Hi guys and welcome to the first entry of a weekly blog that I plan on using for League of Legends related articles and information! My name is Rapid! I'm a G1 Marksman(adc) main. I've always loved writing about the things I know about, and I love teaching others what I know. I'm going to be bringing in a new article every week to help anybody trying to improve their game or just trying to get some info on whats going on around them in the world of League of Legends.
I was wanting to do an article covering the S4 changes for you guys, but there is just too much risk writing about a lot of things that are going to be getting tweaked this way and that by riot while they sit on PBE. Do not despair! I will be doing an entry about the S4 changes when I deem the time appropriate.
Now, let's get into the nitty gritty here. I have put together a list of 5 tips/concepts that I have developed over the last 2 seasons playing as mainly ADC. I want to share them with you here so that maybe someone else can learn and grow from it.
I know what you're thinking. Duh I need to CS, but before you skip this section, think about all the times you didn't have 100 CS at 12 mins and you don't know why. You would be surprised how many people have CSing take a priority back seat in their play style without even knowing it. There is a few different ways it can happen, but the main one I'm going to focus on here is prioritizing kills over CS in lane.
Just imagine this scenario. You just went back or got forced out of lane. You shop, now you have a item advantage on your opponent. At the same time the enemy ADC has overstayed their welcome trying to push creeps up to your tower. When you get back to lane the creep line is set where the melee minions are taking turret damage, but the caster creeps are still out of range.(This is fairly common.) You know you're stronger. You know there is no way your opponent can fight you and win. So you go for it as soon as returning to lane. However, the caster creeps are pushing into your turret and dying to turret damage.
It almost sounds like a logical risk reward situation to go for the kill. Say the creep wave you miss equals out to 2 waves (12cs), but you get the kill.
2 waves is roughly 220 gold. 1 kill is 300-450(assist) gold. This looks good at first glance, but you are actually only netting 80-230 gold because you missed those creeps.
This brings me to my point. Kills happen happen in the blink of an eye, CS scores take a lot of time. Time is money.
I can't tell you how many times I've been 0/1 or 0/2 in lane, kept csing my heart out, and eventually ended the game 10/3 with the most gold and damage in the game. If you are behind an opponent in CS it's extremely hard to catch back up(as you rise in skill level), because your opponent has equal opportunity to CS. Since they are ahead of you, they actually have a slight edge. This goes both ways though. If you establish a CS lead on your opponent you can have somewhat of a lead on your opponent in the big picture even if they are ahead in kills. 1 triple kill can turn the tables.
Now lets go back the previous scenario. The same conditions apply. Instead of going for the kill you decide to freeze the lane against your opponent who can't pressure against you since they are at an item disadvantage, and lowish from being in lane. You farm the 12 cs while setting up a lane freeze. I'm going to say you freeze 1 and 1/2 waves from your opponent (9 creeps). That's roughly 160 gold taken from your opponent. In combination with the fact that you got (only) the original 12 creeps(220 gold) of the scenario you net a 380 gold differential. Say you got 3 more creeps while freezing. That differential increases (by gold in your pocket) to 430. This is a lead that is theoretically permanent due to equal opportunity on csing.
If you get the kill you may be able to scrape out a small gold + at the cost of lane control and long term game security. This no longer sounds like a worthy risk reward situation to me. How many times have you heard that an ADC is supposed to farm like crazy? Later on in the game you will be one of the few people on the field capable of killing anyone in a timely manner. Kills will happen if you hold on, cs, and scale as hard as possible.
League is a game where I could probably come up with a thousand scenarios though. This isn't a specific trick unless you find yourself in that particular situation. It was merely an example of the logic behind my theory of CS>kills. I'm also calculating creep kills at and estimated 18g a piece rounded. If you can get me a real number I'll update the math.
2. Siege and Objectives.
As one of, if not the highest consistent damage on your team, it is your job to make sure you are present/focused on big objectives like dragon/tower/baron/inhibi.
This is a major problem I see in just about every game STILL. Your team is ahead. You're winning every skirmish, making picks, stealing blues yolo style, but nobody wants to just group and end the game. As ADC you hold the power to really pick up the slack of your team while taking advantage of the opposing teams tendency to make the same mistake. Chances are you are the safest tower damaging champion on your team. So do just that. Take bot tower? Go b and rotate to mid. Push the wave for tower damage/kill, then go back bot as the wave arrives back at your turret. While literally everyone else in the game is looking at what is the most immediate goal for them, you have a plan. A plan that focuses on gaining a gold advantage for not only you, but your whole team.
Another (not so)small note about siege; Do not dive when you can just get the turret instead. Try to communicate this with your team before they do it and ruin your plans. An easy pick is one thing, but things can quickly turn sour if you overcommit.
3. Working with your support
This one is going to be applied more often in solo que. Your support is going to be about 60% of your lane phase. You absolutely have to work around them. Where as they can do just about whatever they want. And I don't mean waiting for them to engage work around them, but finding a harmony that is a compromise of your separate play styles. If they are playing passive, guess what, so are you. This is can be extremely frustrating when you draw a bad support, but it can also be extremely rewarding if you find a rhythm with your lane partner. If you cant get on the same page just try to cs as hard as possible, and hope it goes better when teamfights start up.
If you have a regular duo, just play together more and try to focus on improving as a unit. Note mistakes and talk about them after the game. After a time you will develop a well polished compromise of play styles.
4. Kiting and Mechanics.
Being and ADC is almost stressful in this manner. Your mechanics have to be on point. You don't have a bunch of extra tankiness to save your mistakes. You have to be doing as much damage as possible while staying safe from the entirety of the enemy front line. You need to keep moving, and the best way to do this is orbwalking. If you are trying to play ADC you better have this technique down to a second nature status. Orbwalking is basically just moving in-between auto attacks. When you are standing and auto attacking something, your champion is going through an auto attack animation loop, but in realty it's purely for cosmetic effects. You can cancel this animation by moving as soon as your projectile hits your target. Then you will have a certain amount of time (calculated by your attack speed) to travel before being able to attack again as soon as your auto is qued up.
So mid-write here I decided to put together a little commentary clip showing orbwalking and the massive difference it can make in your play.
Please excuse the horrible quality
Being as agile as possible is absolutely critical. Most people use their "Attack move click" hotkey as a way to do this effectively. What that does is moves you toward wherever you click in an "attack mode" where you will shoot the closest enemy that's in your range. You can rebind this hotkey in game in League (mine is on shift). I highly recommend you do this, and that you get as comfortable as possible with this mechanic in specific. You need to also be on point with other mechanics such as Caitlyn's E>Q combo and know your limits and timings. Things like that are a lot more obvious than the effect of orbwalking, and you should see where you need to improve easily.
5. Stay Calm and Carry
Save the best for last right? Being ADC is seriously fast paced gameplay. Its extremely easy to get a little overexerted and worked up trying to kite a massive dive team, or when you cancel your auto attack that would've gotten the kill, or when nobody on your team will peel. In the end however, you must carry. Keep you cool and make your decisions with a unbiased calm demeanor. You are the only factor you have total control of in your games. Make sure you are using that advantage to its fullest.
I hope you guys have enjoyed my little article here. If you want more please please give me suggestions on what you want to see. I have a few ideas lined up, but they will run out pretty quick.
If you want to learn more stop by my stream @ www.twitch.tv/lolbabit and keep an eye on my youtube channel @ https://www.youtube.com/channel/UCeA1_Y1LnVQ8E_1YO9sCbzQ?feature=watch