League of Legends: Intricacies of the Bot Lane

There are a lot of things you can do to improve your play as an AD carry, let's look at some strategies you can apply!

Bottom lane in League of Legends is undoubtedly one of the most important. The AD carry, a role that scales sharply with an increase in levels and items, is generally the primary damage dealer in team fights as the game progresses. While it is not a foreign idea to players that AD carries must work on the technicality of their skills in last-hitting, players often fail to realize the importance of synergy between the support and the AD and different compositions and strategies that one can implement to get ahead in the bottom lane. Let's take a look at some tips and strategies that should be more well-known to aspiring AD players.

I. Pushing

A common fear of AD players is that of pushing, the act of killing minions in your lane quickly in order to advance minion waves to the enemy turret. Pushing, while risky in that it makes you more susceptible to ganks, can be a game changing tool should proper vision be maintained of the map.

A. Why Push?

The primary reason as to why pushing is beneficial is that it forces the enemy AD to engage in a battle with his or her own turret for the creep. Because turrets prove to be a large source of damage output until very late into the game, pushing the enemy creep wave into their turret may deny them a large chunk of gold as even the most hardened veteran will find last-hitting difficult under these conditions.

Additionally, clearing the waves faster will allow you to gain a slight exp and level advantage on the enemy, which may prove useful if you are going to consider a level 6 gank with the jungler. Additionally, as the enemy AD tries their best to last hit under their turret, they can no longer turn their attention fully to you unless they choose to miss creeps. If the enemy chooses to play passively, it can be simple to throw harass onto them with longer ranged champions such as Caitlyn or Corki and whittle them down over time. If the enemy chooses to play aggressively, you can easily back off and force them to lose gold. Either way, it's an effective strategy.

B. Warding

As I previously mentioned, the reason that pushing is rarely used by players is because it makes you more susceptible to ganks from the jungler. Therefore, it becomes increasingly important to ward key spots in the river to ward off possible ganks. My personal go-to spots are the tri-bush and dragon cave. This covers the 2 most likely ganking routes the enemy jungler will take (the other 2 being directly through lane or via a long-distanced ability such as Nocturne's Paranoia that cannot be effectively warded) and provides ample time for an aware AD and support to react and back off. Keep in mind, however, that pushing is not as effective if your champion does not have some sort of built in escape mechanism or if you are low health or mana.

II. Building Kill Lanes for An Early Advantage

It is also a known fact that some AD carries scale better into late game than others. Champions such as Vayne whose ultimate provides a huge steroid, or Tristana whose Rapid Fire provides massive range and attack speed have an easier time engaging and dueling with enemies in the late game compared to less mobile champions such as Ashe or Vayne. These chamipons obviously, however, have a softer middle or early game, and it is important to know how to react and counter these champions, which is where kill lanes come in.

Kill lanes in this context refers to a synergetic AD and Support that can provide massive burst or CC that will allow the pair to quickly dispatch an enemy AD and slowly capitalize on that advantage. Kill lanes revolve around a very early kill (at or before level 6), a critical period where a lack of CS or experience will quickly allow one side to dominate and either zone out or push with their higher level advantage. Kill lanes are especially useful as they can prevent aforementioned carries such as Vayne or Tristana from entering their most powerful stages by prematurely ending the game.

A. Examples and Explanations of Kill Lanes

Corki/Leona - This is one of the most famous combinations. First, Corki is an AD carry that is particularly bursty and one of the most versatile. His gattling gun, true damage, armor shred, and quick damage works great with Leona, a support that can engage from close or afar. The Corki-Leona combo works because it allows Corki to choose if he would rather play aggressively or passively and still be able to react to an engagement by Leona with his Valkyrie. Additionally, Corki's gattling gun will quickly activate and proc Leona's passive multiple times which allows for huge damage output. Corki-Leona is an example of great level 6 kill potential.

    

Can you say tons of damage?

Tristana/Taric - Tristana-Taric is another great example of a kill lane. Early on, much of Tristana's damage actually comes out of her DoT and burst damage from her Rocket Jump. Landing the jump, however, can be a dangerous and risky endeavor should she miss. To compensate for that, Taric's long ranged guaranteed stun and shatter provides the damage and crowd control to allow her to utilize strong early kit for a quick kill. Tristana-Taric is an example of great level 4 kill potential.

   

Graves/Blitzcrank - Graves-Blitzcrank is the last of many examples we'll look at. Graves, first off, is another relatively bursty AD carry that still provides great damage from his auto attacks because of his high base stats. Blitzcrank, on the other hand, is a great utility support whose kit can greatly zone or take advantage of a less mobile enemy champion. Because Graves's Buckshot has high damage but a rather low range, he requires a chamipon that can bring the enemy to him. Landing a Rocket Grab and Power Fist, Blitzcrank provides great early game damage and brings the enemy to Graves, allowing him to hit his Buckshot and use either his smokescreen to slow his enemy or his Quickdraw to catch up. Graves-Blitzcrank is an example of great level 2 kill potential.

   

B. Requirements for building a Kill Lane

Unfortunately, but predictably, not every support-AD combo is apt at initiating an early kill. Typically, supports that are used for kill lanes are mobile, provide great CC, and are capable of dealing a sizable chunk of damage with some sort of skill. This means that supports such as Lulu and Soraka are less fitting for a kill lane because they cannot provide too much support or CC for their AD to engage upon. This requirement, however, also extends to the AD carry.

An AD carry that is typically chosen for a kill lane should have good mobility and must not be afraid of getting their hands dirty by going in close-range. These AD carries typically carry ignite for guaranteed bonus damage early on, and include such champions as Graves, Corki, or Tristana. This is less effective for champions that take advantage of their long range such as Kog'Maw or Caitlyn, both of which are also champions that may opt to take Cleanse or Heal as their summoner spells instead. Additionally, it may not be wise to chose an AD carry without guaranteed damage.

Varus and Ezreal, while certainly capable of providing large damage, may not always hit their skill shots. Engaging in a kill-lane is often a life-or-death scenario, so there is no room for the error that may occur in missing of a skillshot.

III. Recommended Items

Because the items used by most AD carries are typically the same, this section will go into more detail on why these items are purchased and items to avoid in order to give players a greater understanding for the AD carry.

A. Doran's Blade vs. Wriggle's Lantern

   VS.

If you've ever watched an AD player stream or perhaps a tournament match, you may notice the stacking of Doran's Blades (usually 2, although some players opt for 3). Doran's blades, in my humble opinion, are necessities for every AD carry. A huge reason for this is because of their versatility.

For a low cost of 475g, you are give a bonus 80 HP as well as 10 AD and 1% lifesteal. While all three factors are not considerable in comparison to completed AD items such as the Wriggle's Lantern, they are much more cost efficient. Wriggle's Lantern, a poor choice for an AD as many professional players will vouch for, costs a wholloping 1600 gold and provides +23 AD, +12% lifesteal, and +30 armor.

The statistics sound nice for an AD carry, but less so when you realize you can go into the double-Dorans Vampiric Scepter route. For 1400 gold, you are provided with roughly the same AD (+20), the same lifesteal (+12%) and +160 HP instead of the +30 armor. While you only save 200 gold, it is also important to realize that the Doran's Blades are often sold back to the shop later for roughly 600g and that the Vampiric Scepter is a part of the Bloodthirster build, a late-game item that many AD's will buy. For this reason, Double Doran's is a better early investment and the Vampiric Scepter will still provide you with the needed lifesteal.

B. Quicksilver Sash

Another important item that not enough carries get is the Quicksilver Sash. Currently priced at 1640g, it is an active (meaning you must press the corresponding keypad number in order to activate it) item that will cleanse all CC from you, all at a low CD of 90 seconds. Many players scoff at QSS, believing the role of the AD is to dish out as much damage as possible, which explains why these players might purchase another Phantom Dancer or Bloodthirster. While these players have the right mindset, it is important to realize that the enemy will target the AD carry late game.

The Quicksilver Sash is basically a relatively cheap Get-Out-Of-Jail free card as it will save your life if you are perhaps caught out of position by an Ashe Arrow or if you find yourself surpressed by Skarner/WW (Quicksilver Sash is the ONLY item in game currently that will break surpresses). In addition to the great active, it does also provide you with +48 MR, which may be life or death if the enemy AP attempts to kill you.

IV. Playing off your lead safely: Freezing your Lane

Another fundamental problem with AD carry players is that they commonly do not understand how to maintain or play off a lead that is given to them. Sometimes an AD carry that gets a lucky kill or some extra creep on the enemy will think that he or she is a god, making foolish plays or engagements that may pay off but may also blow up in your face. Sometimes, the best way to maintain a lead is by using babysteps. In this case, freezing your lane.

A. What is Lane Freezing and Why Should I do it?

Lane freezing is not a concept exclusive to bot lane, but is primarily used here and top in comparison to mid lane. Lane freezing is the concept of strict last-hitting of enemy creeps and the refusal to do additioanl damage or clear entire waves. If an enemy group of minions has pushed close to your turret, freezing your lane will allow you to force a stalemate between the minion waves and control where the wave is.

By forcing the wave close to your turret, you place the enemy forward and more susceptible to ganks from your jungler. Additionally, because we are talking about implementing this strategy with a lead, you can more easily engage on the enemy should the opportunity be wise and give yourself a longer distance to do damage. Lastly, it provides you with a defensive barrier as you can easily retreat to your turret if you see a gank approaching.

B. How do I freeze Lane?

Firstly, the enemy minions must be pushing towards your turret. In this position, you must limit yourself to strict last hitting and refuse to use AoE skills such as Caitlyn's Piltover Peacemaker or Corki's Phosphorous Bomb to quickly clear out the wave. The pushing enemy wave will contain more minions than your own wave and will eventually clear out your minions and advance forward.

The reason Lane Freezing doesn't occur naturally, however, is because the massive damage provided from the turret quickly clears enemy creeps and will eventually reset the balance of the lane. To prevent this, you must sacrifice your own body and rotate back and forth in a forward position in order to tank the minion aggression. This will stop the enemy minions from moving into your turret and you can retreat to your last-hitting as your next wave of minions enter.

Lane Freezing is primarily used in top (because Top champions are tankier and can take the abuse of the minions) and Bot (where the AD carry typically has lifesteal or the support can provide some form of shield/heal). Lane Freezing, however, should typically be used as a method of advancing a lead because at a deficit, the enemy can take advantage of your vulnerability as you tank minions. Be careful when implementing this strategy!

I hope you learned something about the Bot lane from this guide, and thank you very much for reading.

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