Mythology league of legends minions. Mobile Legends: game mechanics

  • 10.10.2023

Apr 08, 2017 Game guides

If you've ever played MOBA games (like Dota 2 and League of Legends), then the mechanics of Mobile Legends will most likely seem familiar to you. But nevertheless, for those who have never played such games, but would not like to let the team down in the first match, an explanation of the basic mechanics of the game is needed - and this is exactly what this guide is for!

General description of the gameplay

You play this game in a team of five people (including yourself) and are pitted against a similar team of five people. Each team consists of different heroes - you choose your hero before the game starts. The goal of each team is to destroy the base of the other team located on the opposite side of the map. Not only heroes move around the map, but also troops (creeps, minions), capable of fighting among themselves and causing damage to the enemy base - the further your creeps advance, the more chances you have of winning. Of course, heroes can both beat creeps and fight each other, and each kill adds a little experience - with experience the hero rises in level and becomes stronger. Experience is accumulated only during the match - leveling up a hero to huge levels and fighting against low-level heroes throughout the game will not work (that is, you start each new match from the first level).

Features of the game card

In MOBA games, the standard map has a very specific appearance - from your base to the opponent’s base there are three parallel roads (lanes, lanes, paths), along which creeps move. The space between the roads is called the jungle (or forest) and there are monsters in it, for killing which you can gain experience. Creeps, of course, cannot move through the jungle, but heroes can. Thus, in total, we can distinguish five main types of territory on the map in the game - the upper road (top), middle (mid), lower (bot), jungle and player bases.

In Mobile Legends, there are towers placed on the roads - three on your side and three on the enemy's side on each road. Your goal in the first phase of the game is to push through the enemy’s defenses and destroy three towers on one of the paths (or better yet, on each one). Please note that the lines are not identical and certain lines are better suited for heroes of a certain class - for example, fast assassins feel better in the middle (especially behind tanks), in the bottom - mages, and warriors usually go in the top. Of course, there are no strict requirements and you can run along any road with any hero, but it is better to use the tactics of certain heroes in certain areas of the map.

The jungle, however, should not be ignored either. Moreover, when the match is just starting and there are not many creeps on the map, it is better to run into the forest and level up a little in order to come out of it in a stronger state than the enemy running along the line with creeps. Moreover, good teams often have a jungler player, jumping through the forest between lanes and covering friendly heroes when necessary. Of course, the jungle can also be used to pull enemy players out of lanes and thereby weaken the enemy's defenses. Also in the jungle you can meet two bosses - a turtle and a knight. You won’t be able to defeat the bosses alone, so you need to take them down in a crowd, but the victory is worth it: the turtle will give you a large amount of gold to buy items, and the knight will come over to your side and will advance along one of the lines, greatly speeding up your progress to the enemy base .

How to play correctly

It's good to play in a team! You probably won't achieve much on your own, so you should always be in touch with your allies. The best option is to play with your friends and use the military chat, but if you are playing with strangers, you can use a set of quick commands in the team chat - a couple of clicks and you will issue a command like “Cover” or “Push everyone”. Don't underestimate the usefulness of communication - letting your allies know what's happening on the battlefield will help coordinate your team and increase its effectiveness (especially if your allies know how to play). You yourself should also pay attention to the chat and respond to your allies’ commands in order to be more useful to the team.

Try to recruit a diverse team. Five identical warriors will most likely lose in a battle against a tank, rogue, mage and a pair of warriors. Also try to fulfill your roles - when playing as a tank, cover frail assassins, and as an assassin, on the contrary, try to stay away from your opponents and attack after the vanguard of other fighters.

Of course, it’s better not to fight enemies alone. You can lose a battle even “one on one” and let your team down, but a coordinated two or three enemy heroes will tear you apart, no matter how pumped up your hero is. It is better to stick together when the risk of battle is high - for this, the team may have one fast jungler player who can quickly come to the aid of attacked friends. If you see that no one wants to take on this role, and at the same time you play a fairly fast hero, then you can become such an assistant “out of the woods” yourself - this will bring your team closer to victory.

But nevertheless, we should not forget that the goal of the game is not to kill more enemy heroes, but to break the enemy base. That is why your team should have at least two heroes, crushing creeps and towers on one of the lanes. The more enemy creeps you destroy, the easier it will be for your creeps to pass through - therefore, it is better to focus on large groups of enemy troops and towers to quickly clear the way for your creeps. If an enemy hero appears on the lane, the attention of the “cleaners” should switch to him - it is better to quickly beat him before his allies join him. If you see that enemy heroes are also pressing the same line as you, then you should let your allies know about this in the chat - maybe you will need reinforcements or, on the contrary, you will serve as bait for enemies and gain time for your allies to could push another road.

Please note that when the road is completely clear, it is better to concentrate your forces on it - this is your entry point to the enemy base, so it is on the “clear” road that you should protect the creeps and deal damage to the base nexus. Of course, if you can advance your creeps along another road, then this will not be superfluous, but do not forget that the enemy will try to do the same!

Conclusion

In this guide, you could familiarize yourself with how Mobile Legends functions and even get some general tips on the game. Please note that the guide does not provide any specific game strategies and, first of all, you should navigate the game situation and act accordingly - but nevertheless, with this guide you will be able to navigate game situations better. I hope this guide can help you play better and get the most out of Mobile Legends!

Description of skills
Void Shift - This passive skill can significantly increase the hero’s survivability. The most important thing to remember is that the skill helps to significantly reduce the damage of literally one attack, but this attack can be some powerful control skill. At first, the passive will take a very long time to recharge, but at level 18 the recharge will be only 6 seconds.

Call of the Void - A skill that is quite complex in terms of application. On the other hand, it deals very good damage, since it has a large increase in damage from artifacts and can impose a silence effect on several enemies at once. In mass battles this is very important, especially when the enemies have powerful casting skills. Often, one precise use of a skill can change the outcome of a battle.

Void Swarm - Summoned Voidlings are incredibly powerful weapons in the hands of an experienced player. To begin with, it’s worth saying a little about the fact that voidlings need to be summoned correctly. If, for example, you are using a voidling just on a crowd of minions, then in this case you must definitely use the Malefic Visions skill. In this case, the summoned voidling will begin to kill minions faster and new voidlings will appear. In general, the combination of these two skills allows you to kill crowds of minions incredibly quickly. Voidlings breed very well when attacking enemy champions. Thus, before using your ult, you should definitely summon a voidling. While the ult is in effect, several voidlings will appear at once and will pursue the enemy for some time. The Voidlings are gradually becoming stronger. Their maximum health and damage increases. Please note that voidlings deal mixed damage (physical and magical). Thus, if, for example, you buy the Rylai’s Crystal Scepter artifact, then each voidling attack will slow down the enemy. In other words, with the help of artifacts you can give voidlings additional capabilities. The next important point that is worth mentioning is that when a voidling attacks a neutral monster, it begins to quickly multiply, as if it were attacking an enemy hero. Thus, even at the first level, Malzahar can easily farm neutral monsters with minimal loss of health. Subsequently, Malzahar can single-handedly kill almost all neutral monsters. Unless problems can arise only with the Baron. Voidlings live for 12 seconds, and using an artifact you can reduce the cooldown of the skill to just this value. That is, for example, you simply approach the Dragon, summon voidlings and watch how they calmly kill the formidable monster. Thanks to this feature, Malzahar can act as a good jungler.

Malefic Visions - a good damage skill that is simply ideal for farming. For each enemy killed, Malzahar restores some mana. When, for example, you are dealing with minions in a lane, it is quite possible to kill all the minions with one use of the skill and thereby restore more mana than was spent. In addition to damage, the skill allows you to control summoned voidlings. For example, if you use a skill on an enemy champion, the Voidlings will immediately rush at him.

Nether Grasp - Malzahar's ult has two important features: damage and the ability to chain the enemy for a long time. Very often, Malzahar only needs to use his ult, and his allies will kill the target without any problems, since 2.5 seconds is more than enough for any champion. In team battles, Malzahar's ult can damage even several enemies if they stand next to the target on which the ult is applied. The advantage of this skill is that magical damage is dealt as a percentage of the enemy’s health. In other words, this damage will be relevant throughout the entire game and no matter what enemy you use your ult on.

Malzahar build for mid lane (MID)
Spell Selection:

Instead of fire, you can take the Teleport, but provided that you know how to monitor the map and, if necessary, can quickly react and help your allies on other lines.

Rune selection:

Instead of magic protection runes, it is also good to use Greater Glyph of Scaling Cooldown Reduction runes.

Artifact Selection:
If you are facing an approximately equal opponent, then when making your initial purchase it is best to take a standard ring and a few cans.

On the mid lane you may encounter a strong champion with a physical attack, in which case it makes sense to take care of your armor.

Malzahar is essentially an ordinary magician with powerful skills, and thanks to the Malefic Visions skill, he can feel a little calmer in terms of mana regeneration.

Depending on the situation, the assembly may also include such artifacts as: Liandry’s Torment, Abyssal Mask, Guardian Angel or Banshee’s Veil.

Build for Malzahar the forester (Jungler)

Artifact Selection:

Subsequently, Hunter's Talisman is improved in Skirmisher's Saber - Runic Echoes. In fact, this is the only item that Malzahar buys for farming the forest. All other artifacts are used exactly the same as for the central line. The final purchase option may look like this:

Pros and cons of Malzahar
Pros:
An excellent pusher, capable of quickly killing minions.
The Nether Grasp skill deals damage based on a percentage of the target's health. In addition, the ult allows you to control one enemy for a long time.
Possibility to impose mass silence on Call of the Void.
The Malefic Visions skill restores part of the mana, which allows you to do without artifacts for mana regen at the beginning of the game.
A very strong champion in 1v1 duel battles.
Thanks to the summoned voidlings, he can easily farm the forest and kill the strongest neutrals in solo.
Minuses:
Call of the Void is quite hard to hit. It will take some time before you learn to use it correctly.
No escape skills.
A difficult champion to master.
You need to be able to manage four active skills and correctly determine the moment to attack.
Enemy Champions
Below I would like to draw your attention to several champions who are sometimes underestimated and can pose real problems.

A very strong champion with powerful skills. Your opponent will most likely play a standard play and max out the Lucent Singularity skill, since it's easiest for them to hit from a distance. It is very difficult to dodge this skill as it has a good range. At least try not to take damage from simple attacks Lux after each use of skills. While the effect of her passive is hanging on you, it is better to just move away for a few seconds and wait until the visual effect subsides. Even if, for example, you hit Lux with the Malefic Visions skill, she will simply use her shield and all your damage will go to nothing. At the beginning of the game, it is best to farm as well as possible and wait for your ultimate to open. With the help of your forester, killing Lux is more than possible, since she does not have the skills to escape.
Play against Xerata It’s hard in the sense that his skills cause very high damage. In addition, Xerath is capable of restoring some of his mana and will be available constantly. You need to learn to dodge it, since just one mistake will lead to a combo hitting you and you will immediately lose half your health. It is difficult to stand in the lane against such a champion, especially if you come across a skilled opponent. The best way to kill Xerath is with the help of your team. He has no escape skills, so he will have nowhere to go.
Zyra can play equally well as a mage and support on the bottom line. We will naturally be interested in Zyra the mage. In some ways, Zyra is similar to the champions listed above. You also need to learn to dodge her skills. The main difference between Zira is that, in addition to damage, she will constantly summon her nasty flowers, which deal good damage and make life on the line very difficult. The good news is that her skills do not work very far and you have every chance to stay at a safe distance, but, again, it is very difficult to do this. Also remember that Zira's ult will interrupt the effect of your ult. So if huge roots are spreading under your feet, you shouldn’t be stupid and use your ult on anyone.
Problem Karthusa The point is that this hero can wage a good positional war, and Malzahar, in principle, cannot do anything to an enemy who is standing at a great distance. In team battles, both of these heroes are equally useful to their team. If you come across a strong opponent, then just try to farm and under no circumstances die at the initial stage of the game.
The situation with Aurelion Solo exactly the same as with Karthus. That is, the enemy will constantly cause damage from a long distance and Malzahar simply will not be able to respond to the enemy. From the very beginning of the game, expect Sol to start playing aggressively and will immediately start using his stars to push you back to his own tower. Just try to farm and not expose yourself to attack again.
In general, all opponents who can quickly close the distance are dangerous for Malzahar: Akali, Zed.

General tips for the game

Malzahar is quite an interesting and unusual magician. Each of his skills has some interesting feature that you need to know about and be able to use. At the very beginning, it is very difficult for Malzahar to kill the enemy champion, since his skills are difficult to hit. But Malzahar has a very important advantage: he can excellently farm minions and push the lane. All you need to do is use the Malefic Visions skill and make sure that the minions die quickly and the skill is transferred to a new enemy. This way you can kill creeps very quickly and restore a lot of mana. When you quickly kill minions, you make life very difficult for your enemy, since he will have to stand under his tower and will allow creeps to pass by. This way you can build up your gold advantage from the very beginning. This must be done extremely carefully, since an enemy forester may appear at any moment, and the enemy may unexpectedly attack you. Malzahar has no escape skills and cannot even slow down the enemy. If you manage to take the initiative into your own hands, then it is better to immediately start buying wards and constantly monitor the minimap. Any attack you make towards the enemy is best done with the help of your allies, for example a forester.

As soon as an ult appears in Malzahar’s arsenal, the game immediately becomes more interesting, since you have the opportunity to kill the enemy, but this is not easy to do. Firstly, you first need to wear down the enemy a little and partially reduce his health. Secondly, you need to choose the right moment to summon the voidlings in time. You need to use at least 3 skills on the enemy: Malefic Visions, Void Swarm and Nether Grasp. While you hold the enemy with your ult, the voidlings will hit the enemy and at the same time multiply. If the enemy survives, you can add Ignite and the Call of the Void skill. Learning quickly and, most importantly, accurately, using all these skills is not easy and it will take time before you begin to feel the moment well. In the middle of the game, it is very beneficial for Malzahar to move between the lines and help his team. Often, all Malzahar has to do is use his ult and watch as his allies quickly kill a standing target. If you use your ultimate over and over again, you will quickly gain an advantage. It is most profitable for Malzahar to fight on narrow forest paths, since in this case it is much easier for him to hit with his skills and hit the maximum number of enemies.

In the late game, Malzahar remains a very strong champion, if only because his Nether Grasp skill deals damage on a percentage basis. You must constantly stay behind your allies and wait for a good opportunity to attack. Constantly monitor what the enemy team is doing and remember that in your arsenal there is the Call of the Void skill, which can silence several enemies at once. By the way, this very silence very often becomes a decisive factor in mass batches. A couple of seconds of silence at the late stage of the game is extremely critical, especially when it comes to magicians and supports. If you see that until the very end of the game the main damage dealer on the enemy team did not bother to somehow avoid your ult, then it is better to focus on him. Wait until the battle starts, summon voidlings, silence the mages and grab the enemy carry with your ult. Then you can relax and calmly sit back in your chair, as your allies will do the rest of the work. It sounds simple, of course, but in practice you will be very surprised how difficult it is to play Malzahar against normal players.

After update 6.9, Malzahar had a great opportunity to farm the forest. It's very simple, the summoned Void Swarm voidlings begin to instantly multiply when they attack neutral monsters. Thus, Malzahar can easily farm monsters and swing in the forest. It will be a little difficult only at the beginning, but with the first purchased artifacts, farming the forest will take a matter of seconds. Of course, Malzahar is not an ideal jungler, because he does not have the ability to quickly move between lines or reduce the distance to the enemy, but he has a powerful ult that can stop any enemy for 2.5 seconds. In fact, Malzahar only needs to correctly go behind enemy lines, use his ult, and the allied hero will calmly deal with the enemy. Before trying Malzahar in the jungle, I would strongly recommend that you play as a jungler in principle. Killing neutral monsters is far from the main task of a forester. You need to be able to assess the situation, place wards, know how to move around the map correctly, avoiding enemy wards, and so on. If the situation does not change and voidlings work exactly the same as after update 6.9, then there is a high probability that Malzahar will be used more often as a jungler rather than as a mid laner.

Malzahar is a very strong champion, but they need to learn how to play, especially as a team. For a novice player, I certainly wouldn’t recommend it, as it can quickly take away all the love for magicians.

Game video

An integral part of any classic mob game are minions (or creeps) and of course towers. Without the participation of champions, minions run in organized groups in different directions and strive to destroy enemy towers and ultimately reach the main structure. Different minions have different health levels and different attack types. There are also differences between the towers. Although they look the same, they have different characteristics and features. As in any other mob game in League of Legends, you cannot immediately attack the final building or intermediate buildings. You must destroy tower after tower one by one until you reach the last one. Minions can be killed absolutely throughout the entire location. In this article we will try to analyze in as much detail as possible all the features of minions and towers.

The tower is a heavy fortification that blocks the advance of minions. Each tower has a very powerful attack, but can only attack one target. Please note that the tower instantly changes the target it attacks if you start attacking an enemy champion standing under the tower. In other words, if you suddenly decide to kill an enemy champion under his tower, it will be extremely difficult to do so, since the tower will immediately begin to attack you, protecting its hero.

All towers have 775 attack range and 1095 vision. Towers can see absolutely all invisible objects or enemy champions. The projectiles fired by the tower fly at a speed of 1200.

First of all, we should highlight the very first towers that stand on the line, since some interesting mechanics are associated with them and these towers are quite different from others.

The first towers have the largest health reserve of 5000 units, but initially they do not have the greatest defense (40 physical and 40 magical defense). But don't count on being able to quickly destroy the first tower. The fact is that every time a tower loses 1000 units of strength, its defense increases. That is, already at 4000 units of strength, the tower’s defense will increase by 30. When the tower has 1000 units of strength left, the defense bonus will be 120 and it will be quite difficult to penetrate such armor. At the beginning of the game, five temporary plates appear at the outer towers. For every 1000 units of damage received, the tower loses one plate (plates do not have their own health). On the minimap, the number of plates is indicated by a number above the tower. At the same time, for 20 seconds after the destruction of the plate, the tower also receives the Bulwark effect, which increases the armor and magic resistance of all enemy champions nearby by 25. If several plates are destroyed within 20 seconds, the new Bulwark effects are cumulative. As you understand, the destruction of at least one plate leads to the fact that the tower becomes stronger and the enemy champions defending it receive a decent defense bonus. The tower plates disappear at the 14th minute, causing the tower to lose absolutely all armor and magic resistance. It may seem that in this situation there is no point in destroying the tower before the 14th minute, and it is better to just wait, but of course this is not so. The fact is that for each destroyed plate, nearby champions receive 160 units of bonus gold (which is divided among all nearby champions). In addition, for the first destroyed tower you get a special bonus of 150 gold (the same as first blood for killing an enemy champion). In addition, you need to understand that a destroyed enemy tower gives your team a good tactical advantage. For example, if you destroy a tower on the bottom line, the enemies will be forced to retreat a little back. Otherwise, they may become victims of your forester. In such a situation, it will be easier for you to kill the Dragon, since the enemies will be much further away from it. If you still have good map control through wards, then killing the Dragon will only be a matter of time.

All other towers differ only in basic characteristics: strength, armor, attack, reward for destruction, and so on. That is, the very first towers on the line are of greatest interest, since they can potentially bring a large amount of bonus gold and give a good initial tactical advantage. Tower plates appeared in the game only in Season 8 and, according to the developers, they were made in order not to give too much of an advantage to those champions who can quickly demolish buildings. That is, even if you wanted to, you will not be able to demolish all the plates in a couple of minutes. This is kind of a way to drag out the initial phase of the game a little, but as mentioned above, the strategy of quickly demolishing towers is still beneficial since you get a lot of gold.

All towers in the game also have a number of passive abilities that you should know about. Often, newcomers die under enemy towers without calculating their strength, and this is due precisely to ignorance of some of the features of the towers. Below are all the passive abilities of the towers.

  • Penetrating projectiles- the tower penetrates 30% of the enemy’s armor. Tower attacks cannot be dodged. Towers deal 40% more damage to the champion with each subsequent attack, up to a maximum of 120% additional damage.
  • Fortified armor- if there are no minions or a summoned Herald of the Abyss near the tower, then the tower will receive 66.6% less damage. The tower is also immune to pure damage.
  • Strengthening- in the first 5 minutes of the game the tower receives 50% less damage.

As you can see, the tower has very good defense in the first 5 minutes of the game and you certainly shouldn’t destroy the tower without the support of minions. New players sometimes simply get greedy and miscalculate their strength when they try to finish off a tower without the support of minions. Indeed, in this case, not only does the defense increase significantly, but the tower itself will cause more and more damage with each shot. By the way, as the game progresses, the damage of towers gradually increases (unlike other standard characteristics). So this should also be remembered. Please note that the passive ability Fortified armor Works exclusively with minions or Herald of the Abyss. Any other summoned creatures, such as Summon: Tibbers, will not affect this passive trait.

Even after the tower is destroyed, debris remains in its place, which some champions can interact with. For example: Poppy skill Heroic Charge, Vayne skill Condemn and Nautilus skill Dredge Line. Also, the Raptor Cloak item will work next to the destroyed tower, increasing movement speed.

If you attack a champion standing under a tower, the tower will instantly start attacking you. Please note that damage is counted not only from basic attacks or skills. Even if you deal damage with the help of some auras or objects, the tower will also begin to attack you immediately. If you use skills that, for example, slow down the enemy but do not damage him, then the tower will not react to this. If you simply break the tower and do not force a fight, then the tower attacks enemies in strict sequence, that is, the tower has priority targets. Below is a list of priority targets for the tower and the order in which the tower attacks them.

As you can see, the tower attacks the champions at the very last moment. Therefore, if there are no enemies nearby, then under the cover of your minions you can cause damage to the tower for a very long time and quickly destroy it.

Towers cannot be attacked with skills, meaning they cannot be targeted or damaged by mass skills. But the bonus damage of some skills works on towers. Below is a list of skills that can cause additional damage to towers or have some kind of interaction with the tower.

  • Blitzcrank - Power Fist skill
  • Camille - Precision Protocol skill
  • Darius - Crippling Strike skill
  • Diana - Moonsilver Blade skill
  • Garen - Decisive Strike skill
  • Ekko - Phase Dive skill
  • Ezreal - Essence Flux skill
  • Gangplank - Trial by Fire skill
  • Hecarim - Devastating Charge skill
  • Jhin - Whisper skill
  • Leona - Shield of Daybreak skill
  • Lucian - Lightslinger skill
  • Master Yi - Double Strike skill
  • Nasus - Siphoning Strike skill
  • Nidalee - Javelin Toss/Takedown skill
  • Shyvana - Twin Bite skill
  • Sona - Power Chord skill
  • Trundle - Chomp skill
  • Vayne - Tumble skill
  • Twisted Fate - Pick A Card skill
  • Vi - Excessive Force skill
  • Volibear - Rolling Thunder skill
  • Wukong - Crushing Blow skill
  • Ziggs - Short Fuse skill
  • Xin Zhao - Three Talon Strike skill
  • Rammus - Tremors skill
  • Azir - skill Arise!
  • Ziggs - Satchel Charge skill
  • Sion - skill Unstoppable Onslaught
  • Tristana - Explosive Charge skill

Separately, I would like to mention Janna, since this is the only champion in the League of Legends world who can protect his tower using the Eye Of The Storm skill.

In addition to champion skills, the League of Legends also has a line of items that allow you to deal bonus damage to the tower. These items are:

Minions are an integral and calling card of every mob game. Essentially, this is a consumable item and a way to get a huge amount of gold and experience. The first wave of minions appears at 1:05 from the start of the match. Each next wave appears after 30 seconds. In each wave, 3 melee minions and 3 ranged minions run. Every 4th wave, minions become stronger and their characteristics increase. Minions begin to deal bonus damage to towers. There are several types of minions and below we will look at each of them. All minions have an initial movement speed of 325. As the game progresses, this figure increases (+25/50/75/100 at 10/15/20/25 minutes).

Minion stats, including gold, gradually increase over time (every 90 seconds). All minion stats reach maximum values ​​at 37:00 unless a different time is specified. Minions only deal 50% damage to towers and champions.

The strength of minions can be increased with the help of a buff that champions receive for killing Baron Nashor. The buff is triggered the moment the champion comes close to his minions. Visually, pink rays emanate from the champion, which buff minions. Each type of minion receives its own unique bonuses, but there are common bonuses for all types of minions:

  • Minion movement speed is increased by 90% of the average movement speed of surrounding allied champions (up to a maximum of 500).
  • Immune to slow effects.
  • Damage from all mass skills is reduced by 75% (does not apply to super minions).

Melee Minion

Each tower attack deals damage to this fighter equal to 45% of his maximum health. After two hits, a minion usually has very little health left, and if you, for example, are trying to kill an enemy minion, then you need to deal damage precisely after two shots from your tower. This way you will often finish off a minion and get gold for it.

  • Increases attack range by 75.
  • Reduces damage from enemy minions by 75%.

Ranged Minion

Each tower hit deals damage equal to 70% of the mage's maximum health to the mage minion. Unlike the situation with melee minions, at the beginning of the game you will not be able to deal damage immediately after the tower fire and finish off the minion. Most likely you just won't have enough damage. Usually you need to hit a minion, then wait for the tower to fire and then finish off the minion with a second blow. There are more attacks and often you simply won’t be able to finish off all the ranged minions next to your tower. If the damage is enough to finish off a minion after a shot, then there will be no problems.

Strengthening with the Baron Nashor buff:

  • Damage +20.
  • Attack range +100.
  • Projectile flight speed +50%.
  • Reduces damage from enemy champions by 50-70%.

Siege Minion

Siege minions take 30% less damage from towers, but they are a priority target for towers.

Siege minions appear in the game in the second minute and until minute 15 they appear every minute and a half. In the period from 15 minutes to 25 minutes, siege minions begin to appear more often, or rather every minute. Starting from minute 25, siege minions begin to appear every 30 seconds (that is, in each minion wave).

Strengthening with the Baron Nashor buff:

  • Damage +50.
  • Attack range +600.
  • Attack speed -50%.
  • Projectiles deal damage within a 200 radius.
  • Each shot deals double damage to towers.

By increasing their attack range, siege minions start attacking from such a distance that even towers cannot attack them back.

Super minion

Super minions appear in the lane where you broke the enemy Inhibitor. Minions appear in each wave until the Inhibitor is restored. The inhibitor is automatically restored after 5 minutes. Super minions replace siege minions, that is, a siege minion and a super minion cannot appear at the same time. These minions have increased damage and a large supply of health, but their magic resistance is negative. By the way, if you destroy all 3 inhibitors at the same time, then 2 super minions will appear on each line, instead of one. In such a situation, the enemy simply will not be able to leave his base and will be forced to constantly defend. At this time, your team can, for example, kill a Baron, a Dragon, or get some forest buffs.

Super minions lose 10% of their maximum health per tower attack. Damage from mass destruction skills has been reduced. Super minions even have health regeneration. Nearby minions (excluding other Super Minions) gain 35 armor and 35 magic resistance.

Strengthening with the Baron Nashor buff:

  • Attack speed +25%.
  • Movement speed increases by 50% when there are enemy minions or towers within 800 radius.

Although super minions replace siege minions, they have a very large supply of health and very high attack, which allows you to push the line very hard even without your presence and quickly destroy buildings.

Minions, as well as towers, are very kind to their allied champions. In other words, if you start attacking an enemy champion, then all the nearby minions will rush to his aid and start attacking you. If individually these small soldiers do not pose a threat, then a large concentration of them can greatly affect the outcome of the battle, especially at the initial stage of the game.

If you just stand in the lane and do not attack the enemy champion, then even in this case the behavior of the minions is not random, but obeys a strict sequence of choosing a target to attack. Below will be a sequential list based on which the minion selects a target to attack.

  • An enemy champion that attacks an allied champion
  • An enemy minion that attacks an allied champion
  • An enemy minion that attacks an allied minion
  • An enemy tower that attacks an allied minion
  • An enemy champion that attacks an allied minion

Minions do not reconsider their target for attack every second, but after some time. In other words, if you hit an enemy champion once, the enemy minions will run after you for a while and only then calm down and start attacking other enemies.

You can only get gold from a minion if you make the decisive killing blow. In other words, you can just stand in the lane and wait for the moment to finish off the minion and get gold for it. This skill is basic for absolutely all champions. In fact, it is decisive at the beginning of the game. The one who farms minions best will ultimately buy expensive artifacts faster and have an advantage over the enemy.

If you play as a support and stand on the lane with your damage dealer, then you cannot finish off minions. It’s even better not to touch the minions at all and not to interfere with your ally. In order to somehow compensate for the lack of gold received, supports most often use the following artifacts:

These artifacts help increase the flow of gold and it will be a little easier for you. Subsequently, all these artifacts can be improved into very useful items. Please note that you can only purchase one item. As soon as you take at least one such artifact from the store, all the others will be immediately blocked. If you want to take another artifact, you will have to sell the first one.

League of Legends is one of the most popular multiplayer games. The LoL audience is growing every day. The game hosts a variety of competitions and tournaments, and prize pools amount to millions of dollars. Many novice gamers are faced with the problem of not knowing the abilities of their characters. Therefore, on the Internet you can find many descriptions of the skills and abilities of a particular hero. One of the popular characters is Renekton, a guide to which will be presented in this article.

General information about the character

He comes from distant worlds where a race of animals similar to humans lives. Together with his brother, they managed the Great Library. Renekton, whose guide (season 5) we briefly introduce, was responsible for protecting the entrance to the sanctuary. He allowed only those who went there without bad intentions into the Library. The ability that allowed him to see through people played a bad joke on him. Renekton himself was filled with evil and rage and began to cut out everything bad from human hearts. All attempts to reason with his brother went down the drain, and Nasus dealt him a terrible blow. Soon the brothers were pulled out of their world by summoners of the League of Legends. Thus, Renekton ended up in the sewers of Zaun. After languishing there for a long time, he caught the smell and decided to follow it. His instinct led him to the Institute of War.

Options

The guide (season 6) describes more detailed characteristics of the character named Renekton in detail. Before considering the principles of playing for a character, its basic parameters should be given.

  • Health - 426 (+87).
  • Health regeneration - 6.7 (0.75).
  • Fury - 100.
  • Attack range - 125.
  • Damage - 53.12 (+3.1).
  • Attack speed - 0.665 (+2.65%).
  • Armor - 15.2 (+3.8).
  • Movement speed - 345.
  • Magic resistance - 30 (+1.25).

pros

  • Skills do not cost mana.
  • Deals excellent damage in the early stages of the fight.
  • Quite a high survival rate.
  • Speedy clearing of crowds of minions.
  • Double dash ability.
  • It's enough to just stand on the line against a large number of opponents.
  • Just farm.

Minuses

  • It takes a certain period of time to accumulate rage.
  • Quite long cooldowns of abilities.

Renekton (guide): abilities

Like all characters in the game, Renekton has a set of special skills.

  • All-consuming anger. Passive skill. Each character's basic attack gives him a certain amount of rage. It helps enhance his other skills.
  • Death to the weak. Deals some damage to all nearby enemies. At the same time, health is restored.
  • A merciless predator. Strikes several times, causing damage and stunning the enemy for 0.75 seconds.
  • Cut and slash. A dash occurs, and the character deals damage to all enemies standing in his way.
  • Tyrant. Takes on the appearance of a great Tyrant. Health increases, as well as damage dealt to enemies.

Beginning of the game

So, having considered the basic skills of the character, let's move on directly to the game. The renector, which is described in the guide, has power that will greatly help the team in the early stages of the fight. The main goal is to turn power into advantage in the lane. It is necessary not to let the enemy get to the minions, not to let them finish them off, and also to try to knock the enemy out of the line. Try not to get into trouble until the third level. This is where we will gain all the skills. Having acquired abilities, it becomes possible to confidently fight enemies. We try not to waste our rage. Its full level will scare the enemy away from minions. You need to play aggressively but confidently. This approach will allow you to pump up quite well by the middle of the fight.

Middle

It is necessary to assess the strength of allies by the middle of the LoL match. The Renekton guide that we are considering implies that if the allies are sufficiently leveled up by this stage, you can try to destroy the dragon, as well as demolish the first towers on the lines. By the middle, Renekton feels confident in battle. The opponents are still quite weak, and by this time we should already have the Tyrant skill. With its help you can easily kill crowds of enemies. Our main goal is to deal as much damage as possible to the opposing team's carries. At the same moment, depending on the development of the game, we look at what is best to collect.

End

It is worth determining whether your team can withstand five opponents. If not, we try to demolish the towers. At the same time, it is worth distracting as many opponents as possible. This is done to give the allies room to operate in another part of the map.

If you determine that you can win a team fight, you should lure your opponents to a place convenient for the team. You need to destroy the enemy's wards around and place your own.

If the enemy chose to play on defense, we begin to shoot the towers. At the same time, we are not afraid to tank them, since Renekton is capable of absorbing a number of attacks.

So, the main features of Renekton were discussed above. Of course, this is far from data about the capabilities of this character. Gamers who can play well as Renekton can help their team by acting as a shield for the carry. The main thing to remember is the character's rage reserve.

The game has two main modes: classic and Dominion. In Classic mode, your task is to destroy the enemy's nexus and protect your own. In Dominion mode, you must capture and hold control points - this is the only way to damage the enemy nexus and achieve victory.

Classic mode

Summoner's Rift- the most important Judgment Field in League of Legends. This is where most of the battles take place. Two teams of five champions fight on three lanes and in the forest, where powerful upgrades and neutral monsters are located. On this map you will find long battles on the lines and large-scale team battles.


Cursed forest- The second Field of Justice in League of Legends. This two-lane map is designed for teams of three champions. At the beginning of the game, champions have more gold than Summoner's Rift. The map is designed for quick battles and frequent team battles. In the forest between the lines there are altars that encourage players to fight for neutral goals. In addition, very effective ambushes can be set up here.


Howling Abyss created under the influence of the popular set of rules among players All Random All Mid (All random, all in the middle). There is only one line on this map; Two teams of five champions each fight for victory. The Summoner Platform does not heal, and items can only be purchased after the champion dies. This encourages players to play aggressively and quickly as a team.

Dominion


Crystal Canyon- the first (and so far only) map of the Dominion game mode. Here, five control points are placed around an ancient relic that can give the team a powerful boost. Champions start the game at level 3 and gain levels and gold very quickly. This is a map for a dynamic game: you will find a lot of skirmishes and a huge number of kills.

Minions, Towers, Inhibitors and Nexus

Minions- computer-controlled fighters. They appear in the nexus and follow lines to the enemy base, attacking all enemies they encounter along the way. Finishing off an enemy minion will give your champion extra gold. Minions prefer to fight with enemy minions, but will also attack the champion if he is alone in the lane. In addition, minions will immediately switch to you if you attack the champion closest to them. Don't underestimate the destructive power of these creatures - especially in the early stages of the game!

Minion priorities:
Enemy hero attacking an allied hero - Enemy minion attacking an allied hero - Enemy minion attacking an allied minion - Enemy tower attacking an allied minion - Enemy hero attacking an allied minion - Nearest enemy minion - Nearest enemy hero.

Towers- powerful defensive structures. They are evenly spaced along the lines and fire at enemies who come within a fairly close range. Towers, like minions, primarily attack other targets rather than you. But the tower will switch to you as soon as you attack another champion, or if you are the only available target. Beware of fighting near the enemy tower.

Inhibitors

At the ends of each line, at the entrance to the base, there are important buildings - inhibitors. If you destroy an inhibitor, a powerful super minion will spawn in that lane with each of the subsequent minion waves. Super minions are so durable that they can pave the way for you to the very heart of the enemy base. Inhibitors recover in five minutes, so don't miss your chance!

Destroy all three enemy inhibitors and you will spawn two super minions in each minion wave.

Nexus

At the center of each base is a nexus. This is a structure protected by two towers that periodically releases a wave of minions into each lane. The team that destroys the enemy's nexus wins, and the game ends.

Summoners

A player in League of Legends is called a summoner. As your summoner level increases, you will receive new bonuses that will help your champion on the Fields of Justice. There are three categories of bonuses: summoner spells, runes, and talents.

Spells

The summoner's spells do not consume any of his hero's resources, but have impressive cooldowns. New spells are unlocked as you gain summoner levels.

Runes

Runes allow you to strengthen your hero before the match even starts. They are inserted into rune pages and are divided into four types: glyphs (blue runes with an emphasis on magic), seals (yellow runes with an emphasis on protection), marks (marks, red runes with an emphasis on damage) and quintessences , large brown runes with a variety of effects). Each summoner level gives access to one rune slot on all pages. The number of pages is limited, although it can be increased in the store. With the help of runes, you can prepare your hero for everything that he will face.

Talents

Talents reflect the summoners' extensive magical knowledge, which can be used to enhance summoned heroes. They are divided into three types - attacking, defensive, and others. The lower a talent is in its category, the more you will have to invest in other talents in that category to gain access to it. Talents are activated by talent points, the number of which is equal to the summoner's level. Different talents allow you to invest different amounts of points. The point of the talent system is to give the hero a variety of tactical options and interesting choices early in the game. They are easily changed between matches or right before them, but not during the game.

Hero Attributes

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Attack

AD=Attack Damage=Physical Damage. This damage is dealt by the hero's normal attacks. Some heroes have abilities whose damage is enhanced AD from objects. AD from different objects it simply adds up. Physical damage of normal attacks and skills is reduced by armor.

Crit=Critical Chance=Crit Chance. Determines the chance that the hero's normal attacks will cause critical (increased) damage. The chance of crit from different items simply adds up, the additional damage is determined by the value of Critical Damage.

Critical Strike Damage=Crit Damage=Critical Damage. A coefficient that determines the additional damage of a critical strike. Each hero has a base critical damage of 100% of normal. Critical damage can be increased, in which case the coefficients add up.

Attack Speed=AS=Attack speed. Accelerates the hero's normal attacks. The attack speed itself is measured in the number of attacks per second. Acceleration depends on the base attack speed, which is different for each hero, and is measured as a percentage of the base attack speed. This means that heroes with faster attacks initially use attack speed items better than heroes with slower attacks. The attack speed from different items simply adds up, but no hero can exceed the threshold of 2.5 attacks per second, even if he has skills that speed up attacks.

Life Steal=Vampirism. Converts part of the damage dealt by the hero's normal attacks and skills that apply effects from items into healing, and is measured as a percentage of the damage dealt. Healing is calculated based on the damage actually received by the enemy, and not its base value. Accordingly, the more armor the target has, the less effective vampirism is. Vampirism from different items simply adds up. The vast majority of heroes start with 0% lifesteal.

On-Hit Effects=Effects from objects. Some items, such as Wit's End, Malady, and Madred's Bloodrazor, have additional effects on the target of normal attacks and skills that apply effects from items. Most often this is additional damage, although there are items that reduce the target's armor or magical resistance.

Travel speed: shows how fast your hero moves around the map. Measured in units of engine per second. Each hero has his own base movement speed, which can be improved in several ways; it ranges from 300 to 330. On average, the base speed is equal to slightly more than half the attack range of a ranged hero.

Direct increase in movement speed: Such bonuses are given by boots of different types. These effects do not stack, so there is no point in purchasing boots alone.

Movement Speed ​​1 effect gives 50 speed

Movement Speed ​​2 – 70

Movement Speed ​​3 – 90

Movement Speed ​​5 – 130

P Percentage increase in movement speed: measured as a percentage of base speed. Thus, the percentage increase in movement speed from different objects will add up and multiply by the base speed.

Diminishing returns of movement speed: All speed bonuses that increase speed beyond 415 are reduced by 20%. All bonuses that increase it beyond 490 are reduced by 50%.

Direct armor penetration: an indicator that is the inverse of armor. When you hit a target with normal attacks or abilities with physical damage, your armor penetration value is subtracted from the target's armor. If the target has 100 armor and you have 25 armor penetration, the damage will be dealt as if the target had 75 armor. Piercing does not reduce the target's armor to negative values. If the penetration value is higher than the armor, the target will receive damage corresponding to 0 armor.

Percentage armor penetration: is taken into account after direct penetration and reduces the remaining armor of the target by a certain percentage. If the target has 130 armor, and you have 30 direct and 40% percentage penetration, the damage will take into account (130-30)*(1-0.4)=60 armor.

Magic attributes

Mana: most heroes use it as a resource. Items with mana directly increase your mana supply.

Mana regeneration: mana is restored over time. In League of Legends, mana regeneration is measured in five-second intervals and is denoted by mp5=mana per 5. Different heroes have different base mana regeneration values, but items with it simply increase the regeneration value over 5 seconds by a certain amount.

Ability Power=AP=Ability Power. Most skills in the game are enhanced by this attribute. Different skills use AP at different rates, resulting in different AP to damage/shield/healing ratios. If the target damage spell's ratio is 70%, its damage will be increased by 7 for every 10 hero AP. Almost all skills that use AP deal magic damage, which is reduced by magic resistance.

Cooldown Reduction=CDR=Reduce rollbacks. It is measured as a percentage and reduces the recovery time of the hero’s skills. If your hero has skills with cooldowns of 4s, 20s, 10s and 120s, 10% will reduce these values ​​to 3.6s, 18s, 9s and 108s. No hero can have more than 40% cooldown reduction, even if he has skills that add this attribute. CDRs from different items are simply added together.

Spell Vamp=Vamp=Skill Vampirism. The attribute is similar to regular vampirism, but is triggered by skills. It depends on the actual damage. The difference from regular lifesteal is that skills with area damage only heal by a third of the value for each target. Thus, you need to hit at least three targets so that the vampirism from such skills is comparable to the same damage on one target.

Flat/Percent Magic Penetration=Straight and percentage penetration of magic resistance. Attributes are similar to those for armor, but work with magic damage against magic resistance.

Health: Each hero has a health reserve. If enemies reduce it to 0, the hero dies. Health from items is directly added to the hero’s health.

Health Regeneration: The attribute is similar to mana regeneration, but is measured in health restored over five seconds, i.e. hp5=health per 5.

Armor and magic resistance: reduce damage from physical and magical attacks, respectively. The exact formula is: Damage Reduction=Relevant Defense/(100+Relevant Defense). If a hero has 100 armor or magic resistance, he will take half as much damage of the corresponding type. Defensive Attributes

Skills and Effects

Skills– unique actions of heroes and summoners that can be used in the game. Each hero has four active skills and one passive, to which are added two spells from his summoner.

Hero skills

Each hero has five skills. One of them is passive and always acts, the other four are acquired and strengthened by skill points, the number of which is equal to the hero’s level. Thus, the hero starts the game with the first level and one skill point. Many skills are enhanced not only by skill points, but also by attributes purchased in the store.
Normal skills: the hero's first three skills are considered normal and are activated by keys Q, W, E. They can be trained from level one, and they usually have five ranks. The level of a normal skill cannot exceed half the hero's level, rounded up. The second rank of a skill can be learned at level 3, the third - at 5, the fourth - at 7, the fifth - at 9.
Ultimate: The hero's final key-activated skill. R. It can be learned no earlier than level 6. Absolute skills have three levels, additional ones are unlocked at levels 11 and 16. These skills are usually much stronger than normal ones, but have much longer cooldowns. Not all Summoner Spell heroes have absolute skills.

They must be selected on the hero selection screen. Each player can choose two such spells from the list of available ones. They are designed to help the hero and are limited only by an impressive recovery time. Some spells increase with the hero's level, while others remain unchanged.

Skill Attributes

Attributes determine the properties of skills. All skills have range, area, cost, cooldown and effect.

Range: Shows the maximum range of the skill. You can often recognize it by hovering over the skill icon. This will bring up a graphical display of the skill's range.

Square: Some skills can affect more than one hero. Typically, such skills affect the area they are applied to. Others have a conical shape. Different heroes have different types of area-of-effect skills.

Price: Most skills consume a certain resource. Many spend mana, some energy or health, there are other options. If the hero does not have sufficient resources, he will not be able to use the skill.

Rollback: Skills cannot be used indefinitely; after use, each skill goes into cooldown. Until the cooldown expires, the skill cannot be used again. There are skills with quick cooldowns of a couple of seconds, some can only be used once every few seconds.Effects

There are many different skills in League of Legends, and each has its own effect. Here is a list of such effects:
Armor– some skills increase or decrease it

Attack speed– can increase or decrease due to skills

Damage– many skills deal damage, either immediately or over time

Fear– deprives control of the hero, slows him down and forces him to move randomly in a small radius

Gold– some skills bring additional income

Move Effects– some skills affect the player’s location or goals

Treatment: a direct increase in current health in one form or another

Invulnerability– protects against incoming damage, but not control

Resurrection: death numbness: makes it impossible to use skills

Slowdown: reduces movement speed

Stun: stops the hero and prevents him from taking any actions.

Invisibility and bushes

Invisibility does not mean impunity. There are several ways to see the invisible:

Stealth detection: There are various methods to give champions the ability to detect stealth. A champion with this ability sees an invisible enemy as translucent. From now on, when a champion revealed from invisibility leaves the “detection area”, he does not melt over time, but instantly becomes invisible. Here are possible ways to detect invisible champions:

Wards Detectors:(Vision Wards) can be purchased in the store, they illuminate a small area of ​​the map for 3 minutes, any invisible enemy unit passing within this radius will be detected. This also works on enemy Vision Wards and Sight Wards caught in the area.

Elixir of Insight (Oracle Elixir): Also purchased in the store, in the Consumables section, is a potion, when used, the champion gains the ability to see invisible units until he dies. Champions with invisibility become noticeable when entering the line of sight of someone using the Elixir of Insight.

Champion Abilities: Some skills, such as Twisted Fate's Destiny or Nidalee's Bushwack, manifest invisible targets for a while.

Hextech Sweeper and Lightbringer: Items that reveal the invisibility of champions hit by basic attacks or abilities of their wearer.

Hitting invisible targets: Some champion abilities, such as Katarina's Death Lotus or Vladimir's Tides of Blood, can react to invisible units. In this case, invisibility does not disappear, but the target receives damage, forcing it to change position or retreat.

Bushes

Bushes– clearly visible areas of the Fields of Justice, in which the heroes receive a kind of invisibility. Anyone who enters the bushes immediately becomes invisible to the enemy. Thus, enemies sitting in different bushes will not see each other, but the bushes will never prevent your allies from seeing you.

Bushes open up a number of tactical possibilities. First of all, they can be used for ambushes, since the enemy may not know that you are nearby. With the help of bushes, you can run away from the enemy, confusing him with a sudden appearance, disappearing at a fork, or preventing him from using the target spell on himself. Bushes allow you to avoid or reset minion aggression, hide while teleporting to your base, or force a ranged hero to get close to continue damaging you. Don't underestimate the importance of the Fields of Justice bushes!

Note: Guardians (Sight Ward and Vision Ward) cannot see through bushes. If you want a guardian to give you control over bushes, place him in them.

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Auras

Auras- These are effects that passively affect those nearby. Some of them strengthen allies and the aura bearer, increasing their effectiveness in battle. Others weaken enemies, reducing their influence on the battle. Almost all auras are unique, that is, identical auras do not combine. There is an exception to this rule: if a positive aura comes from a purchased item and more than one team member has such an item, each owner will receive the effect of their own aura and one friendly one, doubling the effect of the aura for themselves. Even if there are more than two items, the effect will not be further enhanced. Auras that do not come from objects never stack.

Note: In rare cases, items emit non-unique effects.

Gold

Gold can be earned in several ways. The main thing is lasthitting enemy minions and monsters in the forests. A substantial reward is given to those who kill an enemy hero, in addition, those who assist in the murder will receive a smaller bonus. Some heroes have abilities that increase income. There are talents, runes, items, and a summoner spell that provide a small amount of income. Finally, each hero receives one coin per second while the match lasts. As an emergency measure, we can recommend selling an unnecessary item to replace it with a more suitable one.

Gold from minions: To receive a reward for a minion, you need to finish it off. The number of attacks does not matter, because money is given only to the one who dealt the decisive blow. The size of the reward depends on the type of minion (ranged minions cost less than melee minions, and those cost less than siege minions) and the length of the match. The longer the game lasts, the greater the reward for minions.

Gold from monsters: The same rules apply to monsters as to minions, but there are a few nuances. If a monster is not killed for a long time, the reward for its head increases to a certain threshold. In addition, the most powerful monsters give gold to the entire team at once, regardless of who dealt the decisive blow.

Gold from heroes: The reward for killing a hero depends on how many kills he himself has committed since his last death. The longer the enemy’s killing spree, the more expensive his head is. If, on the contrary, he himself was killed often, the reward will decrease. The one who deals the decisive blow to the enemy receives the full reward, and half of this value is divided among those who assisted in the murder. Assistance is defined as causing damage to an enemy no later than 10 seconds before killing him, controlling him, or supporting allies, such as shields, healing, etc.

Gold from skills: There are few such skills, and they usually directly affect the hero's play style. An example is Gangplank's Parrrley, which generates additional income if you kill someone with it. Katarina's passive skill, Voracity, among other things, increases her rewards for kills and assists by 25 coins.

Passive income: This category includes all income that does not come from the active actions of the hero. Each hero receives a coin per second after the first minions of the match appear. You can provide yourself with such income with runes, talents, or certain items like Philosopher’s Stone.

Resale: items are resold for 70% of the purchase price, and items that passively increase income are resold for 50% of the purchase price. This is not always effective, but sometimes it is justified.

Fog of war

Fog of war is a term for darkening areas that are not directly visible to your team. The fog allows you to see the general features of the area, but hides all enemies. He retreats at a certain distance from all friendly combat units: heroes, minions and towers. At any moment, you can easily determine which part of the map is hidden by the fog of war: it stands out quite clearly both on the ground and on the minimap. Your team can only see enemies that are close enough, are not invisible, and are not hiding in the bushes.

Note: There are several ways to scout areas of the map that lie out of sight. You can use the summoner spell “Clairvoyance”, which allows you to scout a small area in any corner of the map for five seconds. You can buy guards (Sight Ward, Vision Ward), invisible amulets that need to be placed on the ground. They give the team vision in a certain radius around them for three minutes. Vision Wards detect invisible objects around them, including enemy guards. Finally, some hero skills like Veigar's Dark Matter or Karthus' Wall of Pain briefly reveal their area of ​​application.

Surrender

Sometimes your team's affairs will be in such a dire state that it would be wise to just give up and save time. It is for such cases that the League of Legends provides for the early completion of matches through surrender. The decision to surrender is made in the form of a vote, which can be started by any summoner of the match no earlier than 20 minutes after the start of the match.

Once you start voting, you will automatically vote for surrender and give your teammates the opportunity to vote up or down within 60 seconds. Surrender will take place if at least 70% of the team approves of it. If there are five or four active summoners on a team, the consent of all but one is required. If the team is smaller, a unanimous decision is needed. Those who abstain from voting after the allotted time has expired are considered to have voted against.
You can take part in voting in the following ways. Typing /ff or /surrender in chat will start a vote or upvote. By typing /nosurrender you will vote against it. If voting is already in progress, you can make a decision by clicking on one of the buttons in the voting window, Yes or No.