Learn a mechanic. Read the lobby. Make the call.
Short how-to guides with a video and a drill, then longer deep-dives on drafting, dodging, and what the numbers behind Should I Dodge's estimate really mean.
- 38 mechanic guides
- 17 deep-dives
- A video and a drill in every mechanic guide
Start here
- Sharpen one habit Camera Control and Minimap Habits Pick a single mechanic, watch the clip, then run the drill until it sticks.
- Read the lobby How to Read Champion Select Role coverage, damage balance and frontline: the checklist before you trust any number.
- Make the call When to Dodge What a dodge really costs, and the point where paying it is the right move.
Mechanics: the training ground
Step-by-step guides to individual mechanics, each with a video example, the mistakes to avoid, and a drill to practise it. Pick your role to see what matters most for it.
Showing 24 guides for Bottom · Show all
Top, Mid & Bottom
3 guidesCheater Recalls
A cheater recall crashes the early waves into the enemy turret so you can recall, buy a component and return to lane without losing minions.Last-Hitting and Farming Under Tower
Learn to land the killing blow on every minion, to count turret shots under tower, and to keep your last-hit timing correct as your items change.Slow Pushing and Crash Timing
A slow push stacks two or three waves into one big crash. Learn how to build it and time it to a recall, a dive or a Teleport.
Top & Bottom
1 guideMid & Bottom
1 guideBottom
7 guidesAttack Move
Attack-move orders your champion to attack what is near a point instead of walking there. Learn the click, the cursor setting and the binds that stop misclicks.Cleanse, QSS and Spell Shield Reactions
Remove crowd control with Cleanse or Quicksilver, or block it first with a spell shield or reflect. Learn what each removes and when to press it.Front-to-Back DPSing
Front-to-back means hitting the closest enemy you can reach safely instead of walking to the backline. Learn how to choose targets and stay alive in fights.Kiting and Orb Walking
Kiting means moving between every auto-attack so you keep your distance while dealing damage. Learn the inputs, timing and drills.Mouse Accuracy and Target Acquisition
Landing right-clicks on the champion you meant, not a minion or the ground. Learn the settings and habits that stop misclicks in a crowded fight.Spacing and Threat Range Identification
Spacing means standing just outside every range the enemy can hit you from. Learn to read threat ranges and trade from the edge of yours.Trading on Minion Last-Hits
Hit the enemy ADC the instant they commit to a last-hit animation. Learn to spot the swing, punish it with one auto and step back safely.
All roles
12 guidesAnimation Canceling
Animation canceling means skipping the recovery of an auto-attack with a move order or a reset ability. Learn the timing, the inputs and the drills.Baiting and Flash Tracking
Track when the enemy uses Flash and other summoner spells, and bait them out with safe pressure so your real engage lands against no escape.Camera Control and Minimap Habits
Play with an unlocked camera, snap back to your champion with a hotkey and glance at the minimap every few seconds to see threats early.Dodging and Sidestepping
Learn to sidestep line skillshots, walk out of delayed ground zones and dash out of danger, all while staying in range to hit back.Flash and Buffered Combos
Use Flash to land or dodge abilities, and cast spells during a dash or cast time so your combo arrives before the enemy can react.Mana and Cooldown Trading
Trade when the enemy's key spell, shield or reload is down. Learn to bait it out, count its cooldown and strike in the short window it leaves.Short Trading and Animation Canceling
A short trade weaves autos between spells and resets, deals burst and leaves before the reply. Learn the sequence, the resets and the exit.Skillshot Precision and Prediction
Aim skillshots where the target will be, not where they stand: lead moving targets, use last-hit moments and aim delayed spells ahead of them.Skillshot Threading
Hold your key crowd control until the enemy has spent a dash, wall, shield or Flash, or catch them mid-dash, so your skillshot actually lands.Spacing and Tethering
Spacing means holding the edge of the enemy's threat range, tethering means matching their steps. Learn to bait cooldowns without being hit.Tower Dive Execution
A tower dive is a fight inside enemy turret range. Learn how turrets pick and keep targets, how their damage ramps, and how to manage aggro to win the kill.Wave Freezing
A wave freeze holds the minion line still near your turret by leaving enemy minions alive. Learn the setup, the count to keep and when to break it.
Deep-dives: the reasoning behind the numbers
Longer reads in four tracks. Take them in order, or jump to the question that is on your mind.
Dodge or stay
The decision itself: what a dodge costs, what it buys, and how sure you can be.
- When to Dodge What a ranked dodge costs under the 2026 penalty system, and when that cost is worth paying.
- The Expected Value of a Dodge, With the Actual Numbers A break-even win probability for dodging, and how often a lobby actually bad enough to cross it occurs at each tier.
- What a 55% Lobby Actually Means at Your Rank The full band-boundary table by tier, and why the same reading earns a different verdict at Challenger than at Diamond.
- How Many Picks Before a Champ-Select Read Means Anything Why an early, partial reading needs to move further from 50% to mean the same thing a full lobby does.
Reading the draft
What to look for in champion select yourself, and how to play the hand you are dealt.
- How to Read Champion Select Role coverage, damage-type balance, frontline, engage, and the behavioural signals worth watching for.
- How to Read a Losing Draft Comp archetypes, win conditions, and telling "no win condition" from merely awkward.
- Counterpicking Without Griefing Yourself Why a counter you can't play is worse than a neutral pick you can.
- Draft Order, Blind Picks, and Flex Picks What pick order costs and buys, and why last pick isn't automatically best.
What the numbers really mean
Win rates, tiers and ban rates: what each statistic measures, and what it quietly hides.
- What a Champion Win Rate Actually Means What an aggregate win rate measures, and what it hides.
- Aggregate, Matchup, and Personal Win Rates Three numbers people call "win rate," and which one to trust.
- Why the Same Win Rate Means Different Things at Different Tiers Why Challenger readings are noisier than Diamond ones, and what the model does about it.
- The Noise Floor Under Every League Tier List This app's own per-tier calibration data, and how to tell a real win-rate gap from one that's just noise.
- Why the Highest-Elo Data Is the Least Trustworthy The sample-size mechanism that makes Challenger's win rates the noisiest on the ladder, not the most authoritative.
- Ban Rate Is Not a Power Ranking Why ban rate is identical across every role row a champion shows, and what it measures instead of strength.
Under the hood
How the app turns a screenshot into a number, and where that pipeline can go wrong.
- Why a 43% Champion Isn't Scored at 43% The log-odds math behind the win estimate, and why a single champion's own number can never move it alone.
- How the App Guesses Enemy Roles When Champ Select Never Says The minimum-cost matching behind role assignment, and the honest failure mode when the underlying data is empty.
- Why a Champ-Select Screenshot Gets Misread The upscale, inversion, and double-threshold pipeline behind local OCR, and what actually helps if a read comes back wrong.