Introduction: What does a support do anyway?
Introduction: What does a support do anyway?
Even though supporting is the least favorite role in the League, it's by far not the least important role. As a support your goal early game is to get your AD carry either farmed or fed. This usually gets achieved with tier 1 support champions like Zyra, Taric and Lulu.
Getting your AD fed isn't enough though, you will also need to get enough vision on the map so you can do objectives (like dragon or counter-jungling) more effective. It's also nice to have vision to see ganks coming and eventually save your life. I will be discussing about good warding spots and how to pull some tricks off with them.
And at last,
I will be discussing how to win your lane by (for example) zoning your opponents, counter-gank, special notes for certain champions and how to harass effectively.
(This guide was previously called "The Supportive support guide")
Runes and masteries
Runes and masteries
It's always nice to have different runes than AP mid and what-not. Supports mainly have tankyness with some extra utility like gold per 10.
I have four different types of masteries and runes for support:
Marks (red): Flat armor
Seals (yellow): Flat armor
Glyphs (blue): Magic resist/level
Quints (big ones): Gold per 10
Early game dominance
Marks (red): Flat armor
Seals (yellow): Flat armor
Glyphs (blue): Flat magic resist (per level could be considered, flat mr gives more defensive stats early game)
Quints (big ones): Health
Marks (red): Flat armor (Magic Penetration could be considered)
Seals (yellow): Flat armor
Glyphs (blue): Magic resist/level (Ability power could be considered)
Quints (big ones): Gold per 10
Marks (red): Flat armor
Seals (yellow): Gold per 10
Glyphs (blue): Magic resist/level
Quints (big ones): Movement Speed
You can enlarge the image by clicking on it. You can always change something here and there to your own preference of gameplay, but this is what I seemed to find working out.
Explanation of the runes:
Needlessly to say, tankyness is good for passive and squishy champions like Janna and damage is really good for agressive supports like Zyra and Sona. Movement/Roaming runes/masteries are usually used for good roaming champions like Taric and Blitzcrank.
Here's a list I find working out well with every champion:
- Thresh (Usually depends on lane opponents, I mainly use 'Early Game Dominance' pages)
- Nunu (needs mana regen to maintain buff and able to snowball a bit)
These champions can have the Tank page and Early Game Dominance pages as well. However, the mobility is great to get to other places faster or to land stuns/pulls/any cc better. It's really recommended on Taric and Alistar.
- Karma (People will underestimate you. With your passive and that 10% magic pen, you deal a LOT of damage)
- Zilean (Should be clear, just don't spam the bombs too often. It'll reward having no mana regen mid and late. Especially when getting a Mejais (wait what? Well, read below)).
Play with what YOU are comfortable with. For example, you can switch MR per level to flat MR or change the armor marks to flat magic penetration if you think that suits you better. You can also run Damage pages on supports like Thresh if you prefer that. These are my recommendations based from my personal experience. This is a guide after all - helping to give you an idea of how something can be played. So yes, from my experience, I find this working really well.
Summoner spells should never be forgotten. They can win your lane and/or other lanes if you use it correctly. I recommend these summoner spells on supports:
99% of the time you will have to take flash - 100% if you're a melee support champion like Alistar and Leona. It's too risky not to take it.
Not only does it save you for making a mistake, you can escape from towerdives as well by flashing over walls.
Exhaust is currently the most used side-spell for support. It easily locks up the opposing AD's damage, slows them and if you've enabled the mastery it even reduces their armor and magic resist.
Use it when you're:
- Engaging and want to secure the kill
- Retreating and they'll catch you or your teammate if you don't pop it
- In teamfights to disable the biggest thread for 2.5 seconds (this doesn't always have to be their AD carry).
Pros. of Exhaust:
- Damage reduction
- Armor / MR reduction (if mastery point enabled)
- Good for ganks
- Good for escapes
- Disabling the biggest thread in teamfight
Clairvoyance (abbreviation C.V.) is very usefull since it can prevent uncertain scenarios. Don't just use it for your lane - think of counter-jungling and top as well. Ex: Your top is pushed but hasn't got a ward. You can check for him if the jungler is coming his way.
Pros. of CV:
- Good for checking objectives like blue, dragon and Baron
- Disabling brushes during fights
- Prevents ganks (CV the brush the jungler's in, he'll walk away 99% of the time)
- Short CD (so use it!)
- Invade/jungle control
- Counter for oracle
- No more facechecking (good for warding as support - they will most likely catch you when you have an oracle)
- Good for timers (so the icon will pop up on your minimap again)
- Good to catch other people (like their support warding, etc)
Even though CV has more Pros. than Exhaust, Exhaust still is more used than CV because of the securing kills which basically wins your lane. It helps a bit more in teamfights as well.
It doens't matter which you prefer to use, but I recommend exhaust.
Ignite has gotten to supports more often because ADC's tend to use Cleanse and Barrier. Ignite is really good to get snowballing go on early and during mid and late game it's good to prevent life steal going out of control. Really recommended if you have a good kill lane.
It's also a very good counter against sustain champions like Soraka.
If Soraka is level 9, she can heal herself or someone else somewhat 350 + 500 health in less than one second. With ignite you'll still be able to kill her (or the AD carry) if only you do it before she heals.
I neither recommend this spell, but it's a good spell against AoE comps containing champs like Karthus, Rumble and Swain. Heal does have a very long cooldown, longer than exhaust and ignite. I wouldn't pick this spell up often, but sometimes it can have its advantage.
You do can try this spell instead of Flash. You can have Heal/CV or Heal/Exhaust to put some extra pressure on bot lane. Be careful for ganks, though.
Teleport removes some of your lane presence but greatly increases your map presence all over the game. You might want to give up exhaust for this to make it work properly. Some examples to use teleport:
- Level 1 gank top
- Helping your jungler counter-jungling
- It motivates your team to ward more
- Split pushing
I'm still testing this on supports, but I think it has potential. So far as I've noticed, it really needs communication to make this work, so I wouldn't use this in solo queue. It could really work in 5v5 ranked games. I've noticed TP works really good with Leona, Nautilus, Alistar; they have heavy CC and are good roamers.
Item buildsThe item build which I'm going to recommend is not going to be shocking at all, but I will give some alternatives in case the match doesn't go where Mundo pleases.
There are several ways to start off early game. I usually take on of the following:
- 1: The sustained start
With this starting build you will have a good early so you can always get a ruby crystal on your first back with a ward or two. You will not have any regeneration stats but you will assists your team with an early Aegis of the Legion after your Ruby Sightstone. If you feel like dominating your lane (like you're playing Leona or Thresh), consider getting a Doran's Shield or Cloth Armor first.
Going for Aegis as first core item will help you mid game as well since you will be buying the cloth armor and ruby crystal as ingredients. You should be able to skip boots of speed since most supports have escapes like Lulu, Blitzcrank and Nunu (not really an escape but extremely fast (and can slow opponents)). Other supports can be just tanky enough to not worry about it like Thresh and Leona.
Rushing Aegis will fit in the meta as well with the health stacking. You see other lanes building items like Warmogs and Sunfire Cape.
- 2: Secure income, secure early game
...for when you need (more) wards before minions spawn
I usually ward at the buff where your jungler doesn't start so you can massively defend your jungler's buff / invade better. You can use the Explorer's Ward as well at either the C brush near blue (close to river) or somewhere close to your wraiths.
- 3: Secure income, aggressive early game
...for when you need (more) lane presence. Really good on champions like Blitzcrank, Zyra or any other aggressive support.
- 4: Extremely aggressive poke
This is mainly for champions like Lulu who are against extremely passive champions as opponents, or just squishy champions in general. The extra AD should allow you to poke more and the extra health should make you more durable while trading. Health quints are recommended in this case. You can of course take a mana potion instead if you like as well.
It's basically what you prefer building. Rushing sightstone is most efficient for your economy since it has a worth of 8.333 gp10. Philosopher's Stone in fact give more sustain though, but you'll need to buy the wards single handed. Philosopher's Stone has a worth of 5 gp10 as well, so it's not that effective as rushing a sightstone. With Philosopher's Stone, you can also consider buying an extra Doran's Shield to get yourself even more regeneration, armor and health.
I really have to say, Doran's Shield is a really good first item as support. Especially versus Caitlyn and Draven. Its armor, health (+ regen) and passive is just so good to make plays with. You will be able to zone more because their ADC can't harass you as easily anymore. I usually get a Doran's Shield as first item.
I recommend the vision ward because you don't need to be zoned and can zone yourself. Just simply place the vision ward in a brush you want to control, then you can't get zoned anymore. In fact, you can zone them now if the minions are in favor. It can provide ganking possibilities for your jungler if you know where they've warded as well.
After you've gone back to base after ~8 minutes have passed you should be able to either buy:
, or . You can go for first as well if you're afraid of getting ganks without the possibility to escape. I don't really recommend this since you'll be delaying your effective income.
Think of the 1-2-3 rule as well when going back to base:
- 1 Vision Ward
- 2 Sight Wards (either from sightstone or self purchased)
- 3 Pots (Flask counts as 3 since it has 3 charges).
This way you'll be:
- Having a strong economy
- Having good presence/ganking potential in lane (vision ward can disable either a ward in river/tri or a lane brush)
- Enough sustain/wards to keep you in lane for a reasonable amount of time.
Priorities go first though: At least 1 (prefably 2) sight ward(s) is/are a first, then the sustain, the the vision ward.
You've got your first improved income item... now what?
Good, you're on a good way. It might be smart to get boots now since their jungler will get boots quickly (or even lvl 2 or lvl 5 boots).
After your boots, you can go two ways:
- In case you have Kage's lucky pick first:
If you aren't dominating, go for either a Philosopher's Stone or Sightstone.
- Or when you've built Philosopher's Stone instead:
We all notice snowballing is a huge part in the current meta. When the top laners gets first blood they usually win the lane (if nothing special happens). You can snowball with supports as well, that in two interesting ways.
Only buy an Oracle's Elixer when you're a survivalist and don't expect dying in fights. They are way too expensive to waste yet very rewarding as well. Early oracles also are really good since wards cost a lot of money early game. Buying an early oracle ruins their support's 'economy' and will prevent them from having core items rushed. It also makes your jungler able to gank the lane, possibly making kills happen.
This really works well for roaming supports as well. If you can make other lanes struggle as well because you're clearing their vision it gives your jungler a lot more opportunity to get ganks working.
I usually try to get an Oracle at the 20 minute mark.
Waaaait... what? YES. Mejai's! Mejai's Soulstealer is a very good item on certain supports like Taric, Zyra, Soraka, Janna and Nunu. It basically makes your presence in teamfight stronger than you should be. Since it's easy to get assists as support you can get stacks really fast. You neither get focused in teamfights. If you do, your ADC will rip them apart anyhow. In an average match you can get 7 to 17 stacks, depending how many plays there are in a match.
I once was playing Taric with Mejai's, our mid was falling behind but with the extra burst because of the stacks I was able to stabilize the lack of damage output. When I had 20 stacks that match I could deal 1000 AoE magic damage with just the W and R and heal up to 425 HP (for yourself and an ally). This will make teamfights so much different since you've had a lot more influence in the fight.
Also with other aggressive supports like Zyra, you can often even shut down their AP or Jungler because you have the CC, Exhaust and damage to do so. This prevents a lot of trouble for your ADC. Because you've been busy a lot more, your team will have an easier time cleaning them up.
It often do might be better to go Zeke's or Shurelya's first, but if you know there will be a lot of plays/fights. I'd definitely recommend a Mejai's Soulstealer. Just make sure you don't die, but that's easier than with any other role since you shouldn't be focused at all. It neither is that bad anymore to killsteal since you get an extra stack for it.
Every support champion buys different boots. I've noticed that agressive supports are in favor of buying and passive supports prefer .
This mainly has to do that agressive supports need to land their stun in order to force a fight. It's also nice to have quick movement speed since you will need to ward the entire map.
Some champions prefer boots of Lucidity though like Soraka mainly because of her cooldowns.
When you notice they have a lot of CC I always buy Mercury's Threads. When we notice their AD damage is just too much I often seem to buy
Janna and Nunu are a bit special in here though; you can buy Lucidity, Mobility, Ninja Tabi and Mercury Threads on both, it just depends on the game.
If you want to ward and/or roam ASAP, get mobility (even though it might be overkill).
If you want to have a low amount of stun durations because of heavy CC (especially for Nunu), get Mercury Threads (especially if they have a Veigar and/or Fiddlesticks!)
Or if you wish to spam your shield/iceball buy Lucidity boots (I honestly rarely do this).
*!* I do recommend boots of Mobility though if you're trying out the CV - Exhaust combo. Mercury Threads also is a possibility. You don't want to get caught because of stuns and slows.
Late game you should be heading for some of the following items:
An item worth taking at the 25 minute mark. Only buy this when you're winning the fights though. You shouldn't initiate in fights you cannot win. Be aware though that it will take your GP10 income since it consumes Philosopher's Stone.
If you cannot win the team fights, buy this item instead for more protection. Always remember to defend the AD carry like your life is at stake. However, don't take this item if your jungler has it. Instead, go for Kindlegem for more beefyness or Shard of True Ice for more presence. You can go several ways with Kindlegem as well, so it's up to the situation of the match.
Not only a nice shield when activated but a nice health regen aura as well. This is very useful if your team is pushing a lot because you can't really go back. With this extra sustain your team should be just fine - even when the opposing team initiates.
Shard of True Ice. Okay, this item is really cool. You can build it from your GP10 and it remains having the GP10. This item is really good with bruisers or divers like Irelia and Diana. The active will slow nearby opponents and you can easily grab the kills. It gives you extra AP and the team a unique mana regen aura as well. So far as I've noticed, the active does NOT give you assists.
Twin Shadows is a really good item to catch the ones running away from you, or when you're trying to get away. The shadows will go through the fog of war and brushes as well - so you will get them slowed once activated.
Other than that, it gives some nice stats like ability power, movement speed and magic resistance. Worth taking a shot, right?
Twin Shadows is good to facecheck first as well. In a scenario where they might do baron and you don't have any wards, the shadows will find the nearest targets. If the shadow doesn't go to Baron, they aren't doing it nor near it.
Banner of Command is good when you're into pushing a lot. Besides the fact that it gives armor, ability power and a health regen aura, it gives you the ability to use Promote on a minion.
Promote can be really useful for when you want to do an objective or push another lane. The promoted minion will push the lane it's currently in. So basically you set more pressure so you can do other stuff more easily.
Do not promote a minion that will be in contact with an enemy. It will get killed with ease and should actually try to backdoor/push towers in other lanes instead.
I wouldn't take the captain upgrade early, but should could be useful with Shurelya's Reverie. It also provides a good movement speed bonus when you're a frontliner like Taric, Blitzcrank and Leona. Again, I wouldn't take it early but it could be considered to take first when you're ahead. If not, I'd take it as one of the last items. It does depend on the situation of the match though.
Homeguard could be really handy in situations where you have to ward a lot. Buy wards/recharge sightstone and get back to warding, gank a bit and go back. Repeat.
I don't recommend rushing this or anything, but sometimes the match favors a lot of vision before big mistakes will happen.
Mikael's Crucible can help your AD (or your another ally) by 'cleansing' and healing him. It should be clear that your AD should get focussed by the opposing team and that you should be defending him/her. In case they have a lot of CC or burst, I'd definitely recommend this item.
The base stats of this item work well on mana hungry champions as well like Sona and Taric. The active would be good on backliners like Alistar, Nami and Janna.
This item works so well when having a Kog'Maw or Vayne as AD carry. Also recommended to buy if your top or jungler rely on attack damage and lifesteal as well. Other than that it gives yourself some nice cooldown reduction for yourself so you profit a bit from that as well.
Because this item has been changed to flat AD instead of Attack Speed aura, I cannot recommend this item anymore. It still is nice to have for Vayne and Kog'Maw, but other items should be in favor now instead of this item.
An alternative for Locket of the Iron Solari, slow targets and reduce their attack speed. Works well passive and agressive supports. Bit expensive though compared to Locket of the Iron Solari. I neither recommend going this, but it can be a possible core item if the match favors it.
Oh boy. Your mid lane is fed and the opposing team is stacking Magic Resist. Time to make their purchases useless.
Ability power works fine as well with support champions - just make sure you won't KS'ecure' too much.
For this item, I don't really recommend it because you already get AP from other support items like Shard of True Ice. Your mid should get this item as well instead of you.
True terror for the opposing team if they rely on basic attacks. The armor you get from this item is nice as well to have. I do not really recommend this item because either your top laner or jungler will probably get it, but it can close the gap if they don't.
Waaait what? A stack item?
Well, think about it. Your mid can have a bad match and supports easily get assists just by one single heal or speedboost. With the extra AP you can (for example) shield way more with Janna (so the AD buff stays), do way more burst damage with Taric or heal a lot more as Soraka. This changes fights. I've added a lot more reasons why to use it a bit above.
Also a fun fact: This item has a 70% win rate in ranked.
Support champions who are good with mejais:
At ~12 stacks, you can try to 1v1 their AP mid (if not fed) in teamfights if good positioned. You have CC, Exhaust and the AP to pull him out of the fight. Isn't it amazing as support to shut down their AP?
You can also continue your role as support, with additionally more presence (like better healing, more damage, etc).
Seriously, wards are your friends. Even Amumu is willing to buy them if he has the money.
I've made a quick map locating where to ward effectively:
The map has 3 overlay colors: Green, Orange and Red. Each of them describes where to ward based on how far you're pushing them.
One of the most used ward position when either purple or blue team is this position:
This way it provides extra vision on the river if you ward it on the tip side towards the river. On the minimap you even have further range so you can see them coming via the river and tribrush if they don't hug the wall (which no one actually does).
You do need a lot of map awareness to see the red dot flashing over the map across the river side.
I also found this trick for warding which was quite amusing for when you're pushed at purple side (click where the X is):
If you need more vision than the bottom part of the brush you can also walk around and do this:
Always place your vision ward at this position if you know they warded somewhere at river; the ward might even be in this brush as well. If you see an opponent vision ward the river you can counter it by placing the ward in this brush (or even tri-brush).
Another trick to ward Baron while being purple behind the wall:
This spot is especially good against vision wards. Usually their team will have oracle's Elixer when they're winning though, but if they aren't winning this will counter vision wards very effectively. They also won't see you warding there because of your location.
Finally, another way to ward using the wall:
You can see on the minimap that I'm putting my wards inside the dragon and baron pit.
Warding in the pit behind walls is to counter vision wards. Of course I bring my own vision ward (or oracle) when we want to do Dragon or Baron. It's a temporary counter where you can see the Health of D/B as well. Best of all: They won't have a clue you can see them so steal / engage all the away!
Time their wards!
Timing wards makes it so much easier for you and the jungler to know when to gank. Just call things like "river 6:03" and "tri 7:15" and the jungler knows either to continue grinding Experience or come via lane/tribush.
You can see without CV where they've warded. Examples:
The support clearly came from Tribrush since it is hugging the wall.
The support came from dragon this time since she's in the middle of the river when walking back (the brush counts as dragon as well).
Go 'Silent Warding'!
'Silent Warding' is another trick I discovered. If you ward the brush you're in and you weren't revealed while doing that, the opponent won't see you've placed a ward there. This is such a big advantage when you're playing supports like Leona and Alistar because the element of surprise still is active.
Go Silent Warding when you know the minion flow will force you out the brush (this is usually when their support starts invading your brush). Do it a few seconds before you have to leave or else they can still see the ward when they walk in (the ward is still a few seconds visible before going invisible as you know).
The most important phase when looking at building up. Every mistake can be crucial of losing the lane. There are several things you will need to take care of:
- Keeping stustain: If you AD (or you) are low on either health or mana, you just cannot play agressive. You can try to zone the opponents but cannot force a fight.
- Having wards up: I think this should be clear why. Do keep in mind that the jungler still can come via the lane, so don't hesitate to often put a ward in the lane brush as well. When warding, think of the 'Silent Warding' trick. When they don't know it has been warded they're wasting time and exp.
- Zoning your opponents: This is so important when playing aggressive champions. If you fail to zone them let them push, because when you engage they have a long way to go back to their beloved turret.
You know you can zone the opponents if you can win the poke wars. Try being aggressive when zoning the opposing team. Also expect their jungler to be in the brushes somewhere, so it might be smart to ward there as well. Other than that keep pressure on them and show them who's boss.
If you succeed at zoning make sure they cannot reach any CS, or even better any experience at all. Make sure though you've warded the river/tribrush so you know you can't get backstabbed doing this.
- Knowing when to initiate: Keep the silent warding trick in mind, it can help so much with initiating. Skills like condemn and a headbutt against the wall work really well when initiating. Don't forget your summoner spells as well.
Also keep an eye on their positioning. If they get chased down by minions it's a good moment to initiate on them since the minion damage is high early game.
- Pushing your lane: I usually do this when we are sure we can win the 2v2 fights, when they are roaming, they have gone back to base or when we need to go back. I'm telling the carry to push as well.
- Trades/Harassing: If you're Janna or Soraka you're willing to force trades with the opposing team - which is smart as well. Janna has her shield, giving the AD carry extra AD as well and Soraka has her Astral Blessing, proving a lot of armor and restoring a lot of health.
If you see their AD going for a CS kill, feel free to harass the AD like Soraka's banana attack.
If you see their minion wave is nearly gone and your wave still has some minions, you can consider engaging. Do keep in mind their jungler could be around as well. Do not engage when you can't win trades or you or your carry's health/mana is low compared to theirs.
- CSing at the tower: Your AD carry will have a harder time farming at the tower because of the turret aggro. To help your carry out, look at the minions HP and often attack them to get them that low that either the turret barely won't kill it or your AD can kill it easily.
If you are getting good at this, you'll notice that your AD will not or will get little behind CS because you've helped him a lot under the turret. This could make the difference when both AD carries are buying items.
Melee minions need three turret hits and barely survive two, so it's best to leave them unless your AD or allied minions have harassed that fighter minion.
Caster minions (ranged) need two turret hits and pretty much survive one turret hit. It's smart to auto-attack the caster minion once under tower early game so your AD carry can get them with ease.
Keep in mind that you are mainly attacking the minion who is getting tower aggro, since that is mainly the best option to help out your AD carry.
- Fighting: When a fight starts, make sure your AD carry is OK all the time. This also applies with getting ganked. Because remember: The AD carry will carry you at the end of the match - don't make him/her demotivated because (s)he died three times in a row. Remember to exhaust their ADC as well - therefore shut him/her down.
Picking your champion
I've made a list of what I've been thinking what works well with what champion. On the left you see a list of which support champion is good with which AD carry. On the right side you see what's best when counter-picking.
It's still in progress, feedback is welcome. :)
*This chart is based on personal experience*
On the left side you can see which support is good with X AD carry, while on the right side you can see which champion is good against Y AD carry.
- Left: Works really good together.
- Right: Is a good counter.
- Left: Could work out. It's not bad but neither is really good.
- Right: You're not countered by neither countering.
- Left: You shouldn't do this.
- Right: You might have a hard time during lane phase.
- Left: This has no synergy.
- Right: You're countering yourself / making laning phase a hard time for you.
- Zyra - Ezreal: Early game is their game. Will snowball hard towards mid and late.
- Taric - Graves: DAT BURST. IT'S SO SCARY.
- Soraka / Taric - Urgot: True terror. I think you know why. If not... Urgot to be kidding me.
- Nunu - Kog'Maw: Kog'Maw with 1.9(*!*) attack speed at level 9.
- Janna - Ashe: Nice and easy passive laning where you can go agressive whenever you want
- Alistar/Leona/Taric - Tristana: Oh the pain... If the support initiates there is a high chance that somebody will die.
- Leona - Corki: They both do a LOT of damage as well together. Don't try to get near them.
- Alistar - Blitzcrank: Pull, knock up, push back to tower, get the kill. Repeat. (...Just don't do this in ranked)
Funny picksOf course it's fun to pick something out of the meta. In normal games I just love to invent some champions to go supporting here are some of them I've played as support, with tips:
To start off, we have:
- Fiddlesticks: How horrifying!
With this, Fiddle is really good against a Vayne-Nunu lane. If Vayne goes all-in, you can stop her for 4 seconds and your AD will be able to burst Vayne from 100 to 0.
Start with E (bouncing silence) and try to force some pressure already. At level 2 try to take you fear and max it immediately. I usually don't level my drain before level 4 due to the great fear duration. The pots you've bought early game should fix the sustain for you.
During fights, don't try to draw all the attention. You're squishy. Your ult mainly should try to split them up and deal some small additional damage.
- Gangplank: Pick pocketing pirate.
Try to max Q if you can zone. If you can't, max E. Note that your ultimate is actually only good for a slow, so check other lanes if they could use that slow (running away or chasing).
Pickpocket actually works on GP, getting 5 gold per Q as well. The cooldown on you Q is as much as the cooldown of your pickpocket mastery, so Q away! yarrrh harr harr!
Runes / Masteries: Full Tank Support
- Ashe: AoE slow, free CV and a stun to help out every lane. Actually viable as well.
Try to use your ult to help other lanes. I recommend building Zeke's Herald first and starting with level 1 boots.
Runes / Masteries: Roaming/Movement Support (need to catch up with the opponent)
- Morgana: Nice snare, zoning capability (the W) and really good against heavy CC like Alistar and Leona because of the shield.
Runes / Masteries: Full Tank Support (Damage Support good as well)
- Poppy: Great zoning, really fun to play.
Runes / Masteries: Full Tank Support
- Lux: Extremely good zoning as well. Can be played defensive as well.
Runes / Masteries: Full Tank Support (Damage Support good as well)
- Orianna: Hard to play but extremely rewarding. Tough to be effective in teamfights as well.
Orianna's range also is extremely high, so you can auto-attack harass as well. You could also go for zoning with the ball since they still fear it - even though it doesn't do any damage anymore.
Runes / Masteries: Full Tank Support (Damage Support works funny as well)
- Shen: Really defensive yet aggressive support champ to play.
Always keep an eye on your teammates if they could use an ult for protection.
You can still get Philosopher's Stone first even though you don't need mana. The health regen still is useful. However, going Kage's isn't bad either. It's up to you for what you could need more during lane phase.
Runes / Masteries: Full Tank Support (Damage Support will give more presence in teamfights)
- Nautilus: Lost and forgotten as support
Build towards Philo first and take boots after that. The item after that depends on the situation. Sometimes Sightstone is better than Kage's for the tankyness. You can also take Kage's before that to provide more presence.
Start with the pull (Q), level slow (E) after and go for the shield (W) third. Max the slow to increase the damage/presence in your lane. After that max shield for extra protection. When engaging, do the pull, shield and stun (passive by performing 1 auto attack), ult if you have it and at last the slow for the maximum CC. Your target may be immobilized for 4 seconds receiving a lot of damage.
Runes / Masteries: Full Tank Support (Movement Support might work as well if you feel like roaming)
- Zyra: Extremely aggressive, really good with burst AD's. Viable as well.
Zyra is a really, really aggressive support. You must play aggressive as well to make her skillset rule the lane.
This can be good and bad. The good thing is when you hit your snare (+seeds), you can deal up to 60% of their AD's health as damage, no matter what level. With this, your AD could be able to finish it off. It's REALLY easy to get your ADC fed this way.
The bad part of this is that their jungler can easily camp your lane and get easy kills off them.
A fortunate thing with Zyra is that you can engage and disengage really easily. Your ultimate has a cooldown of 66 seconds at level 16. This makes you able to force teamfights and correct mistakes easily . Do not be afraid of using your ult just because you might need it. The cooldown reduction of your W and items will take care of the rest.
It is annoying that you are really squishy. Because of this, make sure to buy Kage's Lucky Pick first for more presence. Fight fire with fire. You can consider getting a Mejais as well as first core item.
Oh and uh.. BAN BLITZCRANK.
Runes / Masteries: Damage Support
- Malphite, a very solid pick.
To make things happen, try to roam mid or initiate bot a lot at level 6. You're a tank. You've started HoG first and willing to make them lose. Always remember to spam /l in lane. (Nah I'm kidding about /L)
Anyhow, Either start Fearie charm or Boots. If you have boots you can often go mid immediately at level 6 without going b. Do keep in mind you're mainly there to initiate fights. After your initiate, use Q and E/Locket&what not and get the hell out of there. You're not as tanky as a normal Malphite is, so try to keep the teamfight organized after you're initiated.
Runes / Masteries: TankSustain Support (You can take Tank Support if you're in a passive lane.)
- Darius, the hand of the AD Carry.
During lane phase you basically try to get the fear on. Nobody has ever seen Darius on bot lane. Usually they will try to poke you to death because you need to be close. Because of this, try to abuse the brushes. Try invading their brushes you know it's safe. Basically: keep pressure.
If they initiate (like Leona etc), go on they carry, spam skills and run. Your bleed will do the extra damage and you can recover.
Be warned though, early game is actually the true hell for you. If they have a poke comp like Ezreal Lulu, you will be most likely to die several times during lane phase. Darius just is bad against ranged. When you've got this against you, abuse the brush, even buy a pink ward so you can stay safe.
If you aren't facing a poke lane, hide behind your minions and wait for the pull to succeed. If you can manage to pull several times, max W (slow). If not, max Q (good for poking and trading). Max E last.
Good items early game are Philosopher's Stone and Sightstone, Mercury Threads, and a lot of pots (or just Crystalline Flask).
During mid game try to get items like Kindlegem, Wardens Male or some core items for Aegis. Basically you're either going for Twin Shadows, Shurelya's, Frozen Heart or Aegis of the Legion. If the jungler doesn't go for Aegis, take that. These items work really well on Darius as support. Frozen Mallet can be considered as well, but aura's are better than on hit effects while being a melee support.
Runes and masteries:
- Syndra, be sure to have some balls.
The knockback is really good against melee gankers like Lee Sin, Skarner and Maokai. If you're up against something more difficult, try using your Q (the ball) first so you can stun them. This is what you should prefer though when you get ganked.
Like I've said before, the stun is really good to make plays on bot lane. The only cons is that the target will be knocked back during the process. Try to stun the enemy against a wall or turret so you have some free time to harass. You can insta-stun the enemy by casting your E (knockback) directly after the ball has spawned beneath the target. The knockback won't be as much as it would be this way.
Not only is this good to (de)push your lane, but for poking as well. Since it has a lot of range, you can let your jungler come over easily since you can assure some CC. The good thing is that it's an AoE slow, so try to use it when they're stacked.
Runes: Tank Support
Masteries: Damage Support
- Maokai: Don't mind me, I'm just a tree.
During laning phase, try to catch their AD off-guard while (s)he's out of position. Your W should make sure they cannot escape during your travel. After you've snared him/her, use Q to knockup and slow. Drop a sapling/ult and walk back. You've done your CC, your AD probably has done some damage and you should've won the trade now. Keep doing this and you should keep good presence in your lane.
During teamfights check who needs your CC. If they have a Kat, make sure to interrupt her ult every time. If they have a fed AD, jump on him so your team can kill him while you CC him/her.
I'd recommend maxing W first for its snare duration and Q second for it's slow amount.
Runes and Masteries: Tank Support (Movement Support is good as well since you can gank very well)
- Jarvan IV: Like he was made for it
Jarvan IV works differently with every ADC. Some prefer attack speed and some prefer armor reduction. This way you can decide what skill to max first. Here's a list to max first with each AD (which are essential!):
Q (Armor Reduction): Urgot and Miss Fortune
E (Attack speed): Vayne, Tristana, Kog'Maw, Ashe, Ezreal, Draaaven
Champs which depend on the situation: Varus, Graves, Caitlyn
During early game try to poke with Q and E, start Fearie Charm with 4 wards and keep the pressure up. When you notice they're out of position (or when you're way ahead) try to initiate with EQ. When you're finally level 6, sit tight in your chair and get ready to scream DEMACIA!
After you've reached mid-game put a lot of wards down on key points. This includes their jungle as well if you can safely ward it. Try to roam a lot and get some free kills / flashes with your ultimate.
In late game; try to find some good initiation for your team or try to catch out some people. Since your ult denies them to escape you should be able to create 5v4 situations with ease.
During teamfights you should always try to put your E close to your AD so he'll always be having the attack speed and armor buff.
A small yet nifty trick when running away is to ultimate the chasers and EQ out of your ult. This way they'll either have to force flash or just sit back watching you (and possibly your teammates) escape.
Item build order:
- Early game:
(Boots can come later since you have EQ and movement speed quints as extra mobility)
- Mid game:
- Late game:
Basically Kindlegem stacking since it's really good for the tankyness and CC spamming. You can skip the Runic Bulwark if they don't have a lot of magic damage. In this case, going Locket of the Iron Solari would be your best choice.
Runes: Tank Support
Masteries: Tank Support
(Movement speed quints allows you to build beefy and still allows you to roam more, but you'll lack the tankyness)
- Elise: A real button-smasher
Even though you don't have the armor reduction and other buffs for your team, you primary goal is to deal damage as support. This is where it gets interesting.
Elise her Q deals percentage health damage in both her human and spider form. Building a Haunting Guise early game will improve your damage and will allow you to harass a lot in lane. If you don't feel like building a Haunting Guise, you can go for Doran's Ring instead.
If you don't like to go damage as well, try to go for either Aegis of the Legion or Locket of the Iron Solari. Try to get tanky and make sure you can always follow up yourself after stunning someone.
- Your stun deals no damage
- If you can't hit your stun, rappel in first
- Use your W (in human form) to scout / facecheck
If you do get caught, remember that your spider form gives you extra movement speed.
Time to kick some butts. If everything worked well your AD carry could have a lot of farm (depends if (s)he's a good farmer) and perhaps some kills as well. You items are ready to use and summoners just came from cooldown. It's time to win the fight.
You still have a lot of influence in the teamfight. Here are a few ways to win a fight:
- Make sure you've warded the brushes around you where the fight will be held. There is nothing more annoying than not being able to attack your target because you can't see it.
- Don't forget to use your summoners (like exhaust). Really, if you do forget them they can still eat you raw, making them fed. :( Their team will crush you. This also count for items like Locket of the Iron Solari and Randuin's Omen.
- ALWAYS PROTECT YOUR AD CARRY. /caps.
Are you Alistar? Headbutt and Pulverize! Make sure you don't die as well - you only need to make sure your carry does not die. So DO NOT chase enemies who are low HP unless you AD carry does so or (s)he's safe!
If you see your AD carry die, try to get him/her away safely and help other people in the fight if you're still able to do so. If your carry actually died, try to defend somebody else who does a lot of damage. This usually is the AP carry. Only do this though if you're still ready to fight.
NOTE: It could be that your AD carry doesn't do much damage yet early game. In that case, find someone who does a lot of damage (most likely the AP carry) and protect him as well. Without damage, you can't win fights.
- Ping enemies who should be focussed. This mainly is either their AD or AP carry since they do most of the damage. Pinging them make your team realize they shouldn't waste their abilities on a random Amumu or any other tanky person. Do this before the team fight starts so it's clear for your team.
Solo queue(featuring ELO Hell)
Solo queue is hard because you are usually stuck on bottom lane. If you can feed your AD carry and you are able protect him, you will have a nice chance to win the match. Keep looking around though of you can help other people like your jungler or mid laner. Try to roam, gain map presence. Ward on places you usually won't come if your allies need it.
Fortunately, we don't really have to worry about someone else taking our position. At least, not so quickly. I've played over 200 matches of duo queue and I was the support in about 190 of them (I lost the other 10 where I wasn't support hue). Make sure you say in chat you would like to support though.
Duo queuing is reliable if you have a friend who is good at the game; at least you have a feeder less. I really recommend duo queuing if you can find an AD you have synergy with. It makes the job easier, but certainly doesn't assure a win for you 100%. It does make it easier to initiate and make other relevant calls.
I really, really recommended playing aggressive support champions if you can and if you have a good feel what you can do with them. Good examples are Taric, Blitzcrank, Nautilus, Zyra and Leona.
When you go aggressive, you're able to make some plays. Plays win games, but make sure you don't throw it because you're hasted to make the plays. Also, if you have a passive AD champion next to you, you can barely go agressive in your lane - aggressive picks still can help out in teamfights though like Alistar. You can also start zoning this way - your AD can farm all the way.
Always be aware of counter-picks so often you will be forced to let your carry farm 24/7. In this situation, Nunu, Janna and Soraka will work really efficient. This isn't bad though, you can still help your carry to farm and zone the opponents.
Examples of counter-picks are Graves and Janna. They both punish aggressive play because Graves is too tanky and Janna has too much CC.
I'm not saying you will win if you pick aggressive supports but these are my recommendations since they have to most carry potential (carrying as in protecting and getting your AD carry fed).
Secure picks in solo queue are Janna and Soraka; it is rare to fail your lane with them. Soraka do is a very passive champion, so don't expect your carry to be fed at mid-game (it could happen though). Your goal as Soraka and other passive champions is to get your carry as farmed as possible.
In teamfights you still have to be your carry's bodyguard. Just don't forget your summoners and items during the fights.
Communication is key. If you can communicate well with your team they won't be open for surprises anymore. Ignore the flamers. Really, don't even bother feeling bad or hitting enter. Mute them eventially (and mute all-chat as well if you're under 1600 ELO).
You will need to inform your team (mostly your AD carry) at the following events:
- You are going to ward. Make sure your carry will be fine when you're going to ward or (s)he could be bursted down.
- They have placed a ward (give your jungler the timer like "5:36 river").
- When you have to go back. Always go back as well if your AD carry is going back unless you really need experience, this prevents ganks from the opponents making you an easy kill. Make sure that your lane is pushed when you are going back.
- You would like to do/force dragon or baron (or they are doing dragon or baron)
- When an objective is respawning ("d 30s").
- They are invading/stealing. Try to save your CV for when your team wants to engage (to disable the brushes). Often you just found out via CV they are invading though, so then you (or your teammates) will have to either face-check (not recommended) or ward.
There sure are some more things to inform your team about, but these are the main things you want to inform them about.
Time the dragons, barons, their red and blue!
It is so important to have the objectives in the game. You just can't miss the gold and buffs. When (for example) dragon has been done, say something in the chat like "d 21:05".
You can check the history of the chat by holding the 'Z' key for QWERTY users and I think the 'W' key for AZERTY users. If the timer has gone out of your chat history range, just retype it in the chat. Your team doesn't bother the message, they actually appreciate it.
Timers of the objectives:
- Blue buff: 5 minutes
- Red buff: 5 minutes
- Dragon: 6 minutes
- Baron: 7 minutes
When you see an objective is re-spawning soon, inform your team about it. Say something like "d in 50s" or "d 50s". Tell your team to get ready and make sure you have a pink ward ready (too. important.).
This is optional, but you can tell the second when the objective is respawning as well. If you do so, say something like: "d :11" so they know it spawns at the 11th second of the minute. This is optional, but works *really* smooth since you don't have to calculate when the 40 seconds have passed.
Carrying your team
In the current meta you can notice that going aggressive is the key to win. For example, look at Azubu Blaze with their early towers and the recent top and bot switch by Team Solo Mid. Even though this is solo queue, you can still make your team go aggressive.
What you can also notice is that snowballing is a very dominating thing in the League. Look at top lane for example: Once first blood was made at top you know the one with first blood will most likely will win the lane (or at least give a lot of pressure in the lane).
Let's start with yourself first. To go aggressive, I'd recommend a champion which can get your AD carry fed like Taric, Leona, Blitzcrank and Zyra. Once your AD carry has kills he can snowball through the entire game. This will make you able to roam.
When roaming, you can either gank mid or help your jungler to invade the opposing team their jungle. I wouldn't jungle though when you have an Alistar, Leona, Blitzcrank or Taric against you unless you know your carry will be playing safe.
If your carry is not safe when you're gone do not roam at all.
If you do your carry might lose farm, experience or even die in the lane. This makes snowballing happen for the opposing AD carry and support.
"Why roam at all?"
Roaming makes plays happen. Plays make snowballing happen and therefore give a lot of pressure throughout the entire game. It's very easy to roam with champions like Blitzcrank, especially when buying Boots of Mobility first and maxing Overdrive first.
Not only it makes plays happen, it also gives your AD carry an advantage in experience since he's solo lane. You still can keep up with the experience if you can make kills happen. The experience from the kills will keep you up with your AD.
Some good roam supports:
Special notes for certain champions
Every champion has a unique style, so I'll be giving some tips here and there so you can play your champion more effectively.
Let's start off with
Nami, the tidecaller.
Nami is weak in lane since it's easy to dodge her Q (Aqua Prison). It's mainly trying to zone and let your AD get the farm. Nami works really good with Kog'Maw, Vayne and Draven. During teamfights, buff and heal as much as possible. You have relatively low cooldowns so you should be okay. Your Q should be able to catch out some people trying to escape.
The heal (W, Surging Tides) only works multiple times when it bounces. In case you cast in on an ally but no enemy is near, you and another nearby ally won't get healed by it. Same goes for harassing. If you cast Surging Tides on an enemy but no ally (including you) is near, it won't bounce on towards another nearby enemy.
- Since Q (Aqua Prison) is easy to dodge, use it in the brush/fog of war
You can also use E (Tidecaller's blessing) first outside of a brush to slow so you can cast the Aqua Prison in a brush to make it a bit easier to stun.
- Use your E (Tidecaller's Blessing) while harassing
- Your ult can be used to force fights
- Keep casting on your allies while chasing
- Twin Shadows is a really good item for Nami
Zyra, rise of the thorns.
Zyra is extremely aggressive early game yet extremely squishy. She usually is picked for kill lanes. She has good synergy with Ezreal, Corki, Graves, Draven and Miss Fortune. Actually anything that can go aggressive. Even though Ashe is a passive champion early game, Zyra Ashe is a really good combination on the bottom lane.
- Poke with your Auto Attack
Pickpocket may be considered on Zyra, but it's more like a little treat than that it actually pays off.
- Don't spam Q too much
- Use snare first, then spam seeds
- Save 2 seeds when you're going for a kill
- Your seeds provide vision
- Don't be afraid to 'waste' your ult
At level 16, your ultimate will have a cooldown of 66 seconds. You just can't call it a waste when you use it (unless you randomly do it of course lol).
- Use 'S' to cancel the shooting of your passive
Oh, you can spam /L and /T as well in your passive form. So feel free to do that and stuff.
- Your plants can tank
Soraka, the starchild.
- Do not buy Ability Power on her.
- Do not level Starcall until laning phase has ended
Your silence will last longer as well. Do tell your carry you didn't learn Starcall so (s)he can spam dem skillz. It also gives some more harass presence during laning but. ...it also makes AD Swain viable (seriously, try it. It's so much fun).
You don't really need to zone the opponents with Starcall either, you can compete by standing in the brushes with your AD carry as 'bodyguard' (like "Don't get close to my support or I'll harass you").
And after all, your AD carry cannot do anything with magic resist reduction anyway.
- Your silence lasts 2.5 second when maxed!
Keep in mind to save your only CC for interrupts like Katarina and Nunu their ult.
Janna, the storm's fury
- You can spam your shield
- Whirlwind can interrupt initiates like Leona's E and Alistar's W
- You don't always have to ult every teamfight.
Remember though that you are the bodyguard of the AD carry. If you see a lot of people try to come near your carry you can always knock them away with your ult. It doesn't matter if your top, mid and jungler were fighting with someone. You carry mostly does most of the damage and needs to be safe.
- You can use your ult as extra CC
They will get knocked back to your AD carry and stunned for a short time. It is the perfect situation for your carry to finish them off. After using your ult your other spells (like your Q and W) should be off cooldown quickly so they cannot run away anymore. Don't forget your exhaust as well if you've taken it (which is really recommended on Janna).
- Experiment with CV-Exhaust
I do recommend the level 5 boots (boots of Mobility) on her so she can really just fly away.
Blitzcrank, the great steam golem
- Get a tear as first item
- Sometimes no grab is the best grab
If you do see the chance to grab, take it. However, if you miss you will get a lot of aggro for 15 seconds. They might want to engage/turn on you.
- Missing your hooks? Powerfist first
Smite on Beep boop will pretty sure make everybody surprised. "Why the hell do you pick smite on support?!1" Well...
1: Easy golems / invade
Usually when taking golems one of you are taking a lot of damage and have to pop a potion. With smite the chance that you will have to pop a pot will be significantly lower.
You can also try to invade their blue/red and grab/smite steal it from the jungler. Usually their jungler wants their first buff smiteless so this should be easy to get. Try to get an explorer ward at their buff at around 1:38 since they're usually doing wolves/wraiths at that time.
2: The smite-grab
Pretty much self-explaining, but you smite the minion between you and your target before you grab (or while you grab). People usually counter-play Blitzcrank by standing behind a minion. If you smite that minion, their cover is blown. You should try to make them get tower-aggro or close to a wall so your ADC can put a lot of CC on him as well.
3: Easy dragons
No more contesting since you have two smites and the enemy team only one. You just have to communicate when you're smiting so your jungler can follow up.
Alternatively, you can duo dragon with your ADC and smite yourself.
4: Pushing your lane
Smiting the cannon minion usually just isn't enough to kill it, but your ADC can last-hit it. Killing the cannon minion will have a big advantage on your wave since they're taking way less damage now. This should allow your wave to push harder.
- Activate your ult before you clear Baron wards
You could do this for Dragon as well when you're low on level (therefore early game).
Sona, maven of the strings
- Try maxing your Q if the lane is in favor
Especially do this since her Q has been buffed. The mana cost of her Q is so low that it's really useful in poking the enemy. Make sure to charge her powerchord at base so you can put it to use as soon as you come back.
- Flash-ult when the jungler come to gank
If you don't like wasting your flash you could try to use your E (speed), but then they'll see it coming and might get away with it.
- Remember that you have 3 different types of power chords
Q: More damage
W: Damage reduction on target
If you don't have your ult ready when the jungler comes, make sure your powerchord is ready so you can slow the target. The slow forces the target to flash or try walking away slowly or fight while he still can. The damage reduction do is low though, so don't rely on that powerchord.
If you see that the target is low on health (like 15% or less), do not use your damage powerchord or you WILL 'secure' the kill (except if you don't have a choice of course).
- Make use of your auras
When running away as a group, only try to speed up. Do not heal in the meantime. The aura of your speed also grants extra movement speed. With this you can make sure you get away safely. You do can heal if you already have a big advantage comparing to the distance of you and the enemy.
During the poking session, try switching between the aura of the extra armor and MR (your W) and the AD and AP bonus (your Q). This makes poking and getting poked more favorable for your team, perhaps making the difference as well. When switching to your Q's aura, you don't have to make sure to hit an enemy. Because when you get caught, you're probably dead (due to your low armor and their high damage output). You only have to hit Q to switch auras, not to harass them.
Alistar, the minotaur
- Spam the heal
- Headbutt enemies against a wall
- Don't be afraid to towerdive
Please do keep in mind that the jungler might come because you're towerdiving, so I recommend diving when your jungler or AP carry is on your lane as well (or when you have vision where they are). After killing, consider counter-jungling or taking other objectives like Dragon.
Good items on Alistar, the cow:
Leona, the radiant dawn
Leona is really fun to play when you need to go aggressive. She's extremely good against Soraka, Lulu, Sona and Nunu. It's really fun to play her when your AD is either Corki or Tristana.
- Go aggressive early game.
If you do play passive the opposing team will go aggressive on you. You will get poked to death and eventually get ganked just because you weren't able to scare them off.
- Use your ult to engage
- Roaming is good from level 6
Do make sure you've warded everything (and are not expiring soon) when you're about to roam. When their jungler is ganking bottom your carry will probably not survive the 1v3 fight which basically will be your fault. Neither start roaming when they have a Blitzcrank, another Leona, Taric or Alistar. Your carry will be zoned too hard and even might get killed.
Nunu, the Yeti rider
- You don't really have to go aggressive
It is recommended if the AD carry builds Wriggle's Lantern first. When your AD has it, it cannot be stopped from farming. Oh and keep spamming the buff. Your AD will likes buffs.
Also, when you finally have your ult (and Philisopher's Stone as well), you do can force them to get zoned since you can spam your iceball way more than with just the Faerie Charm (+3 mana regen).
When they engage back, use your ult (movement speed reduction, damage and attack speed reduction too stronk).
- Use your ult to punish greedy people
Before you ult in an open fight, make sure all the CC is gone, especially AoE CC like silences. There is nothing more bad than a random Blitzcrank cancelling your ult because he felt like pressing R for the lulz.
Also keep in mind that your ultimate is feared and will ZONE people of the opposing team. This might be very big advantage to force 5v3 (or even less) fights when not interrupted. This usually wins teamfights as well. Extremely good when forcing Dragon or Baron Nashor.
When getting chased, this usually is THE opportunity to launch your ult. Make sure your AD/Team knows you're channeling so they can get into it so make the hell happen. Your ult doesn't really do a lot of damage late game as support, but it's still good for it's slow, attack speed reduction and extremely good zoning of opponents.
Level Q (Consume) when you're sure you can steal the Wraith. I usually do this when I'm about to eat. If you weren't able to, either level W or E depending on your preference.
When you're on the purple side, you can steal the small Golem or big Wraith with consume + iceball.
And when you're on the blue side, you can steal his big wolf.
You don't really have to ward all the time to see their jungler coming. Just make sure you do it fast. You won't be missing experience either because the jungle give pretty much experience from itself. Just quickly eat and return to lane. Don't be afraid to get chased down by the jungler. Your movement speed buff is too stronk.
Lulu, the fae sorceres
- Max either W or E depending on (lane) opponents
When I have an aggressive lane like that I like to max W. What will actually happen in the lane is that (for example) Taric initiates with the stun and (also an example) Tristana will jump on your carry to do the burst, resulting in a kill. With your Polymorph maxed you will disable her bursting abilities by 1.5 to 2.5 seconds depending how much it has been maxed. Even though 1.5 seconds are long already, this will definitely give your AD carry the option to either run away safely or burst their AD down.
Don't forget you have exhaust as well. In case your AD carry is going for the kill, exhaust theirs when the polymorph effect is off.
- Use units to extend your slowing range
- Your ultimate is a good heal-bait
- Your ultimate also is good for CC
Thresh, the chain warden.
Thresh is an extremely interesting support champion. He has a lot of CC, good poke damage and is able to help his team out on long range. Thresh works best on purple side when playing him as bottom support due to the ganking potentials. You will be able to throw your lantern to tribrush and river (perhaps even from river). Some tips:
- Get a vision ward early game
- You can use your lantern to collect souls
- Aim your pull to where you think they will go
Another thing that can help is to run towards then and E first. Your E slows so your pull should be easier to hit this way. Because you've ran towards your target, your ADC will most-likely follow up. Once you hit that hook you should be able to get the kill.
- You can obtain the shield twice with 1 cast
- Use your shield as an extra Locket of the Iron Solari
- Tips for allies to click on your lantern
Often it could help to say in chat "Remember to click on my lantern" as soon as the game starts.
Throwing the lantern when they actually need it reminds them of clicking it as well. People who are running are constantly searching for escape routes/mechanics (like flash, etc). Throwing your lantern will most likely help them.
If you throw your lantern at spawn they will most likely on the lantern. It favors them to get back to the lane quicker and reminds them as well that you can save them in the future with a lantern.
Last tip for this subject: Throw your lantern where they are moving to. If you throw it on them when they run away, he has to move back to the enemy to grab the lantern. A simple Taric stun or something could lock down and kill your ally then.
Video guideThis do is my first video guide. It's basically explaining what I'm doing and what has to be done during the LoL match I was playing as Lulu.
Feel free to leave comments if you did not understand a certain part or anything just related to that. I've also added annotations just in case to either clarify or correct myself at certain points.
I will try to take a look at streaming as well. But I've noticed I will need a better CPU for that. Fortunately, I've been looking into some new processors for my PC, so might be able to stream soon(tm).
StreamI often might be streaming, stay tunes. I usually steam in this time scheme:
Mo-Fri: 18:30 - 21:30
Weekend: 14:00 - 0:00
Stream link: http://www.Twitch.tv/Evayr
In my stream I'll try to explain my steps in supporting, what I've done wrong and what I could've done instead. I'll regularly post info about my stream on my Twitter: https://twitter.com/IvarEvayr
Hope to see you on my stream! Feel free to ask questions while you're there :)
LessonsYes, you heard it right. I've decided to give lessons now for a small amount of money. The lessons will be lasting one hour each.
In the lessons I will teach you:
- How to play during lane phase in general and with your favorite champions
- What to do after laning phase has ended
- What to do during teamfights
- And how to carry your team as support
I will also be explaining how to play against champions and I can examine a common match you play via LoL Replay.
Here's an example how I reviewed someone's match: http://Evayr.com/images/Preview%20Lessons.jpg
In case you're interested, add me on LoL (Evayr on EU-W) or add me on Skype (Evayrr) and we can discuss this. :)
Thanks for reading!
Thanks for reading!
I'm always open for feedback and questions on my guide. I shall try to keep this as updated as possible.
I've mostly written this guide from personal experience from the 1900 matches (out of 2100) I've played on bot lane as support. I'm sorry but I do not accept friend requests anymore. My friend list is pretty much full right now. You do can PM me if you really want to add me for reasons like spectating, etc.
I do can understand you have any questions like who to pick and counter-pick. Try to focus on at least three different champions like Janna, Taric and Alistar. These champions vary from passive to agressive with their own style to play. It's always good to get a good feel of what you can and can't do with the champions you're maining so you won't take unnecessary risks.
Again, thanks for reading. Feedback, likes and comments are appreciated. Hope to see you in-game :)
- Ivar / Evayr
I've set up a twitter account, just in case you want to ask me / follow me about support thingies and LoL stuff:
13th of July: Edited runepages after a review of fluumis (support of GameHoppers.EU)
22nd of July: Grammar. And yay, Sona got buffed again!
24th of July: Updated Sona laning in laning chart
30th of July: Added Nunu to special tips
31st of July: Fixed the description error of Zeke's Herald
1st of August: Nunu counter-jungling tips added. Also added Nunu for possible CV-Exhaust combo champion.
2nd of August: Added a Blitzcrank tip (Burning your ult when clearing Baron wards)
4th of August: Updated Leona her starting items, added tips for her, updated Nunu tips, changed boots decision at Item Builds. Also updated laning chart, especially on the Nunu part.
5th of August: Clarified the picking chart better. Also updated the counter-picking part of the chart.
8th of August: Added Soul Shroud as possible item build. Video added as well!
9th of August: Considered buying Heart of Gold first at item builds with reasons. Added some info as well about farming under the tower and pushing your lane.
10th of August: Updated Soul Shroud info.
12th of August: Added Lulu tips
13th of August: Updated starting item info
24th of August: Giving lessons now! Add me on LoL (Evayr on EU-W) or Skype (Evayrr) for more info
9th of September: Added Zyra as possible supports
19th of September: Added carry tips at Solo Queue chapter, updates starting items and rewritten the Zyra part as possible support.
3rd of October: Added Mejais Soulstealer as core item and snowball item. (Wait what? Well, just read it. It has potential.)
15th of October: Added Malphite as possible support.
26th of October: Added Damage Support pages, updated the Mejais part.
6th of November: Improved the tips for Soraka, solo queue and "troll" picks.
18th of November: Added Darius as "troll" support.
21st of November: Updated Darius tips.
4th of December: Added Syndra as possible support.
5th of December: Woo! S3 Pre-season patch with all the news items and such!
6th of December: Updated tips on Nautilus support since he was lost and forgotten.
7th of December: Added the items Twin Shadows, Banner of Command and Captain at the item builds chapter
8th of December: Added Nami tips! See chapter 'Special Notes', added Mikael's Crucible as well at the Item Builds section
9th of December: Whoops, Darius still had Heart of Gold as recommendation and had S2 masteries. Fixed.
13th of December: Added Teleport at the summoner spells chapter. I think it has enough potential to put it there.
22nd of December: Edited starting items (added Rejuvenation Bead since some supports are better with it lvl 1), fixed the core items at Item Builds. Also added Maokai as possible supports.
25th of December: Updated Shard of True Ice details (it does NOT grant assists), made the starting items more clear and added more tips and information at the Core Items section. Oh, merry x-mas/happy holidays of course!
4th: Updates starting items and starting build paths. Happy new year of course!
6th: Started to use highlighting. Was about time.
15th: Added Zyra tips. I might make a guide about Zyra if you want - just tell me in the comments
16th: Added the Janna tip about interruption lainuz told me about in the comments. I've experienced it in ranked and yes, it's definitely worth noting that. Thanks!
18th: Updated the chart with which champs works good with X Ad and good vs Y AD. If you can't see the new version, try Control+F5'ing a few times. (Please note that this chart can never be perfect since the meta will always change. At least this gives a general idea what has a bit synergy with who.)
19th: Updated tips for Cow.
5th: Added Jarvan IV as possible supports with a lot of tips, a nifty trick and my personal item build.
6th: General update for the guide; Added more highlights (more TL;DR friendly now), changed starting items again. Will be adding Thresh soon.
8th: Added tips for Thresh as promised.
10th: Added new starting item strategy at the Item Builds chapter. Also updated the rune and mastery pages. If you see the old pages (no biscuiteer), try Ctrl-F5'ing a few times (refreshes the cache of the page).
17th: 100k views! Thanks a lot!
19th: Quick little edits like fixing grammar.
26th: Fixed the rune description of the 'Roaming/Movement Support' pages. Also, I won't be accepting friend requests anymore since my friend list has reached its limit. If you really want to add me, simply sent a PM and I'll make an exception.
1st: Added Doran's Shield as suggestion at the starting items (when building towards mid-lane). Added Fiddlesticks as well at 'Funny Picks'.
10th: Added a lot more tips for Thresh
27th: Added a new page (Early Game Dominance). Inspired by Krepo, find it working really well to get the snowballing started. Also updated the info on the summoner Ignite.
29th: 250k views! You guys are awesome!
16th: Added Elise as possible supports, edited description of summoner spell Heal and possibly pick Jarvan IV (E only grants armor to self now). Also removed the [S3] tag from the title. Looking into streaming as well! Also added my Twitter! I'll put more info there about streaming: http://Twitter.com/IvarEvayr
27th: Added the Fortitude pot start at the Item builds chapter. I'll pause streaming until I have a new PC. It's really unbearable. With my new PC I will be able to stream in 1080p.
13th: Changed tips for Beep boop.