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For Dummies: AD Carry

For Dummies: AD Carry

Updated on August 31, 2012
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League of Legends Build Guide Author Ssenkrad II Build Guide By Ssenkrad II 9 2 46,613 Views 20 Comments
9 2 46,613 Views 20 Comments League of Legends Build Guide Author Ssenkrad II Build Guide By Ssenkrad II Updated on August 31, 2012
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Choose Champion Build:

  • LoL Champion: Ashe
  • LoL Champion: Caitlyn
  • LoL Champion: Corki
  • LoL Champion: Miss Fortune
  • LoL Champion: Vayne

Introduction

What the hell is this guide?

I have found out the hard way that many of the "gamers" that grace LoL do not honesty have a clue what they are doing, nor do they understand the simple concepts in the game. In these guides i hope to be able to explain in a clear light the positions of LoL (5v5) as well as some of the more common build types. Many of the people who play LoL i find are casual players that do not have the time to master many champions and adapt their item builds at all. With these guides I have added proven effective "generic" build guidelines that will work without deviation from champion to champion so that people will not be afraid to try out new champions as their builds can stay generally the same.


What will this guide include?
  • A break down of the positions in LoL
  • "What To's" for the build type the guide corresponds to
  • "How To's" for the build type the guide corresponds to
  • Ward placements for each position
  • Start, Mid, and End game tactics for the build type the guide corresponds to
  • Team fight strategies for the build type the guide corresponds to
  • General strategies for the build type the guide corresponds to
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Disclaimer

Is this a MASTERY LEVEL guideline and build? No, not at all! So dont expect a hundred "situational items" as you will not find them in this guide, and NOR SHOULD YOU! Once you have gained a mastery over a postion and build style you can then branch out into "situation items" and build variations!

The "Meta"
You will hear a lot of people talk about this and how they want to "break it". Simply put the "meta" is the currently excepted most effective way to play with the best team composition. In my dummie guides i will only be going over pros and cons of the different builds in light of the current meta and will not be giving tips on how to "break the meta". I will however be explaining positions and the currently excepted "masters" of those positions and also explaining WHY they currently are the best for the position in the current meta.
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Disclaimer to my Disclaimer...

I guess my first disclaimer wasn't enough so I'll try to run this by a second time and see if that helps...
  • This is for "noobs" as it clearly states at the very top. I do not go over mastery level detail on how to play certain champs as this would be impossible, or a hundred different situational items as this would also be impossible. In my guide that I have on Alistar I have Pulverize being taken first and also maxed first, but it is also more risky to do so (and you are wrong if you assume "everyone does this"). I give an outline that is safe, that everyone that is new to the game can use as they jump from champion to champion- I do not claim to give a mastery level outline for all champions in the game.
  • "Team Composition Roles/Builds" are not just what fit best in the meta, but what are currently being used and the terms taged to them. Someone says they are building "AD Carry" you should now understand what that means and how they will affect team comp. The list is not all inclusive and I plan to add more common build variations and their names as they come up. And for "On-hit" I never mention that it is a must for the current meta once, as i do with others such as "AD-Carry". Take note.
  • Once again I set up the masteries/runes/spells directed at people who are new to the game, meaning: which spells are easiest to use, which masteries/runes set up will yield best results across multiple champions the safest. I have done this. As for other spells they are clearly identified under "summoner spells". Flash is wonderful and is used almost 100% of the time in high elo games but is not an easy spell to master. It has a very high CD and if you mess up the timing of your flash or click wrong the entire spell is worthless and a fail. Heal on the other hand always works, has a lower CD and is easier to get an early grasp on if you are new to the game. Heal is unlocked at lv 1 while flash is unlocked at lv 12 to further stress this point. I never claim once that Heal and Ignite are the ONLY spells to use, infact I go over all the common AD Carry spells and why they might be used in that section.

Please for the love of everything good in this world! If you have an issue with the guide that falls into any of these points, don't bother to comment you will just sound dumb! If you on the other hand have issues that do NOT fall in these points then PLEASE post and give me the details.

Thanks,

Ssenkrad II
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Positions

What are the positions in Summoners Rift 5v5?
  • I. Top (Mastered by Brusier build)
  • II. Mid (Mastered by AP Carry build)
  • III. 1st Bot (Mastered by AD Carry Build)
  • IV. 2nd Bot (Mastered by Support Build)
  • V. Jungler

Click on the build names above for a quick link to my other For Dummies Guides

What are the positions responsibilities?

I. Top
Top position is primarily responsible for the "top lane" and the two towers in that lane. For a good part of the game top lane enjoys a 1v1 environment against the other top lane, while still trying to mantain "last hits" on minions. His main goals are to maximize his "cs" (minion kills) and mantain a beter K/D (kill/death) ratio then his enemy.

II. Mid
Mid position is primarily responsible for the "middle lane" and the two towers in that lane. For the good part of the game mid enjoys a fast-paced experience with minions coming faster and more often, constant treats of people ambushing you, ("gank"ing you) and a faster paced 1v1 face-off. His main goals are to maximize his "cs" (minion kills) while keeping himself alive (and in lane) and his towers, as long as possible!

III. 1st Bot
This postion is primarily responsible for the "bottom lane" and the two towers in that lane. For the good part of the game this position enjoys small team bouts and "cs" (minion kill) slaying. His main goals are to maximize his "cs" (minion kills) while staying alive and in lane as long as possible.

IV. 2nd Bot
This position is primarily responsible for the "bottom lane" and the two towers in that lane. For the good part of the game this position enjoys small team bouts and keeping 1st bot sustained. His main goals are to keep 1st bot sustained while keeping his two towers alive.

V. Jungler
This position is primarily responsible for his "Jungle" and the neutral monsters in it. For the good part of the game this position enjoys neutral monster slaying and ambushing ("gank"ing) enemy champions. His main goals are to maximize his "cs" (neutral monsters killed-including blue/red buff, dragon, and baron) and ambushing enemy champs as often as he can.
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I. Top

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II. Mid

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III.+IV. Bot

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V. Jungle

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Role/Builds

Team Composition Roles/Builds

Tank(Bruiser): Someone who is building towards a large pool of "Health" ( Warmog's Armor) with a good amount of armor and magic resist. Typically the tank is also the "initiator" of the team; an initiator is the person who starts team fights and tries to control the enemies carries. I list the tank first in the list of roles due to the important nature of the initiator/tank in winning team fights. A good tank/initiator will win a fight for you before the fight even starts, created havok in the enemy lines and opening up space that is impossible to defend. A good tank maximizes his health and defense but should not overlook building some good damage into his build; if the tank (bruiser) does not build enough damage the enemy team will likely totally ignore you all together. Every team should have one of these. In the current meta this role is best served either as solo top and/or as jungle.

AP Carry
Someone who is building towards a large pool of ability power ( Rabadon's Deathcap) and normally a decent amount of cooldown reduction and mana to allow them to use their abilities to maximum effect. Having a strong AP build champion on your team is a must because without it the enemy team does not need to build magic resist and can stack armor. A good AP Carry will act a lot like an AD Carry, staying in the mid-back of most fights and trying to maximize damage output while remaining safe. Every team should have one of these. In the current meta this role is best served in the mid.

AD Carry:
Someone who is building towards a large pool of attack damage ( Infinity Edge) and normally a decent amount of attack speed and life steal to allow to maximize dps and sustain. Having strong AD build champion on your team is a must as it currently has the best end game damage output of any of the builds. A good AD carry will act a lot like an AP Carry, staying in the mid-back of most fights and trying to maximize damage output while remaining safe. Every team should have one of these. In the current meta this role is best served in the 1st Bot position.

Support:
Someone who builds towards gold producing items ( Heart of Gold, philosopher's stone, kage's lucky pick) and useable items such as sight wards, Vision Wards, and Oracle's Elixirs. Having a champion like this on your team is not a must, but is strongly suggested. Vision is a large part of wining the game and a build structured in this way will allow from great vision. Every team will benifit greatly from one of these. In the current meta this role is best served in the 2nd bot or jungle position.

On-Hit:
Someone who is building towards a combination of items that have an "On-hit" effect. These items are: Malady+ Berserker's Greaves+ Wit's End+ Madred's Bloodrazor. The way these items come together and feed into eachother is what makes this build popular as well as effective. Having a champion like this on your team is useful as they will typically deal both attack damage and magic damage to a dangerous degree. The weakness in this build is also the strength, dealing mixed damage means that it is harder to defend against, but if you had two "On-Hits" you would not deal as much total damage as an "Ad Carry+ Ap Carry" together. Less total damage but you make them build magic and armor resistance with one build. This build is flexable in nature as two items slots are open; this allows the build to be used in many positions but has not really mastered any.
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Wards

Wards are so important and so under-used that they normally will determine who wins and who loses in a given game.

LoL has "Fog of War" effect- what is that and how does that affect game play?

"Fog of war" is an old game phrase used to describe the effect of not being able to see what your enemy is doing. In LoL everything on your team (towers, minions, champions) has a LOS (or "line of sight") which determines how much of the map he can see. Everything that is outside of your collective teams LOS is effected by "fog of war", meanining you cannot see what is there. On top of that LoL adds the "grass effect" into "fog of war", so anything inside of the many grass patches on the map is affected by fog of war and someone or something with LOS on your team needs to be actually in that patch of grass to see what is going on in that grass. Once someone or something with LOS is in that patch of grass they can not only see what is in that grass but also their line of sight is no longer blocked by the grass, letting them see anything that might be approaching the grass. Needless to say if you dont know something is in the grass and you walk into it and there happens to be enemies champs camped in it, they will have seen you coming and you will not know they are even there until you set foot into the grass- this is fatal. Being able to see when someone is about to ambush you or camping in grass is not only useful for your overall safety, but also for when you wish to attack! They will assume you cant see them while they hide in the brush, but if you have a sight ward there and can see them you can "target" them well before you ever enter the grass. This is crutial as many of your champions abilities require you to actually "target" enemy champions for them to work (actually point and click on the champion themselves, not just in the general direction) unlike "AoE" abilities that can be spammed in general directions.(area of effect)

Two Types of Wards:

There are two types of wards, sight wards and Vision Wards. If you suspect that the enemy has placed a ward down somewhere and wish to get rid of said ward, you can place a Vision Ward in that general area to reveal it and then you may destroy it. With that said if you place a Vision Ward outside of a patch of grass and their sight ward is IN the grass you will not be able to see it and thus not be able to destroy it. (to be safe place in nearest patch of grass) Also enemies that have drank an Oracle's Elixir will be able to see your wards and destroy them at will until he is killed and loses the buff. You will see the enemy champ has the buff by the pink eye symbol that will appear above his head. Also a note would be that sight wards will not pick up invisible champions such as Twitch and Evelynn so if you find yourself playing against them don't use sight wards use Vision Wards!


Overall Ward Placement Video:
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I. Top Wards



I. Top
Top position is primarily responsible for the "top lane" and the two towers in that lane, so he is only ever going to be ambushed ("gank"ed) from below. So there really is only one location he needs to be warding as a MUST and a couple he can choose to ward for his CONVENIENCE. He MUST ward the river bush to his south and he can choose to ward for his CONVENIENCE the the first two trigrass areas beside the top two towers, as well as Baron (the map boss that is located in the middle river on the map closest to top lane) for the Junglers CONVENIENCE.
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II. Mid Wards



II. Mid
Mid position is primarily responsible for the "middle lane" and the two towers in that lane, and his wards will not be far off from there. He MUST place a ward on the slope leading from the middle river to his own teams wraith s and one in the grass that wraps around the other sloped entry from the middle river that goes to your teams wolves . For his own CONVENIENCE he can place wards in the grass on either side of the middle river.
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III.+IV. Bot Wards



III. 1st Bot
This postions primary goal is to maximize his "cs" (minion kills) while staying alive and in lane as long as possible. He is NOT primarily responisble for ANY wards as that falls to 2nd bot to ward for him. 1st bot however can choose to help ward with 2nd bot at his CONVENIENCE if he finds 2nd bot is short on money. If that is the case he would then ward in the same positions 2nd bot would.

IV. 2nd Bot
This position is primarily responsible for the "bottom lane" and the two towers in that lane, and his wards will follow suite. He MUST ward the mid river grass that is at bot lane and at his CONVENIENCE he does the trigrass areas on either side of the two bot towers. He can at 1st bots CONVENIENCE and direction place wards in either of the two patches of grass at base of the map in bot lane, and at the Junglers CONVENIENCE at dragon .
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V. Jungle Wards



V. Jungler
This position is primarily responsible for his "Jungle" and the neutral monsters in it and for that sake he is responsible for warding that area. He MUST ward dragon and baron . For his CONVENIENCE he can ward the grass around Blue/Red buffs (his own and the enemies).
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AD Carry

What is an AD Carry?

An AD Carry build is one that uses "attack damage" and "auto attacks" (click and point attacks) to deal the majority of its damage. It's total damage is reduced directly by the enemies "armor" modifier. AD Carries have weaker start games but can "Carry" a team to victory by the end as they will be able to deal massive damage very quickly.


How well does an AD Carry play different position and why?
  • I. Top: Moderate - The extra "cs" (minion kills) are nice, you can deal damage from a distance which allows you to get a spread from other melee champs, your overall lack of health and inablities to regen life early game makes this position harder.
  • II. Mid: Strong - The extra "cs" (minion kills) are nice, you can deal damage from a distance which is must for distance. The lower hp and life sustain isnt as important mid as running to mid from base is a shorter trip than to top from base. Your inability to sustain and not burst as must damage as other builds keeps your from mastering this position.
  • III. 1st Bot: Master - This is the best position on the map for AD Carry. Masters use of "cs" kills while at the same time giving you sustain from 2nd Bot position allowing you to stay in lane soaking up the money. Your start game is weaker and having 2nd Bot means you will not die often early game and focus on primarily "cs".
  • IV. 2nd Bot: Terrible - You need the "cs" (minion kills) to afford the build and your abilities on champ that allow you to sustain 1st Bot will be weakened as they need "Mana" and "Ability Power" both of which you will not have.
  • V. Jungler: Bad to Moderate - Depending on your champ and his/her abilities it varies. A champ such as Master Yi will make it work while a champ like Ashe will struggle. Your abilities need to allow for self sutain while at the same time giving you some sort of AoE abilites to mass murder to the neutral monsters. If your champ doesnt have one or both of those two features you can bet his jungle skills will be hurting.


Who currently in LoL best fits this role of AD Carry?
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General Pros and Cons for AD Carries

Pros:
  • Best end game damage output
  • Can sustain self end game
  • Can kill anyone
  • Can carry team to victory
  • Can win a game for a team that is losing


Cons:
  • Weak early game
  • Always targeted first
  • CC will kill you almost always
  • Low hp
  • Terrible sustain early game
  • Expensive Build
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General AD Carry Masteries

IN OFFENSE MASTERY TREE (21 Points Total):


Summoner's Wrath
You will want atleast one excape spell and one offensive spell, Ghost is a solid defensive spell while Ignite and Exhaust are great offensive spells. This makes This point well worth it.

Brute Force
Attack damage is what you are all about, this gives you 3 more to start.

Alacrity
You will want a point in Weapon Expertise as armor penetration is a must for AD carry and these feed into it on the mastery tree. Plus the extra attack speed doesnt hurt your DPS.

Weapon Expertise
Armor penetration is a must if you are dealing primarily attack damage. This adds 10%.

Deadliness
More attack damage, this one per level but still solid for the build.

Lethality
Critical strike is a huge part of the build, this just further adds to that.

Vampirism
Allows you to have even more sustain as you will be taking more life with every hit and adding it to your pool.

Sunder
Guess what? More armor penetration! And it's needed...

Executioner
You need the getting the kills on enemy champs (you need the gold and xp) and this helps you get just that.



IN DEFENSIVE MASTERY TREE (9 Points Total)


Summoner's Resolve
Another two great defensive spell are Heal and Cleanse while an offensive spell Smite for the jungle is also in the mix. This makes this a second solid choice for spell mastery points.

Hardiness
You find that you will be playing across from the enemy AD Carry often, and they have armor penetration just like you do. This means any extra armor you pick up will pay off all game long.

Durability
You will find the AD Carries weak in their HP which makes the really big targets the whole game. This makes this a little less of an issue early game, allowing you to trade shots with your foes better.

Veteran's Scars
Same with Durability except this is a flat hp increase, great for early game!
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General AD Carry Runes

MARKS:
Greater Mark of Attack Damage or Greater Mark of Desolation
You will need attack damage and armor penetration for the build, which one you want in your MARKS and which one you want in your QUINS is a matter of preference. Putting damage in MARKS and armor pen in QUINS you get 8.55 damage and 9.99 in armor pen. If you pur armor pen in MARKS and damage in QUINS you get 6.75 Damage and 14.94 in armor pen. You want better luck with final hitting minons then go with more damage and less armor pen. You want a better chance to bring down enemy champions go with more armor penetration. The numbers are so close that it really doesn't matter all that much either way. A note would be that the Greater Mark of Desolation runes cost TWICE as much IP as the Greater Mark of Attack Damage runes, while the Greater Quintessence of Desolation and Greater Quintessence of Attack Damage are exactly the same price; so going with more attack damage and less armor penetration also means you save 1845 IP.


SEALS:
Greater Seal of Armor or Greater Seal of Scaling Mana Regeneration
You need the armor to be trading shots with other AD Carries and other AD based champions. The scale runes are not as useful on the build as by end game you want your life steal to sustain you not your armor and health. The mana regen is if you want to spam abilities and need the mana to keep it up. Overall defense runes are a safer bet, mana runes are more offensive.


GLYPHS:
Greater Glyph of Scaling Magic Resist or Greater Glyph of Scaling Cooldown Reduction
This is insurance that those pesky AP (ability power) champs will not be able to burst you down before you can get you life steal sustain going. The cool down reduction runes are for being able to use your abilites more often. Overall defense runes are a safer bet, cooldown runes are more offensive.


QUINTESSENCES:
Greater Quintessence of Desolation or Greater Quintessence of Attack Damage
You will need attack damage and armor penetration for the build, which one you want in your MARKS and which one you want in your QUINS is a matter of preference. Putting damage in MARKS and armor pen in QUINS you get 8.55 damage and 9.99 in armor pen. If you pur armor pen in MARKS and damage in QUINS you get 6.75 Damage and 14.94 in armor pen. You want better luck with final hitting minons then go with more damage and less armor pen. You want a better chance to bring down enemy champions go with more armor penetration. The numbers are so close that it really doesn't matter all that much either way. A note would be that the Greater Mark of Desolation runes cost TWICE as much IP as the Greater Mark of Attack Damage runes, while the Greater Quintessence of Desolation and Greater Quintessence of Attack Damage are exactly the same price; so going with more attack damage and less armor penetration also means you save 1845 IP.
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General AD Carry Spells

I would always recommend having one defensive spell and one offensive spell. This allows me to deal killing blows but also have an excape tool for use. The spells are not listed in any order; I have just listed the spells that are the most effective and given my reasons for using said spell.[/


DEFENSIVE SPELLS:

Heal
Easy spell to use, auto heals with a click of a button. Great for use around your own towers when enemies dive thinking they can finish you off and you turn the tables on them! Also heals any team member who happens to be around.

Ghost
Great for when you spot a jungler coming to gank you and you want to run back to your tower ASAP. Hit the spell and run along the bottom of the map through the grass to excape target abilites on your way out. Also can be used to run down those enemies who are speeding away.

Cleanse
Great for helping you excape CC (crowd control effects) you have on you. Can be used to ride yourself of a slow that is keeping you from running away or poisen that might kill you.

Flash
Is a great tool for excaping bad situations. Has a long CDR (cool down reduction) and I hate to spend a point on Summoner's Insight just for it as it is the only spell offensive or defensive that is worth anything in the group. It is however a defensive and offensive spell.


OFFENSIVE SPELLS:

Ignite
Perfect for finishing off enemies that are low on health. Pop this on them and watch as they run away and burn to death. Muhahaha!

Exhaust
Perfect for throwing on a heavy damage dealing champ to prevent them from dealing burst damage, or on a fleeing champ to slow their movement speed, OR BOTH!

Flash
Is a great tool for jumping in and finishing fleeing enemy champions off. Has a long CDR (cool down reduction) and I hate to spend a point on Summoner's Insight just for it as it is the only spell offensive or defensive that is worth anything in the group. It is however a defensive and offensive spell.

Smite
A must if you are going to be jungling. Gives you extra gold each time you use it as well as a nice finishing touch on all the important neutral monsters you need to make sure you secure the kill on.
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General AD Carry Abilities

Typically champions have three types of abilities and an "ultimate". Where they fall (Q,W,E) varies but champions ultimates are always on "R". Ultimates vary in ability and scope but always should be leveled when it pops up. (levels 6, 11, and 16) The other abilities you level generally in this pattern:


Types:
  • Ultimate (6,11,16)
  • Damage
  • Gap Closure/Excape Tool
  • Utility


Damage Abilities:
You want to level you major damage dealing ability first, so for Caitlyn that would be her Piltover Peacemaker, or Graves that would be his Buckshot, or Miss Fortune with her Double Up, etc etc... It really isn't hard to read the abilities and figure out which one is your damage dealing ability and max it out first.


Gap Closure/Excape Tool Abilities:
Just as you have one offensive spell and one defensive, you should max out your defensive ability next. This would be Caitlyns ability 90 Caliber Net or Graves with his Quickdraw, or Miss Fortune with her Make it Rain. It really isnt hard to read and figure out which one is your "Gap Closure/Excape Tool Ability" and max it out second.


Utility Abilities:
The last ability is leveled last by default. You should always take atleast a point in this ability no later than lv 5, but always max it out last.
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General AD Carry Build

To Start:
Get 3 Health Potions + Boots
The speed is always nice and the health potions allows for early game sustain

Next Major Buys:
Doran's Blade + Berserker's Greaves + Doran's Blade
More speed but more importantly it gives you the ability to deal more damage and take more at the same time. This will also be making your "Last Hitting" easier.

Next Major Buys:
B. F. Sword + Zeal
To continue on you will begin to need that damage output now as team fights will be going on (atleast once or twice around dragon) and these two items give you that edge.

Next Major Buy:
Infinity Edge
This is your first major damage dealing threat. It is a must for AD Carry.

Next Major Buys:
Vampiric Scepter + Phantom Dancer
You will need to start being able to sustain yourself, these will give you the tools to do just that.

Next Major Buy:
Last Whisper
The enemy team will begin to take you seriously now and will start building armor to counter you. This will counter their counter.

Next Major Buy:
Bloodthirster
Life sustain is now in your hands and you cannot rely on your team to give you sustain. This will give it to you.

Next Major Buy:
Guardian Angel
The enemy team knows they have to bring you down in order to win, expect to be targeted first and except the possibility that they just might kill you. This makes them have to kill you twice.

Last Optional Buy:
Sell your Berserker's Greaves and buy one more Phantom Dancer
Your boots give you movement speed and attack speed, Phantom Dancer gives you both plus more extra crit chance. Concider it an expensive upgrade.

One More Optional Buy:
Sell your Guardian Angel and buy Banshee's Veil
If you happen to die and have used the passive on Guardian Angel, insted of waiting the five minutes for the passive to kick back in, get yourself a Banshee's Veil and use it until 5 minutes have passed and then go back to Guardian Angel. Repeat this pattern as long as the game continues.
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Consumption Items

I would recommend always having 1-3 Health Potions in your inventory when you have the money to spare and the item slot to spare. Depending on the position you are playing I would also almost always recommend throwing in a Vision Ward into your inventory for the same reasons...
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Map Awareness

Map Awareness:
This is critical as knowing who is in what lane at what time can make all the difference between life and death. Assume that most teams will be playing with one person in top, mid, and jungle with two people in bot lane. If you notice the person who is in your lane is no longer there, simply type "MIA" (missing in action) into the game chat to let everyone know that your lane is missing and could be potentially ganking their lane. Type "Re" into chat if the enemy champion in question has since returned to lane letting your team know that the threat is no longer there. If you see an enemy leave your lane and head to a location and you wish to warn a team member on the fly, simply click the letter "g" or "v" and then on the map to "ping" them on their mini map with the information. "G" is typically used to draw your teams attention to something that you feel is important to know, or get your team to gather. Some examples include when jungle wants you to "leash" for them they might ping, or if jungle wants you to take a certain buff (blue typically) or when jungle wants the teams help in securing the dragon/baron kill. The "v" or "retreat" ping lets your team know of danger as well as when they feel the fight is lost and are pulling back to the safety of the tower.
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Early to Mid-game (0-15 Mins)

There are a few things that are always very important for all AD Carries playing LoL during this time period. These items include:

Golem s:
There are two neutral monster golems, they are close to bot lane if you are blue team and close to top lane if you are on purple team. Often the jungler will allow you to kill these neutral monsters early in the game (if he is starting at ancient golem and knows they will respawn before he gets there) to allow you a small advantage when in lane. Take advantage of this if it happens as this will allow you to reach lv's slightly faster than your enemy in lane. This is done most effectively in pairs. (1st bot and 2nd bot on blue team having the easiest time)

Last Hitting and Zoning
Last hitting is getting the very last hit (AKA killing blow) on a minion creep. Zoning is when you keep an enemy from getting last hits himself (and possible losing XP as well).
You want to mazimize your "cs" (minion kills), while staying in lane as long as possible (soaking up as much xp as possible before each recall) as levels are more important early game than actual items. You also want to maintain a good kill/death ratio as this is a reflection of how well you are doing in lane versus your counter-part, and you do this by safe farming.


What do I mean when I say "safe farming"?
Safe farming is when you do not intentially push your lane and over-extend yourself into your enemies territory. If you do over-extend you leave yourself open for ambushes ("ganks") which will almost always kill you, and/or 2nd Bot will be blowing through loads of money in sight wards trying to keep you safe. This also means that your jungle CAN NOT ambush ("gank") your lane for you as you are pushed past the point where it would be affective at all. To prevent this from happening DO NOT auto attack minions and push your lanes! Only "last hit/zone" the best you can.


These are pictures which show you where you should be doing most of your farming (getting your creep kills) as if you were on BLUE TEAM in Bot, Mid, and Top lanes.
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Mid to End-game (15-30 Mins)

There are a few things that are always very important for all AD Carries playing LoL during this time period. These items include:


Lizard Elder :
The Lizard Elder is a neutral monster in League of Legends described in-game as "a melee monster with large amounts of health. Killing this foe grants a slowing attack that deals damage over time." It only appears on Summoner's Rift, where it spawns with two Young Lizards. When killed, the Lizard Elder grants its killer the Blessing of the Lizard Elder buff (very often just referred to as Red buff), where every hit deals 10-44 (10 at level 1, increasing by 2 damage for every level gained) bonus true damage twice and slows enemies (8/16/24% for melee or 5/10/15% for ranged attacks) for 3 seconds. Controlling the Lizard buffs can give your team an advantage in the match. Most junglers will attempt to control not only their own but also the opposing team's buff. The lizard spawn is indicated by a gold marker on the minimap. If your team has vision when or after the lizard is killed, the gold marker will disappear and reappear when the camp respawns. The lizard respawns despite the buff still being around, so there can be more than two buffs around. The same applies for the Ancient Golem. The lizard does not respawn if the young lizards are not killed. This can be used against the enemy when taking buffs from the enemy jungle, as it robs them of potential buffs until they kill the remaining creeps and it respawns. As this is a primarily DAMAGE DEALING BUFF your jungler will most likely opt to give this buff to you Mid to End-Game. Be aware of this and take advantage of it when the jungler offers it to you.



Dragon
The dragon is the second most powerful neutral monster on summoners rift. Killing the dragon grants 190 gold to each player on the killing team and gives experience to killer and nearby allies. The killer receives 25 bonus gold. It is described in-game as "a powerful and dangerous monster who can blow fire on its enemies causing damage over time and slowing attack speed. Slaying this foe grants global gold to your team". If the dragon is slain, it will respawn after 6 minutes. Controlling and killing the dragon can lead to a gold advantage for your team. The 190 global gold is equivalent to approximately 7-10 minion kills for everyone on your team, depending on the stage of the game. So killing the dragon is roughly equivalent to killing 38 creeps (~ 6 whole waves) and distributing the gold equally. It is generally considered to be worth as much as 2 champion kills, making it a very high value target. When killing the dragon, check that the enemy team has not warded the area to avoid ganks. Ganks at the dragon are in fact pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at the dragon may result in a lot of deaths for your team, with the dragon kill being stolen by the enemies. Try to keep a ward in the river near the dragon to know if it has spawned or is being killed. This ward also provides vision of enemy champions switching between the middle and bottom lanes. Consequently you should consider using Vision Wards or sweeping with Oracle's Elixir before attempting dragon. Killing the dragon is one of the jobs of the jungler. He may require help from the team, especially from the bottom or the mid lane. This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo, when there is a jungler on your team. Fiddlesticks, Lee Sin and Shaco are examples of junglers that are capable of killing the dragon alone at early levels. Trying to kill the dragon before level 5 as a jungler is generally a bad idea. Try enlisting the help of your bottom lane allies temporarily for an earlier and easier kill. "Pulling dragon" (attacking it and then backing away to lead it out of its lair) can be vital, as if it remains in its lair it is possible for an enemy champion to Smite from across the back wall and steal the last hit if they realize that your team is attempting to defeat the dragon.


Baron :
Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. It is described in-game as follows: "This is a very powerful hostile monster, approach with caution! Killing this monster will yield great monetary and magical rewards to the team, but it should not be confronted alone". Killing the Baron gives the Exalted with Baron Nashor buff to all living champions on the team. This buff gives massively increased attack damage and ability power as well as a bonus to health and mana regeneration. When Nashor is killed, each player on the team is also granted 900 XP and 300 gold. Baron Nashor is often a key objective in competitive games because of its massive gold bonus (+300g/player) and global buff. The killer receives 25 bonus gold. Baron Nashor is immune to all forms of Crowd Control. Killing him should not be attempted until mid or late game. Soloing Baron Nashor is not recommended. This is due in part to his large health pool and in part to the debuffs he will apply to your champion. The key to soloing Baron Nashor (besides a mandatory high level of DPS) is to avoid being heavily debuffed by Wrath of the Ancients stacks. Killing Baron with a team is fairly simple. Baron primarily attacks the target closest to him so you can distribute damage by positioning characters closer or further away from him. The enemy team likely will have a ward placed to see when your initiates on Baron. If you do not destroy these wards with the use of a Vision Ward or Oracle's Elixir, they may be able to assault your team while you are weakened by Baron and subsequently steal the Exalted with Baron Nashor buff/kill several players, putting you at a disadvantage. Baron Nashor's Exalted with Baron Nashor buff is given to the team that deals the killing blow on Baron. This mechanic means that even if one team is incapable of directly fighting the enemy team, a jungler with the Smite summoner spell can possibly swoop in and steal the Baron with a well timed Smite. This is almost definitely a suicide mission and is an extremely high risk maneuver. However, successfully stealing Baron can turn the tide of a game dramatically. When Baron dies, the Exalted with Baron Nashor buff is only granted to those team members who are currently alive. Dead team members will respawn without the buff. Furthermore, this buff is the only one in Summoner's Rift that does not transfer via kills. If a champion is killed with this buff, the buff is destroyed and cannot be taken again until Baron Nashor respawns (7 Mins).


Team Fights:
During this time period your team should begin to group up as teams will begin to have enough HP to "Tower Diver" (attack through towers) it is no longer safe just because you are standing beside a tower. Your team will begin to group up to possibly take down the dragon or baron nashor , but they could simple be grouping up to take down a tower, or defend one. Bottom line is that when this begins to happen you need to be with them.


How do I help in team fight and where should I be?
AD Carries have very little HP and are very weak to crowd control affects. Because of this you want to always behind your team, always try to keep your team between you and the enemies. As an AD Carry you should not be starting fights, let your team start the fight, you just worry about keeping your position. Once the fight has started DO NOT RUN BACK TO BASE BECAUSE YOU ARE SCARED! Your team will be counting on your to deal your damage, they are infact keeping enemies off of you so that you can do just that. You should never be running from battles leaving your team to fight and die without you. It would infact be better if you stayed and died fighting in a case such as this (dealing as much damage for your team as possible before going down) than it would for you to run away and live to see another day. Bottom line is once a team fight has started you DO NOT back away from that fight until either:
  • The entire enemy team is dead
  • Your ENTIRE team is dead AND there are too many for you to take on alone
  • Your entire team pings for a retreat/your whole team actually retreats from the fight


Who should I target and kill first in a team fight?
  • 1. Enemy AD Carries
  • 2. Enemy AP Carries
  • 3. Enemy Support
  • 4. Enemy Off Tanks(Bruisers)
  • 5. Enemy Pure Tanks (if they are dumb enough to have one)

An important note with who to attack first is to always remember rule number one which is "How do I help in team fight and where should I be?" Never put yourself out of position to attack someone who might be higher up on the list of importance. Keep yourself in position protected by your team members (always having your team between you and the enemies) and attack them in the order listed above while not giving up your position! This may require you to attack a lower priority target, so be it!


Towers win games...
Always remember that towers win games. Whenever an enemy turret is destroyed, every member of your team receives 150 gold, regardless of their position or state. That is 750 gold, which is easily worth as much as two champion kills + your team all gets xp + you gain extra mobility through the enemy jungle. If there is a choice between chasing an enemy champion for the ace and pushing and killing multiple towers- ALWAYS TAKE THE TOWERS! Remember, towers win games not kills!
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Hall of Fame

I would like to add a "Hall of Fame" to the guide but I would rather for this guide use YOUR games and success rather than mine. As me doing well doesn't prove this guide should help noobs I would much rather have your games and I will add them here.

Thanks,

Ssenkrad II
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League of Legends Champions:

Teamfight Tactics Guide