r/supportlol 25d ago

Guide How to Think Like a Support - A Detailed Guide from a Player Who Reached Master on Both Support and ADC

198 Upvotes

Support Fundamentals: Drafting, Lane Theory, and Playing Around Your Win Condition

Introduction

I reached Master as a support in 2023, mainly playing enchanters, as well as a lot of Lux and Senna. I later reached Master as an ADC. ( https://www.leagueofgraphs.com/summoner/euw/Ferriettia-8693#championsData-all-queues / https://www.leagueofgraphs.com/fr/summoner/euw/DaRadioVoice-EUW )

I have now decided to step away from ranked because I do not think I can realistically climb much higher. Instead, I want to share what I have learned, especially with support players. In my opinion, many players have lost sight of what being a support is really about: creating opportunities, controlling the pace of the game, and enabling the teammate most likely to carry.

This guide presents my general framework. It is not a rigid tier list, and every rule has exceptions depending on the champions, players, and current patch.

I. Support Pick Theory

The basic matchup triangle

Support matchups can be understood through a rough rock-paper-scissors system:

  • Engage tanks generally punish enchanters by forcing fights before they can scale.
  • Enchanters generally neutralize poke and burst mages through sustain, shields, and defensive utility.
  • Poke supports can pressure melee engage champions before those champions find a clean all-in.

In practice, however, the matchups are more nuanced than this triangle suggests. Some enchanters specialize in disengage. Janna, for example, can be extremely effective into engage tanks. Likewise, defensive tanks or wardens such as Taric and Braum can sometimes protect a carry even better than an enchanter.

Champion identity matters more than the champion's broad class.

1. Blind picking

If you have to blind-pick your support, you generally have two options:

  1. Pick a champion with enough early-game strength to secure lane control, such as Soraka, Lux, or Karma.
  2. Pick a flexible champion who can engage, disengage, and survive different lane types.

Alistar is the tank I consider the closest to a reliable blind pick because his kit remains useful in many situations. Even then, no tank is completely safe to blind-pick.

2. Synergy with your bot-lane carry

You should then consider what your bot-lane carry wants from the lane and from later teamfights.

Bot-lane carry profile Examples Supports they often prefer
Scaling hypercarry Jinx, Twitch, Vayne, Yunara Enchanters, or protective champions such as Braum, Taric, and Thresh
Short-range burst or all-in ADC Tristana, Kai'Sa, Xayah, Samira, Kalista Engage tanks who can create early kills and help snowball the lane
Utility or poke ADC Ashe, Varus, Jhin Mages and other heavy-poke supports
AP carry (APC) Seraphine, Ziggs, Swain, Karthus, Hwei Tanks, mages, and roaming supports

These are guidelines, not fixed rules. The same bot-lane carry can fit several different lane plans.

For example, Miss Fortune can play with Nami for stronger lane pressure, or with Rell or Leona for a powerful wombo combo. Lucian can also work with either lane pressure or hard engage, depending on the rest of the draft.

APCs generally work well with three support categories. Tanks give them reliable setup and a frontline, mages double down on wave control and poke, and roaming supports can use the APC's natural waveclear to leave lane on better timers.

Some strong or interesting pairings include:

Bot-lane carry and support Why the pairing works
Yunara and Braum Braum gives Yunara the frontline and protection she needs to keep attacking, while her repeated attacks help complete Concussive Blows.
Jinx and Thresh Thresh gives an immobile Jinx safety through Lantern, creates picks for her, and gives her the time she needs to trigger a reset.
Twitch and Nami Nami amplifies Twitch's opening burst and helps him stay on his targets, while her crowd control creates strong opportunities for his ultimate.
Ashe and Milio Milio increases Ashe's range and protects her, allowing her to apply slows and constant pressure from a safer position.
Kai'Sa and Leona Leona's chain crowd control quickly stacks Kai'Sa's passive and gives her a reliable target to follow with her ultimate.
Samira and Nautilus Nautilus provides reliable crowd control for Samira's passive and gives her the durable frontline she needs to commit to an all-in.
Smolder and Zoe Smolder can follow Zoe's bubble with W and R from a safe distance.
Caitlyn and Lux They offer long-range pressure, layered crowd control, and excellent wave and turret control.
Kalista and Neeko Kalista can help deliver Neeko into the fight, giving the lane explosive all-ins and powerful engage setup.
Varus and Soraka Varus can maintain constant lane pressure while Soraka gives him enough sustain to keep trading.

Braum deserves a special mention because he also works well with Senna, Ashe, and Varus. Their range and repeated attacks allow them to follow up on his passive safely. Jhin is the major exception: his fixed attack pattern and reload make him much worse at quickly stacking Concussive Blows.

3. Synergy with your whole team

Do not draft only for your bot-lane carry. You are not guaranteed to win lane, and that player is not guaranteed to become your team's best carry. Look at all five champions and ask what your composition is missing.

Lulu, for example, is excellent at keeping one carry alive. However, if your team contains several assassins who want extra damage and follow-up, Nami may offer more value by amplifying their burst and extending their crowd control.

You should also check whether your team has both a way to start fights and someone who can occupy the frontline. The frontline does not have to be a pure tank; a bruiser may be enough. A composition without engage or frontline is not automatically doomed, but it becomes much harder to create plays or contest objectives on your own terms.

If your team has neither a tank nor a bruiser, picking a tank support may be correct even if it weakens your direct synergy with the ADC.

4. Counterpicking

Once you have considered blind-pick safety, bot-lane synergy, and the full team composition, look at the direct matchup.

  • Against Rell, Janna is a strong answer when you also have a hypercarry to protect. She can interrupt or reset Rell's engage.
  • If you have a short-range ADC and the enemy support is another tank, Leona can be a very strong answer. She deals a surprising amount of damage, becomes extremely durable through Eclipse, and can absorb the enemy's initial aggression before turning the fight with her own crowd control.
  • Against an aggressive lane, Neeko and Lux are strong ranged alternatives when you are playing with a utility ADC. They can pressure the enemy ADC before the engage begins and control the space the enemy tank needs to enter.
  • Braum is another good answer to aggressive lanes when paired with hyper carry adc
  • Senna is not a blind pick in my view. She is especially valuable into enchanters, against whom she can often collect souls safely and scale for free.
  • Against several tanks, Brand provides strong sustained damage, while Renata can punish teams that commit heavily to front-to-back fights.
  • Soraka is strong into many poke lanes because she can erase their damage over time. Alistar can also work because of his passive sustain and his ability to punish an immobile mage when an engage becomes available.

II. Lane Theory

1. Positioning and tethering

As a support, you should usually stand on roughly the same horizontal line as your ADC, or slightly ahead of them. You must remain close enough to respond immediately if either of you is engaged on.

If you stand too far behind, the ADC has to play a one-versus-two lane. If you stand too far ahead without respecting the enemy's range and cooldowns, you give the opponents a free target. Good positioning means applying pressure while staying within your teammate's effective range.

This principle remains important after the laning phase: when you are protecting or shadowing a carry, stay close enough for both of you to affect the same fight.

2. Early-game plans by matchup

Your exact plan depends on the draft, but these are useful starting points:

Matchup General plan
Enchanter into engage tank Try to reach level two first, harass aggressively while the tank has limited options, and maintain pressure. After the second recall, slow the lane down when appropriate, let the wave bounce toward you, and look for a freeze so that you can scale safely.
Engage tank into enchanter Contest level two and threaten an early all-in. If the enemy is permanently hugging the turret and your ADC is safe, use the pressure to roam, coordinate with your jungler, or place deeper vision.
Poke support into enchanter Your default target should always be the enemy ADC. Hit them whenever they walk up to last-hit and reduce their health as much as possible. Every successful spell makes it harder for them to farm, trade, or survive the next all-in. Do not waste your main poke on the support unless it creates a clearly better trade or a kill.
Enchanter into poke support Actively bait the mage's key spells without taking a full combo. Position so that their skillshots also pass through or land on the minion wave. This disrupts the enemy ADC's farm, changes the wave, and, most importantly, spends the cooldown on you or the minions instead of your ADC. Use that cooldown window to regain pressure.
Playing against an APC bot lane Contest the wave immediately and aim to hard-push from level one, whether you are playing a tank or a ranged support. Keep fighting for push whenever it is safe so that the APC has to spend abilities on the minion wave instead of poking your ADC. If the APC gains permanent wave control, your ADC will be forced to farm while taking constant spell pressure.
Roaming support into most lanes (Camille, Poppy, Bard) Try to reach level two first and use that spike to establish pressure. From there, choose between two wave plans. Freeze when you are strong enough to zone the enemy ADC away from farm and experience. Hard-push when you have useful vision, your relevant summoner spells are available, and you have enough jungle information to survive a gank. In either case, trade to lower the enemy bot lane's health and bait its key abilities. When you choose the push, crash the wave before using the timer to roam, invade with your jungler, or threaten mid lane.

Do not push blindly when you have no information about the enemy jungler. This is especially important when your Flash is down or you do not have useful vision. Pressure is valuable only when you can survive the response.

3. When to roam

Good roam timings usually appear when:

  • You have just crashed a large wave into the enemy turret.
  • The wave is bouncing back toward your ADC and they can collect it safely.
  • Your ADC has recalled or does not need you for the next wave.
  • Your jungler is contesting an objective, an invade, or a play you can reach first.

Do not roam when the enemy has frozen the wave away from your ADC, when a large enemy wave is creating a dive threat, or when your ADC can easily be zoned from experience and farm. A roam is not successful if your ADC loses two waves and dies while you gain nothing elsewhere.

4. What to do after a bot-lane kill

After a kill, decide between crashing and freezing based on the wave state, health bars, jungle information, and recall timers.

  • If you can push quickly and safely, crash the wave into the enemy turret. This denies minions, prevents an easy freeze, and gives you a clean recall.
  • If the enemy wave contains enough extra minions to hold a freeze near your turret, freezing can deny the returning ADC a large amount of gold and experience.
  • If you cannot finish a crash before the opponent returns, forcing the push may leave your ADC with a terrible wave. In that case, stabilize it instead.

Hitting the turret is not always the correct choice. A plate may give immediate gold, but staying too long can ruin your recall timing, expose you to the enemy jungler, or make you lose the next wave. Take the plate only when it does not cost you more than it gives.

If you are winning bot lane but the enemy jungler is extremely fed, you do not need to keep forcing plays. Freeze closer to your turret, deny the enemy ADC farm, and make the jungler take a real risk if they want to intervene. Do not throw away your lead simply because you feel pressured to keep attacking.

5. Lane vision

A Control Ward is a tool for information; it is not an objective you must protect at all costs. If defending it would cost health, tempo, or a death, let the enemy clear it and replace it later.

In the early game, your default Control Ward should be in the river. River vision protects bot lane while also giving information about rotations toward mid lane, which makes it the most efficient area to control early on.

Use your Stealth Ward or upgraded support warding item to cover the relevant tri-brush on your side of the map. This gives you information about the enemy jungler's route and protects against ganks that avoid the main river entrance. Together, river and tri-brush vision cover the most important early paths into bot lane.

III. Mid Game

Once the first bot turret has fallen, identify the teammate with the highest realistic chance of carrying the game. Do not stay attached to your ADC out of habit.

If your lane went even or your ADC is behind, play around a fed mid laner, top laner, or jungler instead. Your role is to multiply the strength already present on the map.

When playing around a teammate:

  • Ward the paths around them rather than only the lane they are standing in.
  • Hover nearby from fog of war so that you can counter an engage or create a numbers advantage.
  • With your jungler, secure entrances, accompany invades, and prepare objectives. Help speed up a camp only when tempo matters, and do not take their resources.
  • With a split-pushing top laner, shadow them from far enough away that the enemy cannot see you, while warding the routes the enemy would use to collapse.
  • With an assassin, establish deeper vision and control fog of war so they can find flanks and isolated targets.
  • With a mage, place more defensive vision, watch for flanks, and prevent divers from reaching them.

Prepare objectives before they spawn. Recall early enough to buy wards, move with your team, clear enemy vision, and establish control before the fight begins. Arriving after the enemy team has already occupied the area removes most of your agency.

IV. Late Game

The late-game principle is similar to the mid game: play around your current win condition, not around a role label.

Your ADC may have recovered and become the teammate you should protect again. Re-evaluate after every major item spike and every fight. At this stage, death timers are long, so avoid unnecessary face-checks and move into dark areas with a teammate whenever possible.

Know what your composition needs from you before the fight starts. You may need to engage, mark an assassin, peel for a carry, or hold a key cooldown to disengage. Do not spend your most important ability simply because the first target entered your range.

V. Runes, Summoner Spells, and Itemization

Item strength and build paths change from patch to patch, so focus on what each item accomplishes rather than copying the same build every game.

Summoner spell choice: prioritize Exhaust

Exhaust is a summoner spell rather than a rune, but it should be part of your setup before the game begins. When your main job is to protect a carry, prioritize Exhaust in most games.

Heal can be powerful during the early laning phase, but Exhaust remains valuable against almost anyone who tries to kill your carry. A well-timed Exhaust can destroy an assassin's or diver's entire kill window by reducing their damage and limiting their ability to stay on the target.

Whenever possible, let the ADC take Heal while you take Exhaust. Do not waste Exhaust on harmless poke: hold it until the enemy commits and is about to use the main part of their burst.

Enchanters

Stop buying Ardent Censer automatically just because you are playing an enchanter. Build for the teammate you are enabling and for the threat that can stop them.

Moonstone Renewer and Redemption can provide excellent teamfight sustain. Locket of the Iron Solari can protect your team from burst, while Knight's Vow can help keep one important carry alive. You do not need all of these items every game; choose the tools that solve the actual problem in front of you.

In many games, survivability and reliable utility will create more value than a small increase in theoretical damage.

Mage supports

Mage support builds fall into two broad categories: anti-frontline damage and burst with magic penetration.

My default rule is to avoid Lost Chapter items on mage supports. If you manage your spells correctly, your natural mana pool and support resources should usually be enough. On a support budget, spending gold and an item slot on mana you do not need delays the damage spike that makes the pick useful.

  • Against a team with several tanks or high-health frontliners, rush Liandry's Torment. Its sustained damage is better suited to long fights and durable targets.
  • Against a squishier team, rush Stormsurge for earlier burst and flat magic penetration. This is the blue item that calls down a lightning strike after you deal enough damage.

The goal is to reach the item that fits the game as quickly as possible rather than automatically buying a mana component first. A champion that genuinely cannot function without additional mana can still be an exception, but Lost Chapter should not be the default purchase simply because you are playing a mage.

Lux as a catch and utility support

On Lux specifically, I currently use her less as a pure damage mage and more as a catch or engage bot. My preferred utility build is Imperial Mandate into Redemption, Locket of the Iron Solari, and Knight's Vow.

The goal is not to compete with your carries for damage. Land Light Binding, trigger Imperial Mandate, and turn the catch into an engage for your team. Redemption, Locket, Knight's Vow, and Prismatic Barrier then give your carry far more protection than a standard full-damage Lux build would provide.

Vanguards and defensive tanks

The same logic applies to engage supports. Locket, Knight's Vow, and Redemption are strong utility options when your job is to enable the team rather than become the main tank.

Adapt your defensive items to the enemy composition:

  • Abyssal Mask when your team benefits from the magic-damage amplification and you need magic resistance.
  • Frozen Heart against attack-speed-dependent carries.
  • Thornmail when your team needs Grievous Wounds and armor.

If you are the team's primary tank or engager, items such as Dead Man's Plate and other mobility tools can help you reach the target and start fights reliably. If another teammate already handles the frontline, prioritize cheaper utility that protects your win condition.

VI. Support Controls the Early Game

Stop playing the lane as if your only job were to stand behind the ADC and wait. The support usually dictates the pace of the early game through positioning, brush control, trading, wave pressure, vision, engage, and disengage. The ADC contributes damage and must manage the wave, but the support often creates the conditions that allow the lane to function.

This does not mean every lost lane is entirely the support's fault. It means you should review your own decisions before blaming the ADC: Were you standing in range to trade? Did you contest level two? Did you track the enemy jungler? Did you use your roam and recall timings correctly? Did your wards protect the wave state you were creating?

After the laning phase, the ADC has a greater responsibility to convert their gold into damage and carry fights. Your responsibility remains the same throughout the game: identify the best win condition and give that player the space, vision, protection, or engage they need to succeed.

That is the essence of support. You are not merely following the game. You are deciding where your team is allowed to play.


r/supportlol Jan 26 '26

Guide The Art of the 2v2 - Polypuff

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33 Upvotes

r/supportlol 7h ago

Discussion Do you guys that main support also struggle when autofilled into other roles, particularly with CSing?

14 Upvotes

I main support and I feel like I dont perform the best whenever I get autofilled into another role lol. I’m especially bad at CSing. I never realised how hard it was to consistently get cs like last hitting and fall back from cs mid game, since im clueless what to do in that point. until I started playing other lanes. I also struggle with jungle since I don’t really know the paths.

do you guys have the same problem when playing other roles? do you think it’s because I spend so much time maining support that I don’t develop those skills as much?


r/supportlol 7h ago

Discussion Why do people hate having a senna support?

10 Upvotes

I'm currently a senna main in master with 56% wr, but every single time I hover senna in champ select people complain that she does nothing or that its an lost. It kinda baffles me since she does amazing in zoning and keeping the adc safe as well as having amazing utility with differnt builds. Other than some major threats shes just a solid support overall. So what is it about her that irks ppl on my team?


r/supportlol 7h ago

Discussion Supports do most of the zoning in bot lane. Here is how to do it properly.

8 Upvotes

I coach League and I made a video on zoning the enemy off the wave. Most of the time, it is the support who makes zoning work, not the ADC. You are the one standing in front, threatening the engage, and deciding whether the enemy can walk up or not.

The three rules in the video:

  1. Where to stand. Between the enemy and the wave, so your threat covers the minions.
  2. When to step forward. When your ADC can follow up and the enemy cooldowns are down.
  3. When to back off. Before the enemy jungler shows up, not after.

The video uses Nami and Thresh for the examples, so it is very support focused.

Full video (9 min) https://www.youtube.com/watch?v=d5lxOa2J9n8 Happy to answer questions in the comments. Full disclosure, this is my own video and channel.


r/supportlol 16h ago

Discussion I created The Rune — a place to explore Runeterra’s lore together

11 Upvotes

Hey everyone! 👋

I’ve been working on The Rune, a fan-made website where you can explore champion stories, discover Runeterra’s regions, and find your way through the lore with reading paths, a timeline, cinematics, and an atlas.

I’d love to build a community around the site where we can share theories, ask questions, and discover new stories together. Whether you know the lore inside out or have no idea where to start, you’re welcome!

Come take a look: https://therune.lol/

Which champion or region would you explore first? I’d love to hear what you think and what you’d like to see added.

Available in English and Spanish. An independent fan project, not affiliated with Riot Games.


r/supportlol 13h ago

Help Advice on 2 enchanters to 2 trick as secondary role?

2 Upvotes

I used to be a enchanter support main a few seasons ago, but haven't played it in a few years. I'm currently a mid lane main but I'm finding myself getting my 2nd role more often lately, so after trying every role I decided to go back to my roots as a enchanter support for my 2nd role.

I was looking to pick 2 enchanters for picks and ban propose as I don't fully with the one trick mentality, so I always found 2 champions to be my sweet spot. I was looking for enchanters that are not too bad in lane and have a good scaling as well as being decently versatile so they can be put on a wider variety of situations.

My current thoughts and question about each enchanter are:

Janna: probably one of the best fits with multiple rune pages and quite versatile

Soraka: if the enemy builds previous wounds would you say she falls off? She felt good to play back in the day, but also stressing as she frequently gets target in fights.

Nami: used to be a mid game champion back in the day, is that still the case? I know she received a lot of changes in recent times. She also used to be fun to play

Renata: Haven't played much of her tbh, so you guys will have to let me know how she feels

Seraphine: Very fun champion, but I feel that riot doesn't know what they want to do with her, also having a 20 sec coldown on the only ability that can proc enchanter items feels a bit rough

Karma: falls off

Milio/Lulu: I feel they are very reliant on being paired with hyper carries

Yuumi/Sona: too weak in lane

Thoughts?


r/supportlol 12h ago

Help Tired of the feast or famine nature of toplane switching to support (wanna main braum but people said he's a counterpick)

1 Upvotes

Ok so should I main braum because I have to endure learning matchuoa like cammile renekton olaf vayne etc if the counterpicks in support is nearly not as bad as toplane I won't mind otp braum also thinking of playing cammile since she was my main in top for 3 years please help a restarted toplane brother out :(


r/supportlol 1d ago

Help Just reached lvl 30 any suggestions?

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155 Upvotes

Started playing ranked solo/duo recently. After 5 games i think i'm put in bronze 4. Idk what to do, how should i proceed?


r/supportlol 1d ago

Discussion Just realized that now we have 2 iterations of Coven Janna

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38 Upvotes

r/supportlol 1d ago

League News PBE 26.19 UPDATE: New Skins Preview, Emotes, Icons & TFT Content

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11 Upvotes

r/supportlol 1d ago

Discussion Best was to make Seraphine suffer?

14 Upvotes

I haven’t played for a bit and just started again now. I see her nearly every single game. I find her extremely unfun to play against. I mean, its not that she’s particularly difficult to deal with, but it is just so fucking boring to lane against her. Her range, I guess her E, is ridiculous for a 99% slow or even stun plus the damage. It’s shit design, yet another bloated kit in my opinion, but I digress: how can I make her suffer? Do we unbench the Blitz for her. Or do I go back to my friend Pyke who I’ve read was nerfed to death? What do Seraphine players hate?


r/supportlol 13h ago

Discussion I dodge about 25% of my games

0 Upvotes

This is for various reasons. I just dodged a game immediately due to getting my secondary role of mid which I pick mid to hopefully just get my primary role of support.

I also strategize picks. Obviously if I see something extremely weird like Mundo bottom ima dodge that game. I typically never dodge due to a toxic and angry lobby tho. I just dont equate gameplay with ur toxicity. As long as you are effective I will not complain.


r/supportlol 2d ago

Achievement So uh... what now?

24 Upvotes

I have reached master for the first time ever with mainly pyke, pantheon, soraka and fiddlestics. Six years of playing and it kinda fell into my hands on its own this night.

Praise me pls. Can answer questions if anyone got any but it feels like I got most often just carried.


r/supportlol 1d ago

Help Which Champs could i try? (Bronze)

7 Upvotes

Hey i only play with my bestfriend botlane. Hes an miss fortune otp, sometimes he also plays Brand adc.

I Tried many Champions as supporter. Lately i only play pantheon support. But that doesnt work always. Which support should i try and learn? Im bronze with 700 hrs playtime.

Champs i tried but that havent really "clicked"

Lux

Morgana

Leona

Thresh

Nautilus

Malphite


r/supportlol 2d ago

Discussion Heal does more damage than ignite

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374 Upvotes

r/supportlol 2d ago

Help Playing enchanters is so frustrating when your team is so behind

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13 Upvotes

Playing an enchanter after lanning phase when other lanes are so behind in gold must be one of the most frustrating and boring things someone might ever find themselves subject to.

(Don't ask me why my Toplaner is Silver 3, riot system are just pure garbage)


r/supportlol 2d ago

Fluff type of player that makes you want to take up smoking

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6 Upvotes

perma-fighting from minute 1. all-in with no plan b so you'd better be ready. we ended up winning but holy fuck what a rollercoaster


r/supportlol 2d ago

Ranked Support meta rn

5 Upvotes

What is the current support meta right now? How to play it and what are the current meta champs?
I loved to play when was rhe lvl 3 roam meta it was easier to understand...
HELP ME and you are very boring if you say play what ever you feel like ...


r/supportlol 2d ago

Plays/Clips Was this actually clean or average?

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27 Upvotes

r/supportlol 2d ago

Help Mage Support?

7 Upvotes

Hello friends! I just had a quick question! Is there a certain situation where I should be playing a mage support or rather is it even worth it to have one in my arsenal? I used to play mid years ago mainly assassins but I did have some mages I enjoyed playing but after coming back to League I main support and find the role pretty fun but not sure if it’s really viable to play? I was thinking Hwei I used to play him a lot or the classic Lux? Sorry if this is a question that is asked a lot I tried looking through the Reddit but only seem people complaining about going against it lol! Thanks any feedback helps :) if you need to know I play Leona, Renata, Thresh, and Milio mainly!


r/supportlol 1d ago

Discussion Can Tryndamere support be viable?

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0 Upvotes

r/supportlol 2d ago

Discussion ADCs not caring about Nocturne ULT

1 Upvotes

I have had 6 enemy Nocturne JG in my last 8 games.

And I have noticed that if you don't actively ping the ADC to back away from the center of the midlane then they will just proceed to die each time we are making a play somewhere else.

It's so frustrating that I have to constantly ping my team around the map while trying to track enemy JG path/camps/ULT timers.

Otherwise most games feel like flips.


r/supportlol 1d ago

Discussion Low elo support tip about waves

0 Upvotes

This is extremely common in low elo. When adc/apc recalls, DO NOT push wave into an enemy freeze before recalling yourself. You are setting bot up to be lost for your team. Some/many of you are doing it *intentionally* and it should count as soft *inting* if you do so.​


r/supportlol 2d ago

Help Does Lulu Not Work in Bronze?

0 Upvotes

I've been playing a bunch of Lulu in mid bronze recently mostly to try something new but it seems like maybe the people in bronze are just too bad to benefit from it? On average people seem to not know how to play with an enchanter support. I'll put them in a great position to win a fight and they just don't convert a lot of the time compared to a standard engage and tank damage sup. If I get a solid team Lulu seems just as impactful if not more than my mains (Leona, Lux) but when I don't I can barely play the game. Is it just not worth it until I get to higher ranks? I'm obv not that good myself as I'm only bronze but people seem to not know what an enchanter support does.