Lux is an artillery mage that can harass opponents at a distance with considerable burst damage. In exchange for this power, she has high spell costs and immobility that pressures her to play safely from the backline. She possesses support role elements, and can lock down easy targets for her team to follow up and clear the battlefield.
Champion SpotlightRecommended Items
Tips
Playstyle
Ability Usage
Runes
As a mage with a demand for more spell usage, the Sorcery tree is the go-to set.
Items
Lux's priority benefits help her deal tons of damage as frequently as possible, so it's best to incorporate items that grant Ability Power, Magic Penetration, and Cooldown Reduction. Since she plays safely from the backline, survival items are less dire.
Counterpicks
References
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Contents
Tutorial To Root And Install TWRP Recovery For Moto X Play (lux)
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Although some people may disagree, support is a vital role if not one of the most important roles in the game. Support players control the flow of the game and a great deal of map control. Supporting may seem like sitting in a bottom brush daydreaming, but it is a lot more than that. In this article I will explain the viability of playing support, as well as tips and tricks to carry your team when playing support.
Why play support?
Supporting is an extremely fun role that allows you to obtain the mindset of aiding your team. If you struggle with being a team player, playing a few support games can really enlighten you on how important supporting your team is. Often people believe that supports can not make a difference in a game but this is far from the truth. Supports control ward coverage and can buy early oracles to clear wards. Also, supports control bot lane and vision on dragon. Dragon gives the team a global 190 gold that can sway the odds of the game in your favor.
Can I carry as support?
The answer to the question is absolutely. Most people that play supports get discouraged when their team feeds and they lose a game and they instantly think 'Supports suck. I can't carry with support.' I encourage you to step away from this ignorance and take a look at this logically. There is no way to get around feeders. It is just part of the game. Although you can't get around the feeders, playing a good support provides you an extremely good advantage that will cause you to win more games than lose. This, in turn, will raise elo. Pretty good deal right?
Tips and tricks in playing support
Common mistakes of inexperienced supports
Protecting your carry or going after the enemy carry?
A common question with newer supports is if they should go after the enemy carries or the should stay back and protect their carry. The answer is almost always protect your carry. If you do not protect your carries then they will die rather easily and it will put your team at an extreme disadvantage. Supporting revolves more around making your carry strong then trying to shut their carry down.
Low Elo Guide to Lux Support: Going for Gold!By | Updated on
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creating helpful guides for the League of Legends community. Choose Champion Build:
Runes: Summon Aery
Summon Aery
Manaflow Band
Transcendence
Scorch
Inspiration
Cosmic Insight
Magical Footwear
Bonus:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP) +6 Armor Spells:DefensiveFlashIgnite
Ranked #5 in
Middle Lane
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ItemsAbility Order
Q
E
Threats & Synergies
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Annie
Surprisingly decent range and can 100-0 you or your adc once level 6. Play very carefully when she has flash up and keep jungle entrances warded, flash tibbers is pretty hard to avoid and can quickly turn into a double kill for their botlane.
Blitzcrank
If he hits you with a hook you're pretty much dead, especially once he gets level 6 and has his silence.
Leona
Once she reaches level 3 (or even level 2 if she's really aggressive) get ready for E (small stun) --> Q (longer stun) --> ignite on either you or your ADC. Play under tower until your jungler ganks or the laning phase ends. Don't let her bait you into playing aggressively -- she will E you and go for a kill if you do.
Thresh
Almost as dangerous as Blitz, but his skills give you more time to react (usually with Flash) and he's a bit harder to play.
Alistar
The only reason that Alisatar isn't a 5 is because few people actually know how to play him properly, which is something you can take advantage of.
Rakan
Make sure not to miss your snare on him when he dashes towards you. His ult can be super dangerous if he sets it up right.
Sona
Super poke heavy and can out-damage you early, so be ready to let yourself get pushed in a bit. She's squishy so ask your jungler for ganks if they push lane.
Nami
Don't get hit by bubble. Her sustain is also annoying and makes poking her down difficult. She also has more damage than you think.
Bard
Don't stand behind your ADC and let him double-stun. He has a bit of sustain but you can still poke him down.
Janna
Your range prevents Janna from being able to peel you off as easy as she can other champions. If you have a hard time avoiding Tornadoes you can also just play it as a farm lane.
Soraka
Its hard to poke through all her sustain and her silence can set up ganks when used well. She also has a decent amount of poke herself. That being said you can take ignite and play passively then all-in when your jungler (hopefully) ganks.
Brand
Super high damage. If you let him stun you, you're probably dead. That being said if he misses everything it gives you plenty of opportunity to punish him for it.
Braum
Dumb shield blocks everything. Avoid getting hit by his Q. If it does hit you, try to snare both him and his ADC so they can't proc the passive. His shield is dumb.
Fiddlesticks
If he gets early kills its bad news, but you outrange him. Try to keep wards up in bushes lvl 6 so he can't sneak an ult. Avoid getting in range of his fear.
Lulu
Lulu is pretty annoying especially if she plays aggressively. Good Lulus are very hard to deal with but you won't find very many of them in low elo. You can try to play as a lane bully, but if she becomes difficult to deal with back off since she can deal a decent amount of damage.
Morgana
Snare lasts for a million years, black shield negates most of your kit, her ult can be fatal if you can't get out of its range. If you can dodge her Q you should be fine though.
Tahm Kench
Sort of similar to Braum, if he hits you with his slow its bad news for you, but Tahm does a suprising amount of damage on top of that. He also eats his ADC out of danger, which is annoying.
TaricHow To Play Lux Support Group
Avoid his stun and you'll be fine. If he's too slow you can usually kill him or his adc before his ult finishes resolving, but don't waste your abilities if you think you cant.
Vel'Koz
He has a lot of damage. You need to dodge his E or he will almost certainly kill you. There's a reasonable chance he'll bring Ignite to lane.
Veigar
Just don't get caught in his cage (flash out if necessary) and try to end the game soon so he doesn't reach his late game.
Zilean
His ult can save him or his ADC from your combo if he uses it quick enough. He also has decent damage and getting double-bombed isnt fun. That being said his bombs aren't too difficult to avoid.
Zyra
If she snares you, you're gonna take a lot of damage. She'll probably bring ignite.
Pyke
While the windup time on his Q does make it easy to predict, if he does land it his insane damage (especially once he gets ult) makes him extremely dangerous. If he gets ahead he will easily 1shot you or your ADC every time and become a real threat.
Nautilus
Recent direct buffs combined with buffs to tank items has made Nautilus a force to be reckoned with. You're way too squishy to survive getting hooked, so don't let him land it!
Ashe
Her ult can set you up for easy kills and she has decent enough range to survive the laning phase plus her slows for kiting.
Caitlyn
She has really long range. Good caits will trap underneath a snared opponent and do a lot of damage. Lux + Cait is a great harass lane.
Draven
Draven can put out a lot of damage but needs to get farm and then needs to get a kill before he really spikes. While you can set him up for kills in some lanes, surviving the laning phase is hard in some matchups.
Ezreal
Ezreal can farm fairly safely from a distance and his ult can snipe of escaping enemies. He also has a built-in escape so the laning phase is fairly safe overall.
Jhin
He has lots of burst, decent range, and a snare, plus his ult can also snipe off kills.
Kai'Sa
Kaisa's range isn't great and she really needs somebody to help her get through the laning phase. Playing against aggressive lanes is especially hard.
Jinx
She has decent range (especially with rockets) and a slow, but shes also immobile and pretty squishy.
Kalista
She needs a tank support or somebody with AoE CC to really make use of her ult. Don't even think about picking Lux if your ADC hovers Kalista.
Kog'Maw![]()
Kogmaw has a really weak early game and wants a sustain support to help him through it. If you can peel flawlessly I suppose it could work, but I would recommend just picking something else.
Lucian
He can follow up on a snare with a decent burst if damage, but his range isn't great and you can also find yourselves getting bullied out of lane in a hard matchup or if you mess up.
Miss Fortune
She has a lot of damage and if she ults a snared target its a pretty easy kill. Although she's pretty immobile she does go pretty fast with her W.
Sivir
Sivir has decent range, can do a decent amount of damage (especially if you snare an opponent so she can easily land her Q), and has a bit of defense with her spellshield.
Tristana
She has a great escape since its interactions with other other skills are dumb (ty riot). The only thing is her E makes waves naturally pushed unless your opponents are hardpushing so be sure to ward.
Twitch
He has a pretty weak early game and while his Q gives him a bit of evasion if he gets hit with a bunch of burst there's not much either of you can do.
Varus
He has pretty good range and poke but his early game isn't great and he has low mobility.
Vayne
Her early game is pretty bad, her range is pretty short, and while her Ult + Q gives her some evasion along with her E being a decent disengage getting her the farm she needs during the laning phase can still be pretty tough.
Xayah
She has decent range and poke, plus her ult makes it hard to kill her once she gets level 6, but you can also get poked out or engaged on early.
Runes:
Aftershock
Shield Bash
Bone Plating
Revitalize
Domination
Cheap Shot
Relentless Hunter
How To Play Lux Support CardBonus:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP) +6 Armor Spells:Ignite
Ranked #5 in
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![]() ItemsAbility Order
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Champion Build Guide
When I started writing this guide, Lux support was a rogue pick that not too many people played. However, her utility-oriented support build (typically taking the Aftershock runepage) is in a really good place currently, and is listed as 'OP' tier on Proguides Best Champions Tier List for patch 9.12!
Of course, this does mean that Lux may be in for some nerfs soon, and as for the present, it also means that while you'd normally almost never go a game without her it's much more common for her to be picked or banned away. Make sure you have a secondary pick ready and are able to play against her!
For the first time, the guide now has a second, more utility-oriented build (w/an Aftershock runepage)! High-elo players have started taking Aftershock as their primary runepage and building more utility/defensive items on Lux to have a better laning phase against bad matchups like Nautilus, Pyke, and Leona. It has a bit less damage and is a lot more traditional support oriented, but its still something worth trying out if you keep losing to those darn Leonas all the time~
Hi! I'm katt5, and welcome to my Lux support guide.While Lux support used to be a pretty unpopular pick, I've found a lot of success with it and want to share everything I've learned. If you want to carry your ADC with the best and brightest mage in botlane, read on!
Some supports can stun,
like Leona. Some supports can grab, like Thresh and Blitz. Some support can peel, like Braum and Janna. Some supports differ, And then, there is Lux. Lux (used to not be)the best support in the game. That being said, she has a few advantages that makes her a viable pick (especially in Low Elo, and recently in high elo as well) and, more importantly, is a blast to play! Lux can contribute to teamfights without putting herself in significant danger. If you know how to kite, how to position, and you use your wards effectively, you can throw out shields, snares, slows, and a giant damaging LAZOR from a safe distance. Did your team win the fight thanks to your contribution? Great, go take objectives. Did they die? Back off, and defend base. Lux Deals Damage!. Even with a support item holding you back, if you build the rest of her AP, Lux still deals massive damage! If you get ahead early you can easily 1v1 the opponent's ADC, and by lategame you should be chunking their team whenever possible. Although the more utility-oriented build doesn't get you quite up to 1-shot levels, you still deal a decent amount of damage, although you'll be a bit more dependent on your teammates. In any case, why Lux Support? Why not Lux mid? -Playing botlane gives you the chance to impact two opposing players, the enemy support and the enemy ADC, as opposed to midlane, where you have to roam and gank if you want to put more than one opposing player behind. -Mid is a highly sought-after position. Might as well let a teammate take it and make them happy (plus less likely to flame!) when you can play Lux support just as effectively! -It's a lot, lot, lot easier to get support than mid. Plus with the new Queue system picking support and fill as preferences means a lot less time waiting to get in a game! (And, not last but not least, you don't have to cs.. but let's just pretend I didn't say that~)
-> AA
Pretty simple. If you can't get in range to auto safely, just skip that part. Use sparingly or you'll run out of mana! -> AA ->-> AA This is Lux's highest damage pre-6 combo. If your opponent is grossly out of position and you can safely pull it off, go for it -- it deals tons of damage and can force your opponent to back or risk dying later. -> Your E has a shorter range than your Q and sometimes moving closer to land it uses up the snare duration, giving your opponent to flash out. Especially when they're low on health already, just Q R should be more than enough! -> Use E to gain vision of your opponent or an objective and then snipe it with R! -> (don't re-activate) ->-> re-activate This is your kill combo -- it puts out a lot of damage! Remember to let your E sit and re-activate it after you ult to deal the maximum amount of damage.
Mejai's Soulstealer is an item which I had as a core item in this guide for a long time. While I still love the item and would highly recommend building it, I also recognize that it's not for everybody and definitely far from a safe pick. That being said, I still couldn't resist squeezing a little bit about it in here somewhere.
Mejais is extremely strong if you do well, and extremely weak if you do poorly. One mistake people make is seeing it as a way to get back in the game, and while that can work occasionally, more often than not building it just makes you tilt even harder with each death. While I still love the item, I'd advise following the golden rule of building it when you're ahead and ignoring it when you're behind!
Starting Out When you spawn pick your starting items up and head to bot lane. Plop your vision ward down wherever you feel is best (more on that later!). Leash your jungler (and resist the urge to steal their buff). Time to Camp Bushes! Sit in the bush closer to your tower, although you can sit on your opponent's side if you feel really confident and want to be aggressive (it does work out on occasion). Ward the bush closer to the opponent's side and when they go to ward the bush your in throw a Q and an auto for some free harass. Once you reach level 2 you can start throwing E's sparingly as well, but be sure not to run out of mana. While getting early kills is great, usually your primary objective in lane is to keep the opponent's adc from farming as well as making sure your ADC doesn't get harassed and can farm. Throw Some Combos! If their adc/support gets out of position, you can do this combo: Throw Q, proc passive with auto, throw E, proc passive (now re-applied) with auto. This will do plenty of damage, even more if your ADC joins in. If you do not have time to throw autos then when you land a Q just throw E in there as well if you have the mana to spare. If you harass your opponents enough they might have to go back or risk getting killed by you and your ADC at level 6, which will put your ADC ahead in farm and experience. Don't greed for kills and overextend -- putting your opponents even a little bit behind can still be enough to win lane! Getting Zoned? If you are being zoned off from harassing, make sure you always have vision of the enemy support. You do not have to worry about jungle vision as much if you are pushed under tower unless you and your ADC are both low enough that a 3-person dive could be fatal. Just play passively, shield your ADC when they are being harassed, and if your opponents try to initiate onto you or your adc then try and snare them. Note: Always have enough mana in reserve for a rotation of your Q, W, and E! If you see that you're getting low, lay of harassing for a bit, or try to just harass with autos if possible ^_^ You can start setting up for kills around level 6. Let your opponents push then get your jungler to come down. Use your snare, pick up a couple kills, and take either dragon or their tower (if the dragon is a weak one like ocean or wind I'd take the tower, but if the dragon is infernal or earth I'd go for drake).
At mid game low Elo players have two mains strategies: 1) Extend the laning phase and splitpush like mad 2) (the most common one) 'All mid and finish!' Just support your team. If they fight, do the Q-E-R-E combo at as many members of the opponents team (try to hit at least 2 of them with your ult) to chunk them -- don't save your kit for sniping a kill on one person if you can set up a kill on two instead! Teamfight?!? What do I do?!? In fights, stand way in the back. Look at where your tank is. If you could theoretically hit your tank with Q, you are far enough away. Stay there and wait until somebody starts the fight, then throw your combo. Keep track of opposing players. One might sneak back to try and have a shot at you or your ADC. If you are in an area with multiple ways to get to you (like in the jungle) ward the entrances around you if you have the spare wards. Never push alone. Even if you have a ton of wards if you push hard the opponents team can easily get behind you and trap you between them and their base. I would even advise not pushing with just you and your ADC because neither of you are tanky. If you are both super fed, though, splitpushing may be viable assuming you and your adc can 2v3 at best, 2v4-5 at worst the opponent's team (believe it or not some games you might get ahead enough this can realistically happen!) Try and encourage your team to do the 'ALL MID! WIN!' strategy because your range makes you pretty good in sieges. If you catch somebody in your Q and throw the Q-E-R-E combo you can do some serious damage while taking nothing back in return. If you push hard enough it also keeps opponents who are winning lanes from pushing further since they'll have to go back and defend or risk a bad trade since 4-5 can usually push harder and faster than 1.
Late game is when both teams have tried and failed at pushing each other down. You know you are at late game when everybody is at near-full build and more than two people dying can cost you the game. Stick to your team like glue and make sure your adc does the same. If you have a splitpusher, let him do his job, but if one of your team goes to splitpush the rest need to go to another lane and pressure it so the opponent's team can't all go top to kill him without losing anything in return. This is very effective if your splitpusher (for example Tryndamere) can easily 1v1 anybody they send up there forcing them to send 2 or more to deal with the splitpush. YOU MUST STAY ALIVE. Once you get to late game your death timer will be long enough that more than 2 or 3 players on your team dying can spell defeat. Don't be one of those dead players. Never facecheck bushes (encourage your team to do the same) and exercise the appropriate amount of caution depending on what champs your opponents are playing (if they have a champion like Blitz or Leona be extra careful at all times). Try to provoke a teamfight. Once the opponents team is clumped, do your combo and chunk them (also, since you will be near full build, if you catch their carry you can kill 'em!). Hopefully by this point your team can clean up. Win the game or grab Baron. Don't get baron tunnel vision. If you can end the game, end the game. That being said, if you haven't pushed hard enough to be able to end even after an ace, grabbing Baron and then taking inhibs is the next best thing. No matter what you do, don't get complacent! Even if you smashed your opponents in lane before, now that they are nearing full build, they still pose a threat regardless. Pay attention, and keep outplaying!
Now we finally get to where to place your vision ward.
There are two places I like to put it: in the tribush or in the bush you are camping in bot lane. Putting it in the tribush is good because it's hard for the opponent's support to get to, meaning it will sit there warning you of opposing junglers all day. Putting it in the bush you're camping is a bit more risky but it does mean that when they ward your bush you can kill their ward and keep them in suspense (is she still there? did she go back?!?) You can also use a vision ward (or a regular ward if your opponent has a vision ward in a bush) to bait. Just make sure your opponent sees you putting the ward down and then pretend to back off If they go in to try and kill it, you can snipe them with a bit of harass or even a kill. Beyond that, always keep Dragon warded early and Baron AND Dragon warded late. It's also a good idea to save wards for a Baron attempt so you can ward the entrances towards Baron/Dragon so you have advance warning of the opposing team moving in to try and contest it.
I once saw a Xin Zhao on my team walk right by a blast cone while running away, ignore it, and proceed to flash over wolves. The person chasing him used the blast cone to jump right on top of him.
If you are running away from somebody, hit the blast cone and send yourself flying away from them and them flying away from you. Scryer's bloom is a free way to check out baron/dragon pit, or any of the surrounding area, without actually facechecking all those bushes. USE IT.
The first, most imperative, most important tip I can give for climbing in Bronze:
Don't flame. Flaming doesn't achieve anything other than wasting your time and tilting your teammates. If somebody is flaming you in chat, don't flame back. The mute button exists. Use it. I fully understand how hard it is to ignore, but if you can't press the mute button and keep playing to the best of your ability whenever somebody throws some rude words your way, the ranked climb probably isn't for you. Don't just pick what you want every game. While playing a 1-trick champion can be a viable way to climb (especially in NA) sometimes its better to just pick something the team needs instead of your favorite pick. Of course, for that to be possible: Have a decent champion pool. Having a large pool of champions you are competent with means when you have to pick something else, you’ll have somebody at the ready. Try to have at least a couple of champions for your main lane and at least one other role as well, and try to pick ones that can fulfill different roles in lane -- for example, while I play Lux support, I can also play Leona, who is strong against a lot of Lux's weak matchups. Use discord. If you’re able to use discord, I’d highly recommend inviting people to voicechat with you. Most of the time hearing another voice and being reminded other players are human keeps you from flaming and also keeps your teammates, whichever of them join, from flaming you. It also lets you plan out plays and make split-second decisions faster. Take a break. Playing a ton of League isn’t helpful or healthy. If you start to lose multiple games in a row, it’s time to stop for the day and go do something else. A lot of people get caught up in the ranked grind and forget that the most important part of playing League is enjoying the game. Take months off if you have to, and if you find yourself completely disenchanted with the game, find something else to play instead!
The season's going strong, and hopefully our games are too! Remember to set some goals, keep cool, and always put your best foot forward. Good luck with this season's grind!
A huge Thank You to:
jhoijhoi, for her 'Making a Guide' guide. The coding helped a lot! Check it out here. Owen, for the awesome banners. Check out his graphic shop here. jokersprank, for the poem (see comments). GamerSensei's blog, from which I shamelessly stole the botlane warding map from. Check out his article on warding here.
Support is the role in LoL that demands overall game understanding. Support champions are high utility champions that create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.
Supports must have a good map awareness, must control the vision, protect their team mates and harass opponents while in the laning phase.
HOW TO PICK RIGHT SUPPORT IN LoL
The most popular supports at the moment are Janna, Thresh, Alistar, Annie, Braum, Lulu and Leona. These champions are so popular because they have every tool they need. All of them have ways to peel for their mates and initiate fights or disengage from them.
Picking the perfect support is made by analyzing your team composition as well as the enemy team composition. If your team has strong team fight presence but lacks initiation tools or the enemy team has many immobile champions then you should pick Alistar, Annie, Braum or Leona. These supports can start fights very easily with their AoE crowd control that allows the team mates to catch up and dish out the damage. If your team consists of immobile carries such as Kog’Maw, Jinx, Orianna, Ryze or Ashe or the enemy team has many mobile champions that can reach to your back line very quickly then you should play champions such as Janna, Alistar, Thresh, Braum or Lulu because they have many crowd control abilities that will stop the enemies trying to hurt your mates and thus will lead to won team fights.
In case you are new to the role and do not know how to play all these champions just yet, you should try easy champions with which you cannot do anything wrong, such as Lulu, Soraka or Morgana. Because these champions do not have to be in danger to do well and all of their abilities can help the team they are easy supports that can be played by anyone and even beginners can have an impact in team fights.
TOP TIER SUPPORTS FOR RANKED SOLO QUEUE![]()
Even though there are many supports in the game and most of them are good in certain matchups there are some champions that work well in almost every matchup. These champions are top tier and if played right they can win the lane and the game by snowballing their team’s advantage.
The top tier supports in solo queue right now are Leona, Thresh and Morgana. All of them provide great initiation tools as well as great peeling. All of them have a lot of crowd control and other sorts of utility such as Thresh’s lantern and Morgana’s Black Shield.
SUPPORTS FOR ADVANCED LOL PLAYERS
If you aren’t a new support player then you have enough experience to play the champions with a high risk high reward factor. There are only two of these in the support role and those are Bard and Tahm Kench. These two are the newest supports in the game and they are very powerful if played correctly. If they aren’t played correctly on the other hand, they could lose the game.
BARD AS ADVANCED SUPPORT: BASIC STRATEGY GUIDE
Bard is a champion for advanced players because of his abilities that require good timing and great placement. Everyone wants to get as many chimes as possible as fast as possible, but there are many players who do not think about the marksman they leave behind during lane phase. Leaving lane in a bad moment could get your marksman killed or just put them very behind, so you must always be careful when you roam to collect chimes. The best time to do so is when the enemy laners recall to buy items or if they do not have good ways of initiating a skirmish you can just tell your marksman to push the lane so that you can go collect chimes and ward. Another thing that makes Bard a hard support is his ultimate, Tempered Fate: “Bard sends magical energy arcing to a target location. On impact, all units — allied, enemy and neutral — in the target 350-radius area are put in Stasis icon stasis for 2.5 seconds, becoming untargetable and invulnerable but also unable to perform any action”. The fact that everyone is affected by the ultimate makes it’s timing and positioning very important because if it lands on your team mates it could lose your team the fight and maybe the game. The best time to use the ultimate is when you try to initiate a fight because there won’t be any team members near the enemies and thus the ultimate cannot land on champions it shouldn’t.
TAHM KENCH AS ADVANCED SUPPORT: BASIC STRATEGY GUIDE
Tahm Kench is the newest support in the game and also one of the hardest champions because of his Devour ability as well as Abyssal Voyage. Devour is an ability that’s very versatile as it can be used to either save a team mate, harass the enemy team or take an enemy closer to your team and kill them there. The hardest thing to do with this skill is to eat an enemy champion because you firstly have to stack An Acquired Taste three times since Devourwon’t work if you do not. Hitting enemies three times is very hard because if you aren’t tanky enough or they can kite you, you might die before you get to hit them, even if the slow on Tongue Lash is great, you might miss it. Another important thing about Devour is eating your team mates. If you eat them and do not manage to get away from danger or get in an even worse position then you will have wasted it and potentially killed your team mate because they might’ve had a way to escape before you ate them. Abyssal Voyage is a very interesting ability because it allows you to take an allied champion to a place that’s very far away, the ability having a range of 4000 at level 1 and 6000 at level 3. This ability is great at starting fights where the enemy team is circled and don’t have anywhere to escape, but if your team does not follow or if you land it poorly then all you will do is give the enemy team two or more kills and potential objectives which might turn into a great advantage over your team and an opportunity to snowball and win the game from that mistake. Even if it’s a dangerous ability to use in the later parts of the game, early and mid game the ability is great at letting your marksman farm while also being able to group for fights or objectives. Using the ability this way will make your marksman gain a substantial creep score advantage, thus gaining more gold than the enemy marksman and being able to reach the late game build faster.
Even if the two supports have things that make them harder than the others, you can play them safely, for example you can use Tahm’s Devour to peel enemy champions away from the carries of the team and you can use Bard’s Tempered Fate to catch enemies that go away or just use it on the enemy backline if your mates don’t have any way of getting there soon enough.
MASTERIES FOR SUPPORTS IN LoL
Since there are two types of supports: melee and ranged, you have to make two mastery pages because they play differently.
MASTERIES FOR RANGED SUPPORTS
Ranged supports usually go 0/9/21 and put one point into Fleet of Foot, three into Expanded Mind, three into Summoner’s Insight, one into Alchemist and Culinary Master, max out the gold gaining masteries as well as Intelligence and Inspiration and take Wanderer as the last tier of masteries. Into the defense tree you should take Block, Recovery, Unyielding, Veteran Scars and Juggernaut. These masteries give you a good amount of movement speed, gold, experience gain and sustain from potions while also making you bulkier so that you can survive more damage while skirmishes are going on or when there’s a gank happening.
MASTERIES FOR MELEE SUPPORTS
Melee supports work best with 0/16/14 masteries because they are always in range of enemy attacks and they have to be able to survive. In the utility tree you take Fleet of Foot, Expanded Mind, Summoner’s Insight, Alchemist, Culinary Master and max out the gold gaining masteries, while in the defense tree you max out Block, Recovery, Unyielding, Veteran Scars, Juggernaut, Hardiness, Reinforced Armor and Resistance. Even if you have points into the utility tree, you will still be tanky enough to survive the early to mid game. Many melee supports also have ways of increasing their effective health, for example Leona’s Eclipse which gives her a lot of armor and magic resist, or Alistar’s Unbreakable Will which reduces all damage taken by 70% for 7 seconds.
RUNES FOR SUPPORTS IN LoL
Ranged supports often go for Greater Mark of Hybrid Penetration because they help your basic attacks as well as spells to deal more damage, thus increasing the overall harass you can put out, a mix of 4 Greater Seals of Armor and 5 Greater Seals of Health because they make you tanky enough to survive any skirmish, Greater Glyphs of Mana Regen or Greater Glyphs of Magic Resist, depending on if you want to be tankier or be able to use your abilities more often and for Quintessences, ranged supports often go for either movement speed quintessences or ability power quintessences since both are very useful.
Melee supports go for more tanky runes such as Greater Marks of Armor, Greater Seals of Health, Greater Glyphs of Magic Resist and Greater Quintessences of Health or Movement speed. Both types of quintessences work because you can always use more movement speed to get to champions in need of help faster, thus increasing your usefulness as a support. Overall, melee runes are giving statistics to make the champion very tanky early on so that they can survive skirmishes, ganks and harass.
SUMMONER SPELLS FOR SUPPORTS IN LoL
Besides taking Flash, supports take Exhaust or Ignite alongside it for maximum effectiveness of their role. Knowing which one to pick and when is very important because they might create advantages for your team in fights or clutch moments.
WHEN YOU SHOULD TAKE EXHAUST AS SUPPORT?
Exhaust is very good against assassins such as Zed, Talon and Ahri and it’s also pretty good to be used on champions that are tanky but also deal a lot of damage such as Jax and Irelia because besides reducing their movement speed, attack speed and damage it also reduces their armor and magic resist so that your team can deal more damage to them while they are in a weak spot. Exhaust is a great pick up when the team doesn’t have that much crowd control, like when you are playing Bard who only has two crowd control abilities or Tahm Kench.
WHEN YOU SHOULD TAKE IGNITE AS SUPPORT?
Ignite is great when you play against heal heavy champions such as Soraka or Dr. Mundo because it reduces healing effects on the target, but it’s also good when used before the enemy uses summoner spell Heal because it still reduces that heal. It is a very good summoner spell when you play a support with a lot of crowd control such as Thresh and when your lane has great burst potential, when you are playing Leona for example. Your full combo plus your marksman’s hits make up great damage that when used in combination with a good placed Ignite will destroy the enemy health bar and secure a kill for your team.
ITEMIZATION AND BUILDS FOR SUPPORTS
Support item builds depend very much on what you play, what your enemies are playing and how the game is turning. To take the best out of your items you should analyze these situations and adjust them to what you need. There are three items that bring gold income:
Each of these items are starter items which should be bought in the beginning of the game and they are very useful from the early game to the late game either by helping the support directly or their team. Tank champions with the exception of Alistar should purchase Relic Shield because they need the extra health and the passive effect is extremely useful to them and their marksman in the early game, ranged supports should buy Spellthief’s Edge because it increases their harass and gives them a good amount of gold over time and Ancient Coin should be purchased by supports that have sustain abilities such as Soraka’s Astral Infusion or Alistar’s Triumphant Roar because it gives them extra mana regen and health while also giving the most gold out of all the gold generating items. Soraka could be played with Spellthief’s Edge, but if she has to heal a lot then she’ll fall short of health and the enemy team could focus her and get an easy kill.
Besides the gold generator you should start the game with one Sight Ward, 2 health potions and a Warding Totem. This will ensure that you have enough vision until you have enough gold to go back to base.
On your first recall you should buy Sightstone if you have the gold for it. It is the most important item in a support’s arsenal since it provides a way of maintaining vision and thus making you be safer. When you buy Sightstone you should immediately swap your trinket to Sweeping Lens because there is a cap on how many wards you can have up at any time in the game and that cap is 3, so Sweeping Lens will be more useful to you to take out the enemy wards and maybe set up a gank from your jungler.
If you do not have gold for Sightstone you could either buy a Ruby Crystal to get closer to it or upgrade your gold generator, depending on how the game goes. If you are winning lane or if it’s a farming lane then you can upgrade the gold generator because you will probably have enough gold to buy Sightstone when you recall next.
After buying Sightstone you should upgrade the gold generator and buy Boots of Speed. If you can buy a Vision Ward then it’s great because it is very important to denying enemy vision.
After finishing all the gold generator upgrades you will have to analyze what’s going on in the game again because this is where the build can change. If you are playing a champion who cannot knockback enemies that have a lot of crowd control then you could buy Mikael’s Crucible because it’s very important to keep your carries alive since it gives them some health and more importantly, it cleanses the crowd control. If the enemy team has many ability power based champions you should rush Aegis of the Legion to complete it into Locket of the Iron Solari so that your team has a magic resist aura that will help them negate some of the damage while the shield will help them survive some of the damage. Another important item that you can buy after finishing the generator is Frozen Heart. This is good for champions that find themselves into the battle close to the enemies because it slows their attack speed. It is very good if the enemies have champions reliant on basic attacks such as Irelia or Jax if you peel a lot or if you play a support that can initiate fights such as Leona or Alistar and you want to slow down the enemy attacks until your team catches up and starts putting dents into them.
After finishing one of these items you can either go for others if you need them or if you are a melee you can get tankier by buying appropriate items. If you are a ranged champion you can buy other things that can help your team such as Banner of Command which you can use on a lane to make it push all the time so that you can either siege on the other side of the map or set up for an objective.
It is imperative to upgrade your trinket to Oracle Lens very soon because it allows you to find more wards and thus deny more vision and making the enemy team be less secure.
Most of the time, the best Boots of Speedupgrade option is Mobility Boots because you need to roam a lot to put up wards.
WARDING AS SUPPORT
Early game you should always keep tribush warded, as well as river (near dragon if the enemy team doesn’t have a jungler who can jump walls without being spotted) and the lane bush near the enemy duo.
In the mid game you should put a pink ward in the river, in the bush near dragon if it isn’t already pinked. If it already has a pink ward then you can put it into the bush in the enemy jungle, the one between the raptor camp and the river.
From there on, as the game advances you have to ward places where the enemy team might be, this means deeper wards if you’re winning or wards closer to your base if you’re losing.
Support is one of the hardest roles in the game, not only because of the awareness the player must have, but because of some of the mechanics involved too, but if played well it can be very rewarding.
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