Supporting and YOU: General Support Guide
A general support guide and "introduction" to the role.
A general support guide and "introduction" to the role.
Supporting and YOU, Carrying the lane and the Game.
Too many times I hear “you can’t carry the game as a support!” and I’m here to tell you why that is completely not true.
Sure you can play a super carry support to help you carry like Thresh or Braum or something new and crazy like Gragas and literally blow your opponents out of lane. However I think that every support can be of use and help carry the game although yes, some are indeed better than others.
The laning phase and item choice
Starting items can tell you a lot about how your lane opponents are going to play.
If they start Spellthief’s Edge (and they are generally an AP support like Morgana or Lulu etc) then you know there is going to be heavy poke and annoying skirmishes in the lane. Watch out for if they buy the final version of this item Frost Queen’s Claim during laning phase as the active slow can help out jungle ganks and such.
If they start Relic Shield, giving them a bit of extra health, (normally seen on Thresh/Braum/Leona) then then you may not want to focus the support when going for poke. The extra 75 health in the laning phase is rather huge. If they complete the Face of the Mountain then that can swing fights and jungle ganks in the lane as well, if they have heal up plus a shield then that can also be pretty huge.
If they start Ancient Coin then the laning potential isn’t as impactful as the other two (In my opinion) but it is a more team fight cantered item when the Talisman of Ascension.
If they start something different like a Doran’s Ring or Doran’s Shield then they could be looking for even more poke or fighting stats or even a lane swap (with the Doran’s Shield). However with these items they do sacrifice the gold generating capability of the others and if you punish them for that then they can fall behind.
What should you pick?
It will be very easy for me to sit here and go, “Pick this because its better and will win you games” but that just is not true. Your lane partner, the match and your team comp will change what item you would like to start. Of course you will prefer some things on different champs, but when your team lacks initiation and you pick a Relic Shield over an Ancient Coin then you could lose out on some game winning team fights.
So all in all, it really does depend; my suggestion? Play around with different builds and starting items to get comfortable using each item, especially with different lane partners, different match ups and different team comps.
WARDS WARDS WARDS!
So they “nerfed” how many wards each person can put down, (3 green wards and 1 pink) to make it everyone’s responsibility HOWEVER…The support is still the king of vision. Coming into lane try and have at least one ward along with the yellow trinket ward. The vision will really help with ganks and what not at the start, however when things start to get heavy and teams are pushing towers, the vision game well and truly begins. The Dragon is prime position during laning phase and warding this early on can help your team secure that early gold and experience. In lower ELO’s not many teams will try and grab the Dragon early on but if you can get your team to do so then you will be ahead from the start!
Later on in the game, placing as many wards as possibly throughout the jungle, especially as deep into the enemies jungle as possible will be a massive help to your team. This is especially true when the opposing team has a "pick comp" with assassins that can flank in a team fight and take out your Marksman. Having vision deep in the jungle and in flanking positions give you the best possible information for the team fight phase and when you start to siege their base. Now, even though you can only place 3 wards at a time without them disappearing, with the Sightstone you can constantly change what wards are placed out as it gives you that extra 2 wards when upgraded to Ruby Sightstone.
When moving across the map, as a fight changes/moves into the bushes or over walls, don't be stingy with your wards!!! Even if you already have 3 placed out, using them tactically in team fights while trying to initiate or peel for you Marksman can give you a big advantage and one I don't see being used a lot, especially in lower ELOs.
What is your role outside of laning phase?
So by now you should sell your trinket ward for the red sweeper instead so you can fly across the map, clearing out the enemies wards in your jungle and in theirs and placing your own. A long with providing as much vision as possible for your team (as mentioned above) for team fights/besieging, denying vision is also really important, especially around the Dragon and Baron pits.
Generally however it is really up to what type of champion you're playing that depends on what role you will be playing outside of the laning phase.
If you're playing a tank such as Leona or Thresh with initiation then you will be helping your team pick out people for quick kills or start team fights. In similar ways, Morgana can also initiate on an enemy team with Flash and Soul Shackles however unless you have an Hourglass you could be taken down before your team can react.
If your team has another form of initiation and you have plenty of other CC on your team then I suggest holding on to some of your abilities in team fights. The main role during laning phase, apart from vision, is protecting your Marksman and this is even more true during the mid/late game. A fight can turn on its head instantly and holding on to some of your abilities and even your ultimates can help you peel and keep your Marksman safe to stay at the back and dish out damage.
Thinking and planning is everything. It is so important in a team fight, knowing when to blow your ulti and other abilities and when to stand your ground. I have, a lot of times, dove into a fight and blue everything thinking we would get the kill, only to have it turn around and I have nothing left to protect my team...
Sometimes blowing everything is not the best thing to do and keeping that in mind, you will already start to see an improvement in your play. In the end obviously this all comes down to practice and trying different things out in your games.
This is just a general overview on the support role and I am more than happy to go into more detail. Supporting can carry games, no matter what others say. You may not be blowing people up and going 14/0/10 in games but you have an equally important role. All the things I have mentioned above all come under one banner:
KEEPING YOUR TEAM ALIVE.
That is your role whether it is supplying and denying vision or peeling for you high damage dealers or staying your itching finger that is hovering over your ulti. The support role is something completely different to anything else. You are not there to blow people up and walking out not looking at the flames behind you...
You are methodical, you are tactical. Know when to dive, know when to stay back and protect your team.
Final thought on that, if your Midlane Mage or Marksmen is dead, they aren't doing damage.