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Spells:
Flash
Heal
Items
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability
Introduction



As you should know, as a support your job is not to kill minions. Your job is to help your carry get fed. Killing enemy champions helps, but be careful while doing so. Don't push the lane unless you are sure you won't get ganked. Try to harass enough to disrupt their carry's farming. Keep your carry killing minions, that's their job for the first half of the game.
You will not get kills with this build. You will not get wins with this build.
I repeat: this build will not get you a win.
You will get wins by taking care of your carry, disrupting their carry, building map awareness for your entire team, and essentially babysitting EVERYONE, not just your lane partner. Warn anyone of a possible gank. Be supportive and helpful. If you have a relatively passive lane, since your not busy with farming, you can look at the minimap about 75%% of the time. I know it's only 10% of your screen, but it's easily the most important. Be the one who keeps track of the dragon timer. Supports may not always get credit for the win (the carry you babysit might), but they are the ones that can most easily prevent a loss. It is a challenging position, but one that can be very fun.
At the beginning your focus is gold (without CS) and possibly helping your AD carry score a kill (by using
Blood Boil and
Ice Blast). Try to utilize
Visionary by attacking minions, but make sure you don't steal gold from your carry, or end up in a bad position. Using
Consume on a siege minion when it's at full health will allow you to heal, and still give the gold to your carry.
You have
Heal and your health pot for some early healing, which allows you to hopefully delay consume for a while. This is also why we build as much as we can in defense.
Always keep an eye on the minimap. Know where your jungler is. Know where their jungler is (much harder). Ganks don't work nearly as often if you give your team a heads up.
Mid begins when you have your gp/10s and keep wards up near dragon and some jungle points. Make sure your carry gets fed, but with your ult, ganking mid after warding the river is a possibility. You can also help your jungler take down dragon, but make sure the enemy doesn't have sight on you: use a
Vision Ward, it could save you and your jungler.




You have

Always keep an eye on the minimap. Know where your jungler is. Know where their jungler is (much harder). Ganks don't work nearly as often if you give your team a heads up.
Mid begins when you have your gp/10s and keep wards up near dragon and some jungle points. Make sure your carry gets fed, but with your ult, ganking mid after warding the river is a possibility. You can also help your jungler take down dragon, but make sure the enemy doesn't have sight on you: use a







zeke's herald is nice for your AD carry, and will probably help your whole team at least a little bit. It's slightly expensive for a support, so don't count on getting it.


It may feel odd to not take 21 in a tree, but as a support, you need
Greed
in utility. You want
Meditation
because if you're harassing early game (which you should be) you will run into mana problems.
Visionary is tricky to utilize, but if you can, you should have no problem.
Taking things in the defense tree is meant to make you less squishy late game. The main point is to get health, armor and magic resist. You also have 1 or 2 points that you can move around between:
Summoner's Resolve
(useless if you don't take heal),
Perseverance,
Relentless
, and
Tenacious
. Pick based on your play style.



Taking things in the defense tree is meant to make you less squishy late game. The main point is to get health, armor and magic resist. You also have 1 or 2 points that you can move around between:















Runes might not be my strong suit, just a warning.
AP at the beginning from the glyphs makes your harass with
Ice Blast a little more scary. Also helps you heal with consume a little.
With quints and seals, we get +5 gp/10, which is a lot compared to the 16 gp/10 base. It helps rush philosopher's stone and kage's lucky pick, which will bring our passive gold gain to an even 30 gp/10 (180/minute), which is 2 sight wards a minute, plus some extra to save for "real" items.
With
Ruby Sightstone, altogether you could have 10 wards around the map, if all you did was ward. (NOTE: I do NOT recommend doing this. It's just neat to see.)
For marks I took magic penetration. Doesn't do a whole lot for you, but does boost your
Ice Blast and
Absolute Zero, possibly meaning an extra kill in late game.
AP at the beginning from the glyphs makes your harass with

With quints and seals, we get +5 gp/10, which is a lot compared to the 16 gp/10 base. It helps rush philosopher's stone and kage's lucky pick, which will bring our passive gold gain to an even 30 gp/10 (180/minute), which is 2 sight wards a minute, plus some extra to save for "real" items.
With

For marks I took magic penetration. Doesn't do a whole lot for you, but does boost your


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