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General Bottom Land: Role of ADC and Support
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Choose Champion Build:
About This Guide
_I choose the best three ADC and support because of how the abilities synergy well. This is based on my own experience from watching other as well as play with/against. Also, support that have similar abilities or better can work well to. (Thresh> Blizcrank), (Nami<Sona)...
_Champion that i have not encounter or played enough to give experience: Nami, Fiddlestick, Thresh, Morgana, Lux, Sivir, Urgot, Quinn.
_You are the main AD damage of the team and the biggest threat to the enemy team. Your job is to stay behind the tank and mainly Auto Attack in team fight. DONT INITIATE THE FIGHT. It is the other role to initiate.
_There will be time that the other team have a assassin who can dive through the tank and burst you down.You will need your support to help to stay alive. Try to run away and kit them them because if you are down your team lose a big damage dealer. A good teammate will immediately react when they see an assassin dive into a AD or AP carry.
Landing phase:
_If you are the purple team help the jungler to take down the camp fast (smiteless is better). Blue team have this disadvantage unless your jungler go for read first, or your team switch land.
_You need to farm a lot and get the CS. Some carry can play a bit aggressive and they can poke the other carry, while the other carry need to stay back and farm. Try to poke without trading damage. _Only LAST HIT (your last AA kill the minion) because AA all the minion = you push your land._Try to keep the minion wave around the yellow zone so you are mostly safe from gank. If you are pushing the land your jungle may not choose to gank. Be aware of the map. Your support must have a good map aware + ward cover.
_With your support + jungler help you can even get a kill or two. Most of the time your jungler will let you get the kill.
_Dragon is nice to have, but not for a tower or a few kill. Only do so if the other carry go back or you just saw the jungler up top. Three people is best to take down jungler, and one of them has to be your jungler.
Mid game phase:
_Happen after the first few tower are down
_THis phase= getting tower, dragon and possible baron; defending tower and buff, stealing buff if safe; some team fight.
_Farming is still important so keep up. You are now having the few core items. Dont get caught farming alone. Your support should cover the land you farm with ward. This mean have a good map aware is critical. Usually you dont go to the enemy's land to farm unless you have a support with you. Farm alone when the creeps go into your side. Some team-fight may happen you still need to stay back to do damage. Only dive if you are sure you can get the kill. DONT GET CAUGHT BY THE OTHER TEAM. You will die within a few second.
_Late game:
_Happen when you react around lvl 16 and you are almost finish your build.
_This is usually win or lose. Lose a teamfight= baron+ inhibitors. Stay behind the tank and auto attack. Your AA deal the most damage with your item and ability. Try to get away from assassin or the other initiator.
Position of the ADC is important. Stay at the max range of your AA and AA the closet target. If you can peel the tank or the bruiser without take any damage you can "clean house". Your team will have to protect you and dealing damgage to the other carry as much as possible. Disengage when you cant win unless u can finish up all the kill.
_There will be time that the other team have a assassin who can dive through the tank and burst you down.You will need your support to help to stay alive. Try to run away and kit them them because if you are down your team lose a big damage dealer. A good teammate will immediately react when they see an assassin dive into a AD or AP carry.
Landing phase:
_If you are the purple team help the jungler to take down the camp fast (smiteless is better). Blue team have this disadvantage unless your jungler go for read first, or your team switch land.
_You need to farm a lot and get the CS. Some carry can play a bit aggressive and they can poke the other carry, while the other carry need to stay back and farm. Try to poke without trading damage. _Only LAST HIT (your last AA kill the minion) because AA all the minion = you push your land._Try to keep the minion wave around the yellow zone so you are mostly safe from gank. If you are pushing the land your jungle may not choose to gank. Be aware of the map. Your support must have a good map aware + ward cover.
_With your support + jungler help you can even get a kill or two. Most of the time your jungler will let you get the kill.
_Dragon is nice to have, but not for a tower or a few kill. Only do so if the other carry go back or you just saw the jungler up top. Three people is best to take down jungler, and one of them has to be your jungler.
Mid game phase:
_Happen after the first few tower are down
_THis phase= getting tower, dragon and possible baron; defending tower and buff, stealing buff if safe; some team fight.
_Farming is still important so keep up. You are now having the few core items. Dont get caught farming alone. Your support should cover the land you farm with ward. This mean have a good map aware is critical. Usually you dont go to the enemy's land to farm unless you have a support with you. Farm alone when the creeps go into your side. Some team-fight may happen you still need to stay back to do damage. Only dive if you are sure you can get the kill. DONT GET CAUGHT BY THE OTHER TEAM. You will die within a few second.
_Late game:
_Happen when you react around lvl 16 and you are almost finish your build.
_This is usually win or lose. Lose a teamfight= baron+ inhibitors. Stay behind the tank and auto attack. Your AA deal the most damage with your item and ability. Try to get away from assassin or the other initiator.
Position of the ADC is important. Stay at the max range of your AA and AA the closet target. If you can peel the tank or the bruiser without take any damage you can "clean house". Your team will have to protect you and dealing damgage to the other carry as much as possible. Disengage when you cant win unless u can finish up all the kill.
_Landing phase is all about working with your support. Communicate with him.
_ You have to know when to be aggressive (dive, chase) and when to be passive( stay back, poke). I have found many time playing to aggressive will get you kill or too passive will let your team fail. This came from the knowledge of how two teams are ( synergy, weakness, strength).
_Be flexible with your build. AD item is cheaper and AS item fully useful in mid and late game.
_Dont be afraid to AA and kit the bruiser or the tank. You have all the strongest damage item. You may not be able to kill the bruiser or tank right away, but they are not invisible to kill.
_Constantly position yourself to be able to kit without taking damage. This mean alway behind the other four members of your team.
_If you are fed, it mean you will be the priority target and your team can lose if your team cannot protect you from engage.
NOTES
ADC who have strong early,mid game generally have a AD ability to harass and zone out ability; while late game ADC have a AS steroid, massive range and abilities that increase their AA damage. The reason is late games AA with AS do more damage then an AD ability. AS early game doesn't do a lot of damage because ADC's AA isnt deal a lot of damage.
_ You have to know when to be aggressive (dive, chase) and when to be passive( stay back, poke). I have found many time playing to aggressive will get you kill or too passive will let your team fail. This came from the knowledge of how two teams are ( synergy, weakness, strength).
_Be flexible with your build. AD item is cheaper and AS item fully useful in mid and late game.
_Dont be afraid to AA and kit the bruiser or the tank. You have all the strongest damage item. You may not be able to kill the bruiser or tank right away, but they are not invisible to kill.
_Constantly position yourself to be able to kit without taking damage. This mean alway behind the other four members of your team.
_If you are fed, it mean you will be the priority target and your team can lose if your team cannot protect you from engage.
NOTES
ADC who have strong early,mid game generally have a AD ability to harass and zone out ability; while late game ADC have a AS steroid, massive range and abilities that increase their AA damage. The reason is late games AA with AS do more damage then an AD ability. AS early game doesn't do a lot of damage because ADC's AA isnt deal a lot of damage.
There are two type of support: agressive and passive. Agressive support will poke the other carry and support while the passive will heal and shield the damage and keep farming. Some support can set up kill with their hard CC, while some have shield, heal and some soft CC to stop the engage. All support can do well with all carry, but there are some who synergy well with each others.
_Your job: ward bushes and baron(around mid game) and dragon (after your first trip back), have a map awareness for the team, buy support item to give aura and protect your carry (some support will dive in with the initiator).
Warding
_This is where you ward in landing phase. Ward one of the two tower bush to prevent gank._This map show where you should ward mid game to late game. Be careful in late game when face-checking a bush because you can face all five member.
Landing Phase
_Be careful while poking the other. Some support with hard CC can turn aggressive and you can get yourself kill. If you can poke the other low enough to even go back, your carry get a lvl and gold advantage. If they overextend, you may be able to get the kill (with jungler help in some case).
_When the jungler come and the other team did not back off, DO NOT SUDDENLY turn agressive. Slowly turn agressive and land your CC onto them, or Exhaust.
_AWARE OF THE MAP. Even when you see the enemy coming top you can warn top land to back of or the mid land to push.
Mid Phase and Late Phase
_Ward around the map. Vision is very important.Note that you are not the only one who ward, but the main one (beside carry since you ward for carry). Other land must ward to protect themselves.
_If your carry are farming on the enemy's side, either go with him or ward around so he is safe.
_In teamfight, use your skill to stop the enemy from diving into your carry (sometime the AP)
_Your job: ward bushes and baron(around mid game) and dragon (after your first trip back), have a map awareness for the team, buy support item to give aura and protect your carry (some support will dive in with the initiator).
Warding
_This is where you ward in landing phase. Ward one of the two tower bush to prevent gank._This map show where you should ward mid game to late game. Be careful in late game when face-checking a bush because you can face all five member.
Landing Phase
_Be careful while poking the other. Some support with hard CC can turn aggressive and you can get yourself kill. If you can poke the other low enough to even go back, your carry get a lvl and gold advantage. If they overextend, you may be able to get the kill (with jungler help in some case).
_When the jungler come and the other team did not back off, DO NOT SUDDENLY turn agressive. Slowly turn agressive and land your CC onto them, or Exhaust.
_AWARE OF THE MAP. Even when you see the enemy coming top you can warn top land to back of or the mid land to push.
Mid Phase and Late Phase
_Ward around the map. Vision is very important.Note that you are not the only one who ward, but the main one (beside carry since you ward for carry). Other land must ward to protect themselves.
_If your carry are farming on the enemy's side, either go with him or ward around so he is safe.
_In teamfight, use your skill to stop the enemy from diving into your carry (sometime the AP)
_Help your jungle warding the enemy's buff can be helpful. Sightstone give you four wards so spare it. A buff give a lot of advantage.
_Dont be afraid to die for your carry , but that doesn't mean feeding the other teams or let both of you die. The survival of your carry, especially if he is fed is important. Only die if you have use everything and only one can be save.
_You should remember dragon and baron's spawn time, but the jungler should remember it too. 6 mins for dragon and 3 mins for baron after the buff wore off (7 mins).
_ The items order are Ward, Support Item, LVl 1 boot, Support Item, Support Item,Support Item, lvl 2 boots. Keep in mind that you may need to upgrade your boots if you thing you need the movement speed for escape.
_Dont be afraid to die for your carry , but that doesn't mean feeding the other teams or let both of you die. The survival of your carry, especially if he is fed is important. Only die if you have use everything and only one can be save.
_You should remember dragon and baron's spawn time, but the jungler should remember it too. 6 mins for dragon and 3 mins for baron after the buff wore off (7 mins).
_ The items order are Ward, Support Item, LVl 1 boot, Support Item, Support Item,Support Item, lvl 2 boots. Keep in mind that you may need to upgrade your boots if you thing you need the movement speed for escape.
For AD
Precision
Fleet Footwork
Phase Rush
_Very standard for all AD.
For Agressive AD
Precision
Fleet Footwork
Phase Rush
_For Passive AD
Precision
Fleet Footwork
Phase Rush
_Alternative choice
Go for Greater Seal of Gold,Greater Glyph of Armor if you want choose. You can mix between the passive and aggressive depend on your styles, or you just dont want to spend two runes page of support.
Runes
For Agressive AD
Runes
_For Passive AD
Runes
_Alternative choice
Go for Greater Seal of Gold,Greater Glyph of Armor if you want choose. You can mix between the passive and aggressive depend on your styles, or you just dont want to spend two runes page of support.
Flash A must for escape for gap closer
color=#00ff00]FOR ADC[[/color]
Cleanse For a High CC team, counter Exhaust and Ignite
Barrier A Shield, can be helpful against burst or protection. THis shield is short but can change the outcome of a 1v1.
HealA heal that also heal nearby ally, alternative for Barrier
Ignite helpful to finish kill, counter Heal and occasionally Barrier.
Ghost give movement speed, alternative for Flassh because it have shorter CD, less reliable
FOR SUPPORT
Exhaust reduce damage from champion, very helpful to secure kill, reduce snowball champion damage in team fight.
Heal can help to get kill or stay alive but Exhaust is better
Clairvoyance a global vision granted, not really reliable but can be helpful to check baron, dragon.
color=#00ff00]FOR ADC[[/color]
Cleanse For a High CC team, counter Exhaust and Ignite
Barrier A Shield, can be helpful against burst or protection. THis shield is short but can change the outcome of a 1v1.
HealA heal that also heal nearby ally, alternative for Barrier
Ignite helpful to finish kill, counter Heal and occasionally Barrier.
Ghost give movement speed, alternative for Flassh because it have shorter CD, less reliable
FOR SUPPORT
Exhaust reduce damage from champion, very helpful to secure kill, reduce snowball champion damage in team fight.
Heal can help to get kill or stay alive but Exhaust is better
Clairvoyance a global vision granted, not really reliable but can be helpful to check baron, dragon.
Damage ITEMS Getting at least two.
_ Blade of the Ruined King seem to be a really strong item right now, as it deal extra percentage of curent heal. Infinity Edge give you the most damage but is very expensive. Bloodthirster give you high life steal. Black Cleaver shred 25% of armor. Mercurial Scimitar is another Cleanse, but you can cleanse debuff such as suppression. Last Whisper help with high armor enemy.
_You will want to get at least one life steal item and one high damage items. Bloodthirster+ Infinity Edge offer the most damage.
Attack Speed Getting at least one.
Phantom Dancer and Statikk Shiv have almost the same AS, MoveSpeed and Crits to pick one depend on your choice of ignore unit collision or a wave of Magic Damage at 5 target. Sword of the Divine buff you 3 second of 100% AS and Crits. Runaan's Hurricane give massive AS without Crits. Zephyr give you tenacity (CC duration reduction)
Survive Item
You can get one item to give you more survival, when your team cannot fully protect you and you have enough damage to kill. Banshee's Vei against high burst AP or hard CC. Randuin's Omen against AD damage. Guardian Angel give you another life. Warmog's Armor give massive health. Frozen Mallet give a change a slow and some health.
Boots
Most carry go for Berserker's Greaves to give AS and it is the cheaper boots. Mercury's Treads is the most expensive and give you Tenacity. Only buy it for a team with a lot of CC.
Upgrade the boots is for late game. Enchantment: Furor is for chasing and Enchantment: Homeguard is for guarding your base.
FOR THIS PATCH
Rust Blade of the Ruined King; Berserker's Greaves, Phantom Dancer or Statikk Shiv. Get a high pure damage like Infinity Edge next.
Item Sequence
Bloodthirster
3400
Blade of the Ruined King
3200
Mercurial Scimitar
3000
Black Cleaver
3000
Last Whisper
1450
_You will want to get at least one life steal item and one high damage items. Bloodthirster+ Infinity Edge offer the most damage.
Attack Speed Getting at least one.
Item Sequence
Runaan's Hurricane
2800
Statikk Shiv
2900
Zephyr
3000
Sword of the Divine
2200
Survive Item
Item Sequence
Randuin's Omen
2700
Guardian Angel
3200
Warmog's Armor
3100
Frozen Mallet
3100
Boots
Item Sequence
Mercury's Treads
1100
Enchantment: Furor
450
Enchantment: Homeguard
450
Upgrade the boots is for late game. Enchantment: Furor is for chasing and Enchantment: Homeguard is for guarding your base.
FOR THIS PATCH
Rust Blade of the Ruined King; Berserker's Greaves, Phantom Dancer or Statikk Shiv. Get a high pure damage like Infinity Edge next.
Support Items
Aegis of the Legion (aura), Locket of the Iron Solari(aura +shield), and Shurelya's Battlesong (Movement Speed buff)is a must. Usually your jungler will get Locket of the Iron Solari or Aegis of the Legion, so get the other one. Shurelya's Battlesong is great for disengage or engage.
Mikael's Blessing is best if you want the mana reg for poking or used hard CC more. Make you you get some CDR to maximize the CC. Best pair with Locket of the Iron Solari, [[Shurelya's Reverie] for it CDR.Ward
Sightstone is your first item and upgrade it to Ruby Sightstone ASAP. Grab some Vision Ward for dragon and baron, and potential ward places. Oracle's Elixir used to clear wards, but only get this after you finish one of the support item and get this early if you can stay alive for 5 minutes.Boots
Boots is pick up usually after the first aura items or when you need movement speed to get away. Most support dont pick LVL 2 boots.
Mobility Boots give you ability to move around map quicker, make it ideas for warding and roaming mid game. Ionian Boots of Lucidity is good for support with great CC. Enchantment: Captain is for late game, but Oracle's Elixir is still more important.
Item Sequence
Locket of the Iron Solari
2200
Timeworn Talisman of Ascension
2200
Zeke's Harbinger
2250
Mikael's Blessing
2300
Runic Bulwark
2950
Twin Shadows
2400
Mikael's Blessing is best if you want the mana reg for poking or used hard CC more. Make you you get some CDR to maximize the CC. Best pair with Locket of the Iron Solari, [[Shurelya's Reverie] for it CDR.Ward
Item Sequence
Stealth Ward
0
Vision Ward
75
Ruby Sightstone
1600
Oracle's Elixir
400
Item Sequence
Ionian Boots of Lucidity
950
Enchantment: Captain
450
Mobility Boots give you ability to move around map quicker, make it ideas for warding and roaming mid game. Ionian Boots of Lucidity is good for support with great CC. Enchantment: Captain is for late game, but Oracle's Elixir is still more important.
Caitlyn
Caitlynn is probably one of the most popular ADC of the game. She have a strong landing phase and should be play agressive. Work well with a lot of support.
PROS She have one of the longest attack range. Can push land fast help push the land. Can zone the enemy or prevent gank. Have a escape or gap closer with. Great poker from distance and Ace in the Hole can finish a kill |
CONS No Steroid= a bit weak mid to late game Ability is not really useful in team fight Ace in the Hole can be blocked by other enemy No skill that can be spam |
Top 3 best Synergy
NUNU
Nunu Give Caitlyn a AS steroid that she dont have and a AS debuff onto the enemy carry. These two can push land and destroy tower very fast. |
ZYRA
Zyra's seed can be used as a ward in bush, so Caitlyn can used her own trap to zone the enemy in land instead of putting in bush. Zyra's snare and knock-up is a free AA from Caitlyn and easy Piltover Peacemaker. |
LULU
This is a very high poke pair, since Lulu have a decent range and good damage. Glitterlance have a very high slow so a easy target for [[Piltover Peacemaker. |
Top 3 Support Counter
Champion who can step on her trap and engage her if she try to come close; or can heal the poke can poke is ideas
Taric
Shatter help migrate a lot of her AD damage early game. Dazzle have almost the same range as her so can stun easy. |
Soraka
Astral Blessing can heal up most of the damage. Wish can save a ally from Ace in the Hole |
Blitzcrank
Rocket Grab and Power Fist is a powerful combo and can destroy Caitlyn if the carry follow with the combo. Blitzcrank can bait her by step onto the trap and pull her if she go for a AA(very rare.) |
Miss Fortune
Miss Fortune is also a popular carry. She have a strong landing phase as much as Caitlyn in term of damage and zoning. She work best with support who can be agressive.
PROS Very agressive ADC Strong AoE ultimate Can zone the enemy easy. Passive give a lot of movement speed Healing reduction in AS steroid |
CONS A bit weaker after landing phase due to her zoning ability Bullet Time immobilize her (dangerous in team fight if not position well) Passive apply only if not taking damage Relatively short range |
Top 3 best Synergy
SONA
They poke very well together can Sona can heal up MF if she take damage. Sona can boost MF passive further. Crescendo set up a perfect Bullet Time without any interrupt. |
TARIC
Dazzle and Radianceset up a great Bullet Time for it stun and increase damage (MF ult scale both AP And AD). Shatter can give Mf Double Up more damage. Very agressive pair. |
LEONA
Sunlight is a passive that increase MF damage. A full combo of Leona's Zenith Blade, Shield of Daybreak, Eclipse and Solar Flare completely lock up the other AD (or even the support if Solar Flare hit both target) and Bullet Time quickly prof all Leona's passive. |
Top 3 Support Counter
Champion who can interrupt her ultimate without take too much damage and can stop her from Strut is ideas.
JANNA
Janna have her Howling Gale and Monsoon to stop Bullet Time. Double Up can be shielded. |
LULU
Lulu can save the ADC from poke with her shield Help, Pix!. Whimsy and Wild Growth stop MF ultimate. Lulu can also poke a lot. |
ZYRA
Stranglethorns will interrupt the Ultimate. Zyra Deadly Boom or her Vine Lasher can stop MF passive easy. |
Ezreal
Ezreal is a safe pick, for his range in Mystic Shot and flash-like escape Arcane Shift. He work well with support who can poke at range.
PROS Mobile AD carry who can doge skillshot Good range poke GLobal Ultimate AS steroid with passive Buff ally AS with Essence Flux |
CONS Can be OOM if not careful Skillshot champion Fall off late game AS buff required landing skillshot to keep up |
Top 3 best Synergy
SONA
They poke very well together because of their range and Sona can heal up Ezreal if he take damage. Crescendo set up a perfect Truesoht barrage without any interrupt. |
LULU
Both can poke very aggressive, and Glitterlance slow can help Ezreal land a skillshot. Lulu can further help you escape if Flash and Arcane Shift is not enough. |
LEONA
Sunlight is a passive that increase Ezreal damage. Ezreal can quickly follow if Leona engage because he can Arcane Shift. Both are strong early game can Leona can set up kill |
Top 3 Support Counter
Any support who can heal or shield the poke can win the trade.
TARIC
Since Mystic Shot do AD damage and Ezreal cannot spam Essence Flux, Shatter's passive can migrate some damage. Taric can burst Ezreal if he cannot Arcane Shift away from Taric quickly. |
SORAKA
Soraka can heal the damage from the poke. The other carry have mana supply from Soraka and can outpoke Ezreal. |
SONA
Sona can heal the poke very quickly and can poke Ezreal back. Hymn of Valor isn not a skill shot so it is easier to hit Ezreal. |
Twitch
Twitch is a strong ADC though all stage of the game. He can out-trade many ADC early game and is very strong in team fight from his ultimate.
PROS Have a stealth for escape and speed boost. Have two steroid. Deal true damage per second. His ultimate outrange even turret for 7 second. |
CONS His AS steroid, and escape stealth is not instance Squishier then other carry Need to be aggressive |
Top 3 best Synergy
Support who can go aggressive early game is ideas.
NUNU
Nunu early game help Twitch stacks Deadly Venom. Nunu also have AS debuff onto the enemy carry, which help Twitch out-trade. |
LEONA
Leona's aggressive play style can set up an easy kill, for Twitch can easier kill the enemy ADC with his stack Deadly Venom and Expunge. |
LULU
Lulu can also go aggressive early game. Glittlerlance slow is amazing to stack up Deadly Venom. Her kit work very well with twitch. |
Top 3 Support Counter
Champion who can stop his early aggression, heal up the damage or reveal his stealth is ideas.
Lulu
Lulu is the biggest counter to Twitch. She can reveal his stealth, out-poke him before he can go agressive with Help, Pix! and [[Glitterlance]. |
] |
Soraka
Astral Blessing can heal up most of the damage. Infuse is great poke and can stop Twitch from going into stealth. |
Janna
Eye of the Storm can shield out a of of damage. Her kit can turn the trade greatly. Monsoon can heal a low health opponent if needed. |
Vayne
Vayne is a hyper carry, which her damage late game completely shred the tank because she deal true damage. Most ADC out damage and counter her early game, for her early game is the weakest.
PROS Strongest at mid and late game Easier chasing opponent with her Night Hunter and Final Hour Tumble can uses to dodge skill shot and reposition Deal % of health in true damage Have a hard CC |
CONS Difficult early game Required good positioning in team fight Most ADC counter her early game. Short range |
Top 3 best Synergy
Carry who work best for Vayne generally can protect her early game as well as set up kill after lvl 6
NUNU
Nunu Give Vayne's AS, which is ideas for Silver Bullet. He can help you trade with other ADC. |
Alistar
His combo stop many aggression from the other carry. Alistair generally position himself to Headbutt into the wall, which Vayne can Condemn for a stun. He have a heal for sustain too. |
Janna
Since Janna can not really set up kill, she is a passive support. She can shield a lot fo teh damage for Vayne. After lvl 6, Janna's kit is amazing so set up kill |
Top 3 Support Counter
Champion who can take her weakness in early game to force her out of land is ideas.
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