This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Exhaust
Flash
Items
Ability Order
Introduction
Runes




greater mark of hybrid penetration
These increase your damage by a lot. Your AA's actually do something now (at least early-game), and magic pen. is godly on

you could also use







Standard on supports and most champions in general. I cannot think of any mark that would be better. I would not recommend


These are situational. Elise does not gain MR/Lvl and she no longer gains bonus resistances in spider form, so as much magic resistance as possible for late-game is usually best. However, most supports and even many adc's deal a high amount of magic damage early game, so


I prefer these because they make you a lot tankier at level 1. Unless you put at least 9 mastery points into defense (I don't because CDR and magic pen. are so much more useful on Elise than a little bit of health and resistances) you will be super squishy and wont be able to engage much until later levels. However, don't think these are absolutely necessary; quints are personal preference; feel free to take whatever you like (or have).



seeing as












These are all decent choices.




I do not recommend any other summoner spells for any support,



These are your main source of damage. Max it first always. Remember in





These are the other part of your damage and your sustain and should usually be maxed second.





These are usually leveled last, although if you think you will need your stun a lot, feel free to max it second or at least put a couple more points in it early.







Spider form gives you movespeed and extra damage. Human form is ranged. That's the basics of this skill. Usually you will want to be in


Note: You should get all 3 (err...6) abilities by level 3. I usually start




Combos





This is your burst combo. Landing the cocoon will give your carry time to react if you are not able to verbally communicate (i.e. solo queue), and will give you a few seconds of free damage. then you follow up with













This is your surefire escape combo. Simply stun to buy yourself time to get in position to







NOTE:
you need to keep track of your cooldowns for whatever form you are not in. If you ult back too early, you could end up paying with your life.


GP10's
Gp10's are items that increase you gold income, usually by giving you a flat amount of gold per 10 seconds. They are almost mandatory on supports, as supports usually only supplement their income with assists and ward kills. You should usually build two of these items and sometimes three.

This item doesn't give straight gold back to you, but it saves money on wards (which you should be buying as a support) equivalent to more than 8 gold per 10 seconds. Also, it gives you health, which helps with tanking those pesky adc's during laning phase and surviving any aoe burst from divers during teamfights. There is no reason for a support not to get this item. So get it.
philosopher's stone
This is the next most common item on supports. It gives 5 gp10, the most among actual gp10 giving items. It gives awesome sustain as well. Its upgrades are more utility oriented than kage's lucky pick, and since

kage's lucky pick
Speaking of which, this is the only other gp10 you should be buying as a support, except for maybe support

The Most important Items in the Game
These are the 4 most important items in the game. Buy them.
sight wards
You should know why wards are important. Vision wins games. Give your team vision, so you can win. No one will thank you for warding, but they will flame at you for not warding. Don't think this only your responsibility; your entire team should buy wards (except your adc during laning phase, you should have enough; he should buy wards after though). You are still the main warder of the team and should make sure the most important spots are warded.

Since vision wins games, if follows that lack of vision loses games.





This gives yourself the ability to see any ward within a 600 radius of you. It is used to clear less important enemy ward spots, so you don't have to buy so many






This is the most important permanent item in the game. Usually built on the jungler or occasionally the top laner in team play, in solo queue you may need to build it if no one else does. It gives you team a massive resistance buff (especially bulwark) and decent health regen. Make sure there is/will be one on your team in every game.
Boots
Boots are a luxury for a support in my opinion. Definitely buy them if you have money left after getting wards, though.

These are my preferred boots. These alone will give you all the damage you need for mid-game skirmishes and even early late-game teamfights. Since you need damage in order to peel effectively, these boots are an excellent choice.

Another great boot. If your carry is not getting dived hard or you have another great peeler on your team, consider these. Magic pen. is the most essential damage stat for








These boots are fine for a tanky support build, and

Utility Items
These are items that offer a lot of team utiliy, either through active effects, like





Useful when you take




Useful when your jungler doesn't get it and especially against aoe team comps. you can shield your team from up to 1150 damage. That's a lot. It is not as mandatory as



Useful against high-cc teams, or at least high-cc divers. Get it early against a high-cc lane like




Useful if you are against a really good siege defending team, as it allows you to get some free shots on the turret after the other team clears your minion wave. It is really expensive though, so you might want to opt for some cheaper items even if this seems useful.

Useful if you have a really fat tank on your team like



Useful if your team needs help initiating, or if you are using a poke team comp. Or if you have a




Useful if you need more peel-ability or against someone with stealth (use it before said champion enters stealth or else it will not target them). Pretty self-explanatory.
zeke's herald (no gp10 in recipe)
Useful if you are supporting a hypercarry.



Damage Items
Getting these will help your damage output for late-game. Usually one is enough, and sometimes you don't even need that. They all give useful team buffs or enemy debuffs, so they are not totally irrelevant to the role of a support. However, if you feel you can do enough damage to peel without one one of these and you need more utility then get said utility; these are not mandatory. Also, all of the following items will improve damage by a similar amount, so do not judge them by raw damage stats, but by the ability they have to help your team.

Useful if you have a lot of magic damage dealers on your team and/or the other team has a



Useful against healing. Get it against




Useful in sieges and prolonged teamfights when your team has multiple magic damage dealers.
Advice: Look at your and your enemy's team compositions before the game begins, so you have an idea of what you will need to purchase. While keeping in mind that you will probably want CDR and health/defenses over ap from your utilities, as

Laning Phase
Make sure you ward. Try to zone the enemy adc with you autoattacks. Land your combo (at least the




Post-outer Turret Phase
Make sure to ward. Protect your adc wherever he goes (within reason). Continue to catch people with








Teamfighting and Baron Phase
Make sure to ward. Get







7/12/13-remade items section to be less opinionated and more concise (not sure if I succeeded on the second point). consolidated the information from "Morellonomicon vs. Abyssal Scepter vs. Will of the Ancients" and "The Most Important Items in the Game" and removed those chapters.
7/8/13-added chapter "Morellonomicon vs. Abyssal Scepter vs. Will of the Ancients"
You must be logged in to comment. Please login or register.