The Monopoly Guy
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MOBA Theory Applied to League of Legends
Range of Influence (RoI)
Last Hitting
Lane Pushing and Lane Defense
Map Awareness, Team Awareness, Self Awareness
Know Your role, Play your Role
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MOBA Theory Applied to League of Legends
MOBA Theory is basically High-level Gameplay techniques and practices that are what seperates the pros from the non-pros. In League of Legends(and Other MOBA games, including DotA, where i learned it), there are many aspects to the game other than Killing the Enemy, not being killed, and Pushing towers that impact the game. These theories are just as important as the basic aspects because they consider what lead up to killing that enemy, dying to a gank, and winning the game at the right moment. Also Note that just reading about MOBA theory will not make you more Apt at it. I'm merely introducing it to you so you may start to notice it when you are playing a random matchmaking game or on Practice nights where it should become more apparent.
Range of Influence (RoI)
Range of Influence, or ROI, is a phrase that essentially means your champion's Impact on your lane or others' lanes. Some champions have a very small initial ROI, Like Udyr, Allistar, and Mordekaiser. That is because either they are melee, have melee-based/range stuns, or has low starting HP or Mana that keeps their overall presence low. Some Champions have a very high ROI, like Veiger, Twisted Fate, and Ashe. They have a good range, ranged disables, or great movement around the map.
ROI can be augmented in a variety of ways. Certain Items can Improve your ROI, As can Certain Summoner's Skills. Runes and masteries, to a lesser extent, can also augment your Range of Influence.Your Initial ROI has many factors. Your Champion's Movespeed, Moveset, and Attack Range are a few examples. Movespeed allows your hero to move in on a target. If your movement speed is much higher than the targets, you will be able to engage with them much faster, before they can get to safety. Your Moveset also plays a factor. A Hero such as Pantheon is a good example of a Melee Hero with a good initial ROI because of his moveset. He has a Good Harassing skill in the form of Spear Shot, a Good Ranged Stun/Blink in the form of Aegis of Zeonia and a great Ganking skill with Heartseeker Strike. Attack Range also modifies ROI because of the ability to Creep without being hit, as well as Being able to harass the enemy which doesn't allow them to creep.
Flash is the most obvious Summoner's Skill that augments ROI. With Flash, Your ROI becomes Your Initial ROI plus the Distance of Flash. This can make a Champion like Udyr turn from a melee stunner into a Ranged Stunner because of this skill. Another Skill that can Increase your influence is Teleport. Teleport allows your Champion to increase his ROI to other Lanes when needed by stopping a gank, helping in a gank, defending a tower, or pushing down a tower. when Teleport is up, it increases your Global ROI more than it does your Lane ROI.
Items can also improve your ROI. Boots increases your movespeed, which basically increases the speed you close in on an enemy. I consider that Passive ROI Improvement. A more Active ROI improvement would be something like the Hextech Gunblade or Runuin's Omen. the gunblade on a Champion with few or no Disables increases their Influence by giving them a Ranged Slow. It allows them to close on an enemy faster.
Last Hitting
Last Hitting is an easier theory to understand because most of you do it already. Last hitting basically entails the last hitting of a creep to gain gold. Simple, Isn't it? Last hitting is not as big of a deal in League of legends as it is in Other MOBA games like DotA and HoN, but It's still Big, especially if you are a Carry. Getting the experience and getting the gold is more useful than auto-attacking and just getting experience.
Lane Pushing and Lane Defense
Lane pushing and Lane Defense is the theory that regards The stuff that wins games, Pushing through to their Nexus, and Halting their advance to your Nexus. This theory is something that is more Team-oriented then all of the other theories. There is a few factors that change whether you should push lanes, defend lanes, or continue to Farm and Gank.
The first factor is the team makeup of both of your teams. Which team has a better Late game? If that team is not your team, then you need to push, and early. If you are a team that have one or two DPS champions that can out-carry the other team's Carry Champions, then you have some time. Although you may be able to destroy them in team fights, remember that if they complete one good gank, the game could be over, so never play around!
The Second factor is the current state of the lanes. If you have a lane that is pushed into your base, It should be priority to push that lane back over other lanes. This is, of course, not true in all cases. Which lane to choose to defend and push in the end is up to the Squad Leader.
The Third factor is the current location of each team. When you have four players in a lane, it would be logical to push that lane. When you see four opposing players in a lane, it would be logical to defend that lane. These are simplified reasonings in pushing and defending. Of course, If placing three people at the Inhibitor tower to defend can slow down the aggressors, then that leaves two people to push into their lanes. This factor includes which heroes are alive and which are not. If the enemy are all dead then obviously you can push into their base without much resistance.
Map Awareness, Team Awareness, Self Awareness
Awareness in general is a basic need when it comes to MOBA games. It may seem like a simple point; watch the map, watch the chat, listen to teammates when Enemies are MIA. But it can get complicated when you only look at the map when someone calls MIA. It does help to have teammates to have lane awareness, but that will not always be the case. I always have my eye on the mini-map and I lane differently according to the information i receive from the map.
For Example, a Friendly Udyr is Pushing in the bottom lane Inner Turret. I notice the opposing Kennen in my lane is weaving in and out of the brush, harassing me and creeping. He suddenly stops and i don't see him for a few seconds. I would expect him to be teleporting to the bottom turret to intercept the Udyr and Gank him. I also Notice there are a few other Opposing heroes MIA. I should respond in chat "Care Udyr, Kennen INC." Hopefully he'll see the message and back up before he gets ganked.
This is a good example because it shows a mixture of Lane Awareness, Map Awareness, and Team Awareness. You noticed the Kennen disappeared for a few seconds, You also saw your Udyr Pushing alone in a lane, and You saw a potential gank being set up because multiple other Enemies were missing.
Self Awareness is the quirky, dumb brother of the other awarenesses. You may chuckle at this one; "Of Course I'm aware of myself." I think the same thing most of the time, but there was many-a-time where I have jumped into a team fight without knowing my Ultimate was on Cooldown, or I was too low on Mana to be productive, or even think I was at one place in the map where i was actually in another (i have screwed up so many flashes because of this =)). What I'm saying is, Check yourself. Always know how much mana it takes to run through your abilities, know where you are, and how you are positioned before you.
Know Your role, Play your Role
Knowing your role is fairly simple. DPS Champions do not Tank. Mages do Not Tank. Those are simple examples. these are not a catch-all, however. When you are the CC (Crowd Controller) of the team, you should not be chasing down heroes with Low health, you need to be controlling heroes who are still in the fray, killing your DPS heroes. Leave Initiating to the Initiators. Too many times I have seen The DPS Champion of the group initiate behind a group of enemies and get crushed, thus leaving our team without Damage and losing us the game. I'm really not going to go into this as much mainly because you should know what most roles do by now. If you don't, then ask, and you shall receive.




