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AD Confusion and Recommendations

Creator: Blood26 June 15, 2012 10:25am
Blood26
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I've always been curious about our fellow AD champions.
Most of the time when I solo queue, my team composition would turn out to be as followed,

Ahri
Alistar
Lee Sin
Miss Fortune/ Vayne
Janna

or

Ahri
Blitzcrank
Riven
Veigar
Fiora

Now, I'm kinda curious about this. Most people, although knowing they have an AD carry on the team, would request for an additional AD carry. It always goes like this

"Ranged AD carry pls"
"Melee AD carry pls"

So my question is, what is the difference between having a ranged and a melee AD carry in your team ?
Aside from the melee, ranged issue, what separates them ?
Aren't they all AD carrries at the very end ?

Forgive me if my question seems stupid, but I normally don't play AD because Im not a fan of auto attacks.

That aside, I've been considering of getting an AD carry since I've managed to rack up a good amount of IP to buy a full set of AD runes and a champion.

Who would you guys recommmend ? I was thinking of Miss Fortune, Vayne seems to be too cliche for me. What are your thoughts people ?
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Luther3000
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Melee AD carries are generally much less useful because they can get jumped on and instantly blown up much more easily.
Blood26
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Luther3000 wrote:

Melee AD carries are generally much less useful because they can get jumped on and instantly blown up much more easily.


Correct me if I'm wrong.
But Melee carries have greater armor compared to Ranged carries at early game yes ?
Would that be the reason why some teams require 2 ad carries of different combat styles ?

Ranged for safe harassment
Melee for for their passive ? ( Tryndamere, Fiora

I notice melee AD carries have better passive compared to ranged AD carries.

And your statement,
If you say melee carries get blown up easily, shouldn't the same apply to ranged ad carries as well.
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AD carries are, in general, necessary for pushing down towers simply because they have the AD for it.

Melee AD carries are useful in killing one or two people, then they usually have to dip out of the fight for a bit, die or play super carefully afterwards. Examples are Tryndamere, Fiora, Master Yi and a couple other ones that are riding the line between bruiser and AD glass cannon such as Xin Zhao, Gangplank and Wukong.

AD ranged carries are, as their name implies, ranged versions of the AD melees.

They usually have an escape skill or a re-positioning skill like Arcane Shift, Quickdraw or Rocket Jump. Those that don't, usually have more damage. Examples: Kog'Maw and Draven. They're also really position reliant. And, like Luther said sorta, because they're ranged, they don't get jumped on and killed as easily.

Most of them have a steroid of some kind as well.
Highlander, Riposte, Rising Spell Force, Quickdraw, Wuju Style, ect.
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Lugignaf wrote:

AD carries are, in general, necessary for pushing down towers simply because they have the AD for it.

Melee AD carries are useful in killing one or two people, then they usually have to dip out of the fight for a bit, die or play super carefully afterwards. Examples are Tryndamere, Fiora, Master Yi and a couple other ones that are riding the line between bruiser and AD glass cannon such as Xin Zhao, Gangplank and Wukong.

AD ranged carries are, as their name implies, ranged versions of the AD melees.

They usually have an escape skill or a re-positioning skill like Arcane Shift, Quickdraw or Rocket Jump. Those that don't, usually have more damage. Examples: Kog'Maw and Draven. They're also really position reliant. And, like Luther said sorta, because they're ranged, they don't get jumped on and killed as easily.

Most of them have a steroid of some kind as well.
Highlander, Riposte, Rising Spell Force, Quickdraw, Wuju Style, ect.


Does that mean ranged AD > Melee AD ?
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Blood26 wrote:

And your statement,
If you say melee carries get blown up easily, shouldn't the same apply to ranged ad carries as well.


It does, but ranged carries are, well, ranged. It's a lot harder to blow up the guy standing way back behind his team shooting you than it is to blow up the dude directly next to you hitting you with a sword.
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Not really, no.
It's preferable for every team to have a ranged AD carry simply because it means you have something that does a lot of damage(if farmed) with a small risk of dying if they stay in the back like most are supposed to.

Melee usually do more damage because they're do-or-die champs and will usually go in after the hard CC is used on the tanks. They also have a lot higher chance to die. That's why they also have some kind of focus breaker or defensive steroid. Of the true AD carries I mentioned, Tryn has Undying Rage, Yi has Meditate and Fiora has Blade Waltz.

On the 50-50 guys, Wukong has Warrior Trickster and Cyclone while GP has Remove Scurvy.


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I think they'd want both a melee and ranged simply do to the fact that ranged carries are squishy and even if they try to stay behind and fight if the enemy team can get close enough to said carry, they are done for. Melee carries do have a higher chance of dying since they gotta go face to face with the enemy they usually do have more defense and what not and it usually takes more effort to take them down.

When I play Warwick I usually gun straight for the long range AD carries and keep them in check so they can't do much damage to my team, also get way easier kills off of them.

Anyways that's my 2 cents x3


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IMO
Melee AD carries:Jump in,do as much damage/distraction/take damage as much possible for mages and ranges,die or gtfo with low health. It's like a second tank (if u already have one) for your ranges which really hurts,instead of dishing out ccs.

Ranged AD carries:Stable and less risky damage output. However if your tank just has cc/armor/MR the enemy tends to rush to your ranges and take them out easily,finishing the tank afterwards. Melee carries can counter this by killing the invaders while they hunt for ranges,or get focused to keep your ranges safe.

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