As we move into the mid game this is where the game pace picks up a lot. For the last few patches it has become more standard to roll a bit at level 6 or in some cases all-in your gold. Let's go over the timings to do that and when you should and shouldn't do so.
Your goal will be to level to 6 on 3-2 but should you roll or sit on your gold? Really it depends on a lot of factors. Board strength relative to the rest of the lobby, how many players are rolling, health and current state of your economy are all factors you need to consider before rolling. Also what build you're playing can determine whether you should roll or not.
To begin with if you're low on health, meaning below 60-70 health, it is generally a good idea to roll after you level to 6 to try and stabilize your board so you don't continue to take huge chunks of damage. Stabilizing means hitting pairs you have on your board and filling out your current composition. Try not to roll too
much of your gold, at most go down to no lower than 10g but preferably hover around 20g as you want to keep some of your economy intact to level to 7 later on.
Scouting in the mid game is necessary so make sure you check to see who's rolling gold at level 6 and what compositions everyone is starting to form. This is the time where you'll begin to determine what path most players will take, especially in regards to certain builds like Shadow or Yasuo
carry. If you are playing one of those builds or looking to play it you must
scout to see what champions are being taken across the game and pivot out of your plan if necessary. The best example is that Kindred
is incredibly contested due to them being used in both Shadow & Ranger compositions so if you are hoping to get them two-starred you need to know how many players are contesting them.
Okay so from there you want to save your gold up and look to level to 7 either at 3-5 or 4-1. Leveling to 3-5 is generally for players with higher health, good economy and didn't roll much at level 6 or didn't roll at all. Otherwise you're likely to level to 7 after Wolves on 4-1. At this point it's okay to all-in your gold if you're feeling your board is weak (lots of one-stars) or low on health (50 or below). Otherwise roll down to 20-30g to stabilize and try to keep a decent economy.
So let's get into a few compositions that are strong in the meta and how they will look at level 7. First up is one of the most popular, Shadow/Inferno!
The core of the composition is 3 Shadow/3 Inferno with Kindred
as the Shadow champions with Varus
being the typical ones to round out the 3 Inferno. From there you can place in whatever you happen to have whether it's a front-line champion like Malphite
or on Inferno map you can play Qiyana
are also easy additions at this point of the game or you can look to play Mystic if you find an early Master Yi
are the most important pieces for this build so always scout to see if there are other Shadow players or anyone contesting Kindred
for Rangers. You will want to roll a bit at level 6 just because hitting Kindred 2
or Sion 2
is key for stabilizing but the bulk of your rolls will be at level 7 so don't grief your economy too much at 6.
Give front-line items to Sion
, especially Guardian's Angel and carry items can be put on Kindred
though building one or two Lockets for them is fine to do. Lastly if you do
find a Spatula it is great for this composition because you can make Sion
an Inferno and have an early 6 Inferno at level 7. We'll discuss late-game transitions in the next section but first let's go through a few more mid game builds!
This is a basic variation of the Yasuo
Carry build that consists of 2 Desert/2 Cloud/2 Lunar/2 Mystic/2 Blademaster. Your core is going to be Yasuo
with your last two spots at level 7 being flexible. Aatrox
is good to throw in for more front-line and if you hit an early Master Yi
or find a Spatula to make Azir
a Blademaster you can get a quick 4 Blademaster. Leona
pairs well with this build since Lunar boosting your teams damage output is quite useful as the goal is to have Yasuo
killing champions in one or two casts of his ultimate.
You will want to roll a bit at level 6 for this build since Azir
are quite contested and Yasuo
should be easy to get two-starred at level 6. Don't over-roll as you do want to get to level 7 and 8 for this build to get top 4. Good items to give Yasuo
include Hand of Justice, Guardian's Angel and Bloodthirster and Azir
should be given a Rageblade. Otherwise you can just have defensive items for your front-line or use utility items such as Zephyr.
There are quite a few variations to this build but we'll cover more common ones for late game. As long as you get the core champions for this build it should let you stabilize in the mid game so you can go towards level 8 and secure a top 4 placement. Next up let's go over a mid game Ranger build!
Ranger has a lot of ways you can get to it for the mid game but this is a typical board you're going to see at level 7. It's possible you won't have a Twitch
or an Ashe
at this point so using Ezreal
as your item carry is perfectly fine to do at this stage of the game. You also don't have to run 4 Ranger at level 7 if you have strong front-line to play like Malphite
or if you hit an early Taric
is one of the better tanks you can play for early and mid game Ranger as he eats a lot of damage with his ability and has a decent health pool. Lunar works well and Karma
is a must with Ranger as she enables your carry to pop off much earlier in a fight. The current meta for items is Rageblade with Statikk Shiv that goes on Ashe
still does work with items like Infinity Edge, Last Whisper or even a Rageblade of his own.
Be sure to scout a lot when going for Rangers as you need to know how contested the champions are. You won't be rolling much at level 6 because this build is meant for late game but keep tabs on how many Kindreds
are taken and whether anyone else is holding onto Rangers. While your back-line is important your front-line is even more important so anyone hitting early Tarics
you need to be aware of.
3 Summoner/3 Assassin has made a comeback in 10.3 as a strong meta composition. Azir
is one of the strongest champions in the game at the moment and certainly the best mid game carry. Look to pair him with a Karma,
Rageblade and getting him two-starred with a decent front-line is often enough to carry you to late game. There's several variations you can look for in this build but the core champions are Azir
for the mid game. This changes once you hit late-game but we'll go over that later.
The theme of 10.3 is definitely scout
is heavily contested and this build doesn't work without him so really make sure you scout at level 6 and 7 to see who's picking him up. If you have an Azir
pair on level 6 it is totally fine to roll a bit of gold to try and two-star him otherwise you want to play for level 7 and roll then. This build works best when you can smoothly transition to level 8 so don't wreck your economy too much at level 7. Yorick
is still slightly contested but it should be do-able to find him two-star and Kha'zix
may be difficult to get two-starred but as long as you have them in, even as a one-star, that'll be fine for the mid game.
Alright so that's it for a few meta builds you will see in the mid game, I will be going over each specifically in the next section for their late game. There are other builds you can look to play though they aren't as strong and to really shine they need a Spatula. Ocean/Mages was super popular in 10.2 but isn't quite as strong in 10.3 with the removal of the Spatula off carousel. If you play it you're going to go for 4 Mage/4 Ocean and can get top 4 easily if you manage to get a Spatula.
Lights are also still a viable composition just not anywhere near as consistent as they were last patch. Again this is a build that you will prefer to have a Spatula with but if you don't then look to play Lucian
as your carries to make up for the lack of an Azir
carry. Let's move on now to the late game!