Academy
Everything a League player has to know, from Iron to Challenger: 40 notions, each as an animated diagram, when to use it, how, and the classic mistake. Free, and made by Fogbreak.
Professor Zéphyrinthe Academy's instructor
« A freeze is like keeping a potion on ice: touch only the last hits, and your opponent has to come all the way to you, far from their tower. »
- The meeting point
- The last hit, nothing else
- Your opponent has to come
Farminggold and experience, minion by minion
Last hit
Only the champion who lands the killing blow gets a minion's gold: hit when its health drops below your hit, not before.Tower plates
Before 14:00, the first towers wear plates: each one broken pays your team's champions nearby. Take them when your lane is empty.Back timing
Back right after crashing your wave into their tower, with gold to spend: you lose almost nothing while you're gone.Tower farming
Under your tower, its shots hit minions hard: set each one up so the tower leaves it low enough for your last hit.Jungle clear
Clear your camps along a path that ends next to your next move: a gank, the scuttle, an objective. No back-and-forth.
Wave managementwhere the minions meet, and what it gives you
Fast push
Kill their wave as fast as you can: yours crashes into their tower, they have to stay and catch it, and the time is yours.Freeze
Holding the wave just in front of your tower: your opponent has to come for it, far from theirs.Slow push
Kill only their casters so your wave stays a little bigger: over two or three waves it piles up, then crashes into their tower.Lane priority
Priority is your wave pushed toward them: you can leave first, to the river or an objective, while your opponent catches it.Bounce
After your wave crashes into their tower, the next one comes back toward you: crash, back, and return as it arrives.
Winning your lanetrades, spikes, and staying alive
Flash in time
Flash, Heal, Barrier are there to keep you alive: use them as soon as they commit on you, not at the last pixel.Short trade
When your opponent steps up to last hit, hit him with a spell and an attack, then step back before he and his minions answer.Power spikes
Level 2, level 6, a finished item: each one makes you stronger for a while. Fight when you're ahead, not when you're behind.Minion aggro
Attack an enemy champion near his minions and they all switch to you: early on, their damage adds up and loses you the trade.Tracking Flash
When an enemy uses Flash, note the game time and say it in chat: for about five minutes, they can't escape that way.Tower dive
Killing an enemy under their tower: with the numbers, a tank to take the shots, ideally your wave under it. Never alone.
Visionseeing, being unseen, and knowing where they are
Minimap
Glancing at the minimap every few seconds: you see their jungler coming before he reaches you.Wards
Your yellow trinket lights an area for a while: put it where their jungler will come from, before he comes.Facecheck
A bush without vision can hide enemies. Walking into it alone, blind, is a facecheck: light it first.Control ward
A control ward lights an area and shuts down their wards around it. One down at a time: buy one every back.Smite
Keep Smite for the objective, watch its health bar, and Smite when it falls to your Smite's damage. Not before.Objective vision
About a minute before an objective: ward the pit and its ways in, clear their wards, and be there first.Oracle Lens
The Oracle Lens reveals and shuts down their wards around you for a few seconds: sweep where it matters, and kill what it shows.Jungle tracking
Their jungler clears his camps along a path. Each sighting tells you where he is, which lanes are safe, and where he's heading.
The mapobjectives, rotations and where to be
Gank
Pick a lane whose wave sits on your side, with no Flash for them and crowd control for you, and come in where they can't see.Converting kills
A dead enemy opens a window of a few seconds: plates, a tower, the dragon, their camps. Count who's still alive first.Objective timers
When a dragon falls, the next one is up five minutes later. Note the time, and be ready a minute before, not on the timer.Roam
Push your wave first, walk to another lane by a path they don't watch, hit, and be back before the next wave.Grouping
Once the outer towers fall, play with your team around the next objective, not alone at the other end of the map.Win condition
Every team wins in its own way: scaling, snowballing, picks or sieges. Play for your plan, not for theirs.Split push
One player pushes a side lane and makes enemies come, while the team holds safe elsewhere without starting a fight.Tempo
Push your waves, back together, arrive first with full health and items: you act while they're still catching waves.Crossmap trade
When you can't contest an objective, skip the lost fight: take something worth as much on the other side of the map.
Fightswhen to fight, where to stand, who to hit
Counting the living
Before a fight, count: who's alive, who you see, who's missing. The missing ones are probably coming. Even or worse: pull back.Positioning
In a fight, carries stay behind their tanks, at the edge of their range, out of the enemy engage. Never the closest target.Kiting
Moving between two attacks: you keep your maximum range, backwards against a diver, forwards to chase. They never reach you.Peel
Stay close to your carry and keep your crowd control for whoever jumps on them. A carry alive deals damage the whole fight.Target selection
Hit the most valuable target you can reach safely: for a ranged carry, often the closest. Never chase one out of reach.Engage
Start a fight when you have the numbers, your key spells up and theirs down, and they walk into your zone. Never half a team.


