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(6.15) Supporting 101






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Introductions
Hello
I'm Yoshiking123 :3 Currently a Plat 2 (Keep tilting around Plat 1/2 RIP) support main. Many question how it's possible to carry yourself to a higher elo when you main support and with this guide to supporting I hope you can do it too.*Heads Up: I know next to nothing on Runes/Masteries. Expect nothing on Runes/Masteries.
I managed to figure out how to verify my account but here's my lolking if you have doubts.
link to my lolking profile
Disclaimer: I apologize, but this guide was made assuming that the readers already have basic league vocabulary knowledge and may NOT be the best guide to supporting for players that are brand new to League of Legends.
What Exactly Is A Support?
Support is a general term used to describe any champion that do 3 basic jobs. Obviously I'm simplifying things a little bit but this is a Level 100 class so let's keep things nice and easy to understand.
- Provide and deny vision.
- Help position/focus.
- Provide utility to make plays/counter-plays.

Vision
Vision is arguably the most important aspect of the game. It allows you to make the best decision based on what you know about the enemy's position. That means rushing a



This map is a little old but just remember that the Wraiths are now



The yellow circles represents areas that are good for either the red (topside) or blue (bottomside) team to place wards. The blue circles represent good places for blue team to place wards. Purple circles represent good places for red team to place wards. Red circles represent good areas to place a

If you want to see how the pros ward here's a link
What Exactly To Buy For Vision And Where To Ward
As I said earlier, you always start with a








ALWAYS REMEMBER to buy your trinket upgrade if you don't have the


When you're behind there are two options of trinkets to use along with your








Disclaimer:
This does NOT mean that you should ignore a





The

Now as far as items are concerned,





Where To Ward Early Playing As Blue Team (Bottomside)
Early, prior to you having a



Now the tri-bush closer to your blue-side turret is a key point of vision denial. Yes, sometimes an enemy jungler will gank from that bush and it's good to ward there, but typically you wouldn't place a regular ward there because most of the times you're wards by the mouth of dragon, and if you ward for your mid laner in that river bush, will be enough to tell you if the enemy jungler/mid laner will gank from that tri-bush. It's much better to put a

When you're thinking about pushing the turret down or doing a turret dive, it's always nice to have a ward by the mouth of the dragon pit along with a ward by the enemy's blue buff or tri-bush by


Remember to have your ADC help you ward early too when you don't have


Keep in mind that warding your lane bushes also aren't a bad idea since if you are seen warding constantly by dragon and placing deep wards, they may try to sneak in through the lane bush and get a kill or two. It's harder early to get wards by the dragon pit and in lane but once you have

Where To Ward Early Playing As Red Team (Topside)
Early, prior to you having



Also, remember to ward in lane when you get the chance. Typically after you get

If you're thinking about tower diving the enemy bot laners, I recommend having a ward by their tri-bush and try to sneak in a ward in the bush by their


Which Is Better? Deep Warding? Or Warding Close?
Typically I'll say deep warding is better because it gives you more time to react to enemies coming towards you, it especially helps when the enemy is playing something like Hecarim






Always remember to assess the situation when deciding to place deep wards or wards closer to home/your allies.
Positioning
Positioning in League of Legends is a huge part of the game. With positioning you have to make sure you're in the right place at the right time and force the enemy team to be in the wrong place at the right time. There are 4 aspects of positioning that you should always be mindful of in order to pick out the best action to carry out next.- Are you in a position to make a play? Or are you in a position to stop a play? Can you do both or is is this position more favorable for one or the other?
- What is your position relative to your team and objectives? Can you reliably move to help an ally in time should a fight break out? Are you able to move to defend an objective or secure one?
- What is your team's position? Where do they tend to position themselves? How can you influence your team to move into a position that you feel would be best?
- What is the enemy's position? How can you influence or disrupt their position?
Focus
Focus can be a huge factor in deciding if you win a game or lose a game. Not having a good focus can be bad as you won't ever get a job done, but having too much focus to the point where you are tunneled on one action or thing is bad too as you narrow your vision and may not see better options or mistakes with your choice. Making sure you have good focus that isn't too narrow can be hard. It happens to the best players and teams as well. As long as you keep these 3 aspects of Focus in mind you'll be fine.- What would be best for you? For the team? What do you want? What does the team want?
- Do you know what you need to focus on? Does your team know? Can you influence them? Or should you consider what someone else wants to focus on?
- How are you going to get focus? Have you considered all options on how you're going to get what you and/or the team wants?
Important Objectives Around The Map To Consider
Work in progress. This section will detail what important objectives to look for and when they are the most beneficial for your team.
I typically favor supports that offer a wide range of CC or other Utility over damage oriented supports. It does NOT mean that Utility will always be better than damage but it's a safe pick.
What support should I pick then?
Well, this is where the different team compositions and play styles are a factor. I always recommend having a wide variety of champions available that you can play as support to best suit your team's needs.Sometimes, you may want a tanky support who won't die in a team fight and can peel for your ADC. Other times, you may need more damage and a cheesy damaging support (like Brand



If you're planning on playing to fit around a team composition then you should know the different general types of team compositions.
Team Types
The Let's Wait For Late Game Where We Kick *** Type Of Team
This team composition typically focuses on surviving the early and mid game to get to the point where your carries will do ridiculous amounts of damage. For example: Nasus




The Holy **** They're Everywhere Type Of Team
This team composition typically deals with securing objectives like










The EVERYBODY HURTS Type Of Team
This team composition is focused solely on winning early and snowballing everyone to the point where it seems impossible for the enemy to make a comeback. Typically you'll have something like a Leblanc








Teamwork Makes The Dream Work Type Of Team
This team composition has a bad reputation for often not working in solo que but trust me, when you find a solo que enemy team that makes the dream work, it's not fun. These teams will focus on fighting in groups and pressuring objectives to start a fight. You may have an Orianna






What If I'm Not Good At Picking Supports For My Team?
Sometimes, focusing on your play style in lane is better than fitting around your team comp. Yeah, you might have a Yasuo




This is your call. If you feel that you win more games when you focus on winning in lane then go for it. I know that playing against a Caitlyn


What About Counter-Picking?
Other times, you may want to focus on playing a support that disrupts the enemy team's playing style. I typically don't recommend it as most of the times you won't be as good at that support than if you played someone you play on a normal basis. But this can work particularly well in cases like where they have a Blitzcrank


The Let's Wait For Late Game Where We Kick *** Type Of Team
To counter this type of team, typically you'd want a support that makes early plays and secures objectives or pokes them out of lane. Leona

The Holy **** They're Everywhere Type Of Team
Funnily enough, the same types of support that would make this team composition good also can counter this team composition. You'll want a team fighting support to constantly force the enemy team to show up to a fight and blow their

The EVERYBODY HURTS Type Of Team
Here, you'll want to play a support that is focused on sustain. For example, Soraka




Teamwork Makes The Dream Work Type Of Team
A support that makes your carries almost impossible to kill is preferred. Morgana








Flash is essential as it can help you re-position and also get you out of a tight spot if you position badly.

Exhaust is great as it can help you pick an enemy off or make one of the enemy carries irrelevant for a short amount of time. It's especially good when the enemy team has an assassin like



Ignite is an aggressive spell to grab for a support. If you're planning on playing aggressive, have a high damage bot lane, or have a support that thrives in being aggressive: then this is the spell for you. This spell also is good if you have a support like

P.S. I am biased towards Exhaust. I like it better <3

Do I need to explain this? ._.

This item is magnificent. It provides magic resist for you and your team and the active gives you and your entire team a shield. Not only that, it gives you cool down reduction too.

Armor, Health, a slow? What else could you ask for (besides magic resist)? This items is great for making you tankier and giving you more crowd control to screw with the enemy's positioning and secure kills for your team.

This item gives you health, your team a movement speed boost when chasing down opponents, and has a slow similar to that of Randuin's Omen :) It's really nice in most situations where you're ahead.

I put this here because of it's active that can remove all taunts, roots, snares, fears, stuns, silences, and slows from an ally along with healing them. It also gives a bit of CDR along with magic resist and mana regeneration.

This is a pretty good item for most supports. It gives you both armor and magic resist along with increasing map pressure by pushing a lane. You can also use this item defensively if you're behind, making it harder for the enemy team to push a lane in. I personally like getting this item on my bulkier supports when my team is ahead to further snowball our lead. The only downside with this item is if you have Talisman of Ascension Talisman of Ascension then you have already have the point-runner passive that gives you extra movement speed.

He can safely play in any type of team. His hook allows him to be a threat to catch out enemies and his lantern will always be a valuable save for an ally. His utility is absolutely brilliant. He can play passively or aggressively. A great support to pick up if you plan on playing support more often. The only problem he has is that he doesn't have any long lasting hard CC (like a stun or big knock up).

Not only does he have nice pecs, this tanky support will shield your team when the going gets tough. His passive, Winter's Bite, is fantastic and his shield can protect your carries from any devastating ability or damage. His AoE ultimate, Glacial Fissure, also packs a huge punch of crowd control. The only time where he may not see full potential is if you have a team composition that doesn't really use auto-attacks (which is pretty rare). He has no real downside other than the fact that his passive takes a bit of effort/time to proc.

Having a 7 year long snare and a spell-shield that renders crowd control useless is what makes this fallen angel deadly. You want to catch people out of position, prevent your carries from dying, or jump into a team fight? She can do it all. Her only downside is that she's a little squishy. Other than that she's a fantastic pick as support.

Moo-man can knock people up and wreck positioning for any enemy team or set up your allies for a wombo-combo. His ultimate, Unbreakable Will, makes him essentially an un-killable wall that will be in the enemy's face. Being un-killable is a huge plus. He can also sustain in lane with his heal. His only downside is if you miss-time your CC then it opens up a window for the enemy team to act.

Janna brings the thunder (haha) to any team. She can provide a shield for allies that boosts their damage, summon a tornado to knock up enemies, and her ultimate, Monsoon, can knock back ALL enemies and heal your team for a huge amount of health. A good all around support to pick up. Her only downside is that she's squishy.

Nautilus is an excellent CC Tank. He provides a lot of utility that allows you to catch someone out or peel for your ADC. His ultimate, Depth Charge, is excellent for hitting the back line and can potentially knock up their entire team. There aren't really any cons to using him except that he doesn't have a lot of hard CC apart from his snare and ultimate.

- Pros: With the accelerated game time, having any lead (no matter how small), is huge. Blitzcrank can grab anyone out of position and with enough damage from his teammates, can take out one person. Can easily lead to a huge snowball. His kit also has relatively high base damage so he'll hurt in bot lane. A low cool down AoE silence only helps his standing in the meta. He's super scary when he's ahead. Even behind, he can quickly help his team get ahead or become relevant again.
- Cons: He can hook the wrong person and screw his team over. When he misses a hook that's a small window of vulnerability for him. He has a hard time disengaging/peeling and a hard time closing in on targets if he doesn't have his pull.

- Pros: Nobody will be able to out-sustain you. Your ADC and mid laner will be nigh impossible to kill. Should anyone be in trouble on the map just activate Wish, and you'll heal them. Should people try to run away after realizing, "Why am I trying to kill their ADC when they have a Soraka?", you can just slow them with Starcall or silence them with Equinox.
- Cons: She is somewhat squishy. She also doesn't have any reliable hard CC. She only really just heals your team so poking is out of the question along with initiating.

- Pros: She's another support that makes her ADC immortal. She can shield her ADC while buffing their damage output along with knocking up multiple people with her Q, Howling Gale. Not only that, she can slow a target down and her ultimate, Monsoon, is an AoE heal that can heal her ENTIRE team.
- Cons: Her only cons are that she is squishy, her Q, Howling Gale, is a bit tricky to land, and if you can interrupt her ultimate, Monsoon, too, then that will be a big hit against her and her team. Even if she is squishy, she can still peel herself with her tornado and ultimate.

- Pros: His passive, Concussive Blows, is huge. Early, and late, it's really good for stunning the enemy team/ADC. His Q, Winter's Bite, also slows and applies a stack for Concussive Blows. His ultimate is a HUGE AoE knock-up/slow and he can shield any incoming damage/spell with Unbreakable.
- Cons: His passive needs auto-attacks to proc which sometimes can be difficult. It becomes a bigger deal when CC is necessary against the other team (Ex: they have a


- Pros: Essentially Thresh is like combining Blitzcrank with Braum. His capacity to outplay the enemy team his astounding. He can hook people with Death Sentence, peel or engage with Flay, save allies or bring one with you on an engage with Dark Passage. He also has an ultimate, The Box, that is AoE and has a HUGE slow.
- Cons: Isn't really a full fledged tank. Hooks sometimes can be predictable. No long lasting hard CC besides his hook. He's also all skill based. He can either be a god or peasant.

- Pros: She. Pokes. So. Much. AND SHE CAN SUSTAIN IN LANE WITH HER HEAL! The only support that can out-sustain her poke (along with her ADC's poke) is probably Soraka. Her poke/damage from Hymn of Valor (combined with her passive, Power Chord) is pretty high and consistent. Her heal and shield also if pretty powerful and consistent. She can also speed herself up along with her allies should they need to move somewhere quickly.
- Cons: She is squishy and relatively easy to kill. Her only hard CC is her ultimate, Crescendo. Her play style in lane is more focused on forcing them out of lane rather than killing them (before level 6 at least). Not to say Sona can't kill the enemy bot lane, but if the enemy is smart they'd just farm under turret and wait for ganks from their jungler.
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