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Ahri Build Guide by HoneymoonDre
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
I ban Pyke exclusively unless someone else has already banned him before me. He has a ton of mobility, damage, hook and execute. I truly hate Pyke.
Blitz like Thresh very reliant on hitting their hooks to all in. If he uses his movement speed ability is more than likely will try to hook you, so stay behind minions. He has melee ranged auto attacks, so try to poke him down as much as possible and his hook as a long cooldown so try to focus his ADC when it's down.
Thresh is very heavy in CC, has a way to protect and peel for his allies. Stay behind minions when he steps up to try to hook. A majority if not all Threshes get Mobility Boots, so avoiding his hooks may be a struggle later on.
Avoid taking auto-attacks from him and try to poke him down with Q as much as possible. His early game is very weak so if you and your ADC can focus him early on, he'll fall behind quickly.
He's not that much of a challenge, if you can avoid his Grenade great but if you are unable to, stay on the outer region to avoid getting stunned.
One of the highest damaging ADCs, has good mobility and can punish your mistakes easily.
Lux is very reliant on skill shots. Her Q and E do not have a very fast missile speed, and her poke (E) isn't too great depending on the runes.
Morgana is not much of a threat as long as you avoid getting hit by her binding. She has no real protection as her spell shield has a pretty long cooldown, so all-in them when he spell shield is down.
Soraka has a powerspike at level one as she can trade heavily with auto attacks, Q and take less damage with Bone Plating. Virtually no risk trading at level one, avoid trading with her till after level one. Poke her down so she is unable to save her ADC without risking her own life when you all in the bot lane.
Highest damage support in the game, can easily out poke champions in the laning phase if your not careful. Try to poke him down so he'll have to back off giving your ADC room to breathe.
Cassiopeia's popularity in the bot lane is increasing especially in popular in high elos. Laning phase against Cassiopeia will be very favored towards her. R to the side, never front.
Annie is a laning phase nightmare. Poke her down, don't trade auto-attacks with her so back off if she moves up. Poking her with Q and all-ining her with E with your ADC is the best way to deal with her.
I would note Draven as one of the most annoying ADCs to play against, he does a significant amount of damage so if you can poke him out of lane and prevent him from farming he won't have much luck in the lane.
Keep an eye out on Kalista if she has her spears on minions, as she can then auto you or you ADC. The cooldown will be reset and the mana cost will be refunded if she kills a minion with rend. Exhaust will be your best friend against Kalista.
He is a scaling ADC but is very immobile so look to focus him down if he's out of position especially in team fights as he scales hard as the game goes on. However you have a lack of protection, so watch out for Caustic Spittle. It reduces your magic resist and armor for a brief period, making you more vulnerable. Consider taking Barrier as a protection tool for Bio-Arcane Barrage as it's his primary damage source.
Immobile unless she meets the passive's requirement and has reasonably okay range.
Avoid trading with Teemo as his basic attacks poison and deal magic damage. He also have mushrooms that poison, slow and sight of you if you step on them. He's a lane nightmare.
Due to Caitlyn's range, it's often hard to get up close to her to hit a charm as she'll back away to take advantage of her range.
Leona is not much of threat as long as you poke her down as much as possible to knock her out of lane. If Leona tries to all in your ADC, hit a charm and she'll pretty much be useless.
Caitlyn's playstyle makes peeling for her often quite difficult. Due to her long range, hitting your spells and expecting assistance is well not ideal as enemies will distance themselves away to avoid her range.
Draven's E knocks targets aside, often making you miss your charm. Wait until his E lands, as it slows the enemy making it even easier to hit your E.
Her auto attacks and W slow allowing more chances at hitting an easy charm. Her ult makes her pretty easy to peel for or engage after.
Several tools to stop the enemy from engaging, and engaging on. Super easy to hit a charm on the enemy after his Q - Terrify.
Ahri's charm synergizes well with his passive which pulls immobilized enemy champions. He also has extra CC which can help with disengaging and engaging.
Charm synergizes well with Bladecaller as Xayah can cause the feathers to come back to her on a charmed enemy which can end up rooting the enemy if hit with 3 feathers.
Void Ooze can quickly melt the enemy and slow them as well Caustic Spittle reduces their armor and magic resist if hit, leaving them easy pickings, especially in combo with Charm.
Blitzcrank has always been really good at getting picks through hooking enemies, his job will be easier with this build as enemies will be slowed. Combined with your burst, there is no escape but death.
Shen unlike a good amount of champions has ways to protect himself and peel for you and fellow allies, so you don't have to worry about protecting him as much. He does have CC which can grant you opportunities at hitting a easy charm early in ganks (if he is jungle/mid).
Fiddlesticks has a ton of damage, silence and fear making engages with him pretty easy.
Adds a ton of pressure, consistent damage and great CC.
The highest damage support in the game, so in the off chance he's your ADC or Mid poke enemies down and engage on them with your CC.
Aatrox is easy to follow up on due to his consistent damage and CC. (especially his Ult)
Champion Build Guide
[9.4: Support] Glacial Dreams AhriBy HoneymoonDre
HoneymoonDre is a true idealist, dreamer, animal rights activist, environmentalist, and gamer. Dre hopes, like the flowers in spring, that their affection, creativity, altruism, and idealism will always come back, rewarding them and their loved ones with a world view that inspires compassion, kindness, and beauty wherever they go. Dre describes themselves as "undeniably eccentric, an individualistic high fashion mindset with a compassionate and nurturing soul".|
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|Glacial Augment is a must-pick keystone with the selected builds, it offers an insane amount of CC mid-late game and added CC early game. It has a short cooldown (scales per level) and with Passive - Freeze Ray activated with active items that slow such as Hextech GLP-800 and Twin Shadows shoot a freeze ray that slows all enemies within by 60%. It's a monster team fighting utility tool.|
|Magical Footwear is the most optimal choice in Contraption as it's not situation compared to Perfect Timing and helps take 300 gold off our sending list to buy Boots of Speed. Any less amount of money spent on other items means more opportunity to rush our core items; Hextech GLP-800 and Twin Shadows along with a nice bonus of 10 movement speed. Perfect Timing is a viable choice that should be taken against champions such as Zed, Evelynn, Master Yi, etc where you struggle to stay alive when being focused.|
|This rune is by far the best rune out of the three, as it offers a good amount of sustain in the laning phase and can be sold if not used for 30 gold which will still permanently increase your maximum mana by 40. There is no use for Minion Dematerializer as you'd be taking farm from your ADC, and Future's Market doesn't help the early game and ultimately doesn't feel worth it due to losing sustain in the laning phase from not taking Biscuit Delivery.|
|This slot is more up to personal preference and situational. I highly recommend Cosmic Insight as you get 5% Cooldown Reduction instantly, grants more uptime for our Summoner Spells, Active Item Cooldowns ( Hextech GLP-800 and Twin Shadows) and increases the cap CDR to 45%. Arguments can be made for Approach Velocity but early game it's not much use as Charm makes the enemy walk towards you, so no need for increased movement speed. Time Warp Tonic can be taken in lanes that contain alot of poke and you need to recover easier.|
|Even though Sudden Impact is Ahri's bread and butter rune for mid lane, the best choice is to go with early game power that can assist in dealing damage and ultimately picking up assists in the bot lane. Taste of Blood is also a viable choice for more sustain in the laning phase in unfavorable matchups against champions that are heavy on poke. Sudden Impact only shines when you use Spirit Rush or Flash, but because of the importance of reliability and early power, I recommend Cheap Shot or Taste of Blood.|
|Ingenious Hunter combined with Cosmic Insight reduces Item's Actives cooldown up to 45% (with all bounties claimed) making cores items such as Hextech GLP-800 have an uptime as low as 20 seconds making her team fighting potential limitless. However due to the requirements of having your core items, the competitor to the rune is the spellvamp from Ravenous Hunter, due to her lack of damage from not taking Domination with Electrocute taking this rune might help her sustain much more often during the laning phase and in team fights. Depending on your playstyle, if you prefer to roam often and flank you might benefit from taking Relentless Hunter and if you're an aggressive player taking Ultimate Hunter can offer more offensive options but also defensively. I recommend Ingenious Hunter because we are in the support role.|
|In the offensive tree, despite the slight nerf to Adaptive Force, it's still the best choice by far out of the three. More AP means more harass in the lane, and we need any power to help poke and win the lane early. Even though Cooldown reduction is important as a support, Scaling CDR ( Time) just takes too long for it to scale to be useful as you're a support henceforth you don't level up quickly while we get 9 AP instantly at the beginning of the game.|
|In the Flex tree, the optimal choice is another shard in 9 Adaptive force however you can make arguments for 6 armor ( Shield) or 8 magic resist ( Circle) if you're worried about being poked out by magic damage (example: Lux, Xerath), opting for double magic resist (16 in total) or worried about being all-ined (example: Alistar, Leona) opt for two shards of armor (12 armor in total). I recommend 9 Adaptive Force: Diamond.|
|In the defensive tree, this is situational and truly depends on the match-up aka who you're laning against. If you're up against mage damage-dealers such as Zyra, Zilean, Brand, Vel'Koz opt for 8 Magic Resist ( Circle), and for lanes with a traditional ADC (examples: Lucian, Ezreal) set-up with Enchanter like Nami, Lulu, Janna opt for 6 armor. Scaling Health is more late-game oriented shard ( Heart) and most optimal choice is what benefits us early.|
|Flash is a core spell on a majority of champions in the game and Ahri is another name off that list. Due to the sheer amount of flexibility, it adds by allowing you to dodge skill shots, hop walls, escape death and ultimately survive. You can use Flash as a way to effectively hit a Charm instantly (see Abilities for the trick) or simply make it easier to land. Always, Always take Flash every game.|
|The Bread and Butter summoner spell for Support and Mid laners. This spell should always be taken against Soraka as it's a direct counter to her as her kit is reliant on her healing-based ability Astral Infusion and ultimate Wish as well as Nami ( Ebb and Flow). It also serves a direct counter to such as Dr. Mundo, Swain and Vladimir. I highly recommend Ignite as you will take it a majority of the time.|
|Exhaust is a very situational spell compared to Ignite which is used a majority of the time. Exhaust is typically taken in a lane with a high damage ADC such as Draven or against assassins such as Zed, Rengar or Master Yi. If you feel that you are unable to protect your ADC, consider picking up Exhaust as a last resort. It can be used aggressively to prevent an support (example: Alistar, Blitzcrank) from saving their ally or to keep an enemy from escaping.|
|Barrier is considered a greedy or selfish pick as it doesn't provide any form of lane pressure or protective purpose for an ally. Consider taking Barrier when up against comps that can all in you or rather pull you like Blitzcrank, Thresh, Nautilus, Sion and Pyke. If you are hooked you, a combination of Barrier and Flash is usually enough to escape safely.|
|This is the most situation of the spell choices you make, the majority of the time if not all the time the ADC will take Heal. However, in special cases your ADC will take Cleanse or Barrier. Healing plus a popped Barrier by your ADC can lead to a lot of sustain as healing is great with shield power. Consider persuading your ADC to take Barrier in unfavorable match-ups explained in the Barrier section instead of yourself.|
|Spellthief's Edge is the standard support item start for most if not all Mage/Enchanter supports such as Janna, Zyra, Lulu, Brand. I highly recommend this item over Ancient Coin, as you gain AP and mana regen which is needed for a mana hungry champion like Ahri.|
|Health Potion needs no explanation but you must always buy two potions or otherwise you'll lack sustain and will quickly be pushed out of lane especially if you're up against AP supports excellent at poke. If you're running Time Warp Tonic this potion will act like a burst of healing. Consider buying Refillable Potion early game if you do run that rune.|
|Warding Totem is the standard starting trinket. You can gain early vision of the jungle for potential invades, or wait until the enemy laners come into the lane and place it in the tri-bush nearby to prevent any unexpected enemy spells. Depending on if you're pushing into the tower, or being pushed backward accordingly (see Vision & General for a in-depth guide on warding). I recommend waiting until everyone is in lane before warding to not waste your ward.|
|Always remember to make sure to have enough gold on your first back to buy a Frostfang and a Control Ward. It's important to have frost fang to obtain 10% Cooldown reduction for more up-time on your spells as well as more mana regen to poke more often. Without Frost fang, means your Support quest won't be able to finish therefore any wards which means no vision = Bad Support.|
|As a support, you're the primary goal is to provide vision for your teammates and deny vision for the enemy. No matter what, always buy a control ward every single back. If you have extra gold, buy a second one as you can hold up to two Control Wards at a time. Remember, you cannot place two control wards at the same time. However, it's your job to move control wards to different places (objectives such as Rift Herald ) in order to efficiently provide vision and protection from unexpected ganks from Assassins.|
|After completing your support quest ( Frostfang --> Eye of Frost), always remember to pick-up Oracle Lens as there is no reason to continue with the Warding Totem after your support quest is finished. Oracle Lens is an amazing tool that can deny vision to the enemy team of areas and objectives such as Dragon or Baron making securing an important objective easier and ultimately keeping teammates safe. Control Wards is another great way to deny vision so always remember to pick them up regardless!|
|Ahri is often if not always described as a Mage / Assassin hybrid so the most optimal choice is Sorcerer's Shoes as it provides a good amount of early game magic penetration and drastically improves your damage that is essential to bursting down any out of position squishy targets and help your ADC rack up some kills. Due to Ahri being commonly referred to as a snowball champion, I recommend Sorcerer's Shoes as you will build this for a majority of your games.|
|While Mercury's Treads lacks the pure potential to burst enemy champions down like Sorcerer's Shoes can, these shoes can and often can be the deal breaker in your survival assuming that you don't build Zhonya's Hourglass. Ahri like all mages are squishy however Mercury's Treads gives Ahri some defensive stats and reduces all crowd control abilities by 30%.|
|Remnant of the Watchers is the fully upgraded version of your support item, however I typically don't finish this item until I've completed my third item, as Remnant of the Watchers doesn't offer much compared it's predecessor Frostfang, besides 15 more ability power, 200 health and a extra ward. I recommend upgrading to this item after you've build Hextech GLP-800, Twin Shadows and your preference of boots.|
|When you build Hextech GLP-800 will solely depend on early game, if you're snowballing consider rushing GLP-800 as it's provides a hefty amount of ability power, mana, a active that can provide a team-wide freeze and 20% cooldown reduction. While Luden's Echo is more bursty, you've traded it for a more utility based version that's active cooldown is effected by Ingenious Hunter and Cosmic Insight which means the up-time of this item is as low as 20 seconds making Ahri a play-maker and a team fighting monster.|
|Twin Shadows while lacks a major boost in mana, and 10% cooldown reduction it's a excellent rush item to catch out, out of position enemies such as the enemy jungler or a clueless support. The pick potential is insane with this item as it grants vision of enemies even if not found by the Spooky Ghosts and provides bonus movement speed that helps you travel the map to ward productively|
|Liandry's Torment is a excellent item for poking from afar with Orb of Deception, especially in combination with slows from Glacial Augment, Twin Shadows and Hextech GLP-800. I recommend building this around mid-game as your fifth item (after Remnant of the Watchers) when teams are starting to group up more and you're more likely to be hitting tanks. This item is useful for poking and decent for DPS against champions, but however due to Ahri's identity as a burst mage / Assassin it doesn't do much for your burst potential, which is why it's not a high priority item for early game. If the enemy team doesn't have any tanks, you can skip this in favor of more burst damage (generally magic pen items such as Morellonomicon/ Void Staff or Rabadon's Deathcap for pure damage.|
|Often know as Ahri's bread and butter item, Morellonomicon is the beautiful nightmare to any squishy and healing support. Like I've said many times before, Ahri is a burst Mage / Assassin henceforth building this item will surely provide her with enough magic penetration and damage to make any squishy's life a beautiful nightmare. Consider rushing this item third after Twin Shadows or Hextech GLP-800 if the enemy support is a healer such as Soraka or contains champions that rely on their sustain such as Dr. Mundo, Swain, Warwick, etc.|
|Feeling a little bit cheeky and just want to make the enemy salty about the amount of CC on your team? Rylai's is yet another slow that this time is provided by your abilities unlike Hextech GLP-800 and Twin Shadows which are active items. Outside of this overwhelming desire to be a CC bot, I wouldn't suggest this item with this build as you will heavily lack out on raw power from other items like Rabadon's Deathcap and Void Staff. But in highlight, you'd be perfect at burning health away with a full CC build with Liandry's Torment, who needs burst when you can watch the world burn.|
|Void Staff is the perfect item to push your damage even further. Since % magic pen is applied before flat penetration, this item will allow you to deal true damage to squishies and give you much more threat against tanks as well. The only downside is that it offers no protection or other utility. This tends to be your best bet for damage, as long as you can afford to build full damage in your game. Don't be afraid to drop this for Zhonya's Hourglass (examples: Zed, Talon, Evelynn) or Banshee's Veil (Examples: Annie, Blitzcrank, Syndra) if you need the survivability. I highly recommend this especially if the enemy is stacking magic resist.|
|This is a very risky item to pick up as it depends solely on your ability to snowball to get ahead and to survive. As support, stacking Mejai's will be relatively easy and bonus movement speed can help out a lot. However if you're able to do those the latter effectively but in most cases going with Rabadon's Deathcap would be a much safer option in comparison to Mejai's Soulstealer high-risk, high reward nature.|
|The AP multiplier from Rabadon's Deathcap is a pretty huge power spike consider rushing this item after Hextech GLP-800 or Twin Shadows if you're ahead and have the gold to spend. However due to it being super expensive you won't always be able to build this every game as other items such as Void Staff or Liandry's Torment would be needed. I recommend this item if you're snowballing and want your damage output to tear through the enemy.|
|Considered a surprising or sleeper pick, Spellbinder is a viable option due to her nature of being a AP Mage / Assassin , combined with Twin Shadows, Ahri gains 17% more movement speed which can aid her in chasing down and ultimately increasing her pick potential to help turn the tides of a team fight towards her team.|
|Zhonya's Hourglass is especially good against combo mages and assassins like Lux, Fizz, Talon and Zed since you can avoid a large portion of their damage. In match-ups against the latter and other assassins, take Perfect Timing instead of Magical Footwear, as you will get a Stopwatch at 10 mins, 600 Gold off the price of the full item and up to 45% cooldown reduction on the item's active. I highly recommend this rune set-up with this item as you're survivability is basically ensured and consider buying this mid-game after completing at least one core item.|
|Despite being a defensive item, Banshee's Veil gives a pretty good amount of ability power for a defensive item, which helps keep your damage in check. Thanks to the spell shield champions like, Syndra, Ashe, Annie, Darius and Blitzcrank which can CC you unexpectedly, leaving no opportunity to survive even with Zhonya's Hourglass' active. Consider picking it up against burst crowd control champions (example: Veigar) and you don't have to worry about Assassins (example: Zed).|
When it comes to the bottom lane, you need to have vision around your lane and in the river. As stated previously, the Support has to ward in the mid lane, the river, as well as the bottom lane. This is why there are quite a few wards outside of the bottom lane in this upcoming image.
Warding as the Blue Team
When you are the blue team bot lane, your goal is to provide vision for you and your lane partner as well as wards for your team. This is why there are wards around the map. Vision in the river is very good as it can tell you if the enemy is doing the Scuttle Crab or if they are going for the Dragon.
Control Wards are also good in this situation as it can also tell you if the enemy is roaming through the river to either invade your jungle or to gank the Mid-laner from behind. This is why these two Control Wards are pretty good when placed there.
Depending on how the lane is going, IE if you’re pushing or getting pushed in, you may want to place a more-aggressive Control Ward in your lane. Whereas if you are being pushed in, you cannot place a Control Ward in the bottom line river bush at all as the enemy will easily be able to clear it and you would have wasted some gold.
Compared to the top lane, you can ward the lane bushes inside of the lane at the bottom side of the map. This is because the enemy Support usually hides in this position in order to engage on you without being seen. If you keep a ward here, you can tell when the enemy is going to jump on you. If you are pushing, you could place a Control Ward in the bush behind you so your Jungler can lane gank. Having a Control Ward in this position will deny the enemy any vision of the Jungler of being there.
The blue team’s bottom side of the map has more warding locations compared to the enemies bottom side. This is because of the architecture of the map and how many bushes there are compared to the enemies. This means that you need to ward the correct bushes at the right time in order to provide your bottom lane duo with enough vision that it can protect both of you
Warding as Blue Bot lane (playing behind)
As you can see, the wards are mostly in the bottom side of the Jungle as well as in the river. Like always, you need to have even wards in the river so you can spot the enemy coming in and out of your jungle as well as if they start to roam or rotate. You also want to have wards that are in your bottom side jungle so the enemy does not ambush you when you are rotating from lane to lane.
You may ask yourself, why is there not many Control Wards directly connected to the bottom lane? There are a few reasons for this but the main issue is that is a waste of gold as the enemy can easily clear them resulting in them being ineffective. Control Wards, unlike Green Wards, are visible and if they were to walk through a bush, they can easily spot it. This means that you need to keep wards in this area invisible to the enemy so they do not clear them.
We do have one Control Ward in the bot side river bush which is there just for cheese! When you’re walking to lane or walking around the map, you generally do not check this bush when you are ahead. This Control Ward is used solely to abuse the enemies ignorance and hopefully, it will stay alive for long enough. This is the reason why we have a Green Ward here because it can be quite useful if you have started to push back.
When you are winning, you obviously want to have a mixture of even and deeps wards in the enemies jungle. This will allow you to know if anybody is roaming from another lane to come bot side or if the bottom lane starts to move around the map and match your roams.
Warding as Blue Bot lane (playing ahead)
Because you are far up in the lane, you need to have wards that would protect you when you are overextended. I do not recommend that you have obvious Control Wards placed in the enemies jungle as once they push the wave back, you would forfeit all of them. This is why you want to have them strictly in bushes and not just in plain sight like Green Wards.
It’s nice to have wards that give you and your other laners information. These wards will also give you enough time to back off if anyone comes to your lane to defend. As you are in enemy territory and overextended, they would have the advantage in chasing you down. This is because you have more of a distance to travel in order to escape which gives them a better chance of killing you.
Warding as the Red Team
As the red team, you need to prioritize vision that is on equal terms during the early levels and then move on to wider vision when the game starts to progress. On first glance, the wards seem pretty similar to the opposing teams bottom lane and that is true. However, there are a few specifics differences between the two teams.
Warding as Red Bot lane (playing even)
First of all, you may notice a defensive mix of wards on your sides tri-brush. I would only recommend warding here if you are losing your lane or playing relatively safe. For example, if you are being pushed under your tower, then you would definitely want to ward here because it provides you with a defensive ward that will allow you to back off if need be. This is the only acceptable circumstance to warding this bush. You do not ever want to ward here if you are winning or even.
I wouldn’t recommend that you place a Control Ward in the enemies tri-brush because they quickly clear it if they decide to push the wave. This would mean that you have wasted an expensive ward. You can place a Control Ward in the bottom lane river bush if you are even or are pushing. This will allow your jungler to possibly gank your lane. Once again, we have placed a ward in both bushes which can help you out if the lane is even. You can put a Control Ward in your side bush if you are pushing to enable your jungler to lane gank, but you wouldn’t want to place a Control Ward here if the enemy is pushing you under tower as they can easily clear it.
When things aren’t going too well, you’ll need to bring back your wards and start to ward inside your own Jungle to prevent your jungler from falling just as behind as you. When you are behind, it’s important to not allow the enemy to continue their snowball and put other laners behind. This is why it is important that you ward your own jungle and lane.
As we can see by this image, there are a lot of wards that in the bottom jungle. This is because it will allow your team to know if the enemy is going through your jungle in order to take away any camps as well as steal away any buffs that may be up. Having vision in the river will also allow you to know if and when they have left.
Warding as Red Bot lane (playing behind)
There are two separate Green Wards in the middle of the Jungle . This is to prevent any potential a bush by the enemy who may be hiding behind a wall or in the darkness. The areas that are warded are known “hotspots” for the enemy where they try to pounce on unsuspected targets. If you have these areas warded, you will not fall for their trap and instead, you can master a plan in order to kill them.
When you are behind, the enemy may run through your side of the jungle in order to get to the mid lane in attempts to take down the tower. If you have vision here, you would be able to follow the enemy without fear of face checking or being surprise attacked by them. It will also give time for your Mid laner to react and back off or clear the wave if they see the enemy coming.
When you are dominating the lane, you need to adjust your warding style. As you can see by this image, you should try to put wards around the enemies jungle to spot any potential Jungler interaction within your lane.
Warding as Red Bot lane (playing ahead)
Vision is incredibly important when you are pushed up in the enemies side of the map. When you are ahead, it is important that you continue to applying pressure to the enemies bottom lane. However, if you were to get caught out in enemy territory, you may throw your advantage and give the enemy an opportunity to get back into the game. This is why vision is incredibly important because it can allow you to escape before the enemy gets a chance to group and collapse on to your lane.
Depending on the matchup and how far ahead you are. You may be able to place an aggressive Control Ward in one of the main bushes in the enemies jungle (see the mixed ward.) If you are not completely destroying the enemy, you may be unable to place a Control Ward here, but this is a very good bush to ward in general as it is considered a high traffic zone. Having a ward here will tell you if anybody is coming towards your lane which will leave just enough time for you to escape.
|Blue side ward locations||Red side ward locations|
Depending on what side of the map you’re on, you always want to have dedicated vision in the enemy’s side of the map. These wards will tell you if enemy decide to contest the objective. For example, if you’re the red team, you would want to ward over and around the Dragon to spot the enemy. You would not want to ward your own jungle as the probability of the enemy coming from your jungle is near impossible. As the Dragon pit is on the blue side of the map, to spot the blue team, you need to ward the blue side of the map around the pit.
Compared to the blue team, when you wanted to take the Dragon , you should ward the red side jungle. This is also true for the Baron . As the blue team, you would want to ward evenly and in the enemies jungle to make it safer to take the objective. Whereas for the red team, you would want to ward evenly and ward the blue side top jungle.
Warding in the enemies jungle as well as evenly across the river is the best way to take one of these major objectives. Like suggested in the sieging section of this guide, the more wards you have, the better. So if your team has wards to spare, don’t be afraid to put them closely around the object to make it safer.
Before taking the objective, make sure that you use your sweeper to spot out any wards. Furthermore, you should put a Control Ward in the pit itself to clear wards if you don’t have your Sweeper ready or block out any potential new vision. Keep in mind how wards work, if there is a Control Ward placed, it will block out vision and not show the objectives health after a brief period of time. If there is an ally Control Ward and an enemy Control Ward in the pit, they will not cancel each other out and the enemy will be able to see the health.
Finally, if the enemy places a normal ward when you are taking the objective, DO NOT ATTACK IT! Attacking the ward will show the enemy the HP of the objective which may allow them to steal it.
- 2/21/2019: Updated to 9.4. Clean-up, fixed grammar, and spelling mistakes.
- 2/19/2019: Updated Vision & General with Objective Warding section.
- 2/13/2019: Redesigned Itemization with a complete overhaul of new info, added more to the Runes Chapter, and updated overall Build.
- 2/12/2019: Tempo removed Abilities for a redesign, added graphics and a shard section to Runes, and added new chapter: Summoners.
- 2/11/2019: Preparing for Redesign; cleaned up Introduction and Vision, Tempo removed Itemization and added a Runes Chapter.
- 1/26/2019: Updated Introduction.
- 1/12/2019: Updated to 9.1.
- 1/4/2019: Now Requires a comment to vote.
- 12/28/2018: Clean up and added other Guides in Introduction
- 12/27/2018: Updated Threats and Synergises with explanations.
- 12/24/2018: Updated Introduction.
- 12/21/2018: Updated Introduction.
- 12/20/2018: New Abilities Chapter with explanations on each ability.
- 12/19/2018: Updated Runes with explanations
- 12/16/2018: Added Spell Groups with explanations.
- 12/13/2018: Massive Update to Vision & General: In-depth warding guide.
- 12/11/2018: Removed Locket from Build: Defensive (options).
- 12/6/2018: Added Itemizations and Gameplay, removed upcoming updates.
- 12/5/2018: Changed Damage to Aggressive, Protective to Defensive. Moved Rylai's to Aggressive, added Locket and Shurelya's to Defensive.
- 12/4/2018: Removed Social Links, added Introduction, added more synergies and threats, added graphics to headers, added guide's promo image.
- 12/3/2018: Added a Note in Abilities, added a Social Links and Vision and General.