League has a different flow to it than Dota 2 and that is the main thing. High level play is mostly about vision and objective control based around team fights and catching people out of position with skill shots. Worlds is going on right now for the whole month of October, you should check out some of the games (it's by far my favorite eSport to watch and Riot have pretty much perfected the art of UI and casting). I think the spells are more visually clear on what they are doing than in DOTA, but the bigger teamfights tend to have so much going on at once that it can be hard to tell if you don't have an experienced eye for it. Here is a resource for VODs:
https://www.reddit.com/r/LoLeventVoDs/comments/dgpp7a/world_championship_2019_group_stage/
General Tips:
- Most champions are based around varying types of skill shots at this point. Mana costs are way lower than Dota 2 and you often have easy ways of regenerating health and mana. Skill spam and being aggressive with your spells is rewarding.
- The laning phase is pretty standard with 1v1 top, 1v1 mid, and a 2v2 bot (one carry and one support). Supports are typically engagers or champions that can provide heals/shields to the carry and are responsible for the bulk of the warding in the game. Carries are meant to farm for mid to late game. Each lane has a different dynamic and priority to it due to the asymmetrical nature of the map.
- The jungler is essentially playing as a wild card. They swoop into lanes to apply pressure and control objectives (the elemental dragons give you permanent buffs likes damage, healing, or move speed) and the Rift Herald provides a tool to knock down towers fast. Keeping track of the enemy jungler and knowing a typical pathing for them is important and will save you a lot of frustration when they gank you.
- The bush mechanic is different than what DOTA has and playing with vision around these is part of the challenge.
- Play ARAMs if you want to learn the abilities of the different champs a bit faster. You should have a fairly limited champ pool to select from at first. I would try each you have available out at least once so you can have a better understanding of what they do. Use internet resources for typical builds and where you should use that champion.
- The summoner spells are pretty standardized
- Flash: You should almost always take Flash, it is a blink dagger on a long CD, but it provides a needed escape/outplay tool that is pretty invaluable.
- Teleport: used to be just for Top, but it can be taken on Mid and even Support/ADC now, it can be used to TP to wards or minions, not just towers.
- Heal: Standard for ADC to survive extra burst, it also gives a bit of move speed for 2 seconds to get out of dodge.
- Ghost: used very rarely on champs based around movespeed. It gives an extended move buff.
- Ignite: An all in damage spell that provides healing debuffs. Used on Assassins and lane dominant champs that want to get ahead early.
- Exhaust: reduces enemy damage and briefly slows them down, typically only seen on supports these days against assassin/burst teams.
- Smite: absolutely required to jungle, it gives you access to a jungle item and extra XP in the jungle, good for last hitting map objectives and can be used on Champions once upgraded... it's the only summoner that can be upgraded.
- Barrier: rarely used, provides a temp. shield on a slightly quicker CD than Heal.
- Cleanse: only used in rare occasions against a team with a lot of CC.
- Masteries are important as well, I'd use a guide to determine what is best at this point, but I often adjust my own depending on my match ups. There are a lot of viable and different ways to use Masteries right now.
My in-game name is Chronos (on the NA server), feel free to add me and we can play. I'm on most nights playing with friends.