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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Triumphant Roar (PASSIVE)
Alistar Passive Ability
Introduction
I would also like to thank jhoijhoi for her guide about making a guide. It was extremely helpful to me and you can access it here. Now lets get on to the guide.
Pros
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Cons
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IF YOU ALREADY KNOW WHAT THE GENERAL ROLE OF A SUPPORT IS THEN SKIPS THIS!
This is a description of the support role for newer players. When I first picked up a support champion,
The first main goal of a support is to make sure your ADC (attack damage carry) does well. This means that you do NOT try to farm or last-hit any minions when your ADC is farming. Also, you try to keep the enemy team from harming your carry as much as could be done. If you die and your ADC escapes from the enemy, consider your death a worthy sacrifice. Finally, you keep the enemy ADC and support anxious by harrassing them so that they target you instead of your carry. How this is done will be described later.
The second main goal of a support is to keep tabs on what the enemy team is doing and prevent them from doing the same. This requires you to ward certain critical places on the map, and use
Finally, a support should help his or her teammates through his skills and item auras or actives. This means initiating teamfights, helping people escaping, etc. Your team will love you if you can do this correctly.
Runes
Runes
- Marks: I take
Greater Mark of Armor to help reduce the early game harassment from the enemy AD carry. - Seals: I take
Greater Seal of Armor for the same reason I take
Greater Mark of Armor. - Glyphs: I take
Greater Glyph of Scaling Magic Resist to reduce the late game damage of AP damage dealing champions. If you find that the enemy support deals a lot of early game magic damage, e.g.
Janna or
Lux, you could take
Greater Glyph of Magic Resist to reduce that harassment. I personally prefer the scaling glyphs but that is just my preference. - Quintessences: Take
Greater Quintessence of Gold as this is most of your main early game gold generation.
Masteries
Take
and you will thank me later. DO NOT REPLACE THIS SPELL WITH ANY OTHER SPELL. It is a free blink/short teleport which allows you to escape, set up ganks, block that nasty I take
so that you can disable the enemy AD carry or later on, other enemies who rely on their autoattacks. It also helps secure a kill or force the enemy to use their
Heal: This is a good spell on any support without a heal. For
Alistar this would allow you to sustain your carry more easily and allow for more baiting.
Clarity: This helps if you have trouble managing your mana.
Clairvoyance: This is a good reveal if you just want to check the bush for enemies and not face-check into a gank.
Ghost: It gives a nice speed boost but it is only good for long chases.
Other Spells
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Spoiler: Click to view+
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Spoiler: Click to viewIt allows you to CC the enemy team, and punish them for daring to think they could kill you or your carry and make your auto-attacks hurt while forgetting that the enemies can actually deal damage. Unfortunately, it still does not reduce true damage, so yes,
I get
Starting Items
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This is the usual start for most of your games. Take a |
Take this start only if you have a carry that likes to spam their skills like |
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+ philosopher's stone: Builds out of your first
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Spoiler: Click to view+
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Enchantments
: Get this if your team can engage quite well and you need some more movement speed.+
: Get this if you are the only hard initiator on your team to help your team pile in onto the enemy.+
: Get this if you notice that the enemy team pushes really well or that most of the fighting is happening on your side of the map near your base.adarsgarsg
Mid-Late Game Item Selection
Against a Balanced Team
Normally a balanced team means the enemy has two AP damage dealing champions and two AD damage dealing champions. You would also go this way if the enemy team has three AD champions and one AP champion who deals a lot of AOE spell damage like+
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Against high AP
You should go this path if the enemy team has two really strong AP champions or just three AP champions. You will probably want to rush+
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Against High AD
You should go this path if the enemy has three AD champions and a relatively weak AP champion, AP tank, or AP auto-attacker like AP+
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+ zeke's herald: Take this if you and your teammates want to deal more damage with their autoattacks and you don't need to worry about surviving.
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Finally, remember to buy sight wards and/or
Early Game
Below is the image which basically describes your mindset in the early game:
Spoiler: Click to viewI have also included an image of the bottom lane for warding purposes and a feel of how the lane looks:
Spoiler: Click to viewWhen you exit your base for the first time, if you are the blue team, you will do one of the things listed below:
- Help your jungler leash if he or she is starting at red buff
- Stand in the tri-bush, numbered 3 on the bot lane map, to watch for invades, if your jungler starts at blue buff.
- Help your jungler invade or help to stop an invasion
If you are the purple team, you will do one of the following things:
- Help your jungler leash if he or she is starting at blue buff
- Stand near the blue buff to protect it, if your jungler starts at red buff
- Help your jungler invade or help to stop an invasion
To help prevent against stealing the jungler's buff, click on the blue golem or lizard elder and back off when its health gets near five hundred unless your jungler has asked for a smiteless leash in which case you should back off when its health gets near three hundred. You will now return to lane with your AD carry and now you must ask one question: Can the enemy jungler do an effective level 2 gank? If you think so, IMMEDIATELY ward the tri-bush if you are the blue team or the river bush if you are the purple team and stay cautious. Continue to camp and keep watch on your carry in one of the side bushes and ward the other side bush you are not camping in. Heal your carry if they get harrassed, use
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Mid Game
I define the mid-game as after you get your
Spoiler: Click to viewLate Game
The late game is even harder to define that the mid game, as sometimes you never even get to it. I define this as when you have completed the mid game build or built your rushed
However, if your team has a better initiator like
Finally, if the rest of your team has good dashes or jumps to get into the fight or if your initiation succeeded, your goal is to protect your carry.
AD Carry Synergy
asgfsafgad In early game, you have to be really on your guard to make sure she does not get killed before level 6 as most players see
One of the two ADCs that I believe work the best with
He works quite well with
Although
A very good ADC with
He works quite well with
He has great mobility with
Like
She works well with
She also works well with
She also works well with
This little yordle works well with
This is an interesting carry for
Like
Last, but certainly not least,
ADCs
Avoid
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Stay Cautious
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Easy Time
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Supports
Avoid
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Stay Cautious
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Easy Time
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