Lesson 5 of 5 · 6 min
Your Damage Is a Duration
Assassins get one window. You get every second you stay alive. That difference decides which target you press, when you show up, and why the safe fight is usually the winning one.
// What you will be able to do
- Measure your contribution in seconds alive rather than in targets killed
- Attack whatever you can reach without moving instead of hunting the carry
- Take sieges and objectives as damage-over-time problems, not as fights
An assassin's whole game is one four-second window: get in, kill something, get out or die. Yours is the opposite. You do a fixed amount of damage per second, so the amount you contribute is that number multiplied by how long the fight lets you keep doing it. An ADC who does nothing for eight seconds and survives has done more than one who killed the support and died at second three.
| Hunting the carry | Attacking what is in range | |
|---|---|---|
| Seconds of damage | Three, maybe | The whole fight |
| Risk | You are inside their team | You are behind yours |
| If it works | One kill, then you die | The fight is won and you are alive for the next one |
| If it fails | Fight lost, 5v4 after | Nothing happens |
In a five-versus-five that lasts twelve seconds, which ADC has contributed more?
// The rest of this lesson is Pro
Your Damage Is a Duration: the practical half
Everything above is the concept. Behind the gate: the situations where it applies, the mistake that costs the most, the interactive drills, and a field assignment measured against your own ranked games.