Alright, early game! First off let's go over a few components to look for on the beginning carousel. Spatula is a popular choice in 10.1 as it's used to usually make someone either a Blademaster or turn them into a Light unit. It's also viable to go for Force of Nature as well but the most common are BM/Light. After nerfs toandit remains to be seen whether Spatula is still a contested early game item.Besides Spatula, Sparring Gloves are really flexible to pick up early. Infinity Edge, Jeweled Gauntlet, Thieve's Gloves and Last Whisperer are all potentially viable items to go for in many compositions and Glove enables that. Rod is also good as it can be made into items for(a popular carry) or for Ocean/Mage compositions. Morellonomicon, while nerfed, is still a viable 'catch-all' item to make for many compositions and having the healing reduction effect is always useful.Last item I'd suggest looking for if you're unable to get the others is Tear. Tear is a bit less flexible but Seraphs can enable several different champions (oras examples) and Hush is still great forand. Negatron Cloakquite useful because it was good forbut the 10.1b nerf to her makes it so her ultimate doesn't proc off Runaans. This means Cloak is much less of a necessity and thus it has lowered value in getting early.Items out of the way let's break down the early game really quick. It's still the same as it has been for awhile; look for two-star units and play them. Woodlands & Predators are still great early game traits but overall you're fine to just play what you hit., one of the recently added units, is fantastic early game if you two-star her as she can take a lot of hits with her ultimate. Early Inferno is good particularly if you findor if it's Inferno map,Leveling times are still roughly the same. I personally do not recommend leveling on 2-1 as you're lowering your chance of hitting one cost units on 2-2 but if you have a strong enough board (more than one two-star or something like Woodlands) youlevel on 2-1 but it's better on 2-2. As usual if you level before 2-5 you should level on 2-5 so it's gold efficient.You don't have to level at 2-5, though! You can stay level four til Krugs (where I suggest you level) if you wish to maintain a loss-streak for extra gold. Generally you only do this if you're already on a loss streak or if it'll cost you too much economy to level pre-Krugs. The old rule of thumb for where your economy should be is still relevant; 20g by 2-5, 40-50g by Krugs. This will always vary but keep those gold values in mind.And then we're past Krugs and onto the two rounds after it. There has been a huge shift in how rounds 3-1 and 3-2 are approached in 10.1 Basically a lot of players are playing hyper-aggressive on these rounds where they level to 6 on either 3-1 or 3-2 and roll the majority of their gold. This was popular in 10.1 due to the power ofandand with two of those units nerfed in 10.1b it'll be interesting to see how much that changes. I do not recommend leveling to 6 on 3-1you're doing it to maintain a win-streak for gold otherwise it's more efficient to wait til 3-2.Berserker is still a decent composition to go for although it falls off later if you don't high-roll a few units. Hiraino, a high ranked NA Challenger player, is well known for playing Berserker and would hard roll at level 6 on 3-2 to find those champions. I do not think this is as necessary as the build isn't as contested in 10.1 (though that may change with 10.1b) and you won't need to do that but it is an option.So when shouldn't you roll at level 6? In general I'd say if you're not playing a contested composition that relies on low cost units (one to three cost units) you shouldn't roll all of your gold at level 6. If you're really weak and low on health (below 50 which is really hard to be at by 3-2) then you can roll to stabilize (hitting upgrades) but otherwise just sit on your gold until level 7.