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All Guides Twisted Fate Guides [Very Detailed 7.16] "I'm One of a Kind"
130
1
Updated
2 weeks ago
Views
13.6K
Comments
12

Twisted Fate Statistics for Chivibro

Author's performance with Twisted Fate compared to the ranked average.

Value
Average
Games Played
7
Win %
43
Kills
5.9
Assists
8.0
Deaths
7.1
KA:D Ratio
2.0
Gold Earned
12K
Creep Score
151.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

Flash is a bit of a no brainer, you need it!


3.png Exhaust

3.png Exhaust is a great option because it'll slow down the barrage of the enemy ADC. The ATT Speed slow and the damage reduction essentially make and ADC useless, so it's a safe bet even if you get jumped on by the enemy support. It'll buy you enough time to stun and return fire, so it's your go to pick.


14.png Ignite

Although this technically maximizes damage output, you're probably better off with 3.png Exhaust. This could be a good pick against certain matchups however. Champions such as 16.png Soraka36.png Dr. Mundo8.png Vladimir, and any other champion that can heal a lot of health can be kept in check with 14.png Ignite. Keep in mind that the healing champion doesn't necessarily need to be in the bottom lane. It'd be more useful if they were, but your destiny.pngUlt could be a great tool to get your 14.png Ignite spreading across the rift.


It can also come in handy against matchups where you feel you MUST win in the lane phase for whatever reason. For example, 67.png Vayne or 96.png Kog'Maw can become a huge threat if they get ahead early. 14.png Ignite can help dominate the lane, but lacking 3.png Exhaust mid to late game against them can screw you over too. I'd mostly pick it against the healers

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 4x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 5x
    +1.19 ability power Greater Glyph of Ability Power
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power

Marks / Reds:

These runes are pretty straight forward. They are meant to help you secure kills during the laning phase. You'll be pretty reliant on your CDR, so these can help make up for it early on. I'ts dangerous to stay too close though, so be sure to switch it up between autos and abilities. Some matchups are dangerous for TF, in these cases, I recommend you take Magic Pen Marks. I'll talk more about these matchups later, but they're basically the matchups where you max wildcards.png Q.


Glyphs / Blues:

Supports are strong early on, so it's important to get some magic resistance in just for them. I personally prefer a rather risky rune page, so I am probably carrying more AP than what most would get. If you want more Magic Resist in your own build, you'd be fine doing so. I just prefer to squeeze all the damage I can out of my builds.


Seals / Yellows:

Everyone uses auto attacks, even the minions! Armor is incredibly important, so get it.


Quints / Purples:

You're picking this to deal damage. Most of your damage comes from your items, but this can get the gears rolling. If you find yourself dying too much in your games, then going for more health might not be a bad idea.

Masteries Back to Top

Primary: 12 / 18 / 0

Thunderlord's Decree


Ferocity

Sorcery is a rather simple choice, no?


Expose Weakness is probably the best option here. Your pickacard.png Gold Cards are begging to be followed up on, so why not give your teammates an extra boost while they're at it?


Fresh Blood isn't tested yet, but it might be interesting to see in the laning phase. Expose Weakness is good all game long, so I'd recommend that, but still...


- Vampirism feels like it could be good, it'll at least help with your survivability. I haven't had the chance to test this, so I don't know if it's the best options. Both choices seem good to me, pick whichever you like!


Double Edged Sword has a nasty downside, Battle Trance is essentially the same thing but without the downside. You are meant to stay in fights, continually stunning people as time goes on, so why not bring in more damage while you do it?


Cunning

- You aren't farming, so Wanderer is your only option. Helps with roams too!


- Secret Stash is your only real option here as well.


- Although your pickacard.png Blue Card can get you mana, Meditation will come in handy.


- Bandit was kinda meant for supports, you NEED it.


- Precision gives you more damage, but Intelligence will get you more stuns...which in turn give you and your teammates more guaranteed and safe opportunities to deal damage...so get that instead.


- You probably don't want Stormraider's Surge because you'll probably just run in and get killed, and you don't have heals or shields, so Thunderlord's Decree is your best option. It's a pretty good one, so make sure you make use of it in lane!


Resolve

- This build is more squishy in favor of more damage. I personally prefer this, but you are REALLY squishy, so it's probably smarter to get some extra defensive stats.


- I've prepared a secondary page for the smart people that want to make it out of the laning phase alive.


Secondary: 0 / 18 / 12

Tunderlord's Decree


Ferocity

- You get your damage from items anyway, so you're fine if you get more defensive stats.


Cunning

- You aren't farming, so Wanderer is your only option.


Secret Stash is your only real option here as well.


- Although your pickacard.png Blue Card can get you mana, Meditation will come in handy.


Bandit was kinda meant for supports, you NEED it.


Precision gives you more damage, but Intelligence will get you more stuns...which in turn give you and your teammates more guaranteed and safe opportunities to deal damage...so get that instead.


- You probably don't want Stormraider's Surge because you'll probably just run in and get killed, and you don't have heals or shields, so Thunderlord's Decree is your best option. It's a pretty good one, so make sure you make use of it in lane!


- Copy & Paste FTW!


Resolve

- I believe you need to build Armor and MR to benefit from Unyielding, and you won't be doing that. Recovery is the way to go.


- I'm actually split in this section. All of these are pretty good, so I'll just list why you'd want to take any of them, and you can pick whichever you want:


- As a support 4.png TF, you should use your destiny.png Ult to roam often. Explorer will help you come back after you've TP'd somewhere. Or vise versa of course!


- Siegemaster will give you the most defence, but your pick tends to push the lane due to your wildcards.png Q, and your pickacard.png Blue Carding minions for mana and such. If you and / or your ADC can control the wave however, then this can be a great asset to you.


- Tough Skin protects you from some damage...that's about it...but hey it's nice!


- Veteren's Scars is kinda your only option in this row.


- I would personally use Insight in order to get more use of your 3.png Exhaust, but it's up to you to use it effectively. It may not feel like much, but it will negate a lot of damage when it counts!


-  Fearless can be really good in certain situations. Use it if your planning on getting defensive items. Getting tank items as a 'damage dealing support' may not sound too pleasant, but sometimes you gotta do what you gotta do. And in those situations, Fearless will be there to help you out.


- Final tip about Fearless, if you want to focus on damage and still get defensive stats, then items like 3157.png Zhonya's Hourglass3001.png Abyssal Mask3512.png ZZ'Rot Portal, and 3190.png locket of the Iron Solari work well with the build and the Mastery. They all either give AP + a defensive stat (3157.png 3001.png <- for teammates), or give both Armor and MR while having a nice active (3512.png 3190.png).

Abilities Back to Top

W
Q
E
W
W
R
Q
Q
Q
Q
R
W
W
E
E
R
E
E
Passive
Q
2
7
8
9
10
W
1
4
5
12
13
E
3
14
15
17
18
R
6
11
16

Cardmaster_SealFate.png

P- Loaded Dice

Normally i'd put a Laning / Teamfight phases section, but your passive works the same way in both. 


You should get a decent amount of Movement Speed for roaming, so you should take advantage of both the speed and the passive by doing a bit of split pushing. Normally, supports don't want to do this because it means they'd be missing for when a teamfight starts up, but it can be good on 4.png TF in some situations. You have a pretty good wave clear with your pickacard.png Red Card wildcards.png Q combo, and you can use your destiny.png Ult to move toward the fight if it's an emergency.


If you do split push, make sure you're not stealing farm from any of your other teammates, unless they allow a little bit. I personally only do it if it's a wave that's within a safe distance, and I only ever clear one or two waves. NEVER push deep within enemy territory. You can take towers down faster than any other support, but you shouldn't do it if you're risking your life. This game isn't a race, so there's no need to take a tower just because you're near it. Just get your farm and get out safely.


wildcards.png

Q- Wild Cards


Laning:

This is a great poking tool since it has a very long range, and shoots out 3 projectiles. The farther away the enemy is from you, the more time they have to dodge, but that doesn't mean you should be up close either. Even if your attacks aren't hitting, just getting the enemy to back off from their farm can be quite helpful. When they walk back, you and your ADC should walk up a bit to KEEP them off that farm.


The width of this ability practically covers the entire lane, but you should be careful in it's usage. Your cards can hit multiple targets, so blasting away through minions will cause your lane to push heavily. Some Bot lanes want to be under tower, so don't give that privilage freely to the enemy. Being pushed up also opens you up for an easy gank! Not only that, but it can cost you quite a bit of mana if you spam it, and that could be a pretty big problem for your lane as well. This is why I choose to max my abilities in this order. It'll just be there for poke early on, the damage will come in the mid game when you buy your 3100.png Lich Bane, so level this ability up then.


As a mid laner, you'd be fine using your pickacard.png Blue Cards to get mana back, since you'd last hit a minion with a regular auto anyway, but not as a support. Stealing farm from your ADC is a bad idea, and will put your team behind. The only time you can do this is if they would miss a minion, but even then some players would consider it stealing. Even if you aren't stealing CS, smacking minions around would push the lane. You shouldn't spend mana mindlessly just because you have the ability to gain mana for free. It'll get you into trouble, so use both abilities carefully!


Teamfight:

In a fight, you should find yourself focusing on throwing gold cards to pick off targets. Although your wildcards.png Q deals more damage, you should focus more on utility. Getting too close for too long will probably lead to your death, so you should be poking at max range with your wildcards.png Q. Only get close when you need to stun someone.

Choosing weather you need to be catching people out or protecting your team is an important part of the pick, so think carefully as the game goes on! Think about who's a threat and how protected your carries are. Generally, if you don't have a tank on the team, you should play defensively and save your stuns for enemies who jump you.


pickacard.png

W- Pick a Card


Laning:

I like to put a few points in this first because it lets you deal more damage and gain more mana as well. Your first real item will be a 3100.png Lich Bane, which doesn't give mana regen like your usual poke support items might. Getting those early 3 points will give you enough mana to sustain through the lane phase, and will also give you a stun long enough to allow your ADC to respond effectively. It won't grant max damage, but you're going to be utility focused throughout the game, so it's fine if you miss out on some early damage.


Teamfight:

This ability will continue to be your most important later in the game as well. Picking what card is needed in what situation is important, so here's a bit of a general guideline in how to pick your card.


Blue cards are great for damage and of course, getting mana back.


Red cards are best used to disengage since they can slow several enemies as opposed to stopping just one. It can be used to chase, but I think it's best doing this as cleanup, not to start a fight. You'll get caught and killed if you try to start a fight that way.


Gold cards are the most immediately effective cards, and should be used wisely. Stopping channeled abilities can be key in a fight, but catching out the right target will also be vital in earning your victory. It'll mostly depend on how the game's going and your personal playstyle, but you should know that it can be used offensively and defensively!


Thinking about this in game can be hard, but there isn't any real tips I can give. It's up to you to decide who needs what card in any specific moment. What I can tech you, however, is that Support 4.png Twisted Fate is best used when you weave in and out of the fight. Just because this ability is up, doesn't mean you should start shuffling your deck. Weaving your positioning and ability usage from aggressive to defensive and back is how this pick should be played in order to be most effective.


It's a pretty demanding pick when I describe it like this, but playing it can teach you a lot about the game if you can manage to do it right.


cardmasterstack.png

E- Stacked Deck


There isn't much to say about this ability, you don't really use it, it just kinda happens. I wrote a tip on it in the 'Tips!' section of my guide, but that's about it. It's just bonus damage every once in a while.


destiny.png

R- Destiny


This should be used pretty often during the lane phase. A roam is always good when possible, so an instant one should be even better. Your stun comes from an auto, so it won't miss and is obviously incredibly useful because of it. You could also use it to get information on a roaming opponent, or the enemy jungler. Keeping tabs on where the enemy jungler will greatly increase your chances of winning, since you can avoid ganks entirely if you know where they are headed to.


There's not much instruction on how to use the ult, you just need to know when to roam or how to create opportunities to roam. And I'm sure I don't have to say this, but I'll say it just in case: DO NOT use your destiny.png Ult just to get back to lane from base!

Items Back to Top

Starting Items

    Spellthief's recommended, Coin needs testing
    First buy, get Sweeping lens when you get Sightstone and upgrade it to Oracle Alteration at Lv 9
    second-ish buy
    Third-ish buy
    Buy whenever you can

Core Items

    these 3 will be your main damage items (180 AP total, 30% CDR total)
    example full build
    example damage oriented full build
    example support oriented full build
    supports must adapt to the situation, just because something isn't in this build, doesn't mean its bad!
    Sorcery Elixer's good for obvious reasons
    be sure to make good use of this

Situational Items

    tf support is still a support!
    all good for split pushing / sieging, and give some tanky stats.
    nope
    late game damage items when ahead!
    Zhonya's price was reduced, making it a much more viable option for supports! Get it when the enemy can burst you down quickly, or if they have a good way to jump on you.
    did you buy enough wards!?

Game Start:

3303.png Spellthief's Edge is probably the best item for you, although I have yet to test out 3301.png The Coin as a starting item. I think both are solid picks, but I'm not sure which one would be the best. I've had great results due to the active and AP form 3092.png Frost Queen's, but the active on 3069.png Tali is universally helpful.


I personally prefer the 2031.png Refillable Potions than the 2009.png Biscuits, but you can pick whichever.


Early Game:

Getting a 2049.png Sightstone is obviously a requirement, but when you get it isn't. Most get it as a first item, which is always a good choice, but you can sometimes make a better one. For me personally, if I start with 3301.png The Coin, I prefer to upgrade it to 3096.png Nomad's as soon as possible. I'll get my wards as a second item. Another example is if your against a 53.png 412.png 111.png Hook champion that keeps coming after you. Buying 1001.png Boots might be a good idea just to avoid getting caught.


After you got both your 2049.png SS and your second tier support item, the next few items should be 1001.png Basic Boots if you have none, or 3117.png 3158.png 3020.png Upgraded Boots, and you should start building your 3100.png Lich Bane as well. 


Mid Game:

Once you start building 3100.png Lich, you rush it and then decide what else your team needs. You can mix your wards and support item to get one of the 2301.png 2302.png Eye items, you can upgrade them both separately, you can really do whatever you're comfortable with, but I'd recommend upgrading both of them. The item actives on both support items are really nice, and getting item active cool down from 2045.png Ruby is REALLY nice. The rest of the items depend on how the game's going, and how you want to play it out.


You can get 3102.png Veil or something like an 3001.png Abyssal and call yourself a 'Bruiser', get 3157.png Zhonya with a 3116.png Rylai's or 3151.png Liandry's and call yourself a proper 'Damage Support', or go full defensive with 3222.png Mikael's and a 3107.png Redemption on hand for when something goes wrong.


I want to stress that a Support 4.png Twisted Fate should weave in and out of battle in order to be most effective, so whatever makes you more comfortable doing that is a pretty good buy in my book. However, I wouldn't recommend going full AP unless you've somehow replaced the Mid Laner by this point in the game.


Whatever you do, just make sure you get max CDR. The point of this build is to get as many stuns out there as possible, so get on it.


Late Game:

Your last item or two should really be determined by how the game's going. If you find yourself getting assassinated, then 3157.png Zhonya's might prevent it. If your team needs just one teamfight to go right, then maybe 3050.png Zeke's or a well timed 3190.png Locket shield can make it happen for you. If your team somehow lacks Magic Damage, then maybe you'll just have to step up to the occasion and get a 3285.png Luden's or a 3135.png Void Staff.


This section really is out of my control, and it's up to you to make your best judgement on what you need. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
    Medium
  • Annie
    Medium
  • Bard
    Medium
  • Blitzcrank
    Hard
  • Brand
    Hard
  • Braum
    Medium
  • Draven
    Hard
  • Fiddlesticks
    Medium
  • Galio
    Hard
  • Gragas
    Easy
  • Graves
    Hard
  • Heimerdinger
    Medium
  • Janna
    Easy
  • Karma
    Medium
  • Kayle
    Medium
  • Leona
    Medium
  • Lulu
    Medium
  • Lux
    Medium
  • Maokai
    Easy
  • Morgana
    Hard
  • Nami
    Medium
  • Nautilus
    Medium
  • Nidalee
    Medium
  • Nunu
    Easy
  • Shen
    Easy
  • Sona
    Medium
  • Soraka
    Easy
  • Tahm Kench
    Easy
  • Taric
    Medium
  • Thresh
    Medium
  • Twisted Fate
    Medium
  • Vel'Koz
    Medium
  • Zilean
    Hard
  • Zyra
    Hard

VS

Alistar

Medium

Alistar has his combo at level 2, you are relevant at level 1. Abuse this early advantage heavily! Abuse it on the ADC, or else its wasted. When he does get to level 2, you should do your best to predict when he's headbutting in and stun him before it happens. If you can't manage to do that, then stun the enemy ADC. Alistar won't be dealing much damage, so he's not your focus. He's a tank disruptor, meaning he creates opportunities. Deny him this and the lane should be doing fine.
The biggest problem you'll have is when the enemy jungler decides to pay a visit. You'll have to decide weather to stun the jungler, ADC, or to throw a Red card to try to slow several people.

Also, watch out for his 4.png Flash pulverize.png Q Combo, it'll fuck you up

VS

Annie

Medium

Annie is the original 'Support' Mage, and I started playing TF Support because I thought it has more potential than Annie. In a nutshell, she has more burst than you, so you shouldn't try to burst her. Also, keep control of the bushes!

TF is very squishy early on, possibly even more than his ADC! Annie Support was played to provide AoE stuns and damage, so avoid positioning near your ADC. However, your stun comes up more often than hers, and your wildcards.png Q has more range than any of her abilities. This matchup may seem rough, but it mostly comes down to skill and the ADC matchup.

VS

Bard

Medium

Bard is pretty underestimated. Everyone will tell you that he needs to be on Skype with his team to really work well, but I play a pretty decent Bard, and I'm always on Solo Q. You shouldn't dismiss him as "not a threat". His Meep empowered autos are to be feared, but so are your Blue cards. Your Blue cards come up more than his Meeps, so you can out-poke him, but you should be weary of his double stun. Keep some distance between you and your own ADC and you should be fine.

Most Bards don't know when is a good time to go wander. If they abandon the ADC to go empower his Meeps, punish the hell out of the ADC. If he journey's back in, stun him out of the gate and punish him a bit too! Also, try communicating with your Jungler more often than normal. You're the team Support, not just the ADC bodyguard. Try getting some Bard blood over to your Jungler!

VS

Blitzcrank

Hard

Blitz's grabs are fast and dangerous! Even more than 412.png Thresh's hooks, and we all know how painful those can be ( http://tinyurl.com/o345bdl ). I can't stress enough how squishy TF is early on. Flash out if you get grabbed, and gold card the ADC if you get caught without flash. Blitz has his hook and knock up for damage (Ult when he has it), that combo deals a decent amount, but the ADC is the real threat. His knockup will prevent you from getting a card, so you should try to keep them flashing by as much as possible. This will help you make a quick maneuver in case of an emergency.

I recommend avoiding this matchup, but if you do go up against it, I recommend a different level order:
First 3 Levels: 
pickacard.png Wwildcards.png Qcardmasterstack.png E

Maxing Order: wildcards.png Qpickacard.png Wcardmasterstack.png E

Getting more points on your early on is good versus a Blitz. It allows you to keep up the poke pressure from a safe distance. And since you have this distance, you should position yourself behind some minions, so that Blitz will grab them instead of you.
It isn't your job to tell your ADC to position accordingly, but it is your job to save their dumb ass (no offence ADC mains...maybe a lil) if they do. Blitz's burst is gone so now its your turn to burst their ADC. Once your ADC walks away, you may or may not find yourself between Blitz and the enemy ADC...may the gods have mercy on your soul (stun and run fool!)

VS

Brand

Hard

Brand hurts a lot, and he's got a ton of range too. You should avoid this matchup. That's pretty much all I got, he'll straight up destroy you, so don't run into him.

That's probably not enough to convince some of you guys, but it's true. By the time you lock in a gold card and throw it at him, he'll already hit brandblaze.png Q brandfissure.png W and will bring in enough damage to force you back.

VS

Braum

Medium

Braum can stop you from dealing a lot of damage, so he can be pretty annoying to lane against. His braumQ.png Q can also become a big problem if he can get close enough to you to build up stacks. You should try to bait out his braumE.png Shield with a pickacard.png Gold Card and then throw out your wildcards.png Q after it's gone. You should be aiming them at his ADC, and you might want to consider maxing wildcards.png Q against him if you're scared of his ADC since he can protect them really well.

As the game goes on, you can actually force Braum to use his shield on you if you pack enough damage in. It'll open an opportunity for your main damage dealers to attack without interruption. Just make sure you keep poking at them early on. Your Bandit mastery and 3303.png Spellthief's will give you gold for poking, so you should use them to their maximum potential in this matchup .

VS

Draven

Hard

Draaaaven has good early damage due to his Spinning Axes. TF is squishy, so do your best to negate his damage by Gold carding him to stop him from catching his Axe! Rely on your 2003.png HP Pots to keep you alive, otherwise this matchup could be an ordeal. If he doesn't have his Spinning Axes then you should poke him a bit. If he does have them, back off and find an opportunity to stop them. Jungle assistance isn't required, to survive but it can be pretty helpful. Just don't stand too close for too long.

VS

Fiddlesticks

Medium

His fiddlesticksdarkwind.png Birds are pretty annoying, so try to avoid them by going into the bush. The birds also help push his wave, so try freezing the waves when you get close to your tower!

You should be able to out-range him with your wildcards.png Q, so max that in this matchup. Going in for auto attacks against him could be dangerous because of his terrify.png Fear.

If your in a game against Fid, you should always pack in some MR. 3190.png Locket is a great item to save the team and 3001.png Abyssal is good defence/offence item for you!

VS

Galio

Hard

Galio is an unusual pick (look who's talkin, ye?), but don't let this make you think he's weak. He's a very strong pick if he's in the right situation. The best time for a support Galio is when the enemy has a lot of AP...and you're here as the Mage Support. He's pretty much the counter to any AP champion. For those who don't know: He gains AP by having MR. He's resistant to you, and gains damage for it!


His poke is pretty good early on, but he'll really be a threat once he gets his Ult, and when team-fight phase rolls by. For those who don't know: Galio's Ult is an AoE taunt. At the end of the taunt, he'll cause an explosion that has increased damage based on how much pain he tanked while taunting. If he manages to catch your ADC in his taunt, consider everyone in it screwed! Your ADC can boost his damage to criminal levels. I'm not 100% sure on this, but you may be able to stop his ult early by stunning him. The ult doesn't have the best range, so make sure to punish him if he messes it up. Also: BEWARE THE FLASH ULT


Durring the mid game, Galio will stop acting like a support, and will hunt for blood. As an AP character, you should avoid fighting him. Focus on everyone else, and let your team deal with him. Also, be sure to warn your team to NEVER EVER EVER CLUMP TOGETHER

VS

Gragas

Easy

You don't see many of these, but I want to cover all the bases. It's a pretty similar matchup to 12.png Alistar. Gragy's Body Slam is slower than Ali's combo, so even if you can't predict it, you may be able to stun him mid-pelvic thrust. A word of warning: His Ult is a huge disruptor!

Gragas' Ult can keep you away and damn-near secure a kill on your ADC. Be weary of it when he has it, especially when your being ganked. Other than that, you shouldn't allow him to get close enough to smack you after taking a drink. Also, your cards deal a lot more damage than his barrel, especially since he'll be building tanky. You should be able to poke relatively freely!

VS

Graves

Hard

This will be updated soon, I haven't been able to update this for the Graves rework!

It's cool to have Twisted Fate and Graves fighting each other in the Bot lane, especially after the Burning Tides thing that passed...but thematics aside: GRAVES WILL RIP YOU TO SHREDS! I can't stress enough just how squishy TF is. Graves is the perfect counter to you for an ADC. He has some tankyness due to his passive, and has a ton of burst damage even in the early game. If the Graves is smart, he should focus you. I recommend avoiding this matchup if possible.

If you happen to come across it, you should keep your distance. He has a dash, so he doesn't really need to use flash to catch up to you, especially if his support can help him get to you. Don't abandon your ADC, but you may want to help out Mid more often than normal. Yor ADC also can't take his damage, so you should focus on keeping them alive instead of poking.
Play defensively and communicate with your Jungler, Top laner, and even your Mid laner. Coordinate ganks and 12.pngTeleport plays to shut him down. Your ADC probably doesn't have as much range as your Q (unless their a 51.png Caitlyn), so they might just call you out on being super scared of the enemy. If they really want some aggression out of you, call on the Jungler specifically. Clear the enemy wards to make your Jungler's job easier and don't be too afraid of Graves after he uses his abilities. A tank Jungler would be best because they can take the heat while providing some CC.

VS

Heimerdinger

Medium

Needs more Testing! ) Unknown matchups are auto-marked as Medium!

I don't know who's crazy enough to play a Donger support, but whatever. I've seen it once before, Riot says its a thing (his secondary role is Support), and I wanna cover all bases. I currently don't have enough information to talk about the matchup :c (I need some help from my Mid mains here, got and tips?)

VS

Janna

Easy

Janna's specialty is disruption, poke her a bit early on to keep her off your ADC. She can't heal herself back up, and she's pretty squishy, so she'll probably be forced to back. Her shield is pretty strong, so don't bother attacking whoever has it. If its on her ADC, fight her, if its on Janna punish the ADC hard.

She really can't deal with your damage effectively if you avoid the shield, so you can overpower their lane pretty hard. Just don't get cocky and give their Jungler too many openings!

VS

Karma

Medium

Everyone seems to underestimate Karma's damage early game. Remember, she has her Ult at level 1! Even so, you can out-poke her. Her only real damage tool is her karmaheavenlywave.png Q and her karmachakra.png Ult empowered karmaheavenlywave.png Q. It's a straight skill shot with a small AoE explosion. If she uses her ult on it, a slowing circle appears after the first blast, and it explodes too. If you're able to dodge it, you can keep a steady barrage of wildcards.png Q + pickacard.png Card + wildcards.png Q + pickacard.png Card to keep continued pressure. Back off a bit until she pokes back.

Do your best to dodge and keep away from her karmaspiritbond.png W. If you're connected too long you'll be stunned. Because of this, I recommend poking her with Gold cards rather than Blue cards. Even still, her ADC is the bigger threat, so spend Blue cards on them when you can.

If the Karma is smart and uses her karmachakra.png Ult to empower her karmaspiritbond.png W, then you should keep your distance, and max your wildcards.png Q first in this case. Her empowered karmaspiritbond.png W not only increases damage and root duration, but it also heals her for 20% of her health on contact, and another 20% if she keeps in range long enough for the leash to snap. It'll really help her out against you, so going in for pickacard.png Card damage might not be the best idea.

VS

Kayle

Medium

Needs More Testing! ) Unknown matchups are auto-marked as Medium!

Kayle has much more sustained damage than you. This means you shouldn't fight her. Max your wildcards.png Q in this matchup in order to maintain a safe distance. If she gets too close, her kayleQ.png Q will slow you and her kayleW.png W will allow her ADC to follow up on her damage.

Even if you have a lane bully ADC, such as 236.png Lucian or 119.png Draven who want to fight in lane, you should never all in them. Kayle's kayleR.png Ult will turn just about any fight you can bring her way. Your stun will still work through this shield, but it will not be enough to wear out the Ult.

No need to rush your death. Set up your spacing, and just survive the laning phase. You don't always need an early lead, just work your way into a solid Mid-game.

VS

Leona

Medium

Leona is in a similar situation as 12.png Alistar with her aggressive tank play style, but don't think It's just as easy. She can perma-stun people when she has her ult up, and that can get very dangerous. If you see her sword being thrown around, lock in a Gold ASAP!. You might want to stand back until she uses her combo, your ADC can't save you like you can save them.

Keep a ward in the nearest lane bushes (you don't have to get both!), it'll help to keep tabs on her, trust me. If she enters the bush and you didn't have a chance to ward it, walk towards the river (might as well use this opportunity to ward THAT bush eh?).

Leona's aggression might push you back to turret, so don't be afraid to use this opportunity to blue some minions to help push back if a freeze is impossible. Giving Leona that bush control is pretty dangerous! If you're smart you can coordinate a 12.png Teleport play with your Top laner. Sandwich Leo and her ADC when they're pushing you and take em out!

VS

Lulu

Medium

You can out-poke Lulu, easily! Her polymorph is a pretty dangerous ability though, you should watch out for it. Since you'll be poking them while your ADC farms, you're going to be her target for it. If your a squirrel, you can't do anything if their Jungler shows up!

If the Lulu levels her shield more, then it's a similar matchup to 40.png Janna. Same rules apply, poke whoever doesn't have the shield on them. If Lulu and her ADC focus on you, you should stand by your ADC. You'll normally be standing in front of your ADC since you poke so much, but if they push back you can still stand by your carry. It shouldn't get to a point where you need to back off to your tower.

VS

Lux

Medium

Needs More Testing! ) I'd rate this matchup in between Easy and Medium

I haven't run into many of these while testing, so I could use some more knowledge. Lux is also a Mage, and she's less utility oriented than 43.png Karma (meaning she's meant to do damage). She can pack some heat if you're not careful! She doesn't have a hard stun, only a root. If you do get rooted, you CAN still throw cards. Typically she'll root and then Ult, so try not to get caught in that. Also, her slow has a pretty big AoE, so keep some distance from your ADC so that you don't get hit.

Because you deal so much damage, Lux and her ADC may shift their focus onto you. This isn't necessarily a bad thing since it'll give your ADC some breathing room. If this happens, you'll want to keep flash as a defensive maneuver!

VS

Maokai

Easy

Needs More Testing! )

A pretty rare pick, but still possible to encounter. He's somewhat similar to 89.png Leona in that he can only really all in you. Don't bother poking him, go for the weak instead. Stun him if he tries to do something, and let minions tank the sapling for you!

VS

Morgana

Hard

Morgana can stop you from Gold carding with her shield, so you become a lot less effective around a good Morg. She won't have any problems stunning you however, especially considering how immobile you are. Your focus in this matchup would be to poke with Blue (for damage) and Red (to proc 3303.png Spellthief's), and keeping alive.

VS

Nami

Medium

Her bubble could be a huge problem for you. You'll want boots pretty early against a good Nami. She's dangerous because she can give more damage to her ADC with her E and poke pretty well with her namiQ.png Q. She should be using bubbles to get your ADC, but she might go after you if you're annoying enough. Stun the enemy ADC when they're empowered by Nami, it should save you and your ADC a lot of health.

Be very weary of her Ult, it pretty much takes up all of the lane! Getting hit by the ult damn near ensures a bubble trap afterwards, and/or the enemy Jungler will swing by. Other than that, focus the same person as your ADC. Sometimes its better to focus the Support rather than the carry. Whoever you chose to focus, both your damage together will be too much for Nami's heal, especially if you brought 14.png Ignite!

VS

Nautilus

Medium

Any hook is a pretty dangerous weapon against a squishy! It's not quite as fast as 53.png Blitz's grab, but what follows after might be just as deadly! Nautilus can root you with his auto, nautilussplashzone.png slow you, then knock you up with his nautilusgrandline.png Ult. All that CC is more than enough to get a kill on you or your ADC. Stun Naut if he hooks your ADC (preferable before the CC hell), if you get hooked, stun the ADC if you can and run! Naut won't let you move for a bit, so you'll probably take a decent amount of damage. Hide behind minions if it becomes a problem!

Naut pulls himself in when he grabs people, so his ADC will have to catch up first. Because of this, you shouldn't insta-flash like you would with 53.png Blitz. Also, don't bother poking Nautilus. He's too tanky to be bothered by anyone's bullshit, specially with that shield of his.

VS

Nidalee

Medium

It should be obvious that you NEED to dodge her spears. Buy boots early (possibly even before 2049.png Sightstone!) if you're having trouble with this. Know that the farther her Spear goes, the more damage it does! Don't run from it, side-step it!

If you get marked, BACK OFF! Her mark increases her already crazy damage in cougar form. If she can't reach you, she'll waste the mark or overextend. If she over extends trying to pounce you or your ADC, stun and punish hard! Make sure you bring 14.png Ignite in this matchup, it'll help you kill her, or at least force her off you. It'll also help with her heals.

If you're scared of her, then you might want to consider maxing Q before putting your points into W. This will let you do damage while keeping your distance, but remember that spear tip I gave earlier!

VS

Nunu

Easy

You easily have more poke than him, and you have more range than him. Late game Blood Boil will be a problem, especially if he has a Hyper Carry (18.png Tristana, 29.png Twitch, 67.png Vayne, and 222.png Jinx are all Hyper Carries). When they have Blood Boil on them, rely on 3.png Exhaust and / or your Gold card to stop them.

VS

Shen

Easy

Needs More Testing! )

Just focus the ADC and don't get taunted. Keeping your Gold card locked should dissuade him from taunting anyway, but be ready in case he's stupid. If he Ults elsewhere, punish the ADC if its laning phase, if its not, you may need to use your ult to help out whoever he's attacking. Keep your Ult ready if needed, use it if its really necessary, and please don't TP into your death.

VS

Sona

Medium

Your poke is definitely more scary than hers, as long as you keep your distance and hit your cards right. Just because she lacks hard CC early and you have your Gold cards doesn't mean you can just walk up to her and fight her. Her sonahymnofvalor.png Q + empowered auto is more potent than your pickacard.png W + empowered auto.

The upside is that you have 2 more damaging abilities, while she runs out of juice quickly. Also, your wildcards.png Q has way more range than hers, so you might want to max that first if you run into a Sona that has packed a lot of damage into her build. If she goes full AP, then getting an Abyssal Scepter (LOL King isn't giving me my item pics, Abyssal is the crooked purple staff with eyes) can really help you

One downside is that you don't have a heal. Ignite could be good vs her, but I need to run some tests first.

VS

Soraka

Easy

I haven't played many Soraka's while trying Support TF, but i'm actually a Soraka main. ( I <3 16.png ) There aren't many who know her better than I! A good Soraka player will start with her Q. Her Q is incredibly powerful early on, probably one of the strongest in the game. In this matchup you will definitely want to HARD focus Soraka! Coordinate attacks with your ADC. She'll have a hard time healing herself if you force her to keep her distance from you.

Once she hits 3, watch out for her infuse.png E. I know everyone says its useless, and the root is impossible to hit, but a smart Soraka will use the slow on her starcall.png Q and apparent squishyness to lure you into a good position to get screwed over. A good Soraka player will know that her infuse.png E is pretty weak against ADCs (since they're Auto attack reliant), so she'll use it on YOU!

Blue cards specifically should be your poke tool against her. They deal a lot of damage, and give mana back for more. Rely on your starcall.png Q for poke only if the Soraka is good at landing her starcall.png Q, one of those and a health pot will heal literally any damage she might've taken.

Fight the enemy ADC if your Carry wants to join in on your aggression (watch yo booty, don't want their Jungler camping you!). If your ADC is uncomfortable with your UBER poke style, or if they seem unfazed by it, go roam (and ward while your at it). Remember to get mana from scuttle! Don't bother pushing more after you get first tower. Your team probably won't push as much as your lane, so you should be roaming damn-near 24/7 until teams start gathering.

The enemy Jungler may want to come bot since you poke them so much (and in turn push them back) so make sure you spend time warding the area!

VS

Tahm Kench

Easy

You really shouldn't be close enough to get eaten by him, and you should stun him if your ADC is up in his face for whatever reason. Lickytongue will use his tahmkenchQ.png Q to catch up to people, stun him when he does, let him starve! Poking him is useless because he's a tank, and he's got a ridiculous shield. Your stuns and slows will be enough to chunk him down over time, but your focus is the ADC. He may spit minions at you, but its not too big a problem.

His tahmkenchR.png Ult is similar to yours in that he can Teleport a large distance, only differences is that he gets a teammate while you get vision. Don't be afraid to use your ult to keep tabs on him. His roaming potential is on par (or greater) with yours, so be sure to warn teammates when he leaves lane. Mistaking his leave as "just warding river" can potentially be a very costly mistake (unless hes pre 6 of course).

VS

Taric

Medium

Taric will become a huge problem for you if you get stunned by him! Try to keep some distance when he and his ADC walk towards you. If just one of them walks foreward, then you can poke them freely. The stun takes a while to hit, so just focus on dodging it while the animation is happening. Hit your pickacard.png W when it comes up to, you're gonna wanna punish someone after the Taric stun misses.

His heal can be pretty good when it's fully stacked, but you should be poking enough to force him to use it when it's weak. The shield from his shatter.png W is pretty crappy though, so it's not like you need to bring ignite for him just because he has both Heals and Shields.

Another important thing to keep in mind vs Taric is his passive! After using an ability, he has bonus Auto ATT speed and can lower his Cooldowns with his Autos! Do not let him close to your ADC if they manage to get stunned! Stun Taric and 3.png Exhaust the enemy ADC if you have to! Taric cycling his abilities will be your downfall, so don't let it happen!

VS

Thresh

Medium

Pretty scary! Your armor runes will help you a bit, but that Hook and Flay are serious CC tools. Thresh can't heal, and his shield is pretty weak. He's surprisingly squishy early on, but given enough souls and gold, he'll tank up pretty quick. You shouldn't focus Thresh while he isn't tanky, but you shouldn't ignore him either.

I'd say 7.png Heal is the best summoner to get vs him because you can negate some or all the damage done to you or your ADC if he happens to hook or flay one of you. That's only for laning phase thought, you should get what helps the team more. Just that a win lane > win game kinda scenario can happen.

As with all Supports with hooks, minions are your shield. You may be able to lock a Gold card and hit him with it if you have quick reflexes or have decent predictions. His hook has a pretty long animation, but look out for the smart wardens that know how to cancel it!

VS

Twisted Fate

Medium

Eyyyyy.....I have no idea, think this would be common? I guess its up to skill, yea?

Keep tabs on him like he's a Jungler since he will (or at least should) roam a lot. Ulting just because he Ulted may not be the best, since one of your teammates should see where he's Teleporting to. You may want 14.png Ignite to have just 1 more damage option over him. Other than that, its up to the ADC matchup and your skill (or lack there of). Good luck and may the best man win!

VS

Vel'Koz

Medium

Needs Testing! ) Unknown matchups are auto-marked as Medium!

I haven't played against one, so i'm not sure how it would work exactly. :c Anyone have any tips!?

VS

Zilean

Hard

Needs More Testing! )

I had a pretty rough time with this match. TF needs some room to walk in, poke and back off. Zilean has bombs that can stun you if you get too close...and they HURT! My build has some Armor, not MR! Zilean can chunk down your health with relative ease if you aren't careful.

If Zil uses his Ult on someone, you're best off switching your focus. Killing the Ulted will only bring them back with more health, so why waste your damage on that.

I need to fight this matchup more to give a more in-depth advice. I only played it once, so maybe the one I had was very skilled in predicting movement. If you see a Zilean that can't land his bombs very often, then you can get quite a bit more aggressive on him.

VS

Zyra

Hard

Needs Testing! ) Unknown matchups are auto-marked as Medium!

I haven't played this matchup as TF Support, and I don't know much about Zyra Support to give any real tips. :c I could tell you to kill her plants ASAP, but most know this already. I own Zyra, so I'll be sure to practice her to learn more about what she's capable of!

Lane Partners Back to Top

This section is a work in progress! 3.5/19



22.png Ashe

The Frost Archer

General:

22.png Ashe is a really good partner for you since she brings in some CC that you lack compared to other supports, and you bring extra damage that she lacks compared to other ADC. Her slows are great for keeping people at bay, and your stuns are good for stopping anyone who tries to kill either of you. You should look to get ashe into a healthy state by the mid game, so you might want to stay in lane with her for as long as you can.


She should be the one to start fights with her enchantedcrystalarrow.png Ult, and you can choose to folow up with your pickacard.png Stun, or save it in case someone tries to kill her. She will be the main damage dealer, so you should still try to protect her. Getting a 3222.png Crucible can be very benefitial since 22.png Ashe is very immobile. It can clear her of any CC, and if it does, it'll also grant her a big movement speed boost so she can get to safety! It'll also give her a heal!


Lane Phase:

Although getting kills is great, it's not necessary to be ahead in lane. Disrupting the enemy cs and helping your 22.png Ashe secure her farm is a safe way of getting ahead, but it's up to her to last hit correctly. If she's having trouble with that, then getting a kill or two might make up for it.


If your enemy is too strong, and you're not Lv 6 yet, call on your jungler to come and help! Make their job easier by warding the enterance to the enemy jungle, and clearing any wards that the enemy might've placed. If you are at 6, then coordinate with 22.png Ashe to get a chain CC with her enchantedcrystalarrow.png Ult and your pickacard.png Gold Card. Doing this against an enemy support that can disrupt you however, can be dangerous. 89.png Leona12.png Alistar, and 53.png Blitzcrank, specifically can turn that fight around right quick. Also, doing this against a 201.png Braum or 223.png Tahm might not be the best either. They can both negate both of your damage with one of their basic abilities and some health, so it's a terrible trade to take.


Even though a support like 267.png Nami can bubble one of you, it'll still be good to fight her because she can't perma stun you, or somehow send you under her tower. The worst that might happen is that she'll use 3.png Exhaust, but that'll only stop one person's damage, and trading ult for summoner is a great trade!


You're free to roam with your destiny.png Ult, but don't use it if it'll put 22.png Ashe at a dissadvantage. She's very immobile, so she'll probably die if she gets ganked or if the enemy bot lane just walks at her!


Team Phase:

Predicting when and where a fight will break out is impossible, so you should stick with your 22.png Ashe throughout the game so you'll both be present for a fight. Make sure you let your ashe know that her enchantedcrystalarrow.png Ult is best used at mid range so your team can follow up on it. Many seem to use it to snipe, so just let them know that you two together act incredibly well together when using eachother's stuns as a chain. Both of your mix of CC and damage are great assets to your team, so you should be sure to not waste any time around the map.


I don't think there really is much else to explain for you two. You both work well together, so you should always stick together and be ready to start a fight. The only problem is that your both immobile, so the enemy might have an easy time killing you two if you're out of position. If this does happen, defensive / utility items such as 3157.png Zhonya's3222.png Mikael's3190.png Locket, or 3107.png Redemption could come in handy, even if they might not give you AP.


If you can time it right, 3050.png Zeke's can be an interesting purchase, though I haven't played with 22.png Ashe enough to know if it's good. See, her Crits won't deal more damage, instead they increase the slows she puts on people. So, a well timed 3050.png Zeke's may actually negate the fact that she's immobile. She'll just keep enemies at bay on her own!


51.png Caitlyn

The Sherrif of Piltover

General:

She's actually a really good partner for you! You might want to change up the playstyle I've been recommending though. I usually say you should weave in and out of the fight as Support 4.png TF, but with 51.png Cait, you should probably just stick to HER gameplan. You can do the whole Seige thing just fine, just hold onto your pickacard.png Gold Cards as a defensive measure rather than an initiation tool.


If you want damage, combine your pickacard.png Gold Cards with her caitlynyordletrap.png Traps and caitlynentrapment.png Net for guaranteed caitlynpassive.png Headshots. It's nice damage, but you're both weak early on, so your focus should be on surviving the early game.


Lane Phase:

You should both be careful when using either of your wildcards.png caitlynpiltoverpeacemaker.png Q abilities in the lane. Sure, they have great range and nice damage, but they also both push the lane a ton. I've already talked about why this is dangerous, so I'll just warn you to take extra care about using these abilities. If it's pressure you want, then pickacard.png Stunning an enemy into one of 51.png Cait's caitlynyordletrap.png Traps will get you a quick and easy caitlynpassive.png Headshot, though you need a bit of coordination to pull it off consistantly. Also, you should be aware of her mana pool. Her abilities actually cost quite a bit of mana, and her one low cost ability, the caitlynyordletrap.png Traps, are on an 'ammo' system. She might not always have it up, so realize that she might not always be able to follow up on your initiation.


You two are a poke lane, so it can be a bit difficult getting a kill, unless the enemy stays too long, or makes a mistake. Although it'd be nice if you can get a few, you'd be better off focusing on getting out of the lane phase alive. That should be somewhat of an easy task, since 51.png Cait has such a long range, but some players have trouble last hitting. If this is the case, then try to mess up the enemy ADC's farm. Poke at them until they're forced to go back, and use that opportunity to roam! 51.png Cait is more of a late-game champion since she relies on her 3085.png 3031.png key items so much. If your ADC can't farm, then that 'late-game' will take a whole lot longer to show up, so spend your time on getting your mid laner or jungler ahead. When you hit Level 6, then you can go and help out Top, but you have to make sure Bot's in a safe position without you.


Team Phase:

51.png Cait tends to be good at seiging, which works with you as well because your pickacard.png Blue Cards and (I believe) 3100.png Lich Bane help you deal extra damage to towers! Just be sure to watch your positioning. You can save your teammates easier than they can save you, so be sure to not give them any trouble. I'd normally say you should weave in and out of the fight as Support 4.png TF, but with 51.png Cait around, you might just want to hang back. You get a huge power spike in the mid game, so sticking with your ADC and you should become a pretty powerful duo if the early game went well.


If your 51.png Cait gets caught out a bit, or someone just jumps on her, then items like 3222.png Mikael's3107.png Redemption, or 3190.png Locket can be usefull, or 3157.png Zhonya's if they're jumping on YOU.

If things are going well, and you want some more damage, then you may want to get a 3050.png Zeke's to help boost 51.png Cait's damage. She doesn't really need it, but there are some legitamete reasons to get it. Specifically this: 51.png Caitlyn is a good late game champion, but I wouldn't consider her a "Hyper Carry" like 222.png Jinx, 67.png Vayne, or 96.png Kog'maw. Those champions basically just win if they get late enough into the game. 51.png Cait does REALLY good alte game, but not like a carry. Even with 3085.png Runaan's, every third or so shot will be a caitlynpassive.png Headshot, which is a huge part of her damage. So that slows her down a bit. Her regular autos hurt, of course, but...I mean we've all been one shot by a 67.png Vayne, right? I'd say 3050.png Zeke's is best when used with a Hyper Carry, but if timed correctly, then maybe 51.png Caitlyn might be able to join the list.


Meaning, if you're afraid of an enemy hyper carry winning out in damage, this might be the thing you need. REMEMBER, NOT ONLY AN ADC CAN BE A HYPER CARRY! 24.png Jax, 11.png Master Yi, 45.png Veigar, 75.png Nasus, and hell, maybe even 16.png Soraka can be considered hyper carries!

42.png Corki

The Daring Bombardier

General:

Both of you are very strong in the mid game, but 42.png Corki falls off REALLY hard in the late game, so try to avoid getting to that point. But, because you're both strong in the mid game, you should take that time to roam around together. BUT, if you're gonna roam around like that, you have to make sure you're 42.png Mustache is at a healthy state. If you spent the laning phase dying over and over again, leave him be, and try to help another teammate during the mid game.

In this pairing, you should really  make the effort to keep 42.png Corki farming early on. Ward the river often, keep a 2055.png Control Ward somewhere nearby, and try calling for help from your jungler. Getting ahead early on will make 42.png Corki's power last longer. Not because his power actually lasts, of course, but because the enemy has to catch up first, and THEN pull ahead. And know that eventually, they WILL pull ahead!

Lane Phase:

I don't know specifics on Corki, will update later

Team Phase:

I don't know specifics on Corki, will update later


119.png Draven

The Glorious Executioner

General:

I swear 119.png Draven could carry himself into the mid game as long as they can manage their dravenspinning.png Axes. He has enough damage to get him through the laning phase with ease against many matches, so it's just up to you to protect him. If for some reason your ADC is really passive, then you'd have to step up and start fights with a pickacard.png Stun, but your should focus more on saving him if they're a good ADC. It's easy to shut down a 119.png Draven when they get CC'd out of their dravenspinning.png Q, so your job is to protect him throughout the game.

I would recommend a support that can protect their teammates (Enchanters, to use Riot's language) as a support for 119.png Draven, but you might be able to work well with him. He has a similar playstyle to what I recommend for Support 4.png TF, where you weave in and out of battle, so you can match him and keep enemies off of him. However, this depends on your 119.png Draven. They can somewhat control where their dravenspinning.png Axes go by inputting a movement command. If they just keep going forward, then you're gonna have a hard time catching up to him because his dravenfury.png W gives him a bunch of movement speed. It all depends on them, so you just have to react.

Lane Phase:

He does a ton of damage if he's able to catch his dravenspinning.png Axes and pick a good time to poke, so you won't really need to worry about forcing people out of the lane. Poke a bit from a distance with your wildcards.png Q and use your pickacard.png Stun to go in for a kill if the enemy is low and decides to stay. Just let your ADC do their job, only follow up if it's risk free or necessary. If 119.png Draven wants to farm, stand next to, or in front of the wave if the enemy allows you to and be ready for when he decides to fight the enemy. If he wants to fight, keep your pickacard.png Cards shuffling and be ready to pull the trigger.

By picking Draven, you've kinda guaranteed yourself a good laning phase. Seriously, it's really up to the enemy to stop you from doing what you want. If you play 4.png TF, you'll see how people back away when you start pickacard.png Shuffling your cards, 119.png Draven is similar with his dravenspinning.png Q, but that thing's on basically 24/7. People just don't want to fight him, but they will eventually, so back him up when they get the courage to step up to the plate.

Team Phase:

b


81.png Ezreal

The Prodigal Explorer

General:

Lane Phase:

Team Phase:

b


104.png Graves

The Outlaw

General:

Lane Phase:

Team Phase:

b


202.png Jhin

The Virtuoso

General:

Lane Phase:

Team Phase:

g


222.png Jinx

The Loose Cannon

General:

Lane Phase:

Team Phase:

b


429.png Kalista

The Spear of Vengence

General:

Lane Phase:

Team Phase:

b


96.png Kog'Maw

The Mouth of the Abyss

General:

Lane Phase:

Team Phase:

b


236.png Lucian

The Purifier

General:

Lane Phase:

Team Phase:

b


21.png Miss Fortune

The Bounty Hunter

General:

Lane Phase:

Team Phase:

b


133.png Quinn

Demacias' Wings

General:

Lane Phase:

Team Phase:

b


15.png Sivir

The Battle Mistress

General:

Lane Phase:

Team Phase:

b


18.png Tristana

The Yordle Gunner

General:

Lane Phase:

Team Phase:

b


29.png Twitch

The Plague Rat

General:

Lane Phase:

Team Phase:

b


6.png Urgot

The Headman's Pride

General:

Lane Phase:

Team Phase:

b


110.png Varus

The Arrow of Retribution

General:

Lane Phase:

Team Phase:

b


67.png Vayne

The Night Hunter

General:

Lane Phase:

Team Phase:

b

Tips / Tricks! Back to Top

Field Study

4.png Twisted Fate's destiny.png Ult is a great way to get used to roaming. While playing him, try figuring out when's a good time to roam, and get confortable roaming! Roaming REALLY helps win you games, so even if you aren't planning on playing him, you could use him as a tool to learn about roaming and get in the habbit of looking out for your team!

Damage Stacking

This one's probably not too helpful, but it's a small tactic to throw off your opponent. When you notice that you'll have cardmasterstack.png Stacked Deck soon, throw out an auto at a carry and gain the Stacked card, wildcards.png Q at them, then lock in a pickacard.png Blue Card. The next auto towards that carry will have a TON of bonus damage stacked into it from your cardmasterstack.png E, the Blue Card, and even your 3100.png Lich Bane will also enhance that auto! Not only that, but your Thunderlord's will also trigger afterwards! It's a bunch of damage coming from one auto attack. Even if it doesn't kill the carry, they'll notice the damage you dealt and will be scared of you for a while. They'll think you're stronger than you actually are.


This might not work on some higher ranked players, since they can probably figure out your damage from just hitting TAB real quick, but still it's a shocker!

Free Mana

Throwing pickacard.png Blue Cards at enemy minions will get you mana, but it'll push the lane quite a bit. You can actually get mana without pushing, but it's pretty hard. First, you'll have to spot a minion that's getting low in health. Lock in a Blue Card when you see it, and wait for your ADC to click it for the last hit. After they throw their auto, but before it hits the minion, throw your Blue Card at it. If done correctly, the ADC will hit it first, and get their gold, and your card will explode over it's body and you'll get your mana! I wouldn't recommend practicing this on cannon minions, since you might just take the cs from your ADC! You might want to pay attention to how your autos travel if you want to do this consistently, meaning go into a game without enemies or bots, and practice last hitting!

About me Back to Top

Hello there! My name is Chivibro, I'm a Support main that mostly plays in normals, but I'll be playing ranked now that I feel like I'm good enough to get Gold or higher. I've mostly played normals, but in these games I play against Golds, Platinums, and even Diamonds! So I guess this means I should start ranked, no?


 I've been studying the game very heavily since I started playing, I'm studying Game Design you see, and I wanted to learn more about MOBAS, and strategy games in general. There was a point where I felt like testing crazy builds that have some chance at working, so some of my guides might be a bit silly, but winning is always my goal!


Anyway, I hope my crazy idea won't dissuade you from trying this build out. I've focused very heavily on learning Support, and am currently on a mission to master all potential Supports. This is also why my guide has some crazy champions in its Matchups section (lookin at the 34.png Anivia and 3.png Galio).


If you enjoyed this guide, then maybe you'd like my others!


157.png Yasuo Support Guide


16.png Soraka Support Guide (Coming Soonish)


Just in case people wanted to know what I like playing in every role:


Top: 126.png Jayce, 157.png Yasuo, 150.png Gnar, 39.png Irelia?


Jungle: 254.png Vi421.png Rek'Sai, 


Mid: 157.png Yasuo61.png Oriana, 13.png Ryze, 4.png Twisted Fate


ADC: Not actually sure who I wanna play for ADC yet :c


Support: 16.png SORAKA!432.png  Bard412.png Thresh, 267.png Nami


I also have a YouTube channel!

Nothing really special, not even League oriented.
It is Gaming oriented though!
Give me a look?

Chivi's Youtube Channel

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