thats a turret, dragon, baron, or a buff depends entirely upon where your team is currently

    distributed and who is willing to step up and voice their opinion. As we discuss how to prioritize

    objectives, you must keep one vital rule in mind: A team working together to accomplish one goal

    will always have greater success than one working individually, accomplishing different goals. If

    your teams heart is set on taking a specific objective and everyone is in agreement, dont go against the

    grain, unless its an extremely bad call. Place some trust in your teammates and expose yourself to their

    mercy. With that being said, lets start the list:

    - Turrets are the safest objectives to take after picking off the enemy. They dont deal any damage to your team (as long as you have a minion wave) and are killed relatively

    quickly when your team is grouped. Not only do they provide global gold, but once a turret is

    destroyed, your team has access to more pathways in enemy territory. Turrets are prime targets to

    take when your team is already in position to shove a wave, otherwise dragon and baron are better

    options that provide more utility to your team.

    - An interesting conundrum arrives when you have to decide between taking an inhibitor and taking baron (inhibitors should always be prioritized over dragons). When your

    team takes baron, the next objective will be an inhibitor. When your team takes an inhibitor, the

    next objective will be baron and possibly more inhibitors. You should ask yourself - if we decide

    on one objective, how difficult will taking the next one be? Some teams have wave clear and can

    defend a siege indefinitely. Some teams are specifically built for team fighting and can dominate

    any team that decides to start baron. Taking an inhibitor against a team that has wave clear is

    smart. If youre against a team that excels at team fighting, take baron instead of an inhibitor to

    prevent the enemy from using the strengths of their team composition.

    - Oddly enough, teams dont contest dragon as aggressively as they used to. With the global gold changes, dragon doesnt attract the same attention anymore. If you have picked off at

    least one enemy, most teams will withdraw and allow you to take dragon without any hassle

    However, some teams will still contest dragon especially if your teams overall health is

    relatively low. These situations offer you the ability to continuously pick off enemies as they

    filter in. Ensure that youre in position to deal damage to any incoming enemies. Mid-laners

    arent the primary damage dealers for dragons unless a few of your teammates are missing.

    - Baron is probably the most sought out objective overall. It provides a tremendous gold boost to your team, a buff that enhances your recall time, physical damage, magical damage, and

    enhances your minions when in proximity. Aside from inhibitors, prioritize baron over all other

    objectives. How do you know if your team is capable of doing baron? Well nearly any time can

    take it given the right circumstances - this is why strengthening your ability to analyze your

    teams capabilities and ordering your team to attempt baron when you believe its fully within

    your potential to do so is an extremely valuable skill.

  • Never be afraid to try baron if you have the slightest belief you can take it - you will strengthen

    your knowledge and confidence this way. Baron will always be contested by teams so if you start

    it, be prepared to contest unless your team has already cleared vision. Often times your team

    doesnt even need to start baron. You can simply clear vision and wait for the enemy to come

    after youve made a pick. They will, similar to dragon, filter in and you can fight them with the

    numbers advantage. After picking off more enemies, baron will be even easier to take.

    Only take buffs and jungle camps as an afterthought. Once youve secured an enemy turret or dragon, feel free to take any of them. If you focus on buffs or

    jungle camps first however, you may run out of time to take more important objectives. When

    taking these camps, you also have the chance to place deep wards in the enemy jungle - you have

    been buying wards right?

    If your team cant accomplish anything after a pick or team fight, the best option is to base immediately. If you stick around too long, the enemy will eventually respawn and can

    head straight to an objective. Your team wont be able to contest the objective because they still

    have low health.

    Your team may not have the same knowledge you do. After picking off an enemy, they may be perfectly

    happy returning to lane and not capitalizing on their advantage. Dont let them just farm the next minion

    wave and recall. Lead your team to victory by shot-calling these objectives and taking the initiative.

    When your teammates are acting like lazy sheep, treat them like lazy sheep and order them around. Guide

    your flock of sheep into the grazing areas of dragon, baron, or wherever else you want to see them. You

    are the shepherd with the staff of righteousness - wield your power with strength and wisdom.

  • Your map awareness game needs to be ON POINT while splitting. We cant emphasize this enough - you

    need to pay attention to the mini-map constantly while splitting. Of course, youll need the necessary

    ward coverage before you can even begin splitting well. You could skip this step altogether and simply

    pressure without any vision but this is highly dangerous and not recommended. In the following images,

    well show you which locations you need to ward. There are a few ways of placing vision in the enemy

    jungle: Shove the minion wave past a ward spot and ward while enemies farm the wave, or sneak into the

    jungle and place some wards down beforehand. Assess the situation and determine which method of

    placing vision is most suitable for your game. Whichever method involves a lower chance of dying is the

    best method.

  • Once youve warded these spots, keep scanning them for any potential enemies. This doesnt include the

    lane opponent youre currently facing, just additional reinforcements the enemy sends over. As soon as

    someone walks into sight, start pinging objectives for your team to take while you run away. Having pink

    wards placed in these locations helps your team control vision in the jungle and gives your team more

    opportunities to make plays elsewhere or secure objectives. As enemies shuffle towards you, its not

    always necessary to leave. Depending on how far off the incoming attacker is and how much burst

    damage your champion can deal, consider all-inning the player currently laning against you, and killing

    him before reinforcements arrive. This is the more aggressive tactic, as opposed to retreating and playing

    passively. After vision is in place, you even have the option to sit inside the enemy jungle and look for

    picks as the enemy rotates players back and forth to deal with your presence.

    When more than two players are sent to deal with you, consider fighting them and delaying their return to

    base. While occupying the time of three enemies, your team has the potential to pressure objectives in a

    4v2 scenario. With enough damage, you may even trade one for one. This strategy works well when your

    teammates are already in a position to secure the next objective. If they arent fully grouped, decide to

    recall, or stop pressuring a turret, then suiciding may not be the best option since your teammates cant

    capitalize on the distraction. We cover alternative ways to juggle pressure in the following section.