Should You Use WASD Controls in League of Legends?

Every few months, the same question bubbles up in solo queue, Reddit threads, or a late-night Discord rant: why doesn’t League of Legends use WASD? For a game that demands pixel-perfect spacing, reaction time under pressure, and constant camera control, it’s a fair question. Especially when half the player base grew up on shooters, MMOs, or ARPGs where WASD is muscle memory, not a novelty.

The curiosity isn’t about reinventing League. It’s about friction. Mouse-only movement can feel elegant once mastered, but brutal when you’re learning, fatigued, or coming from genres where keyboard movement is sacred. That tension is exactly why WASD keeps resurfacing in conversations, even in a game that’s been click-to-move for over a decade.

Where the Idea Comes From: Genre Crossover and Muscle Memory

League didn’t invent its control scheme. It inherited it from classic RTS and MOBA roots like Warcraft III and DotA, where mouse precision and camera control were king. For players who started there, click-to-move feels natural, almost invisible.

But modern gamers don’t all come from RTS backgrounds. FPS, third-person action games, and even top-down ARPGs like Diablo hardwire WASD movement early. When those players try League, the disconnect is immediate: movement on the mouse, abilities on the keyboard, camera glued to a screen edge. The question isn’t “can I learn this,” but “why does this feel so different from everything else I play?”

Mods, Custom Setups, and Community Experiments

Riot has never officially supported WASD movement, but that hasn’t stopped players from experimenting. Third-party tools, custom scripts, and creative keybind hacks have floated around for years, letting players simulate movement with keyboard inputs while the mouse handles targeting and camera duties.

These setups are usually clunky and often risky, since anything that automates inputs can flirt with ToS violations. Still, the fact that players keep trying says something important. This isn’t about cheesing mechanics or gaining unfair advantages; it’s about ergonomics, comfort, and reducing cognitive load in high-stress fights.

Accessibility, Fatigue, and the Human Side of Controls

WASD also comes up because not every player interacts with hardware the same way. Some struggle with wrist strain from constant mouse movement, others have disabilities that make rapid click precision exhausting. For them, the idea of keyboard-driven movement isn’t a gimmick, it’s a potential lifeline.

Even for fully able players, long ranked sessions can introduce fatigue that affects mechanics. Missed clicks, overshooting hitboxes, or panicked misinputs in teamfights often come down to physical strain, not game knowledge. WASD represents a hypothetical solution to a very real problem: how to stay consistent when your hands are tired but the game still demands perfection.

Curiosity Born From High-Skill Pressure

At higher levels, players obsess over marginal gains. Camera control, input speed, and mental bandwidth all matter when one misstep decides Baron or ends the game. It’s natural to wonder if a different control scheme could offload some of that pressure, even slightly.

WASD enters the conversation not because League is broken, but because it’s so demanding. When a game pushes players to their mechanical and cognitive limits, they start questioning every assumption, including how they move. That curiosity is the real origin of the debate, and it’s what makes the discussion worth having at all.

How WASD Actually Works in a Mouse-Driven MOBA (Movement, Camera, and Cursor Conflicts)

Once you move past the curiosity phase, the real question becomes practical: how does WASD even function in a game that was never designed for it? League of Legends is fundamentally a mouse-driven MOBA, where movement, targeting, and camera control are all tightly interwoven. Introducing keyboard movement doesn’t replace that system, it collides with it.

Understanding those collisions is critical, because this isn’t just about comfort. It directly impacts your mechanics, your reaction time, and how much mental bandwidth you have left when a fight breaks out.

Movement: Replacing Click-to-Move With Directional Inputs

In a traditional setup, movement is absolute. You click a point on the map, and your champion paths there, adjusting automatically for terrain, minions, and hitboxes. WASD movement flips this into relative movement, where inputs tell your champion to move in a direction rather than toward a destination.

That sounds intuitive if you come from shooters or ARPGs, but League’s combat isn’t built around continuous directional steering. Precision spacing, stutter-stepping, and orb-walking rely on rapid, accurate clicks to specific locations. With WASD, you trade point precision for constant micro-adjustments, which can make tight spacing against skillshots or melee threat ranges harder, not easier.

This also affects pathing logic. Click-to-move lets the game handle collision cleanly, while directional movement can cause awkward stutters around minions or jungle walls unless the script handling it is extremely refined.

Camera Control: The Biggest Hidden Problem

Camera management is where most WASD setups quietly fall apart. In League, the mouse does double duty: aiming abilities and controlling camera position, either through edge-panning or frequent recentering. When WASD takes over movement, something still has to manage the camera.

Some setups bind camera movement to the mouse only, forcing constant edge-panning while fighting. Others reassign camera control to keys or modifiers, which quickly overloads the left hand. In high-tempo fights, this creates a conflict where you’re choosing between seeing the play and executing it.

Locked camera can patch over this, but at a steep cost. You lose critical information on flanks, fog-of-war threats, and skillshots coming from off-screen. At higher skill levels, that tunnel vision is often more punishing than any mechanical benefit WASD provides.

Cursor Conflicts and Ability Accuracy

The mouse cursor is the heart of League mechanics. It handles targeting, skillshot direction, attack-move commands, and item usage. WASD doesn’t remove that responsibility; it just adds another layer of coordination on top of it.

In practice, this means your right hand is still doing the hardest job in the game. You still need pixel-accurate cursor placement for abilities, especially on champions with tight hitboxes or animation cancels. Meanwhile, your left hand is now responsible for continuous movement inputs instead of occasional ability presses.

For some players, that split feels natural. For others, it introduces a constant low-level friction where movement and aiming are no longer synchronized the way click-to-move inherently is. That desync can show up as missed skillshots, delayed flashes, or awkward attack-move timing.

Input Density and Cognitive Load in Teamfights

This is where theory meets reality. League teamfights are already input-dense: movement, camera checks, cooldown tracking, target selection, and positioning all happen within seconds. WASD increases the number of continuous inputs required just to stay alive.

Instead of clicking once and focusing on the fight, you’re holding directions, adjusting camera, and aiming abilities simultaneously. For some players, especially those with strong muscle memory from WASD-heavy genres, this reduces panic. For others, it increases cognitive load at the exact moment the game demands clarity.

The result isn’t universally better or worse, but it is different. WASD fundamentally reshapes how attention is distributed during combat, and that reshaping comes with real mechanical trade-offs that can’t be ignored.

Mechanical Trade-Offs: APM, Precision, and Ability Accuracy Compared to Click-to-Move

Once you accept the added cognitive load, the next question becomes mechanical: what do you gain, and what do you lose, when WASD replaces click-to-move? The answer isn’t philosophical. It shows up directly in APM efficiency, micro precision, and how reliably your abilities actually land.

APM Inflation vs Meaningful Inputs

WASD movement dramatically increases raw APM, but not all actions are equal. Holding and feathering movement keys counts as constant input, yet it doesn’t always translate to better decisions or higher DPS. In click-to-move, a single precise click can reposition your champion while freeing your hands to focus on abilities, target selection, or camera control.

With WASD, movement becomes continuous instead of discrete. That can feel more “active,” but it also means more of your mechanical bandwidth is spent just maintaining position. At high elo, where efficiency matters more than speed, inflated APM can actually reduce consistency during extended fights.

Movement Granularity and Micro-Positioning

WASD excels at fine directional adjustments. Strafing left or right without re-clicking the ground can feel smoother, especially for dodging narrow skillshots like Syndra Q or Ezreal W. For players with shooter backgrounds, this kind of micro-control feels intuitive and responsive.

The trade-off is pathing accuracy. Click-to-move lets you instantly snap to exact locations, curve around minions, or buffer movement through terrain with a single input. WASD relies on timing and release precision, which can lead to drifting, overstepping, or subtle positioning errors that get punished hard near walls, towers, or choke points.

Ability Accuracy and Cursor Desync

Ability accuracy is where WASD shows its sharpest edge cases. Because movement and aiming are fully separated, your cursor is no longer naturally aligned with your champion’s intent. You’re moving with one hand and aiming with the other, and those two actions can fall out of sync under pressure.

This shows up most on champions with fast combos or tight timing windows. Think Lee Sin, Orianna, or Azir. Click-to-move naturally recenters your cursor during movement, keeping abilities aligned with your pathing. WASD demands deliberate cursor correction, which can slightly delay casts or skew angles during high-speed engages.

Attack-Move, Kiting, and DPS Consistency

Kiting highlights the philosophical difference between the two systems. Click-to-move plus attack-move creates a rhythm: click, auto, click, auto. The inputs are clean, repeatable, and optimized for sustained DPS. That’s why ADCs and high-attack-speed champions thrive on it.

With WASD, kiting becomes a hybrid skill. You’re strafing while timing attack-move commands, which can feel fluid but is mechanically heavier. Some players gain smoother short strafes; others lose DPS due to missed attack timers or delayed cancels. Over a full fight, those micro-delays add up.

Input Buffering and Reaction Windows

League rewards buffered inputs. Flash during a windup, queue a spell mid-animation, or pre-click an escape path before CC lands. Click-to-move integrates cleanly with this system because movement commands double as intent-setting.

WASD reduces that buffering clarity. Since movement is continuous, you’re often reacting instead of pre-committing. That can improve raw reactions for dodging, but it weakens predictive play, especially against layered CC or fog-of-war engages where anticipation matters more than reflex.

Ultimately, these mechanical trade-offs don’t make WASD unusable. They just change what the game asks of your hands. Whether that exchange helps or hurts depends entirely on your champion pool, your muscle memory, and how much precision you demand from every single input.

Champion-by-Champion Impact: Who Suffers, Who Survives, and Who Might Benefit

All of those mechanical trade-offs crystallize once you lock in a champion. WASD doesn’t fail or succeed in a vacuum; it reshapes how specific kits feel under pressure. Some champions demand cursor-centric precision that WASD actively fights, while others barely notice the difference.

High-Execution Champions: Where WASD Actively Hurts

Champions with tight combo windows and cursor-dependent ability placement suffer the most. Lee Sin is the textbook example. Insec angles, ward hops, and mid-dash ability buffering all rely on your cursor snapping exactly where your champion is moving.

With WASD, that alignment breaks. You’re moving independently of your cursor, which adds friction to every flash kick, safeguard, or resonating strike combo. The kit still works, but the margin for error shrinks dramatically.

Azir, Orianna, and Jayce fall into the same trap. Soldier placement, ball positioning, and form swaps demand constant cursor recentering. WASD turns those champions from fluid to mentally taxing, especially in extended fights where multitasking already pushes your APM ceiling.

ADCs and Auto-Attackers: DPS Takes the Hit

Traditional ADCs are built around click-to-move. Champions like Jinx, Aphelios, and Kai’Sa rely on consistent attack-move rhythms to maintain DPS while repositioning. Every mis-timed input costs damage, not just style points.

WASD interrupts that rhythm. Strafing feels natural, but attack timers don’t care about movement comfort. Even small delays between autos compound over a fight, and in high-elo games, that lost DPS is often the difference between a reset and a gray screen.

Some players adapt, but adaptation doesn’t mean optimization. You can kite with WASD, but you’re almost always working harder to achieve the same output.

Low-APM and Ability-Driven Champions: Mostly Unaffected

Not every champion punishes alternative movement. Garen, Malphite, and Annie don’t ask much from your cursor during movement. Their power spikes come from decision-making and timing, not pixel-perfect mechanics.

On these champions, WASD is largely neutral. You might lose some efficiency in pathing or orb-walking, but the kits don’t collapse under that strain. For newer players or accessibility-focused setups, this is where WASD feels the least punishing.

It’s also why some tank players report positive experiences. When your job is to soak aggro, peel, and press R at the right moment, the control scheme matters less than your positioning instincts.

Skillshot-Centric Champions: A Mixed Bag

Champions like Ezreal, Xerath, and Vel’Koz sit in an awkward middle ground. On paper, separating movement and aiming should help with dodging and lining up skillshots. In isolated scenarios, it sometimes does.

The problem shows up in real fights. You’re dodging with WASD while aiming with the mouse, which increases cognitive load. Under heavy pressure, missed skillshots often come from delayed cursor corrections rather than poor aim.

For players coming from FPS or twin-stick backgrounds, this category is where WASD can feel deceptively good at first. The ceiling, however, is lower than it seems once fights become chaotic.

Melee Skirmishers and Bruisers: The Best-Case Scenario

If WASD has a home in League, it’s here. Champions like Yasuo, Yone, and certain bruisers benefit from constant micro-adjustments in close quarters. Short strafes, jukes, and spacing against other melee champions can feel smoother.

Because these champions often dash or reposition through abilities rather than raw movement, the loss of click-to-move precision is partially masked. You’re already committing to directional plays, not cursor-perfect ones.

Even so, this is a conditional benefit. High-level Yasuo and Yone play still demands extreme cursor accuracy for Q angles, target selection, and animation cancels. WASD can feel good, but it rarely outperforms traditional controls at the top end.

Who Should Seriously Consider It

WASD makes the most sense for players with strong WASD muscle memory from other genres, accessibility needs that make click-to-move uncomfortable, or champion pools centered on low-APM tanks and melee skirmishers.

For everyone else, especially players chasing mechanical consistency and peak performance, it’s a trade-off you need to evaluate brutally. WASD doesn’t make League easier. It just shifts where the difficulty lives, and your champion choice determines whether that shift is manageable or punishing.

Camera Control, Map Awareness, and Teamfighting Limitations with WASD

The real breaking point for WASD in League doesn’t show up in lane. It shows up once the map opens and fights stop being predictable. Camera control, information intake, and multi-threat teamfights expose weaknesses that don’t appear in controlled skirmishes.

Camera Movement Becomes a Mechanical Tax

With traditional controls, the mouse does everything: movement, targeting, and camera snapping. WASD splits that responsibility, and camera control often becomes the awkward third wheel.

If you bind camera panning to additional keys or rely heavily on edge scrolling, you’re adding extra inputs during moments where your hands are already busy. In high-pressure fights, that delay matters. Missing half a second of vision on a flanking threat can cost a carry their Flash or their life.

Reduced Map Awareness Under Pressure

League is an information game disguised as a mechanical one. Minimap glances, quick camera checks, and instant recentering are constant at higher levels.

WASD users often tunnel harder during fights because movement demands active key input at all times. That makes it harder to flick your eyes to the minimap or snap the camera to a collapsing fight without momentarily losing control of your champion. The result is slower reactions to roams, late TP reads, and missed jungle positioning cues.

Teamfights Punish Split Attention

Teamfights are where League asks you to do everything at once: kite, track cooldowns, manage aggro, aim skillshots, and reposition based on enemy threats. WASD adds another layer of mental overhead to an already overloaded moment.

Instead of instinctively clicking where you want to be, you’re holding directional inputs while adjusting aim and camera. That split focus increases the chance of micro-errors: stutter steps in the wrong direction, missed reposition windows, or getting clipped by abilities you normally sidestep cleanly.

Clutch Moments Favor Simplicity

Late-game fights are often decided by a single input. A pixel-perfect dodge, an instant turn for DPS, or a rapid camera snap to peel for your carry.

Click-to-move excels here because it’s simple and absolute. You point, you go. WASD introduces degrees of movement instead of exact destinations, which can feel fine early but becomes risky when precision matters more than comfort.

This is why even players who enjoy WASD in lane or skirmishes often abandon it in coordinated play. The higher the stakes, the more League rewards control schemes that minimize friction between intention and execution.

Accessibility and Ergonomics: When WASD Is a Legitimate Solution (and When It Isn’t)

Up to this point, WASD has looked like an uphill battle in competitive play. But that isn’t the whole story. There are specific scenarios where WASD isn’t just a preference, it’s a workaround that allows players to engage with League at all.

Physical Limitations Change the Equation

For players with wrist injuries, repetitive strain issues, or limited fine motor control, click-to-move can be genuinely painful over long sessions. Constant rapid mouse clicks, especially during kiting-heavy roles like ADC, put sustained stress on the wrist and fingers.

WASD can offload that stress onto larger muscle groups in the hand and forearm. Movement becomes a held input instead of repeated micro-clicks, which can reduce fatigue and flare-ups. In these cases, a theoretical mechanical disadvantage is outweighed by being able to play comfortably at all.

Keyboard-Dominant Players and Muscle Memory

Some players come from decades of keyboard-centric games. MMO veterans, FPS players, and accessibility controller users often have deeply ingrained WASD muscle memory that feels more natural than mouse-driven locomotion.

For these players, WASD can lower the mental barrier to entry. Early improvement may even feel faster because movement doesn’t require retraining years of instinct. Comfort matters, especially for players relearning the game after long breaks or transitioning from other genres.

When Comfort Improves Consistency

League performance isn’t just about peak mechanics, it’s about repeatability. If a control scheme reduces hand pain, tension, or fatigue, it can improve consistency across long sessions.

In lower-pressure environments like normals, ARAM, or casual ranked, that comfort can translate into better decision-making. A relaxed player tracks cooldowns better, manages waves more cleanly, and avoids tilt. In those contexts, WASD isn’t sabotaging performance, it’s stabilizing it.

Why WASD Still Breaks Down at Higher Levels

The problem is that accessibility gains don’t scale with skill ceiling. As games become faster and opponents punish mistakes instantly, the ergonomic benefits stop compensating for the mechanical tradeoffs.

High-elo League demands precision repositioning, rapid camera control, and constant minimap interaction. WASD’s continuous input requirement increases cognitive load exactly where elite play demands automation. Even if your hands feel better, your reaction windows shrink.

Clear Recommendations for Different Player Types

If you have a medical or accessibility-related need, WASD is a legitimate solution. The goal is to play the game at all, not to optimize for theoretical perfection. Custom keybinds, hybrid setups, and camera-on-demand toggles can further reduce the downsides.

If you’re an intermediate player experimenting out of curiosity, treat WASD as a learning tool, not a destination. Try it in low-stakes modes, understand its limits, and don’t force it into ranked if it actively hurts your awareness.

If your goal is long-term competitive improvement, especially in ranked play above mid tiers, click-to-move remains the gold standard. League’s systems, balance, and mechanical demands are built around it, and no amount of comfort can fully replace precision under pressure.

Competitive Reality Check: Ranked Climbing, Pro Play, and Long-Term Skill Ceiling

At some point, every control experiment runs into the same wall: competition doesn’t care about comfort, only outcomes. Once ranked games stop being forgiving, the question shifts from “does this feel good?” to “does this hold up when every mistake is punished?”

This is where WASD has to be evaluated honestly, without nostalgia or theorycrafting.

Ranked Climbing: Where Margins Actually Matter

In ranked, especially past mid-Gold and into Platinum and above, games are decided by fractions of a second. Missed skillshots, late flashes, and sloppy spacing don’t just cost HP, they cost tempo, objectives, and entire games.

WASD introduces friction into moments that demand immediacy. Repositioning while issuing precise attack commands, orb-walking under pressure, or kiting through tight hitboxes becomes more mentally taxing than it should be. That extra cognitive step adds up over hundreds of fights.

You might still climb with WASD, but you’re climbing with a handicap. You’re relying more on macro, matchup knowledge, or champion comfort to compensate for mechanical inefficiency.

Pro Play and High Elo: The Absence Speaks Loudly

There’s a reason you don’t see WASD in Challenger streams, pro play, or high-level coaching environments. It’s not gatekeeping or tradition, it’s optimization.

Click-to-move allows simultaneous intent. You issue a command, adjust camera, glance at the minimap, and buffer the next action without holding movement keys hostage. WASD forces your left hand to stay occupied just to exist in space, reducing bandwidth for spells, item actives, and camera micro.

At elite levels, players aren’t just reacting, they’re pre-loading actions. WASD makes that harder, and no pro is willing to trade precision for comfort when careers and rankings are on the line.

The Long-Term Skill Ceiling Problem

The biggest issue with WASD isn’t that it’s unusable, it’s that it plateaus early. As your game sense improves, your mechanics should scale with it. WASD caps that growth by limiting how cleanly you can express high APM decision-making.

Advanced techniques like tight kiting, instant turn-arounds, animation cancel timing, and camera manipulation during fights all favor discrete, click-based movement. The more champions you play and the faster metas get, the more that ceiling presses down.

If your goal is mastery, not just functionality, your controls need to disappear from your awareness. In League, click-to-move eventually becomes invisible. WASD never fully does.

Recommended Control Setups by Player Type (Standard, Hybrid, Accessibility-Focused)

At this point, the question isn’t whether WASD can work, it’s who it actually serves. Different players value different things: raw mechanical ceiling, comfort, or physical accessibility. Here’s how to choose a control setup that aligns with your goals instead of fighting them.

Standard Competitive Setup: Click-to-Move (The Gold Standard)

If your goal is climbing, improvement, or long-term mastery, this is the setup League is built around. Right-click movement paired with smartcast abilities gives you the cleanest expression of intent with the least friction. Your mouse handles positioning and targeting, while your keyboard stays free for spells, item actives, pings, and camera control.

This setup shines in high-pressure mechanics like orb-walking, kiting through minion waves, and threading movement between skillshots. You can buffer commands, cancel animations, and instantly redirect without needing to “stop moving” first. Over hundreds of fights, that efficiency compounds into better DPS uptime and cleaner teamfight execution.

For most players, especially those aiming beyond Gold or Platinum, this is the control scheme that eventually disappears from conscious thought. When your controls vanish, your decision-making takes over.

Hybrid Setup: Click-to-Move with Camera or Utility Keys

Hybrid setups are where experimentation actually makes sense without sabotaging mechanics. Instead of using WASD for movement, players often bind A or spacebar for attack-move, extra mouse buttons for camera lock, or keys like Q/E to nudge the camera. This preserves click-to-move precision while easing camera strain or hand fatigue.

This is particularly useful for ex-WASD gamers transitioning from shooters or MMOs. You keep familiar finger patterns without rewriting how League fundamentally works. The movement remains mouse-driven, but your keyboard supports it instead of competing with it.

Hybrid setups also scale well as you improve. You’re not locking yourself into a low ceiling, you’re customizing around comfort while keeping the game’s mechanical core intact.

Accessibility-Focused Setup: When WASD Can Be Justified

This is the one scenario where WASD deserves serious consideration. Players with motor limitations, repetitive strain issues, or reduced mouse control may benefit from distributing inputs across both hands. In these cases, WASD isn’t about optimization, it’s about making the game playable and sustainable.

If you go this route, the key is minimizing conflict. Bind attack-move to an easily reachable key, simplify item actives, and avoid champions that demand constant micro-adjustments like Kalista or Draven. You’re trading peak mechanical expression for consistency and comfort, and that’s a valid trade when health is involved.

Even here, many accessibility-focused players still use partial click-to-move combined with keyboard camera control rather than full WASD movement. The goal isn’t to mimic other genres, it’s to reduce pain while retaining as much precision as possible.

Final Verdict: Should You Use WASD in League of Legends—or Stick to the Mouse?

At this point, the answer should be clear, but it deserves to be said cleanly. League of Legends is not designed around keyboard-driven movement, and fighting that reality comes with real mechanical costs. Whether those costs matter depends entirely on what you want out of the game.

If Your Goal Is Competitive Improvement

If you’re climbing ranked, chasing consistency, or trying to sharpen decision-making under pressure, click-to-move with the mouse is still the gold standard. It offers unmatched pathing precision, faster target selection, and cleaner spacing in high-stakes fights. These advantages compound as the game speeds up, especially in late-game teamfights where a single misclick decides everything.

WASD introduces friction where League expects fluidity. Camera control, movement, and spell targeting start competing for the same fingers, and that cognitive load never fully disappears. At higher elos, that extra mental tax shows up as missed windows, slower reactions, and weaker micro.

If You’re an Ex-WASD Player or Comfort-First Gamer

If you’re coming from shooters, MMOs, or action RPGs, the appeal of WASD is understandable. Familiar muscle memory can make early games feel smoother, especially in low-pressure environments like normals or ARAM. In those cases, a hybrid setup is almost always the smarter compromise.

Using keyboard inputs for camera nudging, attack-move, or utility keys gives you comfort without sacrificing the core precision League demands. You’re adapting your habits to the game, not forcing the game to behave like something it isn’t.

If Accessibility or Physical Health Is the Priority

This is where the verdict softens. If mouse-heavy control causes pain, fatigue, or limits how long you can play, then WASD or partial WASD setups are absolutely valid. Mechanical ceilings matter less than sustainability, and a setup that keeps you playing is better than one that burns you out.

Just be honest about the trade-offs. Stick to champions with forgiving hitboxes and lower APM demands, simplify your bindings, and focus on macro where mechanical strain matters less. League has room for different control philosophies when health is on the line.

The Bottom Line

For most players, especially anyone serious about improving, full WASD movement is a dead end. It feels intuitive at first, but it caps growth and adds friction where League rewards speed and precision. Mouse-driven movement isn’t just tradition, it’s a system refined around how the game actually plays.

That said, customization is one of PC gaming’s greatest strengths. Use it intelligently. Build around comfort, protect your hands, and let your controls disappear so your decisions can take over. In League, the less you think about how you move, the more you can focus on why you move—and that’s where games are truly won.

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