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Ranged Carry Resource
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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Night Hunter (PASSIVE)
Vayne Passive Ability
Forward: Attention Readers!
Due to my trip, I can only hope to full complete my guide by the 15th of February (based on my estimations). Please bear with me as I work, ever slowly, towards the competition of the guide.
Additionally, please don't make any judgements on the guide based on the MobaFire "Cheat Sheat". At its best, it can misdirect te reader from the true intentions of the author
In regards to any criticism, constructive or not, feel free to message me or post in the comments section. I will endevour to respond as quickly as possible.
Thanks in Advance for your time and patience.
When writing this guide, I have endevoured to keep it concise and sussinct whilst covering all relevant information and advice. If you feel that the guide has been either lacked depth in any areas or has been too long-winded, please do ot hesitate to make me aware of this through the comments section or a private message.
I hope you find the guide both informative and enjoyable to read!
Standard Ranged Carry vs Caster Ranged Carry:
Basically there are two main styles of Ranged Carries: Standard Ranged Carries and Caster Ranged Carries.The core difference between the two "styles" of ranged carries is that standard ranged carries base the core of their damage output in their auto-attacks. Caster Ranged Carries on the other hand, base a large percentage of their damage output in their skillset (Spells), supplementary to their auto attack damage. A prime example of this is
Specfic Note:
What is a Support?
The two things a champ needs to play support position is:
1) Have skills that will be effective even with 0 cs (e.g. Ashe has a single target and Cone perma slow, a second CV, and a great initiation skill)
2) The ability to help their carry in lane (e.g. even though Ashe can't heal the carry, she can help the carry get kills in bot easily).
Source: Source Link Regarding Supports
Sustained Supports vs Non-sustained Supports:
Please note that both lists are not complete and can be easily out-dated. Additionally the non-sustained support list is definitely controversial as some of the include champions can be supports and fullfil other roles (For example,
Lanes:
Please note that most of this guide of this guide is written on the pretext that you are duo-laning with support in the bottom lane (following the meta), although some points/advice s directed towards solo-top play.
Bottom Lane (With A Sustained Support):
Mid Lane:
- Flash: adds a priceless utility to each and every champion, but for ranged carries, it's even more important. This is becsuse Ranged DPS are at their strongest during mid and late game, which both revolve around teamfights and objectives (Baron, etc). In team fights, Ranged Carries will alaways be aimed, simply because of the sheeer amount of sustained damage they deal. Although a ranged carries positioning has to perfecft, everyone makes mistakes, and the instant reposition that
Flash provides is the perfect remedy. Additionally,
Flash can be used in an offensive manner to chase down evasive opposition.
- Exhaust: of the two summoner spells I use, is the one I would remove in place of another choice, such as teleport, in situational games. I select
Exhaust over the other choices because, for the most part, as the Ranged Carry, you will be duo-laneing in the bottom land with a Support, facing another Ranged Carry and Support, therefore in fighting situations, exhausting the opposition DPS will nullify a huge part of their damage, giving you a significant damage advantage.
Exhaust can also be used defensively to slow and reduce damage being dealt to you as you fall back. For example, if you are caught out of position and an opposition
Udyr ganks from behfind using the tri-bush, you can use your exhaust on him to avoid being stunned by his
Blazing Stampede.
- Cleanse is an excellent summoner spell for ranged carries as theyre especially vulnerable to CC. However
Quicksilver Sash also removes CC and so I don't feel it has the same value as
Exhaust or
Flash. I take it when the opposition have a lot of CC.
- Teleport: is one of my favourite summoner spells and up until recently, I prefered it over
Exhaust. It provides you excellent map control. For example, it allows you to make a play on the opposition, dealing enough damaged for both carries to have to recall, and then return to lane quicker than them, giving you a gold and experience advantage which can quickly snowball.
- Ghost is a good pick on any Ranged DPS as the move speed allows for faster repositioning. It also helps with chasing down fleeing opponents, which could otherwise escape.
- Ignite: is a solid pick in three situations: When playing champions who are reliant on early game dominance, such as
Tristana and
Caitlyn; When Facing opposition (Generally solo top) who are negatively affected by the healing debuff, grievous wounds. Examples:
Warwick,
Swain,
Dr. Mundo; When laning against
Soraka, as her main strength, great sustain, is heavily countered by the healing debuff.
In all honest, all other summoner spells, despite providing significant bonus, are inferior picks for Ranged DPS. For example, although
The variation in Masteries between Standard Ranged DPS and Caster DPS is a result of different needs in order to maximise their damage potential. For this reason, the Caster DPS mastery pages concentrate on picking up points in both magic penetration and armour penetration, along with CDR and general damage Masteries (as per standard ranged DPS). The Standard Ranged DPS tend to focus more on attack damage and armour penetration.
Standard Ranged DPS:
21/0/9:
The decision making when it comes to picking how many points you want in each mastery depends on the needs of your champion. When playing mana reliant champions, such as
Following the mana dependant path, you will have only three points to place in this tier of the utility tree. Place all three of those in
Place your final point, regardless of which path you followed, in
With the first row of Masteries, you can pick  up 4 points in the armour and magic resistance Masteries. When choosing these, take into account what opposition you will be facing. For example, if you are duo-laning against a Vayne and a Soraka, you will be taking mostly physical damage. For this situation, put 3 points in
With the second row of Masteries you can choose between health regeneration,
The final of the nine points should be placed,regardless of where you have placed your other points in the defensive tree, in
Standard Ranged DPS:
Seals:
Glyphs:
Quintessence: Greater Quintessence of Desolation,
Caster DPS
Seals:
Glyphs:
Quintessence: Greater Quintessence of Desolation,
Recommended  Combinations:
Marks:
Seals:
Glyphs:
Quintessences:
Explanation: This rune Combination is my favourite for a variety of reasons. Firstly, the combined bonus of the marks and the quintessences provides 15 bonus attack damage. This helps significantly with last hitting and early harass. Also, when the bonus 15damage is added to the base damage of the champion, along with extra damage from masteries and a Doran's Blade, some champions can start with around 90 attack damage.
The seals and glyphs are rather self-explanatory, but you should not that sometimes it is better to choose armour glyphs over magic resistance in order to better counter the laning combo you are facing (a more physical damage orientated combo).Â
Note: This rune combination works well on both Standard Ranged Carries and CasterRanged Carries.
Combination II:
Marks: Greater Mark of Desolation
Seals:
Glyphs:
Quintessences: Greater Quintessence of Desolation
Explanation:This combination is similar to "Combination I". However, the attack damage runes have been replaced with armour penetration runes. This sacrifices some early game damage but increases late game damage potential.
Note: For Caster DPS, you may wish to pick
Starting Items:
Doran's Blade
Boots + x3
Health Potion
Cloth Armor + x5
Health Potion
Explanations:
Doran's Blade is simply the go-to item for all ranged carries. The attack damage, life steal and health that it provides is all a ranged carry could want in an early game item. Also, the attack damage bonus of
Doran's Blade along with Masteries and runes will give you a significant attack damage advantage over most opposition.
Boots + x3
Health Potion is a great item combination as it is an extremely versatile pick. The bonus movement speed and the added sustain allow you to outmanoeuvre and out-sustain opposition how choose items such as
Doran's Blade. I recommend this combination when plying solo top or when duo laning with a non sustined support.
Cloth Armor + x5
Health Potion should only be used is when you have no choice but to solo top and you are doubtful of your capability to take your opponent on. This combination allows you to sustain your lane and farm, while defending your turret. Considered that ranged carries are late game champions, this is not necessarily a bad thing.
Notes:
- I recommend you buy either of the first two options most of the time(
Doran's Blade or
Boots + x3
Health Potion), picking between them depending on your needs. - Ranged Carries can solo top effectively, and in a normal scenario, go for
Boots + x3
Health Potion. Only opt for
Cloth Armor + x5
Health Potion when facing tough opposition.
General Item Pathing:
Short Laning Session (3 or more Recalls):
- x3
Doran's Blade and
Berserker's Greaves
B. F. Sword and
Boots
Phage and
Boots
Possible Combinations from Laning Medicorely:
Boots and
Pickaxe- x2
Doran's Blade and
Boots - x1
Doran's Blade,
Vampiric Scepter and
Boots
Possible Combinations from Laning Poorly:
- x1
Doran's Blade and
Boots - x2
Doran's Blade
Average Laning Session (2 or more Recalls):
Phage,
Sheen and
Berserker's Greaves
Bloodthirster and
Boots
Infinity Edge and
Boots
Possible Combinations from Laning Medicorely:
Phage,
Sheen,
Boots and x2
Doran's Blade
B. F. Sword and
Boots
Possible Combinations from Laning Poorly:
- x3
Doran's Blade, and
Berserker's Greaves - x1
Doran's Blade,
Phage and
Boots
Long Laning Session (Minimal Recalls):
Trinity Force,
Vampiric Scepter and
Berserker's Greaves
Bloodthirster,
Zeal and
Berserker's Greaves
Infinity Edge,
Zeal and
Berserker's Greaves
Possible Combinations from Laning Medicorely:
Phage,
Sheen,
Berserker's Greaves and x2
Doran's Blade
B. F. Sword and
Vampiric Scepter and
Berserker's Greaves
B. F. Sword,
Pickaxe and
Boots
Possible Combinations from Laning Poorly:
- x3
Doran's Blade,
Pickaxe and
Berserker's Greaves - x2
Doran's Blade,
Phage and
Berserker's Greaves
Offensive and Defensive Item Choices:
Phantom Dancer
Infinity Edge
Black Cleaver
Last Whisper
Trinity Force
Bloodthirster
Madred's Bloodrazor
Defensive:
Other Items of Note (Diificult to Classify):
Explanation: These core items are simply the best combination of damage items in the game, for ranged carries Regards of the order they are purchased in, they are effective all game long. Ever ranged carry, in order to true dominate their opposition, requires these items. Important Stats For Ranged Carriesb(Not including defensive stats):
- Attack Damage
- Attack Speed
- Life Steal
- Movement Speed
- Critical-Strike Damage
- Critical-Strike Chance
- Armour Penetration
Options for Remaining Items
Explanation:
Explanation: The icon layering above symbolises the tiers of boots in the eyes of a ranged carry, with
Prioritisation:
Explanation: Prioritising Elixirs is very difficult as there are many key variables in decision hich are volatile (change from game to game). For example,
When to buy:
The
Skills that will be covered in this section:
Ashe's
Enchanted Crystal Arrow
Ashe's
Frost Shot*
Corki's
Missile Barrage
Corki's
Gatling Gun*
Kog'Maw's
Living Artillery
Vayne's
Condemn*
Ezreal's
Trueshot Barrage
Ezreal's
Mystic Shot*
Miss Fortune's
Bullet Time
Graves's
Smoke Screen
Graves's
Collateral Damage*
Caitlyn's
90 Caliber Net*
Caitlyn's
Piltover Peacemaker*
Draw A Bead: Increases your Attack Range as you level. Being able to comfortably sit behind your teammates and snipe is great. However, this passive also brings a negative consequence in that your early-game range is mediocre at best. The need for leveling for range is one of the many reasons why Mid-Lane is the best for Tristana.
Rapid Fire: Increases your Attack Speed by a percentage. Attack speed on steroids. This ability is essential for mid-game and late-game fights, solo or team. This greatly increases your DPS and allows you to perhaps take down multiple turrets with only one or two waves of creep rapidly.
Rocket Jump: Jumps to target location, dealing splash damage and slow at land spot. Your initiator, escape, and chase skill. Mastering this skill and its high utility is essential in being effective with Tristana. Key things about this skill are that you can jump over walls, enemies are slowed upon being hit, and its cooldown refreshes after a kill or assist.
Explosive Shot: Passive: Killed enemies explode. Active: Damage over Time and reduced healing. Your best skill early game. This is your farm and harass. It also minimizes the effectiveness of healing, so make those potions and healing spells useless! You can also use the passive to harass opponents sticking to their minions. Unfortunately, this skill becomes obsolete late-game due to its short range.
Buster Shot: Instantly damages and knocks enemy back. Your burst ultimate. 300 damage instantly at level six is nothing to laugh at. Keep in mind, also, that it pushes the victim and his/her companions back a considerable distance. This can be a help and a detriment. Manage the space around you wisely.
Headshot: Every few basic attacks, Caitlyn will fire a headshot dealing 150% damage to a champion or 250% damage to a minion. Caitlyn's passive, in comparison to many ranged carries, is effective all game long. The bonus damage can give
Piltover Peacemaker: Caitlyn revs up her rifle for 1 second to unleash a penetrating shot that deals physical damage (deals less damage to subsequent targets
Yordle Snap Trap: Caitlyn sets a trap to find sneaky yordles. When sprung, the trap immobilizes the champion, reveals them for a short duration, and deals magic damage over 1.5 seconds.
90 Caliber Net: Caitlyn fires a heavy net to slow her target. The recoil knocks Caitlyn back. Caitlyn fires a net to slow her target by 50% for 1/1.25/1.5/1.75/2 second(s). This deals 80/130/180/230/280 (+0.8) magic damage and knocks Caitlyn back. This skill is
Ace in the Hole:] Caitlyn takes time to line up the perfect shot, dealing massive damage to a single target at a huge range. Enemy champions can intercept the bullet for their ally.
Focus: While out of combat, Ashe's Critical Strike chance increases every 3 seconds for her next attack.
Frost Shot: While active, each of Ashe's basic attacks slow her targets. This drains Mana with each attack.
Volley: Ashe fires 7 arrows in a cone for increased damage. Volley also applies Ashe's current level of Frost Shot.
Hawkshot: Each time Ashe kills a unit, she gains some extra gold. Ashe can activate to send her Hawk Spirit on a scouting mission.
Enchanted Crystal Arrow: Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion for up to 3.5 seconds, based on how far the arrow has traveled. In addition, surrounding enemy units take damage and are slowed.
Night Hunter: Night Hunter (Passive): Vayne ruthlessly hunts evil-doers. She gains bonus Movement Speed when moving toward nearby enemy champions.
Tumble: Vayne tumbles, maneuvering to carefully place her next shot. She rolls toward the cursor and her next attack deals bonus damage.
Silver Bolts: Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target will deal additional damage plus a percentage of the target's maximum health as bonus true damage. Note: Max damage vs. monsters is capped at 200. This second passive plays a huge part in
Condemn: Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, dealing physical damage and knocking them back. If they collide with terrain, they are impaled, dealing bonus damage and stunning them for 1.5 seconds.
Final Hour: Readying herself for an epic confrontation, Vayne gains increased attack damage, 1 second stealth during Tumble, and triple the bonus movement speed from Night Hunter.
Icathian Surprise Upon dying, Kog'Maw starts a chain reaction in his body which causes him to move faster and detonate after 4 seconds; dealing 100 + (25 x lvl) true damage to surrounding enemies.
Caustic Spittle Passive: Increases Kog'Maw's Attack Speed. Active: Kog'Maw launches a corrosive projectile which deals magic damage and corrodes the target's Armor and Magic Resist for 4 seconds.
Bio-Arcane Barrage Kog'Maw's attacks gain range and deal a percent of the target's maximum health as magic damage.
Void Ooze Kog'Maw launches a peculiar ooze which damages all enemies it passes through and leaves a trail which slows enemies who stand on it.
Living Artillery Kog'Maw fires a living artillery shell at a great distance dealing damage and revealing targets. Additionally, multiple Living Artilleries in a short period of time cause them to cost additional mana.
True Grit: Graves gains increasing armor and magic resistance the longer he remains in combat.
Buckshot: Graves fires three bullets in a cone, damaging all enemies in their paths.
Smoke Screen: Graves fires a smoke canister at the target area creating a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and Movement Speed.
Quickdraw: Graves dashes forward gaining an Attack Speed boost for several seconds. Hitting enemies with basic attacks lowers the cooldown of this skill.
Collateral Damage:Graves fires an explosive shell dealing heavy damage to the first champion it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing damage in a cone.
Skill Explanation:
Hextech Shrapnel Shells: Corki's basic attacks deal 10% additional true damage to minions, monsters, and champions.
Phosphorus Bomb: Corki fires a flash bomb at a target location. This attack reveals non-stealthed units around the blast and champions for 6 seconds.
Valkyrie: Corki surges to target location, dropping bombs that create a trail of destruction for opponents who remain in the fire.
Gatling Gun: Corki's gatling gun rapidly fires in a cone in front of him, dealing damage and reducing enemy armor.
Missile Barrage: Corki fires a missile toward his target location that explodes on impact, dealing damage to enemies in an area. Corki stores one missile every 10 seconds up to 7 missiles total. Every 4th missile will be a Big One, dealing extra damage.
Rising Spell Force: Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).
Mystic Shot: Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.
Essence Flux: Ezreal fires a fluctuating wave of energy, dealing magic damage to enemy champions and reducing their Attack Speed, while increasing the Attack Speed of allied champions.
Arcane Shift: Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.
Trueshot Barrage: Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through).
Strut: Miss Fortune gains an additional 25 movement speed after 7 seconds of not being attacked, increasing each second up to 70 maximum bonus speed.
Double Up: Miss Fortune fires a bullet at an enemy, damaging them and a target behind them.
Impure Shots: Miss Fortune passively increases damage dealt to a target with each strike. This ability can be activated to increase Miss Fortune's attack speed and cause her attacks to lower healing received by the target.
Make It Rain: Miss Fortune unleashes a flurry of bullets at a location, dealing waves of damage to opponents and slowing them.
Bullet Time: Miss Fortune channels a flurry of bullets into a cone in front of her, dealing large amounts of damage to enemies
Fleet Of Foot Sivir gains a short burst of Movement Speed when she attacks an enemy champion.
Boomerang BladeSivir hurls her crossblade like a boomerang, dealing damage each way.
RicochetSivir's next basic attack will bounce between targets, dealing reduced damage with each successive hit.
Spell Shield Creates a magical barrier that blocks a single enemy ability cast on Sivir. She receives Mana back if a spell is blocked.
On The Hunt Sivir leads her allies into battle granting them increased Movement and Attack Speeds for a period of time.















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