This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Support-Carries: The Backup Plan






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Clairvoyance
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Preface
Words used in the guide:
Support-carry: YOU. You agree to be the support and not farm, but you build DPS-support items and have natural damage.
Primary carry: The official AD carry.
Conventional support: The kind of support that just stands back and heals, and buffs the carry.
Surprisingly, many double-carry bot lanes are able to win the lane against standard support-and-carry or tank-and-carry lanes! There had to be a reason behind it. Then again, double-carry lanes are not that strong too, and the splitting of farm does present a difficulty. How can we overcome this?
This beginning led me through a long train of thought that I will explain in-depth to you as you read through the guide below. The end result was the buring question: Why should a carry have to carry alone? The answer: he can easily choose not to.
Should there be a way to have another teammate to share the burden of the late-game DPS, distract anti-carries and make eliminating the damage source much harder, you can take more risks with safety and gain more rewards, thanks to the awesome failsafe of not being the only source of DPS. So assuming you can find a teammate who can get money without stealing from you, dish some damage and assist you along the way, wouldn't it be great?
The problem with a double-carry lineup is having both carries unfed and useless if laning together, or feeding/getting zoned on top or mid lane. I'm not saying the strategy is not viable, just that it has its flaws. How could we possibly overcome that?
Readers, as you already know from the guide title, the solution is to have your support double up as the second carry. HOW IS THIS POSSIBLE? HOW CAN SUCH A THING WORK?
I'm here to answer that.
Before everyone gets more than their starting items, a support-carry does as much damage as an actual AD carry. Having the equivalent of 2 AD carries on lane means dishing far more damage (both burst and sustained) than the normal carry + support lane, since conventional supports don't deal much damage. In other words, you win the lane because you have the damage to win any direct fight.
2. Avoids farm competition and/or wastage
When you have one player designated as the support, even a support-carry, there is no question as to where the farm goes. Even if the support-carry gets no farm at all the whole game, it is still on par with conventional supports in that both only offer their skills' utility to the team. On the other hand, the support-carry can make much greater use of available farm whenever the AD carry is not on lane, or after laning, when there is an empty lane to farm.
3. Great synergy with items
The most important reasons why support-carries work are Zeke's Herald and



4. Having a failsafe
If you have two AD carries, it's much more difficult for the opponent team to eliminate all the DPS from your team. You could play safe and have the two carries peel for each other, or take risks with one carry during a teamfight, safe in the knowledge that you still have good DPS if your gambit fails. You could engage on two fronts and have a AD carry's presence in two places at once. Also, if one carry is not doing well in the game, you can just have the other one step in to dish the hurt. Sometimes, it's even worth it to have the support-carry switch roles with the primary carry, taking all the farm and building big DPS items while the primary carry gets the auras. Other times, you don't even need the second carry and the support-carry can go tanky or aura to help the rest of the team.
When playing against conventional supports, take advantage of your lane dominance and try to get kills on lane. Failing that, try to zone the opponents so hard they can't even get experience. Be wary of jungler ganks, since your opponents will likely buzz their jungler every 30 seconds. Remember to always ward the river, tribrush, jungle entrance, dragon, enemy buffs, etc. for your own safety. With a well-executed counter-gank or just being too strong for their jungler, you can establish dominance the whole game by being multiple kills ahead on the lane.
Also, do remember that as the support, a support carry should go around and do things when he is not needed on the lane. Primarily this means warding, but sometimes you can gank mid, help your jungler (if he is the kind that suffers at buffs), annoy the opponent jungler, or even leave the lane just so that you can come back to gank it. I'm not recommending too much of these antics as you will lose out on experience, but many times fixing your mid laner's problem (the opponent mid laner) will win you the game, as will a stolen buff or a surpise kill in the jungle.
A word of warning: That strategy works well on normal, heal-and-shield, buff-the-carry supports. Laning against a killing support is a whole new ball game.
If you are laning against a support with great killing potential like







This kind of lane is much, much harder. Unable to initate as and when you want and win, you will have to use your double-ranged lane to whittle down their health and slowly turn the lane back into your favour. Use your spells and attacks to harass and try not to eat theirs. Done correctly, you will eventually win the lane and play it like the previous lane. A quick-fix to the unfavourable lane is a jungler gank, once you're ahead it's very difficult for these lane to turn the lane around again, since you use the money better than conventional supports (who may still lose to the killing lane after getting ahead).
When playing against another support-carry or double carry, may the better players win. The first fight usually determines who wins the lane. Don't lose it and play prudently.


Carries who work well with supports usually fill in the CC to some extent.








The other carries don't really fit in with a support-carry, since they rely on others for CC and don't benefit other AD champions. Do let me know if I missed out a viable carry.


Early Game Core:
Philosopher's Stone



Zeke's Herald will turn bottom lane into a river of blood if the opponents are not smart enough to run and hide at their tower. It's just so worth it for 2 AD carries.

Possible extensions of core:






Transition into AD carry mode:


Optional:


Transition into suppport/tank mode:




Example of a transition-carry build:









Example of a support/tank build:
Philosopher's Stone








Example of a balanced build:
Philosopher's Stone








You have to be really flexible in your game when playing as a support-carry. Pay close attention the the state of the game in general and the status of your primary carry in order to build the right items.
During late game, everyone is gathering for teamfights and trying to push for the win. By now, you should have your core item build and have settled some way into your chosen late game path: auxilary carry, tanky support or tanky AD. Stick with your team and work on your coordination with the AD carry whenever you have the time to type (or talk). Your team's carries can be in two places at once and can do different things, and so try to use this to your advantage. The support-carry should always come back to peel people off the primary carry, and if necessary, sacrifice himself. Always try to stay in Zeke's Herald's aura range, and attack the same target if you have

The Cooperative Double Carry
Simply put, you have both players building somewhere in between primary carry and support-carry. You share the farm equally and split the support items. The efficiency of the auras (and other support-carry advantages) should help you hold the early game with less gold, so when you enter late game you have two carries with decent amounts of money. An example speaks almost as many words as a picture:


















Disclaimer: I don't guarantee this will work.
Also, I hope you can spread the message of this guide, either by word-of-mouth, posting to others, or a simple upvote for visibility. If you have the power to give a Scout Point or even feature the guide and this this is worth it, why not? It's always fun to experiment with the meta.
You must be logged in to comment. Please login or register.