Counter-Strike: Global Offensive, CS:GO is a computer game developed by Valve Corporation and Hidden Path Entertainment. This is the newest game in Counter-Strike series of games.
1. A player selects one of the teams before the game starts. He may play for the Terrorists or Counter-Terrorists team
2.The match is played at the previously selected map.
3. Each game consists of rounds. A team wins round when the round mission is completed. The Counter-Terrorists team must save the hostages or detonate bomb, the Terrorists team must kill all members of the Counter-Terrorists team or plant a bomb and protect until it detonates.
4. Before the round starts each player has an access to game shop and may buy weapon or necessary equipment.
5. Players are awarded with money for killing enemies and completing game missions (rescue the hostage, plant a bomb, defuse a bomb, etc.)
6.After 15 rounds are completed, players exchange their teams. To win the match, a team needs to become the first one to win 16 game rounds
*Rules for the competitive mode
CS:GO has 5 online modes:
- Classic Casual
- Arms Race
To rank-up a player needs to play 10 matches in Competitive mode.
Silver Elite Master
Gold Nova I
Gold Nova II
Gold Nova III
Gold Nova Master
Master Guardian I
Master Guardian II
Master Guardian Elite
Distinguished Master Guardian
Legendary Eagle Master
Supreme Master First Class
The Global Elite
Types of violations
- Usage of prohibited software
- Predetermined damaging or killing of allies
- Quitting match mid-game
In case of violation, the Competitive mode is blocked for a player
- 1-st quitting for 30 minutes
- 2-nd quitting for 2 hours
- 3-rd quitting for 24 days
- 4-th quitting for 7 days
Dota 2 is a computer multiplayer online battle arena game, a model of famous DotA map for Warcraft III game in a separated client.
A player commands a hero, collecting experience and gold to buy items. Main objective of the game is to destroy enemy’s Ancient structure protected by the towers. Battles are guided at the map with three lanes guarded by creeps. Creeps are controlled by AI (artificial intellect). Players may get involved into the battles against another team to collect additional experience and gold.
DotA has many heroes. Each of them has its own skin and unique skills. Heroes are classified according to their main attributes: Strength, Intelligence, and Agility. Each hero has these characteristics, but for each point of one of main attribute, damage is increased by 1.
Also attributes influence hero statuses in the following way:
- Each Strength point increases maximum HP by 19
- Each Strength point increases Health Regeneration by 0.03 per second
- Each 7 Agility points increase Armor by 1
- Each Agility point increases Attack Speed by 1
- Each Intelligence point increases maximum mana points by 13
- Each Intelligence point increases Mana Regeneration by 0.04 per second
Carries are heroes who must farm as much as possible to buy new items. Strength of carries depends upon the items they have. Their power potential reaches its peak at the late game. Carries are the main strength of the team. However, the team should not consist of carries only, as they will impede each other to gain experience and farm gold.
Supports are the heroes who help their allies. They slow down and immobilize enemies, heal allies, and help their allies in gaining experience and farming gold. Supports also watch the team not to be taken aback. These heroes do not depend on items, that is why they buy items which help team in reaching their objective, e.g. Smoke of Deceit, Animal Courier, Observer Ward and Sentry Ward. Support who stands at one lane with carry hero never last-hits creeps and leaves it to carry hero.
Gankers are the heroes who quickly kill enemy heroes. The main objective for Ganker is to interfere enemy heroes with killing or damaging them. Gankers are also extremely important for a team. They prevent enemy carries from boosting, while ally carries farm gold and gain experience.
Initiators are required to start the combat. They immobilize enemies and deal area of effect damage, giving their allies possibility to kill more enemy heroes. Initiators should avoid heroes with high HP rate, and focus on supports and other heroes with low HP rate. Initiators regularly have AoE skills, which inflect several targets.
Pushers’ specialization is destroying enemy creeps and towers to finish the game as quick as possible. In this way, enemy carries do not have enough time to boost themselves. Pushers have skills to stop enemy creeps quickly, or to accumulate ally creeps.
Junglers are the heroes who can collect experience and farm in the jungles. In this way they allow one of the allies stay alone at the lane, getting all experience and farming more gold. As a rule, Junglers have skills to control neutral creeps or to kill them quickly. The advantage of taking Jungler in team is to gain more experience than enemies (if that does not interfere with quick development of the allies).
At the early game, Roamers perform function of Gankers. They can quickly move across the map appearing in different lanes and killing enemy heroes. At the early game they do not farm creeps.
These heroes have good defense, so they can sustain greater damage and lose less HP. They undertake damage and protect other heroes with lower defense and HP.
Heroes with fast cooldown skills.
Artifacts are important game elements. They give owner different bonuses and even additional skills. Each hero can carry up to 6 artifacts. Some items may combine to create more powerful artifact (in most cases the recipe is required).
Any hero can buy most of the items, but not all of the items may be used to create artifact. Besides, heroes cannot use items bought by other heroes with some exceptions (for example, consumables). Items are sold at Main shops, Side Lane shops and Secret shops.
Main shops are located at the respawn point near the Fountain. Side Lane shops sell the same items as main shops do. They help heroes keep the lane for a longer time. Secret shop sells unique times, which are presented neither in Main shop nor in Side Lane shop. These items have special mark. Players can buy items at all shops (including shops at enemies’ base). Players can also use courier to send it to shop and buy all necessary items or artifacts.
Players should not forget to use quick buy panel. Draw the item to the panel to buy it. Quick buy panel has several useful options. When you draw an item to the panel, it automatically shows components of the item. Besides, when you have enough gold to buy some of the items, you hear sound of ringing coins and the item is lightened with golden frame. It makes easier for a player to control process of collection and buying items and consumables. It is better to buy components of the artifact, not the artifact itself. When hero dies, he loses some gold which he could use for buying required items.
Creeps are DotA creatures controlled by the computer. There are ally, enemy and neutral creeps in the game. Ally and enemy creeps (also known as lane creeps) respawn at 00:00 and start to move along the lanes to the bases of teams. Neutral creeps do not participate in battle and stand in the forest.
Ally creeps attack enemy and neutral creeps, heroes, and enemy building which they face while moving to the base. When the enemy barracks are destroyed, ally creeps on this lane are improved to super creeps or mega creeps (depending on the destroyed barracks). There are melee creeps, range creeps, and siege creeps in the game.
Melee creeps have increased health point rates, appear in bigger groups, but deal less damage. Range creeps deal more damage to other creeps, but less damage to heroes. Siege creeps deal greater damage to buildings, have increased health, and respawn with each 6-th creep wave.
Neutral creeps are strong and dangerous creatures which respawn in the forest. They are one more way to collect experience and gold. Some heroes and artifacts have skill to control neutral creeps and use them in combat against enemies. They spawn at 00:30 if there are no heroes or controlled units near their camp, and none of the heroes has Wards at the territory of respawn.
If neutral creeps are provoked by a hero or controlled units, creeps follow them for 7 seconds, and then return to their camp. Neutral creeps are classified as small, medium, large, and ancient. Roshan is also a neutral creep.
Techniques to control creeps
Last-hitting and denying
It is extremely important to last-hit and deny creeps in DotA game. Why should player last-hit his own creeps? The matter is that the last hit brings more experience and gold. That is why when you last hit ally creeps, enemy heroes cannot farm. Besides, in this way you also come closer to your tower. Just be attentive not to lose the towers when enemy heroes attack them. It is also important to kill enemy creeps before ally creeps kill them. When ally creeps last-hit enemy creeps, you get less gold. Enemies will not be able to deny your creeps. To attack ally creeps, click A button before hitting a creep.
Heroes get less experience and gold, if they farm creeps near each other. Experience is shared among heroes staying in 1200 range from the killed creep or enemy hero, and gold is shared among heroes staying in 1000 range from the killed unit. Supports who farm with Carries never last-hit creeps, leaving them for Carries, because they require farm to boost themselves.
Hero receives gold for killing enemy hero as well. Each ally hero who damaged killed enemy hero for the last 15 second before his death receives part of the reward. If hero last-hits enemy hero, he receives bonus experience and gold. If tower or creep last-hits enemy hero, gold is shared among all heroes who participated in combat. If only one hero deals damage to enemy hero before tower or creep last-hits, this hero gets all gold. If none of the heroes deals damage to killed hero, gold is shared among all ally heroes equally.
In some cases it is possible to deny even ally heroes. When you deny ally hero, enemy heroes get neither experience nor gold. It is possible to deny towers as well. Enemy team gets less gold when kills the denied tower.
As it was mentioned before, it is important not to push the lane too eagerly, to lead creeps closer to your tower or at the same distance from your tower and enemy tower. In this way the tower still protects you, and you may not be afraid of ganking. To achieve this, you need to last-hit enemy creeps and deny ally creeps to maintain game balance. Pull creeps to keep them near the tower. Always act according to current game situation. Push enemy creeps if they come to your tower too close and too often. If you stay too far from your tower, pull creeps, or deny more ally creeps. To get an access to the Side Lane shops, push your lane. A player can also deny creeps using the model of his hero staying on their way.
Pulling and Double-Spawning
Pulling of creeps has been mentioned above. This is a technique used by a hero to lead neutral creeps from their camp (respawn camp) to ally creeps lane. Pulling helps heroes avoid damage from neutral creeps and not to use abilities for farming creeps. When player pulls, he also prevents enemy heroes from pushing the lane or killing creeps. Pulling is the most effective when done after double-spawn.
Double spawn is the situation when two or more packs of creeps stay at neutral creeps camp. Pull creeps so that new creeps appear at the camp (respawn time is 1 minute). Respawn requirements for neutral creeps have been mentioned above. Double-spawning helps player increase number of creeps at certain camp, to kill them and gain more experience and gold for the shorter period of time at one place.
Double-spawning also requires much attention to timing. Group of neutral creeps can be pulled between 51 and 53 second. To pull the creeps, hero needs to provoke them (attack or come close to a group of creeps). When creeps follow the hero, he needs to pull them far away from the camp. Here is a trick: creeps need to be close to hero, otherwise they go back to the camp. If everything is done correctly, creeps are far away from the camp when respawn time comes and new creeps appear.
The range of camp is always different, so it is important to pull creeps as far as it is possible. If there are some units at the range of the camp when respawn times comes, creeps do not appear.
Hearthstone: Heroes of Warcraft is a free-to-play computer collective card game based on the Warcraft university and produced by Blizzard Entertainment.
Each player chooses one of the Heroes presented in 9 different classes: Anduin Wrynn (Priest), Valeera Sanguinar (Rogue), Garrosh Hellscream (Warrior), Gul'dan (Warlock), Jaina Proudmoore (Mage), Malfurion Stormrage (Druid), Rexxar (Hunter), Thrall (Shaman), or Uther the Lightbringer (Paladin). The hero has a set of unique class cards and additional cards available for all heroes. The hero also has his own hero power available once per turn for 2 mana.
Each card costs some mana crystals necessary to activate it. Cost of activation is placed in the blue crystal at the top left corner of the map. At the beginning of the game each player has 0 mana crystals and receives 1 mana crystal at the beginning of each turn until the mana reaches 10. Players can use cards during their turn only.
The hero starts the game with 30 health points. The game is over when Hero has 0 or less health points. Hero cannot have more than 30 health points regardless the cards he has. At the beginning of the game a player has a deck of 30 cards. The hand consists of 10 cards maximum. If the number of cards is exceeded, each new card a player takes is discarded
If a player losses all 30 cards from the deck, hero receives one point of Fatigue each time a player needs to take a card from the deck. Even if a player has already a hand of 10 cards, but he requires one more card, and the deck is empty, hero still receives one point of Fatigue. The Fatigue effect is summed up. For example, a player does not have available cards at the beginning of the turn. A player tries to take the card, and receives one Fatigue point, which results in one damage point. The next time a player tries to take card, Fatigue rate increases, and a player receives 2 Fatigue points during this turn.
Each game starts with tossing a coin. The winner gets the right to make the first turn and takes 3 cards. He may replace up to 3 cards drawn at the first turn. Another player draws 4 cards, and he may replace up to 4 cards at this turn. The replaced card returns to the deck of cards. The player who loses gets The Coin card used to receive one additional mana crystal per turn. When both players are ready with their starting hands, the game itself starts. Each turn lasts for 90 seconds and 15 seconds of countdown.
The winner of tossing coin competition gets one mana crystal and draws one more card. He plays his cards. When the cards have been played and a player completes all the actions (minion or hero attacks), the turn is over. The loser of tossing coin competition performs his turn, receives one mana crystal and draws one more card. When he has completed his turn, the turn goes to the first player. The game lasts until heath points of one of the heroes are 0 or lower.
Each hero has his hero power available one time per turn, and costs 2 mana crystals. The hero power can be applied either for enemy or ally unit, if the other description is not provided. For example, Rexxar’s hero power can be applied for the enemy hero only.
Anduin Wrynn (Priest) – restores 2 health points of the minion or hero
Valeera Sanguinar (Rogue) – equips target with ½ dagger
Garrosh Hellscream (Warrior) – adds 2 armor points
Gul'dan (Warlock) – losses 2 health points and draws a card
Jaina Proudmoore (Mage) – 1 damage point
Malfurion Stormrage (Druid) – adds 1 attack point and 1 armor point for the turn. Attack is limited by the time, armor does not disappear until is used
Rexxar (Hunter) – damages enemy hero with 2 points
Thrall (Shaman) – summons random totem (Healing Totem, Searing Totem, Wrath of Air Totem, or Stoneclaw Totem). Summoned totem is always random, and is never identical to the totems that have been already used in the game. Shamans never control the place where totem appears. The totems usually appear to the right from the rightest ally unit.
Uther the Lightbringer (Paladin) summons 1/1 Silver hand recruit. Paladins do not control the place where recruit appears. The recruits usually appear to the right from the rightest ally unit.
Rarity of cards
Basic (no crystal)
Common (white crystal)
Rare (blue crystal)
Epic (purple crystal)
Legendary (orange crystal)
The deck of 30 cards may contain two copies of any card, but only one Legendary card of each type.
The most common effects
Armor – devours all the damages, until it reaches 0. The devoured mage includes Fatigue effect damages.
Attack – usage of minion or hero to attack enemy minion or hero. Uses weapon attack if hero combats, or minion attack which rate is stated at the low left corner of the map. Hero power, text card effects and spells are not considered as attacks even if they deal damage to the target.
Battlecry is activated when the card is drawn from the hand and before other effects are activated (including enemy’s effects). Battlecry does not affect minions summoned not by the playing card from the hand.
Charge – minions can attack at the turn they have been summoned.
Choose one – a player chooses between two effects. Time and conditions of activation make Choose one effect a Battlecry type of effect.
Combo is activated when the card with this ability appears after any other card has been played during the turn. Available only for Hunter heroes .
Deathrattle is activated when the minion dies. Owner of dead minion receives the effect of Deathrattle.
Divine Shield devours damage received by a minion with Divine Shield effect. Divine Shield disappeared after the first triggering. Divine Shield does not devour effects of the card which destroy minions (technically, the effect is not the damage, but disappearing)
Triggered effects – activated at the start or the end of turn. If there are several effects of this type at the battlefield, they are activated according to the time there were played.
Enrage – is activated when the health point are not full. When the HP restores to maximum, the effect disappears. If a creature receives damage and loses health points again, the effect re-activates. Enrage effects are not summed up.
Freeze – a target is frozen for the current and the next one turn. The effect is lost at the end of the enemy’s turn. A hero can be frozen. Target can use text effect, and frozen hero still can use Hero Power. To remove the effect, use Silence ability on the target.
Restore health – restores health points of a target up to maximum. Power of spell does not influence the effect. If the target has maximum HP, the effect won’t work.
Overload – a player who uses this card has less mana points during the next turn. Overload is not available if the card is activated with the text effect of another card or non-direct playing card activation. Available for Shaman heroes only.
Return – a minion returns to the hand and loses all applied effects or damage. Can be compared with playing a new minion from the hand.
Secret – an effect activated under certain conditions. A player has only one active secret effect of each type, but the effects can be activated simultaneously. Several effects activate in the course of they were played from the deck. To activate all secret effects, the conditions for activation of each effect must occur. Secrets are considered to be spells at the moment of playing, but they are not spells when they are activated.
Silence – removes all text effects and non-aura effects from the target.
Spell Damage – card increases spell damage by X. Spell damage increases basic damage rate for all spells played by a player. Spell Damage also increases damage of secret effects. Spell Damage does not affect healing spells.
Stealth – a minion cannot be selected as a target for the enemy hero, his minions, or spells, but remains a target for area of effect spells and randomly received damage. Can be a target for the allies. Stealth effect is removed when minion deals damage, including texting effects of the map.
Summon – summons a minion to the battlefield. It does not replace minion, but summons a new minion with the identical features of the target. Summoned minion appears to the right from other units.
Taunt – makes a minion the #1 target to attack for enemy minions and hero.
Transform – transforms a minion into another minion with features stated in text effects of the map. A target loses all applied text effects, including Divine Shield, Taunt, Stealth, etc.
Windfury – a target achieves the possibility to attack 2 times per turn.
+X/+Y – increased/decreases attack and health of a target (X – attack, Y – health)
Inspire – hero power triggers the effect
Battlecry: discover – choose one of three offered cards.
Hearthstone: Heroes of Warcraft has 5 basic modes of the game: Adventure, Tavern Brawl, Play, Arena, and Duel.
- In this game mode players compete against AI. Here players can learn game basics, play against enemies who use basic cards, or against players who use expert cards. Before the game starts, players choose hero of their enemy. In Adventure mode players can also play Naxxramas, Black Mountain, and League of Explorers modes, competing with bosses to receive new cards.
- Play. In this mode players compete against real opponents, using previously compiled or starting decks. Players receive certain rank when the game is finished. This rank shows player’s skill in the game. The opponents are always selected according to their ranks. Rank increases when a player receives 3 stars of ranks (3 stars are necessary for the starting ranks, and then the number of stars increases). To get stars player needs to win the game against random opponent. Several winnings in a row bring additional stars for ranking. Stars are not added by series of winnings for the 5 – 1 rank. There are 25 ranks: starting from The Angry Chicken and up to Innkeeper with additional Legend rank. The higher rank a player has, the higher rank his opponents have.
- Arena. A rank type game. To play Arena mode a player needs to pay gold or real money. A player chooses one of three randomly selected heroes. After that, a player chooses cards in the same manner. A player chooses one of three cards with equal rarity until he gets 30 cards for his deck. Deck may contain unlimited number of identical cards. When the hero and the cards are chosen, the game starts. A player may lose up to 3 times, and win up to 12 times. When the maximum of wins or defeats is reached, the arena mode is over and a player receives his rewards. The rewards depend on the winnings. Players may be rewarded with gold, cards or arcane dust. Regardless the result of the arena, a player receives one booster.
- Duel. In this mode a player can compete against players in his friend list. The reward in this game mode is hero experience.
- Tavern Brawl. A unique mode of the Hearthstone: Heroes of Warcraft A player receives special deck of card, created by the developers, or make up his own deck according to the game rules. Heroes are also special in this game mode. The rules of Tavern Brawl change each week.
Heroes of the Storm is MOBA (multiplayer online battle area) game, developed by Blizzard Entertainment. The game was released June, 12, 2015 for Microsoft Windows and OS X.
The main objective of Heroes of the Storm game is defeating enemies’ base. The game starts with choosing one of the heroes, well-known from other Blizzard universes. The game lasts until one of two teams defeats another. The way to success lies in the leveling-up, correct choice of skills, demolition of the buildings, and killing enemy minions and heroes. Though the objective may seem quite easy to complete, game mechanics and different game match situations make it extremely challenging.
Each team has a base with Core in the center. Core attacks creeps until enemy hero damages your ally within range of the fort. Core decreases movement and attack speed of the target. Core has unlimited ammo, HP rate, and shield. If Core is destroyed, the team losses. The Core is surrounded by different buildings with similar defending skills. All buildings may receive spell damage unless the opposite description of the building is stated.
Base has different types of important buildings. The fort itself serves to stop creeps and enemy heroes from free penetration into the base.
The fort is located in the center of the base. It uses ammo to attack enemies (40 in total). The ammo replenishes each 10 seconds. The fort is surrounded by towers, each having 20 ammos. The priority of attacks is identical to the fort’s. Defense buildings located close to the fort deal more damage.
Two towers, two walls and gates are located in front of each fort. Gates and walls are the barrier. In order to pass through it, enemy must destroy it, although sometimes it is possible to pass through it using special abilities. For the owners of the fort walls and gates are not the barrier.
Healing Fountain is located beyond the fort. Right mouse button click activates the Fountain. Healing Fountain regains mana and health points.
You need to control your hero during the game. The hero levels up, and you need to choose abilities that you like most. Gained experience and level, is divided among all players of the team. It means, if the enemy has been killed near one of your allies, each team member gains experience. Leveling up, hero upgrades his abilities and statistics, and becomes stronger. There are different types of stats, which change with level-ups: attack, damage, attack speed, health, mana, and regeneration. As each team member is responsible for level-up, a player needs to exert every effort on his line to gain more experience.
Each hero has his role: warrior, assassin, support, and specialist. Warrior is always in the center of the battle, his abilities and talents are based on surviving. Assassin is fast and it is difficult to notice him among the enemies, though his damage rate is the highest. Support hero helps the team and interferes enemies. Specialists have their unique roles. They are important for every team, and each of them has his own responsibilities.
All heroes have certain abilities, which help them perform their roles in the team. Each hero has mount, disappearing when hero receives damage, or performs some action except for the movement. Heroes also have talents, usually passive skills, which unite all abilities of the hero. To determine style of the game, a player chooses one of three active talents of the hero. Reaching 10-th level, a hero gains hero talent. This is the most powerful hero skill. All skills have mana cost for using, cooldown and other aspects. All the heroes have special ability – Hearthstone, which teleports hero to the base in 5 seconds after casting the spell.
The best way to gain more experience is to kill more enemies. The enemies also collect experience by killing members of another team. The higher level of the killed hero, the more experience another team receives. A player should die less, but be aggressive enough to attack enemies and gain experience. Regeneration globes help heroes to fight against enemies. When a hero takes the regeneration globe, allies receive heath and mana regeneration bonus for the short period of time.
Heroes of the Storm have several maps for playing. All maps have certain common traces. Each team has base with different buildings. The bases are connected with roads called lanes. Creeps are walking along each of the lane to attack the building. There are mercenary camps and watchtowers in the jungle between lanes. Each map has its own differences and peculiarities, and it makes game even more interesting.
League of Legends is one of the most popular MOBA games in the eSports industry right now. MOBA stands for Multiplayer Online Battle Arena - League of Legends is inspired by the MOBA, DotA and later became its primary rival in the business. League of Legends has over a 100 million players worldwide under its belt – and it’s still expected to rise in the following years.
Like most MOBAs, A player commands a character that’s called a “champion”. Players are also most commonly referred to as Summoners. Summoners then battle it out in an arena, with an objective to level up with an experience system from Level 1 that caps up to Level 18 and buy items to one’s advantage with a Gold currency that champions could use to pick up helpful items along the way.
With that said, the main goal to win is to destroy your opponents Nexus, the most important structure in the game, that, as destroyed, will end the game and reward the victory to whoever destroyed their opponent’s Nexus first.
Freshly-created accounts will be set for a tutorial and mandatory AI (Artificial Intelligence) matches, or most commonly known as Bot Matches, in order for newbies to get a grasp on how to play the game. Normal Queue games will be unlocked once a player’s account reaches Level 5. With the mandatory games, come fixed set of Champions that’ll be free for the moment, to be used by new players until they unlock the Free Champion Rotation at Level 6 of their accounts.
Accounts also have a leveling system that caps at Level 30. Over time and level, more things become available and players get to learn and experience the game,
League of Legends also has many champions, although, a new player will not be able to unlock it at first. Champions are bought by the use of Influence Points (IP) and Riot Points (RP), both of which are the in-game currency that is to be used in the League of Legends Client Store. But as aforementioned, the Free Champion Rotation is always available for the needy and it always changes the offered champions every week, so players who don’t have that many champions to play with have a chance to play other Champions if available. However, players could always save up Influence Points to but their desired champions, given that they meet the Champion’s IP price.
Influence Points is gained by playing games and it can be used for most simple of tasks in League, like buying Champions, Runes, Occasional Summoner Icons, etc. On the other hand, Riot Points can only be obtained by real-life purchase/top-up. This unlocks every item in the League of Legends Store and can also be used to by Skins, the in-game purchased aesthetic accessory made exclusively for Champions.
Champions all have different roles. All Champions also have two roles associates with it. Most specifically, they’re called Primary and Secondary roles. Roles are given to every champion best suit their skillsets and overall play. Summoners may then choose their lane of their choice (Top, Jungle, Mid, Bot). However, League of Legends does have a meta for laning and champion distribution that most new players could follow. Champion Roles are the following;
Assassin - Assassins are Champions that deal a lot of damage in a short span of time. They easily take out other champions because of their high-damage output. They are also usually escape artists with skills that let them escape easily.
Fighter - Fighters are Champions that rely on close combat to damage enemies. They usually have high damage outputs but some fighters have a somewhat low sturdiness unless their secondary role is Tank or they’re built with armor items.
Mage - Mages are Champions that rely on spells to produce damage. They are almost always skill-oriented and have to carry the game because of their damage capacity. More often than not, they are extremely dependent on the Mana, Energy, etc. resources to produce skills.
Marksman - Marksmen are the Champions who rely on damaging long-range basic attacks and/or skills that have dependency on skill shots or targets. Marksmen are almost always fragile and must place themselves well in a fight and be protected for them to fully relay their damage.
Tank - Tanks are the sturdy Champions that can take a lot of damage from enemies. Their main purpose is to literally "tank" the enemies so that the other Champions may be able to damage enemies freely.
Support- Supports are champions who are fully dedicated to helping their team out. Their primary role in the game, more often than not, is to heal allies, ward the terrain, disable enemies, etc.
Runes & Masteries
Runes and Masteries are some of the ways that give players an advantage in-game. Runes are bought with IP and are placed into one’s Rune Page. It boosts a player’s base stats, depending on what rune a Summoner bought and placed into the Rune Page. Players may opt to build Attack Damage, Ability Power, Armor, etc. It could all be bought in the League of Legends Client Store and done once player out the runes in a Rune Page and opt for the said Rune Page in the Champion Select phase.
Rune Pages are given by default when creating an account. Every starting account gets two Rune Pages for players to put their bought Runes in. However, with the option to buy Runes in the Client Store, players may also buy another Rune Page or Pages by the bundle for more Rune Pages to use and more combinations of Runes to use to one’s advantage.
Masteries are almost of the same thing. They’re designed to give an edge to players and up their stats of champions. Every account is entitled to have a maximum of 20 Mastery pages and a player gets to choose the combination of every page he creates. Leveling up entitles a player to get a Mastery point to level up their Mastery pages. Masteries are also completely free-of-charge.
At Level 30, they can fully upgrade their Mastery pages as they have all 30 Mastery points. Masteries are made up of three sub-pages tow which players could invest their points in: Strength, Defense and Utility. Given enough investment in a sub-page, a player could opt for a Keystone Mastery of their choosing.
Keystone Masteries are masteries that is considered one of the most helpful masteries in-game. They help out Champions in a huge way when used in the battlefield if used correctly and viably. They can be obtained at Level 18 and is only available if one chooses to invest 18 points in one of the pages.
Summoner Spells are two extra spells that’s an option for players to use in-game. At first, every spell isn’t available yet to low-level accounts. But as you level to Level 10, you’d be able to use every spell in-game. In the Champion Select phase, one may choose their two Summoner Spells to use in-game. These spells are used to the advantage of champions, but it’s used solely at the discretion of the Summoner.
Objectives (Neutral Camps)
Since League of Legends will cover almost all of the basics once you start and anyone could necessarily get the hang of the game immediately, it's just really important that we cover the parts of the game that they don't teach. Objectives are extremely vital to a team's success. They either would mean victory for a team or defeat, whichever shifts to one's favor. We'll tackle the 2 important camps you must secure as objectives – besides the objective of pushing turrets.
Dragon - Dragon is the second most powerful neutral monster on Summoner's Rift in League of Legends. The Dragon is placed on the lower-right middle large camp adjacent to the river and Lower Rift Scuttler. Killing the Dragon, whichever was spawned in those times, will give the slayer and his teammates a buff worthy of its prize. That is, of course, depending on which type of Dragon a team has slain:
Cloud Dragon – Slaying the Cloud dragon will entitle you to the abilities it has to offer to the team who slays it. "Stratus Walk": obtaining this gives 15/30/45 bonus movement speed while out of combat to all team members. This effect has a chance of stacking and the bonus would be based on stacks, the highest of which would be 3. Having slain the Elder Dragon would up the potency of this by 50%.
Infernal Dragon – Slaying the Infernal Dragon will entitle you to the abilities it has to offer to the team who slays it. "Infernal Tribute": obtaining this gives 8/16/24% empowered attack damage and ability power. This effect would also be based on stacks, the highest of which would be 3. Having slain the Elder Dragon would up the potency of this by 50%
Mountain Dragon – Slaying the Ocean Dragon will entitle you to the abilities it has to offer to the team who slays it. "Earthen Arms": obtaining this gives 10/20/30% additional damage as true damage to Epic Monsters and turrets. This effect would also be based on its stacks, the highest of which would be 3. Having slain the Elder Dragon would up the potency of this by 50%
Ocean Dragon - Slaying the Ocean Dragon will entitle you to the abilities it has to offer to the team who slays it. "Heart of Oceans”: obtaining this restores 4/8/12% of missing health and missing Mana over 5 seconds for every 8 seconds while out of combat. This effect would also be based on stacks, the highest of which would be 3. Having slain the Elder Dragon would up the potency of this by 50%.
Elder Dragon – The Elder Dragon is the toughest Dragon there is that spawns 35 minutes into a game. The Elder Dragon has a wonderful bounty to the team that slays it, with a long-lasting true damage buff/modifier on every skills and basic attacks against Champions, Minions and Neutral Monsters over 3 seconds. As aforementioned, all Dragon buffs obtained beforehand by the killer’s team will have an increased effect of double its potency.
Baron Nashor - Baron Nashor is the most powerful Neutral Monster in League of Legends. It's also one of the most important objectives, especially late game. The team to have slain Baron Nashor would reward Hand of Baron to all those still alive at the time of Baron being slain (dead teammates aren’t awarded the buff). Hand of Baron gives bonus attack damage and ability power, as well as an aura that greatly increases the power of minions in the vicinity of a champion and an ultiimately-empowered Recall.
When Baron is slain, each champion on the killer's team is also granted 600 experience, dead or alive, to each team member; 800 experience to every champion in the Baron Pit (shared between nearby allies) and 300 gold to each champion of the slayer’s team plus 25 more gold to the slayer himself.
Player Lane Roles – This is one of the most important things that every player must know before taking League of Legends seriously. Players may choose their own lane to which they could dominate or feel comfortable in. Once you’re new, try and figure out before you’re Lvl 10 what lane you actually want play in. That said, here are the Player roles that follow the League meta.
- AD Carry
Once a player reaches Level 30 in their accounts, they are given the option to play Ranked Games, the pinnacle of competitive matches in-game. For first time Ranked players, they shall be placed in Provisional Games of 10 that’ll determine their starting Division and where they should be placed depending on their performances in the Provisionals.
This could brand players in a Division, which places a player in a League that’s suited to their skills. There are currently 7 divisions in League of Legends (from Lowest to Highest Ranked): Bronze, Silver, Gold, Platinum, Diamond, Master and Challenger. But first time players needn’t worry about that for now, they should worry more about honing their skills for them to set a goal on which division they think they could take.
Pro Tip: Once you feel comfortable in a lane, try and play in that lane every chance you can in order to improve in League of Legends. Good luck on the battlefield, Summoner! But of course, don’t forget to have fun too. That’s also one of the main objectives of the game, after all.