Welcome to the Monolith!
I will be your guide for your very first steps. This handbook aims at providing all necessary information to newcomers and returning players alike. It will cover most topics, from the absolute basics to more advanced concepts.
I plan to regularly update it with screenshots and even video clips as time goes by and the game evolves.
This handbook as already been published on the Reddit, and I now have the joy of bringing it to Steam on the long awaited EA release!
Keep in mind that Predecessor will be in EA for several months. Features will be lacking and gameplay/balance will evolve over time, though the basics concepts are unlikely to change much.
A few words on Predecessor’s EA
As Omeda Studios has stated :
– The game will be Free to Play on Launch, but for now it’s a paid Early Access to support the development process
– Shops, skórki & micro transactions will be added soon
– There will be one new Champion every month
– There will be ranked mode at some point, as well as an API to track stats & ELO
For a complete statement over the development of Predecessor by the Studio, please check the Predecessor Discord, znajdziesz “EA-FAQ” under the “Informacja” Patka.
Predecessor 101 : Understanding the game
Predecessor is a 5v5 Third Person Action MOBA, successor of Epic Games’ Paragon whose development stopped years ago.
The rules are simple :
– 3 lanes + the Jungle (Duolane, Midlane, Offlane + Dżungla)
– Push the lanes, destroy the towers, destroy the inhibitors, destroy the Core
– There are two paths to victory : either destroy the Core or break your opponents’ will and have them surrender
Understanding the map
- Mapa, often referred to as The Monolith, has two sides (Dusk/Dawn or Red/Blue)
- The three lanes are the Duo Lane (Carry/Support), MidLane, Solo/Offlane
- Quick tip for map orientation : Duo Lane is on the side of Gold Buff (find the Yellow Dot on the side of the map) and Offlane has the Green Buff (find the Green Dot on the side)
- Each lane has 2 towers (called T1 and T2) and one Inhibitor
- Prime Pit is on the Offlane side, Fangtooth is on Duo side
- Between the lanes is the Jungle, the frontier between Dusk and Dawn is called the River
- Taking a few minutes to practice offline on your own and walking around the map to understand the layout before your first match is paramount. It takes 5 minutes but ensure that your first games are not complete trainwrecks
- There will be a tutorial someday, na razie, practicing offline and reading/watching beginners guides will help you
Understanding Minions
- Four types of lane Minions : Ranged/Melee/Siege/Super
- Minions provide experience divided between every Champion in range of a dying Minion
- Minions provide Gold to the Champion that last hit
- Whenever a Minion’s HP bar goes red, this means your next Basic will destroy it
- The first waves are 3 Melee/2 Ranged. Every third wave has a Siege as well
- Melee are more durable, but do less damage and are worth more resources
- Ranged are fragile but deal more damage, worth less resources
- Siege are durable and deal more damage, and are worth a lot of resources. The first Siege spawns on wave 3
- SuperMinions spawn when an inhibitor is destroyed. They are tanky, deal a lot of damage, and buff surrounding minions, boosting damage and resistance. The wave will automatically push if there’s a Super.
- Minions will target Champions if a Champion damages another Champion near them. To się nazywa ‘Minion aggro’
- Minions deal a lot of damage early game, beware of trading inside a wave
Understanding Structures (Wieże, Inhibitors and the Core)
- Towers prevent the lane from pushing by destroying Minions automatically
- Towers are armored. Their resistances are lowered whenever a Minion wave enter their radius
- Tower will deal physical damage to any Champion that enters its range without a wave, or will switch aggro to defend their own Champions if attacked. This is called tower aggro
- Physical Armor heavily reduces tower damage, but towers will obliterate Champions early on
- Towers will not regenerate when destroyed and will not repair themselves if damaged
- Inhibitors will emit a pulse that acts as Area Damage when attacked. Bring down an inhibitor will spawn SuperMinions for the attacker on this lane.
- Inhibitor will respawn and heal after some time if left unattended.
- Respawned Inhibitors are “deactivated” and lose all defensive capabilities
- The Core is your main objective : Core destroyed = Defeat
- The Core can only be damaged if at least one Inhibitor is down
- The Core will radiate a pulse that damages everything around it. Damage is divided amongst all hostiles : the more Minions and Champions around, the less damage will be suffered.
- The Core can be slightly damaged without a Minion Wave, this is often called backdooring. Jednakże, this will only finish a very damaged Core
Understanding lane buffs
- Duo Lane has the Gold Buff : it provides Gold and Experience
- OffLane has the Green Buff : it provides a burst of Health and Mana resources
- Midlane has access to two River Bugs. River Bugs provide mana regeneration and a random buff (invisibility/speed/ability power/Damage over time…)
- Buffs and Bugs cannot be damaged from afar unless they reset : at least one Champion has to stand in their vicinity to bring down their defenses
- Buffs are Health Points based : they will die faster the stronger you become
- The Jungle has the Blue and Red Buff. Blue provide Mana Regen and CD reduction, Red provides damage over time and slow on hits
Understanding Neutral Objectives
- There are three Neutral Objectives : MiniPrime, Orb Prime(Prime Guardian) and Fangtooth
- MiniPrime spawn Offside, it grants a temporary buff to Champions and an empowering aura that buffs nearby Minions
- Orb Prime spawn later during the game and is much harder to defeat. It provides a stronger buff than the Mini and is usually essential in closing a game.
- Both Mini and Orb Prime deal damage divided between hostiles and apply Blight. This is to prevent soloing. Although Mini Prime can be soloed, very few Champions can solo Orb. Bring your allies!
- Fangtooth spawns Duo side. It provides a permanent, cumulative buff depending on how many Fangtooth you claimed (aż do 4, then scaling infinitely) First four Fangtooth will bring River Bug duration extension, Out of combat movement speed, increased resistances, increased offensive power
- Although durable, Fangtooth doesn’t do much damage and can be easily soloed
Understanding the 5 roles : Carries
- Tam są 5 roles to pick from : Nosić, Wsparcie, Midlaner, Offlaner, Jungler
- W tej części, My’ll have a short look at every role. You will find Champions recommendations for each role and especially for beginners in the Roster Overview part.
- The Carry is the team main physical damage dealer. Carries are often very weak early but grow stronger over the duration of the match, outscaling most other Champions.
- The Carry is a ravenous role that consumes most of the resources on the map, but prioritizing gold. In exchange for that, Carries have the potential to devastate the entire enemy team late game.
- ADC are Basic Attack Damage based (physical damage dealer) and often ranged Champions, although melee Carries exist (Serath, Yin, WuKong notably)
- Caster carries are ability based Champions that function the same as ADC, but not physical damage dealer. Most Casters make decent Carries (Howitzer, Bellica, Fey…) although very few players specialize in this playstyle, since it only fits very specific compositions (Na przykład, when you have physical melee Fighters in Jungle, Mid and Offlane, you may want to switch your Marksman Carry for a Caster)
- Carries, especially Marskman ADC (Sparrow, TB, Murdock…) are squishy and often have little self-peel. They depend on their support to survive the early game and on their team to protect them during mid and late game
- Carries have to play very selfishly and prioritize their own survival above all. Any second not spent farming is wasted. Since they are so powerful however, they are also the most important target for the enemy team
- Carries are a feast/famine role since they barely have any CC available to be relevant without resources. A Carry playing from ahead will devastate entire teams, a Carry playing from behind is little more than a walking Gold sack.
- Since they do so much physical damage, ADC are essential in destroying Structures and Neutral Objectives. Caster Carries are however more responsible for winning teamfights
- Playing Carries is about :Surviving, efficient farming, taking objectives and structures, dealing damage during teamfights
Supports
- The Support starts the game on the Duo Lane alongside their carry.
- Support are Champions with a lot of crowd control or utility, that excels in protecting friendlies, locking down hostiles or initiating fights
- Because of the nature of their Crests, Supports are responsible for controlling and denying Vision on the map. Wcześnie, protect your carry by warding defensively. Mid and Late game, control Vision around Neutral Objectives and chokepoints
- Supports should avoid draining resources from the Carry. Last hitting and taking Gold for yourself will actively play against your Carry. Remember that your Crest will both actively and passively generate Gold.
- A Support responsibilities are : Protect your Carry, Control Vision, Assist your Team, engage or disengage teamfights, setup objectives through Vision and space control.
- During the early game, when your Carry isn’t self sufficient, stay with them as much as possible
- During Mid game, rotate around the map and assist other lanes
- During late game, stay with the team and be ready to fight. Only stray to setup Vision and Neutral Objectives
- Support is a selfless and often thankless role, but Supports have the most responsibilities, on par with the Jungler. A Support needs above average Macro and situational awareness to perform.
- The single most important I can give to a new Support player is this : always stand almost on the same line as your Carry. If you are too far behind them, you cannot retaliate when they are hit. If you are in front of them, you’ll get poked and they won’t be able to ripost for you.
- If you are almost on the same line, you can both focus fire on a target that makes a mistake
- Ranged Support usually stands one step back from the Carry to have them in their Field Of Vision for easy use of spells/shields. Melee Supports usually are one step in front to be able to quickly engage or bodyblock if need be
Midlaners
- The Midlaner plays on the Middle Lane in a 1v1 initial situation. Midlaner are most often Casters Champions, but some Fighters, Assassins or even Marksmen make decent Midlaners as well.
- Midlaners have strong agency, behind the Support and Jungler. They need to win their lane to get Prio in order to assist others lanes or support the Jungler when going for Objectives or Invasions
- Midlane is a short, very exposed lane with a lot of jungle and lane interference (Midlane can be ganked by the Jungler or rotated to by Off/Duo laners)
- In exchange for that vulnerability, Średni’s central position allows quick access to other lanes and enemy’s jungle.
- Mid is a good role for players who enjoy Casters Champions or being at the core of the action.
- Średni’s responsibilities : win lane/get prio/rotate to assist lanes or Jungler. During fights : initiate, poke and deal AoE damage
Offlaners
- Offlaners play in a 1v1 situation on the Solo Lane.
- Offlane is a long, isolated lane with little interference that favors Fighters and Tanks, although some Casters and Marksmen are sometimes played there as well.
- Offlaners need to be experienced in dealing with 1v1 and 1v2 situations and rely on themselves first and foremost.
- Offlaners are often relied on to provide the main frontline or physical damage during late game teamfights, providing engage and cover for backliners
Junglers
- The Junger has the most responsibilities in the team, and the only role that is not forced into a lane confrontation.
- Because of the nature of the Hunt, Junglers receive reduced Exp & Gold from lane Minions.
- Junglers balance their time clearing the Jungle, ganking and playing around Structures and Neutral Objectives.
- Jungle has a diverse roster that includes Fighters, Zabójcy, Tanks and even Casters.
- Junglers act as a team-wide support that is expected to assist lanes, control Vision and Objectives as well as restrict the actions of the opposing Jungler.
- All information you need about playing this very specific, lane-less role are in the dedicated Jungle 101 and Advanced Jungling parts
Itemization basics : Understanding Crests
- Understanding the Crest system
- Regardless of which role you play, you will always start with a Crest and a collection of potions/wards.
- -Crests are starter items that will grow into a complete item over the course of the game through a condition. Na przykład, the Titan Crest, used by Tanks, grows through receiving damage.
- Whenever a Crest is fully evolved, it will give you the choice between various final forms. Each form will provide specifics stats and a unique passive/active.
- Crests are not tied to a specific Champion, but to a specific archetype. Na przykład, the Titan Crest is favored by Tanks, the Rogue Crest by Assassins, the Warlock Crest by hybrid Casters.
Understanding Stats
- Proste, quick overview of what stats means in this game
- HP = your health
- HP regen = HP recovered per second
- Mana = resource used by casting skills/spells
- Mana regen = Mana recovered per second
- Physical/Ability Armor = reduces Physical/Ability damage
- Physical/Ability damage = increases Phys/Ability damage
- Attack Speed = increase Basic Attack frequency
- Crit Chance = % of scoring a critical hit (x1.5 damage)
- Crit damage = increase the damage dealt by critical hits
- Phys/Ability Pen = reduces the effectiveness of Armor
- Ability Haste = reduce your abilities cooldown
- Lifesteal = absorb part of the damage dealt by your Basic Attacks back as HP
- OmniVamp = absorb part of every type of damage dealth back as HP
- Szybkość ruchu
What to look for when Building?
- Dla początkujących, here are a few rules of thumb to start building efficiently:
- ADC : Phys damage/Crit Chance/Crit Damage/Attack Speed/Lifesteal/Armor Pen
- Wojownicy : Phys damage/Attack speed/OmniVamp/Armor/Ability Haste
- Zabójcy : Phys Damage/Attack Speed/Ability Haste/Phys Pen
- Kółka : Ability damage/Mana/Mana Regen/Ability Pen/Ability Haste/OmniVamp
- Czołgi & Guardians : Armor/HP/Ability Haste/Mana/HP Regen
- Enchanters : Mana/Mana Regen/ Ability Haste
Basics of Laning : Understanding Lane Phase – Wczesny, Średni, Późno
- Early laning describe your starting situation, in the 2v2 or 1v1 lanes, or in the Jungle. Early laning usually last until the first T1 tower is destroyed.
- Mid game is after the first structure falls. One laner in the team now have much less incentive to stay in lane and will mostly roam the map to impact other lanes by ganking or destroying remaining T1s. Small scale teamfights are more common, the first objectives are fought over
- Late game : most structures have been destroyed and large scale teamfights are occurring around objectives. Teams are contesting the Prime Guardian in order to destroy inhibitors and make a push to the Core.
Wave control Basics
- Basic Wave control skills
- There are four basic wave controls you will need to understand to be able to lane efficiently and consistently. Fast push, Crash, Slow push, Zamrażanie
- Fast push is the easiest: you consistently attack the wave with basic attacks and spells to have your own wave push farther.
- Fast pushing is used to siege a tower, gain an early level advantage or gain priority to roam/rotate
- Awaria is a variant of the push where you use the entirety of your available firepower to push the wave as fast as possible. Some Champions like Gadget or Sparrow may even use their ultimate to crash a lane.
- A Crash is often used to punish a roaming opponent, to create a roam tempo or before recalling
- Crashing is seldom used when your opponent is able to contest, since it leaves you temporarily defenseless. Crash when your opponent isn’t in lane or is too weak/wounded to retaliate.
- Powolny pushing is achieved by only last hitting Minions. Since your own Minions will die faster than the opponent’S, your own wave will receive reinforcements faster, building a big wave
- Slow pushing is used to do a long siege, to create a longer roam timer, to prevent your opponent from fighting you or to dive an opponent
- Zamrażanie is achieved by preserving your opponent’s minion advantage. Na przykład, if your own wave has 3 minions, you will want the enemy wave to have 4 Lub 5 minions to ensure the wave won’t push.
- You can also stand in front the wave to choose the location where the wave will meet. Beware that this will take a significant chunk of your health early on. This is called dragging the wave
- Freezing is used whenever you have achieved a significant advantage over your opponent (match-up favorable, health/mana advantage, item advantage…). Freezing will prevent your opponent from getting close enough to last-hit, lest they risk being killed.
Trading
- Trading is the essential skill of laning and the most complex.
- Easiest way to understand trading is to think of laning as a turn-based RPG game
- Whenever a Champion gets close enough to use an ability, they use up a turn : they will not be able to fully retaliate since one or more of their abilities in on CD
- The two most common trading opportunities are thus : 1/When your opponent has used an ability on you or the wave and 2/When your opponent gets closer in order to Last Hit a Minion
- Basic rule of efficient trading is : “Make your opponent fight for every Last Hit”. If the match-up or situation is favorable to you and you do not punish your opponent every time they try to grab Gold or Exp, you are making a mistake and may lose a lane that you were supposed to win.
- Second rule is : “never trade in the wave”. This is a common beginner mistake. Between level 1 Do 4, Minions hurt. Bardzo. Attacking your opponent when they have Minion advantage will ensure you lose the trade or get killed.
- Knowing level break point is paramount. The Champion that first reaches level2/3 and 6 are at a huge advantage and will almost always go for a kill/trade at that breakpoint.
- For the first few minutes of the game, you should always keep count of how much Minions you and your opponent have killed so that you know when they are about to level up. During your first match, keep track of how many minions it takes for you to level up to 2 I 3, and keep that number in mind for the next thousands matchs!
- If you recognize you will level up later than your opponent, immediately back off the wave and do not contest the wave until your levels have been equalized. Ignoring level breakpoints is the most common cause of First Blood I usually witness.
Poke, Burst Trades, Wszystko w
- Those are the most common type of trading
- Poke : ranged damage, usually low but easy to inflict and adds-up (The Fey, Gadget, Sparrow…)
- Pokers are often lane bullies that constantly harass their opponents but are weak and fragile once you manage to bring the fight into melee range
- Burst Trades : sudden, brutal damage that is harder to inflict but deal significant damage.
- Once depleted, a Champion that achieved a Burst Trade is usually no longer a threat .
- Burst traders are usually non-committal Champions : they engage, exhaust their burst, then back off immediately to avoid retaliation and recharge, unless their opponent is below their kill threshold and they can finish them off (Belica, TwinBlast, Gideon, Hrabina…)
- All-in : Throw in everything you have in a kill or be killed situation. All-in are very risky and you need to have a proper understanding of All-Ins opportunities.
- All-ins are usually available whenever your opponent has wasted resources or abilities or your win condition has been achieved. Na przykład, if you manage to bait out Gideon’s teleport, you have a dozen seconds to kill him before he’s able to brush off assaults again
- Some Champions favors All-ins, those are mobile Fighters with a gap close or the ability to lock down a foe, or Champions that grow stronger the longer the fight goes on (Feng, Khaimera, Drongo, Riktor, Szał…)
A word on Melee vs Ranged match-up:
- This is a common question for beginners : how do you win lane when your opponent has a range advantage and you get poked for every step you take and every Last Hit you try to perform?
- A few guidelines :
- If your opponent is freezing you off the wave at early levels, do not contest the freeze. Ty’ll get poked
- If you have kill threat, preserve your resources and sacrifice Last Hits to stay heathy, then go for an All-In assault or a burst trade when you reach level 2 Lub 3. This is common for strong early melee that can dive their opponent ( Feng Mao, Riktor, Khaimera…)
- If you do not have kill threat, sacrifice some resources to grab as much Last Hit as you can. This is common for weak early melee that don’t have a reliable kill threat until level 6 (Kallari, Stal, Sevarog…)
Priority and turns
- You have priority whenever you are able to freely move around the map for some time
- Priority is acquired whenever you do not have a wave to collect and/or your opponent is out of lane
- Think of priority as getting a turn in a role playing card game: whenever you have Prio, this is your turn and you may play one card
- This card can be “rotate to another lane for a gank” Lub “invade their Jungle with my Jungler”, “Enter their Jungle to put down a deep ward”, “go into the River to put down a shallow ward”, “Group up with the team to claim an objective” itp…
- If you are pushed under tower, your opponent has Prio : you cannot leave your own tower without sacrificing all your Minions, meaning you will be economically set back a lot.
- Na przykład, If a fight breaks out between two Junglers in the River, the Midlaner who has Prio can rotate, the one without cannot or will rotate late. This is how Junglers and laners decide if a play is possible or not. Ignore this rule at your own peril
- Gaining Prio should be one of your main objectives as a Laner, since this is how you will be able to rotate and control the map
- Jednakże, be aware than some match-ups are low Prio: this is often the case when one Champion is significantly stronger early than its foe, or when you are playing a short range Champion into a long range one. Na przykład, a Steel/Drongo duo should not have early Priority against a Fey/Sparrow since they both outrange them and have more firepower to push the lane.
Vision : what it is, how it works – Wards, Sentries and SolStones
- Vision is Predecessor’s intelligence warfare. Vision describes how much control a team has over information on the map. Vision is set up through wards and denied through Sentries
- Everyone is responsible for Vision, but the Support and Jungler are especially tasked with it. The Jungler because he has the freedom to move around the map and use his Sentry to remove wards, and the Support through the SolStone that gives access to multiple wards when your Support Crests are evolved.
- Fog Veil are those fixed mist walls between a lane and the River. They effectively blur Line of Sight : vision is diminished beyond Fog Veils
- Common warding spots are usually choke point s and high-traffic areas. Warding objectives is also necessary to prevent “sneaking” cele.
- Remember that Fog Veil will block wards Line of Sight
- Use sentries to detect and destroy wards
- Champions that have accesses to cloak (Kallari, Widmo…) can be temporarily revealed through wards
Basics of Jungling : Jungle layout
- Jungle layout
- – The jungle is composed of 4 quadrants, 2 for each side : one Blue, One Red quadrant each.
- – Each quadrant is composed of one Jungle Buff (Red or Blue) and two Jungle Minions camps.
- – Both Jungle sides are oppositely mirrored : your Blue quadrant borders their Red quadrant, and your Red quadrant borders their Blue quadrant.
- – Clearing a buff from level 1 will give you level 2
- – Fully clearing one quadrant from level 1 will bring you to level 3
- Your own Jungle side is separated from your opponent’s by the River.
Jungle buffs – Of Red, Niebieski, and Bugs
- Red Buff provides slow on hit + Damage over time on hit.
- Blue provides CD reduction and mana regen
- River Bugs provides a temporary burst of mana regen and a random effect (speed boost, ability damage, cloak…)
Understanding the Hunt
- – The Hunt is a mandatory item for Junglers. It is automatically given to anyone locking in as the Jungler
- – The Hunt will provide additional effects against monsters.
- – After its threshold is passed, The Hunt will evolve
- – Activating the Hunt deals an instant 500/1000 dmg to Monsters depending on Hunt evolution. This is how you secure neutral Objectives.
- Beware that your opponent can do the same: keep the enemy Jungler away from Objectives unless you want to coinflip a Hunt duel.
- – The Hunt passively reduces the resources you receive from Lane Minions. This is to prevent Junglers from excessively and selfishly improving their economy at the detriment of their allies
Jungle essentials – 10 seconds to understand your job
- Clear the Jungle to grow your economy (Do potęgi & Złoto)
- Gank to impact the lanes and get your allies ahead
- Push waves to fix lanes when needed
- Set up objectives by clearing enemy Vision and putting down your own wards.
- Jeśli potrzeba, fix waves on the lanes.
- Contest and claim neutral objectives
How to cycle properly
- Proper pathing is key to becoming an efficient Jungler
- If you play Team Death Match and spend all your time ganking without farming, you’ll eventually grow weaker and your opponent will take everything from you.
- Wasteful movement will be punished by a better opponent
- As a rule of thumb, To’s good practice to always clear the closest quadrant before going for a gank
- Balancing ganking and clearing is paramount
- Know your champion : some Junglers are farmers, some are Gankers. Gankers will be active sooner and impact the map earlier. Farmers are often weaker early but scales harder. Most of them are dependent on getting their level 6 because their ultimate significantly improves their ganks.
- Some common Gankers : Khaimera, Szał, Grux, Feng
- Some common Farmers : Serath, Aurora, Sevarog, Riktor, Crunch
- You cannot be there for every play. Learn to self discipline : if a play happens on the map, Zadaj sobie pytanie : “Can I change the outcome? Can I make an equal/opposite play on the other side?”
- If the response is twice “NIE”, then keep clearing. Your teammates will yell at you. Let them.
Ganking 101
- Ganking is the act of impacting a lane through Jungler interference
- Ganking is a high-risk manoeuver and should be planned and coordinated with your laners
- When ganking, the Jungler and the laners are forcing a fight. Laners could die, and so could you. If you die during a gank, the opposing Jungler can take an objective or freely invade.
- Thus why it is so important to clear the closest quadrant before committing to a gank. Even if it fails, Ty’ll have obtained some economic gains and prevented your foe from taking them.
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A few tips to improve your ganks:
- Walk into the gank. Unless absolutely essential, you should not use your movement ability or Blink to engage, since the enemy will use theirs and you’ll then have nothing to catch up
- CC should be properly layered : the hardest CC should come after the easiest to land CC (przykład : Ty’re Sevarog and ganking for a Fey. Wait for Fey to slow the target with Bramblepatch before using your Subjugate to root them)
- Ganking when your laners are low on resources (mana/HP) or when they are at a significant disadvantage (unspent gold, item disadvantage…) will most always end in a disaster and may kill your allies lane entirely.
- If the gank is successful, fix the lane before leaving : this usually implies to crash the wave under tower so your laner can recall without losing Gold, while their opponent will lose the wave.
- Always clear vision when ambushing. If you stand unknowingly on a ward, your opponents will have plenty of time to prepare a trap
- If your laners are telling you off the gank, listen to them. Even if you have wasted your time, To’s better than to commit alone and die a forlorn death.
- Do not overtax. The Hunt will restrict how much Gold you get anyway, so taking last hits from your allies will set them back and get them mad at you. Push the wave, soak the Exp, but leave the Last Hits for your allies
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Advanced Jungling concepts : Tower diving
- Tower diving is the most difficult maneuver to pull off for a Jungler but also the most impactful.
- Tower diving : Denies a lot of Minions to the dove Champion, allow significant damage to the tower, can crush a lane
- Ale także : can go horribly wrong if you mess up the coordination or get outplayed by the Laner or counter-dived by the Jungler.
- Parameters that allow a dive : significant advantage to your laner (HP, rzeczy…), wave about to crash
- Setting up the dive : 1/Laner builds a big wave (slow push into crash in the best) 2/Wave goes under tower 3/Usually, the tankiest Champion hits first to take Tower aggro, and keep aggro as long as they can while the Champion with the most damage finish off the target
- Some Junglers are better at dives than others, mostly because they can get in and out of tower fast, can push the target out of the tower or have a way to evade/reset tower aggro. Przykład : Aurora, Serath, Sevarog, Szał, Feng, Crunch are excellent tower divers.
- If your kit doesn’t allow for easy dives (Khaimera, Narb, Kółka…) a good tip is simply to walk into the tower until you’re in lethal range (the Minions will tank the tower for as long as you don’t hit the enemy), kill your target, then blink out before the Tower disintegrates you
Counter Jungling and Jungle invasion
- Counter jungling means taking your opponent’s camps when they are busy with another play or unable to contest the invasion.
- This is how you gain an economic lead over them
- You can control their pathing through counter jungling : if they show up and their entire Red quadrant has been stolen, their most obvious options are to: go for a gank around Red quadrant immediately or go to Blue Quadrant to farm. If you know that, you can track them with higher accuracy
- Basic conditions for Counter jungling : have priority in nearby lanes OR know where the enemy jungler is OR be stronger that your opponent at this stage of the game
- You can abuse weaker Champions or weaker Junglers like this: if they cannot fight you, they’ll either leave, call back-up, or try to fight you despite the odds and die. Simply have an escape route in case one of their laner decides to rotate, unless you can 2v1
Crossplaying
- Crossplaying defines the act of balancing your opponent’s play by your own. Przykład: they tower dive your duo, you gank their offlaner. They take Fangtooth, you take MiniPrime
- Crossplaying is how you maintain map balance when your opponent is making a move
- Crossplaying is the basic of Jungling at higher levels, ale to’s not automatic : sometimes there are no equivalent play you can make, thus you need to keep farming. This is how you know the enemy is gaining tempo over you.
Playing around objectives & understanding Prio as a Jungler
- To claim an objective, you can either sneak them, teamfight them, or use priority
- Skradanie się means taking them on your own, without anyone knowing
- I usually advise against sneaking objectives unless you have strong vision control or are immensely stronger than your opponent
- Sneaking can be predictable : you either step unknowingly on a ward or the enemy is suspicious because you haven’t shown up on the map for a while
- You are likely to get chunked by the Monster and if you are detected, the enemy can kill you and steal the objective, and you would have lost a lot of time. This can be a game breaking failure
- Teamfighting around objectives need you to have an advantage over the other team (numbers and/or power)
- Position advantage (being first inside the pit is best, since the enemy will have to go through chokepoints)
- Vision advantage (inside/outside the pit and particularly around chokepoints)
- Beware of team composition : a team of Kallari/Khaimera/Feng Mao/Murdock/Belica will be at a significant teamfighting disadvantage compared to a team of Gadget/The Fey/Sparrow/Sevarog/Grux
- Używanie priority is often the safest, most efficient way to take an objective
- Priority is gained when your allies have control over the lane : their opponents are dead, recalling, pushed under tower, weaker or low on resources
- Your allies are thus free to rotate and help you take the objective
- One prio is minimum, two prio is best : if you want MiniPrime but only your Offlaner has prio, you risk running into a 2v2 (you and your offlaner vs their jungler and their midlaner)
- If both surrounding lanes have prio, this is optimal: Na przykład, you can claim Fangtooth as 4 (your ADC, support, your mid and yourself)
Kill Conversion
- This is the defining trait of higher level Junglers and how they take over a game
- Kill conversion describes how a kill gained in a lane is translated into an advantage in the map
- This can happen in many ways :
- Kill a laner > damage their tower
- Kill a laner > Invade their jungler with your own laner
- Kill the Jungler > take his quadrant
- Counter gank > Kill laner and jungler > take an objective
- Their Jungler fails a tower dive > take their Minions, their Buffs, their dignity and their hope of winning the game
- Knowing when a kill is convertible or when it is too risky to convert is one of the most important decision-making skill for a Jungler
Common Jungling Mistakes
- As a Jungler, you are basically the team’s nanny. Every laner wants your attention and they will blame you for everything that happens to them. Keep your cool and do not waste time arguing. Any second spent arguing in chat is a second not spent farming camps or killing Champions
- Możliwie, always leave the lane in a favorable position for your laner after a gank. Do not ever grief your laners by leaving the lane is a dangerous spot for them. If your midlaner is playing Fey into Feng Mao, and you leave the lane near Feng’s tower, you basically made the game unplayable for your Fey unless she is significantly stronger.
- Do not ever take your laner’s Siege Minion. This will infuriate them and they WILL retaliate either verbally, through stealing your camps or straight up abandoning the game (Tak, this is from experience)
- If you are a Carry Jungler (Crunch, Serath, Sevarog, Feng…) take the kills if possible during a gank. If you are an enabler or low economy Jungler (Szał, Riktor, Narbash, Stal…) it can be best to leave the kill for your laner instead. Do not kill-steal if you haven’t contributed significantly to the play, this will infuriate your laner and they will play against you.
- It is common courtesy, during mid/late game to leave your Red Buff to your ADC and your blue to your Caster if they are good. If they aren’T, keep them to yourself.
- If your laner has priority and is low on mana, do not take the River Bug. They will run out of mana and you will be responsible for forcing them to Recall.
- Getting into a fight in the River if your laners have no priority means you will die 3v1 or 2v1 and it will be your mistake and your mistake alone
- Invading if you have no priority and no idea where their Jungler is means you will die a lonely death
- Do not force a gank when your laner is pushed under tower with a big wave to collect (they will lose a lot of economy if they help you, or they will not help you and you will die alone)
- Do not force a gank when your laner is low on Mana/HP or when they are significantly weaker than their opponent : their foe will turn on you and you will gift them a double kill
- Do not try to salvage a crushed lane. If your Sevarog is 0-1 Lub 0-2 at three minutes, this is doable and you can help balance things. Jednakże, Jeśli są 0-4 at minute 5 versus a Khaimera, they are doomed and there is nothing you can do for them. Mute them if needed, just protect the tower and collect the waves.
- Do not try to steal or contest an objective if you are at a significant disadvantage. Jeśli jesteś 2 v 4 at Fangtooth and you force a contest, you are just giving an extra two kills to your opponent. Zamiast, recall or try to make an equivalent play elsewhere on the map.
- Do not overstay on the map. You’re playing Khaimera versus blind people, and just scored 3 kills in 3 ganks in the first 3 protokół? Gratulacje, now recall. Gold is worthless unless spent. If you don’t recall and spend it, you’re essentially a Khaimera running around with no items. Your enemy Jungler will have recalled and spend, they will kill you through item advantage, get your shutdown, take all your camps and you’re now behind despite being 3-1
Roster Overview – How to pick your Champions
- They are currently 20 Champions in the game. I’ll give you a quick run down of every Champions in this fashion :
- -Typ (Rangers/Support/Melee Fighters/Casters)
- -Subroles
- -Usually played in (lane)
- -Short summary of the Champion playstyle
- -Strength and weaknessesKeep in mind that this represents my own knowledge and experience, so better players will have a different understanding. Those are pointers, not rules. If you want to become a Muriel Jungle main, be true to yourself!
- Before we move on to the entire cast, I’ll give beginners a few recommendations of what I consider to be beginner-friendly Champions.
- It is important for new players to spend a few hours playing a single role before moving on to at least another role so they have a backup and better understanding of the game.
- I recommend having a pool of around 3 Champions that fits your main role, I 2 for your secondary role.
- That way you have the possibility to fits most team composition while still having decent knowledge of your Champions. It is important to favor Champions that you enjoy (esthetics, gameplay…) as you will spend many hours with them.
- They also need to fit the role you want to play, although Predecessor allows a lot of flexibility in this regard, as many Champions can perform in various roles depending on itemization.
Champions I’d recommend to beginners
Those recommendations are only for absolute new players that do not know the cast and are looking for an easy entry point into the game. If you have a few hours under your belt, then go play whatever you want! Make your own style!
– ADC : Murdock is a solid all rounder with decent tolerance for mistakes. His ultimate is also immensely fun to use. Drongo is an option although more complex to play. I advise beginners against Sparrow. Her kit may look easy on paper, but she has zero tolerance for mistakes and is a nightmare to play for new players as you are likely to be killed over and over again, as Sparrow as no self-defense abilities and no self peel.
– Wsparcie: Narbash and Muriel have straightforward kits with decent tolerance for mistakes. They can be useful regardless of your skills, even if you struggle, a shield or buff is always appreciated. Unless you really like them, stay away from Riktor or Dekker during your first hours, as they are entirely reliant on skillshots to be useful and Riktor has little tolerance for mistakes. Caster supports like Fey, Gadget or Belica are also too complex in this role for beginners in my opinion.
– Kółka: Gideon and Gadget are the obvious choices for beginners as they are relatively easy and safe to play. They also have strong teamfighting ultimates that will make sure you can make big plays even as a new player. I’d stay away from Fey and Belica as they are immobile and complex to play with little tolerance for mistakes
– Junglers: Khaimera and Grux are the obvious choices. They are easy to play, strong early game Champions that do not require fancy mechanics or flawless macro to perform. Rampage is another option although harder to play. I’d stay away from Sevarog, Crunch and Riktor as they are mechanically complex and favors advanced tactics like counterjungling and dives.
Although Kallari is usually a complex Champion, you will be paired against other new players that can’t find their ward in their inventory, so you can still get some results with her
– Offlaners: Steel and Grux are straightforward to play and decent duelists that will always be useful during teamfights. Feng Mao and Rampage are a possibility if you want something spicier. Stay away from Sevarog or Kallari as they are very easily abused in early offlane unless you play them pristinely.
Understanding subroles/Champions archetypes
- Subroles are one way to define a Champion’s traditional utility in a team composition. They were many subroles and traits in Paragon’s day, but for this Predecessor EA guide, I’ll reduce them to a few.
- Keep in mind that subroles are simply guidelines and many Champions can be built and played very differently (a good example is Feng Mao who is both a great assassin and a great bruiser)
- Snajper : A ranged Champion whose main source of damage are Basic Attacks
- Caster Marksman : a variant of Marksman with a stronger focus on ability use and utility
- Melee Carry: a variant of Attack Damage Carry that isn’t ranged like a Marksman. There none in the game at that time, but some will come soon (Serath, Yin, Wukong are usually categorized as such)
- Hybrid Caster : a mix of mage and ranger with a damage profile that blends ability and physical, as well as Basic Attacks and spells
- Enchanter : a support Champion with a strong focus on enabling teammates through defensives abilities and buffs
- Opiekun : a melee support that acts as your allies’ tarcza
- Catcher : a support Champion with powerful crowd control and a strong focus on locking down enemies
- Morderca : a melee Champion with a strong focus on elusiveness and burst damage, able to go in and out of fights to take down high value targets
- Bruiser : a melee Champion with a good balance of damage, durability and mobility. Bruiser are usually great duelists
- Zbiornik : a melee Champion with a strong focus on durability and crowd control. Tanks can take a lot of punishment
- Artillery Mage : an ability Caster with a strong focus on long range damage and poke
- Zoner : an ability Caster with a strong focus on area denial, area damage or Crowd Control
- Specjalista : a Champion with a very distinct style that does not particularly fits other subroles
Strażnicy : Murdock
· Murdock :
· Marsman
- Usually played in duo or midlane as a damage carry.
- A long time fan favorite, Murdock has higher range than most ADC and a global skillshot that is immensely satisfying to land. With his traps, naciskać, global ultimate and passive, Murdock has a very versatile, easy to use kit and is a great starter for aspiring ADC.
- His passive allows him to double his range to land some poke, his trap and push add some great self peel against ganks, and his Long Arm of the Law can secure kills or instantly turn around a fight anywhere on the map. Jednakże, he doesn’t have any mobility and struggle to close gap.
- Plusy :
- Great range
- Defensive options with trap and knockback
- Very oppressive global ultimate
- Cons :
- Weaker against tanks than most carries
- Lower damage and dueling potential than most ADC
Sparrow
· Snajper
· Usually played in duo lane as an attack carry.
Deceptively simple, Sparrow makes up for a very bare-bone kit with a lot of firepower. She scales the hardest and melt tanks and squishies alike, but is made of paper and lacks any kind of mobility or self-defense capacity. Sparrow is your quintessential glass cannon.
She has an AoE damage over time spell, a chargeable, precision long range skillshot, an attack buff and her ultimate is basically an attack steroid.
Ona’s simple to understand and looks beginner-friendly, but beware that she has no bailout if you make a mistake.
Plusy : Raw firepower able to be spread over large area during teamfights
Easy to understand.
1v5 the enemy team if she’s fed.
Cons : Will die if anyone looks at her the wrong way.
Walking moneybag once she’s behind.
Weak in 1v1
Assassins will make you cry.
Drongo
· Caster Marksman
· Usually played in duo or mid lane as an attack carry.
A more utility-oriented ADC, Drongo trades in a weaker firepower in exchange for having more utility and self-defense than his peers.
Drongo has an attack stim that provides a stackable damage buff when hitting the same target, a boomerang that can slow, a gas grenade which provide and AoE silence. His ultimate can repel melee fighters as well as shred armor from tanks.
Pick Drongo if you’re not all about the damage and want a bit more cards up your sleeves.
Plusy :
Versatile
Decent utility and survivability
Anti-tank ultimate
Excels at long trades and decent all-ins
Cons :
Weaker damage than the others carries
Mana hungry
Rad rounds encourages him to focus a single target during teamfights
Kółka: Gideon
· Artillery Caster
Usual Role : Midlaner
Gideon is fairly easy to pick up and quite forgiving thanks to his mobility that allows to engage/disengage.
Gideon has an AoE skillshot with high damage, a slow, a teleport and an AoE CC ultimate.
Zasadniczo, he throws rocks at bad people and run away fast when they don’t like it.
Late game, he mostly pokes foes until he finds a suitable opportunity to jump in, Black Hole and hope that his team will follow up properly.
Plusy : Very safe to play, especially early
Easy to pick-up
Elusive, great mobility
Great rotations
Safe wave clear early
Cons : Very vulnerable to CC
Very vulnerable when using Black Hole.
Mana hungry
Gadget
· Gadget :
· Zoner
Usual role : Mid laner, support
Gadget specializes in AoE ability damage, with most of her abilities being long range. Her bread&butter is Sticky Mine, which is a great source of poke early game and can turn half your opponent’s health bar into dust late game.
Ona’s quite mana hungry early game but if you’re good at hitting Sticky Mine, she can bully her opponent out of lane.
Like most zoner mages, she is very vulnerable if her opponent gets into melee range, but can use Tesla Dome for forcing fighters and tanks to disengage.
Her rotation are overall weaker than most midlaners, but her late game teamfighting potential is huge. Ona’s great at sieging and contesting objectives. Ogólnie, the quintessential zoner mage.
Plusy :
Easy to use
High damage and scaling
Best AoE damage dealer in the game
Great late game with excellent wave clear and teamfighting
Cons :
Mana hungry
Weak rotations
Very vulnerable to ganks
Belica can vaporize you through Neural Pistol.
Belica
· Specialist Caster
Usual role : Midlaner, Wsparcie, Ability Damage Carry
Belica’s quite unique in the mage roster as she’s a dedicated anti-mage, antipersonnel hero while most mages are team-oriented heroes. Although her range is limited compared to most mages, her Seismic Assault/Void Bomb combo is extremely punishing.
She excels at winning the attrition war of the early / mid game levels, and can duel most hero by combining her combo with the drain/anti ability damage of her drone. Ona’s one of the few mages that can reliably survive or even win close combat engagements.
Her early game is mostly about punishing mistakes and starving her opponent so she can rotate once they’re out of lane.
Her late game is less team-oriented than most mages, she focuses on shutting down individual target like assassins, ADC or mages and getting picks during sieges.
Plusy :
Can punish mistakes hard
Excels against mana hungry heroes
Can bully most midlaners out of lane
Great rotations
Excellent wave clear late game
Cons : Unlike most mages, her ultimate has no teamfighting potential
No mobility
Single target focus. Really good at dueling, but is vulnerable to 2v1 ganks.
Weak against tanks and bruisers she can’t fight off in one spell combo
The Fey
Zoner
Usual Role : midlaner, support
The Fey is a poke/zoner mage that favors raw firepower and utility at the expense of survivability. Ona’s immensely powerful in teamfights but is extremely vulnerable on her own. She has a long range poke skillshot that grows in power with consecutive hits, an AoE damage spell, a persistent skillshot slow and an AoE pull ultimate.
In lane, she focus on wearing down her opponent. During teamfights, she looks for an opportunity to decimate the enemy team with her combos.
Plusy :
Excellent teamfighting
Strong poke.
The only mage than combines control, zoning and reliable burst damage
Huge team combo potential with her Fly Trap ultimate.
Passive can wreak havoc during teamfights
Very mana efficient early game, as long as you can hit your Nettles.
Good wave clear
Cons :
No mobility
High-risk rotations : if the jungler spots you, Ty’re dead.
Very vulnerable to dive and ganks
Can’t be played from behind: if your opponent takes over, Ty’ll feed all game long.
Walking cash dispenser for assassins.
Hard to play, requires impeccable mechanics and positioning
Howitzer
Artillery Caster, Hybrid Caster
Usual Role : Midlaner, Offlaner, Ability Damage Carry
Howie is a versatile mage that excels at all range and has capabilities in all areas, having both high ranged damage, crowd control and area denial, though he’s still better at single targeting.
He can poke safely from afar as long as you can hit your rockets, and if he get ganked, he can use land mine to repulse his opponent and propels himself to safety.
Once he gets his ultimate, he can fly away from danger. Landmine can also be use to displace your opponent into a vulnerable position. Howie’s laning phase can be summed up as : push as hard as you can before rotating to another lane and get that landmine into gank combo, eventually finishing off people with a well placed rocket.
Howie is a jack-of-all trade, self-sufficient mage that has decent utility, damage and survivability
Plusy : Very safe early
High outplay potential
High damage long range poke
Good CC that goes both into peeling and displacing targets
Good self-defense at close range
Hybrid caster than can also build sustained basic attack damage like an ADC
Cons :
Mana hungry early game
Duży, juicy, squishy target
Require good mechanics
Crunch
Specialist Bruiser
Usual roles : Jungler, Offlaner, Midlaner
Opis: Crunch is high damage, high mobility Bruiser/Diver that favors aggression over resilience.
Crunch’s kit is pretty complex and allows for a variety of combo, offering tools for nearly every job, from ganking to tower diving to engage/disengage. A spectacular duelist, Crunch is weaker in teamfights where single target focus and relatively low durability are an issue.
Plusy: Complex playstyle with great versatility and various combos
High damage and damage hybridization through combos (part of his skills deal ability damage, empowered Left Crunch deals true damage) making him effective against all types of armors
Highest aggression range and 2D mobility amongst melee Fighters
Excellent duelist
Cons: Not beginner friendly – one of the most complex Champion to play in terms of mechanics, since you have to track your ability usage to use the Empowered Crunch at the right timing.
No 3D mobility
Compared to most other Bruisers, little built-in sustain
Vulnerable to poke in lane
Weaker teamfighter than most Bruisers
Sevarog
Zbiornik
Usual Roles : Jungler, offlane
Opis : A scaling juggernaut, Sevarog starts off weak but grows into a late game monster. With a versatile kit that has a ghosting dash, an AoE root, a short range damage burst and a displacement ultimate, Sevarog is an elusive, tough and surprisingly damaging tank that is great at setting up plays for his team. Abuse him when he’s weak or suffer the consequences.
Plusy : High CC
Great survivability.
Almost unkillable if played well.
Good damage late game.
Excellent ganks.
Great at tower dives
Cons : Weak and fragile early
Useless if you can’t hit your skillshots
Can be choked by the enemy jungler or offlaner. If he doesn’t get stacks, On’s useless. A true feast or famine Champion
Feng Mao
· Bruiser, Morderca
Usual Roles : Jungler, midlaner, offlaner
Opis : A versatile close combat specialist, Feng Mao hits hard and fast, favoring surprise hit&run attacks, though he can be built to be surprisingly durable in melee.
With a shield, an AoE melee slow, a short range teleport and an executing, resetting ultimate, Feng Mao is an elusive melee threat that excels at assassinating key targets or finishing off stragglers.
Plusy :
Fast and brutal
Excels at finishing off multiple low health targets: Clean-up specialist
Cons :
More fragile than most Bruisers, especially if built like a pure Assassin
Vulnerable if locked-down before he can use his shield or teleport
Duelist specialist that isn’t good at teamfighting.
Khaimera
· Khaimera
· Bruiser, Morderca
Usual Roles : Jungler, Offlaner
Opis : With a very beginner friendly kit, Khaimera is straightforward : he jumps at people and whacks them until one of them doesn’t walk out of the fight.
With great health regeneration, CC cleanse, a pounce and a stun, Khai is easy to pick up and reliable. Though he’s fairly one dimensional and is vulnerable to elusive targets, superior duelist and anti-healing
Plusy :
Super straightforward. Can be played by a goldfish
Strong early game and extremely snowbally
Good ganks
Cons :
One dimensional and predictable
No outplay potential in his kit
No way out. If he goes in, someone is not walking out of the fight : either him or his foe.
Highly dependent on his sustain and will be crippled by Blight
Kallari
Kallari
· Morderca
Usual Roles : Jungler, offlaner. Niche-picked as Support or Midlaner
Opis : the quintessential cloak&dagger Champion, Kallari is a squishy, bursty melee assassin with high damage that can quickly decimate vulnerable targets.
She excels at finishing off the wounded, isolated players or executing squishy targets like ADC, mages or supports.
She has a cloak, a ranged slow skillshot, a double jump and a burst dash ultimate. Kallari favors a hit&run style and doesn’t like prolonged fight. She likes to patrol the map, killing unsuspecting targets before vanishing.
Plusy :
Very high damage
Incredibly oppressive if fed
Elusive
The bane of every ADC
Cons : Weak against tanks
Will pop like a balloon if CCed.
Get wards, ruin her life
Doesn’t like prolonged fighting
Weak teamfight presence
Grux
Grux
· Bruiser
Usual Roles : jungler, offlaner
Opis : a reliable jack-of-all-trades, Grux has a dash, a pull, some burst damage and an attack steroids. Easy to play and understand, Grux is a beginner friendly jungler like Khaimera, this time with a way out of a fight. He’s also a reliable offlaner if you’re in need of some physical damage in your composition.
Plusy : High damage with decent toughness
Easy to pick-up
Good ganks
Can be built to shred tanks
Like prolonged fighting
Cons : Predictable fighting style
Lifesteal dependent and is crippled by Blight
Szał
Szał
· Zbiornik, Bruiser
Usual Roles : Jungler, support, offlaner
Opis : a lean, mieć na myśli, zielony, assertive machine, Rampage is a juggernaut who likes to get into the fray and become the center of attention. With his iconic Boulder Throw, he can lock-down target from afar or jump in the face of squishies.
Extremely tanky with good damage, Rampage is surprisingly mobile and has deceptive range.
Plusy :Very versatile, excels at both short and mid-range.
Can perform well as a frontline or jump onto key targets
Very resilient
Rock throwing is a legendary Paragon Hobby
Absurd regeneration
Can become an immortal Raid Boss if built with Leviathan and fed
Cons : If The Boulder does not favor you, Ty’ll suck at Rampage
Big target than will draw fire
Heavily crippled by Blight
Lower damage than most Junglers
Supports : Muriel
Muriel :
· Enchanter
· Usual Roles : Wsparcie, niche-picked midlaner
·
Opis : your literal guardian angel, Muriel is a defense specialist who excels at shielding allies and keeping them alive. With access to a speed buff, an AoE shield and a slow, ona’s your go-to support to keep your ADC alive. Her iconic ultimate, Reversal Of Fortune, allows her to quickly traverse the map to any ally in danger and provide them support.
Plusy : – Easy to use and pick-up
– Defense oriented support that can protect mages or rangers but also excels at supporting melee fighters going into the fray
Global presence through her ultimate makes her very oppressive and can turn around entire fights
Versatile build paths with lots of options
Cons : Very weak on her own
Vulnerable to being pounced on when she has used her kit to protect her allies
If you mistime your Reversal of Fortune, Ty’ll follow after your dead friend soon after.
Favors melee-heavy comp and often struggles in squishy ranged composition
Often has to sacrifice herself to save allies
Riktor
Riktor
· Zbiornik, Catcher
Usual Roles : Wsparcie, Offlaner, Jungler
Opis : With a CC-heavy kit featuring a pull, a silence, an AoE melee stun, and an AoE damage, Riktor focuses on locking-down and disabling targets. Riktor takes to heart this old wisdom : “keep your friends close, and your enemies even closer”
If Riktor catches you, chances are you’ll not get out, no matter which champion you play. Hard to play and with little tolerance to mistakes, his gameplay relies heavily on landing his Riplash hook.
Plusy : Second highest lock-down potential in the game after Dekker
Great at making picks or counter-engaging
The bane of assassins and tanks alike
Provides excellent ganks and rotations, both as a Jungler or Support
Surprisingly fast with brutal all-ins
Cons : Hard to play. Jeśli możesz’t land your Riplash, Ty’ll be useless
Easily punished, both Riplash and Skewer leaving him very vulnerable
No built-in sustain or resilience outside of his Passive
Much like Sevarog, has a weak early game in the Jungle and can be bullied by early Junglers
Stal
Stal
Zbiornik
Usual Roles : support, offlaner, jungler
Opis : Steel is a versatile hero that, much like Muriel, is able to both defend and attack efficiently. With a shield, a ram, a melee stun and an AoE stun ultimate, Steel always looks to defend key targets while waiting for an opportunity to retaliate.
On’s also surprisingly mobile and elusive for such a tough target, being one of the hardest Champion to kill in the game along Sevarog and Gideon.
Plusy : Very tough and elusive, with strong self-defense abilities
Great engage and peel
Decent range for a melee fighter
Excellent locking-down potential
Counters most ADC
Excellent diver
Cons : No sustain, vulnerable to poke
Overall low damage unless willing to trade off some durability
Has to heavily commit to engage and can be punished for mistakes
Narbash
Narbash
Enchanter
Usual roles : support, niche jungler
Opis: Narbash is a melee enchanter with a strong focus on enabling allies through speed boost, heals and CC. Narb excels at countering poke lanes through sustain and strong all-in potential.
Mid game, Narb enables quick rotation for his laners, giving him the potential to snowball the game through the infamous “Narbash raids”
Plusy : Counter poke lanes
Strong all-ins
Strong rotations
High snowball potential
Versatile builds
A true Bro amongst Bros
Cons : Ultimate has a channeling and can be easily countered through CC
Mana sink early
Dekker
Dekker
Catcher
Usual roles : Wsparcie
Opis: A ranged support with a strong focus on crowd control and locking down targets, Dekker is a ranged, less resilient but more reliable variant of Riktor.
Her high CC paired with her Gravity Boots make her an elusive support that is hard to pin-down.
With a cage, a long range stun, long range slow and ranged AoE stun, escaping from Dekker is nearly impossible if she sets her sights on you.
Plusy:
Highest ranged CC in the game
High aggression range
Elusive with strong self defense for a support
Przyzwoite obrażenia
Cons: Entire kit relies on your ability to hit skillshots
Vulnerable to assassins
Blows-up if you manage to get the jump on her
No sustain and no team buff
Finals words
I hope all this will help you enjoy your new start on the Monolith!
Keep in mind that the game is in very early EA and changes will happen.
Predecessor and MOBAs in general are very complex games and since there is no ranked mode for now, matchmaking experience will vary quite a lot. Don’t get discouraged, keep practicing and try out new stuff!
Finding your own favorite role, Champions and style is how you’ll improve and enjoy the game. Don’t try to copy/paste anyone’s playstyle if it doesn’t fit you.
Focus on the basics of laning first, then move to more advanced concepts.
A good MOBA player is first and foremost someone who is reliable in their role for their team.
This is an alt account I made specifically for this guide, but you can still leave a comment down if you enjoyed the guide and if it helped you! I will check them from time to time and it will make me happy to know its been useful, as well as encourage me to improve the guide over time.
Enjoy EA and see you on Agora!
To wszystko, co dzisiaj udostępniamy w tym celu Predecessor przewodnik. Ten przewodnik został pierwotnie stworzony i napisany przez Praetorian. Na wypadek, gdybyśmy nie zaktualizowali tego przewodnika, możesz znaleźć najnowszą aktualizację, postępując zgodnie z tym połączyć.