
Mid Lane
Levels, runes, and a 1v1 that decides whether you gank or get ganked.
Mid is a solo lane that pays in experience. You last-hit, deny, and contest the river runes. A mid who never looks at the minimap is why supports have to sit in your lane. Power runes from 6:00, water runes early, bounty on the sides โ the player who bottles a haste and actually uses it on a side lane wins more games than the one who sits mid for 20 minutes with a 3โ0 scoreline. Call high ground, rune spots, and the two side ramps.
- Who lives here
- Pos 2, sometimes a rotate at 6
- Win condition
- Level 6 timing + a successful gank or tower threat
- Items
- Bottle on most heroes; boots before a third bracer
Key spots
High ground ramp
Where you get ganked. Ward the ramp, not the cliff you already have vision of from lane.
River runes
Water early, power from 6:00. Missing every rune is a hidden 0โ2.
Lotus pool
Free regen if you walk. Do not die for a lotus into a smoke.
Side shop path
Old muscle memory. The shop is gone โ the path still exists for ganks.
T1 mid tower
Take it when you have a wave and a teammate. Solo diving mid T1 is how you donate your Bottle.
Play notes
- If you are losing the 1v1, ask for a pull or a smoke. Sitting at 20% HP in lane is not 'playing safe' โ it is feeding XP.
- TP to a tower that is actually dying. Walking from mid to a dead T1 is a second death.
- A mid who never leaves after 6 is farming a losing map. One haste gank is the role.