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Ability Order

Lightslinger (PASSIVE)
Lucian Passive Ability
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1. Introduction 2. Motivation 3. Pro's & Con's |
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4. Who is Lucian 5. Rune Pages 6. Mastery Trees |
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7. Summoners 8. Items + vision 9. Abilities |
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10. Gameplay 11. Positioning 12. Closing |
Hello viewer. My name is jjoxuu and I am a bot lane fanatic. I enjoy playing the support role the most, but I also enjoy playing the roles of ADC and jungle. Finally I can back-up my guide after achieving something, which is this seasons Diamond. I have also picked-up There are some
Here are my current stats as

Stats from my platinum smurf;

I want to discuss a little of the ADC role play style, why would you want to play ADC and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is when ADC's go with the attitude "all me". Don't go shooting off in the chat that your support takes an accidental or secured kill. One of the worst things you can do is go blaming your teammates for your death. By behaving negatively, your support in the lane WILL play a lot worse and stop caring. Instead of saying, "OMG NO WARDS REPORT SUPPORT" you can buy 1 ward yourself or ask for a ward politely, without flaming. If your support secures 1 kill that you would've gotten, do remember that the support may not have the same knowledge as you (for example if u had Q off cooldown); don't flame him and say good job. It was a good play from his point of view.
I play ADC because I enjoy communicating with someone in the same lane. I like doing heavy damage and my team relying on that damage. It's also a very strategic and important role where 1 mistake could cost you the whole game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into 1 strategic move to kill someone off. In the end, I believe it is the high responsibility, the ability to do tons of damage, and communicating with my support as to why I enjoy the ADC role.
ADC can be a really effective and a fast way to climb if you know how to play ADC relatively well. The ADC can carry a team really hard if you make the right pick. Most of a team’s damage comes from the ADC and nearly all efforts are put toward protecting them so that he/she can deal as much damage as possible. The majority of the top 50 players in the game have at least 1 ADC in their most played champions list. In lower tiers like bronze, ADC is a great way to get you out as long as you play it well. You can even go 4v5 with an AFK and win; that's how strong the role is. ADC's are often focused in team fights for good reason, but in lower tiers people don't do that as often or do it with too large of a cost.
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> Great 1v1 > Mobile > Has burst > Has poke > Good kit |
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> Mana > Skillshots > Skill level > Item reliant > Ulti usage |
Your synergy
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Lucian
Preferred Role:ADC
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>> Then go for >> >> Here I go for >> Here we access the most cost worthy mastery: >> Finally the last point for |

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>> I take >> >> I have covered a little bit about the utility vs defensive masteries in the following tree. It is pretty much up to what you prefer. Both masteries work well and are viable. Some may wonder why I skip over the enchanted armor and magic resist as it's 5%. The reason is, because you will have around 30-100 resists throughout the game and it is a mere 1.5-5 more defense. It's possible to go for it also though. |
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>> I did not choose utility masteries over defense. I was arguing and fiddling around with the 9 points in utility, because the HP potion masteries are really good. However, I don't feel like you will be using that much of them in a poke lane where your support is often someone who can keep you sustained. I would go for these in the utility mastery tree if I was going to run that tree: >> I go for >> I take |
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>> If you see enemy team building tons of armor, |
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This ability sequence is all about damage. Ultimate is maxed first which is no surprise. It allows you to clear out minion waves or poke out enemy out of range or while you are zoned.
Lightslinger: Rather good passive out of the ones in league currently. Too bad it got nerfed a little, but it's still ridicilously strong after you get items. In early game it's all about winning trades and as
Piercing Light: Your main ability to deal damage and poke enemies. Use it on a minion facing towards the wanted target if you are out of range from just clicking on the actual target. Q + AA + passive is the core of winning trades. Also very useful when farming minions under tower or minions that are out of range.
Ardent blaze: Not all that great ability, but I do like it's range. The actual range is the explosion range in the form of star. So even if the range meter shows the max range, but it's just for the shooting star not for the explosion radius. I use this ability mostly BEFORE I start going for the actual kill, if I have clear vision so I can take advantage of the movement speed of the ability and
Relentless Pursuit: The usage of this ability is the key of your positioning. It does work against attack speed slows. It has quite long cooldown, so use it wisely. In lane rush level 2 and use AA + passive + Q + AA to deal close to half of opposing champions health. Only use it offensively when there is no danger of getting caught or you get kill.
The culling: Dangerouse ultimate in the wrong hands. If this ability is used inproperly it will cause huge loss of damage. Never use this in close range if you have other abilities up. Perfect usage is when opponent is out of AA range. You can deal lot's of poke combined with |

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>> You gave good poke and burst, can dodge |

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Thresh - The chain warden Tank, Fighter, Support Synergy: High Jungler ganking potential: High Specialty: Huge CC, AA poke, Shield Explanation: |
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face of the mountain
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Lulu - The Fae Sorceress Ranged, Mage, Support Synergy: High Jungler ganking potential: High Specialty: Poke, mobility, knockup Explanation: |
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Leona - The radiant dawn Melee, Tank, Support Synergy: Medium - High Jungler ganking potential: High Specialty: Huge CC, burst, initiation Explanation: |
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Braum - The heart of Freljord Melee, Tank, Support Synergy: High Jungler ganking potential: Medium Specialty: Shield, CC Explanation: |
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Early game can be really rewarding or a farm lane. I can't imagine a lane where you get completly trashed. Aim for even minion score or to snowball a lane. Having more than 3 deaths in lane means you are doing it wrong, most likely misusing
Start to look for tower kill after you have reached 6 and if you are winning or even in lane. If you are winning hard, get tower early and go help your mid laner. Helping the mid laner helps to get mid tower. First mid tower is really important tower for the whole team, but especially for jungler. You should have
Mid-game team fights should be dependent on how much you are ahead after laning phase, so if you have gotten that tower at bottom/mid or dragon, you should be fine as a team. Team fights start around the time you have taken first towers and group mid. in team fights it's extremely important to mind your positioning. If they have any kind of assassin in their team, don't you dare to go in range of engage. You are safe to go once they have used major CC or assassin focuses someone else. If you are being zoned out from the fight by hard CC user, this is the time when you use
Late game is where you should really not die. Overall I consider +5 deaths as
Let's start off with a story first to make my point clear. I had been wanting to climb ELO and I wanted to see what I didn't do properly. I took the opportunity when it arose and played a few matches with and against a few Diamond I/Challenger bot lanes. I obviously lost every single time more or less, because of positioning.
I was playing a fair lane
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• Every time I mispositioned, I got punished by basic attack.
• Every time I went to get a last hit, I got punished.
• If I was late from my lane, my opponent was level higher and punished me.
• Support went warding, I got zoned.
• I was alone in lane, I got zoned.
• Every time I lost vision, jungler ganked and I got zoned.
The more I got punished for mispositioning, the more frustrated I got --> Loosing cs, over committing, making more mistakes --> You end up with a death, lost tower + objectives. This was the clear difference between me and my opponent. I knew when I should poke and how to avoid getting poked, but there are so many chances to punish/avoid. He simply used the chances better than I did. I learned a lot that day. Lets take a look at some ways to punish, even the ones that seem basic to many.
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I expect you to know bot lane locations, but I'll provide a quick explanation in case I use different terms than you. Locations, positioning and situations are from blue side's point of view. Red bush = Bush closest to the enemy tower. Blue bush = Bush closest to your own tower. River bush = Bush at the end of the river where lanes start. Keep this in mind while doing this: Minions > Small poke Here are some simple ways of zoning/punishing; |
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So you know they have a mana hungry jungler and that they will start at blue. Depending on how good the ganking potential the jungler has, place a ward at river. Have your support be placed at red bush to either land CC/poke OR zone the enemy towards their tower or force a ward there. Then just push the lane as hard as you can and keep the red bush vision. Basically what this does is allow you to achieve level 2 faster. With your stat and ability advantage, you can either go trade off with the enemy if they go contest minions or they will back-off and you are denying them minion gold. |
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This is where things get tricky. Let's assume you are even in lane and both supports are not doing anything special to control the bushes. Basically having control of the enemy bush is the base of zoning, but you can't do that at the moment. Poking with abilities is OK, but you can punish the enemy for taking CS, within limits of not loosing CS of your own while doing that. Look at your own minion wave HP, if you see he is going for your melee minions which are low hp and he has a full hp minion wave, FIRE EVERYTHING. At least hit 1 auto-attack. It's not worth it if you loose a minion on the way. The most important minion deny is the big siege minion. Time it right. |
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This is really easy and can often lead to burst of summoner/loosing resources/or ending up dead. The most simple rule is when either your enemy has only their ADC or support in lane, go kill/poke/zone. Deny everything you can by simply containing red/blue bush control depending on where your lane is. A second situation is when the support leaves lane to ward. Either punish the enmy ADC by zoning/poking or try to kill the support on their way to ward. |
How to prevent getting zoned ?
- Have sustain
- Have high CC support
- Man-up. Know when you can win the trade in stead getting poked 24/7 for nothing
- Have jungler gank. No matter if river is warded, just CC the enemy bot lane.
- Have vision and deny it
More useful information;Attack Move/Stutter StepPredicting GanksHow to last hit
Thank you for reading the guide over and I hope you learned something about
Feel free to ask questions or recommend feedback - I will try to respond to them all. This turned out to be quite long guide after all, but if you truly are interested in




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