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General Guide by Ssenkrad II

Not Updated For Current Season

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.


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League of Legends Build Guide Author Ssenkrad II

For Dummies: Support

Ssenkrad II Last updated on August 31, 2012
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Team 1

Ability Sequence

2
8
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


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Introduction

What the hell is this guide?

I have found out the hard way that many of the "gamers" that grace LoL do not honesty have a clue what they are doing, nor do they understand the simple concepts in the game. In these guides i hope to be able to explain in a clear light the positions of LoL (5v5) as well as some of the more common build types. Many of the people who play LoL i find are casual players that do not have the time to master many champions and adapt their item builds at all. With these guides I have added proven effective "generic" build guidelines that will work without deviation from champion to champion so that people will not be afraid to try out new champions as their builds can stay generally the same.


What will this guide include?

  • A break down of the positions in LoL
  • "What To's" for the build type the guide corresponds to
  • "How To's" for the build type the guide corresponds to
  • Ward placements for each position
  • Start, Mid, and End game tactics for the build type the guide corresponds to
  • Team fight strategies for the build type the guide corresponds to
  • General strategies for the build type the guide corresponds to


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Disclaimer

Is this a MASTERY LEVEL guideline and build? No, not at all! So dont expect a hundred "situational items" as you will not find them in this guide, and NOR SHOULD YOU! Once you have gained a mastery over a postion and build style you can then branch out into "situation items" and build variations!

The "Meta"
You will hear a lot of people talk about this and how they want to "break it". Simply put the "meta" is the currently excepted most effective way to play with the best team composition. In my dummie guides i will only be going over pros and cons of the different builds in light of the current meta and will not be giving tips on how to "break the meta". I will however be explaining positions and the currently excepted "masters" of those positions and also explaining WHY they currently are the best for the position in the current meta.


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Disclaimer to my Disclaimer...

I guess my first disclaimer wasn't enough so I'll try to run this by a second time and see if that helps...

  • This is for "noobs" as it clearly states at the very top. I do not go over mastery level detail on how to play certain champs as this would be impossible, or a hundred different situational items as this would also be impossible. In my guide that I have on Alistar I have Pulverize being taken first and also maxed first, but it is also more risky to do so (and you are wrong if you assume "everyone does this"). I give an outline that is safe, that everyone that is new to the game can use as they jump from champion to champion- I do not claim to give a mastery level outline for every champion in the game.
  • "Team Composition Roles/Builds" are not just what fit best in the meta, but what are currently being used and the terms taged to them. Someone says they are building "AD Carry" you should now understand what that means and how they will affect team comp. The list is not all inclusive and I plan to add more common build variations and their names as they come up. And for "On-hit" I never mention that it is a must for the current meta once, as i do with others such as "AD-Carry". Take note.
  • Once again I set up the masteries/runes/spells directed at people who are new to the game, meaning: which spells are easiest to use, which masteries/runes set up will yield best results across multiple champions the safest. I have done this. As for other spells they are clearly identified under "summoner spells". Flash is wonderful and is used almost 100% of the time in high elo games but is not an easy spell to master. It has a very high CD and if you mess up the timing of your flash or click wrong the entire spell is worthless and a fail. Heal on the other hand always works, has a lower CD and is easier to get an early grasp on if you are new to the game. Heal is unlocked at lv 1 while flash is unlocked at lv 12 to further stress this point. I never claim once that Heal and Clairvoyance are the ONLY spells to use, infact I go over all the common support spells and why they might be used in that section.

Please for the love of everything good in this world! If you have an issue with the guide that falls into any of these points, don't bother to comment you will just sound dumb! If you on the other hand have issues that do NOT fall in these points then PLEASE post and give me the details.

Thanks,

Ssenkrad II


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Positions

What are the positions in Summoners Rift 5v5?

  • I. Top (Mastered by Brusier build)
  • II. Mid (Mastered by AP Carry build)
  • III. 1st Bot (Mastered by AD Carry Build)
  • IV. 2nd Bot (Mastered by Support Build)
  • V. Jungler

Click on the build names above for a quick link to my other For Dummies Guides

What are the positions responsibilities?

I. Top
Top position is primarily responsible for the "top lane" and the two towers in that lane. For a good part of the game top lane enjoys a 1v1 environment against the other top lane, while still trying to mantain "last hits" on minions. His main goals are to maximize his "cs" (minion kills) and mantain a beter K/D (kill/death) ratio then his enemy.

II. Mid
Mid position is primarily responsible for the "middle lane" and the two towers in that lane. For the good part of the game mid enjoys a fast-paced experience with minions coming faster and more often, constant treats of people ambushing you, ("gank"ing you) and a faster paced 1v1 face-off. His main goals are to maximize his "cs" (minion kills) while keeping himself alive (and in lane) and his towers, as long as possible!

III. 1st Bot
This postion is primarily responsible for the "bottom lane" and the two towers in that lane. For the good part of the game this position enjoys small team bouts and "cs" (minion kill) slaying. His main goals are to maximize his "cs" (minion kills) while staying alive and in lane as long as possible.

IV. 2nd Bot
This position is primarily responsible for the "bottom lane" and the two towers in that lane. For the good part of the game this position enjoys small team bouts and keeping 1st bot sustained. His main goals are to keep 1st bot sustained while keeping his two towers alive.

V. Jungler
This position is primarily responsible for his "Jungle" and the neutral monsters in it. For the good part of the game this position enjoys neutral monster slaying and ambushing ("gank"ing) enemy champions. His main goals are to maximize his "cs" (neutral monsters killed-including blue/red buff, dragon, and baron) and ambushing enemy champs as often as he can.


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I. Top


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II. Mid


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III.+IV. Bot


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V. Jungle


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Role/Builds

Team Composition Roles/Builds

Tank(Bruiser): Someone who is building towards a large pool of "Health" ( Warmog's Armor) with a good amount of armor and magic resist. Typically the tank is also the "initiator" of the team; an initiator is the person who starts team fights and tries to control the enemies carries. I list the tank first in the list of roles due to the important nature of the initiator/tank in winning team fights. A good tank/initiator will win a fight for you before the fight even starts, created havok in the enemy lines and opening up space that is impossible to defend. A good tank maximizes his health and defense but should not overlook building some good damage into his build; if the tank (bruiser) does not build enough damage the enemy team will likely totally ignore you all together. Every team should have one of these. In the current meta this role is best served either as solo top and/or as jungle.

AP Carry
Someone who is building towards a large pool of ability power ( Rabadon's Deathcap) and normally a decent amount of cooldown reduction and mana to allow them to use their abilities to maximum effect. Having a strong AP build champion on your team is a must because without it the enemy team does not need to build magic resist and can stack armor. A good AP Carry will act a lot like an AD Carry, staying in the mid-back of most fights and trying to maximize damage output while remaining safe. Every team should have one of these. In the current meta this role is best served in the mid.

AD Carry:
Someone who is building towards a large pool of attack damage ( Infinity Edge) and normally a decent amount of attack speed and life steal to allow to maximize dps and sustain. Having strong AD build champion on your team is a must as it currently has the best end game damage output of any of the builds. A good AD carry will act a lot like an AP Carry, staying in the mid-back of most fights and trying to maximize damage output while remaining safe. Every team should have one of these. In the current meta this role is best served in the 1st Bot position.

Support:
Someone who builds towards gold producing items ( Heart of Gold, philosopher's stone, kage's lucky pick) and useable items such as sight wards, Vision Wards, and Oracle's Elixirs. Having a champion like this on your team is not a must, but is strongly suggested. Vision is a large part of wining the game and a build structured in this way will allow from great vision. Every team will benifit greatly from one of these. In the current meta this role is best served in the 2nd bot or jungle position.

On-Hit:
Someone who is building towards a combination of items that have an "On-hit" effect. These items are: Malady+ Berserker's Greaves+ Wit's End+ Madred's Bloodrazor. The way these items come together and feed into eachother is what makes this build popular as well as effective. Having a champion like this on your team is useful as they will typically deal both attack damage and magic damage to a dangerous degree. The weakness in this build is also the strength, dealing mixed damage means that it is harder to defend against, but if you had two "On-Hits" you would not deal as much total damage as an "Ad Carry+ Ap Carry" together. Less total damage but you make them build magic and armor resistance with one build. This build is flexable in nature as two items slots are open; this allows the build to be used in many positions but has not really mastered any.


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Wards

Wards are so important and so under-used that they normally will determine who wins and who loses in a given game.

LoL has "Fog of War" effect- what is that and how does that affect game play?

"Fog of war" is an old game phrase used to describe the effect of not being able to see what your enemy is doing. In LoL everything on your team (towers, minions, champions) has a LOS (or "line of sight") which determines how much of the map he can see. Everything that is outside of your collective teams LOS is effected by "fog of war", meanining you cannot see what is there. On top of that LoL adds the "grass effect" into "fog of war", so anything inside of the many grass patches on the map is affected by fog of war and someone or something with LOS on your team needs to be actually in that patch of grass to see what is going on in that grass. Once someone or something with LOS is in that patch of grass they can not only see what is in that grass but also their line of sight is no longer blocked by the grass, letting them see anything that might be approaching the grass. Needless to say if you dont know something is in the grass and you walk into it and there happens to be enemies champs camped in it, they will have seen you coming and you will not know they are even there until you set foot into the grass- this is fatal. Being able to see when someone is about to ambush you or camping in grass is not only useful for your overall safety, but also for when you wish to attack! They will assume you cant see them while they hide in the brush, but if you have a sight ward there and can see them you can "target" them well before you ever enter the grass. This is crutial as many of your champions abilities require you to actually "target" enemy champions for them to work (actually point and click on the champion themselves, not just in the general direction) unlike "AoE" abilities that can be spammed in general directions.(area of effect)

Two Types of Wards:

There are two types of wards, sight wards and Vision Wards. If you suspect that the enemy has placed a ward down somewhere and wish to get rid of said ward, you can place a Vision Ward in that general area to reveal it and then you may destroy it. With that said if you place a Vision Ward outside of a patch of grass and their sight ward is IN the grass you will not be able to see it and thus not be able to destroy it. (to be safe place in nearest patch of grass) Also enemies that have drank an Oracle's Elixir will be able to see your wards and destroy them at will until he is killed and loses the buff. You will see the enemy champ has the buff by the pink eye symbol that will appear above his head. Also a note would be that sight wards will not pick up invisible champions such as Twitch and Evelynn so if you find yourself playing against them don't use sight wards use Vision Wards!


Overall Ward Placement Video:


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I. Top Wards



I. Top
Top position is primarily responsible for the "top lane" and the two towers in that lane, so he is only ever going to be ambushed ("gank"ed) from below. So there really is only one location he needs to be warding as a MUST and a couple he can choose to ward for his CONVENIENCE. He MUST ward the river bush to his south and he can choose to ward for his CONVENIENCE the the first two trigrass areas beside the top two towers, as well as Baron (the map boss that is located in the middle river on the map closest to top lane) for the Junglers CONVENIENCE.


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II. Mid Wards



II. Mid
Mid position is primarily responsible for the "middle lane" and the two towers in that lane, and his wards will not be far off from there. He MUST place a ward on the slope leading from the middle river to his own teams wraith s and one in the grass that wraps around the other sloped entry from the middle river that goes to your teams wolves . For his own CONVENIENCE he can place wards in the grass on either side of the middle river.


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III.+IV. Bot Wards



III. 1st Bot
This postions primary goal is to maximize his "cs" (minion kills) while staying alive and in lane as long as possible. He is NOT primarily responisble for ANY wards as that falls to 2nd bot to ward for him. 1st bot however can choose to help ward with 2nd bot at his CONVENIENCE if he finds 2nd bot is short on money. If that is the case he would then ward in the same positions 2nd bot would.

IV. 2nd Bot
This position is primarily responsible for the "bottom lane" and the two towers in that lane, and his wards will follow suite. He MUST ward the mid river grass that is at bot lane and at his CONVENIENCE he does the trigrass areas on either side of the two bot towers. He can at 1st bots CONVENIENCE and direction place wards in either of the two patches of grass at base of the map in bot lane, and at the Junglers CONVENIENCE at dragon .


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V. Jungle Wards



V. Jungler
This position is primarily responsible for his "Jungle" and the neutral monsters in it and for that sake he is responsible for warding that area. He MUST ward dragon and baron . For his CONVENIENCE he can ward the grass around Blue/Red buffs (his own and the enemies).


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Support

What is a Support build champion?

A Support build is one that makes use of gold producing items for income, constantly buying of sight wards and/or Vision Wards for vision, and aura items to help beef up his team in fights. A Support builds aims to aid his teams overall damage output and damage reduction while sacrificing some of his own glory in the process. A great support is rarely appriciated as they will do they job silently; with their auras and wards creating the victory and often none are the wiser.

How well does a Support build play certain positions?

  • I. Top: Moderate- - You ability to sustain yourself with your build allows you to keep yourself in lane for long periods of time. You can defend well, but have a hard time dealing any real damage so unless your jungler helps you out you will have to force a stalemate and wait for team fights.
  • II. Mid: Weak-Moderate - You would think you would be able to sustain yourself better, but you just can't. This high traffic location makes it difficult to manage yourself while dealing any real damage in return. You will find once again without a jungler to babysit you will be most likely "tower hugging" for a good part of the early game.
  • III. 1st Bot: Terrible - The build gives you gold income but doesn't give you great ability to secure "cs" and deal damage to enemy champions. You will be able to sustain but you will not be able to win the 2v2 fights in bot with no real damage.
  • IV. 2nd Bot: Master - You do not need the "cs" as your build gives it to you, and your build and abilities will allow you to sustain yourself and 1st Bot to perfection. Mini team fights of 2v2 and 3v3 for dragon will allow your auras and support to be of the most use for the entire game.
  • V. Jungler: Moderate to Strong - The extra gold from the build allows you to not fall behind if you are counter jungled or just fall behind the lanes in total gold. Sustain means that you will be able to jungle the longest possible amount before each recall. Your auras will aid whoever you help when you gank, but your total damage output is weak which keeps you form mastering this position.


Who currently in LoL best fits the role of Support?

Anyone can honestly build Support, although few are masters. A great support's "kit" (collective abilities) need to allow for team member sustain (shields, heals, etc) while still providing some sort of harass (CC of somekinda, knockback, silence, etc) for it to be most effective. Here is a list of current champions is LoL who would best fit this role (not all inclusive):


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General Pros and Cons for Supports

Pros:

  • Team auras and vision are priceless
  • Can sustain self and team
  • Does not rely heavily on "cs"
  • Will save team members often
  • Vision can change outcome of game
  • Cheap Build


Cons:
  • Weak damage output
  • Not a strong item build for self; strong for team
  • No glory
  • Weak to CC
  • Relies heavily on team
  • Will not be getting kills


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General Support Masteries

IN UTILITY MASTERY TREE (21 Points Total):


Summoner's Insight
A lot of great support spells in here. Clarity, Flash, Clairvoyance, and Teleport make this a solid choice for Support Spell Mastery point.

Expanded Mind
You will be spaming abilities and that means mana is important. This gives you a bigger pool of manato help you do just that.

Improved Recall
You want to be in lane as long as possible and get back to lane as fast as possible when you have to recall. This will help.

Meditation
You will be spaming abilities and that means mana is important. This gives you some extra mana regen to help you do just that.

Scout
You will be using a lot of sight wards, this makes them even better.

Greed
Just like Wealth but will help you all game long.

Wealth
Your build allows you to not be dependant on "cs", this will help you even further.

Awareness
You will not be taking "cs" and you should also not be taking the final blow on enemy champion kills. This will mean your xp will be hurting; these masteries will help you stay in the fight xp wise.

Sage
You will not be taking "cs" and you should also not be taking the final blow on enemy champion kills. This will mean your xp will be hurting; these masteries will help you stay in the fight xp wise.

Mastermind
You summoner spells can now be used more often, this is priceless.



IN DEFENSIVE MASTERY TREE (9 Points Total)


Summoner's Resolve
Another two great defensive spell are Heal and Cleanse while an offensive spell Smite for the jungle is also in the mix. This makes this a second solid choice for spell mastery points.

Hardiness
You will find that you will be playing across from the enemy AD Carry often, and they have armor penetration, this means any extra armor you pick up will pay off all game long.

Durability
More hp means you can sustain better and not be as big of target.

Veteran's Scars
Same with Durability except this is a flat hp increase, great for early game!


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General Support Runes

MARKS:
Greater Mark of Armor
You will need armor in your runes to be able to function well early game. Marks are the best slot for this even though they are secondaries, as the other primaries are much more important for Support.


SEALS:
Greater Seal of Scaling Mana Regeneration
You need the mana regen to be able to span your abilities, as that is your main source of damage, healing, and harass. These will provide you with solid mana regen that scales for the game.


GLYPHS:
Greater Glyph of Scaling Magic Resist
This is insurance that those pesky AP (ability power) champs will not be able to burst you down before you can do what you need to do. These are just like the Mark of Armors for AD champs, these are just to help you for the AP champs.


QUINTESSENCES:
Greater Quintessence of Gold
You will need the income as you do not want to be as dependant on "cs". These will allow you with use of your Greed to be producing an extra 5 gold/10 seconds from the very start of the game. Shortest game possible of 20 minutes that makes an extra gold income of 600 gold.


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General Support Spells

I would always recommend having one defensive spell and one offensive spell. This allows me to help team members deal killing blows but also have an excape tool for use. The spells are not listed in any order; I have just listed the spells that are the most effective and given my reasons for using said spell.


DEFENSIVE SPELLS:

Heal
Easy spell to use, auto heals with a click of a button. Great for use around your own towers when enemies dive thinking they can finish you off and you turn the tables on them! Also heals any team member who happens to be around.

Cleanse
Great for helping you excape CC (crowd control effects) you have on you. Can be used to ride yourself of a slow that is keeping you from running away or poisen that might kill you.

Flash
Is a great tool for excaping bad situations. Has a long CDR (cool down reduction) however it can serve as both a defensive and offensive spell.

Clarity
Great tool for lane sustain and allowing you spam more abilities. When you are in trouble with no mana, this can save you.

Clairvoyance
Amazing support spell, can be used both for offensive and defensive purposes. Click and point temporary ward that can be used anywhere on the map. Very useful.

Teleport
Allows you to get back to your tower faster or to a ward for a teamfight/gank.


OFFENSIVE SPELLS:

Exhaust
Perfect for throwing on a heavy damage dealing champ to prevent them from dealing burst damage, or on a fleeing champ to slow their movement speed, OR BOTH! Hate to waste this spell for the mastery point so I often do not take.

Flash
Is a great tool for excaping bad situations. Has a long CDR (cool down reduction) however it can serve as both a defensive and offensive spell.

Smite
A must if you are going to be jungling. Gives you extra gold each time you use it as well as a nice finishing touch on all the important neutral monsters you need to make sure you secure the kill on.

Clairvoyance
Amazing support spell, can be used both for offensive and defensive purposes. Click and point temporary ward that can be used anywhere on the map. Very useful.


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General Support Abilities

Typically champions have three types of abilities and an "ultimate". Where they fall (Q,W,E) varies but champions ultimates are always on "R". Ultimates vary in ability and scope but always should be leveled when it pops up. (levels 6, 11, and 16) The other abilities you level generally in this pattern:


Types:

  • Ultimate (6,11,16)
  • Heal/Shield/Boost
  • Damage
  • Utility


Heal/Shield/Boost:
You want to level you major healing/shielding/boosting ability first, so for Janna that would be her Eye Of The Storm, or Soraka that would be her Astral Blessing, or Sona with her Aria of Perseverance, etc etc... It really isn't hard to read the abilities and figure out which one is your healing/shielding/boosting ability and max it out first.


Damage:
Just as you have one offensive spell and one defensive, you should max out your damage ability next. This is to help your team members get the kills. This would be Jannas ability Zephyr or Soraka with her Infuse, or Sona with her Hymn of Valor. It really isnt hard to read and figure out which one is your major damage dealing ability and max it out second.


Utility Abilities:
The last ability is leveled last by default. You should always take atleast a point in this ability no later than lv 5, but always max it out last.


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General Support Build

To Start:
Get 3 sight wards + Faerie Charm+ Health Potions
The sight wards are for the early vision while the Health Potions and Faerie Charm provide you with the sustain.

Next Major Buys:
Philosopher's Stone + Boots of Speed + Heart of Gold
More speed but more importantly it gives you the ability to produce gold without taking "cs". This will also give you that extra sustain in lane.

Next Major Buy:
Ninja Tabi or Mercury's Treads or Boots of Mobility
You will need the speed from the boots but what sort of defense you need will depend on what the enemy is doing. If you are taking a lot of ability power damage (You will notice a lot of Doran's Rings in the enemies inventory when you click tab) then build the Mercury's Treads. If you are taking a lot of attack damage (you will notice a lot of Doran's Blades in the enemies inventory when you click tab) then buy Ninja Tabis. If you are not taking much damage and are able to stay alive as it is, go with the extra movement speed from the Boots of Mobility.

Next Major Buy:
Soul Shroud
I love this item; it gives you the extra health to take more damage while giving you and your team some much needed cooldown and mana regen while at a very cheap price. This item is a must for lane sustain.

Next Major Buys:
Aegis of the Legion
Your team will start to team fight and group up. This aura is amazing for giving your whole team some extra armor and magic resist at a very good price. This item will keep you alive and that alone is priceless.

Last Major Buys:
Randuin's Omen + Shurelya's Reverie
These two items will give you all the sustain you should need while giving you two extremely useful active abilities on each of them. If you find you need more mana regen and speed get the shurelya's reverie first while if you find you need some more damage damper from their AD carries get the Randuin's Omen first.

Last Optional Buy:
Zeke's Herald
You want to keep an open item slot even end game for the sight wards as long as possible. If you got the money to complete this item then forgoing the sight wards is good call. This item is cheap and yet is caps your CDR (cooldown reduction) while giving you health and an aura that gives attack speed and life steal. An extremely useful item.


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Consumption Items

I would recommend always having 1-3 Health Potions in your inventory when you have the money to spare and the item slot to spare. On recall you should always throw in a Vision Ward and/or some sight wards depending on your needs and on what you can afford. Wards take precedence over potions.


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Map Awareness

Map Awareness:
This is critical as knowing who is in what lane at what time can make all the difference between life and death. Assume that most teams will be playing with one person in top, mid, and jungle with two people in bot lane. If you notice the person who is in your lane is no longer there, simply type "MIA" (missing in action) into the game chat to let everyone know that your lane is missing and could be potentially ganking their lane. Type "Re" into chat if the enemy champion in question has since returned to lane letting your team know that the threat is no longer there. If you see an enemy leave your lane and head to a location and you wish to warn a team member on the fly, simply click the letter "g" or "v" and then on the map to "ping" them on their mini map with the information. "G" is typically used to draw your teams attention to something that you feel is important to know, or get your team to gather. Some examples include when jungle wants you to "leash" for them they might ping, or if jungle wants you to take a certain buff (blue typically) or when jungle wants the teams help in securing the dragon/baron kill. The "v" or "retreat" ping lets your team know of danger as well as when they feel the fight is lost and are pulling back to the safety of the tower.


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Early to Mid-game (0-15 Mins)

There are a few things that are always very important for all Supports playing LoL during this time period. These items include:

Golem s:
There are two neutral monster golems, they are close to bot lane if you are blue team and close to top lane if you are on purple team. Often the jungler will allow you to kill these neutral monsters early in the game (if he is starting at ancient golem and knows they will respawn before he gets there) to allow you a small advantage when in lane. Take advantage of this if it happens as this will allow you to reach lv's slightly faster than your enemy in lane. This is done most effectively in pairs. (1st bot and 2nd bot on blue team having the easiest time)


Warding
As I described above, sight wards and Vision Wards give you the vision your team needs for winning the game. To use a ward, click the ward icon in your inventory (or the number value that corresponds to where it is in your inventory; 1,2,3, etc) and then click in the world where you wish to place the ward. You do not have to be standing where you wish the place the ward, but you do however need to be within a certain proximity. If you are in doubt to where you are responsible for warding refer to "Wards" section above.


Last Hitting and Zoning
Last hitting is getting the very last hit (AKA killing blow) on a minion creep. Zoning is when you keep an enemy from getting last hits himself (and possible losing XP as well). If you are playing 2nd bot you will NOT be last hitting, but you should be helping 1st bot zone the enemy when possible.

Safe Farming:
You want to make sure you are either safe farming (if you are not playing 2nd bot), or the AD Carry who you are supporting (if you are playing 2nd Bot) is safe farming. Safe farming is when you do not intentially push your lane and over-extend yourself into your enemies territory. If you do over-extend you leave yourself open for ambushes ("ganks") which will almost always kill you, and/or you will be blowing through loads of money in sight wards trying to keep you and your carry safe. This also means that your jungle CAN NOT ambush ("gank") your lane for you as you are pushed past the point where it would be affective at all. To prevent this from happening DO NOT auto attack minions and push your lanes! Let your carry "last hit/zone" the best they can, and ask them politely to not push the lane if they are doing so.


These are pictures which show you where you should be doing most of your farming (getting your creep kills) as if you were on BLUE TEAM in Bot, Mid, and Top lanes.


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Mid to End-game (15-30 Mins)

There are a few things that are always very important for all Supports playing LoL during this time period. These items include:


Dragon
The dragon is the second most powerful neutral monster on summoners rift. Killing the dragon grants 190 gold to each player on the killing team and gives experience to killer and nearby allies. The killer receives 25 bonus gold. It is described in-game as "a powerful and dangerous monster who can blow fire on its enemies causing damage over time and slowing attack speed. Slaying this foe grants global gold to your team". If the dragon is slain, it will respawn after 6 minutes. Controlling and killing the dragon can lead to a gold advantage for your team. The 190 global gold is equivalent to approximately 7-10 minion kills for everyone on your team, depending on the stage of the game. So killing the dragon is roughly equivalent to killing 38 creeps (~ 6 whole waves) and distributing the gold equally. It is generally considered to be worth as much as 2 champion kills, making it a very high value target. When killing the dragon, check that the enemy team has not warded the area to avoid ganks. Ganks at the dragon are in fact pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at the dragon may result in a lot of deaths for your team, with the dragon kill being stolen by the enemies. Try to keep a ward in the river near the dragon to know if it has spawned or is being killed. This ward also provides vision of enemy champions switching between the middle and bottom lanes. Consequently you should consider using Vision Wards or sweeping with Oracle's Elixir before attempting dragon. Killing the dragon is one of the jobs of the jungler. He may require help from the team, especially from the bottom or the mid lane. This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo, when there is a jungler on your team. Fiddlesticks, Lee Sin and Shaco are examples of junglers that are capable of killing the dragon alone at early levels. Trying to kill the dragon before level 5 as a jungler is generally a bad idea. Try enlisting the help of your bottom lane allies temporarily for an earlier and easier kill. "Pulling dragon" (attacking it and then backing away to lead it out of its lair) can be vital, as if it remains in its lair it is possible for an enemy champion to Smite from across the back wall and steal the last hit if they realize that your team is attempting to defeat the dragon.


Baron :
Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. It is described in-game as follows: "This is a very powerful hostile monster, approach with caution! Killing this monster will yield great monetary and magical rewards to the team, but it should not be confronted alone". Killing the Baron gives the Exalted with Baron Nashor buff to all living champions on the team. This buff gives massively increased attack damage and ability power as well as a bonus to health and mana regeneration. When Nashor is killed, each player on the team is also granted 900 XP and 300 gold. Baron Nashor is often a key objective in competitive games because of its massive gold bonus (+300g/player) and global buff. The killer receives 25 bonus gold. Baron Nashor is immune to all forms of Crowd Control. Killing him should not be attempted until mid or late game. Soloing Baron Nashor is not recommended. This is due in part to his large health pool and in part to the debuffs he will apply to your champion. The key to soloing Baron Nashor (besides a mandatory high level of DPS) is to avoid being heavily debuffed by Wrath of the Ancients stacks. Killing Baron with a team is fairly simple. Baron primarily attacks the target closest to him so you can distribute damage by positioning characters closer or further away from him. The enemy team likely will have a ward placed to see when your initiates on Baron. If you do not destroy these wards with the use of a Vision Ward or Oracle's Elixir, they may be able to assault your team while you are weakened by Baron and subsequently steal the Exalted with Baron Nashor buff/kill several players, putting you at a disadvantage. Baron Nashor's Exalted with Baron Nashor buff is given to the team that deals the killing blow on Baron. This mechanic means that even if one team is incapable of directly fighting the enemy team, a jungler with the Smite summoner spell can possibly swoop in and steal the Baron with a well timed Smite. This is almost definitely a suicide mission and is an extremely high risk maneuver. However, successfully stealing Baron can turn the tide of a game dramatically. When Baron dies, the Exalted with Baron Nashor buff is only granted to those team members who are currently alive. Dead team members will respawn without the buff. Furthermore, this buff is the only one in Summoner's Rift that does not transfer via kills. If a champion is killed with this buff, the buff is destroyed and cannot be taken again until Baron Nashor respawns (7 Mins).


Team Fights:
During this time period your team should begin to group up as teams will begin to have enough HP to "Tower Diver" (attack through towers) it is no longer safe just because you are standing beside a tower. Your team will begin to group up to possibly take down the dragon or baron nashor , but they could simple be grouping up to take down a tower, or defend one. Bottom line is that when this begins to happen you need to be with them.


How do I help in team fight and where should I be?
Supports have one major role in team fights and that is this- protect your carries. If your abilities allow for protection, healing, or any other sort of buff- you buff your carries. Your tanks (bruisers) can normally take care of themselves/are not targeted like the carries are, so the extra protection for the carries is a must. A simple rule to follow would be to do just that, "follow". If you are ever confused, find your carries (AP and/or AD) and just follow them around the map. Ward when you can and where you should, but follow your carries. End game they can turn the tide of a given battle and you keeping them alive means you win. Also remember that:
"if a champion dies many times in a row then fractions of the maximum gold are cut off. In some instances, the champion gold bounty has been lowered to 15 which is less than a minion. The bounty rises again when the champion earns gold by itself and scores kills. The maximum bounty is 600. However, objectives are more important to the team. Do not chase champions for kills, you may end up dying yourself!"
So try your best when playing support build to not get any of the kills, so that if and when you do die the enemy team will not get much if anything from you.



Towers win games...
Always remember that towers win games. Whenever an enemy turret is destroyed, every member of your team receives 150 gold, regardless of their position or state. That is 750 gold, which is easily worth as much as two champion kills + your team all gets xp + you gain extra mobility through the enemy jungle. If there is a choice between chasing an enemy champion for the ace and pushing and killing multiple towers- ALWAYS TAKE THE TOWERS! Remember, towers win games not kills!


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Hall of Fame

I would like to add a "Hall of Fame" to the guide but I would rather for this guide use YOUR games and success rather than mine. As me doing well doesn't prove this guide should help noobs I would much rather have your games and I will add them here.

Thanks,

Ssenkrad II


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