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Intro
welcome to my guide on how to support.
Summoner's Wrath is good for upgrading Exhaust (or Ignite if you took it).
Durability , Hardiness , Resistance and Veteran's Scars give good boosts to your defenses.
Safeguard is always good to have, you'll always end up tanking a tower one time or another and this really helps negating damage.
Unyielding and Block are very effective early game, and pair well with a Doran's Shield.
Summoner's Insight and Mastermind give good upgrades to Flash, as well as your other summoner spell.
Meditation is better than Wanderer , since mana is always useful to have and the MS boost is so small.
Artificer is really good if you're taking a lot of items with actives, otherwise Expanded Mind would be a better choice.
Greed and Wealth give you some nice bonus gold. Since supports don't usually end up with a lot of gold, they're really useful.
Biscuiteer give you some nice sustain, while Explorer is good for early game jungle invading/covering.
I'm personally not a fan of those masteries, and I run the following instead:
Relentless is good against a team comp that relies in slows.
Tenacious helps you in staying mobile.
Juggernaut gives some nice bonus health, which you'll be buying a lot of.
I don't take Unyielding and Block , since 5 damage mitigiation is not that much (and I'm probably not buying a Doran's Shield anyways).
Wealth is very measly, almost any mastery beats it when you look at gold value.
Biscuiteer is easily replaced by Health and Mana Potions.
Explorer has the same value as Wealth and is therefore not that good.
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Exhaust is really good for shutting down the enemy ADC, it will reduce their damage, attack speed and movement speed. |
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Flash allows you to escape from nasty situations, or go in offensively. |
Those two are pretty standard, optional others are:
Ignite is a good spell if you are up against a Sona, Soraka or any healing champion, particularly if you want to play hyperaggressive. |
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Heal is nice if you're up against a poke lane, and/or if your champion doesn't have a healing ability. Examples of poke champions in bot lane are Ezreal and Lulu. It has most use in team fights though, since you can give everyone an HP boost. |
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Good with |
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Helpful Tips:* If you use Headbutt and then Pulverize at the right time, you will deal all damage, without knocking the target away.* If you use Flash, Pulverize and then Headbutt into your team/tower, a kill is nearly guaranteed. Problems:* Heal costs a lot and is ineffective.* All in, high risk. |
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Helpful Tips:* If you use Rocket Grab and then Flash the target will fly all the way after you.* Using Overdrive can get you in a good position for Rocket Grab. Problems:* Mana.* All in, high risk. |
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Helpful Tips:* ?* ? Problems:* Ulti can get interrupted.* Squishy. |
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Helpful Tips:* You should use Eye of the Storm on your lane partner when (s)he goes to poke, or when you're going to burst someone down. You can even use it on a tower when needed!* Monsoon is excellent against AoE ults like Kennen's. You can also use Flash and then ult to blow someone into your team. Problems:* No healing.* Low poke. |
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Helpful Tips:* A good combo for fighting is Eclipse, Zenith Blade and Shield of Daybreak.* Due to your passive it's useful if you wait with hitting an ability until an ally has autoattacked the target. Problems:* High cooldowns.* All in, high risk. |
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Helpful Tips:* You can use both Whimsy and Help, Pix! offensively and defensively.* You can use Wild Growth on either your carry or your tank, depending who is surrounded by the most enemies. Problems:* Mana.* Squishy. |
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Helpful Tips:* If you hit a Light Binding, you can follow up with throwing Lucent Singularity, Finales Funkeln, an autoattack, popping Lucent Singularity and another autoattack.* Lucent Singularity deals damage, but also reveals brush. Problems:* Doesn't heal, and needs kills/assists to stay useful.* Long range so tanky items are "wasted". |
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Helpful Tips:* Using Dark Binding sets you up for an easy Tormented Shadow.* Black Shield is incredibly effective against any form of CC, including hooks! Problems:* Doesn't heal.* Small range. |
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Helpful Tips:* Hitting Aqua Prison is the key to Nami* Ebb and Flow can be used on an enemy (for optimal damage) or on an ally (for optimal healing). Problems:* Mana.* Squishy. |
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Helpful Tips:* Consume is a great tool for helping with Dragon, and sustaining in lane.* EMPIRE! Problems:* Doesn't heal.* Absolute Zero is easy to interrupt. |
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Helpful Tips:* Be aware of Power Chord, each one serves a different purpose.* Crescendo can be used to protect your carry, or CC theirs. Problems:* Mana.* Squishy. |
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Helpful Tips:* Astral Blessing gives an armor boost so use it wisely.* Infuse can silence an enemy or give mana to an ally. Problems:* Provides no CC.* Squishy. |
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Helpful Tips:* Shatter reduces enemy Armor when activated, but you lose Armor yourself.* With Dazzle, Radiance and Shatter you have some serious burst, so use it wisely. Problems:* Mana.* All in, high risk. |
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Helpful Tips:* If you hit a champion with Death Sentence, you can use Dark Passage to get an ally to come all the way with you. Using The Box and Flay can then completely lock up a target.* Dark Passage is also great when your ally jungler without a gapcloser comes to gank. Problems:* Doesn't heal.* All in, high risk. |
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Helpful Tips:* ?* ? Problems:* ?* ? |
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Helpful Tips:* You can cast Grasping Roots and/or Deadly Bloom first, and place a Rampant Growth seed just after it, for optimal plant placement.* Stranglethorns provides a massive amount of disengage. Problems:* Squishy.* Mana. |
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Sight Ward
It's essential you take at least 3 wards.
My personal preferred start:
Sight Ward Sight Ward Sight Ward Sight Ward
It doesn't really set you back as the vision this gives will pay for itself, and you will probably have enough wards to hold out until you can buy a Sightstone.
Trading a Sight Ward for some more potions works too, it all depends on what you're expecting from the game.
Absolutely essential for any support, in at least 99 % of all games. The ONLY reason you might not want to get it, is if you're facing a jungler with a stealth mechanic. The most obvious example is Evelynn, but Shaco or even Twitch are options too. In that case just buy a lot of Vision Wards. |
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A necessity on 99 % of all champs, excluding Janna. |
Assist in taking objectives or forcing lane control, and are particularly useful when an Oracle is too risky or too expensive to buy. Of course, they also allow you to clear brush without having to facecheck it, or spot ganks from stealthed champions. |
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No matter what, during the mid game YOU are responsible for carrying this around. It's crucial that you deny the enemy vision, so your jungler can gank, or so you can take an objective without the enemy even knowing it. |
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It can be really effective to buy this. Not really my cup of tea but I can't deny it's good in situations where you're up against a lot of champions who rely on autoattacking, or if you're getting harassed a lot. The stats it gives also aren't bad to have :) |
It's great because it gives gold, damage and builds into Shard of True Ice and more importantly Twin Shadows. |
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Kage's Lucky Pick |
Philosopher's Stone |
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It's okay because it builds into Shurelya's Battlesong and Mikael's Blessing, but the stats are a bit unnecessary. |
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Usually, you'll take Mobility Boots so you can roam around and clear wards. They're also useful for initiating since you can get to the enemy faster. However, if things don't go well, Ninja Tabi are good against AD heavy teams, and Mercury's Treads are a must have against a CC heavy enemy team. Enchantment: Homeguard are my personal preference, but if you like, you can take Enchantment: Captain instead. |
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gives an aura that grants MR and HP regen to nearby allies, and a shield to nearby allies as an active. On top of that, CDR, HP and Armor! This is exactly what any support wants besides wards and mobility, right? Besides, it's not THAT expensive, and it's incredibly cost efficient. |
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has a really great active, and builds out of a Philosopher's Stone. The CDR is of course also very nice :) |
is really good for chasing, if 1-2 enemies got away with low hp this will give their position away, and it will slow them down. It's really good for disengaging too, if your team wants to run away after getting hammered this will slow the persuers down. It also builds from Kage's Lucky Pick. |
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has a very nice active, and builds out of Philosopher's Stone. However if you don't have any mana issues, the stats are pretty much wasted. |
is great if the enemy has a lot of auto-attackers in their team such as any ADC, Jax, Irelia, Tryndamere, etc. |
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is awesome against teams with a good mix of AD and AP. |
is great against one-hit-wonders such as Nidalee, or against champions that rely on a combo such as Lux and LeBlanc. |
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is good if you are melee and you aren't facing enemies that rely on AS. |
is really good to have with an AD based team comp. The stats are also great! |
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Zeke's Herald |
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is also good against AA-reliant teams but the stats are not as good as Randuin's Omen's. |
is okay, but I consider Twin Shadows better.. It does build out of Kage's Lucky Pick. |
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Only buy those when there's absolutely nothing else to be built. They give some nice bonuses but they're not worth the sacrifice in items and especially wards. |
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Always remember: Green cursor = IN brush, blue cursor = NOT in brush.
If you have any suggestions to add to this section, be my guest and leave them in a comment down below, I'll be sure to add them in the guide and credit you if I feel the tip(s) is/are good enough.
That's about it, thanks for reading!
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