Beruflich Dokumente
Kultur Dokumente
2nd edition
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BloodWater
Lyubomir Spasov
Pseudonaut
John Quarnstrom
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The Art of League
The Art of League is a series of five books, one for each role
in League of Legends. There are currently three books written,
with plans to finish the remaining two by the end of 2016:
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To contact us, please e-mail:
All rights reserved. This book or any portion thereof may not be reproduced or used
in any manner whatsoever without the express written permission of the authors
except for the use of brief quotations in a book review.
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Lyubomir BloodWater Spasov
The Art of Support (1st edition) was released one year ago;
back then, trinkets were new, green wards were still in the shop,
and instead of buffs, Dragon used to give global gold. Times
have changed, metas have shifted, and the Support role is an
entirely different beast now.
BloodWater, a man who could kill you with his stare alone,
has read through each chapter, and meticulously weeded out
any unnecessary and irrelevant information. Hes also included
his insight into the current Meta, and his unique perspective of
the Support role as well.
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Chapter 1
The Training Grounds
Chapter 2
Ready, Set, GO
Chapter 3
The War on Wards
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Chapter 4
Minion Management
Chapter 5
Roam the Seven Seas
Chapter 6
Ganks, Coming to a Lane Near You
Chapter 7
Dealing with Disadvantages
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Chapter 8
Ending Games
Chapter 9
Team Fighting
Chapter 10
Mentality
Chapter 11
Practice Makes Perfect
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Chapter 1
The Training Grounds
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1.1 The Cardinal Rule
Drop all preconceived notions you have of the Support role.
Were going to start from the ground up, rebuilding your idea of
what a top-tier Support (future you) can bring to the table.
Why do we ward?
To spot out enemies in advance, and ensure our AD can
farm safely. This gives him more opportunities to farm, as well
as harass.
Why do we harass?
To prevent our opponents from farming, and to potentially
kill them later on, after securing enough of a health lead.
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Why do we zone?
To deny our opponents farm, especially when our bot-lane
is stronger than their bot-lane.
Why do we freeze?
Amongst other reasons, freezing often forces our opponents
to overextend, leaving them vulnerable to ganks and Teleport
flanks. Sometimes we can zone our opponents off the wave,
while our creeps slowly kill theirs, denying them even more CS.
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Why do we shove?
When our opponents arent in lane, we can shove the wave
to turret, and deny the entire wave.
Why do we dive?
Thats what we were born to do. (And because our
opponents have no summoners left, are low health, and have no
jungler to back them up.)
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Whenever you make a decision, always consider whether or
not it follows the cardinal rule. The term winning lane simply
means that your AD has earned more gold than their AD during
laning phase. You must do everything in your power to turn
your AD into an unstoppable machine that kills everything in
its path. This doesnt mean you stay with them for the entire
game, but it does mean you should strive to give them as many
opportunities to win lane as you possibly can.
1. Enemy Jungler
2. Allied Jungler
3. Enemy Mid
4. Allied Mid
5. Enemy Top
6. Allied Top
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Knowledge of your jungler and the enemy junglers location
is tremendously important when determining whether to play
aggressively or defensively. Players who are inexperienced or
lack awareness tend to engage onto their opponents at the exact
moment an enemy is headed for their lane (even though hes
walking right over a ward)!
Deftly I travel.
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BloodWaters Procedure for Scanning the
Mini-map Frequently and Thoroughly
1. Enemy Jungler
2. Allied Jungler
3. Enemy Mid
4. Allied Mid
5. Enemy Top
6. Allied Top
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1.3 The Overseer
Gleebglarbu, former Support for TSM, was remarkably
consistent with timing summoner spells and objectives. Even in
solo queue, he recorded every timer he could in order to outplay
his opponents in lane, coordinate objectives with his team, and
pick players off who didnt have Flash. Having a record of most
timers set Gleeb apart from most other players, who neglected
such an important aspect of the game.
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Ward Death Timer
Pink Infinity (5 autos)
Blue Trinket Infinity (1 auto)
Green Ward 3:00
Yellow Trinket 0:60- 2:00 (based on level)
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1.4 Conceptualizing Match-Ups
Use your time efficiently during champion select (as well as
loading screen) to analyze the match-up bot-lane. Weve written
out some general questions to help start your thought process,
but keep in mind there could be other things to consider based
on each teams champions.
Who am I against?
Miss Fortune and Blitzcrank
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After Level 6, Lucians Culling does enough damage to win
fights and all-ins, given that he avoids Blitzcranks hook. If
Lucian opens the lane by culling MF down to half-health, you
could immediately look for all-ins. Alternatively, if you land a
few hooks on Blitzcrank or Miss Fortune and also lower them to
half-health, you can continue to pressure them until it escalates
to an all-in, or they recall to base. Until then, farm passively
and look to make plays with your jungler, or let Lucian farm.
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Once his hook is down, you have twenty seconds to make a
play; try and hook either Miss Fortune or Blitzcrank, then flay
them backwards into Lucian. After Lucian rotates through his
spells, back off and wait for another opening (unless you have
kill potential on someone). Even if you miss the hook, you can
still walk forwards with Lucian and pressure MF or Blitzcrank
with Flay. Blitzcrank can only respond by walking forward and
fisting you or Lucian (preferably Flay the MF and focus her, as
she is the main source of damage in this lane).
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1.5 Preparing Minions and Targons Efficiency
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Chapter 1
Recap
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Chapter 2
Ready, Set, Go
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2.1 Auto-Pilot Syndrome
Now that youre familiar with the fundamentals of Support,
we can begin to talk about in-game strategies. What better place
to start, than the first two minutes of your typical League game.
During this time, players often buy their starting items and
do one of two things: (1) stand by turret, waiting for the minion
wave to arrive or (2) stand by a camp, waiting for it to spawn. If
this sounds like you, then youre probably suffering from whats
known as Auto-pilot syndrome a terrible disease that affects
hundreds of players each year.
Invading (4 or 5-man)
Invading is the act of sending most or all of your team into
the enemy jungle to either steal a buff, or pick up an early kill.
The more crowd control (CC) your team has, the easier it is to
invade. Morgana, Blitzcrank, and Thresh are great champions
for this. If you land your skill shot, its a guaranteed kill as long
as your team is behind you, ready to follow-up.
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Early Invades (~0:30)
Advantages:
Early ward coverage.
Potentially move into position, before your opponents.
Catch out AFKers who arent expecting an invade.
Disadvantages:
After a fight, the enemy jungler will have enough time
to return to his jungle.
If the enemy is expecting an invade, they could easily
be grouped inside of a bush.
Goals/Outcomes:
Vision
Kills
Disadvantages:
If your team dies, your junglers clear will be delayed,
and you will come to lane late if you have to help him.
Goals/Outcomes:
Vision, Kills
Buff Steal, Buff Denial
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Later Invades (1:30-1:40)
Advantages:
Surprise effect; the enemy rarely expects a late invade
since its so uncommon.
Late-late invades usually result in a head-on collision,
which is great because the enemy has already taken a
bit of damage from the camp.
If the enemy jungler dies, his early game is crippled,
and your jungler will have a huge advantage.
Disadvantages:
Possible smite war. If your jungler misses smite, hell
be incredibly behind.
This could impact you either negatively or positively,
depending on which bot-lane returns to lane faster.
Goals/Outcomes:
Buff Steal
Set their jungler incredibly behind
Kills
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Is their jungler reliant on a buff?
Invading a Lee Sin to deny Red can drastically change the
dynamics of his early game pressure; a melee jungler without
Red loses auto-attack damage and the additional slow. Denying
Lee Sin does not stop him from ganking, but it does give your
teammates a better chance to survive once he does gank.
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Invade Routes (Red)
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If all of these conditions are met, then convince your AD to
delay-invade through the bottom most path. Your goal is to ruin
the enemy junglers start by disrupting his first camp (either
Kruggs or Gromp). The enemy will respond by:
Defending
When defending, youll want to group your entire team into
one or two locations in anticipation of an invade. This will allow
your team to punish the enemy, and possibly pick up some kills.
Remember that the risk of positioning your entire team on one
side of the jungle is that the other side is left completely open
(they could either ward or steal a camp over there). Make sure
to stand in the shield locations, and ward farther out for safety.
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Defense Spots
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Standard Opening Spot
Spreading Out
In most cases, you dont need to worry about an invade; the
enemy team composition probably doesnt suggest anything out
of the ordinary might happen. In these games, your best opener
(before the jungler starts his camp) is to ward the river and wait
patiently (ideally, the rest of your teammates will also do this in
other areas).
As you can see, there are once again two different spots to
choose from. We recommend you prioritize the upper position
over the bottom, because as Support, you often have the utility
to deal with invades or small skirmishes that break out near
mid. If another teammate is already holding that spot, dont try
and contest it. Hold onto your ward until 1:15-1:20 to ensure
you have vision in place for delayed-invades.
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2.2 Level 1 Shoving vs. Harassing
Supports are often unaware of their weaknesses; one major
weakness that you can begin fixing immediately is how you deal
with the first 20-30 seconds of laning phase. During this time,
many Supports play passively (hiding inside of a bush). This is
wrong for two reasons:
Shove When:
Your AD lacks some form of AoE to shove the wave; its your
job to auto the minions too (help out as best you can).
You have Relic Shield (use it on minions that fall just below
the 200 health insta-kill range).
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Harass When:
Your AD has AoE clear (or something else) to shove.
The enemy has a strong shove; you want to stop them from
shoving by forcing them to return your harass. If you dont
have any sustain and youre a ranged champion, dont force
trades against someone with sustain level one. For example,
if youre playing Thresh, dont force trades against a Sona.
Instead, look to land a hook while auto-attacking the wave.
Level Advantages
One of the most common opportunities you have to abuse
differences in levels is when you reach Level 2 first. When that
happens, not only do you have two abilities to work with, but
the level up provides you with increased health, mana, attack
damage, attack speed, and armor. Numerous times first blood
has been secured by engaging immediately at level two. Support
champions such as Blitzcrank, Thresh, and Leona excel at this.
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If youre not applying any pressure when you have the level
advantage, youre missing out on the opportunity to deny
creeps and possibly secure a first blood. For the following list,
imagine that youre one level higher than your opponent:
Level 11: Use your ultimate to kill the enemy, or use the
threat of it to zone (and deny CS).
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Item Advantages
Item advantages can range from simply having more health
potions, to having an entire item completed. Lets say your team
manages to kill someone before laning phase begins and you
and your AD have enough gold for additional potions; youre
more likely to win early laning phase if you trade and use the
additional sustain. Later on in laning phase, health potions
wont have a huge impact, but items such as Boots, Caulfields
Warhammer, and B.F. Sword can have a huge impact on short
trades. Over a time span of two to three minutes, if youre
constantly winning trades with the item advantage, youll have
more opportunities to zone, and can slowly accumulate a CS
lead and a health pool advantage.
Buff Advantages
Buff advantages are the Red and Blue buffs we all know and
love. The new Red buff (Crest of Cinders) applies a debuff that
slows the enemys movement speed by 8/16/24% for melee
attacks and 5/10/15% for ranged attacks for 3 seconds (and also
deal 5-56 true damage twice, over time). The buff owner is also
healed for 1% of their max health every 5 seconds, which lasts 2
minutes, and 2 minutes and 18 seconds with the runic affinity
mastery. It also deals extra damage to turrets! If your AD has
Red, play very aggressively - if their AD has red, avoid trades at
all costs. If you have Red buff, play the lane as you normally
would but commit to trades even harder when the opportunity
arises.
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2.4 Harassing
Laning phase would be a breeze if both Supports sat in the
bushes and refused to attack each other, but unfortunately we
live in a rift where Supports get down and dirty. There are a few
ways to harass your opponents (and deal with your opponents
harass).
Basic Harass
Basic harassing involves auto-attacks and spells. With
melee champions, you wont have many opportunities to auto-
attack without taking quite a bit of damage, so you should only
auto-attack as a melee champion during engages and all-ins.
Ranged champions can auto-attack often, and should do so
under favorable circumstances.
When to Trade
Knowing when to trade requires extensive knowledge of the
limits of every champion. The quality (amount of damage you
deal) of each trade is also limited by your own mechanics, since
most Supports have skill shots that make or break a trade (e.g.
landing a Morgana bind could lead to a kill, whereas missing it
would require you to stop the trade entirely, and walk back if
youre pressured afterwards).
Trade when your wave has more caster minions than the
enemys wave. The reasoning behind this is fairly simple;
when you damage an enemy, their minions will start
attacking you. Melee minions arent a threat because
theyre too slow to react, but caster minions will attack
almost immediately. If you have more caster minions,
youll deal more damage overall (assuming both sides
trade for the same amount of damage). A difference of
two or three caster minions is rather negligible, but a
difference of five or six quickly adds up.
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Avoiding this issue: Note that auto-attacks,
and not spells, trigger minions. An efficient way to
harass, without taking a lot of creep damage, is to
use your spells first, auto attack once or twice, and
then walk away. This will ensure that you take
little to no damage from the enemy minions while
harassing.
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Do you plan to continue trading?
When the trade starts, decide whether to continue, or break
it off. As youre trading, try and predict the exact moment youll
stop trading. For example, if youre chasing someone, how long
do you plan to chase them down; until they Flash, or until they
reach turret? If your spells wont be up before either of those
occur, you should back off. Your AD could also lose gold if hes
leaving behind a minion wave to chase someone down.
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Bluff Harass
This type of harass is focused on wearing down your
opponents psychologically. If you constantly walk forward and
backward, forward and backward, forward and backward, up
and down, side to side, the enemy will have to respond to your
potential to harass every single time. Theyll think about how
to position, how to respond, and what to do about this idiot that
wont stop moving. They may even fight you, regardless of the
circumstances, depending on how tilted they are.
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Early Laning Phase (1:30-7:30)
If you miss-time a recall early on, you risk losing experience
from the minion wave. Its too early for your turret to take any
considerable amount of damage, so dont worry about that. The
best ways to avoid losing experience are:
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Chapter 2
Recap
2.1 Pre-Game
Choose between invading, spreading out, or defending.
2.4 Harass
Harass during situations that are in your favor.
2.5 Recalling
Time your recalls; dont let the enemy take advantage of
your absence, or disrupt your recall.
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Chapter 3
The War on Wards
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3.1 Wards Galore
Benjamin Franklins advice still rings true today, especially
when it comes to ward coverage:
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The Tricky Trinket (Blue/Red)
Blue Side
Spot 1 (noted by the 1 next to the light blue ward) is the
safest option. On blue side, your main concern will be junglers
flanking through tri-bush. Junglers can certainly gank through
river, or even through lane, but its more likely theyll wrap
around through tri-bush (after sneaking through your jungle, or
simply through river), especially when the wave is stagnant in
the middle of the lane.
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Against aggressive Supports, or those you need to maintain
vision against (Leona, Blitzcrank), Spot 3 is an option, but dont
place your trinkets here if youre against a very aggressive early-
game jungler like Lee Sin or Jarvan IV.
Stand back and let the enemy push for free. This works
best against aggressive players who push, regardless of
their circumstances.
Red Side
Red Side actually has a natural advantage when it comes to
defending themselves from ganks. Notice how Spot 1 provides
vision of junglers coming from tri-bush and river. Blue side can
never keep vision of both gank routes with just one ward.
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The Double Decker (Blue)
Blue Side
The Double Decker is an efficient way to use your limited
Sightstone wards (3 for starters, 4 if upgraded). With only three
wards at your disposal, heres how you squeeze the most value
out of them:
Dont place all three wards down at the same time. Doing
so would leave you vulnerable to ganks once they expire.
Place just two initially (shown in the above image).
Use a Tricky Trinket spot for your final ward.
Spot 1A: Ward this spot every single time. This will protect
you from roaming mid-laners and flanking junglers.
Red Side
These spots provide you with similar protection. Remember
to place your third ward in one of The Tricky Trinket spots, but
only after these two expire. That gives you six minutes of ward
coverage.
Spot 1B: If you place this ward farther into the jungle. you
and your solo-laners can harass when the jungler is at Raptors.
Spot 2A: This lovely spot protects you from most junglers
ganking through tri-bush.
Spot 2B/C: If you ward farther back, you can actually see
their jungler taking Red Buff or Krugs. Only ward in spot 2C if
their Red is spawning soon; otherwise, ward spot 2B.
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3.2 Practice Safe Warding
Supports are extremely squishy. In competitive games, you
often see teammates accompanying Supports to place deep
wards, and control vision around objectives (Dragon, Baron). In
solo queue you wont always have a teammate with you, so you
will need to exercise more caution:
Duo-Queue Coordination
If you duo-queue with an AD, we highly recommend using a
program like Skype to communicate; not only can you ask for
assistance while warding, but you can ask for a Farsight Totem
(Blue Trinket) to scout out the area.
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Trigger Fingers
Keep your finger on Flash, ready to use it at a moments
notice. Some players are very sneaky, and may blindside you
around a corner or fire a skill-shot from the fog of war. As long
as youre ready to Flash, you can escape the majority of these
situations.
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Pinks Are Forever (Blue)
Spot 1C: This is the least likely spot youll Pink, but it sets
your jungler up very well for lane ganks and also gives you great
control of the bush. If youre even in lane, this is a good option.
If youre being shoved in often, this ward will disappear quickly.
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Pinks Are Forever (Red)
Spot 1A: This is also the most effective Pink on Red Side; it
denies vision of river, opening up more opportunities to gank.
Spot 1B: This spot protects you from any river-ganks, but
keep in mind that if the enemy jungler does walk this way, itll
likely be the first ward to go.
Spot 1C: This spot lets your jungler gank through lane. But
be careful; Pinking this spot makes it obvious a gank is coming.
Sweepers
While youre warding around the map, the enemy Support
will likely be warding too (or will have already warded). One of
the most important skills to develop is awareness; specifically
your awareness of where the enemy Support has warded. You
can make a fairly accurate guess by asking yourself
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When the enemy Support returned (after recalling), did
he enter lane normally, or come in at an angle? If he
came in at an angle, where could he have warded?
Warding Dragon
Dragon isnt worth fighting for anymore - even though the
first Dragon will help your team scale into mid and late-game,
warding it is rarely a priority. Your team will typically take
Dragon only when its 100% free (the enemy jungler is on the
other side of the map, your team has a numbers advantage, or
you just killed someone bot-lane).
Rift Herald
Rift Herald is an objective that can be taken by two people
before 19:45 (it disappears at 19:55). This objective was created
to add more chaos top-side, and take away some from bot-lane.
The best part is - junglers and top-laners spend more time
contesting it, instead of teleporting and ganking other lanes. If
laning phase has ended bot-lane before 20 minutes, you could
duo Rift Herald with the jungler and push a lane with the buff
immediately afterwards.
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Baron
Baron is incredibly strong, requiring at least three people to
kill. Around the 25:00 minute mark, teams have the potential
to three-man Baron. With Kindred, this has changed to 20
minutes; as long as she has two other people tanking for her,
she can kill it within 30 seconds or less (depending on how far
ahead she is and how many marks she has gathered). Maintain
vision of the area from 25:00 on, or 19:40 against a Kindred.
Ward Baron 10-30 seconds before it spawns; teams dont often
expect this, and may forget to clear your vision with Pinks or
Sweepers before starting it.
Go-Go-Gadget Warding
Certain areas of the map are filled with restricted terrain;
placing a ward in one of these areas will force the ward to the
closest terrain available. For the following pictures, stand on
top of the Blitzcrank icon, place a ward on the green arrow, and
watch your ward take flight!
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Map Hacks (Red Bot-lane)
As you enter lane on red-side, you can ward this bush safely
by standing against the wall from either side and warding over
using this technique. This method saves you time by not having
to walk over to the area you want to ward, and its also safer.
For the rest of the images, make sure you stand right next to the
wall before placing the ward. Too much of a gap between you
and the wall will result in the ward dropping right in front of
you, instead of the intended location.
There are countless walls and angles which can grant you
vision in interesting areas, but most of them are very situational
and only needed in the middle of combat. Experiment with
different walls until you incorporate some of the different spots
into your style. You may even find a creative use for a ward that
no one else has discovered yet.
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Map Hacks (Red Side, Dragon)
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Map Hacks (Turrets)
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Alternative Wards (Extra Vision)
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Alternative Wards (TP Flanks)
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Chapter 3
Recap
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Chapter 4
Minion Management
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4.1 *Brr* Its Freezing Outside
Minion management: easy to learn, but difficult to master.
By controlling the minion wave, you can:
Earn more gold for your AD, and less for theirs.
Earn more experience, while also denying their bot-lane.
Create more gank opportunities for your jungler, as well
as deny their jungler any gank opportunities.
Create better scenarios for harassing.
Prevent your opponents from committing to fights and
small trades (which quickly add up).
Indecision is failure.
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So why do we freeze?
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There are many factors which determine whether or not
youll out-trade the enemy, but typically youll need an item
advantage, a level advantage, or a health pool advantage. Even
if youre behind in terms of damage, you could have managed to
out-trade them; if both you and your AD are at 75% health, and
theyre both at 40% health, you should look to freeze the wave
and zone them.
Know your
environment.
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4.2 Shove, Shove, Shove Your Wave
When you have more minions than the enemy, the wave
will eventually shove. You have two options: Let the wave shove
naturally, or speed up the process with spells and auto attacks.
Here are the advantages to shoving:
Roam Opportunities
For the first four minutes, roaming doesnt typically benefit
your team. After four or five minutes, roaming by yourself (or
with your AD) becomes incredibly profitable if a kill is secured
(or a Summoner Spell is forced). Before roaming, shoving is
highly recommended, since it helps your AD to farm safely, and
prevents you from falling behind in levels. If you roam without
shoving, you can fall behind in levels, and lose pressure in lane.
Deny Minions
When you shove a large wave into the enemys turret, they
are forced to (1) focus on farming and (2) avoid harass. If they
return your harass, your wave will focus them, and theyll miss
farm, while also taking free damage.
Vision/Dragon Opportunities
Force the enemy into a choice: farm the wave thats pushed
to turret, or contest Dragon. If you shove in and begin Dragon,
bot-lanes will often have a difficult time deciding between the
two (ideally your jungler is on board for this plan).
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Turret Damage
Depending on what your goals are for the lane, shoving into
turret could simply be a means to deny creeps, or give you the
opportunity to chip away at their turret. During the early stages
of laning phase, you should take pot shots at their turret if
youre ranged (otherwise let the AD hit it). Once its down to
20-30% health, you can:
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Chapter 4
Recap
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Chapter 5
Roam the Seven Seas
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5.1 Is Roaming in Your Blood?
Roaming is an extremely powerful (and fun!) strategy. For a
while, professional teams were basing their entire early-game
strategies off of Support roams. KiWiKiD (Support for Dignitas)
was known as The Based Roam God for making so many plays
when roaming early-game. Lets take a look at some of the best
(and worst) Supports to roam with:
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5.2 Whose Lane is it Anyways?
Roaming is always an option, but that doesnt mean you
should roam every game. There are a few factors to take into
consideration before roaming.
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Even if youre playing a champion that excels at roaming,
that doesnt mean you should roam. Youll need to consider the
ever-changing dynamic of mid and top-lane (whichever one you
plan to gank).
Whos stronger?
If a solo laner on your team is too far behind, ganking will
result in two different outcomes: (1) neither of you will have
enough damage to secure a kill; (2) your target is so far ahead,
hell kill you both.
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How do they behave when you approach?
As you approach, pay attention to how they respond. Does
their mid-laner move backwards for just a split-second, then
continue as usual? Was he dodging spells, or avoiding you? If
he spotted you, maybe he decided to stay because his jungler is
nearby, or believes he can outplay the situation. He may also be
wasting your time.
After Shoving
When you shove to turret, the enemy will be preoccupied
with farming their wave. This provides you with plenty of time
for a roam to mid lane (return to bot-lane immediately after, or
your AD will have to farm alone; avoid this at all costs).
After ten minutes, you could ask your AD to roam with you;
these types of roam are great! Once mid-lane turret is down,
your mid-laner has the opportunity to roam top and bot-lane a
lot more often. You should only rotate if their turret is less than
40% health; any more than that, and youll spend way too much
time taking the turret, and your opponents will punish you for it
by taking your turret bot-lane.
After Recalling
Roaming immediately after recalling generates an element
of surprise. Keep in mind that as soon as you reveal yourself in
a different location, your AD will quickly be pressured off the
wave. After your gank attempt, head back to lane right away.
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After The Enemy Leaves Lane
When your opponents arent in lane, you dont need to sit
there watching your AD farm. If you can spare the experience (a
good rule of thumb is to never fall behind more than two levels)
try and roam mid-lane. If you fall behind from roaming, it could
mean one of two things: (1) youre not succeeding enough when
you do roam or (2) youre roaming too often. Try and determine
where your weakness lies, and stop yourself from repeating it.
To take objectives.
To pick up kills (or force summoner spells).
To acquire vision.
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Roam Routes (Blue Bot-Lane)
For blue side, your jungle is relatively safe and typically not
warded (sometimes you have a better chance of sneaking into
mid-lane this way, since their mid-laner wont notice you). The
alternative paths (river and the enemy jungle) prove dangerous,
but once again the more risk you take, the greater the reward.
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Roam Routes (Red Bot-Lane)
Red side offers less flexibility, because there are only two
pathways to choose from. River offers a safe and generic path
that is typically free of junglers, while the alternative route is a
dangerous bend through the enemy jungle. (Notice that you can
Flash over the Raptor-pit for a surprise, but be sure your mid-
laner is on the same page.)
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Roam Routes (Blue Base)
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Roam Routes (Red Base)
Above are the corresponding roam routes for red side. Note
that these routes can be used in sequence: For example, after
attempting to gank top, you can roam through mid-lane as you
head bot. Instead of squeezing your way through mid (while
hugging your own turret), you should attempt to apply pressure
by ganking through either the yellow or red path. You may not
accomplish anything spectacular (especially if their mid-laner
just saw you gank top), but these types of roams capitalize on
enemies that lack awareness.
Warding
Sometimes roams turn into scouting missions, in which you
place wards throughout enemy territory. The more vision your
team has, the better decisions theyll make. They can time their
aggression with ease once they see the enemy jungler. Plus, you
apply pressure to solo lanes as you ward from your presence
alone. Dont forget about those warding techniques we talked
about in Chapter 3; this is when theyre especially handy.
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Laning-Phase Wards (Red Side)
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Chapter 5
Recap
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Chapter 6
Ganks
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6.1 Anticipating Ganks
Junglers are everywhere, lurking in the shadows, watching
our every move. By the time you see them coming, its too late;
your AD is screaming for help as a hostile Warwick starts eating
his corpse for dinner.
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Global Ultimates
Once someone has their global ultimate (Pantheon, Shen,
Twisted Fate, Nocturne, etc.) you can bet your first born baby
theyre looking to use it bot-lane. Surprisingly (but not really),
bot-lane is a huge targets for those with global ultimates.
Theres two potential kills, plus its easier to dive, knowing two
other teammates are there to follow-up.
There are two ways to deal with globals: You can either play
passively until the enemy decides to use them elsewhere, or you
can attempt to bait it out. To bait out a global, you would need
to purposefully overextend, then run away once it starts; using
this technique is both dangerous and fun! Successfully baiting
an enemy will waste their time and relieve pressure elsewhere.
Jungler Level
Depending on who youre dealing with, tracking their level
will help you determine when their next gank will be. Warwick
and Shyvana are great examples of junglers who wont usually
gank until Level Six. Once they have their ultimates, you need
to place even more wards down. This doesnt apply to early-
game junglers such as Lee Sin, Jarvan IV, or RekSai (you would
place wards for these junglers much, much earlier on).
Success Effect
Once a jungler successfully ganks your lane, theyll feel a
positive jolt of validation; psychologically speaking, theyll feel
the need to repeat that success (experience the same release of
dopamine). Avoid his next few gank attempts by continuing to
ward. Lay low until he strikes somewhere else - theres a huge
chance hes going to gank again.
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Here are some other things to consider:
Jungler Play-Style
What type of play-style does their jungler have? This is a
behavior youll need to sniff out as the game progresses. Some
junglers refuse to gank bot-lane; either theyre arguing with
their teammates, or had a bad experience in the previous game.
Other times, junglers prefer to camp a single lane, in the hopes
they snowball that lane enough to carry the entire game.
Crowd Control
Be careful against lanes with strong initiation; Supports like
Leona can quickly engage before you finish blinking; ADs like
Kalista and Ashe also have plenty of CC to lock you down. If you
notice the champions with CC trying to position themselves to
land their spells, it could indicate a gank.
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Behavioral Changes
Pay attention to the slight nuances in the behavior of both
the enemy Support and AD. Most players have a terrible poker
face when it comes to ganks, and will reveal their intentions as
long as you look for the right signs. Youre not looking for any
behavior specifically: Youre looking for a deviation from their
normal behavior.
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Removing vision is fairly straightforward; if you know
where their wards are, the easiest way to set a gank up is to
clear one of them, and guide your jungler through the opening.
(If you dont have the slightest clue where they have wards,
either tell your jungler to gank somewhere else, or let him do
whatever he wants). For the following images, weve given you
some recommendations on what to say when your jungler is
ganking:
Lets assume youre on Blue side, and the enemy has wards
in the above locations. Give the order to gank through lane - be
clear and concise so your jungler knows exactly how to proceed.
Remember, he may have other plans (ganking from a different
angle, or invading the enemy jungle).
Allow your jungler to make his own decisions while you act
as a beacon of information and guidance.
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Type: tri warded, gank through river or lane
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Type: lane and tri warded, gank through river
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Type: tri and river warded, gank through lane
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Type: river and lane warded, go through their jungle
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Type: too many wards, come back later
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The success rate for your jungler increases the closer the
wave is to your turret. Freezing the wave outside of your turret
means your opponents would have to walk the entire lane just
to reach their turret. Junglers who have huge gap closers like
Elise, RekSai, Jarvan IV, Rammus, and Amumu thrive in these
situations. Notice how in each of the previous drawings, your
jungler has a much easier time ganking when the wave is close
to your turret.
Chapter 6
Recap
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Chapter 7
Dealing With Disadvantages
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7.1 FeedAlert
Falling behind is frustrating; instead of using our reasoning
to play, we let our emotions take over. Everyone goes through
those games where they make poor decisions, or end up feeding
unnecessarily. One poor decision rolls over to the next. To avoid
this, we recommend you adopt a passive play-style once you fall
behind a certain amount.
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Two Deaths in the Last Two Minutes
Whether youre still laning, or have been roaming around,
dying twice within such a short span of time will likely cause
frustration (and usually means you need to slow down). Take a
deep breath, and re-focus. After dying twice, recognize where
your lane is, and continue aggression (if its warranted), instead
of playing aggressively because thats what I need to do to get
back in the game.
Supports usually end the game with either the most deaths,
or no deaths at all; theyre often the squishiest champions in the
game and have the least amount of money. Unfortunately,
Supports need to acquire vision, peel for teammates, and even
engage (all of which puts you in harms way). Again, if you find
yourself dying too often, continue to:
Vision Advantage
Making a pick means you caught the enemy off guard by
killing them when they lacked vision (sometimes they position
poorly, and your team lands CC or assassinates them). A pick is
done by either staying in one position until an opponent comes
close enough, or by navigating through the fog of war to cut off
someones path.
Picks can happen all over the map, at any given time, but
will only be successful if you stay within unwarded areas. If the
enemy sees your team grouped up in a bush, or moving around
somewhere, theyll likely walk away or outmaneuver you.
Contesting Objectives
Dragon and Baron deal massive AoE damage and can easily
reduce a teams overall health by 20-30% within a short time
period. Solo queue teams are often unorganized and make poor
decisions while finishing Baron (Dragons does considerably less
damage, and thus isnt a problem for teams). The most efficient
way to contest Dragon or Baron is to wait until the objective is
below 30%: Dance around while the enemy continues to take it;
dont engage immediately. Once Baron/Dragon is below 30%,
or the enemy team has taken enough damage, then you should
look to engage.
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7.3 Ward Jammer
When behind, your opponents will control your jungle with
vision and pressure (taking your camps or pathing through it).
Retaking these areas requires counter-vision and general wards
to avoid any threats. In our pictures, we recommend you place
wards farther out so your team has time to react to invades, and
can still farm jungle camps safely.
Sweep the areas indicated by the red circles and ward at the
appropriate spots. You only have one sweeper so try and clear
the area thats most likely warded (use your knowledge of where
theyve warded in the past to predict where theyll ward in the
future).
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The Alamo (Blue Side, Top)
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The Alamo (Red Side)
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7.4 Tower Defense
Theres no shame in tightly defending your inhibitor turrets
and turtling until the enemy makes a mistake or your team has
enough gold (and items) to win fights. Even though Baron
provides a strong boost to minions, teams can hold out if their
wave clear is strong enough.
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Turret Defense (Blue Side, Lower)
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Turret Defense (Red Side)
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Chapter 7
Recap
7.1 Feed-Alert
Avoid feeding by knowing when to play passive.
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Chapter 8
Ending Games
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8.1 Aggressive Warding
In general, the longer a game lasts, the more opportunities
the enemy team has to recover (assuming youre ahead). There
are multiple ways to stay proactive throughout the game to give
yourself a chance to end. The sooner you destroy the enemys
nexus, the fewer chances they have to recover. The following
strategies are for games in which youre even, or ahead. Refer to
Chapter 7 for how to play when y behind (and even if youre
behind, you could manage to secure Baron, and then these
strategies would become viable again).
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Pinks Strengthen Control
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But Wait, Theres More!
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This exercise gives you insight into how you would go about
punishing players for their positioning. If you chose A, then
youre the one whos in BIG trouble - always take advantage of
someone when theyre caught red-handed.
Overextending
ADs and top laners are notorious for overextending in a
desperate attempt to farm. Often times, theyll do so without
any wards at all (unless they have Blue trinket, but even that
can be avoided).
Junglers Jungling
Junglers (and anyone farming jungle camps) are easy to
punish, as long as you have vision. Once they start a camp, head
over with a teammate and take the camp, or go for the kill. They
probably already have one or two spells on cooldown, so theyre
likely to retreat. Once again, the more vision you have, the more
plays you can make.
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Wandering Supports
Youre not the only one placing deep wards. Other Supports
will wander around by themselves (or with a teammate) to
place wards. With deep wards youll see these players coming a
mile away. Either lay in wait, or cut them off to deny vision. If
your pick doesnt work out right away, dont chase - allies could
be rotating! Be happy you denied him the chance to ward, and
walk away victorious.
If theres one thing you learn from this, its that teams
arent coordinated in solo queue. As long as you have vision in
place, it becomes incredibly easy to pick someone off. Just pay
attention to how your opponents move around the map, and go
for isolated targets.
A Numbers Advantage
Whether youre pressuring a turret with two, three, or four
other teammates, never siege when the enemy has more players
defending, than you do. Pay attention to enemies rotating, as
they may easily flank your team, or hard-engage before your
team can retreat. Be patient while sieging - if the circumstances
arent right, come back later.
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Higher Health Pools
When your team has strong poke, you may not need to
worry about which team has the numbers advantage. If your
team lands enough poke, they wont be able to engage, and will
likely give you a free turret.
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Avoid Flanks, Keep Sight (Blue)
Im on the case.
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Avoid Flanks, Keep Sight (Blue)
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The second most dangerous objective is Dragon (right after
Baron). You should only look to take Dragon if at least one of
the following conditions are met:
Teamwork
The more teammates you have, the faster youll kill Dragon,
and the less damage your team will take overall. Dont attempt
Dragon unless you have three or more teammates. An exception
to this rule; if you have Nunu, Kalista, Elise, Vayne, or Kindred,
then you can take Baron rather quickly with two people.
Vision Removal
Even though the game automatically keeps track of timers,
denying vision will still discourage teams from contesting it. Try
to have at least a Pink or Sweeper ready to clear out vision.
Health Pools
Dont start Dragon with low health: Not only does Dragon
deal AoE damage, but a single enemy could kill everyone if your
team is low to begin with.
Today is a good
day to die.
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Dragon Wards (Blue/Red)
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Baron is arguably the most dangerous objective in the
entire game. Teams have thrown countless times, but have also
made huge comebacks, all because of this one silly objective. To
keep things running smoothly (for all of you Dignitas fans, you
know how hard this is), you need to shotcall. Weve listed out a
few different strategies for Baron, and what you should type, to
keep your team on track.
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Warning: If Baron is around 2,000 health and youre on
Blue side - dont finish the Baron if the enemy jungler is waiting
to take it. Do your best to deny vision or knock the jungler out
of the way if your team keeps going (especially if youre playing
a champion like Alistar or Janna).
*Sweep the Red Circle; sweep Baron instead if you dont have a
Pink for it.
**You wont have the chance to ward every spot. However, you
should ward as many as possible.
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Baron Wards (Red)
Turrets:
If any first-tier turrets remain, these are your first priority.
Dragon:
When their jungler is spotted on the other side of the map or
isnt able to respond if your team starts Dragon.
Your team has the numbers advantage in that area; take the
objective while you have the chance (unless the enemy team
starts to threaten Baron).
If you have a big wave pushed to their turret and they have
poor vision around Dragon.
Baron:
While an enemy inhibitor is down.
The enemy team has no vision on Baron, and your team can
quickly kill it with a Kalista, Nunu, ChoGath type champion.
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After winning a team fight, you may be presented with the
option of taking either Baron, or an inhibitor. Baron is often the
better option against a team with weak wave clear. Once you
begin sieging, your minions will be next to unkillable.
Chapter 8
Recap
121
Chapter 9
Team Fights
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9.1 To Peel or Not to Peel
One of your responsibilities as a Support is to peel. Peeling
for teammates (or any carry) requires you to position by their
side and use spells, actives (Face of the Mountain), or your body
to soak up damage for him. In some cases, your AD already has
enough kite, so you can peel for another teammate, or focus on
engaging and making picks instead. Take into consideration:
Relative Strength
The goal of peeling is to give your carries more time to deal
damage. Therefore, you should peel for your AD when hes the
strongest member of your team; otherwise, look to peel for
whoever else has the most amount of sustained damage. Keep
in mind that peeling for an Annie is pointless if shes just going
to use her initial rotation, and walk away afterwards. You would
much rather spend time peeling for your AD who will deal more
damage over an extended amount of time (as long as your burst
carry deals their initial damage).
Mobility
KogMaw and Varus lack mobility; if you leave them alone
for more than a few seconds, the enemy team will likely focus
them down. Ezreal and Corki, on the other hand, have self-peel.
If your AD can peel for himself, peel for someone else instead.
Enemys Focus
Think about who your opponents have focused in the last
few team fights; they may need peel because the enemy team
considers them a higher threat than others. Their focus may
also change (before the fight breaks out) depending on how
someone is positioning; think who theyre prioritizing based on
perceived threat level and out of position.
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Some games youll play a champion that isnt built to peel.
You should know how you plan to approach team fights during
champion select. If youre last pick, and see the enemy has been
picking hard-engage champions (or assassins) like Zed, Talon,
or Wukong, then you could pick Janna and follow the advice in
this section. On the other hand, you may see Nidalee, Kalista, or
Orianna and realize that peeling isnt appropriate against that
type of poke-comp. Instead, you would pick a champion with
hard-engage (Leona, Thresh). In those games, you arent going
to spend that much time peeling (if at all).
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Kite
Constantly move your character in an attempt to dodge skill
shots. Spend time walking backwards and sideways, instead of
forward (to keep your health pool high as high as possible). Pay
attention to skill-shots so youre ready to side-step them (if
theyre going to hit your AD, it may be wiser to tank them).
Bard
Fiddlesticks
Janna
Karma
Lulu
Morgana
Nami
Nunu
Sona
Soraka
Zilean
Zyra
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The Bruiser style involves a more aggressive approach.
Instead of surviving and peeling for your teammates, youll act
like a tank, soaking up massive amounts of damage, and using
spells to lock down enemy champions.
Engage
Focus on landing a solid engage for your team. Locking
down two or three enemies with a single spell could secure a
team fight from the very start.
Follow Enemies
Instead of standing next to your carries, actively follow the
enemys movement until your spells are off cooldown. You need
to aggressively position so you can lock down priority targets as
soon as your spells are off cooldown.
Be Willing to Die
This play style puts you in harms way more often than not.
Ideally the enemy will have attempted to focus you, so your
teammates have more time to deal damage. Dying is acceptable
when playing with this mindset.
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These champions excel at the Bruiser fighting style:
Alistar
Annie
Blitzcrank
Braum
Kennen
Leona
Morgana
Nautilus
Poppy
Taric
Thresh
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9.3 Threats, Weaknesses, and Strengths
The first step to winning a team fight is to understand how
the enemy intends to win their team fight. If you know what the
other team plans to do, you can counter their strategy. Some
teams rely heavily on one player to deal all their damage, while
other teams play towards the strengths of their composition.
Team Composition
Here are your typical solo queue comps:
Area of Effect
Teams with an Annie, Amumu, Morgana, Fiddlesticks, or
Karthus are incredibly scary to team fight against. Your
best bet is to split push; these teams are ineffective when
forced to lane against players. When team fighting, keep
your team spread out and avoid clumping. Rush Aegis
and Locket.
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Pick Comps
These teams will avoid head on team fights since theyre
more effective at skirmishes (1v1s, 2v2s). Stay grouped
and look to team fight. Pay close attention to where the
assassins are around the map (avoid skirmishing), and
remember to exhaust them in team fights.
Poke Comps
These comps slowly decrease your teams overall health
before committing to a full blown team fight. Theyll kite
backwards if you attempt to engage so they can continue
poking. Chasing will almost always result in you losing
(since they can poke while kiting). Either land a solid
engage, or wait until you have another opportunity later.
Flanks are especially dirty against poke comps.
Wanderers
Enemies are sometimes too adventurous and deserve to be
punished for wandering into your territory alone.
Lone Wolves
These players refuse to group and constantly split push the
entire game. Group up and pressure any objective; the other
team will contest without their fifth player (4v5), at which point
you can team fight with a numbers advantage.
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AFKs
Similar to Lone Wolves, theres no need to empathize with
teams that have AFKs. Continue to pressure objectives and play
extremely aggressive with a numbers advantage.
Laggers
Show no mercy. Kindness is a weakness in League.
Weak Tanks
Certain team comps will fall off mid-game because they lack
tanks or fail to build defensively. In these situations, you can
focus the front-line, take them down quickly, and push through.
Weak Carries
When the enemy team has a strong front-line (tanks), but a
weak back-line (carries), youll still be able to focus anyone you
want without repercussions. The enemy team will have little to
no damage with weak carries, so look to team fight and punish
their lack of damage.
AoE Comp
Group and team fight. Wait for the enemy to clump before
engaging.
Pick Comp
Split-push and stay in laning phase as long as possible.
Assassins on your team benefit from laning phase because they
excel at dueling. When team fighting, look for stragglers and
focus them down before engaging head-on in a 5v5.
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Poke Comp
Sieging turrets and kiting back are the two main strengths
of this comp. Never hard-engage with a poke comp; whittle
down the enemy before engaging or pressuring objectives.
Split Comp
These comps revolve around having a strong solo laner who
scales into late-game. Let him push, while the rest of your team
groups in another lane. No one can duel your solo laner 1v1, and
if they send additional players to deal with him, youll have the
numbers advantage in a different lane; from there, look to push
down turrets or contest objectives.
Chapter 9
Recap
131
Chapter 10
Mentality
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10.1 Goals (Focus)
Mentality is often overlooked. Those looking to improve are
told to work on their last hitting (or in the case of Support, their
ability to set up last hits), better their map awareness, watch
replays, and look into professional streams. These are all great
ideas, but at the end of the day, your mentality can still stop you
from reaching your full potential.
Pseudonaut
At the beginning of Season 3, I did my promos and climbed
up to Platinum 1 rather quickly. Once there, I began to goof off
by picking random champions for Support, instead of playing to
win. I never had any goals for myself, and as a result, ended up
losing quite a few of my games. Losing never phased me, since I
just ended up rationalizing losses as games I wasnt even trying
to win. Once I found Imaqtpies stream (former AD for DIG), I
realized what an inspiration this guy was. Not only did he pick
troll champions, but he played them so mechanically well that it
didnt matter whether he went AD Thresh he would still reach
legendary status (9-0-0) by 20 minutes anyways. That, coupled
with his attitude, gave me a reason to climb, and so I started to
actively focus on my gameplay (and every so often, play Veigar).
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Climbing from Platinum 1 to Diamond 2 was somewhat of a
challenge, but in order to queue up with Qtpie, I had to reach
Diamond 1. The promotion series for Diamond 1 was possibly
the most frustrating and emotionally crippling barrier Ive ever
had to face in League of Legends. I failed that promotion series
approximately fifteen times and distinctly remember having to
hold back tears during the 10th one. Despite failing numerous
times, my desire to reach Diamond 1 kept me going.
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I realized I had the potential to climb even further up the
ladder. Instead of queue sniping poor ol Qtpie, I found a few
ADs to duo-queue with and spent time building synergy with
them (as a Support, this is essential to improving, and climbing
past certain tiers). I ended up climbing to 600 LP in Challenger
with TheSwingingSalt, who matched my personality quite well
(and who carried me all the way).
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That was a turning point in my League of Legends career,
because it never occurred to me (not even once) that I would be
on a professional team (I always wanted to be on one, but never
knew how). This highly increased my motivation to become a
better player, and my passion and love for League of Legends
greatly contributed to all of that.
Theres only one constant that will never change from game
to game: you. Countless times Ive fallen prey to the belief that
by explaining to my teammates their mistakes, I was actually
improving our chances of winning. Boy was I wrong
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Quite frankly, League of Legends is an emotionally charged
game and people will misinterpret your words when they feel
frustrated. Your only concern should be your own performance,
especially in the Support role. You dont have time to fix other
players mistakes when your progression as a player requires
constant evaluation of your own errors.
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Of course, Saintvicious didnt sit around feeling bad for
himself; he streamed some entertaining games at the lowest
ELO known to man. Imagine having your account falsely
banned and losing all your progress (Gold, Silver). Knowing
your account could be hacked (or banned) at any given time
should give you more of an appreciation for it now. A good
mind-set to have is: Dont own anything youre not prepared to
lose.
My teammates AFK.
It happens (out of your control still).
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Their jungler always camps me.
Nothing prevents you from asking your jungler for help,
but if he refuses to gank, youre on your own; work with
what you have.
My teammates suck.
If your teammates suck, then its just as likely the enemy
team sucks too. Spend more time abusing the stupidity
of your opponents than harping on your teammates bad
decidisions. League of Legends is a game of punishing
weaknesses.
Lag.
Madlife used to play with 200 ping on N.A. before South
Korea had their own servers - he was still a god. Dont let
ping be an excuse (although it certainly is a handicap).
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10.4 Fatigue
After playing for a while, your concentration levels will
begin to drop. This means more missed skill shots, missed CS
(those cannon minions are especially tough to kill when playing
Thresh), and delayed decisions. Depending on how accustomed
to spamming games your mind and body is, youll need to take
a mental break from playing League at least every couple hours.
Whether youve been winning or losing, take a half hour break
as a refresher; your future games will yield more victories.
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Chapter 10
Recap
10.1 Focus
Discover your goal; use that as your fuel.
10.2 Optimism
Expect the worst, hope for the best. Dont worry, be happy.
10.3 Stoicism
Stay cool, calm, and collected.
10.4 Fatigue
Adopt a solid schedule of when to play; sleep 7-8 hours.
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Chapter 11
Practice Makes Perfect
142
11.1 Spamming
This final section is dedicated to how you should approach
solo queue outside of the game, starting with the frequency with
which you play. There are two main approaches: spamming or
infrequent play. Spamming (playing games for 4-5 hours at a
time) has its upsides and downsides.
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11.2 Replays (Identifying Weaknesses)
Replays are a means to identify what your weaknesses are.
After discovering those weaknesses, you can then actively focus
on them during your next games. For example, lets say you find
yourself losing all-ins during the first few levels of laning phase.
The best way to approach this is:
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11.3 Lessons
Lessons arent for everyone. Most professionals who offer
lessons charge expensive rates and are difficult to learn from:
The best players to take lessons from are players in the amateur
scene who are ranked highly on the challenger ladder. These are
the players that have something to prove and will do their best
to teach you. When approaching players for lessons, ensure you
have specific questions. Ask for their help on specific parts of
your game, such as warding, harassing, or zoning. Whoever you
take lessons from, ask them to identify your weaknesses and the
steps you need to take to improve upon them. In the end, you
can only learn from yourself. Lessons aid that process.
Chapter 11
Recap
11.1 Spamming
Dont stop till you drop.
11.2 Replays
Its like watching yourself in the mirror, but sexier.
11.3 Lessons
Seek wisdom from your teacher; always ask questions.
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Acknowledgements
Oni Marin
All of the character illustrations were done by Oni Marin. He
does a great job at capturing the personality of champions. You
can check out more of his work at onichan-xd.deviantart.com.
Alex Vo
She did a wonderful job making the cover for this book. She was
crazy enough to draw the Sightstone as an Illuminati symbol,
and for that, we thank her.
Shayne Fletcher
Shayne The Wizard Fletcher is a wizard at using Photoshop.
All of the in-game images you see were his creations. He was
very patient with us and made sure everything turned out just
the way we wanted it to.
You
This entire book was written for just you. We hope you enjoyed
reading it and found it both informative and entertaining.
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