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Recommended Items
Runes: scrapping
1
2
3
4
Sorcery
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
99% of games
Flash
Heal
Items
Ability Order 2 points Q always
Salvation (PASSIVE)
Soraka Passive Ability
Champion Build Guide
Hi I'm Lupa

Hi, I'm Lupa and I main


Summoners & Runes
Summoner Spells
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![]() The biggest gain of all is to cast it before the enemy uses ![]() ![]() In order to get the most benefit out of ![]() ![]() ![]() ![]() You don't always need to use ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() It can also help you not lose lane too hard against ![]() ![]() ![]() ![]() ![]() If you picked it into ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If the enemy is playing a Femboy champ ( ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: When using ![]() ![]() |
Summon Aery
You can play the

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Choice Nodes |
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![]() ![]() ![]() In season 15 and high elo in general, ![]() ![]() ![]() For reference: the 2% ![]() ![]() ![]()
|
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Guardian
You can play the


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The enemy can catch you if you try to go for a ![]() ![]() ![]() |
You are turbo outranged (think of ![]() ![]() ![]() ![]() ![]() |
Choice Nodes |
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The bonus healing is pretty good, but the secondary effect has an insane impact on how strong your ![]() |
Secondary Runes
You need

You need

You need

That is the lens through which we view secondary runes. That means most of the damage/mana oriented runes are not really interesting to us, because


Domination |
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![]() ![]() ![]() ![]() ![]() Note: If you pair this rune with ![]() ![]() |
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Inspiration |
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Itemization
Trinket & Health Potions
Stealth Ward
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Always start ![]() ![]() If they have ![]() ![]() If they don't have it, you can use your ![]() Note: In low elo it can be nice to place it in the bush closest to your tower as soon as the game starts, because your ADC will probably leash your jungler and then arrive to lane late and get cheesed instead of walking together with the wave. |
Oracle Lens
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If the enemy is pushing a lot, it's nice to have ![]() ![]() Note: The enemies get another charge of their ![]() ![]() |
Health Potion
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In some matchups you can decide to take only 1 ![]() ![]() ![]() ![]() ![]() |
Control Ward
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Only buy ![]() ![]() ![]() |
Boots
Brown Bags
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If your macro is good enough to consistently predict where the next fight will happen and pre-move, ![]() ![]() |
Luci Boots
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Swifties
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A little gold efficiency comparison:![]() ![]() ![]() ![]() ![]() ![]() ![]() These are great when you have a roam- and skirmish-heavy playstyle, or have to deal with a lot of skillshots/slows ( ![]() ![]() ![]() ![]() |
Mobis
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Tabi
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Mercs Lamont
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Core Items
Moonstone Renewer
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![]() ![]() In 85% of cases you want this 2nd if you bought something else 1st. |
Dawncore
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![]() ![]() ![]() Note: If you recall with too little gold to buy a ![]() ![]() ![]() |
Redemption
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The main selling points of ![]() ![]() ![]() ![]() It can situationally be nice to try to heal an ally that's not going to drop below 40% HP any time soon with dry ![]() ![]() ![]() Note: you can heal (super)minions with this item when sieging towers. Additionally, it doesn't work on units that are in stasis from ![]() ![]() ![]() |
Staff of Flowing Water
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![]() ![]() ![]() ![]() Mathematically it's a ridiculously good item. The ![]() ![]() It's also a good 1st item if you have an APC in the botlane, because you give them 850g worth of ![]() |
Locket of the Iron Solari
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![]() ![]() ![]() It's good against champions that deal big AOE damage and will easily consume the whole shield on all targets, such as ![]() ![]() ![]() ![]() ![]() ![]() |
Mikael's Blessing
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Good 1st item when your ADC has too much ego to pick ![]() ![]() ![]() "I'll just dodge it."Yeah, sure you will :) As a 2nd or 3rd item you kinda have to play the teamfight in your head and ask yourself if removing [insert CC ability here] from the equation gains you a meaningful advantage. Also better against Grievous Wounds than![]() Note: you can use it 0.25s before the CC effect gets applied and it will buffer and cleanse it. That means you can use it to cleanse ![]() ![]() |
Situational Pocket-Purchases
Verdant Barrier
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It’s going to win you games when the enemy ![]() ![]() ![]() ![]() ![]() |
Seeker's Armguard
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Sometimes when a game is very close and you really need something to help you in the next big fight, you can buy ![]() Some games you even buy this as a 2nd item, and the game goes long enough for you to upgrade it. It can be worth to upgrade it to ![]() ![]() ![]() |
Negatron Cloak
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You can buy a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Knight's Vow
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You can buy a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: damage from ![]() ![]() |
Shurelya's Battlesong
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Not a bad 2nd/3rd item when your team has a hard time gap closing to initiate a teamfight at an objective against teams that kite back. This item kind of dodged nerfs in the 14.19 stat squish patch because it was already nerfed a fair amount in 14.10. I think it's lowkey pretty good in season 15. Can also be rushed 1st item if you are playing with a cheese bruiser duo like ![]() ![]() ![]() ![]() ![]() ![]() |

Honorable Mentions
Warmog's Armor
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Note: This item was actually gutted and now requires 1000 bonus health from other items in your build and no longer gives bonus movement speed. In the bin.
Ardent Censer
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Echoes of Helia
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This is the maximum distance the person you heal can be from an enemy champion to proc
Echoes of Helia damage.

It's nearly 2x your auto-attack range.
Components Tier List
Core





Choose One



Upgrading Components
Upgrading a






TL;DR: in lane you should buy a





You might not like it but this

is what peak performance looks like.
Jack Stacks






Armor & Magic Resist





Diminishing returns are a myth.
You need ~850








The baseline math for











That is also why I suggest to sometimes buy




Math for Nerds
Ability Haste
Levels in your






Items & Runes ordered by Ability Haste & Price:
Gold per Heal
These calculations are done under the assumption that we have rank 5







Abilities
Starcall
One point in ![]()
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One point in ![]()
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Rank 1

Has the perfect amount of damage to set up caster minions to have very little health left after a tower shot. It makes it easier to help your ADC last hit under tower when you are being pressured by lots of skillshots like against a


Rank 2

Has enough damage to set up the caster minions for most champion's waveclear ability to oneshot them, like







Rank 3

Delays your level 9 powerspike. Good for beginners because it makes you a bit stronger so you can hold your own when trading in lane. With this you don't have a low enough cooldown on



Landing Starcall & Trading
It becomes a lot tougher on the mind of the enemy if you walk towards them and away from them a lot, rather than waddling left and right. You want to condition them. You want them to get used to your character facing in the direction of their character so that it isn't so obvious when you are trying to get in range to cast

Additionally, if you always throw your



It's easier to land



One thing to keep in mind is that during the very early levels you might not always want to auto attack if you don't have a bush nearby to drop minion aggro. Minions do a lot of damage early on, and if you're not careful about it you will find yourself losing the same amount of health as the person you are poking. Since

Windwall Abilities











Rejuvenation & Astral Infusion
Rejuvenation Milking
I made a video on this topic, but for those that prefer it written just continue scrolling.
1) The base duration of the Rejuvenation buff is 2.5 seconds.
2) The base cooldown of rank 5

3) The base cooldown of rank 4

4) You can already spread Rejuvenation to allies with

5)


The
Astral Infusion cast started on the last frame of the Rejuvenation buff and still worked because it
checks for the buff at the beginning of the cast.

checks for the buff at the beginning of the cast.
With rank 4




This shows how small the window really is, but kiting makes it a bit bigger!
With rank 5


This "travel time stalling" technique can also come in handy when



Rejuvenation heals over 12 ticks, with the first 4 ticks each healing for 15% of the heal each, the next 4 ticks for 5.5% each, and the last 4 for 4.5% each. This means that you don't lose that much of the Rejuvenation heal when overwriting the current one with a fresh one.
Grievous Wounds
Sometimes you will have Rejuvenation after a trade but your ADC has the Grievous Wounds debuff. You might ask yourself, would it be more healing if I let my Rejuvenation time out and just send a dry


Equinox
Starcall & Equinox Combo
You can combo your







Predicting Warwick Players
If you place your




My reactions aren't very fast so I have to predict it.
Predicting Alistar Players
If you place your





You have to make sure to put it a bit towards
Alistar and not just on top of yourself,
or else he will buffer the
Pulverize before getting silenced.

or else he will buffer the

Countering Engages
When the enemy support engages your ADC in lane, you should nearly always use your


Wish
Level 11 Powerspike







Bush/Vision Mechanics
Attacking from Bush
All information in this chapter also applies to being out of vision due to terrain.
Attacking from the bush will reveal you for a few seconds. If you step out of and back into the same bush you attacked from then you will still be visible for the same amount of time. But if you step into a different bush than the one you attacked from then you will drop vision. This can be helpful during extended fights where you attacked from a bush but you really wanna hide fast.


Dipping out of the Bush
Be sure to abuse this where applicable when harassing in lane!
If you step slightly out of the bush before attacking then you can immediately step back into it to drop vision so the enemy has a shorter window to react. Ideally you step out and attack them right as they are attacking a minion, so that you are hidden again by the time their auto attack is off cooldown.
It's not always recommended though. If you are controlling this bush against a champion with an ability to use after their auto attack such as





Starcall from Bush
Contrary to auto attacks,


Astral Infusion from Bush
While


Starcall Bush to Bush
Remember the paragraph about Windwall Abilities in the Hitting Starcall chapter? Casting

That means if you are absolutely sure that the enemy doesn't have vision of the path your



Stealth Wards & Control Wards
When you hit a



When you hit a trap (such as




When you kill a

When you kill a

Ganks & Jungle Plants
It is important to deny the enemy jungler any chances of making a play on botlane while your jungler is full clearing or ganking toplane. The gank timers in the first 5 minutes of the game are the most important, and the easiest to predict:
02:20 - 3 Camp
You have to just respect this one by not starting an all-in and only pushing the wave as hard as is necessary to maintain a small minion advantage. It's mostly
Shaco/
Jarvan IV/
Amumu/
Nunu & Willump/
Twitch/
Rammus/
Elise/
Kayn/
Warwick that gank on this timer.
03:15 - 6 Camp & Scuttle Fight
Place your
Stealth Ward in the enemy tri-bush at 02:50. It's the safest time to do so because the 3 camp gank timer is over, and the 6 camp one hasn't started yet.
If your jungler cleared towards you then make sure your wave is pushed so you can help him fight for the Scuttle Crab. If your jungler cleared away from you then you want the wave slightly pushing to you since the enemy jungler is likely going to gank you after taking the Scuttle Crab.
If you spot the enemy jungler bot at this time and your jungler is topside, ping him to invade the enemy's top camps because they respawn no later than 04:30.
The same goes for your jungler ganking top after 04:00. If he does that then you can expect the enemy jungler to try to steal some bot camps and you can try to defend them (it's worth it if you can!).
04:30 - Post Recall Gank
At 04:30 the minor camps in the quadrant that the enemy jungler started on will have respawned. This is a common time for lane ganks (where they sneak into the bushes from base through lane).
03:10 - Scryer Bloom Spawn
If you are playing on the blue side (left) team then you can go into enemy tri-bush and use this plant to check which camps the enemy jungler cleared or clear a ward for your jungler to gank, and simultaneously deny the enemy from using it.
06:30 - Honeyfruit Spawn
Honeyfruit spawns between 06:00 and 06:30. If you know the enemy jungler isn't sitting in river waiting for you, this is when you can go look for Honeyfruit between waves to heal yourself up a little.
09:30 - Blast Cone Spawn
After 09:30 you need to know that the enemy jungler can use the Blast Cones to hop over the wall at Dragon pit / Blue Buff. That means if you don't have a ward covering the middle of the river you can get ganked from there very easily. Even if you have a ward covering the river entrance near midlane.
Gank Timers
02:20 - 3 Camp
You have to just respect this one by not starting an all-in and only pushing the wave as hard as is necessary to maintain a small minion advantage. It's mostly









03:15 - 6 Camp & Scuttle Fight
Place your

If your jungler cleared towards you then make sure your wave is pushed so you can help him fight for the Scuttle Crab. If your jungler cleared away from you then you want the wave slightly pushing to you since the enemy jungler is likely going to gank you after taking the Scuttle Crab.
If you spot the enemy jungler bot at this time and your jungler is topside, ping him to invade the enemy's top camps because they respawn no later than 04:30.
The same goes for your jungler ganking top after 04:00. If he does that then you can expect the enemy jungler to try to steal some bot camps and you can try to defend them (it's worth it if you can!).
04:30 - Post Recall Gank
At 04:30 the minor camps in the quadrant that the enemy jungler started on will have respawned. This is a common time for lane ganks (where they sneak into the bushes from base through lane).
Jungle Plants
03:10 - Scryer Bloom Spawn
If you are playing on the blue side (left) team then you can go into enemy tri-bush and use this plant to check which camps the enemy jungler cleared or clear a ward for your jungler to gank, and simultaneously deny the enemy from using it.
06:30 - Honeyfruit Spawn
Honeyfruit spawns between 06:00 and 06:30. If you know the enemy jungler isn't sitting in river waiting for you, this is when you can go look for Honeyfruit between waves to heal yourself up a little.
09:30 - Blast Cone Spawn
After 09:30 you need to know that the enemy jungler can use the Blast Cones to hop over the wall at Dragon pit / Blue Buff. That means if you don't have a ward covering the middle of the river you can get ganked from there very easily. Even if you have a ward covering the river entrance near midlane.

If you click on this particular leaf of the bush, and then click on
the Scryer's Bloom, it will reveal both the Gromp and the Wolves.
the Scryer's Bloom, it will reveal both the Gromp and the Wolves.
Midgame Macro
When to Roam for Grubs
The value of a 1st Grubs roam depends mostly on how hard the enemy botlane can punish your ADC while you're gone (depends matchup, wavestate, are you winning lane), and if your toplaner is playing a splitpusher.
Ideally you help your ADC stack a couple waves and crash them into the enemy turret so the wave bounces back. Then you can recall and roam to Grubs, but try not to show yourself (it's almost always best to

If the wave is pushing away from your ADC, it could still be worth roaming if you have for example a

If the enemy botlane is strong enough to zone your ADC off the tier 1 turret, it's almost never worth losing 3 plates and 2-3 waves over a Grubs roam.
Also if mid/top have prio and you spotted the enemy support in botlane, just recall. If the enemy gave up on contesting Grubs, just recall too. Don't stay just to auto attack the Grubs when you are not needed.
For 2nd Grubs you should be level 6. If you are still level 5 then you roamed/died too much. Here you have to decide where you want to allocate your power. You can be physically in one place, and use





This whole paragraph is a grave over-simplification, but while writing this I'm constantly thinking "IT DEPENDS JUST THINK FOR YOURSELF". I'm doing my best to simplify it without being too vague, but Grubs roams don't fit into a simple flow-chart. I'll do a video on it at some point because this wall of text is getting too long, and it's difficult to format the information in a palatable way.
Turrets are Overrated
Gold from Turrets
Global: Given to everyone alive or dead.
Local: Split among everyone that qualifies. 1200 range damage-less or 2500 if you dealt damage within 10 seconds. If no one qualifies the gold is lost.
Tier 1 Turret:
Global: 50g/player (250g total)
Local: 250g
Turret Plates: 125g (x5 plates = 625g total)
Tier 2 Turret
Global: 25g/player (125g total)
Local: 425g Mid / 675g Top & Bot
Tier 3 Turret
Global: 25g/player (125g total)
Local: 375g
Nexus Turret
Global: 50g/player (250g total)
Local: 0g
Mid tier 1 turret is the only one that actually meaningfully "opens up the map". All other turrets are only worth their gold value. Sidelane tier 2 turrets give about 700g local gold. All other turrets are not worth destroying your tempo over, only take them if it's free.
Unless you're going to get first turret bonus gold (150g local gold) then you are basically always better off just recalling instead. It's not worth the risk and loss in tempo to greed for the turret, you can get your team that global gold later and just use the turret to your advantage by making it eat up your minions for now.

Towers worth greeding/losing tempo for are marked with a green checkmark.
Auto Attacking Objectives Sucks
Towers
You put yourself at risk by getting in auto attack range of towers and should 99/100 times just sit back. You barely deal any damage to them because you don't even build much

Drakes
Your time is much better spent doing literally anything else than auto attacking the drake as well. You should only do that if you are worried someone is going to contest it and kill your jungler, or you have literally nothing better to do.
Baron Nashor
Your safety is definitely the #1 priority, so avoid the Baron pit and try to find an angle off to the side away from the enemy team where you can stand in a bush or around a corner. Only go inside the Baron pit if you think you can kill the Baron before the enemy team wipes you, and then either be healthy/strong enough to turn on the enemy or

Rift Herald
This is the only objective that you can actually meaningfully help your jungler to clear faster. Whenever the Rift Herald auto attacks it applies a debuff to its most recent target that makes them deal 50% less damage. If you tank the Rift Herald's auto attacks for your jungler then he can kill it much faster.
How to Play 1-3-1
You play 1-3-1 (one person in each sidelane, you and usually your ADC in midlane) by (slow)pushing out midwave and getting a ward as deep into midlane as you safely can. Once you did that, you and your ADC go with your jungler and make it a 4-0-1 or 1-0-4 on whatever side of the map your jungler wants to go take a tower or get a pick. Ideally this is also the side where the next objective spawns, and you use this pressure to get some wards out in river/enemy jungle beforehand.
Teamfighting
Equinox
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Cooldown Tracking
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Tracking enemy ability cooldowns is really important. You can't just follow your engagers into battle to heal them. You need to be sure that the enemy actually wasted their gap closers before you can get in there yourself. If you don't have ![]() ![]() ![]() ![]() ![]() ![]() |
Spacing
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Spacing is closely related to cooldown tracking. Staying out of each enemy champions danger zone is just the surface of it. The danger zone of enemies changes depending on what abilities are on cooldown. Once the enemy ![]() ![]() ![]() ![]() ![]() ![]() |
Targeting Allies
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Sometimes it gets messy and it becomes hard to mouse over specific targets or keep track of which nameplate belongs to which player. Luckily there are some other ways to do those things. I have my F-keys re-bound to my mouse buttons so I have an easier time moving my camera around to track where my allies are and what they are doing. But that is not the only thing they are good for. If you hold down your W key and then press the F-key that corresponds to the teammate you want to heal it will cast your ![]() |
Tracking Health
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Keeping track of the health of everyone in your team when they might not all be on your screen can also get hectic during fights. I use the portraits above my minimap for that, it really helps with timing your ![]() ![]() |
Tracking Flash
Flash Timers
Turn on timestamps for messages in your chat and always ping when the enemy uses

Regular Flash
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+5m then round it down a bit to account for delay of when it was used vs. pinged. |
Cosmic Insight
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+4m (it's actually 4m 15s but you can assume that your teammate pinged the summoner ~15s later when combat was done). |
Luci Boots
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+4m 30s but round down a bit to account for delay. +3m 55s with both ![]() ![]() |
Rebirth & Cell Division
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It's also very helpful if you track ![]() ![]() ![]() ![]() |
Sharing Timers
You can hit CTRL+A and CTRL+C before you send it, so that you can easily spam it with CTRL+V. If you always write the most recent timer before pasting the others after it, you can easily just backspace the oldest timer when it expires. I like to post it at least twice every time I send it in chat, because it's esier to read.

Bugs & Interactions
Items











Runes




Abilities





















Recommended Reading
Support Matchups
Kittxnly & 1YANOU's guide has an excellent writeup on support matchups. I recommend you to check it out!
Duo Dynamics
Botlane's 2v2 matchups can be hard to grasp at first. This video from Skill Capped does a pretty good job of explaining how to understand what the enemy wants to do and what you should want to do, so you can do things with a purpose.
Roam Timers
ShoDesu made an excellent explainer video about roam timers. It's really important to make use of these because in low elo you'll have impact while the enemy support doesn't, and in higher elos you'll be outclassed if you don't.
Tempo Lines
Coach Rogue made a nice educational video about tempo lines. If you stick to these you'll find yourself getting collapsed on less often and able to support your teammates when a play goes down more often. You will know when to ping your ADC back on midwave in later stages of the game, and tell him to wait for the sidewave to push up before he walks up to the next wave. Highly recommend!
Coach Karakal
Coach K made an amazing jungle tracking guide that is absolutely worth studying. Don't be intimidated by the 1 hour video length, because the midlane and toplane sections can be skipped. You may want to take some notes or revisit the video from time to time. It's super insightful and turns games that feel like "jgl diff" into "actually, it's me diff". This video teaches you when to trade, when to preserve health, what the jungle matchup means for botlane, how to know where the enemy jungler is and which moments he is looking to gank or invade.
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