DIAMOND GUIDE 2019
Ranked season ends soon and you probably want to end up as high as possible. However, you’ve already tried everything you can and yet, for some reason, you just can’t get that gold, platinum or diamond border. It’s ok because today we will create a very simple plan that will let you get better in just a few weeks and hopefully achieve your goals. Usually, when we think about climbing as ad carry we imagine us being the main star of a game, us being insanely fed after the Laning phase, so we can just run around the map and smash everyone until we get that sweet nexus explosion.
What if I told you that this is not what makes ad carry pro players and ELO boosters climb so easy and fast through lower ratings? League of Legends exists for ten years and for ten years people complain about their teammates being bad and some games being unwinnable. For nine of these years Riot always answered: “Result of your game relies only on you”, but this year something changed.
About a month ago, Riot finally recognized the existence of what they call RULE 40/40/20. In general terms, the 40/40/20 rule boils down to the fact that in any case, we will lose 40% of matches, in any case, we will win 40%, and in the remaining 20% result depends on us. It means that the most important thing for climbing the ladder is the ability to always show a high level of gameplay.
Quickly go up games
But how come so? Well, basically, this 20% of the games decide what rating do we have. If we consistently win this 20% of the games – then we quickly go up, if we lose – then we fall, and if we win only half of these games – then we’re being stuck in one place. Main problem is that we don’t know what type of game we are playing at the moment. That is why it is important to play in every game at your maximum capabilities, regardless of how good or bad your teammates and what is the game score.
Ok, but what “high level of gameplay” does exactly mean for a random dude that just wants to get to diamond? In order to understand this, I decided to conduct a small experiment on myself. I have two accounts: one is in promotional matches into diamond, the second hangs somewhere on the bottom of platinum.
How is it that the task is almost solved on one account, and everything is so bad on the second? To answer this question, I carefully analyzed games from both accounts. For my analysis, I’ve used games where I played well from an account with a higher rating and I’ve used games where I played poorly from an account with a lower rating. It is important to note that I’ve judged the level of my gameplay regardless of the final result.
Lost the game Result
That means that I could’ve lost the game, but played well or won the game, but played bad. Result of this analysis were two shortlists one with what I did well in my good games and others with what I did poorly in my bad games. After I compared these lists with each other I got four skills that I always did well in good games, and always did poorly in bad games. Based on this, I concluded that if you would get these four skills to a level where you will automatically do them well in every game, then you will be able to easily reach diamond over and over again.
Also, I want you to understand that these skills didn’t come out of the blue, once upon a time I picked up them from Korean professional players, mostly from their stream VODs and guides that I translate for this channel. So, today we’ll figure out what four skills you need to learn from such great ad carry players as Bang, Ruler, Teddy, and Sangyoon in order to learn how to quickly and efficiently climb to diamond. Let’s dive in! I learned first skill when I was studying Bang’s first-person VODs on Varus, back then he was still an SKT player.
The skill is that he always positions himself on the same line as ranged minions. Thanks to such positioning, his trades are always favorable for him even if the trade wasn’t imposed by him. To any auto-attack or single-target skill, Bang responds not only with his own auto-attack but also with damage from all ranged minions since they automatically attack an opponent that is trying to harass Bang. Other players (and even today’s Bang) constantly come out of their minion wave hoping for an opponent’s mistake, hoping that they won’t be punished for such aggressive action.
SKT Times was convinced
However, Bang of SKT times was convinced that he would be able to win the game simply by playing at his maximum, without coin flipping in hope of gaining a random advantage. Since the first skill is very simple, there will be another one that I also learned from Bang.
The second skill is to help your team in fights in your own part of the jungle and in the river. If you are sure that invade done by your jungle is a good idea – help him there too. It is worth clarifying here what is so special about this skill. Just take a look at this situation. Nowadays a lot of low ELO players would’ve just kept auto-attacking this tower in order to get more gold from tower plates. I know I would. I would’ve even come up with explanations on how I need more gold in order to solo carry the game. But Bang moves to help his teammates almost immediately.
Why? Special thing about soloq is that most often the winner is not the one with the better late game, but the one who seized advantage at the beginning of the game and finished the game as quickly as possible. Without a doubt, if you need to finish off two waves of minions under your tower – you must stay and finish them, but if we are talking about three, four, sometimes even five minions, then Bang always chose the option of losing these minions in order to help his team.
Ruler manage to play so Aggressively
The main difference between Ruler and everyone else is how aggressively he plays during the lane phase. Dong Huap has a great video about it, the link to his video should appear in the corner of your player. The question is: “How does Ruler manage to play so aggressively and at the same time consistently benefit from such inconsistent playstyle?”. The fact is that he has a clear understanding of bot lane matchups. There are three types of possible champion’s combinations in the bot lane: All-in, Poke, and Sustain.
The type of combination is determined by the type of support’s champion and each combination has its own goals and weaknesses. Let’s go through them. Let’s take a look at this example. Both teams have all-in combinations, both teams want to kill each other and gain an advantage. This is why we have such a mess right from the start of a game. Of course, not every game will look like this, because here we see both teams trying to utilize positioning mistakes done by their opponent, but this example shows the main idea of all-in combination.
All-in combination wins through killing their opponents. Its task is to catch the right moment and make one good attack in order to get a good trade or even kill from it. A few goods engage should eventually snowball into a big lead over your lane’s opponent that you should use to snowball the game through forcing objectives. Keep attention to how the Ruler and his supporters are playing the first minute of the game. Lane didn’t even start, but they already working on their goal.
Ruler Poke Combination
Poke combination wins the lane through constantly dealing damage from afar, while not letting opponents get too close to themselves. Note how the Ruler didn’t try to auto-attack his opponents even once. But why? Because his auto attack range is the same as his opponent’s auto attack range. This means that if he auto attacks one of them, he will get hit back, which is a trade, not poke and our goal is to poke. After a bit of time, our opponents will be forced to recall, which will make it possible for us to inflict damage onto their tower or get other objectives like a dragon.
Sustain combination, just like poke combination, wins through constantly dealing damage to the opponents. However, rather than achieving it through unanswered damage, it achieves it through the constant short skirmishes with the opponent. This is exactly what Ruler and his support do in this game. They are trying to dodge poke from Fiddle and Sivir while trading around Lulu’s shield. If it is up, they are trying to fight. If it isn’t, they back off.
These short skirmishes gradually lead to a situation when your opponent will be low on health, while you won’t because all of their damage was blocked by your support’s shields or heals. Obviously, you should use this situation to get some kind of a lead in terms of objectives: tower plates, dragons, invades with your Jungler, maybe even kill. But how to determine the type of support you are playing with? Some supports can do two things at the same time, for example, Nami has sustained through W and all-in with Q.
Nami max’s W
This is done quite simply – take a look at what ability your support max’s first. For example, Nami max’s W first – therefore she is a sustain support, Pyke max’s Q first – therefore he is all-in support, and Janna nowadays max’s W first – therefore she is poking support. It is also worth noting that ad carry also affects the combination, but does not determine its type. Instead type of ad carry determines how strong or weak the combination will be.
Determining the type of ad carry is a bit more difficult than support’s type because ad carry is usually equally strong in two things. In order to determine the type of ad carry, you should think what makes special a certain champion. There are three types of ad carries. Usually, ad carries that are strong in short trades have a quick and strong ability combo, that can cause big damage to the opponent. For example, Jhin with his Q + auto-attack or Lucian with his Q + auto-attack. Second type: Ad carries that are strong in long trades.
Ad carries that are strong in long trades usually have something that enhances their damage over a long time. For example, Vayne who’s damage dealt determined by the number of times that she was able to apply three stacks of her W or Xayah who have W that increases her attack speed. Ad carries that are powerful in poke damage usually have a long-range auto-attack or long-range skill.
Vivid examples are Caitlyn with an auto-attack range of 650 or Varus with his Q. Alright, so we know about support types and we know about ADC types. What’s now? The last thing we need to know about the bot lane matchups is that all-in supports prefer ad carries that are strong in long trades, poke supports prefer to poke ad carries and sustain supports prefer ad carries that are strong in short trades. If you combine your champions in this way, then your combination will always be as strong as possible.
Also don’t forget that it is generally believed that all-in combinations are stronger than sustain combinations, that are stronger than poke combinations, that are stronger than all-in combinations. It doesn’t mean that you can’t win against a stronger combination, but be ready that laning will be tough for you. One of Teddy’s specialties during the lane phase is his ability to constantly find windows to harass his opponents while being able to last hit all or almost all minions.
Let’s try to understand how he does it. First of all, Teddy understands exactly how he should harass. Let’s suppose you’re playing as a sustain combination. In this case, you want to skirmish the opponent as often as possible, since your support can easily heal you or protect from the incoming damage with his shield Playing poker combination is a little bit different.
When you’re playing as a poke combination you want to harass only in situations when you are sure that opponents won’t be able to retaliate. When playing as an all-in combination, harass practically isn’t required from you. You want to harass only in situations when you are sure that your opponent won’t be able to retaliate, which only happens when he does a big mistake. An example of such a mistake is the opponent being too far from his ally, which gives you an opportunity to inflict “free” damage at him. Secondly, Teddy correctly uses the slow push technique.
This technique makes the last hitting easier while giving him windows of time to harass his opponent. The first thing that newcomers ad carry usually learns is the ability to last hit one hundred minions in ten minutes on an empty map without any opponents. Then he goes into a real game and discovers that he’s can’t last hit so many minions while simultaneously harassing his opponent if he’s in a good matchup, or, while not getting too much damage if he’s in a bad matchup.
All of this because he doesn’t know about the slow push technique. Let’s go over a few examples of Teddy’s gameplay in order to bring everything together in our heads. Example number one. You come to your lane and you are in a matchup where you can fight for getting a level two first. Usually, this means that you either have ranged support or, both you and your opponent have melee supports. In our game, Teddy has ranged support, while his opponent has melee support, plus Teddy didn’t need to leash for his jungle.
Teddy gets level two first, his opponents move away from him to a safe distance. What do you usually do in a situation like this? Usually, you push the lane as hard as you can, you constantly auto-attack minions. What does Teddy do? He doesn’t attack minions at all, his auto attacks only last hit minions. What does this give him?
While there are no minions that needed to be the last hit, he is looking for options to harass his opponents, which forces his opponents to miss the minions or receive “free” damage. It is worth noting here that since Teddy is able to succeed in his harassment, he can to try to dive here when his minion wave finally reaches the opponent’s tower. Diving will be especially easy in this situation since he’s laning with all-in support (aftershock Lux) and since his jungle came to dive too.
What you need to realize here is that, even though opponents didn’t die, this dive was a huge success, because Sivir lost a huge amount of gold and experience from minions that she wasn’t been able to last hit. Another thing that you need to understand is that you don’t need your jungle to dive in a situation like this. In order to do this without jungle, your support should start a dive by landing his crowd control onto an opponent’s ad carry.
Even if dive ends with a simple exchange of your support’s life for a life of an opponent’s adc it is still worth, for the reasons we discussed before. Of course, often your support doesn’t understand the game well enough and refuses to dive, but even in this case, the slow push is beneficial for you because it allows you to harass opponents while he tries to kill minions under his tower. It is also worth noting that this type of gameplay is used by Teddy not only during first levels but also throughout the entire planning phase. If he is in an equal situation with his opponent, or he and his support are stronger than their opponents, he almost always uses slow push.
Slow push is simply more profitable than a quick push, which is used by almost all ad carries below diamond. Example number two. Let’s suppose that you are in a disadvantageous matchup or, for some reason, your champion is in a weaker state right now compared to your opponent. In this case, you have to let the opponent slow push towards you. As we can see Teddy leashed for his jungler, while Ezreal didn’t. This gave Ezreal an advantage in terms of getting control over the minion wave. In a situation like this approach minion wave only if you need to last hit minion and only if it is safe for you.
You don’t need to try to trade with your opponent – just let him push minions into your tower. This is exactly what Teddy does. Of course, you have to be careful, because your opponent can use this slow push for a dive, but, as I already said, junglers and supports below diamond rarely use such opportunities. In addition to this, if you have full health and you have both of your summoner spells, then you can outplay an opponent who decided to try to dive you in such conditions.
One of the first videos on this channel was a translation of Sangyoon’s guide to Sivir (link will appear in the corner). In this guide, Sangyoon very interestingly described how he approaches teamfights. Let’s figure it out together. The first step can be performed during the loading screen. Look at the opponent’s team and determine which particular opponent’s abilities pose the greatest danger to you. Usually, these are ultimates and hard control abilities.
After you will be able to conduct such analysis before every game and will be able to remember it throughout the game, you can move to the next level of this step. According to Sangyoon, before each team fights, he always tells himself what he should be afraid of – in this way he prepares his brain in advance for what will happen, which makes his reaction speed much faster. The advantage of this approach is that not all champions always take part in every team fight, so you can cross out in your head those dangerous skills that will not be used against you in the upcoming team fight due to the absence of certain champions.
The second step is to understand how you will counter incoming abilities. There are six counter options: your summoner spells, additional items, your champion’s defensive abilities, champion’s abilities that are giving extra mobility, your capability to dodge incoming abilities or you can just wait out until opponent uses his ability on someone else. Before each team fights, you should look at which of these options are available to you and decide what exactly you will use against which ability.
The third step that you must take before team fight is to understand its purpose. The fact is that there are different situations in the game. Sometimes you want to have a full five on five team fight, then, without a doubt, your goal is to inflict as much damage as you can. Sometimes you are in a situation of four on five and all you want is to not die and to distract your opponent while your Tryndamere kills towers.
Sometimes, by the time you can join team fight, you already know that team fight is lost and your goal is to survive and, if possible, get one or two kills to somewhat balance the situation. As you can see, goals are different and depending on the goal, your behavior in team fights varies. Think about it too. Alright, let’s go over team fight examples from Sangyoon’s Sivir game in order to summarize everything. Step one and one a.
Finding what is dangerous for us. In our example, Sangyoon is playing against a team consisting of the following champions: Poppy, Zac, Yasuo, KaiSa and Brand. So, the danger for Sangyoon is coming from Zac’s slingshot and Yasuo whirlwind, Poppy is dangerous in that she can stun him into the wall after Brand’s ultimate Sangyoon should move away from his teammates and also, he should be afraid of Brand’s Q stun. Since it is five on five-fight, he can’t cross out any dangers. Step two.
What does Sangyoon have to counter dangerous abilities? Sangyoon has both summoner spells available, Sivir’s shield, Guardian Angel, Phantom Dancer, and Ninja Tabi. Step three. How should he use them against dangerous abilities? He will use Sivir’s shield against Zac’s slingshot. Guardian Angel gives him the opportunity to not be afraid of Yasuo’s ultimate. He plans to dodge Q and ultimate from Brand. Flash allows him to avoid Zac’s ultimate or Poppy’s stun.
Phantom Dancer and Ninja Tabi will allow him to have an advantage in a one-on-one battle against KaiSa, who can jump onto him with the help of her ultimate. As we can see everything went well from the standpoint of counteracting an opponent’s abilities, until Brand didn’t hit his Q from the dark, thereby depriving Sangyoon’s ability to counter Q by dodging it. Before ending the video, I will tell you a bonus fifth tip, but first I have to make some short announcements.
Please do not go anywhere. First of all, this channel now has an option of a paid subscription, similar to a paid subscription at Twitch. If you want to support the channel, then this is a great and easy way to do it. In addition, depending on the size of your support, you will receive different pleasant bonuses. Secondly, I’m not just making videos about self-development in the League of Legends. I also try to learn these skills in practice. If you are interested in looking at my learning process then go to my stream on twitch.tv/luckygnom Thirdly, I also have Discord, where I post links to various video guides that weren’t made by me, but which I really liked. Link to Discord can be found under the video.
Fourth and the last, if you enjoyed the video, please like it. This will help in distributing the video. More people will understand the game, fewer of them will blame their problems on others, which will reduce the amount of flame in our games. You can also write a comment – I usually respond to almost all comments. Of course, if you don’t want to miss new videos like this, subscribe to the channel and click on the bell. When I finished analysis of what exactly affects my in-game perfomance stability I realized that I didn’t learn anything from my beloved ad carry Pray.
This made me a little bit upset, so I asked myself: “Is there anything where Pray is much stronger than other ad carries and which cannot be measured by statistics?”. The answer came to me almost instantly – his relationship with GorillA. These two players have been on the same team for six years and four of them played together.
Judging by their interviews, they went from regular colleagues to good friends. They even refused offers from the teams that didn’t want to buy them as a duo. Now you’re probably thinking: “Gnom, but what kind of long relationship can be between me and support with whom I will spend fifteen to forty minutes and will never see again? Are you trying to tell me that I should play in a duo?”. No, my advice is much simpler – just do not flame support.
The fact is that all games where I somehow offended my support were much more difficult than those where I had a good relationship with my support, even if he played poorly. I understand that often our supports do impossibly stupid things and that often support is a role for people who aren’t qualified enough for other roles or play just for fun. However, every time support makes a mistake, one must remember that after this game you will never see him again and the chance to win this game is higher if your support is in a calm state of mind.
You can ask your support to play in a certain way in a short and neutral manner, but don’t try to hurt him. If you want to flame your support, just express everything you think about him out loud, but don’t write anything into the chat. After all, don’t forget that support is the most unpopular role in a game. In a large number of games, you will play with support, which was automatically put on this role by the matchmaking system.
He just can’t know everything he should know to play this role to perfection. If will you spend your energy and nerves on every auto-filled support player eventually you will just go crazy and get some kind of ban. In the end I want to say that all the rules are made to be broken. Over time, you will understand that in certain situations you can move away from the rules described in this video, but before you do this, first learn to play by the rules.
I hope you enjoyed the video and that it will help you raise your rating, just remember that every habit needs time to settle in your head. Thank you for watching it until the very end. Have a nice day!