Now more than ever
there’s a bunch of great support specific items. Ancient Coin, Relic Shield,
and Spellthief’s Edge are awesome items with really interesting and useful
interactions all throughout each build. For some champions, like Morgana,
Leona, Braum, the choices of what to build are pretty concrete. Leona and Braum
have kits and themes that play them up to be extremely tanky melee champs that
soak up damage in fights. Morgana and Lulu hit from afar and do deceptively
large amounts of AP damage. Then you get to supports like Thresh, Nami, Soraka,
and Janna. They could make use of two or sometimes all of these items. So the
question becomes what do you want to build? Let’s take a look at each item and
how it works with each type of play style and champion.
First we're going to
look at what is probably the most general of all the support items, Ancient
Coin -> Nomad's Medallion -> Talisman of Ascension. Ancient Coin's
passive gives sustain in both health and mana, with health being given as long
as you're around minions that are dying. Speaking of that, you'll also get gold
along with health every minion death. This is important because it's the only
support item of the three that can provide gold without the use of another
champion. In other words, it's easily the most consistent gold earner of the
three.
This item is best
synergized with a passive play style. It rewards staying in lane as long as
possible and its stats reflect this. This is going to remain true all
throughout the build path. This item and what it builds into are pretty much
all about avoiding straight up fights and trying to outlast the opponent.
Once you upgrade to Nomad's Medallion you gain more health
and gold per minion death, 10 and 4 respectively, and a lot more mana regen. Also,
you’ll start gaining gold per second passively. Upgrading this item quickly
increases your gold by a large amount and hastens your acquisition of the rest
of your build nicely. If you're willing to spend a bit on actual wards, you can
delay Sightstone for upgrading to Medallion.
Your final item,
Talisman of Ascension, will require a Forbidden Idol (2 Faerie Charms +390 g)
and 585 gold. With this upgrade you get 10% more CDR for a total of 20%
(Forbidden Idol gives 10%), double the health regen, some more mana regen, and
an active skill on top of the same passive as Nomad's. This active skill gives
a huge speed boost to you and all allies near you that decays over time.
This active ability is
what makes Talisman very powerful. It can be used in a multitude of ways. The
way it was initially intended to be used was as an escape, which follows what
the rest of the item's stats imply. There are an endless number of different
uses though. The speed boost does an awesome job at helping your team chase
people down, both after a won fight or if you see someone out of position. It
can also help in the middle of a losing fight. Pop it after your team gets
jumped by surprise and you'll give everyone a chance to put themselves in a
better spot. Finally, an underused tactic is to use it in making a move towards
different objectives. Pressure mid lane and then have your team rush to top
before the enemy can respond. The active for Twin Shadows really synergizes
well as it gives you an engage solely through the use of items, leaving your
actual abilities ready for the ensuing fight. In short, Talisman's active, just
like the rest of the item, is the most versatile of the three.
So, who should you build
Talisman on? Well, to be perfectly honest, Talisman works with almost any
support. It may not be the optimal choice, but I dare you to name a
support that gets nothing out of any part of it. Every conventional support
uses mana, has health, and can benefit from CDR and a burst of speed. If you're
new to support and you don't know what you should get or you're afraid to poke
or go all in, build a Talisman. Your team will appreciate the extra utility you
give everyone through more frequent skill uses and, of course, the active.
Specific Champs to Build Talisman:
·
Nami - Her passive gives movement speed already and she excels
and strengthening the speed difference between her allies and enemies. Hit all
10 players with her Ultimate and pop Talisman and you'll see what I mean.
·
Janna - once again has a passive involving movement speed. (Albeit
an extremely weak one atm.) She excels at peeling people off her ADC and this gives her ADC a type of self peel on
top of all that. Run a hyper-carry like Vayne, Twitch, or Kog Maw with her.
·
Thresh - This is really more just an issue of Thresh doesn't work
well with any support item. He doesn't scale well with AP, he's ranged
so he has a hard time using Relic Shield (I'll explain in a second), but at the
same time he doesn't burn through mana or focus on sustaining out the enemy.
Really, Relic vs. Coin start is a matter of
preference. That's why you'll see some pros starting with a Ruby Crystal, so
they can rush Sightstone, an item Thresh undoubtedly gets full use out of.
They'll usually pick up a Coin or Shield item later on in the game. Personally
I like Coin because I'm a utility hog. The more I can do to put my carries in a
position to win, the better off I feel and the move speed in conjunction with
CDR on Thresh's abilities feels great.
Relic Shield is a tank's
best friend. Granting health, HP/10, and a passive that let's you
"steal" minions from your ADC (don't lie, you've done
it before).
For more clarification,
the Relic Shield passive shares gold with the closest ally in a specified range
and heals you both for a portion of your max health, at the cost of a charge
which refills over time and stacks up to two charges. Additionally, if you're
melee you'll get an execute passive on your auto attacks if the minion is low
enough on health. If you're a ranged champion, you'll still share gold, but you
have to kill minions the old fashioned way of timing it right. This execute is
great because most supports have a laughable base attack damage and if you try
and farm minions without it you'll run a high chance of misjudging your attack
and then no one gets gold.
If you're keeping the
item stacking continuously (make sure you're never sitting on full stacks) you
can make a huge amount of gold off of this line. You're literally doubling the
gold amount from each stack you use. Biggest issue is though, you need another
ally around you to use it at all. Roaming is discouraged with this line, purely
because you'll end up walking around with full stacks and never using them.
Note I say discouraged, not that you should never do it. There's a time and
place for everything.
Some quick notes on how
the passive of this line works and how to make the most of it:
·
Try and keep one stack up for the cannon minion each time it
spawns. Not only is it worth the most gold, but because the execute is based on
max health, it's the easiest to proc a charge on. Even better are super
minions.
·
Don't double jungle. It doesn't work on jungle creeps.
·
As long as the minion you kill is within the item's range of an
ally it doesn't matter how you kill the minion. Sure the execute applies solely
on melee auto attacks, but that doesn't mean you can't use abilities as well!
·
The heal can keep you and your ADC in lane a bit longer.
Don't underestimate its strength.
·
This is the only item in the trio that never gets gold passively.
If you’re not taking minions you’re losing money. The stats aren’t efficient
until you take enough minions.
As you upgrade, you gain
more total stacks. Targon’s gives you three and Face of the Mountain has a
maximum of four. These stacks will grow quicker after you upgrade to Targon’s
Brace, meaning you’ll gain gold quicker after putting a bit more in. You’ll
also gain more health, HP/10, and because the recipe for Face of the Mountain
involves a Kindlegem, 10% CDR.
The active for Face of
the Mountain really plays on to the role of a health-stacking tank. There are a
lot of weird numbers here though so stick with me. The active is a shield you
can place on any ally champion. The shield strength is determined by a portion
of your max health. After a few seconds, the shield will pop, a la Sion (if
anyone even knows what that means). The damage the shield does is based on the
amount of AD the person who is being shielded has.
There are a few things
that aren’t apparent with how the shield works though. For instance, rather
than shielding someone else, you can shield yourself. This a great way to jump
in and do your thing and try and make sure you can get out when the enemy
thinks you’re dead. It’s also really clutch at saving people from any kind of
damage over time (DoT). Another cool fact is that the shield can be completely
taken off and the explosion will still occur. Don’t worry if you tossed it onto
an assassin like Zed or Kha’Zix. The shield may die quickly, but as long as
they stay alive the damage portion will still occur.
Specific Champs to build
Face of the Mountain:
·
Leona - The staple champion that was a contested pick when the
item came out. She tanks, she scales well with health, and she’s a good
contestant to throw the shield on herself if all else fails. As long as you
flex your muscles you can zone and grab all the farm you want.
·
Braum - Speaking of hotly contested picks, Braum is great for the
Relic line in almost the opposite way that Leona is. Sure they both tank damage
all day, but for completely different purposes. Leona dives, while Braum saves.
·
Alistar - Look at him...he’s a giant cow. Just like Thresh, Alistar
can realistically build two different items. His kit can function in two styles
dependant on how you play him. If you want to get in the fray and knock people
around, go Relic and be the damage soaker you crave. However, if your plan is
to try and just peel people off your carry and heal them whenever you need to,
you’d be better off building a Talisman for the extra CDR and mana. This can be
different every game, so it’s up to you to try and realize what you need here.
The Spellthief’s item line really opened up the possible
support picks. This item is made to be used by an obnoxious poking mage that
harasses and whittles down their opponent in lane. This line brings you AP,
mana regen, and passive gold/10. The unique passive on this item uses a charge
and enhances your spells and auto attacks by putting a small amount of flat
damage on them. To further drive players to poke at the enemy, every time you
lane a spell or auto attack you gain a bit of gold. Both the damage and gold
per auto/spell work off of charges similar to Relic Shield. Keep in mind that
if you take minions at any point, the passive portion of this line will go on a
cooldown.
Compared to Ancient Coin,
you get less mana regen, but more damage and a way to get more gold, and in a
way that’s dependant on other champions rather than minions. As you move up the
line you gain more passive gold, AP, damage and gold per skill landed, and more
mana regen. You won’t get as much mana regen as Coin, but you’re trading that
off for more damage and the possibility of more gold gain. Once you reach Frost
Queen’s Claim, along with 10% CDR from a Fiendish Codex, you get an active that
shoots a bolt that explodes, causing damage and slowing any enemy caught in the
blast. The damage scales per champion level and the slow is hard capped at 80%
and decays over two seconds. A really nice point of fully upgrading is that the
deactivation on minion kills no longer occurs. You can kill minions and still
get gold and extra damage right afterwards.
Once again this active
works well with the play style intended. Your role here is to sit back and poke
as much as you can, meaning you don’t want to fight unless you’re the one
initiating. Just like Talisman, it can be used to engage or disengage (but not
as well as Talisman). In my opinion, the best way to use the active is in
objective or area control. Whether you hit someone or not, it always is
explodes in an AoE. If you don’t hit, you at the very least close off an area
to the enemy for a little while. This can be key in obtaining or denying
objectives such as Dragon, Baron, or any of the buffs on the map. The biggest
difference between Talisman use and Frost Queen use is the fact that Talisman
is for repositioning yourself, while Frost Queen is purely map and enemy
control. You can use Talisman to position yourself and gain objective control,
while Frost Queen let’s you do this from a distance.
Frost Queen’s Claim is
what let usual mid lane mages run bottom lane. Champions like Syndra, Vel Koz,
Kayle, Anivia (a personal favorite of mine) will benefit from the extra AP,
damage on hit, and CDR. These are played as kill lanes and can be very hard to
counter because they will force fights whenever possible, and they can take you
down very quickly. Late game, they’re still able to scale well if they get a
lot of gold from their item and possibly kills. If there’s a mage support,
there’s one less spot on their team for a tank. Build tanky to survive the
burst and you should be ok if you don’t give a lot of kills.
Specific Champs to build
Frost Queen’s Claim:
·
Zyra - Not only will plants proc the passive gold and damage, but
her auto attack range is ridiculous. She is a support that excels at hitting
you from afar, both with spells and auto attacks. She scales well with AP and
because she’s immobile, the slow on the Frost Queen active is very useful.
·
Morgana - The first champion we really saw building Spellthief’s.
Her Tormented Soil(W) is the reason for it. The passive effect procs on every
“tick” of damage, making DoT skills very useful for getting all charges off.
You can lock people down with a Dark Binding(Q) and force them to take all charges
with a W underneath.
·
Lulu -Her abilities all scale well with AP now. More
utility, and with the extra damage on Glitterlance(Q) she chunks people hard
early and can dominate from there. The AoE slow synergizes well with her
movement speed and total ability to get away from people by knocking them up
with Wild Growth(R), Polymorph(Enemy W cast), speeding up with Whimsy(Self W
cast) and a slow that scales with AP on Glitterlance.
·
Karma - Karma could go Talisman as well, and this is a great
opportunity to once again highlight different play styles. A Karma with the
Spellthief’s line will focus on chunking out her enemy with Mantra - Inner
Flame (R->Q) and poking out her enemy. This makes her early game very very
strong, but because of her lack of a “true” ultimate, her scaling after 6
is poor. If you go for a Talisman on Karma, you’ll focus more on her utility in
her Inspire(E) shield and the movement speed and crowd control(CC) and low CDs
to put her team in the best position to fight/kite.
(Bonus points if you pop Talisman, Defiance (R->E), and Sivir’s
On The Hunt(R) in succession. The amount of ground you’ll cover is amazing.)
Summing it all
Up
So in review, the three items have three
distinct play styles. Talisman is sustaining and forcing or avoiding fights.
Face of the Mountain is for tanks whether they peel or dive, you’ll want to
brawl a lot with this. Finally, Frost Queen’s Claim is more for poke/area
control making it hard to walk through an area, and dominating lane with
constant harass. Depending on which champion you’re playing and what your play style
is on top of that, you’ll build different items. Don’t feel you’re stuck
building certain items. Experiment, and you may find something you like and
something that works.