I'm not really sure where to put this, but I wanted to get a bit of it down on paper while I have the time and motivation. I've been making posts that aren't up to par recently and I'm gonna go on hiatus for a while, but in the meantime, I'm leaving this here while I take a break.
Lately there's been a lot of discussion on shotcalling and the importance of having a shotcaller on a team. If you're good at this, you can influence the outcome of games without having to do anything but communicate. On a smaller scale, it helps you to forsee the outcomes of various situations which arise in League like ganks, teamfights, sieges, and vision with regard strictly to yourself.
Broodwar and chess were a really big part of my life, and I'm a mixed asian from Hawaii. I've done a lot of martial arts and I've studied a few of the classic literature on fighting and warfare. I'm really big into Taoism and I think that a good understanding of the Tao in relation to warfare is a massive advantage in League. It has allowed me to become a strong player on strategy alone--I'm not amazing mechanically, but that's what I love about League. You don't have to be a mechanical god to win games. You can win games almost entirely on understanding.
So, with that in mind, I'm going to highlight a few of the essential passages from Sun Tzu's The Art of War. If you haven't read it, I suggest you get a copy. It's Taoism applied to warfare and is considered by almost every military expert to be an essential classic in the literature on strategy and war. You can find various free translations online or buy one at your local bookstore/Amazon. If the whole Tao thing appeals to you (I'm biased and think it's super interesting) then I also suggest that you pick up a copy of the Tao Te Ching by Lao Tzu. If you're anything like me, both books will blow your mind and positively affect your life for the better.
Anyway, without further ado:
Lately there's been a lot of discussion on shotcalling and the importance of having a shotcaller on a team. If you're good at this, you can influence the outcome of games without having to do anything but communicate. On a smaller scale, it helps you to forsee the outcomes of various situations which arise in League like ganks, teamfights, sieges, and vision with regard strictly to yourself.
Broodwar and chess were a really big part of my life, and I'm a mixed asian from Hawaii. I've done a lot of martial arts and I've studied a few of the classic literature on fighting and warfare. I'm really big into Taoism and I think that a good understanding of the Tao in relation to warfare is a massive advantage in League. It has allowed me to become a strong player on strategy alone--I'm not amazing mechanically, but that's what I love about League. You don't have to be a mechanical god to win games. You can win games almost entirely on understanding.
So, with that in mind, I'm going to highlight a few of the essential passages from Sun Tzu's The Art of War. If you haven't read it, I suggest you get a copy. It's Taoism applied to warfare and is considered by almost every military expert to be an essential classic in the literature on strategy and war. You can find various free translations online or buy one at your local bookstore/Amazon. If the whole Tao thing appeals to you (I'm biased and think it's super interesting) then I also suggest that you pick up a copy of the Tao Te Ching by Lao Tzu. If you're anything like me, both books will blow your mind and positively affect your life for the better.
Anyway, without further ado:
The Art of War
All warfare is based on deception.
Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.
Hold out baits to entice the enemy. Feign disorder, and crush him.
If he is secure at all points, be prepared for him. If he is in superior strength, evade him.
If your opponent is of choleric temper, seek to irritate him. Pretend to be weak, that he may grow arrogant.
If he is taking his ease, give him no rest. If his forces are united, separate them.
Attack him where he is unprepared, appear where you are not expected.
These military devices, leading to victory, must not be divulged beforehand.
Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat: how much more no calculation at all! It is by attention to this point that I can foresee who is likely to win or lose.
Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near.
Hold out baits to entice the enemy. Feign disorder, and crush him.
If he is secure at all points, be prepared for him. If he is in superior strength, evade him.
If your opponent is of choleric temper, seek to irritate him. Pretend to be weak, that he may grow arrogant.
If he is taking his ease, give him no rest. If his forces are united, separate them.
Attack him where he is unprepared, appear where you are not expected.
These military devices, leading to victory, must not be divulged beforehand.
Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat: how much more no calculation at all! It is by attention to this point that I can foresee who is likely to win or lose.
League, like warfare, is psychological. It's a game of imperfect information in which two sides pit strategy against each other. For some people, it's very simple and does not extend beyond "I won my lane."
News flash: This game is bigger than your lane.
This game is about one of two things--either you destroy the opposing team's nexus before they can destroy yours, or you demoralize them to the point where they concede of their own will. The better you are at playing the game, the more often both of these outcomes will occur for you and the less they will happen to you.
Warfare is based on deception. Controlling the information that your opponent receives about your plans is crucial. The easiest way you can apply this technique is by denying your opponents vision on the map. Conversely, the more information you have, the less effective your opponents' plans will be. This is why we see such a heavy emphasis on vision war in high level games.
Perhaps this doesn't apply in your games, but if that's the case, just work on your AD Rammus and carry from top because everyone is retarded.
Attack where there is no defense. Be able to defend where there is no attack. This is a simple way to take things for free. You want to attack your enemy where they are the weakest without them knowing it beforehand. Ambushes, backdoors, baits, ganks, counterganks--these are all tactics which take advantage of having superior knowledge and calculation. If you want to make plays, you must know what the purpose of the play is. Are you ganking to kill? Are you forcing an objective? Who is stronger in what ways? What are all the possible outcomes, and how likely is it that their missing mid laner is waiting to countergank, or that you are being baited into a Shen ult? By calculating these things before putting a plan into action, it is simple to understand the flow of battle. Be prepared for deception on your enemies' part. Underestimating your opponents is one of the easiest and most common ways to lose.
Take advantage of your opponents' weaknesses. Never interrupt your opponents when they are making a mistake. If they are losing fights, allow them to keep teamfighting. If they are going to lose a tower but insist on dragging out a poke war, don't alert them to that fact. Give nothing to your enemy except calculated misinformation, and be aware of what state of mind they are in. If they're raging, troll them, but troll them subtly. Your goal isn't necessarily to make them mad, because some players play better when they're mad. Your goal is to sow discontent within their team. If they are united, scatter them. Not only in teamfights, but also in spirit.
Hide your weaknesses as well as your strengths. Appear strong where you are weak, and weak where you are strong. Surprise is often the deciding factor in a battle. Do not let the enemy know your true intentions--however, be wary that a discerning opponent may call your bluffs. Be prepared for the worst-case scenario at all times while allowing your enemies to play into your plans.
When you engage in actual fighting, if victory is long in coming, then men's weapons will grow dull and their ardor will be damped. If you lay siege to a town, you will exhaust your strength.
Again, if the campaign is protracted, the resources of the State will not be equal to the strain.
Now, when your weapons are dulled, your ardor damped, your strength exhausted and your treasure spent, other chieftains will spring up to take advantage of your extremity. Then no man, however wise, will be able to avert the consequences that must ensue.
Thus, though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.
Again, if the campaign is protracted, the resources of the State will not be equal to the strain.
Now, when your weapons are dulled, your ardor damped, your strength exhausted and your treasure spent, other chieftains will spring up to take advantage of your extremity. Then no man, however wise, will be able to avert the consequences that must ensue.
Thus, though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.
Hit hard, hit fast, and retreat swiftly. The longer you fight, the more losses you will incur. The longer you stay after a battle, in either victory, stalemate, or defeat, the more likely it is you will get caught. If you are of no use to your team, get out. If you went in for an objective and got it, get out. Just won a fight? Evaluate objectives and weigh the risk of going for them. If the risk is high and the reward is low, don't do it. If the risk is low and the reward is high, do it cautiously.
Don't stay in the field for too long. If you are out of resources, go replenish them. Wards, HP, mana, potions, whatever. If you have a lot of gold, SPEND IT. Money has no use if you don't spend it. 5k gold in the bank doesn't do shit in the middle of a fight. Keep your weapons sharp and your troops well-supplied. This is one of the biggest mistakes in low-level league--spending too much time being greedy for CS or a kill or a buff steal or an objective or whatever and getting caught when they would never lose a straight fight.
The essence of strategy is in retreat.
Hence to fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting.
Thus the highest form of generalship is to balk the enemy's plans; the next best is to prevent the junction of the enemy's forces; the next in order is to attack the enemy's army in the field; and the worst policy of all is to besiege walled cities.
Therefore the skillful leader subdues the enemy's troops without any fighting; he captures their cities without laying siege to them; he overthrows their kingdom without lengthy operations in the field.
With his forces intact he will dispute the mastery of the Empire, and thus, without losing a man, his triumph will be complete. This is the method of attacking by stratagem.
Thus the highest form of generalship is to balk the enemy's plans; the next best is to prevent the junction of the enemy's forces; the next in order is to attack the enemy's army in the field; and the worst policy of all is to besiege walled cities.
Therefore the skillful leader subdues the enemy's troops without any fighting; he captures their cities without laying siege to them; he overthrows their kingdom without lengthy operations in the field.
With his forces intact he will dispute the mastery of the Empire, and thus, without losing a man, his triumph will be complete. This is the method of attacking by stratagem.
Take things from your opponent without a fight if you can. This is the best way to win. Teamfights inject chance elements into strategy. Someone may miss a Sona ult or fail a flash. If you have the choice between taking something for free or fighting, heavily consider just taking what's free.
However, we must always be cognizant of the fact that opportunity in battle is a fluid, changing thing. If something is free for the moment, it doesn't mean that it will be free after you buy. It doesn't mean that it will be free ever again. Take free stuff when you see it, as long as it's truly free. If you get a tower for free top but they kill your team, the cost of the tower was your team, even if it wasn't your fault that they engaged. Be aware of how intelligent your team is. Are they capable of making the right play when presented with it? Do they generally force the wrong one? These factors alter calculation.
Taking things for free is the most crucial way to extract value from your superior decision making. This applies in all games of strategy--poker, chess, Starcraft, League, whatever. It's always a matter of risk analysis. Suffocating an opponent on their own mistakes without giving any openings--this is better than any outplay. Look for these opportunities at all times. Sneak objectives with superior map control. Force opponents out of lane when you have an opening to take their tower. If they overextend with no vision, gank them and take a free kill. If they leave their blue buff undefended when it poses no risk to steal, accept their mistake. Notice when they are unaware and pounce immediately. Free shit is the greatest gift an enemy can give you because there's reward for no risk on your part.
There are three ways in which a ruler can bring misfortune upon his army:--
(1) By commanding the army to advance or to retreat, being ignorant of the fact that it cannot obey. This is called hobbling the army.
(2) By attempting to govern an army in the same way as he administers a kingdom, being ignorant of the conditions which obtain in an army. This causes restlessness in the soldier's minds.
(3) By employing the officers of his army without discrimination, through ignorance of the military principle of adaptation to circumstances. This shakes the confidence of the soldiers.
Thus we may know that there are five essentials for victory: (1) He will win who knows when to fight and when not to fight. (2) He will win who knows how to handle both superior and inferior forces. (3) He will win whose army is animated by the same spirit throughout all its ranks. (4) He will win who, prepared himself, waits to take the enemy unprepared. (5) He will win who has military capacity and is not interfered with by the sovereign.
Hence the saying: If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.
(1) By commanding the army to advance or to retreat, being ignorant of the fact that it cannot obey. This is called hobbling the army.
(2) By attempting to govern an army in the same way as he administers a kingdom, being ignorant of the conditions which obtain in an army. This causes restlessness in the soldier's minds.
(3) By employing the officers of his army without discrimination, through ignorance of the military principle of adaptation to circumstances. This shakes the confidence of the soldiers.
Thus we may know that there are five essentials for victory: (1) He will win who knows when to fight and when not to fight. (2) He will win who knows how to handle both superior and inferior forces. (3) He will win whose army is animated by the same spirit throughout all its ranks. (4) He will win who, prepared himself, waits to take the enemy unprepared. (5) He will win who has military capacity and is not interfered with by the sovereign.
Hence the saying: If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.
These are mistakes which are made in League often. People run from a fight knowing that there's no point in running. Your KDA doesn't mean shit. Sometimes the only option is to fight. If you will 100% lose if your opponents get baron and you have any chance of winning if you prevent it, you HAVE to fight at baron. If your game is lost except for a suicidal, all-in play, you HAVE to make it.
Conversely, many players attempt to force things that are near impossible. If they have Anivia/Caitlyn/Zyra/Nocturne/Nidalee, how can you expect to siege their tower? Forcing a siege with the sole intent of taking a tower into this is horrible strategy. Find another way to take it. If you know the enemy and know yourself, you need not fear the result of a hundred battles.
Be aware of the thoughts and conditions of your teammates. You have a much higher chance of winning if you're on the same page as everyone else, because then you can lead them by simply suggesting what everyone can agree is best.
If you want more on this section, go listen to Lee Sin quotes.
This applies to creepwaves, too. Think of creepwaves as your soldiers, and your teammates as your officers. Be aware of how to command them around the map. Know how to snowball creep waves, and integrate their predictable reactions into your plans. In lane, be aware of creeps when engaging in fights. In pushes, calculate when waves will hit towers and integrate that into your plans. Chauster once said that this game is about two things--towers and creepwaves. Don't underestimate their importance.
Sun Tzu said: The good fighters of old first put themselves beyond the possibility of defeat, and then waited for an opportunity of defeating the enemy.
To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself.
Thus the good fighter is able to secure himself against defeat, but cannot make certain of defeating the enemy.
The general who is skilled in defense hides in the most secret recesses of the earth; he who is skilled in attack flashes forth from the topmost heights of heaven. Thus on the one hand we have ability to protect ourselves; on the other, a victory that is complete.
What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.
Hence his victories bring him neither reputation for wisdom nor credit for courage.
He wins his battles by making no mistakes. Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated.
Hence the skillful fighter puts himself into a position which makes defeat impossible, and does not miss the moment for defeating the enemy.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.
To secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself.
Thus the good fighter is able to secure himself against defeat, but cannot make certain of defeating the enemy.
The general who is skilled in defense hides in the most secret recesses of the earth; he who is skilled in attack flashes forth from the topmost heights of heaven. Thus on the one hand we have ability to protect ourselves; on the other, a victory that is complete.
What the ancients called a clever fighter is one who not only wins, but excels in winning with ease.
Hence his victories bring him neither reputation for wisdom nor credit for courage.
He wins his battles by making no mistakes. Making no mistakes is what establishes the certainty of victory, for it means conquering an enemy that is already defeated.
Hence the skillful fighter puts himself into a position which makes defeat impossible, and does not miss the moment for defeating the enemy.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.
This is the reason that people think they're better than they are. They don't understand the things which better players do which allow them to win outside of obvious things like killing someone or dodging something. The best players don't get credit for the things that they do which make them the best. This is why most of my favorite players aren't the flashy tactical outplayers--they're the ones who influence the outcome of the game while seemingly doing nothing.
Also, can we all take a moment and appreciate our support players?
Winning is just a combination of preparation, timing, and execution. You put yourself in a situation where you're least likely to be defeated and wait for your opponent to make a mistake. When they do, take advantage of it immediately. Winning a lane is not about getting kills. Kills are just an indication of how badly your opponents are covering their weaknesses. This comes about in many ways--lack of vision, running out of supplies (hp/mana/potions/etc.), miscommunication, miscalculation, not being aware of your strengths and their weaknesses, not punishing your risk-taking, taking too many risks, etc.
If you compare a lane that is constantly flipping coins in all-in fights with one that is methodically taking advantage of their opponents' weaknesses, you'll notice that the ones that flip coins a lot tend to get a lot of kills but still come out even, while the thinking player will have less kills but a bigger advantage coming out of lane. It's the same with team strategy. The best fights are the ones that you don't even see because of overwhelming preparation.
To ensure that your whole host may withstand the brunt of the enemy's attack and remain unshaken-- this is effected by maneuvers direct and indirect.
That the impact of your army may be like a grindstone dashed against an egg--this is effected by the science of weak points and strong.
In all fighting, the direct method may be used for joining battle, but indirect methods will be needed in order to secure victory.
Indirect tactics, efficiently applied, are inexhaustible as Heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away to return once more.
In battle, there are not more than two methods of attack--the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers.
The direct and the indirect lead on to each other in turn. It is like moving in a circle--you never come to an end. Who can exhaust the possibilities of their combination?
The onset of troops is like the rush of a torrent which will even roll stones along in its course.
The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy its victim.
Therefore the good fighter will be (fierce) in his onset, and prompt in his decision.
That the impact of your army may be like a grindstone dashed against an egg--this is effected by the science of weak points and strong.
In all fighting, the direct method may be used for joining battle, but indirect methods will be needed in order to secure victory.
Indirect tactics, efficiently applied, are inexhaustible as Heaven and Earth, unending as the flow of rivers and streams; like the sun and moon, they end but to begin anew; like the four seasons, they pass away to return once more.
In battle, there are not more than two methods of attack--the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers.
The direct and the indirect lead on to each other in turn. It is like moving in a circle--you never come to an end. Who can exhaust the possibilities of their combination?
The onset of troops is like the rush of a torrent which will even roll stones along in its course.
The quality of decision is like the well-timed swoop of a falcon which enables it to strike and destroy its victim.
Therefore the good fighter will be (fierce) in his onset, and prompt in his decision.
Possibly the single most important skill in League is being able to correctly estimate the outcome of any given clash between two or more champions. This skill alone allows a player to pick only the fights which end in their favor and avoid any battles which are losses for them. Burst estimation and calculating DPS are incredibly important. Knowing what windows will appear where from CC is huge. How fast can a champion cover a given distance on the map? With these factors in mind, we can make plays through tactics.
Tactics differs from strategy in that tactics are localized. A strategy allows you to outprepare your opponents. A tactic allows you to outplay them. Both are essential to the flow of a game and they each lead to each other in turn. There are both direct and indirect tactics. A direct tactic, for example is flash-Sona ulting an opponent. An indirect tactic might be splitpushing top with teleport up to divert attention for a dragon fight. The combination of these two tactics may allow for a favorable dragon fight. If the moment is right for a direct tactic, seize it immediately. If there is no opening for a direct tactic, play around it with an indirect tactic, which will open up possibilities. Indirect tactics often involve positioning--for example, you may show a single person on the map while others lie in wait for a gank. Direct tactics involve force--for example, a Nocturne ult on bot lane to pick up a kill. The combination of tactics can be so subtle that they are not noticed by your opponents--perhaps you pink ward the lane brush to clear their vision of it, setting up a gank which allows you to take their tower.
Pay attention to what's going on in the game and always be aware of ways to play tactically.
KNOW YOUR ROLE
If you're an aggressive laner, play aggressively. If you're a defensive laner, hold your lane. If you are a farm champ, farm. If you are a splitpush champ, splitpush. Don't pick a champ that has weak ganks and force ganks. Don't pick a champ that has to farm items and constantly engage fights. Don't pick a kill support and be passive. Just remember that in spite of all this, your first and primary role is as a living champion with living teammates.
RE-EVALUATE CONSTANTLY
Good players are checking the score screen and watching the minimap constantly. Get to the point where you can farm perfectly while holding tab to glean information and not play any worse because of it. This is something that you constantly see better players doing--they'll be CSing or walking places and holding tab while they do it. Lane is a small part of the game flow. Play for the game without sacrificing your lane if you can help it. Build for the future. As a jungler, constantly be keeping track of information that allows you to react. As a solo lane, be keeping track of your itemization and your lane partner's. As an ADC, keep tabs on what kind of armor and other items your opponents are wearing. If you see it in advance, you can itemize against it. The same applies for ganks and sieges and any sort of tactical situation. If your opponents give you information that says they're likely to be preparing for something, make sure you're ready for it. Be able to change plans on the fly and communicate it to your team as effectively as possible.
ASSUME YOUR OPPONENTS ARE THINKING PLAYERS
Try to figure out what your opponents are thinking at all times. Are they engaging on you in a spot that's obviously bad for them? Well, okay. If they were playing well up until that point, they probably have some information you don't have. Kill them if it's free, but if it's 90% likely that they wouldn't be doing that without gank support or a Shen ult or something, retreat and retreat swiftly until you feel it's safe again. Try to get a baseline behavior pattern on your opponents. It's not hard to spot deviations in their behavior, and you have to learn to read those cues. Bad players can play badly, but don't assume that they're dumb until they prove otherwise.
DO NOT FORCE THINGS--TAKE THINGS
Forcing is a last resort. Your best option is to take things for free. Second best is forcing good fights. Third best is winning even fights by playing better. Worst is forcing bad fights because it's your only option. Why? Because if you take something for free, the risk is low and it's simply a gain for you. If you force a good fight, you are still taking something from them, but you may incur loss on your side. Third best is outplaying in an even situation, and this is bad because it relies on your skill against their skill, two factors which can swing wildly because of accidents or mistakes. Worst of all is forcing a fight that you know you have no choice but to fight, because your opponents have created a bad situation for you.
To be Continued (probably)
Thanks for reading, and I hope you gained something from this. I'm going on hiatus and will be back when I feel like I've figured things out. Good luck in the rest of S3!