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Choose Champion Build:
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Core
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Health Items
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Armor Items
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Magic resistance items
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Cooldown Reduction Items
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Focus me!
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Crowd Control
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Reduction Items
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AP Items
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Mana Items
Foreword
Attention: The guide is under construction! Due to a bug the descriptions on the opposite builds are all mirrored! Also S3 items will be included later.
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If this was an item build... Well then you were right and the builds above were weird.
But you remember something? This is a guide and as such you want more than just putting some items there and call it a day. That's why mobafire decided that there have to be masteries and runes for every build I present.
I tried to take the best out of that and add other viable rune options and a bunch of possible masteries, some more tanky, some AP and everything you could imagine. Note that only the first page is the one I use the most!
So if you want to know why there are so many "builds" read the guide and you will know :)
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I have created this guide to help people and make them better players. I have put a lot of work in this guide and if you like it or think that it might help others, please up vote the guide so it can get more attention and help other people just like it helped you
I'm open for any kinds of suggestions, questions or things you might want to see more detailed. I will try to adapt as much as possible and together we will make it an even better guide!
this is Customtm with my new guide "

This is not a normal guide but also a general thought about the role as "Support".
Let's face it: Nobody wants to play as support these days. There is a very small group of people that only play supports and exile at it. However every team needs a support.
That's why we have a group of 95% players that play support because they have to and they suck. They build some random items like



That is something I want to fix. First of all, this guide is for the 5% good supports, giving suggestions you may not have thought about and on the other side also for the 95% of the people that need to learn how to support. Finally it's also addressed to all that players that get their butts saved and learn to recognize the work good supports do.
Because supporting CAN be fun and you CAN carry with supports! No, don't stack AP and kill everyone ... The way a support carries games is a completely different one. You counter their entire team and support your own.
I want that YOU join a ranked game after reading this guide and first pick a support if possible,

However let's get started and become a true support that wears this name as a title!
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Now you will ask yourself: Why you choose



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What

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Sure,

Sure,

Sure,

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The simple answer to all these questions is: No.
Every support is a specialist and better at what he does. But not

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World Championship
Picked or banned in 73% of all games
Has an impressive 77% win rate
Solo Queue
Picked or banned in 29% of all games
She averages a 54% win rate
As you can see




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I go 9 / 0 / 21 for:
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- Improved
Exhaust
- AP
- Cooldown reduction
- Magic penetration %
- Shorter cooldown on
Flash
- Mana per level
- Mana regeneration
- Movement speed
- Gold per 10
- More experience
- Even more cooldown reduction
- Even less cooldown on
Flash and also
Exhaust
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This setup aims for our very early game but works also towards endgame. What you need most at the beginning is mana, mobility and XP. Later on we need our summoner's back up as soon as possible to fight team fights at will, same goes for


All other mastery options are more tanky or more aggressive. But remember that they pay with damage loss and mostly also gold / 10 loss. Choose wise based on what your team is going to need the most.
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Marks
Runes



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Seals
Runes



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Glyphs
Runes



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Quintessences
Runes



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- Every time you play another melody, you set off a global cooldown of 0,5 seconds
- The melody played before stays for an additional second after the activation of the new one
Crescendo is not afflicted by the
Power Chord system
- Every time you play another melody (including
Crescendo), you get a power chord stack (PCS)
- Upon reaching 3 PCS, your next auto attack will trigger 18 - 188 magic damage, depending on your level and will add a bonus effect based on the last melody played
- PCS cannot be lost without auto attacking and can be charged up to three stacks
- The kind of PCS is not the third melody played but the very last one before your attack
- This enhanced attack procs
Rylai's Crystal Scepter with the full 35% slow
- The
Power Chord got no own cooldown and is depending on the cooldowns of her melodies. The longest cooldown after using the last
Power Chord is 7 + 0,5 x 3 = 8,5 seconds, the shortest at 40% CDR is 4,2 + 0,5 x 3 = 5,7 seconds.
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Staccato doubles the damage of the
Power Chord
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Diminuendo causes the target to deal 20% less damage
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Tempo reduces the movement speed by 40% for two seconds
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The

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The first thing that separates good




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The second thing is that a good











The strength of




But don't think now that





Last but not least, never forget that





Always think and adapt. The concept is simple, the usage is hard but if you are smart there is no way you can loose this lane.
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Finally the third thing is that a good




However, the



This was a long paragraph, wasn't it?
Well that's because



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- Aura that grants 4 / 8 / 12 / 16 / 20 AP & AD
- No delay
- 700 Range
a - Two bolts each dealing 50 / 100 / 150 / 200 / 250 (+0.7 per ability power) magic damage
- (Should) prioritize champions
- Bolts can hit once
- 45 + 5 mana per rank mana costs
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This song will make your enemies and allies say: Omfg, Sona carry. It deals insane damage on two targets with a huge AP ratio. However you can hit someone with two bolts but only one deals damage. If they facecheck the brush


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Together with the


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So use it when a) Your close enough b) One or no minion is around c) They come closer to you d) You

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The aura is the one you always want to have activated when your carry is farming because the flat AD will make last hitting much easier. Also tell your carry to get Greater Mark of desolation if possible because they synergy with

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- Aura that grants 3 / 6 / 9 / 12 / 15 armor & magic resistance
- No delay
- 1000 range
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Sona herself
- Their armor and magic resistance is buffed with 8 / 11 / 14 / 17 / 20 for 3 seconds
- Prioritize champions with the lowest percentage of health or the closest
- 60 + 5 mana per rank mana costs
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This melody is why you win all the trades. First of all it will prevent damage by the aura and the active will negate incoming damage with it's heal and the increased resistances. Use this right before incoming damage or afterwards for healing. It's a small heal but you can heal all the time. Don't spam this too much because the mana costs were highly increased. Your heals are also not vulnerable to healing reduction because you can cast them all the time.
The aura is very helpful when you face a lane that pokes or plays aggressive. It acts like a small shield that prevents damage before it's made and heals inflicted damage. This is your second preferred aura in the lane if your carry is under fire.
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- Aura that grants 4 / 8 / 12 / 16 / 20 movement speed
- No delay
- 1000 range
a - All units around gain 6 / 8 / 10 / 12 / 14 % increased movement speed for 1,5 seconds
- That includes minions and pets
- Stacks with the normal aura
- 65 mana at all ranks
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This kind of music is not that important in lane but it has it's uses. If you have to flee from enemy ganks or speed up your own engages this is the right song to play. Also nice to avoid getting hit by skillshots such as

In team fights this skill really shines. It gives you the ability to send signals for engage and disengage, pushing really hard, slow single targets with the




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Last notes about all of them: Each skill has a 7 seconds cooldown that can be reduced to 4,2 seconds.

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All auras take effect immediately. So time the




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All auras passives and actives can stack. There is also no diminishing returns with any aura items like


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- Only ability that has no stance and is a skillshot
- It has both channel (0,2) AND travel time (0,5)
- Deals 150 / 250 / 350 magic damage and stuns all enemies in a 1000 range for 1,5 seconds
- The stun is ingame a commando to dance
- Huge (!) mana costs: 100 / 150 / 200 mana
Ahh, your best part. A special sort of CC for an entire team. Fair damage on a very high AP ratio and devastating if hit. You can use this to prepare the ground for a 5-man-hit-

In lane this can prevent both of your enemies from taking any action before they die and makes skillshots hit 100%.
But there are two problems: The massive mana costs and the time. Always take care whether you got enough mana for a full combo with fight and chase before you use this. Because this is a channeled skill shot it can actually miss and people can flash it while it's in the air. Nevertheless a huge threat and a good reason to focus you before it gets off.
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In general this order is right.

Flat AD also benefits the carry better than armor / magic resistance.
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If you carry is really bad or an absolute farming fan like






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This is the most aggressive way to play


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Camp that! There is no way that your carry can get killed because hes a rolling tank, beefier than their jungler and faster than their offtank. Not a turtle but a supersafe version.
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Weird but not stupid: Run for your lives! When you are basically only trying to safe your teammates ***es, you should consider going ambulance mode. Get fast to your target heal up, slow the enemy and get them out of there.
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Now that we know all about

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And finally


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Not to forget that



I think that is a pretty decent list for only one support and it shows what

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Communication and Analysis
Before the match starts you must be aware who is who and ask them whether they plan to build certain items that might be supportive. If your


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Check all your team members and decide what they need the most. Those attributes are:
- Armor / Magic resistance
- Attack damage
- Ability power
- Attack speed
- Lifesteal
- Health regeneration
- Mana regeneration
- Movement speed
Then take a good look at the enemy team and decide what works best against them:
- Armor / Magic resistance reduction
- Attack speed reduction
- Reduced healing
- CC
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Now that you know your friends and foes better, you plan your preferred skill sequence, your ward coverage and your items. Your items have to include at least one item for health, armor and magic resistance and reach as much cooldown reduction as possible.
The reason behind this is the following:
Supports are nowadays mini tanks. The more they can peel for their carry, the better supports they are. And that is totally correct because no matter how fed a support is, he still doesn't deal the DPS. If a support manages to get focused and not dying within two autoattacks he has done the job of a tank at the same time.
Also




Cooldown reduction is necessary because the actives of all her abilities are much stronger than the auras and


Another weak point of


Finally the last thing and most important thing to peel: You have to be targeted. You got lesser problems than e.g.


Nearly at the end but something is missing: Where the hell do we get the money from to buy all that stuff we figured out? We can't last hit, should not KS and our income is small.
Another thing, regarding not your major items but consumables. In the current meta, the support is also responsible for the team's vision in lategame and also for the destruction of the enemies. That's why you always have to carry 2 - 5 Sight wards with you and, when you can afford it, buy an

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Now that we figured what our team and ourselves need, it's time to call items. There are actually not that much possibilities in some cases but our needs change a lot.
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Each item will have a color code that includes
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1 X / gold
2 Effectiveness
3 Efficiency
4 Support character
5 Unique attribute
Green is the best, red the worst. Remember that it is a comparison in their classes.
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The Healthy One
Item Sequence












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The Heavy One
Item Sequence








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The Special One
Item Sequence








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Cool Crescendo
Item Sequence










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Melody of Mana
Item Sequence











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A ![]() The best options are either ![]() ![]() ![]() ![]() I recommend to use one of these two or enough of the other supportive items to reach a good amount of mana regeneration. At this point I want to point at the ![]() The list above shows the mana regeneration increase with the items and the icons on the left the order of gold / mana regeneration, both excluding ![]() ![]() |
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Aria of Ability
Item Sequence












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Sometimes ![]() I will not talk about ![]() ![]() New in this section is the ![]() ![]() ![]() Another well rounded item for AP teams is the ![]() ![]() Again the ![]() |
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Recitative of Reduction
Item Sequence











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It's time to piss the enemy team off because normal supports don't do this: All these items apply a kind of debuff to the enemy team, some even as AOE.![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() And last but not least ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Crowd Control Chorale
Item Sequence







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What does every support want? More CC, right! People don't realize it but you can actually buy CC and what would be better than a ![]() ![]() ![]() ![]() ![]() ![]() ![]() The ![]() ![]() |
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Fugue for the Focus
Item Sequence







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Now that you are tanky and maybe even got a ![]() ![]() There are three tactics to do that: 1.
Piss them off! Do something really stupid or / and annoy them with CC items. At some point their aggression will turn to you, either to punish you for your stupidity or to shut down the source of annoyance and move on without this disturbing, flying aura, platform thing.
2.
Make them fear you! The more damage you can deal, the more people want to kill you first. Fear is always welcome. Try to act as if you were the main source of damage and just blew their heads off.
3.
Bait them! And here comes the last item part, the "focus me *******s!" items:
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Are you getting tired yet? No worries, it's over. These are all items you will ever need as support. But the hardest thing is already waiting: What do we choose?
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__________________
- We ask our teammates what they are going to buy. Turns out that
Skarner will run
Frozen Heart while
Darius wants
Randuin's Omen
__________________
__________________ - We look what their characters like:
Darius needs AD, AS, CDR, LS, CC and MS.
Brand likes AP, SV, CDR, mana, CC and MS.
Skarner loves MS, AS, CDR and mana
Vayne wants AD, AS, LS, Res, CC and MS
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__________________ - We look what hurts the enemies:
Irelia hates CC, ASR, A/MRR
Swain does not like HR, CC and A/MRR
Shyvana suffers from CC and ASR
Draven doesn't want CC, ASR and HR
Janna is less effective versus CC and HR
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__________________ - We summarize the needs and counters:
4/4 MS, 3/4 AS, 3/4 CDR, 3/4 CC
5/5 CC, 3/5 ASR, 3/5 HR
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__________________ - We pick our items:
Mercury's Treads versus
Irelia,
Swain,
Draven and
Janna
Shurelya's Battlesong for
Darius,
Brand,
Skarner and
Vayne
Zeke's herald forDarius,
Skarner and
Vayne
Frozen Mallet versus
Irelia,
Swain,
Shyvana,
Draven and
Janna
Randuin's Omen versus
Irelia,
Shyvana and
Draven
Athene's Unholy Grail versus
Irelia,
Swain,
Shyvana and
Janna, for mana
Optional:Aegis of the Legion,
Mejai's Soulstealer or
Morello's Evil Tome for more resistances for
Vayne, more focus on ourselves and to destroy
Swain or
Draven's sustain, especially if we got no
Ignite or
Draven runs
Heal.
I also check my runes and masteries. In this case I would run MR / level glyphs and armor marks and a defensive tree mastery setup. Always think and adapt to the situation
IfSkarner got brain, he will buy
Shurelya's Battlesong anyways.
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__________________ - We look at ourselves:
Health: 3300
Armor: 150
Magic resistance: 120
CDR: 40%
Mana: 50 mana / 5 + 1% per % of mana missing
Focus: Oracle, CC
Price: 14820 gold
Now you have to ask yourself: How much do I have to peel and will it be enough? Your carry isVayne who should deal enough damage but both
Darius and
Skarner will be busy
to chase and shut downDraven.
Brand cannot peel anything, so it's on your to stop a dragon, a giant morphed raven and someone that cannot be stopped by
Crescendo or anything. That's why we need health, resistances and tons of utility to deal with them.

That is a lot of money for someone that can't kill or get minions.
Before we start with the things we do, we have to figure out where the gold comes from:
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- Characters get gold / time while they are ingame,
- there are
Greater Seal of Gold and
Greater Quintessence of Gold as runes,
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Wealth ,
Mercenary and
Greed as mastery options,
- Philosopher's Stone,
Heart of Gold, Kage's Lucky Pick and the
Avarice Blade providing gold per time.
- Killing champions, minions, neutral creeps, towers, dragon and baron provides gold bonuses
The second thing to do is not to buy as many wards early in the game as others do because this will slow down our gp10 items. While we haven't finished those items, it is no problem to get a kill because we will transit that in even more gold. Always secure the kill!
The third thing is rushing Philosopher's Stone and


The fourth thing is that whenever we see that farm is wasted we are going to last hit with 100% hit chance and clear camps that would be wasted in the jungle. Always keep dragon and baron control, they are going to be a very important gold source for you and your team. This should add another 2 500 gold at least, depending on how many dragons and minions you got.
The fifth thing are your assists and enemy towers. Join every fight to pick up assists or even secure kills and pressure your team to push on towers if that's possible. It all belongs to your income.
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If you are doing okay you should have enough money for sight wards and

If you got no clue how to ward first read this guide:
Warding helper - More than your eyes can see
All credits go to Panglot who has created this tutorial. Give him a +1!
But now some advanced stuff: Almost every player knows these spots now. A soon as the enemy bought an

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In order to learn this, play the "Ward Game".
You get only gp10 and buy as much wards as you can. You will roam over the map and try to "hide" wards. They have to cover an area but they should not be detected. If you are doing it right, your opponent should find only 50% of your wards and catch you never.
Your friend rushes an

You win the game when 10 ( or less/more if you want) wards are on the map and one of them is timing out. That means your ward coverage is not only great but you found spots, he will never check.
Keep an eye on the enemy support! Click on them to see what wards they got and try to figure when and where he puts it. Write the time until they expire in the chat, it will help your jungler a lot and enable you to counter ward properly.
Another thing is: If your jungler has to gank bot but it is always warded buy a

The other possibility is that they got invisible champions. In this case ALWAYS carry a pink ward with you. It will provide a larger area and works even after you have died.
However outside that two possibilities DON'T use random pink wards. They are too expensive to just destroy the enemies vision in a random brush. Get an

Another thing you can do with sight wards is baiting



Always remember that even when they got an

If you are at the other side of the baron pit also put more than one ward at the same place, so you can buy your team more side while they waste damage on the wards.
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If yes, congratulations, you can use

This last part will be about your general gameplay, behavior on the bot lane and the itemization against every champion in the game. If you feel that you don't know enough about playing as a support and about all the counter mechanics to champions or you just want to check whether you do, go on reading.
However to all of those that play LoL enough, you can stop reading here. I want you now to start LoL, select "Ranked game" and write: Hi guys, I would like to play support if that's fine with you. Please tell me whether you plan to build supportive items such as.... Enjoy the game and have a free win.
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Duet on Bot
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Look at your enemies in the loading screen and scan for unusual summoner spells or combinations like






Take one level in



If you are on the blue team move to the double golems first. On 1:40 they are spawning. Autoattack and Q the big one and drag it sideways until they let go. Meanwhile your AD carry should hit them, so they will not regain health but focus your carry instead. Be wary that the enemies might try to stop you from taking them and that your AD carry may loose some health.
Try to take your side of the bot brush but do not facecheck after you have done double golems. If you got



If the enemy is a melee character bully him around until level 3 because they will have all their abilities now. Take your time and do nothing dangerous. Keep poking the AD carry when you can but never out of a brush. Always move out first, harass then and go back inside. This way he won't have the chance to trade with you. However when he's actually coming close enough, mix a

At the same time you have to analyze your AD carries behavior. Is he super aggressive or is he only last hitting? Adapt with your skill sequence and items to meet his needs.





At 4 minutes you should ward the river on blue side and the tribrush on red side. You can do this earlier or leave it completely when your are pushed or you are sitting under your tower. If they push the lane ask for ganks from your jungler.
Right before the gank be extra cocky to drag attention to yourself. If you have a pink ward with you set it up now and clear the river / tribrush ward. Try to give them the opportunity to kill you. The more aggressive you have played before, the better the bait will work. Ping the target you want to

Once the gank is happening you play your









If they use any summoners, write down the time that they will get them back. Always count as if they had the masteries up. Most important are


As soon as you got money for your next gold per 10 item or boots, tell your carry "brb" and port to your base. Don't ever leave without telling your carry or setting up a ward when there is none in the river.
Always try to take as much damage as needed. Your carry has to farm while you just have to exist, thx to our runes and masteries. So sending you back is fine if the carry can still farm meanwhile. If you AD carry really has to go back you have to kill every minion that goes low but you don't spamm

If you manage to get their carry out of the lane or he dies PUSH the lane into his tower and go back. He will loose all the gold and XP while you come back refreshed and with new items. Don't stay in lane, the longer more gold you have in the bank, the worse are you trades are going to be.
If the enemy is a disruptive initiator with range like



Brush control is very important in lane because it can be used by you and the enemies support to zone you or your carry from XP and last hits. Don't give up brushes, always fight for them! Remember that minions can deal loads of damage! Use the brush to loose their aggro, otherwise you will take tons of damage just by their counter poking.
Your job is also major map awareness. You should know where their jungler is and warn whenever you see a gank incoming, even when it's warded. People usually don't ward but if they do it there is still a 50% chance that they won't pay attention. That's why jungling without oracle still exists. A retreat ping and a short "FO!" can do wonders.
If you are doing well in lane don't take their tower, if you are doing bad take it as soon as possible. Once the tower is down the laning phase is over
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Continuo in Mid
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Now your main priority is taking dragon. On blue side cover their blue and the mid sideway with sight wards, on red side get one in mid sideway and at the river brush of bottom lane and clean the dragon pit with an





If dragon is down your next objective is pushing mid tower. Build up pressure and try to force a team fight if your team is strong enough. Meanwhile scan for wards and farm you can nick. Always have 2 - 3 sight wards with you to keep the vision up. Buying more wards will make sure that you don't have to go back so often and will grant you additional XP and gold. You have to buy them anyways, so why not getting five?
25 - 30 minutes in the game, you have to make sure that the baron pit is warded and free of enemy wards. If you manage to win a teamfight or the situation just suits you, there is no time to do that. Instead do it in between when you got the time. If your team is going to do it ward the brush on the other side of the pit and both sideways from top and mid or their blue and the left sideway mid. If the enemies approach try to drag their attention onto you. Check your


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Ritardando to the Climax
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Now your team either has baron buff or they got it. If you have it push in mid. Use your










If you don't have baron buff stay defensive and protect your towers until the buff wears off. If they initiate on you use







If the fight does not go in your favor use

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I'm working on this section but it takes some time and testing. I will keep updating it until there are all the champions here that you want to counter :)

I would like to thank you for reading this guide and hope you enjoyed it. I know it is long but to reach the quality I have been aiming for it is necessary.
If you like it rep me or give it a +1, if you didn't give me the reason why and I will try to work on it. Be fair and rate how you like :)
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