2011-09-26, 05:48 PM
So, here's what I've been thinking for the lane control guide...
-- Master last hitting. Hurrr durrr!
-- Know how to last-hit under a turret. You'll need to hit a melee minion once after a turret hits it twice, but you'll need to squeeze in two auto-attacks to last-hit a caster minion.
-- Learn when is a good time to recall. Strictly speaking on a timing sense for early game, good times to do this are when the minions are pushing up against the opponent's tower (except versus champs that excel at pushing, such as Sivir or Anivia), or, in a duo lane or a team comp with a jungler, alternate on who recalls so that there's at least one champ attending the turret.
-- Predict where the minion battle line will be. This will always be in the middle for the first wave, but subsequent waves will require prediction by how fast the minions are dying, and the progress of the next minion wave (there will always be two waves visible on the minimap early game, except mid lane). Ideal placement of the battle line is just outside of your turret's range, as you don't have to compete with your turret for kills. This skill is also useful to learn when the game progresses and your team can't always be attending to the lanes. If a minion wave pushing your lane has about 1-2.5 waves worth of minions, and the battle line stops within the turret's range, chances are you don't need champion intervention, as the turret will sustain little to no damage.
---- If the enemy minion waves are snowballing against you, it wouldn't be such a bad idea to auto-attack to soften up the wave. This is to prevent a large wave from getting hits on your tower, but better yet if you can control the waves so that they're sitting in your ideal zone, that's gravy. You're making it a bit harder to score last hits by setting your attack on "cooldown", but with skill and practice, it has negligible effect. If the conditions are right, you can make the battle line sit there for however long as you care to.
---- AoE CCs can be used to influence where the next battle line will be at. Don't do this if said CC is the only thing keeping enemy champions at bay, or at least punishes them for attacking you.
---- As everyone knows, the larger minion waves will push themselves to the enemy turret. Assuming there isn't already superior numbers of at least 1.5 waves, it's not as simple as clearing an enemy minion wave then letting your minions do the work. Timing has a part to play, and knowing when, where, and how the next minion skirmish plays out helps you determine whether the lane is self-pushing.
-- A lane that spawns super minions cannot be reversed without champion or super minion intervention! Yes the inhibitor respawns eventually, but it will just get destroyed again. And again. And again. Make sure to clean up the super minions before leaving the lane alone.
-- When pushing, ward choke points so you'll know where and when the enemy is converging on your position. Generally mid-late game this will require two wards. Be especially wary of speed demons like Rammus.
BBL Steel Design class...
-- Master last hitting. Hurrr durrr!
-- Know how to last-hit under a turret. You'll need to hit a melee minion once after a turret hits it twice, but you'll need to squeeze in two auto-attacks to last-hit a caster minion.
-- Learn when is a good time to recall. Strictly speaking on a timing sense for early game, good times to do this are when the minions are pushing up against the opponent's tower (except versus champs that excel at pushing, such as Sivir or Anivia), or, in a duo lane or a team comp with a jungler, alternate on who recalls so that there's at least one champ attending the turret.
-- Predict where the minion battle line will be. This will always be in the middle for the first wave, but subsequent waves will require prediction by how fast the minions are dying, and the progress of the next minion wave (there will always be two waves visible on the minimap early game, except mid lane). Ideal placement of the battle line is just outside of your turret's range, as you don't have to compete with your turret for kills. This skill is also useful to learn when the game progresses and your team can't always be attending to the lanes. If a minion wave pushing your lane has about 1-2.5 waves worth of minions, and the battle line stops within the turret's range, chances are you don't need champion intervention, as the turret will sustain little to no damage.
---- If the enemy minion waves are snowballing against you, it wouldn't be such a bad idea to auto-attack to soften up the wave. This is to prevent a large wave from getting hits on your tower, but better yet if you can control the waves so that they're sitting in your ideal zone, that's gravy. You're making it a bit harder to score last hits by setting your attack on "cooldown", but with skill and practice, it has negligible effect. If the conditions are right, you can make the battle line sit there for however long as you care to.
---- AoE CCs can be used to influence where the next battle line will be at. Don't do this if said CC is the only thing keeping enemy champions at bay, or at least punishes them for attacking you.
---- As everyone knows, the larger minion waves will push themselves to the enemy turret. Assuming there isn't already superior numbers of at least 1.5 waves, it's not as simple as clearing an enemy minion wave then letting your minions do the work. Timing has a part to play, and knowing when, where, and how the next minion skirmish plays out helps you determine whether the lane is self-pushing.
-- A lane that spawns super minions cannot be reversed without champion or super minion intervention! Yes the inhibitor respawns eventually, but it will just get destroyed again. And again. And again. Make sure to clean up the super minions before leaving the lane alone.
-- When pushing, ward choke points so you'll know where and when the enemy is converging on your position. Generally mid-late game this will require two wards. Be especially wary of speed demons like Rammus.
BBL Steel Design class...

