Entering any multiplayer online battle arena (MOBA) is a terrifying experience. Not only do you have to figure out how to deftly execute a myriad of mechanics, you also have to learn about every character and item in the game – or risk not knowing how to play against them, or how to buy the right items.
So although League of Legends: Wild rift be the mobile version of League of Legends, it still requires a certain level of knowledge and skill for you to be competent enough to enjoy the game. This beginner's guide will give you the tools to get there.
Wild Rift is a MOBA
if you decided to choose Wild rift like your first (mobile) game, or if you're an avid fan of other genres and this is your first MOBA dip, it's important to understand what you're getting yourself into.
An online multiplayer battle arena typically consists of five players facing off against five others on the same field. the map in Wild rift it's called Wild Rift (shock!) and is divided in half diagonally by a river.
The map is mirrored, meaning the terrain in the top half of the map is a reflection of the bottom with two main exceptions – Dragon and Baron, which you'll find out about later.
Each team starts the game at its base, located on opposite sides of the map distinguished by the colors red and blue. You will always see yourself and your team highlighted in blue with green HP bars and enemy units highlighted in red with red HP bars.
Your objective as a team is to destroy the enemy's Nexus, which is protected by a series of turrets spread across three lanes. The three lanes are shown on the map – top lane or Baron (solo), middle lane (solo) and Dragon lane (dual). There's also a jungler who, instead of walking, roams the jungle to lead the team ahead.
Each player moves towards the same objective, gaining experience (XP) to level up and earning gold. They earn XP and cash by killing lane minions, jungle creatures, enemy champions, enemy turrets, and objectives like Dragon, Rift Herald, and Baron. By having more XP, you level up with better stats. With gold, you can buy more powerful items to make your champion stronger.
When the game starts, the top half is controlled by the enemy team, while the bottom half is controlled by your team. As turrets fall and minions advance, each team takes steps to approach the other's Nexus.
What makes MOBAs a unique genre is that all players enter the same arena with control of their own uniquely selected character. In Wild rift, they are called champions.
Understanding the Wild Rift Map
Between your base and the enemy's base, there are three lanes and the jungle. The middle lane runs through the central section of the map, while the Baron lane and Dragon lane extend around the edges.
Fog of War and Vision
Following League of Legends, o Fog of War em Wild rift adds more complexity to the strategy game. Look at the minimap in the upper left corner of the screen. See all darkened areas? They are covered by Fog of War, which means your team doesn't have a perfect view of the entire map.
If perfect vision exists, everyone will know exactly where they are, which kills all the fun. That's why there are wards in the form of yellow trinkets. Once placed on the map, they provide a limited view of a small area around you. You can also remove enemy wards by changing it to a red sweeper.
You just have a perfect view of your own base at all times. At other times, waves of minions, your teammates' champions, trinket wards, if enemy units come within range of the turret, or if your team protects the Scuttle Crab in the river, there will be additional temporary vision. So if an enemy champion is close to your teammate or moves into an area where you've protected them, they'll be spotted, which gives your team an information advantage.
The jungler, in particular, is the most inhabited in Fog of War, as it doesn't interact with waves of minions, but rather with jungle creeps. This also increases the success rate of appearing on the lane unexpectedly for a kill, as the enemy team doesn't always know where it is.
Source and Base
The area where everyone spawns is called the Fountain. Here, you can buy items that will make your champion stronger, as well as heal your Health Points (HP) and Mana Points (MP). If you die in the game, you will also respawn in the Fountain.
Outside the fountain, you'll see your Nexus, the big blue crystal that sits in the middle of its base. Your objective is to protect it while strategizing to destroy the enemy's red Nexus at the far end. At the edge of the base are three turrets that protect it.
When the game starts, waves of minions emerge from the Nexus as they spread across all three lanes. Jungle Creeps will also spawn at campsites for the jungler to face. This happens in parallel with the enemy map side at fixed times.
As a result, the waves of minions on the track will crash right in the middle. Upon contact, opposing minion units will automatically start attacking each other. After 12 seconds of preparation, the first wave is released. A new wave appears every 25 seconds.
There are three types of minions: melee, launcher, and cannon minions.
Melee minions are short ranged, launcher minions are long ranged, while cannon minions are those that stay in fortified tanks. Cannon minions only spawn once every three waves. They deal extra damage and, when killed by a champion, grant more gold than melee and caster minions.
After 12:15, the waves will alternate between a wave with a cannon, or two cannon minions and no minions in the distance. These waves and their composition directly affect the pace of the game, so expect the speed to pick up after 12 minutes. If a champion continually attacks minions and kills them faster than the enemy, they get a favorable wave push.
Also, once a base tower is destroyed, super minions - the biggest and most powerful minion will spawn, adding attack power and pressure on the enemy base, giving the team that toppled the structure more opportunities to close things down.
The jungle is occupied by the player who chose to play the jungler, who uses Smite as his summoner spell.
Smite deals a fixed amount of real damage to jungle camps and helps hunters take down these jungle monsters faster. These camps are scattered across the map on either side of the river. When junglers clear a camp, they receive experience points and gold.
As the camps are placed in different locations, the hunter is the main person influencing the clues. They can spawn in a lane to create a two-on-one situation, pressurizing the enemy laner or killing them outright. This mechanic is called “gank”, which is one of the two main functions of a jungler.
As their job is to control the jungle, sometimes even invading the enemy, hunters are also tasked with securing objectives, namely Herald, Dragon, and Baron. As they run Smite, they are able to deal unfiltered explosion damage to an objective to protect it for the team.
All champions play a unique role in the game, so you'll need to move your character to the lane where it works best. On the way, you'll pass your own turrets, which deal damage to enemy units within range.
There's a row of turrets on the edge of your base and two outer turrets on the lane, all mirrored on the enemy side of the map. The furthest one is called the first outer turret, followed by the second outer turret, and finally the base turret.
Towers have 3.000 fixed HP. Hitting them will give you extra gold and reduce your HP. You can eventually use one up to zero, which destroys you permanently and can't be revived again.
Wild Rift main goals
Downloading turrets puts you one step closer to the enemy base. It opens up the map for your team, giving you more control of an area. This is done by pushing in waves of minions, entering the enemy jungle and protecting it.
Setting up your waves correctly and working with your teammates allows you to lower turrets more efficiently as the combined damage of some champions speeds up the process. Your bot laner, or AD carry in particular, is better equipped for this as they are the champions with the longest range and most physical damage.
There are four types of Elemental Dragons in the game: Ocean, Hell, Mountain and Cloud. The team that defeats any of the dragons will receive a permanent buff for each member, dead or alive, according to the element. The first dragon will appear at the four minute mark.
Ocean Drakes grant health health, Cloud Drake provides additional movement speed, Mountain increases your defense, while Infernal increases your offensive power. All dragons spawn in the dragon pit, located next to the dual carriageway, hence it is called the dragon pathway.
Only three types of elements will appear in any game. After the first two unique elemental drakes are defeated, an Elder Dragon will spawn on a random third element. Elder Dragon is bigger, has more HP, and also provides a bigger buff to the team that kills it. He'll only appear once per game, so it's definitely worth fighting for.
Rift Herald will appear at the six minute mark in the Baron pit closest to the top lane, so it's called the Baron lane. Dealing damage to the back of the Herald where your eye is will deal extra damage. This big baby only spawns once per game, so once defeated, the player can get his eye which replaces his trinket slot.
The Herald's objective is to speed up the process of taking down towers. The player with the eye in the pocket can move towards a lane of their choice to summon the Herald. Once near a tower, he will attack it to deal explosion damage and lose a chunk of HP. Thanks buddy!
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The spawn at 10:00 is the most epic monster of them all, Baron. Once killed by a team, it gives a buff to all players that are alive. When a champion with a Baron buff is close to a wave of minions, he buffs his friends, allowing them to deal more damage against the enemy wave.
Overall, the Baron buff gives the team that grants him pushing power. Standing side by side with your minions, they can press on and knock down enemy turrets across the lanes as they make their way towards the enemy base.
With the Baron buff, champions will also remember faster than usual, speeding up the game. Once Baron is killed, he will respawn in three minutes, giving both teams another chance to kill and reap its benefits. This is why Baron is crucial in the late game, as his buff can turn the tide even for a retreating team.
Wild Rift Champions, Ranks, and Roles
Types of damage
To understand the different functions, you first need to be aware of the two main types of damage in the game.
Ability Power (AP) amplifies magic damage and is the preferred choice of mages, most supports, and some assassins.
Attack Damage (AD) deals physical damage and is a top choice for marksmen, melee fighters, and some assassins.
Strike, or certain champion abilities such as Vayne's silver bolts, deal true damage, i.e. damage that will not be reduced by armor. They negotiate a fixed amount, always.
As there are five positions in the game, you can choose one of five unique roles to play. The top or Baron lane usually includes a melee fighter such as Darius, Garen, and Fiora. The middle lane, the shortest lane on the map, is home to mages and assassins like Zed, Yasuo, and Ziggs.
The Dragon duo, or lane, consists of a ranged shooter and a support. Marksmen are the biggest damage dealers in a game, but also the most vulnerable, so having reliable support by your side is essential. Since the dragon gives permanent stats, having two champions closer to the pit increases the chances of protecting it.
Lastly, there's the jungle position, which is typically occupied by another melee fighter like Olaf, melee assassins like Master Yi, or AP-based Gragas and Evelynn.
Please note that we use the word 'position' to describe your location and preferred place on the map. This distinguishes it from roles, which relate to team composition.
There can be 5 positions, but there are six roles: Assassins, Fighters, Mages, Marksmen, Supports and Tanks. Assassins deal burst damage and have their eyes on champions with less health. Fighters buy items that offer a mix of damage and defenses, as they enjoy fighting up close and personal. Mages are mages, who cast spells and therefore rely on mana. They deal magic damage over large areas.
Marksmen are ranged champions that deal the most consistent damage in the game the more items they have. The exchange? They tend not to build defensive items, which is why they have supports to help them. These champions have the ability to peel, i.e. keep enemy champions at bay while their marksmen reposition themselves or engage. Lastly, tanks are your robust frontline with plenty of health and defensive stats, there to soak up enemy damage.
Not every team composition requires assassins, for example, but they will benefit from having a mixed damage line made up of AP and AD champions, tanks for the frontline and combat, and supports that can peel and protect your marksmen.
These roles can overlap, where Alistar is a support that can engage and is also a tank in the Dragon lane. Seraphine is a mage and can be used as a support.
Summoner spells and runes
The phase before the game, whether in rankings or normal, is called Champion Select (CS). Here, you'll be able to choose three things: Choose your champion, slide into a position, and adjust your summoner runes and spells.
Each player has access to two summoner spells (SS), which are located in the lower right corner of the screen in CS. Soraka, for example, has Exhaust and Flash, while for runes, her Keystone is Aery. At the Wild rift, they will be automatically chosen for all players based on what is ideal for the chosen champion.
Unless you create bespoke rune sets or change your summoning spell during CS, even if you forget or can't decide, at least you'll have something when you enter the game. Flash is the most common SS as it allows champions to teleport a short distance in the direction of their choice, perfect for closing the gap to end the kill or escape treacherous situations.
Basic mechanics of Wild Rift
To select specific targets, you will need to drag your auto attack or skill icon out. When doing so, a thin yellow line with a target in the center appears on the map.
As you'll learn in the tutorial, all you have to do is drag it close to or over a unit to target it.
Even though champions get gold passively, it's too slow and not enough to let you buy the items you need to advance to victory. Consequently, junglers clean up camps while laners kill minions to earn a steady income. To actually get gold from a mob, you must hit it last.
This means that before each minion's HP reaches zero, you'll need to hit it to be responsible for it reaching zero. For example, if a minion gets 79 but his auto attack has gone 33 and at the same time he is being attacked by his own minions and dies, you won't get gold from him. You'll need to watch the rate of HP decreasing in relation to how many of your minions are crowding into it, and time your spell or auto attack so that you guarantee yourself the last hit.
Fortunately, in Wild rift, there is an indicator to help you. once a minion is low enough for the last hit, its HP bar will change from red to white, as seen in the image above. That's when you know you're ripe for the harvest.
Other monsters, however, do not have the same gauge. If your team started on the objective, enemy champions, especially the jungler with Smite, all have a chance to hit the objective last, with the possibility of stealing it right under your nose.
Not all skills are targeted. Most champion abilities in Wild rift it needs to be directed and pointed in a certain direction, angle and timing in such a way that they get it right. This is called skill shooting, as you need a certain skill level to make sure they land where you want them.
Nami's first skill, Aqua Prison, and final skill, for example, are skillshots. If you press Tidal Wave, it will automatically be programmed to launch in a certain direction to help beginners, but it may not be as accurate as you'd like.
To direct your skill shot, drag the skill out. This reveals a circle around it that controls your direction. Simultaneously, on the map itself, you can see the outline of Nami's Tidal Wave, which helps you aim better.
In contrast, launching Ebb and Flow and Tidercaller's Blessing will automatically launch. At most, you will be able to target allies or enemy champions, as they are by nature not skill shots.
This brings us to the next point – skill combos. All champions in Wild rift have four abilities, which can be cast at different times to form different combinations. If you don't use the right combo at the right time, your outgoing damage and effectiveness will not be maximized.
Seraphine's ultimate, support champion and mage, Encore, is a large spell that covers a large area. When she catches multiple enemies with it, they are enchanted - a tip for her teammates to follow. As a high initiation spell, it is usually used at the start of a fight.
His third ability, Beat Drop, when cast twice thanks to his passive, Stage Presence, roots enemies. This makes it perfect for her to combine and chain these two spells together, as once enemies are enchanted, they are rooted and immobilized longer.
Since each champion is unique, you'll need time to learn what your combos are and practice your execution. For beginners, it's important to get used to the mechanics and combos, so use the easy-to-use champions before moving on to more complex ones.
Getting the Stream of a Wild Rift Game
After entering the game, you start the laning phase. The solo laners will go to their respective lanes, the duo inhabits the Dragon lane and the jungler starts clearing the camps.
All champions must follow this standard formation to gain experience points to level up and earn gold to buy items, which strengthens their stats. If you can outrun your opposing laner or jungler, great. Take the death, harvest the gold, soak up that XP, and continue to claim mastery of the lane. However, remember to watch out for ganks!
In the middle, depending on which lane you are on, your jungler may need help protecting Dragon or Herald. Once you push your wave, it's a good time to look for opportunities to help your team by defending or lending a hand. This is where skirmishes or brawls can start on the river, as more members band together to help one another.
Normally, when the first tower is knocked down, the game moves to the middle of the game. In this phase, the duo pivots to the middle or upwards and focuses on taking down the next outer turret, as the marksman is best suited for taking down these structures.
By the time Elder Dragon and Baron show up, it's officially late in the game. Since there are no fixed swimlane assignments, this is where strategy comes in. There are ideal places to know where and when champions should be on the map in regards to minions waves and more. However, when these are two big objectives on the map, teams will choose to fight for them, so expect a lot of combat, bloodshed, and clutch stealing.