APC — Bot.
Probably the worst one here. She wins extended trades, and Miasma stops your portal. Don’t walk up for one auto and accidentally take a full fight.
Amumu
Support
Play behind minions instead of giving him a free Q from the brush. If Q connects, portal isn’t a reliable escape. Respect his second charge.
Elise
Support
Her early lane and roams are stronger than yours. Don’t follow her into fights you can’t win. Surviving early without feeding her is already a good start.
Maokai
Support.
Walking up to auto puts you in W range, and he can follow through portal. His saplings make vision annoying too. Avoid straight-up trades into him.
Mel
APC — Bot. Hold your spells for her reflect. Throwing Q into it can turn your own engage against you. Look elsewhere if she isn’t giving you an opening.
Sona
Don’t let her scale for free. She gets much more out of a quiet game than you do. Make your early roams count before she takes over teamfights.
Anivia
Support.
She outranges you and makes lane rough for your ADC when you leave. Fix the wave before roaming, and don’t give her free damage forcing trades.
Aurelion Sol
APC — Bot.
He can hold lane alone and farm safely, giving his support room to roam. Don’t waste ages forcing a dive that isn’t there.
Ezreal
ADC — Bot.
Save Q and R for after his blink. If he spaces properly and keeps E available, catching him is difficult. Punish the cooldown.
Galio
Support.
His magic shield eats a lot of your trade, and R lets him follow your plays. Keep trades short and track him before committing elsewhere.
Hwei
APC — Bot.
He clears waves and trades from outside your comfortable range. Look for him overextending instead of forcing into his waveclear.
Kalista
Her hops make Q frustrating to land, and she punishes you hard early. Slow her first when possible. Don’t chase while she keeps hitting you.
Karthus
Strong lane, strong scaling, and killing him doesn’t immediately stop his damage. Don’t stand on his passive after getting the pick.
Poppy
Her W can stop your portal, and standing beside a wall gives her an E angle. Be careful where you fight and how you plan to escape.
Swain
APC — Bot.
This rating is for farming Swain. He gets too beefy to treat like a normal ADC. Help your carry kite his ult instead of taking a long fight inside it.
Syndra
She farms safely and punishes a bad walk-up with huge burst. Don’t eat her stun trying to get one auto off.
Taliyah
APC — Bot.
She controls the wave and makes approaching awkward. Respect her setup instead of forcing through her damage because she looks easy to catch.
Veigar
APC — Bot.
Cage makes your approach predictable, and he gets harder to kill later. Play around its cooldown instead of walking straight into it.
Vel'Koz
APC — Bot.
This is farming Vel’Koz, not support. His safe waveclear and range make approaching difficult. Find another angle instead of walking straight at him.
Viktor
APC — Bot.
Safe waveclear makes him difficult to punish or strand alone. Don’t stand in his setup trying to force a stun.
Vladimir
APC — Bot.
He gets durable, and pool makes catching him awkward. Hold your spells for a real opening rather than throwing everything into his escape.
Ziggs
APC — Bot. He clears from far away and punishes your absence with tower pressure. Check the wave before roaming and approach from another angle.
Zilean
Support.
His speed changes make landing spells annoying, and revive ruins picks. Track R before committing everything to someone he can immediately save.
Zyra
Plants and ranged damage make walking up expensive. Don’t get rooted trying to squeeze in one auto.
Alistar
Support.
Punish level one, then respect him once his combo is ready. Don’t walk into range of both him and his ADC just to poke.
Aphelios
ADC — Bot.
Respect his long-range gun early. At six, R gives you much more pressure. Check his weapons before deciding whether a trade is good.
Ashe
ADC — Bot.
Respect her early spacing and don’t chase through slows. At six, R gives you a way to catch her.
Blitzcrank
Support.
Dodge hook and you get to play. Keep minions between you and him, then use a missed Q to trade or move.
Caitlyn
ADC — Bot.
Don’t lose half your health trying to match her range early. Survive the pressure, then use R when she pushes too far forward.
Camille
Support.
Watch her wall angles and punish E with Q. Her R stops your portal escape. Much harder when an APC lets her roam constantly.
Heimerdinger
APC — Bot.
Don’t fight inside his turret setup. Clear some space first. He’s immobile, so R gives you a useful way to start a play.
Janna
Support.
She stops obvious engages and dodges Q well. Make her spend a defensive spell before committing instead of chasing through all her disengage.
Jhin
ADC — Bot.
Respect his early range, but remember he has no dash. Your R gives you real pick pressure once you hit six.
Jinx
ADC — Bot.
Rockets make early trades awkward. At six, she has to respect your R. Catch her before the fight turns into a reset chain.
Kai'Sa
ADC — Bot.
Her shorter range gives you more room to play. Watch E movement speed before throwing your catch, and respect her support’s engage.
Karma
Support. She has the better lane; you have better roaming windows. Don’t keep taking trades into her shield.
Consider building serpents fang.
Kog'Maw
ADC — Bot, on-hit build.
Respect W and trade when it’s down. He has no escape from a good R. AP Kog belongs in a harder category.
Leona
Support.
Minions don’t keep you safe from E. A wall behind you can give you a backwards Q stun when she lands. Get the spacing wrong and she can run you over.
Lux
Support or APC — Bot.
She outranges you in lane. Dodge Q and use your better roaming. At six, you have a stronger way to punish her positioning.
Nami
Neeko
Nidalee
Pantheon
Pyke
Rakan
Support. Hold Q for his movement. His return to an ally can give you a double-stun angle. Both of you can ruin the other’s engage.
Senna
ADC or Support.
Respect her range and track targets inside her mist. R gives you catch pressure at six, but letting her scale quietly is dangerous.
Seraphine
Bot lane — APC/support
She gets more valuable in long games. Catch her and make plays before her teamfight value takes over.
Shen
Support. Walking up to auto gives him a taunt opportunity. Bait it or keep space to dodge. Without the taunt, you have much more freedom.
Smolder
ADC — Bot.
Save your catch for after his flight when possible. Careless R attempts won’t punish him, and a quiet game lets him scale.
Sylas
Support or APC — Bot.
Dodge E. You can space him, but getting caught lets him dump his damage on you. Don’t give him that opening for a greedy auto.
Taric
Support.
Dodge his stun when walking up to trade. Keep moving instead of hitting him in melee, and back off when his ult makes committing pointless.
Thresh
Support.
Watch lantern before using R to catch someone. If he can still pull them out, your pick disappears. This matchup rewards patience.
Varus
ADC — Bot.
Respect his range and CC, but remember he has no normal escape. Look for R when he steps too far forward.
Xayah
ADC — Bot.
Her R can dodge yours. Make her spend it first, and don’t chase into a pile of feathers trying to force the play.
Yasuo
ADC — Bot.
Don’t throw Q into Wind Wall. R can interrupt the follow-up to his engage, then you can look for a stun. Keep your spacing.
Yunara
ADC — Bot.
Track the dash she gets during ult. Wait for the movement before throwing your catch instead of giving her an easy dodge.
Zoe
Support or APC — Bot.
Bubble is the spell to respect. Her wave control isn’t as reliable as the other mage carries, but getting slept can still decide lane.
Annie
Support.
Respect stun and Flash engage, but play when they’re unavailable. You have more freedom to make things happen around the map.
Brand
Support.
Dodge his stun setup and punish cooldowns. He’s immobile and struggles to match roams. Don’t eat every spell just because the matchup is favorable.
Braum
Support.
Don’t let him stack passive for free. Space him and R his teammates when he commits. His shield doesn’t stop you controlling the fight.
Corki
ADC — Bot.
Watch his escape and punish him after he uses it. Don’t force your catch into an available dash.
Draven
ADC — Bot.
Respect early damage, especially with an aggressive support. Axe catches make his movement easier to read, and R can shut down his big moment.
Fiddlesticks
Support.
This isn’t a jungle rating. Track vision and ult angles. You should have more freedom to roam and make plays.
Gragas
Support.
Don’t feed his early combo. He wants more gold and levels than support normally gives him. Keep your spacing and deny him an easy start.
Lissandra
Support.
She has to get close to threaten you. Watch E and avoid giving her an engage on both of you. You have room to poke and roam.
Lucian
ADC — Bot.
Hold Q until after his dash. Throwing it first gives him an easy dodge. Stay patient and work around his shorter range.
Lulu
Support.
Don’t dump your trade into shield or run straight into polymorph. Look for short trades and map plays. She struggles to move and ward alone.
Milio
Support.
His ult cannot cleanse your stasis. Use R to set up catches instead of letting him comfortably peel every normal engage.
Miss Fortune
ADC — Bot.
Damage her to remove Strut’s bonus speed before trying to catch her. Without that speed, her lack of a dash becomes much easier to punish.
Morgana
Support.
Track Black Shield and dodge binding. Don’t spend the entire lane forcing through her shield when you can get more done elsewhere.
Nautilus
Support.
Block hook with minions. When he commits, R his follow-up so he goes in alone. Favorable doesn’t mean you can face-tank his combo.
Nilah
Bot carry.
Her short range gives you room to kite. Respect W rather than wasting attacks into it. Don’t turn a favorable lane into free scaling.
Rell
Support.
Watch her engage and R the follow-up when she commits. Her job gets much harder when she lands while her teammates are stuck in stasis.
Renata Glasc
Support.
Don’t chase into bailout or force through her ult. Pressure her positioning and use your freedom around the map.
Samira
ADC — Bot.
Deny the early kills she wants. Hold CC for her commitment and keep your spacing. Much easier before she snowballs.
Shaco
Support — AD or AP.
Sweep before fighting and don’t chase into boxes. Ping his movements. Stop walking into his setup and he loses a lot of value.
Sivir
ADC — Bot.
Her short range gives you room to pressure. Track spell shield before committing R instead of handing her your best catch.
Skarner
Support.
Watch his wall approach and look for Q to interrupt him. You can roam more freely if you don’t give him easy catches.
Soraka
Support.
Look for her in fights instead of hitting whoever she’s healing. She’s immobile and needs to stay near teammates to help them.
Tahm Kench
Support or bot carry.
Kite him instead of letting him stack on you. His movement is easy to read, and you have more freedom around the map.
Tristana
ADC — Bot.
Respect the all-in and punish jump cooldown. R can catch her, but don’t assume she’ll never buffer it with W.
Twitch
ADC — Bot.
Track stealth and place useful Control Wards. When he reveals to start a fight, R can shut down the moment he wants to take over.
Vayne
ADC — Bot.
Wait for tumble before throwing your catch. Avoid walls that give her an easy condemn. Hold your spells rather than chasing her movement.
Xerath
APC — Bot. Farming Xerath.
Dodge poke and look for him after he spends his defensive stun. He’s immobile and doesn’t match your roaming well.
Yuumi
Support.
Use your freedom to roam. She can’t follow those plays herself, but if you achieve nothing and let the game drag on, she becomes a problem.
Zac
Support.
Watch jump angles and avoid standing with your ADC for a free double engage. You have room to pressure him and move around the map.
Zeri
ADC — Bot.
Make her spend the wall escape before throwing your catch. Don’t give her an easy answer to your engage.
Thresh
Historical WR: 47.57%
My Perma-Ban for the sake of everyone; one hook can cost the lane, and lantern makes picks harder.
Maokai
Point-and-click lockdown makes short trades risky. Bard’s historical WR: 47.02%
Caitlyn
Your Q and ult give her time to place traps underneath enemies. Her range helps her farm while you roam.
Jhin
Your damage marks enemies for his W root. Chain your CC together and follow with his fourth shot or ult.
Ezreal
Mostly good because he can look after himself. Q farming and E let you roam without leaving a completely helpless ADC.
Ashe
Her slows make your Q easier to land, and arrow gives you another way to start a CC chain. Needs care when left alone.
Jinx
She can place chompers under your ult targets. One clean catch can get her a kill and start her resets
Miss Fortune
Your ult sets up Bullet Time—but she needs to wait until stasis ends. Bad timing wastes her damage.
Amumu
Jungle.
Portal gives him unexpected gank angles. Your ult buys time for him to get close and chain his CC.
Jarvan IV
Great partner for roaming ganks. His ult walls also give your Q something to stun against.
Veigar
Mid / APC
Your slows help him land cage and spells. Cage can also trap enemies around your ult as they come out.
Sivir
Waveclear helps you find roam windows, and her ult helps your team follow catches.
Xayah
Has some self-peel while you roam. Your CC helps her line up feathers, but she still needs help against dives.
Tristana
Can jump onto your catches or escape trouble. Wants you around when there’s a chance to snowball lane.
Zeri
Her mobility helps when you roam, but she offers less reliable CC follow-up than Jhin or Ashe.
Kog'Maw
Loves hitting targets you lock down, but usually wants more constant protection than Bard provides.
Twitch
Your catches give him time to unload damage. Leaving him alone in a rough lane can put him behind.
Kalista
Her ult gives you another engage tool. Works better when you’re coordinated and playing aggressively together.
Kai'Sa
Both of you have short range, making poke lanes rough. Your roams can leave her struggling to reach the wave.
Draven
Wants early kills and constant pressure. Roaming at the wrong time wastes his strongest lane windows.
Vayne
Double wall stuns are fun, but your short range makes lane difficult. She’s vulnerable when you leave.
Samira
Wants reliable engage and someone who can go in with her. Your Q setup is situational, and your ult can interrupt her damage.
Nilah
Needs help getting into fights and surviving lane. Long roams are especially awkward against ranged opponents.
Yasuo
You don’t provide a knock-up for his ult, and both of you can struggle to approach ranged lanes.
Synergies
IdealStrongOkLowNone
Caitlyn
Your Q and ult give her time to place traps underneath enemies. Her range helps her farm while you roam.
Jhin
Your damage marks enemies for his W root. Chain your CC together and follow with his fourth shot or ult.
Ezreal
Mostly good because he can look after himself. Q farming and E let you roam without leaving a completely helpless ADC.
Ashe
Her slows make your Q easier to land, and arrow gives you another way to start a CC chain. Needs care when left alone.
Jinx
She can place chompers under your ult targets. One clean catch can get her a kill and start her resets
Miss Fortune
Your ult sets up Bullet Time—but she needs to wait until stasis ends. Bad timing wastes her damage.
Amumu
Jungle.
Portal gives him unexpected gank angles. Your ult buys time for him to get close and chain his CC.
Jarvan IV
Great partner for roaming ganks. His ult walls also give your Q something to stun against.
Veigar
Mid / APC
Your slows help him land cage and spells. Cage can also trap enemies around your ult as they come out.
Sivir
Waveclear helps you find roam windows, and her ult helps your team follow catches.
Xayah
Has some self-peel while you roam. Your CC helps her line up feathers, but she still needs help against dives.
Tristana
Can jump onto your catches or escape trouble. Wants you around when there’s a chance to snowball lane.
Zeri
Her mobility helps when you roam, but she offers less reliable CC follow-up than Jhin or Ashe.
Kog'Maw
Loves hitting targets you lock down, but usually wants more constant protection than Bard provides.
Twitch
Your catches give him time to unload damage. Leaving him alone in a rough lane can put him behind.
Kalista
Her ult gives you another engage tool. Works better when you’re coordinated and playing aggressively together.
Kai'Sa
Both of you have short range, making poke lanes rough. Your roams can leave her struggling to reach the wave.
Draven
Wants early kills and constant pressure. Roaming at the wrong time wastes his strongest lane windows.
Vayne
Double wall stuns are fun, but your short range makes lane difficult. She’s vulnerable when you leave.
Samira
Wants reliable engage and someone who can go in with her. Your Q setup is situational, and your ult can interrupt her damage.
Nilah
Needs help getting into fights and surviving lane. Long roams are especially awkward against ranged opponents.
Yasuo
You don’t provide a knock-up for his ult, and both of you can struggle to approach ranged lanes.
This guide uses Lathyrus's Rocketbelt–Zeke's build as its starting point, with my own explanations for lane, roaming and item choices. It is a fan-written guide, not an official Lathyrus guide.
Your job is to create catches and help the teammate who can win the game. Sometimes that means invading with your jungler. Sometimes it means staying bot because your ADC is about to get dived. Check the wave and the map before deciding.
The build gives you enough durability to get close, land your CC and survive. You still need good positioning. Buying defensive items doesn't make a bad fight good.
Moves between lanes quickly and helps his jungler control the map.
Stays useful through CC even when he falls behind.
Can change his later items to suit the game.
What makes him difficult
Short auto range makes some lanes awkward.
Missing Q can leave you with very little protection.
Bad roams can cost your ADC waves, plates or their life.
Your ult can save enemies from your own team.
A portal is only an escape if the exit is safe.
Bard suits players who enjoy making decisions around the map. You don't need a flashy portal every game; a well-timed return to bot can be just as valuable.
Domination: Electrocute, Cheap Shot, Deep Ward, Treasure Hunter.
Inspiration: Magical Footwear, Jack of All Trades.
Shards: Attack Speed, Movement Speed, Scaling Health.
Swap Scaling Health to Flat Health when surviving the first few levels is your biggest concern.
This is the page in Lathyrus's latest build video. Electrocute helps your short trades, while the gold runes help you reach completed items. Magical Footwear means you cannot buy boots before the rune delivers them, so account for that when planning early movement.
Jack of All Trades gives ability haste for different item stats, with extra adaptive force at 5 and 10 stacks. Kindlegem helps reach the early 5-stack spike.
Mercury's Treads complete the 10-stack setup described in the build video. With Steelcaps, Frozen Heart or Force of Nature can provide a missing stat later.
Don't buy a bad item just to finish the rune.
Summoner spells
Flash Take Flash in every setup. Choose your second spell for the game.
Ignite The default here, for early pressure and finishing catches.
Heal An alternative when you value the heal and movement speed. Check what your ADC is taking.
Exhaust A situational choice against a burst threat you can reliably exhaust before their damage lands.
Defensive alternative
Guardian, Font of Life, Conditioning and Overgrowth, with Magical Footwear and Cosmic Insight. Swap Conditioning to Bone Plating against dangerous early all-ins. This is an optional defensive page, not the main Rocketbelt setup.
Q at level 1, W at level 2, E at level 3. Max Q, then W, then E. Take R at levels 6, 11 and 16.
Ability Sequence
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Passive — Traveler's Call
Chimes restore mana, give experience and help you move around the map. Collecting them also improves your Meeps. Route through useful chimes on the way to a play rather than abandoning a wave to collect every one.
Lathyrus uses roughly two chimes per minute as a routing benchmark. Treat it as a check on your pathing, not a quota worth dying for. If you're consistently low, look for missed chimes on recalls and rotations. If you're collecting loads but missing every fight, you've gone too far the other way.
Q — Cosmic Binding
The first hit slows. Connecting the follow-through to another enemy unit or terrain turns it into a stun. Look for enemies lined up with minions, their teammate or a wall.
If you can safely get an empowered auto first, the Meep slow makes Q easier to aim. If walking into auto range would get you hooked or bursted, use Q from a safer position.
W — Caretaker's Shrine
Place shrines somewhere your ADC can retreat to and let them charge when possible. In a fight, the movement speed can matter as much as the heal. Leave useful shrines before a roam, but don't drain your mana placing them without a purpose.
W briefly reveals its target area. Use it to check a suspicious brush before stepping into ward range. It is a quick check, not lasting vision.
E — Magical Journey
Use it for ganks, rotations and escapes. Check the exit before entering and ping it for teammates. Enemies can follow you; be ready to Q them against the exit wall.
You can also use a short portal to reposition during a fight. Don't leave at full health if you could safely stay and land another stun. Equally, don't spend E to save a second of walking when you might need it to survive the next encounter.
R — Tempered Fate
The 2.5-second stasis buys time to reposition, wait for help or remove part of the enemy team from a fight. It also prevents your teammates from damaging affected targets, so look at what they are casting before you throw it.
Prioritize health components while building Rocketbelt. Kindlegem is a useful early purchase when your recall gold allows it. A little durability gives you more room to take trades and survive ganks.
Rocketbelt's dash helps you dodge a key spell or reach an auto–Q angle. Spending it on minor poke can leave you without the movement tool you needed for the next fight.
Zeke's adds mixed defenses and ultimate haste. Its aura readies when you cast ult and can activate when an enemy comes close; you don't need to stand beside the target when you cast R. This is the newer recommendation, replacing the older video's criticism of Zeke's.
Boots
Mercury's Treads — against meaningful, reducible CC. Also fits the Jack of All Trades plan.
Plated Steelcaps — when basic attacks are the main threat.
Boots of Swiftness — when slows and movement are the bigger problem.
Ionian Boots of Lucidity — when you can afford less protection and want additional cooldown reduction.
Lathyrus commonly finishes his upgraded boots after the two-item core. Treat that as his default sequence, not a reason to delay urgently needed defenses.
Patch 26.20 correction
Rocketbelt now gives 10 ability haste instead of 20.
With Zeke's and 10 stacks of Jack of All Trades, that leaves 30 general ability haste: rank-five Q is roughly 4.62 seconds, rather than the video's roughly 4.3. Another 10 haste brings it back to roughly 4.29 seconds. Ult haste only affects R, so it doesn't fix Q's cooldown.
Before buying, ask: who is killing us, who is carrying us, and what would change the next fight? Item groups are a menu of options, not a shopping list.
Against heavy AD
Randuin's Omen — when a threatening crit carry is doing the damage.
Frozen Heart — when nearby attack-speed carries are the main problem.
Knight's Vow — when keeping your strongest carry alive matters more than making yourself harder to kill.
Against heavy AP
Kaenic Rookern — when you need substantial personal protection against magic damage.
Force of Nature — an alternative against repeated magic damage and longer fights.
Locket — when several teammates need protection from a burst of damage. Shield before it lands, rather than after everyone has already lost their health.
Based on your own team
Several magic-damage carries: consider Abyssal Mask if you can stay close enough to enemies for its effect.
Mostly physical damage: prioritize useful protection such as Locket or Knight's Vow. Your teammates being AD is not a reason to build AD yourself.
One fed carry: consider Knight's Vow and stay within useful range of them.
Against assassins
Buy the appropriate resistances, but save Q for their entry and position near your carry. Locket or Knight's Vow can help keep the fight from ending before your carry gets to play.
Against tanks
Liandry's Torment is a greedy option when you are already durable enough and can keep applying damage. Often your better job is to protect your damage dealers or catch the enemy backline.
Against dangerous CC
Mikael's Blessing is an option when cleansing a removable stun or root would save your carry. It does not remove suppression. Consider whether you can actually use the active in the situations causing deaths.
Against healing
Use Ignite during the important healing window and check your team's anti-heal coverage. If nobody can apply it reliably, a component such as Oblivion Orb is an option. Don't assume Thornmail will affect someone who never attacks you.
Other options
Imperial Mandate — part of the older Locket build. Adds damage to your catches, but don't fill your inventory with damage items when you still need durability.
Bloodletter's Curse — a more expensive option to help several AP teammates against magic resistance. Lathyrus shows it alongside Abyssal in the latest build video; it isn't a default third item.
Jak'Sho — a late personal-defense option for extended fights with mixed damage. Its price makes it harder to justify before your cheaper support items.
Redemption appeared in older advice, but Lathyrus rejects it in the 26.14 video after it lost its health. It isn't part of the recommended flex pool here. The same durability concern is why this guide doesn't recommend full enchanter or full damage inventories by default.
These choices are recommendations for this guide; the latest video covers the main defensive flex items and treats Liandry's as a rare purchase.
These show possible finished inventories. Change the order of the flex items to address the immediate threat.
General protection
Bloodsong
Rocketbelt
Zeke's
Mercury’s
Locket
Knight’s Vow
Heavy AD with a crit carry
Bloodsong
Rocketbelt
Zeke's
Steelcaps
Randuin’s
Knight’s Vow
Heavy AD with several attack-speed threats
Bloodsong
Rocketbelt
Zeke's
Steelcaps
Frozen Heart
Locket
Heavy AP
Bloodsong
Rocketbelt
Zeke's
Mercury’s
Kaenic Rookern
Locket
Your team has several AP carries; enemies deal mixed damage
Bloodsong
Rocketbelt
Zeke's
Mercury’s
Abyssal Mask
Knight’s Vow
Greedy damage into a beefy team
Bloodsong
Rocketbelt
Zeke's
FLEX
Boots
Liandry’s
FLEX
Flex item
Older alternatives from the 26.14 video
Bloodsong
Dead Man’s
FLEX
Boots
Locket
Mandate
FLEX
Flex item
Solstice Sleigh
Swifties
Locket
Mandate
FLEX
Flex item
These are alternative starting points from the older video. They are not the latest Rocketbelt core, and the final items still depend on the game.
Mercury's Treads in an example does not mean every magic-damage team calls for tenacity. Pick boots for the actual threats.
Keep your support item and switch to Oracle Lens once your warding item gives you reliable ward coverage. Control Wards use the support role slot in Season 16.
Level 1 is a chance to use your empowered auto and Q for a strong short trade. Look for a stun through the wave or against a wall, then back out before both opponents can answer.
Levels 2–5 are much less forgiving. Lathyrus's usual goal is to leave lane healthy and close enough in experience to make plays at level 6. Take free trades, but don't force a winning lane just because level 1 went well.
Don't turn one successful trade into a chase through their whole minion wave. Losing half your health for a second auto can hand the lane straight back.
Watch the level-up
Help your ADC contest the early wave when it is safe. If the enemy duo will reach level 2 first, step back before they level. Don't wait until the engage has already started.
Use the brush
Brush control can make your Q angle less obvious and let you stop taking minion aggro after a trade. Respect wards, hooks and the enemy jungler's likely path. Check the enemy support's trinket before using your ward to contest their brush; an immediate sweep can waste it.
Give your ADC room
Watch where the enemy support is standing. If they walk up from the river-side brush, don't drift away and leave your ADC to deal with them alone. Position where you can threaten or answer the support without exposing yourself to a free engage.
Hold Q when necessary
Against an engage lane, Q can be your way to stop their follow-up. Throwing it for low-value poke gives them a window to walk at you.
Help the wave before leaving
If you want to roam, first help create a wave state your ADC can manage. A full crash is much better than a half-finished push the enemy can freeze.
An ADC farming under tower is not automatically safe. Check their health, the enemy wave size, both opponents' engage tools and the jungler's position.
You crashed the wave and have time before your ADC needs you again.
The enemy bot lane recalled or died.
Your jungler is nearby and you can help with a realistic invade or gank.
A mid-lane catch or objective setup is worth the time away.
Bad reasons to leave
There are chimes on the other side of the map.
You're annoyed with your ADC.
You always leave at the same level, regardless of the wave.
You are walking toward a lane without checking health, cooldowns or whether anyone can follow.
Plan your route while recalling. Check the bot wave, your jungler's direction and whether mid is actually gankable. Decide before leaving the fountain so you don't waste the window walking in two directions.
A roam doesn't have to cross the map. Crashing bot, helping your jungler in the nearby river and returning before the next wave can be enough. If bot is already winning and the next play is dragon, staying with that lead can be better than trying to rescue top.
Collect chimes along that route. Their mana return can help you stay active without another recall. Skip dangerous ones when enemies are missing.
Keep looking back at bot
If the wave is about to reach your tower, the enemy jungler appears nearby or your ADC loses too much health, your roam window may be over.
Early support roaming has higher tradeoffs after patch 26.16. This guide does not recommend abandoning bot permanently at level 3.
If you arrive mid and the play disappears, place useful vision when safe and leave. Waiting around for a gank that isn't there can cost more than the original roam.
After bot tower falls
Look for the next outer tower or objective with your strongest teammate. Don't keep chasing their bot laner deep down the same lane while the rest of the map needs help.
Ward for the next play. A ward showing the route an enemy will use is more useful than a deep ward nobody can act on.
Before an objective
Start with the teammate who can win the fight. Help them push their wave so they can move, then enter the area together. Reset early enough to refill wards and arrive before the enemy controls the entrances. Sweep the approach, cover flanks and keep a way out.
If your team cannot enter safely, start with closer vision and work forward together. Being tanky is not permission to face-check five people.
Use your pushed waves and nearby teammates to judge how far forward you can ward. A deep ward is a bad trade if placing it gives the enemy a free kill before dragon. If a dive is coming bot, cover the route behind your tower as well as the river.
Use Season 16's vision tools
Control Wards have a separate support role slot, so they don't need to replace a completed item.
They become cheaper after the support quest is completed.
Wards placed on Faelights provide additional vision. Use them when that coverage helps your team enter or hold an area.
Oracle Lens helps clear routes for catches, but don't stop to finish a ward while an enemy is collapsing on you.
Control Wards: buy with a purpose
Lathyrus's older guide argues against buying them on every recall. Season 16 makes them cheaper after the quest and removes the inventory-slot problem, but they still cost gold. Buy one when you can defend it, deny an important approach or detect a camouflage flank. Replacing a ward the enemy immediately clears just delays your next item.
Don't miss the reset
If everyone has gone back and you're low on wards, reset with them. Wandering toward another possible play can leave you alone on the map when the enemy returns with fresh purchases.
During the objective
Watch the enemy approach rather than joining every hit on the monster. Q can stop an entry, and R can delay the enemy jungler while your team finishes.
Ulting the objective itself also stops your team damaging it. Use that only when delaying the fight has a clear purpose, not as a routine steal attempt.
Before pressing R, decide what the extra time is supposed to achieve.
Catch someone
Ult an isolated target when your team can reach them. While they are in stasis, move to a Q angle and prepare the follow-up. Long-range casts are harder to convert when nobody is nearby.
Split a fight
You don't always need to ult the person your team is hitting. Freezing the enemy backline can give your teammates time to finish the frontline without taking damage from everyone at once.
Save an ally
Stasis can deny incoming damage, but check whether help will arrive before it ends. Freezing your carry also stops them attacking and moving.
Set up a dive
Ult the enemy turret while keeping the target outside the circle. Make sure your team understands the dive and has a way to leave when the turret becomes active again.
Protect a turret from Herald
Time the turret stasis to cover the incoming charge.
Respect allied combos
Caitlyn traps, Ekko W and Fiddlesticks ult can follow your setup. Throwing R after Miss Fortune, Kennen or Malphite has already committed can ruin their damage.
Q → R → Q
This chain needs enough Q cooldown reduction and correct timing. The video's 1.8-second stun plus 2.5-second stasis leaves about 4.3 seconds between Q hits. The current core with 10 Jack stacks gives roughly a 4.62-second Q cooldown; another 10 general haste brings it below 4.3. Enemy tenacity and projectile travel also affect the timing, so even then don't promise an unavoidable 6.1-second chain.
Make R easier to land
Move closer when safe rather than always casting from maximum range. Lathyrus recommends normal cast for R and E so you can check the placement. Quick cast with an indicator is another option if that's more comfortable.
Practice simple catches before forcing complicated saves. One clean target with follow-up is plenty.
Identify the teammate doing the damage and the enemy most likely to kill them. That tells you whether to look for a catch, hold Q for peel or use ult to separate the enemy team.
During the fight
Weave in and out of range. Use empowered autos when safe, find a Q angle and step back while it is on cooldown. Standing still and auto-attacking like an ADC gets you killed.
Rocketbelt can open an angle, but it can also get you out of one. Don't spend it early if you need it to dodge the enemy's key spell.
When ahead
Move with your jungler or fed carry, control entrances and punish enemies trying to recover vision. After a catch, take something useful: a tower, an objective, a wave or control of the next area.
Being ahead doesn't require buying more damage. Keeping your fed carry alive may be the easiest way to keep winning.
When behind
Stay close enough to protect the teammate who can still deal damage. Use defensive vision, wait for enemies to overextend and avoid isolated trips into their jungle.
A pick can buy breathing room even if it doesn't immediately win the game. Use that time to clear waves, reset and replace vision.
Don't play so safely that the enemy gets everything for free. If their fed carry overextends and your team can follow, commit to the catch. Trading your life for their shutdown can be worth it. Walking into their jungle alone with no follow-up is a different story.
With Baron
Help your team push waves and protect the people using the buff. You don't need a desperate engage when empowered minions are already forcing the enemy to respond.
Bard can create openings from behind, but don't force a hopeless fight because your ult is available.
Treat the matchup ratings as a starting point. The opposing ADC, support and jungler together matter more than one champion name.
Against dangerous engage, preserve your escape and respect enemy level-ups. Against long-range poke, use the wave and brush to limit free hits rather than repeatedly walking into auto range.
Jhin (ADC) offers clear follow-up for your catches. Ezreal (ADC) gives you more freedom to roam. Ashe (ADC) helps you land CC but still needs protection against dives.
Caitlyn (ADC) has excellent trap follow-up on your ult, but she also wants lane pressure. Lathyrus's older full guide calls aggressive early ADCs harder to support; the strong combo doesn't automatically make the first few levels easy.
With short-range, aggressive partners such as Samira, Nilah or Draven (ADC), look harder for lane opportunities before leaving. They often want more immediate support than your usual roaming plan provides. Mage bot laners with reliable wave clear can also give you good roam windows, provided they're healthy enough to survive the enemy's engage.
Historical matchup win rates describe whole-game results. They do not measure how hard the lane is, and a small sample can swing heavily between patches.
Following chimes into an area you wouldn't otherwise enter.
Using Q for poke immediately before the enemy engages.
Opening a portal without checking where it ends.
Ulting a target your team was already about to kill.
Buying against the enemy team on paper instead of the enemy actually doing the damage.
Forcing Jack of All Trades stacks with an unsuitable purchase.
A short review after each game
Pick one bad roam and one bad ult. Check what you could see before making the decision, what you expected to happen and what actually happened.
In Practice Tool, work on familiar portal routes, Q angles through minions, Rocketbelt repositioning and Q timing after stasis.
Improve one habit at a time. Getting your next three roam timers right is a more useful target than trying to copy every play from a Challenger highlight.
Should I max W into poke?
Keep maxing Q. The cooldown, damage and stun duration all matter. Use charged shrines, safer positioning and sensible recalls instead of delaying Q's power spike.
Do I need Dead Man's Plate to roam?
Not in the Rocketbelt setup. Magical Footwear, your movement-speed shard and chime routes provide movement speed, while Rocketbelt gives you a dash. Dead Man's is still in the older alternative build.
Why buy defenses if I want to carry?
You need to survive long enough to use your Meeps and get another Q. One rotation followed by a death often does less than several rotations with cheaper defensive items.
Can I copy the old no-potion start?
That advice was tied to the old Biscuit page and a passive lane plan. The default start in this guide buys two potions; the main rune page no longer takes Biscuits.
Updated for Summoner's Rift, patch 26.20 — October 11, 2026.
Changes relevant to this guide
26.13: Meep damage was reduced. Old damage tables should not be copied into ability explanations.
26.15: Jack of All Trades' adaptive-force rewards were reduced. Old values should not be copied into rune explanations.
26.16: early support roaming received higher tradeoffs through quest and lane-related changes.
26.18: Bard's base armor and armor growth were reduced.
26.20: Rocketbelt lost 10 ability haste and gained active damage. Older build-video cooldown examples need updating.
Season 16: supports have their own Control Ward slot. The old Feats of Strength system is gone; do not copy its boot-upgrade instructions.
Credits
Lathyrus's build videos, matchup discussion and older guides provided the starting point. The chapter wording, example builds and practical recommendations here are original fan-written additions. Community opinions are not presented as Lathyrus's own statements.
Artwork credits
Banner and Meep decorations are from Lathyrus’s MOBAFire guide. League of Legends artwork is by Riot Games.
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