Tips for new players
Basic Settings
RUNE:
You can buy different runes to enhance your champions in game.
Steps:
Login => click the tiny man icon on the top right corner => click "RUNE". You will be redirected to your rune page.
There are three types of basic runes: red is offense, yellow is defense, blue is ability. Furthermore, you can buy special purple runes after level 10. Normally, it is advised to use runes of the types that correspond to their color (i.e. primary runes). For example, +armor penetration or +attack speed runes are some good choice for your red rune slots. (You also have yellow and blue +attack speed runes but their effectiveness are much lower than red +attack speed runes.) Nevertheless, a few champions are different and benefit from secondary runes. It is advised that new players should buy primary runes that are useful for many champions when you are still learning how to play. Once you has really picked your favorite champion(s), consult the corresponding champion guides for recommended runes.
You can only buy runes with influence point (IP). You gain IP every time you finish a game, whether win or loss.
Example:
Ashe is a ranged champion dealing mainly physical damage. A possible set of runes is:
Red = 9x Armor Penetration
Yellow = 9x Mana Regeneration Per Level
Blue = 9x Cooldown Reduction Per Level
Purple = 3x Flat Health
It is basically suitable for other physical mana-using champions as well.
SUMMONER SPELL
You can choose two summoner spells no matter which champion you are playing. When picking the summoner spells, consider the characteristics of your champion and use the spells to cover up its weakness. For instance, many champions do not have ability to increase movement speed, so you can pick "Ghost" (increases movement speed for a short duration) or "Flash" (instantly moves your champion to target location); If your champion does not have good crowd control ability, you can use "Exhaust" (greatly reduces target enemy's movement speed for a short duration).
MASTERY
Every time you level up, you gain one mastery point. Spend the mastery points to useful masteries to enhance your champions in game, pretty much like runes. If you learn the wrong masteries, simply right click to cancel, or click "Return Points" to return all the points. Similar to runes, there are three mastery trees: offense, defense and utility (ability). Most AD carries invest points into offense; tanks invest points into defense; casters and supports invest points into utility. The exact point distribution can be different for different champions, so please consult the relevant champion guides for details. Besides, each summoner spell has a corresponding mastery and it is usually advisable to spend one or two points to those masteries if possible.
Type of Champioins
Champions can roughly be classified as carry (i.e. dps), tank or support according to their stats and abilities. Some champions can play different roles according to how you build them.
Carry (also called dps):
A carry is a champion that is capable of dealing massive damage and good at killing but usually fragile itself. Carry can be further classified as AD carry and AP carry.
- AD carry: AD means "attack damage". A AD carry is a carry that deals physical damage mostly. Their autoattack can deal high damage. Many of them have abilities that improve the damage of their autoattack.
Example: Ashe, Tristana, Master Yi, Shaco, Tryndamere
- AP carry (also called caster): AP means ability power. A AP carry is a carry that deal magical damage mostly. They can cast several damaging abilities consecutively for massive magical damage. They usually have higher burst damage than AD carries. However, they usually down buildings much slower than AD carries because most abilities do not affect buildings.
Example: Annie, Ryze, Fiddlesticks, Veigar, Anivia, Karthus
Note: some champions can be played as AD or AP carry depending on the runes, masteries and items you used.
Example: Ezreal, Teemo
Tank:
A tank is a champion that has high health, armor and / or magic resist. Usually tanks also have abilities that reduce damage received or replenish health. Tank can be further classified as main tank or off-tank:
- Main tank: they have very good survivability. If played well, they cannot be killed easily even when outnumbered. The weakness is they usually have much lower damage output than carries. Besides, they have good crowd control (CC) abilities and can save other squishy teammates from the enemy. Therefore, only a few champions can be qualified as main tank.
Example: Rammus, Shen, Alistar, Amumu
- Off-tank (also called fighter or tanky dps): they also have high survivability (although may not be as good as main tanks) but at the same time decent damage output. Many of them have dash or slow abilities as well. These make them capable of rushing into enemy formation to beat up their squishies. However, they lack the ability to protect other teammates.
Example: Olaf, Xin Zhao, Warwick, Blitzcrank, Malphite, Dr Mundo, Poppy, Garen, Mordekaiser, Sion
Support:
Some champions do not have as high damage output as carries, nor high survivability as tanks. Yet they are good at supporting teammates and rising the overall strength of the whole team. These are the supports. Supports can help by healing others, shielding others, or enhancing others' damage output, etc. They are usually disadvantaged when fighting 1 vs 1 (of course there are exception) but during team fight, they can have amazing effect on the performance of the team as a whole.
Example: Sona, Janna, Soraka, Karma, Nidalee, Kayle, Sivir, Zilean
The above is only a rough classification. Some heroes can fulfill different roles depending on how you choose the runes, masteries, items and order of learning abilities.