Field Manual

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.

Objective

The Goal

Two teams. One mission: tear down the enemy Nexus before they tear down yours.

  1. 1Push a lane by clearing waves of minions and slaying enemy champions.
  2. 2Break the turret chain — outer, then inner, then the inhibitor turret — to crack a lane open.
  3. 3Destroy an inhibitor to spawn reinforced super-minions that pressure the base.
  4. 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.

The Map

Ruckus Ravine

A two-lane arena wrapped around a contested jungle, anchored by two pits holding the game's biggest prizes.

Two Lanes

Two Lanes

Top and bot — each a guarded highway of minions and turrets between the bases.

The Jungle

The Jungle

The space between lanes: neutral camps, brush for ambushes, and walls to outplay around.

The Pits

The Pits

Two objective pits carved into the jungle — home to the Drakeling and the Pit Tyrant.

The Bases

The Bases

Each team's Nexus, fountain, and guarding turrets. Lose the Nexus, lose the game.

Inputs

Controls

Play it your way: classic right-click Standard controls, or full WASD movement — switch any time in the Controls menu.

InputAction
Standard / WASDPick your movement scheme in the in-game Controls menu (top-left). Standard is right-click-to-move; WASD steers with the keyboard.
Right-ClickStandard: move, or attack an enemy under the cursor. WASD: cast your Q ability.
W A S DWASD mode: steer your champion. In Standard, these are the W ability / attack-move / stop / summoner.
Left-ClickWASD: attack or interact with whatever's under the cursor.
A + ClickStandard: attack-move — walk toward a point and auto the first enemy in range.
SStandard: stop. Cancel your current order and hold position.
Q / W / E / RStandard: cast abilities at the cursor. WASD: abilities sit on Right-click / Shift / E / R.
Ctrl + Q/W/E/RSpend a skill point to level up that ability.
D / FStandard: cast your two summoner spells (WASD puts summoner 1 on Q).
BRecall to base (channel for a few seconds — do it safely).
POpen the item shop (only spends gold while near your fountain).
1 / 2Quaff a Healing or Mana Draught from your inventory.
4Place a Sentry Eye for vision (if you carry one).
TabHold to view the scoreboard, kills, and items.
Arrow Keys / YPan the camera; Y toggles camera lock to your champion.
Mouse WheelZoom the camera in and out.
Minimap ClickIssue a move order or ping an objective from across the map.
Utility

Summoner Spells

Bring two into every match. Long cooldowns, game-defining moments. Choose your D and F wisely.

Blink

Blink

130s cooldown

Teleport a short distance toward your cursor — over walls and out of trouble.

Vault

Vault

150s cooldown

Leap a medium distance to your cursor. Great for chasing or escaping.

Warp

Warp

120s cooldown

Short-range teleport that swaps you across a wall in a blink of arcane static.

Mend

Mend

120s cooldown

Instantly restore a chunk of health to you and a nearby ally.

Renew

Renew

150s cooldown

A bigger single-target heal with a brief burst of move speed.

Salve

Salve

90s cooldown

A modest, fast-cooldown heal for trading in lane.

Scorch

Scorch

90s cooldown

Burn a target over time as true damage and slow them.

Wither

Wither

120s cooldown

Sap a target with creeping true damage that lingers longer.

Hex Mark

Hex Mark

80s cooldown

Brand a foe with a hex that burns hard for a short, vicious burst.

Bulwark

Bulwark

100s cooldown

Shield yourself for a few seconds against incoming damage.

Aegis

Aegis

130s cooldown

A larger shield that soaks a big hit when you need it most.

Bastion

Bastion

80s cooldown

A quick, cheap shield on a short cooldown for poke wars.

Sprint

Sprint

130s cooldown

Surge with bonus move speed that ignores unit collision.

Surge

Surge

160s cooldown

A bigger, longer burst of speed to cross the map or commit to a fight.

Bolt

Bolt

90s cooldown

A short, snappy speed boost on a low cooldown.

Neutrals

Jungle & Objectives

The map's neutral monsters reward map control. Buffs win skirmishes; epic objectives win games.

The Drakeling

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 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

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.

Progression

Economy & Leveling

Gold buys power. Experience unlocks it. Do both faster than the enemy.

500g
Starting Gold

Enough for a starter item and a draught or two.

+2.8/s
Passive Income

Trickling in whether you earn it or not.

300g
Champion Kill

Base bounty — more for shutting down a fed enemy.

Lvl 18
Max Level

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.

Power Spikes

The Shop

Buy near your fountain. Components fold into finished items along clear build paths — every piece is 100% legally distinct.

Starter

Healing Draught

Healing Draught

50g

Restores health over a few seconds. Tastes like effort.

Mana Draught

Mana Draught

50g

Restores a chunk of mana instantly. Fizzy. Arcane. Off-brand.

Sentry Eye

Sentry Eye

75g

Place a stationary eye that grants vision for a while. It blinks. Unsettling.

Scuffed Sandals

Scuffed Sandals

300g

Basic move speed. One size fits regret.

Knockoff Runners

Knockoff Runners

950g

Premium-feeling footwear. The logo is a smudge but the speed is real.

Ironclad Clogs

Ironclad Clogs

1000g

Move speed plus armor and magic resist. Comfort meets indestructibility.

Wizard Slippers

Wizard Slippers

1000g

Move speed, mana, and cooldown reduction. Plush. Sparkly. Impractical.

Components

Whetstone Blade

Whetstone Blade

350g

+Attack Damage. Honestly just a sharp bit of metal.

Spell Pamphlet

Spell Pamphlet

400g

+Ability Power. Mostly coupons, but the magic is genuine.

Scrap Plating

Scrap Plating

350g

+Armor. Salvaged from something that lost a fight.

Tinfoil Wrap

Tinfoil Wrap

400g

+Magic Resist. Also blocks mind-reading (results may vary).

Ruby-ish Lump

Ruby-ish Lump

400g

+Health. It is red, which is the important part.

Buzzsaw Gear

Buzzsaw Gear

300g

+Attack Speed. Spins menacingly.

Rusty Gauntlet

Rusty Gauntlet

600g

+Critical Strike Chance. Lucky for some.

Coin Pouch

Coin Pouch

350g

+Mana and mana regen. Jingles when you walk.

Finished

Cleaver of Regret

Cleaver of Regret

3300g

+AD, +Crit, and your crits hit even harder. No take-backs.

Passive: Critical strikes deal +30% bonus damage.

Crackle Cannon

Crackle Cannon

2700g

+Attack Speed, +Crit, +Move Speed. Now with audible crackling.

Bloodletter's Goblet

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

The Last Paycheck

3100g

+AD, +Armor, +CDR, and heal a little off all your damage.

Skirmisher's Sidearm

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

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

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

Smoldering Scepter

3000g

+AP, +Health. Your damaging spells set enemies ablaze.

Passive: Ability hits burn enemies over time.

Frostfire Locket

Frostfire Locket

2800g

+AP, +Health. Your abilities slow whoever they hit.

Passive: Damaging abilities slow enemies by 30% for 1s.

Stopwatch Deluxe

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

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

Sun-Warmed Carapace

2900g

+Health, +Armor. Nearby enemies are gently cooked each second.

Passive: Burn nearby enemies for magic damage each second.

Weighted Comforter

Weighted Comforter

3000g

+massive Health, +Regen. Out of combat, regenerate even faster. Anxiety: cured.

Passive: Rapidly regenerate HP while out of combat.

Phantom Veil

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

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

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).

Wisdom

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.