[Guide] Specific Role: Support
####Last Updated: 5/18/14
Hello, and welcome to my weekly [Guide] post. I’m just your friendly neighborhood Gold player that wants to impart some knowledge about general League knowledge through tips, tricks and experience to hopefully help you or maybe a friend of yours through your games. This guide will be on the general role and actions taken by the Support Role.
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####1) Support?
####2) Who?
####3) Where?
####4) What do?
####5) Warding
####6) Synergy
####7) Tips and Tricks
####8) Starting Items
#1. http://i.imgur.com/7xYUIVm.png Support?
Good question! There are a lot of support champions, with many different playstyles. But to be a support you have to be able to do a few things, which will be covered in this guide. These can range from locking down enemies, buffing teammates, zoning during laning phase and/or simply keeping your team alive. All in all you have to be ready, willing and able to help YOUR TEAM and not yourself. Sound simple? Yeah……..no, it’s not. Supporting puts just as much emphasis on your knowledge, communication, and prediction of not only your opponent’s actions but your allies’ actions as well. To be truly effective you not only have to exploit mistakes but have faith that your friends can utilize your openings, your buffs and your healing to the best of their abilities.
#####So what you’re saying it’s my team that’s bad not me? That’s what I’ve been saying this whole time!
No, that is not at all what I am saying. A bad team can make a support’s life hell yes, but a support is just as responsible for communicating and otherwise indicating their actions to your team as your team is responsible to capitalize. A support increases a team’s capacity to do well, and this will only happen if the team and the support both work together.
#2. http://i.imgur.com/74F6Plv.png Who?
Note: The champion listings below are by no means set in stone, simply good examples imho. If you think someone is missing or better suited elsewhere tell me in a comment! :)
Many champions can support nowadays, and who you choose can vastly define what your specific part to play is. These specific parts can be divided into 3 general sub-roles:
###Raw Supports (Buff Supports)
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This is a personal term of mine, you may have heard it by a different title, but these are champions who are there to simply buff an ally or allies to help out. These champions usually have a de-buff or two and maybe some damage for versatility’s sake but what they are recognized for are their capabilities to drastically increase an ally’s potential. These supports usually find themselves sticking in the back of teamfights, as they usually only need to keep allies in range and not enemies to be effective. ####Raw Supports have more benefits to friends than anything else, they require good reactions and synergy to truly shine. Aim and positioning are less important here than other support sub-roles, but still critical.
###Tank Supports (CC Supports)

My personal favorite, tank supports are there to tank damage and laugh hysterically as attacks just….tickle. This doesn’t happen until later game however, and as such a better area to focus is what the Tank Support’s active part involves. It involves CC, and a lot of it. There is always a choice with CC whether it be in teamfights or laning, are you locking someone down or peeling? Tanks like Leona are the best people to make sure an enemy doesn’t move or attack for a very long effective time, but an equally or even more effective plan would be to keep opponents off of your damage dealing teammates if they cannot defend themselves well. It all depends on the situation at that very moment, and it is up to you as the tank to decide what the best plan is. You have less than a second to make your decision, have fun!
####Tank supports are crippling the enemy team either defensively (lock-down) or offensively (Peeling). As such they are incredibly dependent on split-second decisions, planning and positioning. Synergy matters less as most anyone can profit off of cc effectively.
###Kill Supports (Kill-lane)
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The name says it all, if you decide on a kill-support you are there to get kills early and get kills late. There are many ways to do this, and you could probably list every burst caster champ here as well, but some champions (Blitzcrank for example) are meant for this role because they excel at either bursting or displacing single enemies to get another count to their kills. These supports are not meant to buff, not to lock-down, but do something (Rocket grab) to render an enemy target very, very dead.
####Whether it’s through damage or displacement, Kill Supports there to net kills for their team, which can easily include themselves. Their actual capacity to support (warding, peeling) is very diminished, and as such is very risky if the gamble to get kills early is not met.
#3. http://i.imgur.com/WrYbsXN.png Where?
More than likely if you’re supporting you will be going bot lane with a marksman (adc) champ. This is the current popular meta and it doesn’t look to be changing anytime soon. There is a reason behind this though, and it has a lot to do with gold.
As a support it is expected for your to get a gold income item (and possible runes and masteries) to make up for the fact that you will not actively farm. This allows your carry to farm to their heart’s content and get them to their important items sooner, with you protecting them from getting jumped and possibly jumping on others yourself. The better you protect and feed your marksman the more effective their damage will be, and you can be proud to see your carry wrecking face with every auto attack. This is one the most efficient ways to be a good support and is the reason why bot lane is where almost all supports end up going.
####Supports go bot lane almost everytime, to help out your marksman and get them as powerful as they can be as fast as possible.
#4. http://i.imgur.com/AufmQWZ.png What do?
##Laning Phase
###---Zoning
Zoning is the act of pushing your laning opponents off of your own minions. Out of experience range and gold range. This is very important to do to capitalize off of a previous advantage like a won fight or a nearby jungler. Reserved for supports, zoning can be the main difference between doing well and shutting an enemy down.
###---Harass
Harassing is a key skill to learn in supporting. Some champions can do it a lot better than others (freakin Annie aa range….) and it’s important to know that. Harassing is the act of using low damage-low cost safe spells (or auto attacks) to whittle an enemy’s health bar. There are effects like Spellthief’s Edge and the Bandit mastery that rewards harassing further, but Harrasing itself has the intent of getting an opponent’s health bar down enough to prevent them from engaging. You are only harassing well, however, when you deal damage without taking as much yourself. Keep potion and regen effects in mind if you decide to try to harass, sometimes it’s simply not worth it. Tank supports do not harass as well as raw supports as raw supports can usually heal after trading.
###---Sustain
Simply put, healing. Sustain is key if you plan to stay in lane for as long as possibly, to help your carry get more farm and more experience than your opponent who you are hopefully “out-sustaining”. Trading is very important here, as trading often as a high sustain support will usually go better for you than the opponent, decreasing their effective time of staying in lane. Tank supports give sustain through taking poke themselves and regen-ing the damage, while raw supports usually give sustain through abilities.
##Grouping (Teamfight) Phase
###---Initiation
Reserved largely for Tank Supports, initiation is the key moment where a teamfight truly starts. A good initiation involves locking down and causing as much disruption as you can at the beginning, putting your team at an immediate advantage. This is a double-edged sword however as initiation is always a gamble. Always look for points to initiate on, such as a well placed , but make sure your team can engage with even or superior numbers and you can last long enough to get your team the winning side in the fight before you jump in. A bad initiate can be just as harmful as a good initiate can be helpful.
###---Peeling
In a teamfight, someone will be going after your squishy friends. They’re easy to kill and will probably be dealing the most damage throughout the fight. For the same reasons they want to kill your carries you want to keep them alive. The act of stopping opponents from killing your carries is known as peeling, and it is a very good skill to learn. Ample use of cc is expected.
###---Interrupts
Champion knowledge is key, so if you see an enemy with a channeled ability (i.e. Katarina or Malzahar) it is a good idea to save a stun/knock up/ silence in your arsenal explicitly for when they ult. As you, the support, more than likely has the most cc available to them you have the best chance to do this. However, it may not be a bad idea to designate someone else to save their cc if it works better in the team composition. As long as you have a way to interrupt a high damage enemy ability then this area is covered.
###---Bunching
The more the merrier. You have AoE? Use it well! Getting 3+ enemy champions in an AoE cc ability is one of the best initiates possible. As such, keeping an eye on where and when an enemy team groups together can really change the efficiency of your abilities. Keep in mind where bottlenecks and terrain can help you in this regard.
#5. http://i.imgur.com/OX4KYBB.png Warding
Vision. You need it. Always. As a support you are the best one to keep wards up around objectives and high traffic areas (attached is a map with good warding positions). Sightstone is an amazing tool for this, and if you are planning to support you should always get this item. It will pay for itself after placing 7 wards (8 for ruby) after noting the item’s health stat.
Warding can be just as dangerous as anything though, so be sure to note the enemy team is so you do not get jumped while you are warding. An easy way to prevent this is to get wards out early and then placing a fresh one just before the old one expires instead of after. Failing that, if you don’t know where the enemy team is, ward defensively (in your own jungle) so that way if you do get jumped your team can collapse an catch the jumper.
#####Okay we get it, warding is important, ugh…… For those who have read my previous guides you may think I’m repeating myself too much here. Well I don’t think I’m repeating myself enough. It can save teammates and kill enemies as easily as a 5-man Leona ult. Strive to have games where you never lose vision of dragon or baron past level 4, at all, for the entire rest of the game. I promise you that your team will perform better. Protip: To do that, it means other teammates should be warding!
#####I know that! But I can only ward but so much! I know, I know. Trust me when I say anyone who's played support has been here. But don't take it sitting down. Remind your team that warding is a team effort. Just because you have the easiest access to wards (via sightstone) does not mean warding is just your job alone. The only excuse someone should have for not being able to ward is a full build and having a red trinket. And if that's the case they shouldn't be by themselves anyway!
#####What the hell do I do with the pink one? That's a very good question! There are a few decent, normal places to place pinks (see attached picture), but the main thing to look out for are areas that you want to keep vision while also having the option of a bush to hide it in, as the bush will hide the visible pink ward. Keep in mind most opponents will go out of their way to kill your pink ward, so it's usually preferable to place pinks defensively (on your side) so if they try to take it out you can at least have a chance of catching them out of position. (100 gold for a kill is a very good trade :P)
#6. http://i.imgur.com/SfnI1vh.png Synergy
#####Good Champion Combos: [Guide Resource] is in the works, links soon(tm)
Synergy is the term for how well champs work together with each other. There are several factors to consider for this, and it is heavily dependent on your own champion knowledge and experience. While I cannot say these are all the factors to consider there are 3 main areas to look at:
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Chain CC
Anytime two champs have cc abilities that can increase each other’s cc potential (
+
or
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) you already have a clear advantage. Whether this is a displacement into a snare or a slow into a skillshot using these abilities well with each other can drastically increase your lane’s capabilities, as well as being something to watch out for in your opponents’ lane.
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Effective Ranges
This one is a bit more subjective. Effective range is the average ‘cluster point’ where a champion’s abilities and auto attacks can reach. This can also be called the comfort range. Having champions that complement each other’s ranges will usually define how your lane will work. Whether the support or the carry are longer range, or both, or even neither, ranges define how easy it is to capitalize off of each other as well as define where you can be weak.
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Staying power
Staying power is the ability to stay in a lane given an even game. This is paramount in winning your lane as well as the game as more time in lane=more gold and experience. Obviously, you and your carry need to go back eventually but there are champion abilities, items, and overall kits that help keep them in lane longer. Whether this is through healing, raw defense or sheer aggression, as long as your opponent has to back before you it’s a small victory. Keep in mind mana sustain can also play a key role in this as well.
#7. http://i.imgur.com/T3z6WHQ.png Tips and Tricks
This is what you really came for am I right? Here is a list of some things you may not have known that can give you an edge in your next game.
#####Assist Streaks
Assists are always good thing to have, but did you know you now (as of s4) get more gold if you continue to get assists and not kills? It’s not much, and by no means is enough gold to stop you from getting a kill only you can get, but what that does mean is to put a little more effort not to take a kill you didn’t have to. Getting a kill will reset this and in the end give your team less overall gold.
#####Weird Warding
Wards follow the same LoS rules as champions, so corners can be just as deceiving for them as they are for us. Keep this in mind when you need to keep an eye on an objective like dragon without putting a ward at risk. Placing wards tight in a corner of the pit will limit the ward itself yes, but it will also prevent any opponent from seeing it unless they actually entered the pit itself.
#####Ward Baiting
How many times have you seen a ward placed near you and think “oh hey, free gold!”? A lot of people do, and as such you can use a ward (pinks work best) to lure an opponent out of position. Usually it will only work once, but once is all you need.
#####Watch for Grievous Wounds for healing

Grievous Wounds is a semi-common debuff that halves all healing received. So if you have a heal, don’t use it on a friendly with this de-buff unless completely necessary. Waiting for a second or two now will mean more healing later.
#####Flat armor runes are OP
There are very few times you will see anyone without flat armor runes, as they are the most stat efficient runes in game currently. And since the main form of harassment will probably be coming from the enemy marksman, these runes are even more important on a support. It will noticeably mitigate your poke damage taken.
#####Keep an eye on levels
There are 3 major level-ups to look out for, and this can apply to every role. Level 2, 3 and 6 all (usually) mean a new ability that can be available, so naturally if you know they are about to level make sure you take that into account. The last thing you want is to jump on your laning opponent just in time for them to get their ultimates.
#####Minions can make or break an engage
In early levels a minion wave can hurt much more than you realize. So make sure to keep that in mind when you poke or otherwise trade. If your opponent attacks you in the middle of a friendly wave they’ll take a decent amount of damage, but vice versa will also apply to you.
#####Compliments go a long way
You just get a double kill? Be sure to say “gj”! Maybe a “ty” if your jungler helped. Positive attitude, no matter how small, will help your teammates along in a game. I could get all psych-babbly with positive feedback loops and self-assurance but when it comes down to it, it’s common sense to tell someone when they did something good. It’s not that hard, so why not?!
#####Second-to-Last Hitting
Under turret and less often not, your carry may be about to have a 7-10 split LoL style, i.e. Two minions that are going to die at the same time (I like bowling, don't judge :P). If you're on your A-game, try to get one down faster so your carry can get both. Without Targon it'll take practice, but every cs counts!
#####Selective Farming
When you're running around with Targon's charges, be sure to save one for the next siege minion, and make sure your carry knows you want it. Siege minions are worth more gold than normal minions, so the Targon's passive will give more gold when that unit is taken out that anything else.
#####To push or not to push
Pushing is something to always look out for, and is important to realize when you do it. Anytime you are hitting minions ans a support you are pushing the lane, because (assuming the enemy support isn't also doing it) even a little extra damage will cause their minions to die faster than yours. This includes Targon's execute. Usually it's negligable in realistic situations, but unless you want the lane to push, avoid hitting the enemy minions if at all possible.
#8. http://i.imgur.com/6uRAg8D.png Items
I am assuming you'll have the increased starting gold mastery....
###So you're tanky...
#####...and have a good chance of an early kill or two early
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#####...and have a high amount of sustain/staying power
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#####...and plan to play passively (and your melee)
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###So you're squishy...
#####...and you have a good chance of getting a kill or two early (kill lane)
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#####...and you have a high amount of sustain/staying power
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#####...and you plan to harass often
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This isn't every situation, but they are good guidelines for what train of thought you should go with when asking yourself what to start with.
###---High Priority Support Items
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Sightstone
You probably saw this one coming (hehe, get it? Cause it's sightstone...okay I'm done, that was bad). All joking aside, this will actually be more gold efficient than a gold income item if you can get straight to this on your first back, as placing 7 wards (after noting the health bonus) will make this item pay for itself. However, if you're being pushed to your own turret quite often and therefore not warding as much as you could be, then you may want to hold off.
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Sweeping Trinket
As soon as you get Sightstone, switch out your trink for this. Really try to remember this, I'm writing this guide and I still have trouble remembering to do this in-game. The reasoning is that you have a max of 3 green wards to place including Warding Trinket's ghost ward, and Sightstone can cover all 3 of these itself. So you can get some counter-warding potential without hurting your own warding capacity.
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Twin Shadows
Going up against a high mobility/stealth team? Never fear, the ghosts are here! Rush this if vision and chase is an issue you're running into. Remember, it's there specifically for it's active and that's only useful if you use it.
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Warden's Mail
Going up against a hypercarry or three? Any AS slow will exponentially decrease their damage, and this is the fastest way to get that. Preferably this should be grabbed on a tanky champion, but it's by no means exclusive, as a Frozen Heart's CDR and Mana can be still be utilized on a Raw Support well.
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Chalice of Harmony
This can be upgraded into a respectable amount of MR as well as being an invaluable mana regen item. This is usually not bought by most Tank Supports because their MR options can be acquired with other, more powerful options.
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Aegis of the Legion
Great aura item. If you need extra staying power for both you and your allies this is a good buy, as it gives an extra 2HP/sec and a notable MR boost to help againt Magic Damage harass.
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Spectre's Cowl
A more niche item usually reserved for Tank Supports. If you are having an issue with an AP champion or light harassment then this will be a good purchase. Just make sure that the resulting Banshee's Veil or Spirit Visage will be useful into late game.
#Addendum
I would like to apologize for the delay on this [Guide], this would have been out last week but I was busy with other posts to help out the CB forums. If you’re interested at all there is one about a category tag voting system and an explanation of the recent (Week of 2/16/14) NA server connection issues among many others. And as well a special thanks to my buddy MartenTW for helping edit this [Guide] in his small amount of free time.
As per the usual, if you feel I was incorrect anywhere, was confusing anywhere, or left anything out, do not hesitate to tell me! I am far from perfect and I will fully admit I still have a lot to learn myself. General questions as well, are not only accepted but encouraged. I love answering questions and I will do so to the best of my ability. Failing that I can find someone who can! Gl hf fellas.



and whatever support item I'm using on my first back and finishing sightstone on back #2. One thing that I have added recently into my general support line-up is AS SOON as you get that sightstone swap your vision trinket for a sweeper. This aids greatly in counter warding and helping out your jungler when it comes to ganks letting you have more control of the map and keepng your enimies on edge.