I love it when you try something (relatively new) and it works out.

I was in a game recently where, through some champion selection weirdness, none of my favorites would really work well.

I’d played Nassus a long time ago for a few times; didn’t really get him. He seemed like he would really plug in well as the fifth player on the team, so I figured what the hell, and gave it a shot.

He really felt right. Of course it helped that they didn’t do enough to stop my farming, but I was essentially a rolling position denial machine by the end of the game. That slow plus AOE just puts the hurt on people (and of course the AOE just acts like an accelerator to farming once it gets up there).

But it’s so awesome to be in a team fight, and essentially be able to say, “Yeah, you guys aren’t standing there for awhile.” It’s particularly useful for putting hurt on teams that play defensively and tower hug, because you can still maim them pretty easily (or prevent them from easily coming out from under the tower to counterattack your guys who are bashing the tower.

If you right click on a minion to attack them, after that minion dies you will attack any other minions in range, but you’re not going to seek out any minions that aren’t within range of where you clicked. Essentially you’re saying to move to that spot and attack anything in range.

If you hit ‘A’ on your keyboard and then click a spot on the ground, same thing. You’ll attack-move to that spot, meaning you’ll attack anything on your way to it, and continue to attack anything in range once you get there. But you’re not going to attack anything that isn’t in range of that spot.

You can tell your champion specifically to stop attack things even when they’re in range by hitting ‘S’ to stop.

If you right click on the ground somewhere, you’ll move to that location (not attacking things on the way) but you will attack things in range once you get to that location.

At least, this is my understanding of how it works.

The in game shot of the new Malz skin look really really good. I don’t play him often… but mmmmmm. I might have to change that.

Maybe :)

~C~

Thanks Ross.

I remapped Hold from ‘H’ to ‘S’ and got rid of Stop entirely, because it’s useless.

Hold will freeze your character in place and completely stop him from attacking, which is much more evident a problem when you have a ranged champ.

Uh S stops attacking too.

start learning the good habit by keeping your champion moving with right click, and only attack for last hit or harass.

Sometimes Yi will move a bit to hit a minion outside of his attack range, won’t he? Seems like melee characters have a small move to attack range.

You shut your mouth.

Yeah there is some range where a melee character will move to attack something. Then they return to their position. They will not chain-move to further and further enemies they encounter within that range though.

Is it weird that I cannot stand the default “D” and “F” keys? My fingers just don’t work correctly.

Tyj: look up the “teach a man to fish” videos for some really good exposition on last hitting and moving in lane. Every auto-attack is a choice, you don’t stand there and watch your dood wailing away.

S stops moving and stops attacking. H only stops moving. (HoN is the opposite.)

Noob pogo.

Found it. However, I think I need to go back to my English to LoL dictionary. I thought I had the impportant llingo down. I do not. :) Think I already have a page that’ll do that.

“At worst, I wanna just be defensive and not die.”

Whenever you miss a last hit you should have gotten, you should wince a little. People think of laning in terms of killing the enemies and killing their towers, but I tend to think in terms of:

  1. Protect your tower.
  2. Destroy your enemy’s tower.
  3. Last-hit all creeps.
  4. Take targets of opportunity as they come (enemy champs stick their neck out too far…)

People might argue with this, but I think it makes sense. So long as your tower is up, it grants your team freedom of movement in that area. Destroying the enemy’s denies them the same. Creeps are money, and killing them aids 1 and 2. 4 would be great in an ideal world, but it is actually very hard to do during the laning phase without sticking your neck out. And you should never do that without a good reason.

Oh, and if their creeps are moving toward your tower, hit the big creep that comes every few waves, first. It is heavily resistant to tower damage.

Thanks. Last hitting is going to be on the top of my Thngs2Lrn list. That and learning not to push to get a kill that will get me killed. I think I actually have the hang of that last one…for the most part. I certainly understand the importance of it and basing at the right time.

I can count the times I have watched Gameplay videos on one hand. Actually, I think the others I have watched all the way through have been Terraria (Guildboss) and Dwarf Fortress, by some one else (I know it was you Calistas, right?). ;)

Watched this and it was very interesting. As someone who plays anything just enough to peek out of the noob depths of any online game (and I don’t play many), I am consistently fascinated as to how stuff gets figured out and how gameplay styles develop from that and then morph as tweaks are made to characters/classes/stats. Putting strategies in place always seems to be 87 times harder when trying to move it from theory to practice.

Nervous about playing furreal tonight…what a sissy. :)

What should also be on your list: learning to resist the rants of your solo game peers, who will inevitably take your 1/0/2 record after 10 minutes of play as clear evidence of having done nothing.

People who are in the average level of play for this game really don’t get it. So you’ll have to resist: (a) the urge to gnash your teeth when your supposed teammate makes your last hitting job all the harder because he’s just mindlessly autoattacking every creep; and (b) pushing harder and harder than you should because one of your teammates already has four kills and you don’t have any.

Wards are another very important thing, and they again can be very hard. Mostly because almost none of your teammates will buy them at the average player’s level. So you essentially take a bullet for the team, delaying your character’s item upgrades a small amount (because you’re buying wards for everyone, essentially) in exchange for drastically helping the team.

Also, get smart enough to recognize when your opponents have wards up. I can’t tell you how many times I’ll see one of our teammate go running into their jungle over and over again, only to see damn near the entire enemy team converge and go after him. Do you think there might be a ward there? Do you think getting killed, and then immediately dashing off into their jungle again is going to lead to a different result?

Of course, it’s equally funny when the other team does it. I dropped a ward last night, and the same character tried to set up for a super sneaky gank in the exact same spot, using the same general path to get there, about six times in a row. You’d think he’d eventually wonder why we all started moving back in our lane (or a couple of times, just teamed up and slaughtered him) each time he ran past a certain point.

Speaking as somebody who’s still playing at a lower level, knowing how to last hit properly is tantamount to cheating. I’m not even talking about high level stuff where you plan out every wave in your head and manage not to miss any creeps under your tower, just a basic awareness of what it can get you and acquiring a bit of feel for your champion’s autoattack. It’s pretty hard to convey to a new player, but once you start to notice what items do for you and do a little bit of napkin math with the creep counts on the scoreboard, you’ll have an enormous advantage over 90% of the people you’ll be playing against in the close future.

I tried to find a last hitting video but everyone that has uploaded one has been fucking awful at it.

Just watch any high ELO stream for a couple of minutes and you’ll see exactly how to last hit and farm waves.