Figured similar posts have (probably) already been made countless times, but nonetheless, feel free to give suggestions of what you think is something most people don't know of, yet can be very beneficial to be aware of.
External link →Figured similar posts have (probably) already been made countless times, but nonetheless, feel free to give suggestions of what you think is something most people don't know of, yet can be very beneficial to be aware of.
External link →These are a bit on the basic side but I bet everyone finds 1 or 2 things in this list they didn't know:
Towers deal physical damage so only armour offers increased protection from their shots.
Minions push slightly harder and take less damage when their enemy towers are destroyed in that Lane. The more towers are down, the harder they push.
Killing only the caster (ranged) minions in a wave, leaving the melee ones alive, sets that wave up for a big counter push in a few minutes' time, without anyone even being there.
Junglers can smite while stunned/rooted etc but NOT when suppressed. Suppression cannot be removed by summoner spell Cleanse, but it can by using a Quicksilver Sash.
Lethality is essentially flat armour penetration per champion level. As the lethality owner levels up, they negate more armour from their target.
Everyone benefits from the armour shred on Black Cleaver. Use it to enhance your AD allies' damage on an enemy champion.
On-hit is a term used on a number of items and champion abilities. It means "when your basic attack hits an enemy", not spells.
Towers take significantly less damage from champions if there are no attacking minions within close range of the tower.
Top and Midland towers have special shields before 5 minutes that reduce damage taken by 50%. Bot Lane does not have this shield.
You should aim to land 3 basic attacks on a jungle monster before moving a small distance away and landing another 3 basic attacks. When the monster moves it interrupts one of it's attacks, meaning you take less damage from it.
Grievous Wounds is a powerful effect on some items and spells (such as Ignite). It reduces enemy healing by 40% and can make short work of several problem Champions. Some champion spells have an enhanced Grievous wounds of 60% (Katarina ult, Kled bear trap on a rope).
Wards that are currently disabled (by a nearby control ward) give no information to the enemy team UNLESS they are attacked by you or your allies. Attacking them reveals their attacker to the enemy team.
If someone reveals a ward with scanner, they get the full gold value as well as the killer if someone else kills it. Please kill wards for them if they're scanning to get the most gold for your team.
Turrets gain more armour and magic resistances as their turret plates are broken down. You get the most value from a rift herald charge against a tower with only 2 plates left, as the rift herald deals true damage (ignoring all armour!).
If you're never sure whether to build AP or magic penetration for your highest damage against squishy enemies, check the rest of your abilities for AP scalings. If you have a shield, stun, heal or other effect that scales with AP, you'll probably get more value from buying more AP than penetration items.
Qiyana can grab ice blades from the new puddles in the Ocean Elemental jungles.
Bard can create a magical journey tunnel from the new alcoves back to his turret, or under the enemy's turret.