How to Play
Everything you need before your first inevitable feeding: the goal, the map, the controls, and the shop. Read it, ignore it, blame your jungler. The classics.
The Goal
Two teams. One mission: tear down the enemy Nexus before they tear down yours.
- 1Push a lane by clearing waves of minions and slaying enemy champions.
- 2Break the turret chain — outer, then inner, then the inhibitor turret — to crack a lane open.
- 3Destroy an inhibitor to spawn reinforced super-minions that pressure the base.
- 4Smash the two Nexus turrets, then the Nexus itself. First Nexus down wins. GG.
The Protection Chain
Turrets must fall in order, outermost first. Each lane guards an inhibitor behind its inner turrets; destroy it and your minions get a super-sized upgrade in that lane (the inhibitor regrows after a while).
Only once a lane is breached can you threaten the two Nexus turrets and the Nexus itself. No skipping the line. Ruckus Ravine has standards.
Ruckus Ravine
A two-lane arena wrapped around a contested jungle, anchored by two pits holding the game's biggest prizes.
Two Lanes
Top and bot — each a guarded highway of minions and turrets between the bases.
The Jungle
The space between lanes: neutral camps, brush for ambushes, and walls to outplay around.
The Pits
Two objective pits carved into the jungle — home to the Drakeling and the Pit Tyrant.
The Bases
Each team's Nexus, fountain, and guarding turrets. Lose the Nexus, lose the game.
Controls
Play it your way: classic right-click Standard controls, or full WASD movement — switch any time in the Controls menu.
| Input | Action |
|---|---|
| Standard / WASD | Pick your movement scheme in the in-game Controls menu (top-left). Standard is right-click-to-move; WASD steers with the keyboard. |
| Right-Click | Standard: move, or attack an enemy under the cursor. WASD: cast your Q ability. |
| W A S D | WASD mode: steer your champion. In Standard, these are the W ability / attack-move / stop / summoner. |
| Left-Click | WASD: attack or interact with whatever's under the cursor. |
| A + Click | Standard: attack-move — walk toward a point and auto the first enemy in range. |
| S | Standard: stop. Cancel your current order and hold position. |
| Q / W / E / R | Standard: cast abilities at the cursor. WASD: abilities sit on Right-click / Shift / E / R. |
| Ctrl + Q/W/E/R | Spend a skill point to level up that ability. |
| D / F | Standard: cast your two summoner spells (WASD puts summoner 1 on Q). |
| B | Recall to base (channel for a few seconds — do it safely). |
| P | Open the item shop (only spends gold while near your fountain). |
| 1 / 2 | Quaff a Healing or Mana Draught from your inventory. |
| 4 | Place a Sentry Eye for vision (if you carry one). |
| Tab | Hold to view the scoreboard, kills, and items. |
| Arrow Keys / Y | Pan the camera; Y toggles camera lock to your champion. |
| Mouse Wheel | Zoom the camera in and out. |
| Minimap Click | Issue a move order or ping an objective from across the map. |
Summoner Spells
Bring two into every match. Long cooldowns, game-defining moments. Choose your D and F wisely.
Blink
130s cooldownTeleport a short distance toward your cursor — over walls and out of trouble.
Vault
150s cooldownLeap a medium distance to your cursor. Great for chasing or escaping.
Warp
120s cooldownShort-range teleport that swaps you across a wall in a blink of arcane static.
Mend
120s cooldownInstantly restore a chunk of health to you and a nearby ally.
Renew
150s cooldownA bigger single-target heal with a brief burst of move speed.
Salve
90s cooldownA modest, fast-cooldown heal for trading in lane.
Scorch
90s cooldownBurn a target over time as true damage and slow them.
Wither
120s cooldownSap a target with creeping true damage that lingers longer.
Hex Mark
80s cooldownBrand a foe with a hex that burns hard for a short, vicious burst.
Bulwark
100s cooldownShield yourself for a few seconds against incoming damage.
Aegis
130s cooldownA larger shield that soaks a big hit when you need it most.
Bastion
80s cooldownA quick, cheap shield on a short cooldown for poke wars.
Sprint
130s cooldownSurge with bonus move speed that ignores unit collision.
Surge
160s cooldownA bigger, longer burst of speed to cross the map or commit to a fight.
Bolt
90s cooldownA short, snappy speed boost on a low cooldown.
Jungle & Objectives
The map's neutral monsters reward map control. Buffs win skirmishes; epic objectives win games.
The Drakeling
A drake lurking in the southern pit that grants your whole team a stacking buff each time you slay it. Small individual gold, enormous compounding payoff. Worth dying over (do not tell your team I said that).
The Pit Tyrant
The big one. A late-game epic monster that empowers your entire team when felled — better stats, scarier minions, real siege pressure. Contest it only when you can win the fight.
Jungle Camps
Cinderhorn, the Wellspring Toad, and the Gloompaw Flock dot the jungle (one set per side). Clear them for gold, experience, and personal buffs. The ember and tide camps grant boons that make a jungler genuinely terrifying.
Economy & Leveling
Gold buys power. Experience unlocks it. Do both faster than the enemy.
Enough for a starter item and a draught or two.
Trickling in whether you earn it or not.
Base bounty — more for shutting down a fed enemy.
Cap your abilities and unlock your full kit.
Earn experience by being near dying minions, monsters, and enemy champions. Each level grants a skill point — spend it to rank up Q, W, or E, with your ultimate (R) unlocking at levels 6, 11, and 16.
The Shop
Buy near your fountain. Components fold into finished items along clear build paths — every piece is 100% legally distinct.
Starter
Healing Draught
50gRestores health over a few seconds. Tastes like effort.
Mana Draught
50gRestores a chunk of mana instantly. Fizzy. Arcane. Off-brand.
Sentry Eye
75gPlace a stationary eye that grants vision for a while. It blinks. Unsettling.
Scuffed Sandals
300gBasic move speed. One size fits regret.
Knockoff Runners
950gPremium-feeling footwear. The logo is a smudge but the speed is real.
Ironclad Clogs
1000gMove speed plus armor and magic resist. Comfort meets indestructibility.
Wizard Slippers
1000gMove speed, mana, and cooldown reduction. Plush. Sparkly. Impractical.
Components
Whetstone Blade
350g+Attack Damage. Honestly just a sharp bit of metal.
Spell Pamphlet
400g+Ability Power. Mostly coupons, but the magic is genuine.
Scrap Plating
350g+Armor. Salvaged from something that lost a fight.
Tinfoil Wrap
400g+Magic Resist. Also blocks mind-reading (results may vary).
Ruby-ish Lump
400g+Health. It is red, which is the important part.
Buzzsaw Gear
300g+Attack Speed. Spins menacingly.
Rusty Gauntlet
600g+Critical Strike Chance. Lucky for some.
Coin Pouch
350g+Mana and mana regen. Jingles when you walk.
Finished
Cleaver of Regret
3300g+AD, +Crit, and your crits hit even harder. No take-backs.
Passive: Critical strikes deal +30% bonus damage.
Crackle Cannon
2700g+Attack Speed, +Crit, +Move Speed. Now with audible crackling.
Bloodletter's Goblet
3400g+AD, +big Lifesteal. Overhealing becomes a shield. Garnish optional.
Passive: Healing past full HP becomes a temporary shield.
The Last Paycheck
3100g+AD, +Armor, +CDR, and heal a little off all your damage.
Skirmisher's Sidearm
3300g+AD, +Attack Speed, +Lifesteal. On-hit, enemies catch fire. All sales final.
Passive: Auto-attacks burn the target over 2s.
Catastrophe Cap
3600g+lots of AP, and amplifies ALL your AP. The hat does most of the work.
Passive: Increases total Ability Power by 30%.
Hex-Eating Staff
3000g+AP, and your magic damage ignores a chunk of enemy Magic Resist.
Passive: Magic damage ignores 35% of the target’s MR.
Smoldering Scepter
3000g+AP, +Health. Your damaging spells set enemies ablaze.
Passive: Ability hits burn enemies over time.
Frostfire Locket
2800g+AP, +Health. Your abilities slow whoever they hit.
Passive: Damaging abilities slow enemies by 30% for 1s.
Stopwatch Deluxe
3000g+AP, +Armor, +CDR. When you would die, briefly shield instead.
Passive: Drop below 18% HP to gain a brief shield (90s cooldown).
Spiteful Bulwark
2700g+Armor, +Health. Reflects damage back to attackers. Petty and proud.
Passive: Reflect 18% of auto-attack damage taken back to attackers.
Sun-Warmed Carapace
2900g+Health, +Armor. Nearby enemies are gently cooked each second.
Passive: Burn nearby enemies for magic damage each second.
Weighted Comforter
3000g+massive Health, +Regen. Out of combat, regenerate even faster. Anxiety: cured.
Passive: Rapidly regenerate HP while out of combat.
Phantom Veil
2800g+Health, +MR, +CDR, +Regen. Boosts all your healing. Spooky but supportive.
Passive: Increases healing and regeneration on you by 25%.
Choir Bell
2600g+AP, +Health, +Mana regen, +CDR. Amplifies the healing you do.
Passive: Increases healing and regeneration on you by 25%.
Guardian's Whistle
2700g+Armor, +MR, +Health. Cheats death with a quick shield.
Passive: Drop below 18% HP to gain a brief shield (90s cooldown).
Pro Tips
Hard-won advice from players who have lost in every way imaginable.
Last-hit minions for gold instead of spamming — your wallet decides your build.
Wards win games. Vision over the jungle and objective pits turns ambushes into free kills.
Back to base when you have enough gold for a power spike, not when you are about to die.
Trade your summoner spells: bait the enemy Blink, then commit when they have none.
Group for objectives. A 5-man Pit Tyrant beats a heroic 1-man Pit Tyrant every time.
When ahead, take towers and objectives. When behind, farm safely and wait for a mistake.