Post by Thornnn on Jun 16, 2013 18:44:05 GMT -6
Hey Everybody, Thornnn here. Welcome to the Support Center of LeagueFreaks Page. Here i will provide Information, Charts and Useful information to further improve your gameplay.
Lets Start by showing an up-to-date list of true supports
Tier 1(great picks that fit almost every team)
Tier 2 (situational picks, only good if you pull it off)
Tier 3 (meh, but you can still make it work)
Tier 4 (Really need skill to pull it off/very situational)
True, any champ can take on a supporting role. But fact, most of the champs listed here will benefit you're team more-so than a Support or .
Reason being? well generally the Support will be on bottom lane duo laning with the Attack Damage Carry. These Supports have one or more skills that will greatly benefit/increase the ADC's chances of snowballing against the bottom lane opponents.
-------------------------------------------------Runes-------------------------------------------------
Greater Quintessence of Gold x3
Gold Quintessences are like the Trademark of how a support gains gold. Considering you WILL have the lowest CS in a game by far, Free Gold per 10 seconds is a great way to close the gap in lost gold. Of course you should also buy GP10 items on top of this in order for it to work.
Every champion passively generates gold at a rate of 16 every 10 seconds on Summoners Rift. With x3 Gold Quints, 19 per 10.
Greed (Mastery) at rank 4 gives an addition 2 gold. So Talley is 21 gold per 10 seconds at the beginning of the game already without buying items.
On top of all this, Philosopher's stone is a Key Item in that every Support should build. +7 Health Regen/+9 Mana Regen and an extra +5 Gold per 10
So with Philosopher's stone, you're at 26 gold per 10 seconds
Greed (Mastery) at rank 4 gives an addition 2 gold. So Talley is 21 gold per 10 seconds at the beginning of the game already without buying items.
On top of all this, Philosopher's stone is a Key Item in that every Support should build. +7 Health Regen/+9 Mana Regen and an extra +5 Gold per 10
So with Philosopher's stone, you're at 26 gold per 10 seconds
Greater Seal of Armor x9
Glyph of Scaling Magic Resist x9
I prefer Scaling Magic Resist cause the enemy adc won't be dealing any magic dmg to you, maybe the enemy support but that can be avoided. By the time mid lvl after laning phase, you're Magic Resistance Runes will have far more benefitted more than Flat Magic Resistance. You can go Flat Magic Resist if you're a hard lane pusher against a high Magic poke like Sona.
Greater Mark of Potency x9/Greater Mark of Magic Penetration x9
Either of these 2 types of marks will do in the presence of an AP based Support. Potency is straight AP (.59 x 9 = 5.31 Ability Power) and Magic Pent is (.87 x 9 = 7.83 Penetration)
For example: Penetration helps with moves such as Sona's (Q) Poke. AP Helps with Sona's (W) Heal.
For example: Penetration helps with moves such as Sona's (Q) Poke. AP Helps with Sona's (W) Heal.
-------------------------------------------------Masteries-------------------------------------------------
(Basic Support: Mana Gen/Wards/Extra Gold)
Starting out with an extra ward and a buscuit, I suggest you use that ward early on in the enemy jungle carefully as it will give your team a heavy advantage if you successfully spot one enemy champ off alone early on. Extra CDR and Movement Speed as well as Mana regen for this mastery set 0/9/21. Though you are squishier, so avoid attacks and spam yours alot more.
(Tanky Support)
Got a little extra Health and Defense/Champion attack resistance with this one, perfect if you're adc wants to hang back and not be so aggressive.
If you want to be aggressive on the otherhand, you will last alot longer with this set of masteries
Can't go wrong with either Mastery Set, Totally up to your likings.
K, i just wanna start off buy saying, Winning Games is 50/50 predicated on Skill and Vision. If you know where the enemy is, you know how to Avoid any accident, like facechecking into a bush with 5 enemy champs waiting to rape your 1k health. This avoids any unnecessary fatalities that can escalate an enemy into a snowball. Above all else, don't think that Warding is your number 1 priority, your priority lies with your Team, if they're grouping up, you better be with them. You only "go off" to ward as you find opportunities, like as if the enemy bot laners backed (recalled). This is prime opportunity to go ward Dragon and back yourself. During Laning Phase, don't worry about warding Dragon until about 6mins+ in, and don't worry about Warding top, that's out of your way and its Tops/Jungles responsibility to ward that shit. Don't let anyone else tell you otherwise. Every lane should ward besides ADC, and as such, Don't Leave Home Base Without Them.
KEY ITEMS
Here's a list of Items you should have at least one of on you at all times
75 Gold. Places an invisible ward with 1100 range. Lasts 3 minutes.
125 Gold. Places an invisible ward with 1100 Vision Sight and 1000 range Magical Sight (can see invisible units). Lasts 3 minutes.
950 Gold
+180 Health
Unique Passive: Ward Refresh - Starts with 4 charges and refill each time you return to the shop.
Unique Active: Ghost Ward - Consumes a charge to place a Ghost Ward. You may have a maximum of 2 wards from this item at once. 1 second cooldown
1550 Gold
+360 Health
Unique Passive: Ward Refresh - Starts with 5 charges and refills each time you visit the shop.
Unique Active: Ghost Ward - Consumes a charge to place an invisible Ghost Ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once. 1 second cooldown.
75 Gold. Places an invisible ward with 1100 range. Lasts 3 minutes.
125 Gold. Places an invisible ward with 1100 Vision Sight and 1000 range Magical Sight (can see invisible units). Lasts 3 minutes.
950 Gold
+180 Health
Unique Passive: Ward Refresh - Starts with 4 charges and refill each time you return to the shop.
Unique Active: Ghost Ward - Consumes a charge to place a Ghost Ward. You may have a maximum of 2 wards from this item at once. 1 second cooldown
1550 Gold
+360 Health
Unique Passive: Ward Refresh - Starts with 5 charges and refills each time you visit the shop.
Unique Active: Ghost Ward - Consumes a charge to place an invisible Ghost Ward that reveals the surrounding area for 3 minutes. You may have a maximum of 3 wards placed from this item at once. 1 second cooldown.
As a support your First Initial Buy should look something like 3x,,and Health/Mana Pots of your choosing.
By the time you go back, your first buy should be either the full or at least a and ,. Your boots come third in buy order.
By the time you go back, your first buy should be either the full or at least a and ,. Your boots come third in buy order.
Only place a Vision Ward when you know you're opponent placed a ward in an area of which would have an advantage in laning phase. Use it to clear River if you're jungler like to come bot lane, or use it in one of the lane bushes if you know the jungler won't be coming down soon so you have a bush advantage. Also use Vision Wards if available to you when you do dragon and ALWAYS have a Vision Ward for Baron.
Here's the most used Warding Places
This is a good vid to watch on warding
Learn from Scarra, don't do this
Here's a more Overall Warding Guide (must watch)
This is a good vid to watch on warding
Learn from Scarra, don't do this
Here's a more Overall Warding Guide (must watch)