This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Tailwind (PASSIVE)
Janna Passive Ability
Threats & Synergies
Thresh
Thresh does a lot of damage with is autoattacks, and his Q is deadly. Try and outmanoeuvre his Q and pay close attention to your ADC in order to prevent him from snowballing (He'll often carry over his ADC!)
About me and my build:
While obviously I play her support, I am able to play her as a mid-lane mage with no problem.
With ADC's that have skillshots, such as Caitlin, Ezreal, Sivir, Ashe and Varus; activating your shield when they use their Q will cause them to deal significantly increased damage. At level 5 without AP, your E gives an AD boost equivalent to a BF sword. As the build contains AP items, the realistic bonus will be greater than this, and it is therefore key you level up your E as quick as possible.
Redemption will boost your Shield power by 10%, which synergises well with Windspeaker's Blessing. Ardent Censer's attack speed and lifesteal bonuses will help your ADC significantly during trades with bot lane and on the sidelines of teamfights. Athene's Unholy Grail will allow you to heal your ADC with your shield, helping to sustain them during fights.
USING Q AT A COST
While it may seem helpful to knock up minons with your Howling Gale during early game, 90 mana is a high price to pay for a small amount of damage that might throw off your ADC's farming process. It's best to max it last, as you want to keep it cheap as possible; at L5, the ability costs 150 mana which will still significantly impact you at mid to late game.
Reserve your Q for disenage and peel situations only, using it to force your opponents out of position during a gank, or to help your ADC finish off a weak foe. Howling Gale is amazing for preventing enemies from closing in; whether you're blocking an enemy Leona or Alistar from locking down your ADC, or catching Lee Sin before he can jump to your ADC under tower, it's a good ability to have ready.
Late game, if you find yourself defending a lane that everyone else is ignoring, it's smart to use your Q to weaken or kill incoming minion lanes. This will prevent the enemy team from taking advatange of your team's ignorance, and increase the likelyhood of them getting too close to turret and setting your ADC up for a free kill.
If your ADC is an Ashe, Draven or Jinx, expect their ult to come flying past in an attempt to capture the kill. No need to be salty, you're the support after all!
2)
Early to mid game, your ult will be very weak and is essentially a fancy knockback during teamfights. It's unlikely that you will turn the teamfight if you run in and ult. While the heal will be helpful, it won't be significant enough to sustain your ADC long enough to ace the enemy team. Look at your AP often, you'll need 150-200 AP to perform an ult mid-teamfight that will actually have an effect. Using redemption over your ult can compensate for times where your AP is lower than the recommended level.
Using your R to push away enemies from you and your fleeing ADC is not a waste, even if you don't use the heal. The more better killstreak your ADC has, the prouder you should be; you don't want the enemy team getting that bounty gold!
Healing outside fights when your ADC isn't recalling, or to heal your team in the final push from inhibitor -> nexus after an ace is a good way to prevent failure. You'll most likely find more chances to choose your ult, but throwing yourself into a fight to do a 300HP heal on two allies at the cost of yourl ife is NOT worth it!
You must be logged in to comment. Please login or register.