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Recommended Items
Runes: Kill thief runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Ignite
Items
Ability Order
Stage Presence (PASSIVE)
Seraphine Passive Ability
Threats & Synergies
Brand
My main ban. His damage is crazy and his damage-over-time effects make timing engages/disengages difficult. He is a very punishing lane opponent if your lane partner sucks and feeds.
Ashe
Her slowing auto attacks make it super easy to land roots and stuns with your E. And because the slows come from her auto attacks, you can make plays even if the Ashe is uncooperative, brain dead, or both.
Ashe
Her slowing auto attacks make it super easy to land roots and stuns with your E. And because the slows come from her auto attacks, you can make plays even if the Ashe is uncooperative, brain dead, or both.
Champion Build Guide

I've created this guide based on my experience struggling to get out of Iron.
This guide acknowledges a few things:
- League of Legends is a team game, and low Elo players suck. Regardless of role, your best chance of climbing is to incorporate your teammates' badness (and your limited ability to coordinate with them using only pings and text chat) into every decision you make.
- Climbing as a
support is especially tough. Your ability to carry feels limited as a consequence of your role on the team, so you're far more reliant on your teammates' performance.
- Because of its position at the left tail of the ranked distribution, Iron probably has the widest range of skill levels of any ranked tier in League of Legends.
Be greedy! |
Considering the above, this guide urges a


You still need to be a team player... |
All that being said, I am NOT suggesting you play like a total lone wolf and throw your teammates under the bus. There are a lot of capable players in Iron for you to uplift with your





I also am NOT suggesting you shirk on typical



Have fun! |
But above all, and I cannot stress this enough, I play this way because it's frickin' fun! At the end of the day, that's what matters most to me.
+ Abilities hit unlimited targets + Decent damage + Strong ![]() + Lots of item synergies + High-impact ult + The long range of ![]() |
- Slow move speed - Abilities are easy-ish to dodge - Champs with slow immunity are immune to most of her crowd control |

This guide encourages an approach to




Core Items
|
Other Items
One thing I like about

|
Drafting |
Not many guides cover this, but to me this is where the game really starts. The draft lobby is your first opportunity to establish rapport with your

- I like to ask my
lane partner if they understand how Seraphine's slow (
Beat Drop) works. Usually they'll say something snarky like "yea it slows", but in Iron you can be almost certain that your
lane partner isn't familiar with the details. I like to take this opportunity to explain: "it slows, but also roots if the target is already slowed, and stuns if the target is already rooted". They will usually pick up on the potential for combos with this in mind. I'll even call the combo out explicitly sometimes (e.g. to
Miss Fortune "if you E them, I can easily root or stun them"), which requires knowledge of common bot lane carries on your part.
- Pay attention to your
lane partner's activity during the champion declaration phase prior to banning. They might hover between two champions (e.g. switching between Ashe and Vayne). Definitely encourage them to pick the champion you synergize best with if this happens.
Spawning & Laning |
The first few minutes of the game are crucial in setting the pace for the rest of the game.
- Try to purchase items and rush out of the spawn area ASAP to ensure you make it to the bushes near our side's bottom buff before the enemy. If you are delayed at all, you might have to play it safe and ward over walls to get intel on an attempted invasion of your jungle. If the enemy has a grabby champion like
Blitzcrank you have to be especially careful, as it's easy to give up an early kill.
- This is another great opportunity to keep up rapport with your team. If you have Porofessor, you can use it to call certain things out. Good callouts include any premade pairings on the opponent's team (if you're playing Solo/Duo Queue) and any opponent playing an OTP champ they have a high win-rate with. Of course, a "GLHF!" can seem trite but doesn't hurt.
Then, laning phase is when you start to get your first impression of your

- Do they seem...inexperienced? Are they missing a lot of minion gold? Are they taking bad trades when poking the opponent? If they seem inexperienced, prepare yourself to play selfishly.
- In some cases you can prod them in the right direction, like telling them to focus the enemy carry if they are too distracted by the opposing
support.
- Try to establish an engage tactic, e.g. "use your slow on their carry, then I'll root and we go in".
- Poke! Poke! Poke! Especially target the opposing carry.
- Peel! Often, the opposing
support will also spend their energy trying to land hard
crowd control on you and your
lane partner. They will likely succeed at some point. If that happens, throw your
Beat Drop and
High Note at the opposing carry, not their
support! Their carry will likely back off if they lose a lot of HP, which can defuse their engage.
Too many Iron carries throw their abilities around without good timing, which just drains their mana without accomplishing much. For example, my biggest pet peeve is when


Mid Game |
I don't have many mid game notes that are different from other guides. Positioning yourself in mid lane by default so you can easily rotate to wherever the action is, is generally the strategy. With this high damage, high






Late Game |
Here, I don't have many notes here that are super

- Which team makes the fewest mistakes
- Which team best capitalizes on the other team's mistakes
Teams that keep their lanes pushed into enemy territory are better able to take towers and inhibitors after winning team fights. On the other hand, teams that disperse after team fights to clear jungle camps or buy items lose initiative.
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