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League of Legends Build Guide Author

AD Carry

Last updated on December 9, 2014
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Introduction

This is a guide to help you learn the AD Carry role. It will cover everything from basic mechanics, to counterpicks. Most of these things seem irrelevant though they are all in this guide for a reason.


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Picking Your Champion

Picking your champion is one of the most important steps of the game. It is the advantage/disadvantage that you will have at the start of the game.

For the current meta, there are only a few of the many AD Carries you will need to excel in this role:

Your Main Picks:

Graves
Pros: High damage on all target. Excellent kit. Very resistant and easy to play.
Cons: Lacks needed sustain early levels. Requires a lot of farm to play well.
Vayne
Pros: Best ADC to kill tanks with once you buy Blade of the Ruined King. Assassin-like.
Cons: Requires very good mechanics. Low attack range.
Tristana
Pros: High damage, mobility. One of the best late games for AD Carries. High attack range.
Cons: Relies heavily on team. Needs good support in lane. Low scaling.
Ezreal
Pros: Very high damage once you get fed. Good mobility. Good poke.
Cons: Relies heavily on mana. Must land skillshots such as Mystic Shot.
Lucian
Pros: Excellent Anti-siege champion. Good Kit. Great wave clear.
Cons: Very mana reliant. If behind, very hard to catch up.
Caitlyn
Pros: Very easy to play. Very basic item path. Good attack range.
Cons: Not much mobility. Must land Piltover Peacemaker.

Secondary Picks:
These will only be picked for counter-picking or if you are very proficient with these champions. During this stage in the game, most of these champions are either very weak, or so easily countered, that it would not make sense to pick them.

Corki
Pros: High damage late game. Good mobility. Excellent Poke.
Cons: Very weak without Trinity Force. High mana costs. High cooldowns. Squishy level 1.
kog maw Kog' Maw
Pros: A lot of poke. High attack range.
Cons: Almost no mobility. Very squishy.
Varus
Pros: Very long distance poke with Piercing Arrow. Good CC with [[chain of corruption].
Cons: Low mobility. Requires a lot of farm and very precise build. Needs to land skill shots.
Ashe
Pros: Enchanted Crystal Arrow can change a teamfight if used properly. AOE CC with Volley and kiting ability with Frost Shot.
Cons: High mana costs. Long cooldowns.
Draven
Pros: Very high damage with Spinning Axe. Game changing ultimate ability with Whirling Death.....he's Draven. League of Draven snowballs game.
Cons: Good mechanics needed. Need to know when to get you axe and when to just run away.

The Bad Picks:
Never pick these champions. They do not offer much to a fight unless you are ridiculously good with either champion.

Twitch
Pros: Good teamfight champion. Good execute ability with Contaminate. Good assassin-like kit.
Cons: Almost no mobility. Very squishy and frail.
Urgot
Pros: Lots of damage and face rolling ability after you land Noxian Corrosive Charge.
Cons: Requires a lot of itemization to impact team fights. Very squishy and no mobility.
Miss Fortune
Pros: Good ultimate that can destroy the enemy team.
Cons: Other abilities aren't that great. No mobility.


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Runes

Primary Rune Page

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Life Steal
2

Greater Quintessence of Lethality
1
These are the Primary Runes you will be using. This page will work for all of the AD Carries, although you will probably want to find a different rune page for , due to the fact that he relies on his abilities more using ability power and the idea that he uses magic damage.

Situational Rune Pages
Runes

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Lethality
3

Greater Mark of Attack Speed
9
This page is for when you are going up against a high armor team. It is good on champions like that already shred armor, and you feel like you want to add a little more damage. It is also good for when you prefer not to build items such as Last Whisper and want to build more sustain/defensive items.
Runes

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Mark of Attack Damage
9

Greater Quintessence of Critical Chance
3
This page is the one you pick up when you feel like buying Infinity Edge and then a lot of lifesteal. It adds a higher chance of critical strikes and gives you more attack speed beginning of the game. Although it takes away a lot of the sustain you would have otherwise, but that shouldn't be a big issue, as you will start Doran's Blade.


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Masteries

Standard Masteries

Masteries
4/5
1/1
3/5
1/1
1/1
3/5
3/1
1/
3/
1/
2/5
2/5
1/1
3/5
1/1
These masteries are the basic ones that you will always want to consider before a game. They give you quality damage along with basic defense against your opponent.
Secondary Masteries
Masteries
4/5
1/1
3/5
1/1
3/5
3/1
1/
1/
3/
1/
2/5
2/5
1/1
3/5
1/1
This page only varies in one way. It changes Spell Weaving to Dangerous Game . This will give you a slightly higher amount of sustain during teamfights.


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On the Rift (Early Game)

Once you pick your champion, runes and masteries, its time for the early game to begin.

Starting Items:

Item Sequence











Health Potion
50

Health Potion
50

Warding Totem
0
This is what you are always going to start. It will give you the sustain needed to stay in lane and it will give you the damage you need to farm and trade with your opponent. You and your support will need these trinkets to maintain constant vision on the river. Allow your support to use their trinket in the river brush first, and once that wears out, you will use your trinket. This will alternate until you need to return to base. Don't be greedy and not go to place your trinket in order to get that last creep. It could mean life or death for you. Vision is the most important part of early game and you need to make sure you have control. Watch this video to gain a better insight on warding. Although the video is outdated and he is using a support, as an ADC, you can do the same thing, without buying wards, as you have a trinket.

Farming
Farming is as important as warding, although you shouldn't risk losing vision, if it means getting one more cs. CS is important, as it is your primary source of income in the game. Here is a video to help you CS and work on mechanics overall:
You want to have around 30-35 CS at five minutes and by ten minutes, have around 80 cs minimum. Around 20 minutes you want to try and have 200 cs. This will add up to around 6,000 Gold.


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