We have covered how to get out of the Iron, but then the Bronze comes in place, and trust me, the things are not much better in there. The Iron is just a place that Riot has invented so the new players can play against themselves without getting crushed by those who aren’t skilled a lot, but they do know the basics of the game and know the champions and items.
The Bronze is still a place you want to avoid as much as you can, and you really do not want to be stuck in there for a good amount of time, since if you do get stuck, the chances are you are going to end up in the enchanted circle of Bronze and most likely won’t ever get out.
There are some champions that can get you out of the bronze tier, and some of them stick out of the bunch, whether it is their easy mechanics or they are just incredibly strong right now. These champions will help you learn more about the main objectives in the game since you won’t be focusing much on their mechanics. You are going to be focusing on team play, farming, and taking objectives overall.
I am going to cover champions, and I will try to include at least one champion from each position of the game. I think that the top lane is most difficult for a newcomer, in my opinion, since a lot of bruisers that are somewhat strong do need some mechanics to them. But others compromise that with enormous strength. But some of them have both, like Garen.
Without further ado, here is the list of top 7 champions to get out of bronze:
- Master Yi
Diana is a champion that does require some skill to get her right, but she compensates that beautifully since she is the strongest champion in the meta right now. Diana is brutal and focused on AP and attack speed since it is in the great harmony of scaling ap and her passive. The faster you attack, the more chances you shredding your opponent with every third basic attack.
Her Q has a nice range, and she can be useful both in the mid lane as well in the jungle. Her wave clear is decent, and she has pretty strong ganks and early game. The problem with Diana can be her ability to survive the early camps, but with some understanding of her mechanics and the correct use of smiting, you will not have a problem. The problem with Diana begins in the mid or late-game.
Even though she is so strong there, you can sometimes get too confident in lower elos and jump into the fights you simply can’t win, and since we are talking about lower elo, you probably can’t count on your teammates to follow you around once you initiate the fight. With Diana, you should focus on abusing her strength right now and get as many ganks as you can since she has a great gap closer and can gank on the early levels of the game.
The level three ganks with Diana are a must. Without them, there is no point in taking Diana if you aren’t that strong with her. You should always try and abuse her shield while jungling since it will block huge amounts of damage from neutral monsters and minions. Her W should always be your starting ability.
Also read: How to Gank Hemerdinger?
This guy was released by Riot games not too long ago, and ever since his release, he was almost in every game I have played, and let me tell you something. When this guy is fed, I simply do not see how you can counter him. He is great in the jungle, great in the top lane, and I have even seen him being played in support as well.
The beauty of Sett is his simple mechanics. He is a melee champion whose all abilities have to do with boxing somebody, or should I say, knocking him out. Everything revolves around Sett’s fists since they are his primary weapon. And since he is that simple to play with, you won’t have a problem getting used to his abilities. Instead, you can farm with ease, with you not likely to miss much of the CS since his basic attacks are damn strong as well.
You can always look out for the map and try to help your team out as much as you can. He isn’t very mobile, but that’s a good thing in my opinion since he is pretty God damn broken right now. He is a good champion to climb out of the low elo since, if he is fed, the enemy team is going to need a lot of teamwork to stop him, and that isn’t something that you see much in the lower elo.
Morgana is a great champion both for mid-lane and support, although I must admit that I prefer playing her in the support role since she lacks the mobility that I prefer to have with my midlaners. She is most definitely one of the strongest supports in the game, but instead of healing, she focuses on utility.
Her primary role as a support is to disable the enemy team, stun the adc and shield her own. She doesn’t have complicated mechanics, but her ult is something that you need a couple of games to get used to, simply because of timing the ult itself as well as Zhonya’s Hourglass. Her other abilities are pretty simple The snare, the burn, and the shield.
She is quite a versatile support that covers a lot of aspects in the game, considering that her ult is an aoe stun. Yes, you do need a couple of games as well to get better at your opponents’ movement prediction so you can abuse your Q as much as you can, but either way, she won’t be hard to play, even for those who are picking her for the first time in their life.
As support, you will not focus on csing but rather on warding and positioning, and Morgana is a great champion to learn how to position yourself the best you can in teamfights and around objectives since a lot of the fights depend on her landing some CC.
Also read: Night Harvester vs. Luden’s Tempest
Malza is one of my favorite champions in the whole game. I adore everything about him. First of all, his looks, I mean what is he? A void-born wizard that floats around the map and summons little spider-like creatures. I mean, come on! And the purple in his kit, I adore purple. He is a great champion for every single tier there is.
He has silence, summons, stun, suppression. I mean, what doesn’t this guy have? Yup, he doesn’t have mobility, but I am ok with it. You can always pick teleport and be ready any place, any time the fight begins. His Q is a looker, and you can use it to silence your enemies when you want to escape or chase someone in the field.
His W summons voidlings that shred your enemies hp, and his E called the Malefic Visions to burn your enemies, and if they kill them, they spread on other, nearby enemies like a plague. His ult is great as well, some Twisted Superman from hell kind of stuff.
Malza is a great champion since you can safely stay under your turret and let your W and E do the farming for you while you are scouting the map for possible teleport to take some kills. He is a fun control mage that can change the outcome even in some tournament games.
Ashe is one of the oldest League’s champions, and like many others from this list, it is a champion that players really have learned to play her over the years. She has been reworked a couple of times, but her simple kit has almost always stayed 80% the same. Her ult never changed much, nor did her W. When I think about it, neither did her E. The only abilities that were reworked were P and Q.
Anyway, she is a cheap champion with basic mechanics and simple kid, and she is great for someone who is struggling as she is an adc with a lot ofc CC, so you can always use that to your advantage to kill or escape. Since her abilities are simple, you should always think about farming and staying alive, and do not overthink your kit.
She is a hard champion to dive, and if she is combined with some good support, she can easily carry the whole game. She has a nice slow, a stun, and she can see almost half a map with her E. If we combine all these things, we get some pretty nice adc!
Again one of my favorite champions, and again, one of the first champions in the League. I guess you can spot a pattern for an easy climb. Just play the first released champions in League, and you will reach the challenger. All jokes aside, I have loved Fiddle before his rework, and I love him after it.
He was really great in the first couple of years in League of Legends, but there it began his decline. The reason was his outdated kit and looks aside since they were terrible. I did love them, but he couldn’t focus on many targets at once, and he was really weak. If we remember his E, the crows that bounce around, I mean, what was that? If you find yourself in the jungle 1 vs. 1 with another jungler, the crows were always horrible since they didn’t have anything to bounce around.
But since the rework, Fiddle has found his place in the meta. He is a very strong jungler both in the early and late game. He has incredibly fast camp clear, and his sustain in the jungle while farming is the best in the game, considering that he heals of the neutral monsters while killing them. He has a lot of CC, mostly terrify, but it kinda would be wrong that it was some other type of CC because, come on, look at him.
He is a great champion to climb since you will never die early in the jungle if you play safe. With Fiddlesticks, you do not have to worry about the farm since it just goes alone basically, but rather you should focus on macro, warding, and ganking.
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1. Master Yi
Master Yi is a champion that has incredible wave clear, great mobility, some pretty serious damage, and fast ganks. These are all the reasons why some players in low elo are struggling to counter him. He has a pretty decent early game, and once he gets fed, the teams themselves in the lower-ranked players simply do not have the synergy nor the harmony to play as a team and stop him.
His Q is great in dodging skillshots or even getting out of some CC. He even comes with a little heal kit in the form of his W. His E empowers his attacks, so when you are in a tight spot, you can always get a little bit more. Master Yi is capable of jumping in action with his Q, and if he doesn’t like it, or he thinks he has done some nice damage, but the fight will turn around in the other person’s favor, he can always just press R and get out of there safely.
The thing that Master Yi struggles with the most is the lack of CC, but since the players in the lower ranks do not have the knowledge to utilize it correctly, it doesn’t matter since he has everything else that he needs. If you really want to screw with your opponent’s heads, just take Exhaust and Smite. Now you will have enough CC to get some kills and even escape some tight situations when your Ult is on cooldown.
Master is a perfect champion for many tiers, and he can easily help you climb out of lower elo since with him, you do not have to pay attention to your spells, your mana, kiting, and much more complicating stuff that will come to you with some experience.
The most important thing when you are playing Master Yi is to focus on your farm and the map around you. He has a very quick wave clear, so you will most likely get ahead of your opponents when the farm is in question.
Top 11 Best Tips To Quickly Climb Out Of Bronze
1. Knowing Your Role
Getting used to certain champs is important, but what really matters in ranked games is understanding your role. Remember that getting kills is a good thing, but only if it translates to long-term gain for your team as a whole. Different roles in the game require very different mindsets:
Mids and Marksmen – Focus on holding the lane and secure items to provide damage later on.
Top Laners and Junglers – Provide lane pressure and early map control.
Supports – Protect marksmen from pressure, help set up or secure kills, and peel for priority targets.
Under each role, there are further different play styles that have to be considered. Some heroes provide an early game advantage, while others scale later into the game but start out rather weak. This will dictate how aggressive or passive you have to be at different points in the game at fulfilling your role.
2. Getting More Creep Scores (CS)
Getting more gold than the opponent will allow you to buy items before them. This means you should get used to last hitting minions to earn enough gold ASAP. Remember that every minion you fail to last hit will keep you longer from getting your items and power spikes. With perfect last hitting, a player can have 50 minion kills within the first five minutes.
One of the best ways to practice last hitting is to go to the game’s sandbox mode and practice without any opponents. Try to last hit enough minions as close to 50 until the five-minute mark. If you’re last hitting less than 20 until then, restart and try again. Once you’re consistently scoring around 40 or more, try last hitting with AI opponents until you are comfortable with last hitting under pressure.
You should also practice last hitting minions within your turret’s range. Here’s a quick reference on how much damage minions can take at full health.
Melee – 3 turret hits and one auto-attack
Casters – One turret hit and two auto-attacks
Cannon minions – 4 turret hits and two auto-attacks
While it is easy to just keep attacking minions, doing so will push the minion lane closer to the enemy territory, which means the enemy will have an easier time flanking you. Making sure you only deal the last hit will allow you to “freeze” the minion lane in its current position until you are ready to commit to a push.
4. Proper Positioning and Trading
Because team coordination is barely existent in Bronze and Iron Division, winning or losing the laning phase will usually decide the outcome of the match later on. That being said, you should always strive to win the laning phase. This is where positioning and trading will play a very important role.
Positioning refers to where you should be given a certain situation in the game. For example, let’s say you are playing a support like Morgana, you’d want to place yourself in a spot where your Dark Binding (Q) is not blocked by enemy minions while still having your marksman within range of your Black Shield (E). This will force the enemies to back off because they could get rooted and take extra damage, putting them at a further disadvantage.
Also read: Best Split Pushers in League of Legends
Trading is a more complicated part of the game, but it goes hand in hand with proper positioning if you want to win the laning phase. Simply put, trading refers to one or more champs dealing and receiving damage. You need two things to trade favorably: better stats (courtesy of having better items or a higher level), proper positioning and what champion you are up against, since some champions counters others etc.
Trading doesn’t always have to end in a kill! As long as you come out of the trade dealing more damage than taking it, you will have the lane advantage.
Picking when to make trades depends on a wide variety of factors, but here are a few situations where you should consider getting a few hits in:
The opponent is attempting to last hit a minion and in range of your ability or auto-attack.
The enemy is pushing forward and your jungler is nearby to cut off their retreat.
You or a nearby teammate has a crowd control ability ready.
These being said, you also have to make sure you don’t get yourself on the other side of these situations to minimize the risk of the enemy getting favorable trades.
7. Obtaining Information
One of the biggest reasons why Bronze and Iron (and even higher) players end up losing is lack of information. A lot of game-ending ambushes could be prevented just by knowing where the enemy champions are. There are three things related to info that you have to prioritize in Bronze and Iron: learning to check the minimap, planting wards, and keeping track of the enemy’s ability and summoner cooldowns.
8. Checking the Minimap
If there’s one thing that will help you survive ganks more often, it’s the habit of checking the minimap every few seconds. Even a quick half-second glance at the minimap should tell you the following:
Who’s still in their lane?
Who’s alive or still waiting to spawn?
Are there enemies on your way?
Which jungle camps (especially buffs, dragon, and rift herald) are up?
Just seeing an enemy champion move towards one lane will let you pull back to a safer spot and avoid getting cut off on your way back. You can also decide to push if you see that nearby routes are clear of enemies. If you have a teammate already closing in your location, you can prepare for a gank.
One way to help yourself get used to the minimap is to set a recurring timer. By setting your timer to beep once every 10 seconds (more frequent is better), you’ll soon be able to check the minimap regularly like it’s second nature.
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9. Using Wards
Proper warding will drastically increase your chances of winning because it gives your team more time to react to enemy plays. A good rule of thumb is to use up your remaining gold after buying your recent batch of items to purchase sentry wards. Sure, a couple of wards may send you back 150 gold, but two wards could keep you from dying to an otherwise avoidable gank.
10. Ward Placement
Okay, so you already have wards, but where exactly should you place them? The general answer is to place it where you expect the enemy will be. However, there are a few common ward spots that should serve you well depending on your role.
Top lane – For both teams, ward the river bush to prevent ganks coming from the river. For the red team, ward the tri-bush (y-shaped bush) just south of the tower to help spot deeper ambushes.
Mid lane – For both teams, the southern end of both river bushes should always have wards. You can place wards the smaller bushes further down the river. This is because Bronze and Iron-level junglers and supports will rarely place wards for you.
Jungle – You get to roam the map, so place wards on bushes that the laners can’t cover at the moment. Alternatively, you can also place wards in common jungle paths to keep track of where the enemy jungler is.
Bottom Lane – Same as top lane, but this time the blue team has the tri-bush. Supports can save a ward for the lane bushes to prevent the enemy laners from hiding there.
Baron and Dragon Pits – For both teams, key areas have to be warded before attempting to take either objective. These key areas include the nearest tri-bush, the jungle entrances, and the area beyond the back wall of either pit.
11. Ward Removal
Unless you’re engaged in a fight, you should always destroy enemy wards you encounter. This way you deny the enemy team of valuable map information. Junglers and Support players will usually change to a sweeper lens later in the game for this very purpose.
Control wards are also great for denying the enemy team with precious map info. Aside from providing the vision for your team, a nullifier also disables wards near it. While this type of ward is not invisible, it lasts until it is destroyed.
Getting out of the lower elos is like the road from hell. It can be difficult, and I should know since when I was beginning the game, I was stuck in bronze for a while. It took me some time to understand the mechanics of the game and actually start climbing. The important thing to understand is that it is simply not enough for you to have a great game. So you need to forget about the score. You need to help your teammates also so that you can have a good game as well since it is really hard to carry a game 1 vs. 9. Always focus on your farming, help your teammates around objectives and start that climb!