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Recommended Items
Runes: Standard

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:

Flash
Heal
Items
Ability Order Standard

Pix, Faerie Companion (PASSIVE)
Lulu Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Thresh
Lulu is suspectible to hard engage and forced fights because you want to scale towards later game with your ADC.
Respect the hooks and punish when hooks are on CD. Common in all of these all in champions is you can build HP components first and early boots to be less in danger.

Jinx
You work really well with scaling adcs who usually have some sort of steroid in their kit like extra auto attack range or attack speed.
You provide enough safety and mobility with your kit to boost the ADC to another level. These are usually ADCs who need item or two to start doing noticeable damage.
Synergies

Jinx
You work really well with scaling adcs who usually have some sort of steroid in their kit like extra auto attack range or attack speed. You provide enough safety and mobility with your kit to boost the ADC to another level. These are usually ADCs who need item or two to start doing noticeable damage.
Champion Build Guide
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Wrapping Up
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Last but not least take |
| These are pretty self explanatory with ability haste boosting your CDS, getting adaptive force and health. They scale pretty fast to be better than immediate stats so you may as well take the scaling ones for lane as well. You can argue to skipping the ability haste for more adaptive force if you're playing against other enchanters, going back and forth with poke more but can't really go wrong here. |
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For secondary tree, you want defense for pokes. |
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Inspiration is secondary option to resolve tree in my opinion but it has some uses so I'll cover it. |
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ABILITY CLIPS
Max priority: R > E > W > Q
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Why
It's your biggest playmaking ability with great opportunities for skirmishes and teamfights. Synergies well with melee champions being in close approximate fights, providing them space with the knockup but also great value defensively because it disrupts enemy movement whether they're meleerange or mid air like It's important to understand the CC value of your ultimate and the space it creates. Sometimes using it offensively to cancel enemy channels like Why Reliable point-and-click damage ability in laning phase and great all around ability for defense/offense. Gives you good defense against incoming poke or stronger lanes looking to push you out of lane. Great for auto attack trades when provided on your ADC and can be comboed with ADC and can be comboed with Why Amazing ability both offensively and defensively. It's use case varies a lot on the situation whether you can aggressively use it on ADC for extra attack speed and mobility or using it defensively to polymorph incoming threat. It's important to use opportunistically and not using it mindlessly. Why One point already gives the slow setup you need and combo with your It doesn't provide enough poke value being taken second. Arguably you can put couple points into it but then again I think |
Mastering the Fae Sorceress
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Combat & Utility
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Comprehensive Jungle Macro & Mechanics
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SUPPORT FUNDAMENTALS
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PHASE I: THE LANING CORE
With
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PHASE II: MID-GAME MACRO
The next "phase" you could say is when you start to break down enemy turrets, creaing a long lane suspectible to being ganked and abused. This is when you can go play with your ADC to mid lane, being available to roam easily to any lane or play with your jungler. You'll want to make a decision who you want to play with and the answer should always be: your win condition. Play with your fed member of the team unless it's something really obvious like top laner wanting to split push.
PHASE III: TEAMFIGHT DECISIONS
Team fights you'll need game sense more than anything and map awareness. You don't want to act reactively but rather understand your win condition and enemy team's win condition. Is it more improtant to play CC bot to shut out enemy threats or play defensive to keep your carries alive? You also want to assess and know what's the enemy team's engage if they have one. You'll need to play around the maximum ranges of enemy engages.
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Understanding the "Traffic Light" of Bot Lane
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The "Turn-Based" Philosophy of League of Legends
Having negative priority means you have to act reactively. You are late to fights, objectives and controlling the map or vision. This is not your turn or chance to make plays. This is usually the result of being pushed in, having to farm minions under turret or generally just being in a weaker lane where you can't control your own position. This means the enemy laners are at an advantage to makes plays and you can't necessarily follow them. You have to be proactive with giving this information to your team. The most common example is as simple as scuttle fights among junglers. If you are pushed in under turret, you can't join the scuttle fight easily to help your jungler so your jungler needs to either understand this or be told you are not able to provide assistance. "Bottom gap gg" is often heard when jungler dies during this moment. |
Neutral priority or even priority is when either side can be proactive and take the initiative. This is often where skill difference, map awareness and general knowledge come into play and understanding which fights you should take and which fights you shouldn't. If you are completely even, you need to estimate if a 2v2 fights for priority against your laning opponents will end up in a victory or defeat. To make matters more complicated, other lanes also have priorities and lane dynamics. Your jungler being other side of the map means you have negative priority as a team if you can't for sure tell where the enemy jungler is. If you go for a 2v2 fight, you know for sure your jungler isn't there but enemy jungler can appear and turn the fight into 2v3. Same goes for mid lane, if enemy mid laner has priority, they'll most likely be first to fight over river objectives. |
The most important part is the game start and understanding what your jungler's clear will look like and what enemy jungler's clear will look like. Are they clearing for a bottom scuttle or towards top lane scuttle? If your jungler is pathing top and you know enemy jungler is clearing to bottom side, you are in lower priority as a team bottom half of the map to make a play aka weakside. Likewise if your jungler is bottom side of the map, you can more confidently make plays as at worst it's 3v3 if enemy jungler is also there. It's more chaotic in lower elos but you can sort of guess where the enemy jungler is going if you know their and your own jungler's clear and just mirror their position. If your jungler started bottom and enemy jungler top side, enemy jungler will most likely be towards bottom half of the map if your jungler is top side. This stays more true the earlier the game is. |
The last priority is positive priority. Your team is playing bottom side or you have created a push towards enemy tower and have a stronger lane in general. This is your time to be proactive. Especially as an enchanter you don't provide a really strong dive threat and your poke is mediocre so you can look to make a roam on the map, play with your jungler, go for a scuttle fight to help your jungler. Priorities change fast however so as soon as you leave the lane to make a play on the map, when the next waves come in your laner is left alone in 1v2 situation if you aren't there. Generally speaking you don't want to leave your ADC alone to a freezing wave or if they are at a risk of being dove. This is your mistake of reading the priority wrong and leaving your ADC in a bad spot so you'll have to make something on the map for it to be worth it. The advantage of crashing a wave to enemy turret is to create a slow push towards your ADC so the worst situation of freezing a wave and zoning your ADC from gold/experience shouldn't happen while you are roaming to make a play. Especially your junglers will thank you for making a play with them when you have positive priority instead of watching enemy ADC last hit safely under turret. You want to try and create something on the map with this advantage. Of course if it's just a couple of minions crashing the turret, you'll soon be back at neutral priority and need to be aware of the changes. |

✦ LANE STATES: THE "WHY" BEHIND THE WAVE ✦
Stop autopiloting. Every auto-attack should have a purpose.
Used to starve the enemy of Gold/XP or setup a gank. Keep the wave just outside your turret range. The objective of this is to prevent enemy laners from farming freely under turret when you are the stronger side and are looking for fights and gaining an early lead. Generally speaking leaving +3 minions on enemy side and preventing them from crashing your turret will keep the lane frozen towards your side of the lane. This combines well with brush control and just the threat of being engaged on can be big enough to force enemy laners from gold/exp range. This will eventually lead to enemy laners being forced out of lane to make plays on the map or be forced into a really bad team fight which you can punish unless their jungler comes and saves the lane state. If you are in the receiving end, you'll want to try and crash the wave for a reset or call your jungler to either gank or even to break to freeze so you can look to come back to the lane with newly purchased items. If it's completely hopeless and you can't break the freeze because of enemy pressure, you have time to play on the map rather than lose the lane slowly but again you want to be aware of your ADC being potentially diven. It's a balance of playing on the winning side of the map if you can but you don't want to completely devastate your ADC unless he is totally out the game or not willing to play. Playing for 0/4 ADC for example will not likely result in a positive fight so you'd rather play somewhere else on the map to help rest of the map win so your ADC can scale into the late game.
Used to gain priority for Dragon, get plates, or force the enemy to farm under pressure and risk being diven. You may want to slow push to create a massive wave simply by last hitting while having more number of minions or you can fast push if your jungler is waiting for a dive or you want a quick plate gold before reset. You don't want to push mindlessly especially if you can't punish the enemy team under turret with your E + Q poke. You want to have a goal before putting yourself at risk of being ganked or roamed on if you play towards their side of the map.
Pushing the wave fully into the enemy turret so it "bounces" back, allowing you to recall for items. You want to crash the wave entirely to enemy turret so enemy laners miss minions and the way minion waves work, enemy minions will pile up and kill your minions quicker. Assuming even waves but them arriving sooner from enemy side will mean it'll start slow pushing towards you, allowing for a safer lane state. This is your opportunity to go spend your gold and come back stronger with items.Â
Generally speaking you'll want to time your reset at the same time with your ADC so there won't be disadvantageous 1v2 situation for your ADC. Likewise you can keep an eye out when the enemy laners are recalling to see if you can punish their mistimed recall timings. If your ADC resets before you, a neat trick you can do if enemy team is looking to reset as well is to hold incoming wave from crashing so it freezes on your side and your ADC can catch the wave. If you are badly misaligned with recalls and you end up alone in a freezing lane, you can use this free time in your hands to put vision on map or make a roam towards mid or play aggressively with your jungler.
Being pushed in. This is usually a disadvantageous position where you have no control over the lane and you are forced to play under your turret while being poked out of lane and punished for trying to last hit with your ADC, eventually leading to a bad timed recall with entire wave coming to die under your turret for missed gold and exp. If you have weak early game ADC like
I'm dedicating a small chapter to roaming specifically because it's become an essential part of the support role. Below is a simple chart to help you decide when to stick to your ADC and when to impact the map. While
Ultimately it comes down to the matchups a lot. If you are in a weak 2v2 matchup or your ADC can stay alone in the lane at relative ease, it'll become more valueable to roam even if |
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Mastering Lane Dynamics and the "Parallel Rule"
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Vision is Power: Tracking, Denying, and Securing
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DEFENSIVE WARDING
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OFFENSIVE VISION
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Blue Side Skirmishing
These are again not definitive and there's hundreds of warding locations. What I'm trying to do is give you ideas of some crucial warding spots that you can use to your advantage to setup a trap or deny crucial vision during fights. Denying and providing vision during a fight can win or lose you the fight and something you can use to your advantage. Denying brush vision or providing it can be the crucial turning point of someone having vision to press their ultimate or auto attack on a target and this is very important mechanic to understand and eventually it'll come automatically to you.
Red Side Skirmishing
This is the same idea as blue side skirmishing but flipped for red side. Basically aggressive positions you want to have vision control over to have an advantage on the map. I'm using control wards but obviously regular wards are plenty if you can't hold the position.
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Defensive: Blue Side
The defensive wards are when you are feeling pressured and little bit scared to do anything on the map. These are ideas of ward locations to know where the enemy team is trying to setup a dive or skirmishes from. I haven't included the entire map for example because when you are in defensive position, you don't get much knowledge or use out of enemy team walking around their red buff for example and you shouldn't risk dying warding something that'll be cleared and provide you with no useful information.
Defensive: Red Side
These are some defensive warding locations but for red side. I can't put enough emphasis as a last note not to lose your life over face checking something or trying to deep ward when you have no urgency to know what's happening that part of the map. Especially late game it's unfortunate how often peoople die trying to ward buffs for example when you won't be able to contest them anyway. If you are stuck in your base or under turrets, you don't need to see if your red is being taken because harsh fact is it probably hasn't been there for minutes. If warding feels risky, you'll want a buddy system of having someone like a tank to play with you for viison or your jungler.
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