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BUILD GUIDE: How to improve gameplay in Solo Queue. by QuibsY

by QuibsY (last updated 1 month ago)

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Introduction

I'm QuibsY (IGN: Im QuibsY), a player that has been in the community for a very long time. While I haven't been around since Beta or something, I've been around since AP Corki was the correct way to play. While I've never been what I consider to be a high Elo (Diamond III highest, achieved in Preseason 4), I do consider myself to be extremely knowledgeable of the game itself, and I love to teach newer players intricacies of the game that they may not know, things like typical times to expect a jungle to NOT gank, reasons to dragon, things that you can't really see unless you're really paying attention to the game's internal clock or are keen for whatever reason to know what other players are thinking. First and foremost, I am going to say that this guide is about Solo Queue only. I do not have the necessary experience to write about 5v5 Queue yet, but in Solo Queue I can say that I've had my fair share of games and experiences.



To view my accounts, they are as follows:
Im QuibsY: http://www.lolking.net/summoner/na/20956571
IDuoWithBaddies (my smurf account): http://www.lolking.net/summoner/na/47654966

My stream:
twitch.tv/QuibsYLoL
I keep chat open at all times so that I can answer any questions. I try to give as much commentary as I can, and I'm working on being able to talk and play at the same time ;P

My other guides:
-Let me know if you want me to create any other guides! I will, I promise you.

Picks and Bans

The first thing that any one person must learn to do to advance their gameplay is to simply learn what is and is not a good pick. While this comes naturally to some, and some people will hate what I say, not every character is always good in every situation. An example of this would be picking Teemo to go top with when they've picked Cassiopeia and Kennen or Vlad and Cass. As I said, most people will learn this naturally, but it is easier to see if explained more in depth.

With that said, bans are important. Let's say you're first ban. This means that you are also going to pick first. What this means is that you can take an "op" character by not banning it yourself. This could mean leaving people such as the ever popular Yasuo, Kassadin, Vi, the characters seen as "op." One thing I will caution against, though, is picking these characters simply because people say they are good. Do not pick characters that you do not know how to play. Again, this may seem common sense to most, but some people see that shiney new character or see that Kassadin is open and jump right on them and lose their lane due to a sheer lack of experience, and there's no one to blame but yourself. But back to bans, let's say you actually do play Kassadin, and play him well. Leaving him open for an extended period of time might let their team take him, so you do want to pick him early, but the problem is that if you first pick him you leave the rather large possibility of letting yourself get counter picked. So find out what counters your character, some have just one counter, some have many, and ban that character, saving your other two bans for people that are seen as good or you think the other team wants.

In the end, banning becomes pretty standard in Solo Queue, banning flavor of the month characters and characters that are seen as op. If you are first pick and do not know what to ban ask your team. No one is going to be mad at you for caring what they have to say.

Picking is almost completely different than banning. While there are certain intricacies that barely exist in solo queue, they can still be applied if you have a team that is willing to cooperate. Let's say you want to play AD carry and you are second pick. They first pick their AD carry. What this means is that now you are in absolutely no rush to pick your character. They have already picked theirs, and unless they're doing something unorthodox like AP Kogmaw or top lane AD they are not going to pick another AD carry. Now what you can do is communicate with your team and trade with them to take more characters that are 'good' or that counter the character that the other team has already shown and locked as by picking your AD carry later, maybe even last. A very easy example of this is if they first pick Ashe. Ashe is an AD carry that does not have escapes aside from her flash and her ultimate if used defensively, and even that doesn't work that well with Mercury Treads. What this means is that if you were to pick a character that has a charge, you're very likely to stick to her. Lee Sin, Riven, Kassadin, and things of this nature counterpick Ashe while not even being in her lane because of her lack of escapes in team fights.

The last thing that I would like to say is that the two safest picks are AD and Jungle. If you pick your mid or top lane before they do you risk being counter picked. While these three can also be counter picked there are few ways to and even more picks to make up for the counter pick. An example of this is picking a jungle like Sejuani, who is quite easy to invade. The enemy team picks Shyvana and decides to do just that. You can now pick with your team things like Nidalee or Kennen, people who move quickly throughout the map so that when she does invade you can catch her in the act. If you first pick AD and they counter with a support (you pick Tristana they pick Janna) your support can counter that by picking a heavy sustain like Sona or Taric, and you can go for a poke bot lane instead of an engage bot lane.

Let's recap this chapter:
  • Ban what gives you trouble
  • Ask what your team wants banned
  • Use the trade function
  • Pick against their team
  • Pick hard things to counter pick

While I feel like I've said a lot for someone just starting out, there is so much more to be said that I might add later or create a secondary guide. This guide is more geared towards relatively new players.

Jungle Times

The beginning is extremely basic, but not everyone knows.

  • Wraiths, Wolves, and Mini Golems spawn at 2:05 and respawn a minute after the mob is cleared.
  • Buffs (Red and Blue) spawn at 1:55 and respawn 5 minutes after the mob is cleared.
  • Dragon spawns at 2:30 and respawns 6 minutes after the dragon is killed.
  • Baron spawns at 15:00 and respawns 7 minutes after he is killed.

What this translates to:

Junglers who start at red buff (Shaco, Lee Sin, and anyone else who might want to early gank) will have their Red buff respawn at about 7:10, junglers who start at blue buff (almost every other jungle) will have their Blue buff respawn at about 7:10.

What that translates to for mid lane:

If you see their mid lane walk from blue side after leashing, you can expect their blue to spawn at ~7:10. What that means is that at about 7:20 you can expect your lane to start walking over to their blue buff.

This is important because if you time it correctly and have health and mana before that time and your jungler comes with you you can potentially disrupt or steal the blue or even get a kill on the midlane or jungler. However, this is only if your jungler comes with, their jungler is donating blue buff to mid lane, and you and your jungle have the power to commit to a kill (some junglers are weaker than others, such as Sejuani vs Lee Sin, Sejuani being the weaker).

You can expect the buff that the jungle did not start at to spawn at ~9 minutes. This is important to note because if you are blue side you can expect that their jungle will not gank bot at around this time. Alternatively, if you are purple side you can expect that the jungle will come down after red buff if your lane is pushed. However, on both sides it is viable to gank mid.

What this translates to: ~9 minutes is the time that blue side can make a play on bot. This can range from mid and jungle coming down and ganking to force a dragon or turret or just simply forcing a 2v2 fight between the supports and ADs. This is only possible if you are counting summoner spells or have a distinct advantage over the other lane. Don't try to be a hero and force things, it usually ends up poorly for you.

Why is it safe?
It is safe to make a play at these times because you know where their jungler is. If he comes bottom, his red buff is likely to be taken and give one of the lanes a very large advantage. If the gank is unsuccessful, they lost timing of their buff, the buff itself, and the rather large amount of gold that the buff gives. It also gives the jungle that isn't ganking time to counter jungle things like wraiths or wolves, camps that are quite valuable. The only way it would be good to give up your jungle to the enemy is if you pull off a successful gank, so good wards around this time can really bring out great play from even sub par players who "can't think for themselves."

Recap:
  • Blue can be given to mid lane around 7:20 (and it should almost always be donated)
  • ~9minutes is a decision making time for junglers and laners, be cautious around here.
  • Make your plays when you know where their jungle is.

9/10 times, the players that are counter ganking actually win the fight in my opinion. Though this isn't some statistic, I'm curious what the actual statistic would be of this, and I'm sure it is high in the countergank favor, so don't get counterganked.

Fun fact and pro tip: In your options, turn on timestamps. This will automatically time everything in chat, to include when dragon/baron is killed or when you say "eb" to mark when you took their blue buff. You can also press and hold Z (default) to extend your chat and scroll up to see what the timing was if it goes off screen. This will make timing everything a TON easier. Just do it.

Controlling the Map

I put this chapter next to Jungle Times for a reason. Jungle Times often dictate when to leave your lane and when to be where. An easy example of this: you kill dragon at 10 minutes, at 15:30 either only one or no one should be top lane. The reason is to control the map. Dragon is more important than your outer turret, it is more important than 6 cs, it is more important than even a kill and 6 cs. The reason, in case the math isn't painfully obvious, that few to none should be top at 15:30 in this case is that dragon will spawn at 16:00. It is a vital that every available body be in the fight for the massive gold advantage that this monstrous lizard gives.

The same mentality must be adopted about baron. No one should be bottom when baron is up and is able to be killed. It is far too essential to control to give up for even two turrets on bot.

The only cases where one should ignore the incessant ringing of pings from your teammate on dragon or baron is if you know, not think, KNOW, that you cannot contest the dragon or baron. In that case you should try to push for as long as humanly possible before your doom is imminent, basing at the last possible moment. The worst thing you can do here, though, is die for free if they get baron buff. Even if you get their inhibitor turret down, taking down two turrets in total, it was not worth it. The only time that this is good is if you get two turrets and an inhibitor and no one dies in the stalling of baron or caught trying to steal it.

Dragon trades are a bit more lenient. Trading a top turret for a dragon isn't terrible, you get a little more map control on top and you get to have your top laner help the other lanes more, but overall it is better to take the dragon than the turret.

After stressing it so much, I hope that it is known now
  • Get Dragon/Baron on your priority list.

While most players know that Baron is extremely valuable, most are 'okay' with giving up a free dragon here and there. I don't think there is anyone in competitive play that would be like "that's okay, it's only a free dragon." Most people are like "Damn it. Why werent we there, why didnt we time it, ect ect."

Now what do I mean by "time it?" Though it's not a hard concept, it's quite hard to get into the habit of. You should write in chat when whatever objective is respawning. Take the time you kill it in the game, add 5, 6, or 7 minutes, and say that time in your chat. Something like "16:30 dragon" or "9:23 TB" What "TB" means is "their blue" and it's just a faster way to annotate it. Another reason to time it is to preform an invasion. Your invasion becomes a lot more potent if you're the jungle and your lanes come to assist your invasion. This can lock out an enemy jungler and severely put them behind. Warding about 1 minute early on the objective or buff will give you adequate time to know whether or not this buff is worth pursuing or not.

Timing isn't for only buffs and objectives, though. Timing wards can save your jungle time. If you see their support player mysteriously walk into river, it's quite safe to assume he's dropping a ward. Even if you don't see exactly when the ward was placed, ballpark it. Add three minutes to the game clock and say something like "~3:20 river" if they ward river, "tri" or "thru."

Recap:
  • Time Dragon, Baron, and Buffs for proper invades, consistent map control, and overall better play.
  • Time wards to save your jungler from wasting time.
  • Announce the timings, don't just "remember them" write them down in chat so that everyone can see.
  • Wards on objectives help incredibly.

Lane Phase

Lane Phase is different in Solo Queue than in Premade. The reason is that in Solo Queue you don't know if your teammates are going to react to what you are trying to do. This can lead to you running into your death going "where the hell is my team?" With that said, what you should do in Solo Queue is focus on three things: staying alive, getting cs, and capitalizing on mistakes.

Staying Alive:
In Solo Queue dying is the worst possible thing you can do. You have to realize just how much experience and gold you gave your opposition. While 300 (or 400 for FB) might not seem like a lot, if you add in assists, additional CS that they get, and the experience given to the victor you get quite a large deficit to try to make up. Each death is worth approximately 20 CS, which is almost 4 full waves of creep. Above all, stay alive. Don't try to force a play that you think will get a kill, only act on plays you know are the correct play. This judgement call will come with practice.

Getting CS:
CS is the best way to consistently do well in any LoL game, even Premade. It's the only thing that's guaranteed to keep on coming. The single best way to improve your ability to climb the Elo ladder is to learn how to last hit perfectly. Of course no one is perfect, but the closer you get to never missing a minion the better, While this seems obvious, it's so important that it needs to be stated. If you're trying to pick up a new character what I recommend doing is trying to watch a stream or video of the character being played. This will show you exactly how the mechanics of the character plays so that you can do a better job to get more CS. One major problem I see in a lot of newer players, or just players in a hard lane is that if they get low they try to stick it out for experience. Even if you know you wont die to the enemy you are denying yourself CS. If you're running around in lane for 30+ seconds and getting 1 or 2 CS because you're scared of how low your HP is just base, I promise you'll get more gold in this fashion. The last thing I'll say about CS is this: Tank Minion > Melee Minion > Caster minion. If you have to choose between getting a tank or a caster kill the tank. It gives more gold. This is also key for supports that are building Targon's, as they get the gold of the kill, so to maximize the gold from this you need to kill EVERY tank minion and SOME melee, while almost never killing casters. This is just a simple way to maximize gold.

Capitalizing on mistakes:
You'll find that with passive play and focusing on CS you'll see plays that are just plain bad. Thank the enemy by putting damage on him and taking the free kill. This goes hand in hand with you not trying to force plays. If you're letting the plays come to you then you're going to have a better and easier play at your disposal, usually something like "oh, I dont have a minion to last hit, I guess I'll throw an auto attack at the enemy." If you repeat that enough they will get low, and when they get low if they make the mistake of staying around capitalize on it. If you know when the enemy is basing and you're about midway through your lane shove the minions to the enemy turret and then base too. That makes it so that not only do they miss valuable experience and gold, but the lane will be pushing back out to you when you return to lane.

Recap:
  • Don't die.
  • Focus on CS.
  • Don't force plays.
  • Capitalize on mistakes.

Team Fighting

While there are many extenuating circumstances and different situations that might make some of these statements that will follow not always true, in the vast majority of team fights it is extremely good advice.

AD Carry:
Your job in a team fight is obvious, but easier said than done: do as much damage as possible without getting caught/dying. One common problem I see with lower level players is that they think "oh we're supposed to focus the AD carry" so they run in and shoot at the other carry which, because both of their ranges are long, puts you in the dead center of the team fight, right where all those bruisers like Pantheon and Riven like to jump on you and kill you in .3 seconds. Instead of going for their AD carry what you should do is put shots onto whoever you can reach. The only time that you should change targets is when a better one becomes available. An example of this is that if you're shooting Malphite you're not going to do much damage but at least you wont die. Teemo decides to start chasing with Malphite to try to kill you. Since both targets are approximately the same distance away and you won't end up in the middle of the team fight by swapping to him, kill that annoying little boy scout. After which you can go back to shooting Malphite if no better target is presented. The reason that this is good is because of my next piece of advice: sometimes running is better than shooting. The longer you stay alive the more probable it is that your team is going to win a team fight. If you realize that 3+ people are coming straight for your throat don't be a hero and try to life steal your way out of it. It won't work. Run like the little girl you are. This allows the rest of your team to get free damage done while their team chases you around. My last piece of advice is this: If you have trouble positioning yourself in team fights try counting to two when the fight starts, staying back until you reach two. This allows for the enemy team to waste their cooldowns of their spells so that you don't get instantly nuked.

Recap on AD:
  • Shoot the best target you can without putting yourself in harm's way.
  • Flee if you're in danger.
  • Count to Two.
  • Play like a little girl, because you're fragile like one.

AP Carry:
Your job is simple: nuke the highest damage threat on their team. This is usually the AD carry or the AP carry, though sometimes it's some wicked fed bruiser. I only have a few pieces of advice for this role in a team fight, the rest seem pretty obvious (PRESS QWER AND KILL THINGS). The biggest piece of advice I can give is to not dump your abilities right away in a team fight. Sure, you might be able to take Lee Sin to half health, but what if instead you just completely killed Soraka before she could even get her ultimate off? That's a lot better in most cases. Another common mistake for lower Elo AP players is the need to stay in the fight poking with your abilities for as long as possible. This is a great habit, don't get me wrong, but if you're 3 bars of HP and your escape ability is on cooldown either just leave or wait for your escape to come back. Have a way out. Lastly, don't dive into the middle of the fight (unless you're Karthus or Kennen or something). It will just get you killed before you can do your job.

Recap on AP:
  • You don't always have to dump every ability at the start of the fight.
  • Poke with low health only if you have an escape.
  • Don't dive into the middle of the fight.

Support:
You are your AD carry's little bitch. Follow him around at all times in a team fight. He is the best target to heal, the best target to stun for, the most damage to protect. Sure, if you're Alistar go ahead and engage, but after you engage don't run around chasing kills, you don't do damage. But Jinx sure does. Too bad you let her die to the Warwick that you could have stopped from ulting. Moral: Protect her! The last piece of advice I want to give is simple: Auras are awesome. Having a Frozen Heart, Aegis, and a Talisman of Ascension's is just stupid good. Do it.

Recap on Support:
  • You are your AD carry's little bitch.
  • Healing the AD carry is more important than healing anyone else.
  • Auras. Auras. Auras.

Bruisers/Tanks:
These are characters like Renekton, Shyvana, Mundo (to state the obvious). Your job is probably the hardest thing to communicate in words. Basically, you are the front like, you are what the enemy sees. You are, generally, the engage for your team. After your engage has happened, you have to make a decision: Do you follow carries to go for kills or do you peel for your team? The reason this is such a big decision is that if you decide to go for their carries that leaves your counterpart to do the same. Whoever got the better engage generally wins this, though certainly not every time. Note that, in general, the person killing you will be the enemy ADC. This is because you are what is standing in between them shooting your squishy teammates. If you can stay alive longer than their tank you'll probably win the fight. Try to position yourself in the center of both teams, because that's what you are, the center of things.

Recap on Bruisers/Tanks:
(simple version)
  • Get their carry.
Or

  • Protect your carry.

(complex version)
  • Engage and run interference.
  • Commit to killing or peeling.
  • Center yourself in the fight
  • Be the bigger tank.

Assassins:
These are characters like Talon, Zed, ect. Your job is the easiest yet one of the hardest. Kill. That. Carry. Problem is that if you die before you can do your massive amount of damage to their carry your entire purpose is wasted. Biggest piece of advice is to ignore/run past tanks and the like. Get to the carries and eat them. You can also go Faker on people and assassinate the support. This is good against supports with a massive engage like Annie or Sona, and gives your team a distinct advantage.

Recap on Assassins:
  • Get the carry.
  • Don't waste your damage on anyone that you can't burst instantly.

One thing I did not mention: if the enemy is being carried by a caster roles can change, i.e. if your Xerath is just going HAM on bitches but your AD had a hard time in lane and is behind, support's job is now to protect that Xerath to the utmost of their ability. The role would flip for the other side as well, making him the main carry of focus. Keep in mind that this is a general guide to team fighting, since it is not possible to ever put every situation on paper.
Lastly, USE YOUR ACTIVE ITEMS. I personally rebound the 6 key to T, it makes for easier access in my opinion. Shurelia's or Locket can literally be the difference between an ace or killing 3 players.

  • Adapt.
  • Activate items

Mentality and Communication in Solo Queue

This is probably the biggest and most helpful point, yet the hardest one to grasp in my opinion. The ability to make 4 people think like you do, the ability to blend yourself into the other 4 people so that you might actually be a team. It starts in champion select. I don't care if someone picks Karma, as long as they are completely confident in their ability to do well let them play what they want. Don't "OH MY GOD NOT HEIMERDINGER" when they ask for mid. Let people play what they're good at. If you truly belong a higher Elo than you are then you will get there. You can carry a game as support, it's just more challenging and you have to be precise about what you do.

The absolute most important thing though is this: NO RAGING. The second you say something like "You are so terrible why are you in ranked?" or something even less friendly your teammate instantly plays worse whether or not they admit it. Instead of putting your teammate down try to give helpful advice. "Stop feeding" is not helpful advice. "Play passively" isn't either. Typically what works for me is saying "Just cs until I gank for you." That statement goes hand in hand with my next point.

Every loss is your fault. This is a philosophy that I adopted and after doing so I quickly raised 200 Elo. Some of you might say "But QuibsY, I just went 30/0/5 and I just couldn't carry! I had a 0/X/0 on my team!" I don't care. It's your fault. You should have prevented their team from capitalizing on your weak link, whether that be by warding for him, ganking for him, or just plain out sitting in his lane with him as a support. Do something to fix a mistake. If you don't you're in no place to point a finger and say "Your fault." This philosophy is taxing on oneself mentally because it's hard to see how to do better when you have double CS of your lane and you go something like 10/0/10. While you played well, their team played better. Maybe after your third kill you should have tried to give your kills away to give weaker players gold. Maybe the 10 assists you have you should have stolen the kill to keep the gold where it will be in use (away from your weaker players). They don't call it Solo Queue for nothing.

Carrying as Support:
The easiest way to carry as a support is to actually ward! JK. What you really do is ward areas that you want your teammates to go. If you want to baron ward around it. Your team naturally will gravitate towards player portraits in lower Elo play. They want to fight all the time. If they see a face around baron alone they go there (especially if you ping them like a mad man). Kill one or two of their teammates and then ping Baron like its the end of the world.

Lead your team from your role. The best way to do that is to do well yourself. THEN you can worry about telling other people what to do. You lose credibility as a knowledgeable person and as a leader if you are playing poorly. No one is going to listen to the 0/5 Ashe, sorry to break it to you, but the 12/2 Ashe can say "baron now" and people will generally listen.

Communication in Solo Queue just involves a lot of pings, honestly. Calling MIA is big, too, but it doesn't matter if you call it and do nothing with it. Follow your lane. Give a probable route ("he's coming top") and then tell them to back off. If someone dies to your mia, whether or not you called it, say sorry. Tell them how it happened, and don't make up excuses or tell them it's their fault. Help your teammates out.

Recap:
  • Let people play the characters they're good at.
  • DO NOT RAGE!
  • Your loss = Your problem.
  • Carry as support through wards.
  • Lead your team (usually by example).
  • Call MIA and act upon it.
  • Give pings instead of only chat.

Thanks and Closing

I'd just like to thank anyone reading this guide, SoloMid for giving me somewhere to post this information, and to those at Riot for producing a great game.

In closing, I'd like to say that I firmly believe that whatever Elo you are in is the Elo you belong in. Elo Hell does not exist, there are just plateaus in which you're going to feel like you can't get higher. For me it was ~1850 until I broke through it, for you it might be 1000, who knows. What I do know is that you will never climb Elo if you are constantly trying to pass blame off yourself. Follow these pieces of advice and act civilized in Ranked and you will climb. Good luck, and may the CS be ever in your favor.

Change Log

23 August 2013
  • Added change log
  • Updated jungle spawn times
  • Updated "OP characters" in picks/bans section
  • Added LoLKing references for myself as well as stream information and "other guides" section in introduction
  • Added timestamp tip
  • Added warding tip for counterjungling
  • Fixed a few typos...

21 February 2014
  • Remade the Bruisers role in teamfight to reflect present meta
  • Updated "OP Characters" in picks/bans section
  • Changed items (i.e. Shurelia -> Talisman) from S3 to S4 - If I missed some feel free to point them out to me :D
  • Added some notes to assassins
  • General typo cleanup.

27 February 2014
  • Doctored some stuff in the introduction.

Comments

February 22, 2014 - 01:08 AM #1

I have signed up just right now for saying THANKS. Thanks you so much. I already knew mostly of this guide, but it still helped me with jungle stuff. My main problem is that i am really stressed when i play ranked because i want to win and improve so much. That leads me to blame others sometimes. And when i am on a losing streak i'm just the kind of player i hate to play with. I will keep working on fixing my behavior till i will become into a friendly player. The funny thing is that i am actually really friendly on normals. I think the same as you, ELO hell DON'T exist, you belong to the elo you are.

THANK YOU again

February 21, 2014 - 05:28 PM #2

Perfect Guide.

February 21, 2014 - 04:44 PM #3

Thank you everyone for your support on this guide, I'm really glad you like it. Would anyone be interested in seeing another guide by me, maybe for a specific character or idea in the game? I've thought about doing a lane swap tutorial (running adc-support top and your top laner bottom), but I don't know if there's interest. Let me know here! :D

My guides:

http://solomid.net/guides.php?g=21525

October 31, 2013 - 07:01 PM #4

Thank you for this guide.

It's a very helpful and clear guide which should be read by every single LoL player, may they be Bronze 5 or Platinum 1, they should read this guide! (unless they are on the enemy team ;p )

October 23, 2013 - 04:09 PM #5

This guide is op, 'til now it feels like i try to fix all problems by doing plays, but there is such more to lol!

September 25, 2013 - 04:25 PM #6

Totally true ! I get it :) Thank you !

August 30, 2013 - 12:14 PM #7

Raucous: Glad it helped. Let me know if there's anything else I can help you with.



Najahfreeman: Carrying is all about showing a positive attitude while preforming well consistently. People are likely to listen to you if you're playing well. Sometimes carrying as a tank you need to build damage items so that you can actually deal damage, such as getting BorK on J4, or something along those lines. It's a sensitive subject because there are too many instances of it. Pushing comes down to this: is there a lane you can push safely? Are their members dead, mia, or on the other side of the map? If they're mia, think twice. Otherwise you can take some free objectives.

My guides:

http://solomid.net/guides.php?g=21525

August 29, 2013 - 02:46 PM #8

Best guide i've read, really helped me improve. Gone on an 8 win streak since reading it

August 29, 2013 - 05:51 AM #9

(First thing : I'm french so excuse my poor english) I don't know... Maybe you can explain some attitude to carry alone. I mean we all know for exemple that tank are here to let the carry ad dealing damage. But if your carry ad is a braindead ? Even if you try to let him some kills ? You won't go like : Randuin, Spirit visage, Warmog ?



Maybe some advanced solo strategy like how and when to push ?



I know it's not a solo game but sometimes you have to be alone... :(

August 22, 2013 - 07:04 PM #10

I will probably be creating a new guide soon. Is there anything you wish to see in depth analysis or thoughts on? Let me know in these comments and I'll make it happen.

My guides:

http://solomid.net/guides.php?g=21525