Friday, October 17, 2014

Season 4 World Championship Finals Preview : Samsung White vs Starhorn Royal Club



by Max

Samsung White and Star Horn Royal Club both entered into the Quarterfinals in the prestigious first seed spots of the two 'easier' groups. White was barely challenged at all, coasting through undefeated. Royal Club dropped a single game to the NA champs, Team SoloMid. So let’s examine the statistics to see how close SSW and SHRC actually are:

Not surprisingly, when you look at KDA ratios at Worlds, the top five players are all from Samsung White. While both teams dropped a game to TSM, that was White’s only loss (holding a 6-1 record), whereas Royal Club did not have an easy path getting to the finals. White dominated all their series with ease; Royal Club’s 6-4 record included two tough series that came down to the final game. If mindset matters, Samsung White will definitely has the upper hand there.


White's laning phase has been completely devastating. Mata's early game roams and Dandy’s amazing counterganks and counterjungling leaves the enemy junglers with no room to breath. Pawn performed really well, teaching Dade how to play that midlane Jayce. It is difficult to analyze SSW's comebacks and how they play with a massive gold deficit, as the team was only placed in that situation once during the tournament (in their single loss to TSM). It was a game SSW arguably lost in the draft phase, by not having any wave-clear and choosing only late game scaling carries.

Star Horn Royal Club has been playing the "let’s get UZI fed" game, and even though it's worked out for them so far, it might not be enough against White. We have seen that if they fall behind without having a hyper-carry Tristana in their pocket, they have absolutely no idea what to do. Besides being famous for his Lee Sin mechanics, inSec is also famous for his playstyle. He looks for fights and then looks for more. When Royal Club is behind, he is still constantly looking for fights instead of farming up in his jungle and waiting to countergank.


The bottom lane is where Royal Club has the greatest chance of winning. Uzi and Zero can dominate the early game, especially against imp’s favorite Twitch pick. Presumably the weaker draft will do a lane swap, and that will show how well can SRC strategically plan against SSW. Hopefully, Royal Club will bring enough of a challenge to keep the Finals interesting and stave off the 3-0 blow out most are expecting. With over 45,000 fans watching this Sunday at the Seoul Olympic Stadium and millions more tuning in from all over the world, we're hoping for a championship to remember!

Sunday, October 12, 2014

A Look at the League of Legends Preseason PBE Changes



Tons and tons of preseason changes were shipped to the PBE recently. Some are here to stay, some aren’t, and some have yet to be seen. But as with any change, there are trade-offs:

Items

The first item change I want to mention is the addition of Righteous Glory; specifically, I’d like to thank our Rito overlords for adding another item that builds out of Catalyst the Protector. Ever since Season 3, we've only had one option when buying this - Banshee’s Veil. With the new Righteous Glory, we have an option similar to Rod of Ages that helps your team a bit more when sieging. Also, just a hunch, this item on a team with the new Sion will hurt quite a bit.

There’s another new item, though, that I don’t like so much: the Zz’rot portal. This item, intended for tanks who aren’t very good at split-pushing, spawns monsters that act as extra minions for your team and sends them to the nearest lane. A cool concept but, in my opinion, it will greatly devalue the skill of controlling side waves. This is a hard skill to learn and an even harder one to implement, as you can see when the top professional teams lose track of how a lane is pushing and end up losing a tower. If you spend the time and resources building up your side lanes and then your opponent just buys an item to spawn more minions, what’s the point in learning that skill?

There are also a slew of changes to elixirs. Some are good and exciting, but I have some deep reservations about others. The current elixirs are being removed and there are four new elixirs taking their place, so it’s not like that idea is gone. In fact, I think there will be some great uses for these new elixirs. Take the Elixir of Iron for example; paired with the Captain enchantment on a set of boots, your allies can quickly follow up when you engage on the enemy team. Or your Tristana could buy an Elixir of Wrath and stack on extra time to its duration as she gets resets in a teamfight. These new elixirs open up plenty of possibilities.

However, they also added a restriction to elixirs that seems to be pretty much out of the blue. You can no longer buy elixirs before level 9, even though this had never caused problems before. There were very few situations where anyone would do this anyways - one example being the red elixir start on Zed - and doing this was always a choice which had clear strengths and weaknesses.


Note: This item is still bad. Don’t buy it. It got some changes, but it’s still in a very awkward place.


Jungle Changes

There are a lot of changes to how the jungle works, and this is the area where we’re most likely to see more changes in the coming weeks. Little is known about these changes, but I think I can say that the four different versions of Smite will probably turn out to be a good thing. It allows for junglers to play more to their strength and what their team needs. Also, I have a feeling that these jungle changes will benefit Korean teams more than teams from any other region, since the need for “jungle smarts” is going to increase and Korean junglers currently outshine the rest in that department.


However, now you can only buy Hunter’s Machete if you took Smite as a summoner spell. Many of you may not know this (since LPL has a very low English-speaking viewership), but Chinese mid laners had begun building jungle items (usually Spirit of the Spectral Lizard) and farming wraiths every time they respawned. This new restriction on the jungle items eliminates this innovative strategy, which could have even been improved with these jungle changes (i.e. getting faster camp clear).


Read: Always kill wraiths before you go to dragon or Baron. ‘Nuff said.

Objectives/Macro Strategy/Misc.


One of the biggest changes announced was the addition of the crab patrolling the two sections of river. Now, Xypherous referred to it as a “scuttle crab,” but the client calls it a “giant enemy crab.” Whichever name goes through (but it should totally be the second one), this moving camp will be important to keep track of. This is likely going to be a good change, as long as they add special interactions between this camp and Urgot.

Still Waters is a buff introduced in these preseason changes. It gives bonus movement speed out of combat and, after standing still for half a second, 25% increased vision range and the ability to see over walls. This will be useful in many situations, from sieging the enemy’s base to contesting Baron. The only player I wouldn't give this power-up to would be a split pusher. If they’re relying on it to avoid getting caught out, then your team does not have the proper map pressure to attempt a split push in the first place.

The new dragon bonuses are certainly a little odd; stacking bonuses for each dragon you kill is an interesting direction to take things. Early dragons will likely become much more important. These changes should be good for competitive play but could go either way for solo queue, since objective control is typically better and more emphasized in competitive matches.

Dragon gets a buff, though, against your team for each time you kill it. As you challenge for your fifth dragon, it will be dealing 180% damage to your team. This means that you either have to be very far ahead of the other team to contest, or you have to rotate in such a way that you can take it without any opposition. This will probably need to be tuned down, but we’ll see.

The new Baron buff is interesting too, but the most striking thing about it to me is the massively improved recall you get when you have it. You recall in half the time and, from what it sounds like, basically get a free Homeguard enchantment on top of it. This may (and I hope, will) encourage more diverse choices when upgrading your boots - assuming boot enchantments aren’t also being updated.

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By Kennan French

Saturday, October 11, 2014

Fashion in Esports



by Louis "Guichex" Lemeillet

Is it weird to talk about fashion if we're talking as subjects of a group of teens who are playing hours of video games? Maybe, although I believe even geeks, nerds or whatever you call them, have their own fashion in some way, despite being far away from the “fashion” world you see in everyday mass media. But is it weird to talk about fashion if we're looking at a sport? Clearly it isn't. Every sports has its own fashion. Basketball, American Football, Soccer, Baseball, Golf, etc. they all have a clear set of clothes which is common only to them. So why not eSports? This discipline is still new and unites a bunch of people who weren't used to being in the spotlight before. Still, every successful team is selling its own merchandise and wants to popularize it. What is different from other sports is that eSports doesn't require a special outfit, and a lot of teams seems to have a different idea of what they have to wear mainly depending on their region.

Asia wants to be classy.



Asian teams (Korean, Chinese, South-East Asian) have somewhat united to wear almost the same outfits when they're performing on stage, or at least for the upper body. A lot of teams we saw at worlds are wearing low-key polo shirts with a little room allowed for the team logo and the sponsors. Regardless, they are still visible especially when Riot is making a lot of interviews and close-ups on players. A small difference is visible for EDG & AHQ where they're wearing classic t-shirts but are almost always wearing sports jackets which follow the same rule as before: subdued logos from sponsors.



In some way, the fashion these teams are putting on is really close to what you'd find in golf. And it's quite logical: golf is a sport, but not as intense as some other sports like Soccer or Basketball. Some might categorize it as “not really a sport,” but the same could be said for eSports. Also, Golf is a sport which requires a lot of focus, mental strength and precision. Same for eSports! The only difference here is on the lower body of our favorite players. Koreans are often wearing absolutely horrible sweatpants. I mean, I wouldn't dare to wear those kind of pants outside of my house nowadays, and I don't think it sends a good image around the world, since it'll keep pro-gamers classified as “geeks in sweatpants.” They also keep wearing them in advertisements like Faker did recently. I mean...come on.

Chinese and South-East Asian players are wearing a bit more classy jeans and you have to give them props for it. I know sweatpants are comfortable for playing in, but man, jeans aren’t that hard either. It's not because you wear jeans that you'll perform worse considering the level of those players.

Europe, too much soccer?



Despite being a fan of Europe's performance in eSports, I still don't understand how some structures think regarding their team clothes. I mean, yes, we like soccer a lot, but it doesn't mean you have to copy it and import it into eSports. Why did sports jerseys, of all clothes, make the cut here? My guess is a lot of people investing in eSports come from an average social class, not especially poor or rich, but with a middle-class culture which is obviously greatly centered around the most popular sport in Europe. No other sports come close to it, and it has a clear and vast influence on a lot of people.

Coming from this social class, eSports players and fans wanted to say their passion for video games was as great as some peoples passion with soccer (or as great as their own), and directly imitated its style, importing the sports jersey you can see on a lot of European teams now: Fnatic, Copenhagen Wolves, etc.

I honestly don't think this is the best piece of clothing for eSports. It isn't, properly speaking, a physical sport. It requires a lot of focus, and while you sweat a lot during an official match for sure, I don't think it requires such an outfit. The core “physical” and psychological needs of pro-gaming is mental strength and precision, which are mostly shared within sports like golf, or maybe baseball.

North America went in the right direction but stopped halfway.



North American LoL teams have embraced eSports fashion in a different way than other countries by not trying to make it look like a traditional sport, but almost all the teams have a different style of clothes. White hoodies and sky blue T-shirts create Cloud 9's theme. Dignitas has black hoodies and CLG wears long sleeve cotton shirts. TSM players wear satin varsity jackets and Evil Geniuses scored a fashion knock out in their amazing black leather jackets. Only Curse seems to enjoy the sports jerseys (and they should fit them more, because it looks like they're way too big for some players!)


But unfortunately, the NA teams are almost too convoluted. All of them want to differentiate from the one another too much, and none of them, except Curse, are reasoning as a business by renewing their official clothes regularly. At some point, a new season into LCS should mean a new set of clothes. Fans are generally happy to see those changes and feel like they need to buy the new ones to be a better representative of the team. Yet, a lot of teams are hesitant on this point and just play around with colors to offer more than one set.

In the end, I think eSports clothing styles may actually be too diverse. Hoodies, sports jerseys, polos, t-shirts (and even an attempt at polo-shirts and hoodies from SK) can be a little weird. All these pro-gamers play the same game but none of them are wearing the same thing. It comes across as a bit disorganized. But that just means that eSports has nothing written in stone yet. I like it, because then we can only go up.

Setting up some standardized fashion code might help set values and integrity inside the community. Moreover, it helps show the world that eSports are real, that they are happening here and now and that mainstream industries needs to invest now to get the bigger piece of the cake. I think polo shirts are the best option, but it doesn't really fit with the gamer image we have in our Occidental regions. Nevertheless, it has been shown in recent studies that a lot of eSport viewers are not hardcore gamers, and looking closely into this population might deliver the answer.

by Louis "Guichex" Lemeillet

Thursday, October 9, 2014

TOP FIVE EU FREE AGENTS



By Reece "SabrewoIf" Dos-Santos

Europe, for me, has always been a promised land of talent for the League of Legends pro scene. Whenever you think that there won’t be another rising star, three more pop up and burst onto the scene. However, with so much rising talent, sometimes shaky infrastructure, and a tendency to hold onto well-known names too long, EU has a habit of letting some great talent slide into the shadows. So let's take a look at the top five players currently listed as free agents.

In no special order:

Gillius

Gillius technically didn't qualify for Worlds 2014; he was only brought in to sub for Svenskeren due to his unfortunate racial incident in Taipei. Prior to this, Gillius had only garnered experience from playing on SK Prime and Unicorns of Love in the challenger scene. Despite this, Gillius still put up a pretty solid showing for a rookie, at times even looking better than some of the actual team veterans who struggled to adjust and compete at their best level. While one would think that Gillius would go back bringing a wealth of experience and growth for newly LCS bound Unicorns Of Love, the team made the rather shocking decision to bench him, leaving him in the unfortunate position of having played in Worlds...but not the LCS itself.

Best Team ChoiceCopenhagen Wolves

The Wolves have always been EU’s hub of promising talent, I believe they would greatly benefit from Gillius’ newly gained experience and solid playstyle.

Nukeduck
Nukeduck, in his prime, was arguably one of EU’s best mid laners and a real force to be reckoned with, especially at the height of the Season Three assassin meta, which greatly suited his playstyle. The whole of the Lemondogs' squad were some of EU’s best in their positions and the degradation of the team and the eventual suspension of Nukeduck and Mithy was a huge waste of talent. However, with his suspension over, Nukeduck now has another opportunity to explode onto the scene and every team should honestly give him a look. The recent rumours surrounding him and Woolite possibly moving to Roccat would be amazing for the team, as a Nukeduck/Jankos partnership has the raw potential to be one of the scariest if they gather good synergy to accompany their individual talent. With so much time off to work on his attitude, his work ethic and mechanics he should now be ready to take the EU LCS by storm.

Best Team Choice: Roccat

The more I think about it, the more I believe Nukeduck can take Roccat to higher levels. I’m really excited at the prospect of a huge playmaker and arguably EU’s best Season 3 mid laner paired with arguably the best jungler from EU Season 4. I also believe Overpow might be able to properly benefit from the more farm-centric style of the top lane, where there will be less expectation to hard carry Roccat games.

Forg1ven

After the Copenhagen Wolves had to give back Rekkles to Fnatic, many people doubted their ability to gather another AD carry who could have anywhere near the impact that Rekkles had. Then Forg1ven was picked up and all the doubt was silenced. Forg1ven was a monster AD Carry during his split with the Wolves, setting GPM, Total Gold, CS per min and Total CS records for EU and he was hailed by many as the best AD Carry in EU. Unfortunately, his fall out with the Wolves management left him unable to play during summer, but he is now free to be picked up and, in my opinion, is one of the biggest free agents EU currently has on the market to offer. His wealth of talent, fierce achievement-driven nature and prior LCS experience will get great assets to any team that take it with a pinch of salt.

Best Team Choice: Roccat

AD Carry-wise, most EU LCS teams are in a good spot. Every team expect Roccat, who currently doesn't have one. If the rumoured acquisition of Nukeduck is any kind of upgrade, the further acquisition of Forg1ven would catapult them into godly levels of potential. It would also likely leave Woolite on the Wolves allowing for Unlimited to actually play more than one split with a particular ADC.

Mithy

Mithy, like Nukeduck was a member of the overnight sensation team, LemonDogs, and was one of the three who transferred to NIP only to lose their slot in the LCS, eventually leading to Mithy’s suspension with Nukeduck and Zorozero’s retirement. Regardless Mithy’s suspension time is also nearing its end and with his eligibility for the 2015 LCS spring split, he should be a big consideration for teams in need of a solid support. It should be remembered that Tabzz and Mithy were one of the best, if not the best bottom lane in Europe by the end of Season 3.

Best Choice: Supa Hot Crew (now Meet Your Makers) or Millenium 

It would just so happen that Supa Hot Meet Your Makers are missing a support player following the teams rebranding and its release of Impaler and Kasing. It has also been heavily rumoured that Amin and Mithy will be the ones to fill in the newly freed up roles. Personally, I’m not too sure whether Mithy will gel well with the rest of the team, especially Amin, but MrRallez has shown himself to be the ADC equivalent to Unlimited, putting up good performances and easily building synergy with any duo lane partner he’s presented with. Alternatively, if MYM doesn’t work out another good destination for Mithy would be Millenium. With the departure of Kerp, Millenium is a team in dire need of a leader and a fresh start. Kev1n, Kottenx and Creaton are all top class players on the right day and I feel on most days, Jree just doesn’t allow them to perform to a peak of their (especially creaton’s) potential.

Kerp

As briefly mentioned, Kerp has now left Millenium in search of a fresh start. If he doesn't find a new team to settle down with, LCS casters and broadcast producers will surely be fuming at the loss of all the script they have to discuss his famous use of a trackball mouse. Despite how attractive it is to discuss, it isn't Kerp’s only asset. His raw talent is absolutely amazing and his ability to hard carry on assassin type champions is next to the best in EU. On top of this, his careful play on champions like Ziggs also provides a healthy switch between mid lane playstyles, which is impressive considering he was a top laner one season ago. Its also worth noting that Kerp was a Fantasy LCS superstar - bringing huge numbers (on his good days) for anyone who played him

Best Choice: SK Gaming or Copenhagen Wolves

If there was a better way to say I think Kerp is better than Soren and Jesiz, I would say it - but I can’t really find one. All three look the same in terms of being rather inconsistent, but generally Kerp can do a lot more a lot better and I think both teams would do well to consider how serious they are to be competing for the top spots with their current mid lane choices.

submit to reddit -----



Tuesday, October 7, 2014

Support Lanes 101: Itemization Choices

by Jerrod "Thousand Eyes" Steis

So last time we talked about picking a support to synergize with your ADC and counter the opponent. If you missed that one you can catch up on it here. Now I’d like to go over another integral part of any position in League, your item choices. Learning how to itemize in-game and, more importantly, learning how to adapt your build paths is one of the biggest steps in turning from an average player into an above average player in my opinion. The only things I’d consider higher are macro game details and warding, things I’ll go over later on.


So many times I see people that build items purely because it’s following directions on the suggested build or from a high tier player rather than actually putting thought into why they’re building that item and what it actually accomplishes for them. Take some time to really think about what you get for each item. One of the biggest parts of being a support is managing your itemization because your gold income is a lot lower than anyone else on your team. Your items not only have to be effective, but also cost efficient. Sure that Warmog’s is awesome to help tank, but by the time you get that finished, you’re so far behind in terms of stats and helpfulness, you’re a liability to your team.


So without further ado...Let’s get into it!


Starting Choices

On almost any support you have a choice of one of 3 starting items. Relic Shield, Ancient Coin, and Spellthief’s Edge. There are a few caveats to this, but we’ll cover that later.


Relic Shield: This is a no-brainer for anyone tanky. It gives health and lets you “steal” minions from your ADC and share the gold at the cost of a charge, which comes back every 60 seconds, and you can hold up to 2.


Your auto attacks will execute any minion under 200 health and heal you and the closest person to you for 40 health (A large amount in the early game) as well as giving them the gold. It’s important to note that only melee attacks will trigger the execute, however, if you kill a minion in any way shape or form and have a charge you will proc the gold and health transfer. Save your charges for Cannon minions as they give the most gold per kill.


The charges take a long time to build up until you upgrade it, so building it into its older brother, Targon’s Brace, is important to do early. Once you do that charges stack up twice as fast and you can hold 3 instead of 2. Targon’s also adds more health and health regen on top of all of this for 500 gold.


Your final item in this line is Face of the Mountain (FotM). In addition to more health, charges, CDR, and health regen, you get a nice shield to place on an ally that explodes after a set amount of time, even if the shield was destroyed. There’s multiple ways to use this shield. One, and probably the most obvious one is to place it on your ADC if they get dove. This keeps them alive as the shield scales on your health, and the damage it deals scales on 100% AD (In comparison to 30% AP) of the person you place it on. Second, you can use the shield on your assassin as they dive in, giving them more damage, especially if AD, and a little extra tankiness. Yasuo and Zed are prime candidates. Finally, and one of my favorites, baiting a fight by running in and using the shield as the enemy chases you down. So many times I’ve fooled the enemy into death by waiting for them to blow a cooldown on me only to shield the killing damage and walk off, leaving them defenseless.


This item is especially great for supports like Leona and Braum since they scale well with health and also lack any innate sustain. This lets you zone out the enemy and take some poke while also being able to keep yourself healthy in the process. If you’re really good you can feign like you’re going to go in and just take a minion instead, leaving your opponent to wonder when you’re actually going to be aggressive. Finally, using both charges on the first wave lets you shove and get a quick level 2, which as we learned last time is a huge advantage, and you’ll still have a charge ready by the time the first Cannon minion comes around.


Spellthief’s Edge: Just like tanks love Relic Shield, magey supports love Spellthief’s Edge. This item encourages being as obnoxious as possible in lane. Poke the enemy and receive gold for it. There’s a lot less going on here as far as stipulations, as long as you haven’t taken a minion recently and have a charge, you’re able to either auto attack or hit a spell and get extra gold. Be careful though, you can easily get caught out trying to poke and give your enemy a lot of gold in return.


Spellthief’s is very powerful in the early levels and can help zone out the enemy hard. If you’re running a long range auto attack support, like Zyra or Annie, take advantage and poke out the enemy. Biggest mistake I see in terms of this though is, DO NOT TANK MINIONS TO GET THIS POKE OFF. I’m guilty of this too, but attacking the enemy only to take return damage and minion aggro means you lose the trade. If you have to move past minions to attack the enemy, it’s not worth it. Wait until the enemy ADC goes to last hit and time your attack in unison with theirs. If they attack a minion they can’t attack you, at least not without blowing a spell or chasing you.


The upgrade for this item is great, although I’d argue not as immediately necessary as Relic->Targon’s. Your gold income increases, and your damage goes up, but come teamfights you’re not going to want more poke damage, you’re going to want more stats and more spells. If you’re behind, or you find you have the gold income, there’s nothing wrong with going for a Sightstone or Chalice over upgrading this item, especially if you find you’re not able to get a lot of procs off for it. Especially since the passive gold gain doesn't go up, and the damage it adds only increases by 5.


The final item in this path, Frost Queen’s claim, gives a nice boost in AP (10->50 AP) and some CDR in addition to letting you get procs off after taking minions. The active fires out a shot that explodes, does a miniscule amount of damage, and slows everyone hit by 80%. Great for chasing someone down, and even better at disengaging fights when you’re getting chased down. Do not forget this item when running, it’s instant cast and can save you and your team’s life.


Ancient Coin: Ancient Coin is in a weird spot right now, and it has to do with recent changes to it. Ancient Coin and its upgrades is meant to be the sustain line of items, in comparison to the poke and tank items we’ve gone over already. It gives mana regen flat, and some health every time an enemy minion dies in addition to gold. For more passive supports this was awesome. No need to poke, tons of sustain, and gold for just being around dead minions.


One of the simpler items in terms of gold gain and use, at least before final build. Just sit back and let the gold flow in. Upgrading leads to more health and mana regen, including health regen that doesn’t rely on minions being around, some movement speed to avoid getting caught, and one more gold per dead minion. Pretty self explanatory, keeps your sustain and gold flow moving. Upgrading this is really useful if you’re getting shoved in since you can get some nice health regen without needing to have minions die first, but similarly to Spellthief’s Edge, it’s understandable to try and get a Sightstone before upgrading if you need the wards and health immediately.


The active here is what makes this item, and honestly is the only reason you should ever build it. It gives a huge movespeed boost to you and everyone around you. This can be used in so many ways it’s crazy. In a game like League where positioning is key, especially in lower levels of play where positioning sucks, the extra movespeed can get someone where they need to be faster and save lives. Use it to engage fights, disengage fights, and during fights to reposition and regroup. Use it to quickly get to objectives.


The damn thing has a 60 second cooldown, use it a lot!


The last time I wrote about support items, this one still had 20% CDR at final build, and was one of my favorites because of this and it’s active. Well, Riot nerfed the CDR and placed some CDR in other items to compensate. While having other CDR options is always great, The fact that this item doesn’t give any type of lane dominance basically screws you in terms of trying to come out ahead in lane. You’re basically telling your opponent that you’re not going to try and do much in lane with this item over a Spellthief’s Edge.


One of my old builds I had been messing around with before was rushing this and Lucidity boots (CDR boots). This used to give me a very fast 40% CDR and I was able to cast a large amount of spells which, since supports usually rely on base values and using their abilities as much as possible, was great. Now with the CDR the same as all of the other items, it really has nothing over them outside of the great active. The other 2 items give more gold and lane presence, and have decent actives themselves. Until something is changed, this item is only going to be useful when bought fully completed.


Some off-builds that can work:


Doran’s Shield: For a while this was a preferred start for a lot of people, but with the nerfs that it received a few patches ago, it’s not worth sacrificing the gold gain for the stats it gives. It’s not bad if you’re planning on fighting hard early and often, but if you don’t get a lead immediately, you’re going to be behind on gold.


Ruby Crystal: This is actually a start I can get behind, especially on supports that don’t have a large preference on any of the gold income items, looking at you Thresh. Picking this item up lets you rush an early Sightstone, which means more wards earlier. Take control of the vision game early, once again a strategy I think is very viable in lower levels of play. You can warn someone that they’re in an unsafe position tons of times, but if they see that Jungler coming they’ll definitely back the hell up.


Doran’s Ring: This one is an old favorite of people who hate to support, but get stuck in the role. Zilean is probably the only person I could really recommend this on since he needs more mana regen, and builds a lot differently than other supports would, but even still you’re losing out on possible gold gain with this one. Basically don’t do this one, just go Spellthief’s over it.


Moving Forward (Base Items)



Ok, so you’ve got your first item and you’ve even upgraded it. Great! Where do you go from here?


Well in most cases rushing to the final build on your support line item isn’t a great choice. You’re going to need some other items in the meantime. By no means is this an end all, be all decision. Remember what I said at the start of the article? You need to analyze where your team is at and what they need and build accordingly.


Sightstone: This is a must-buy. I almost always get this item after upgrading my initial support item, or if I’m really behind, before that. Wards win games kids, and this thing will save you so much money in the long run, you may as well call it a gold income item as well. If you support and don’t think about buying this…..stop please.


I will say that upgrading this item isn’t anywhere near a priority though. The only thing you get from Ruby Sightstone is more health, and the gold you spend on adding that health is literally worth what you would pay for the health crystal itself. The only thing you actually get for your money’s worth when upgrading is an extra ward to place. This is great if you’re constantly moving around the map and dealing with sieges in multiple areas, but if you’re stalling this isn’t gonna help too much.


Use your head and decide when you need that extra ward, if you find yourself running out of wards and backing to base only to recharge the stacks on this, consider upgrading it.


Chalice of Harmony: If you’re a spammy mage, this is your item. Basically lets you disregard your mana pool and spam spells as much as you’d like. The magic resist it provides is also pretty nice, even if not ideal, since a lot of supports do magic damage and even some ADCs. Only one sensible item to upgrade to, but it’s a damn good one.


Sweeping Lens: I know this isn’t an item, but I want to talk about when to switch your trinket. I know a lot of people will sit on their yellow ward trinket for a long time. There’s no reason to keep it once you have a Sightstone, and I think it’s worthless after first back. You can buy any wards you need if you don’t have a Sightstone yet, and sweeping out the enemies vision is extremely useful.


Pink Wards: Please buy them.


Seriously though, let’s talk about the strength of pink wards and why you should always have some on hand at all times.


Pink wards have the possibility of being the most gold efficient item you purchase every game. The ward lasts until someone kills it and in the right place you can have extremely important vision and the enemy could never know. I’ll cover more on pinks in another article solely dedicated to vision wars and how to play them, but I always try and spend my pocket cash on pinks. I usually have 2 when I leave base, whether I came in with any or not. You can use them to clear vision, keep vision in an area for a long time, and even bait people out by putting them in easily clearable spots.


Here’s my philosophy on pink wards: Even if they go someplace that isn’t well traversed or they don’t last long, they give guaranteed information on where the enemy is or more importantly where they aren’t.


Boots



Sounds simple enough, boots make you faster and give some extra stuff once fully upgraded. The type of boots you buy though, especially as a support is extremely variable.


Boots of Speed: Obviously you’ll start here at some point, when you buy them is kind of a big deal though. As support your gold income is a hell of a lot lower than anyone else, so boots kind of become a second thought. You should generally have 21 points in the Utility mastery tree meaning you’ll have more movespeed inherently than other champs, but you’ll need them at some point to keep up. I’d recommend getting level 1 boots soon after your Sightstone, since that’s when you’ll start to roam around a lot more and ward areas. Getting them earlier isn’t a bad plan though, especially if there’s a Blitzcrank or someone else on the enemy side so you can dodge skillshots better.


Boots of Mobility: My go to option for upgrading boots, lets you roam around the map and ward efficiently, and by the time you are upgrading boots to 2nd level you should be doing exactly that. Plus they’re great when moving into mid-lane unexpectedly and pulling off some support ganks. Once you take tower you should strive to be where you’re most needed as quick as possible. You’ll generally be moving around the map a lot and these let you do just that. Plus they’re only 475 gold to upgrade, which is so much cheaper than all of the other boots.


Mercury’s Treads: These are always solid buys. The reason being that they are one of very few items with tenacity, which keeps you CC’d for less time. Tenacity is extremely high value in gold because of this. These are gonna be more useful on tanks and especially anyone that needs to slog through a bunch of CC laden champions in order to do their job. Usually this isn’t what you’ll be doing, but for some it can be (Leona, Alistar, etc) The magic resist they add is really just a nice bonus, and lets you buy the cheap MR item for quick resistance.


Ionian Boots of Lucidity: These used to be my favorite boots on supports. They nicely fill in that 5% CDR that you awkwardly have from your masteries, but the reason they fell out of favor was all of the changes to support items that added CDR. We now have so many items that have CDR in them that it’s hard not to hit the cap already. Plus they don’t add anything special in addition to the CDR, like Mobi boots or Merc Treads do. Overall they’re great in concept, but you can get what they give elsewhere and receive other things in addition.


Ninja Tabi: These are always a game specific buy for me, even if I’m not on support. Generally they’re only really effective if the enemy has a lot of AD damage going on their team and they’re doing most of that through auto attacks. Just AD damage alone isn’t enough to validate buying these. These are a pretty rare buy for me but they have their place


Sorcerer Shoes: These are a very specific buy, basically only useful on poke supports with high damage outputs. Zyra is the only one I can think of offhand that would buy these regularly. If you’re going to run Lux support it could possibly work as well. Other boots provide more though if you’re a utility based support.


Finished Items



Here we’re gonna talk mid-late game items, basically what you could build past Sightstone, your support item, and boots. Some of these are more viable than others, and some of these may seem like good buys, but I’ll go over why they just aren’t cost efficient for most supports.


Since this is something that will be drastically different by tank or mage supports I’ll cover them in separate sections.


Mage Supports

Mikael’s Crucible: This is always my first item past the initial trinity of support items I get. Chalice alone is a great item for supports, since you’re very reliant on spamming spells, and the passive basically solves any issues with mana you’d have. Throw some CDR and tons of base mana regen on top of that and it’d be a pretty decent item.


The kicker is the active. This active basically saves your team from getting screwed. It’s a cleanse and a heal at the same time. Meaning if anyone is caught out and going to die you can save them. Plus the heal is based on % max health. Meaning it is even useful on tanks too. You can cast it on yourself, as well. Making it an amazing baiting tool.


At 2450 total cost it’s not cheap, but the components are easy enough to pick up, and useful enough that you don’t feel like you’re wasting slots till it’s finished. The active is well worth the cost though.


Twin Shadows: Another item I love for mages, and I think a severely underrated item, especially in solo queue. This thing gives a lot of AP some CDR and, most importantly, move speed. Move speed is not an easy stat to come by in League, especially outside of boots.


The active on Twin Shadows sends out two “spooky ghosts” that will look for the nearest enemy champion and make them visible as well as slowing them. A while back they added that if the ghosts don’t find a target they run back to you, and each ghost that returns reduces the cooldown of the item (which is very long at two minutes otherwise).


The active is very useful at scouting out areas, or even just showing the general direction of the enemy. Even if they don’t find anyone, they always go towards the enemy, showing their general direction.


This is another slightly pricey item at 2400, but for the amount of AP and utility you get it’s great late game when you need that extra oomph in your abilities and the ability to safely scout out areas from a distance. Definitely not needed until later on in the game though, and you should be able to scrounge up the cash by then.


Liandry’s Torment: This one kind of falls into the same category as Sorcerer's Shoes. You’ll only buy it on champions that are going to deal a significant amount of magic damage and rely on doing that damage for their job. Not gonna be a buy on someone like Nami or Janna since they don’t need penetration, and even if you wanted more damage you’d get more from getting AP and items with more utility focused passives.


Haunting Guise is cheap enough to sit on for a while and you get a nice amount of penetration when in conjunction with Sorc Shoes. Very niche item, but effective in the right use.


Now we’re looking at 2900 gold here for a completed item. Not worth it when you consider how much damage you’ll generally be doing, but there’s worse items to get for the gold.








Zhonya’s Hourglass: Speaking of items that are very useful in specific cases. Hourglass as an item is amazing, but for any support outside of Morgana or Fiddlesticks, it’s just a bad idea. Most of the time as a mage support you should be in the backline focusing on giving your teammates the heals and power to win fights. Not throwing yourself to the wolves.


Morgana and Fiddlesticks get good use out of it because they can keep their ultimates going throughout the duration of the invulnerability, no other support has an ability like that. Plus you’re gonna look to build a Needlessly Large Rod. Tell me when you get to go back to base as a support with 1600 gold to throw around.


Ardent Censer: This item has been the one I’ve built up to for mage supports. I don’t like this item. Not that the idea behind it is bad, or that it’s too expensive, but because when you compare it to other items you can get, it’s just…..lackluster.


First off let’s just look at pure stats. For 2200 total gold you get, 40 AP, 10 mana regen/5 secs, and 10% CDR. Okay, not bad. But let’s compare that to Mikael’s Crucible.


For just 250 more gold, you can get on base stats alone a lot more MR and more mana regen. No support has high enough AP ratios to make use of just 40 AP, so having the ability to crank out more spells and not dying is more important.


Now let’s look at passives. This isn't going to be as cut and dry.


Mikael’s gives a nice mana regen passive, which as long as you’re not button mashing should give you enough mana to rotate spells, and even if you do run dry you’ll get more back fast. It’s second passive is that great heal/cleanse we talk about already.


Ardent Censer gives move speed, which is a great stat, but this one is a unique passive, meaning if you get another Aether Wisp for a Twin Shadows, you’re not getting any more movement speed until you actually finish Twin Shadows, since they’re both unique.(I have been corrected on this thank you!) So I was actually wrong on that one. My fault, however, I still think you're going to get more from the actives and passives of Twin Shadows/Mikeal's for your team rather than Ardent Censer.


The shielding/healing effect is more interesting, giving attack speed to everyone you shield or heal, but you’re relegating this item to people who shield and heal right off the bat. On top of that, how many of those champs really only shield or heal one person? Taking the value of this passive down even further for those champs. Finally, and most crucially, how many champions on your team will actually make use of more attack speed? Extremely reducing the effectiveness. Why wouldn't you spend 250 more gold for a much more useful passive in saving people? If you want the AP and movement speed, get a Twin Shadows, since it’s double the AP and the movement speed isn't unique.


In short, Ardent Censer is an item that’s stuck in between being a support item and an offensive item and it really doesn't accomplish either very well when compared with other items. It could possibly work will someone who shields or heals AoE, like Alistar or maybe even Karma if you're willing to pop ult for it, but the vision and utility other items have just outclass it hardcore.


Ohmwrecker: I’m not gonna spend too much time on Ohmwrecker since it has a lot of similar issues to Ardent Censer in terms of not having a clear in-game use. It gives health and a decent amount of AP. Both of these are useful for dives yes, which the passive also assists in, but you’d want health on one champion and AP on the other, it’s just a really wonky item and other items do more in the same slot.


Tank Supports



Tank supports are a bit different in that they need to build to be tanky like a solo laner, but on a fixed gold income. There’s tons of great tank items out there, but you’re not going to want to build all of them because of gold value. What you need more than anything cheap stats.


Magic Resist Options



Locket of the Iron Solari: Probably the top MR item for tanky supports, very team oriented and perfect for supports. The stats it brings are a little bit gold inefficient until you bring into account the passive or the active. The aura brings 760 gold worth of stats to each allied champion. So if you’ve got all four champions near you that aura alone brings 3040 gold worth of stats to your team.


Now the way the stacking of these items works is weird. Except for special cases, you’re not going to want more than one on a team, so it’s important to let your team know you’re building it. We’ve gone over how it’s not gold efficient in stats on its own, and needs to have at least one person to give the aura to. Well, if you’ve got two people with the item, you’ll get it stacked twice on the people who have a Locket, and only once on anyone else, making it extremely gold inefficient around small groups.


By the way, because I never see people mention this, you get the aura as well. You’re getting 40 MR not 20, and you’re also getting the health regen.The base stats look like crap for a reason, because the possible value you can get from this item is immense.


Banshee’s Veil: Probably the best high MR item you can get. A bit expensive on a support budget at 2750 total gold though. You’re getting a lot of MR and if you have no self healing mechanisms (Braum, Leona, etc) you’re always going to want this over Spirit Visage.


Banshee’s has two unique passives and one is more prominent than the other. First off we have the shield. It blocks one spell every 40 seconds you don’t take damage from enemy champions. Basically a poke shield and a counter initiation shield. Very effective against skillshot initiations like Blitzcrank’s grabs since they can already be hard to hit and now you’re adding the fact that the shield needs to be popped beforehand.


The second passive helps more against poke. It’s basically a mega version of Spectre’s Cowl’s passive. Once you take damage from an enemy champion you get 45 health regen/5 for 10 seconds. In other words, you’ll get 90 health back, which is sometimes more than the damage you took, and it will reapply every time you take damage. This thing gives you so much in one package, it’s a great item.


Spirit Visage: Now this is the other high MR item you could buy. Interestingly enough, this item is actually gold efficient without it’s passive, giving 3203 gold worth of stats for 2750. Nice!


It’s less health than Banshee’s and similar MR, but you’re getting CDR and flat health regen with Spirit visage. First off, let me clarify how this passive works. You get more health regen on yourself, not on or from your teammates. Self healing is the only way to make use of this. It is a very selfish item in that aspect. It won’t affect abilities that grant health, this would be something like Lulu ult or anything else that is only temporary health.


(Side note, Lulu’s ult is also not affected by Grievous Wounds.)


One thing that always bugged me was losing the passive on Spectre’s Cowl when I upgraded the item. However, because you get effectively 24 health regen per 5 if you include the passive on the 20 health regen you get, it’s actually more than the Cowl’s passive and doesn't need anything to trigger it.


Armor Options



Frozen Heart: This is a monster defensive item. It gives 100 armor, 400 mana, and 20% CDR. All for the low low price of just 2600 gold. Even without a passive this item is giving you 3433 gold worth of stats. Glacial Shroud is also a pretty nice mid game item, considering it gives you armor and CDR pretty cheap.


The aura is similar to Randuin's Omen, which we’ll look at in a bit, in that it will lower attack speed, but Frozen Heart will lower the attack speed of anyone near you. Minions, monsters, or champions. It only won’t affect Dragon or Baron. The best counter to anyone who relies on auto attacks. Which, lo and behold, is every ADC. Really nice too on supports because of the massive CDR and mana it gives. I’d always get this on someone like Braum because the amount of stats you get for this item is crazy.


Randuin’s Omen: No mana or CDR here, but a nice bunch of health. This one is gonna cost you 3000 gold though. It’s actually not gold efficient in the slightest since in total you’re only getting 500 health and 70 armor. You do get a passive and an active on it though.


First up, let’s look at the passive. This passive is completely seperate from Frozen Heart’s passive and can stack. When you get hit by an auto attack, that person’s attack speed will lower by 10%. This can be great for divers that want to get on your ADC like Tryndamere, Jax or Aatrox. Get in their way and force them to hit you. However, it’s mainly only useful on people that dive themselves since it’s hard to force someone to attack you.


The active, however, can be very useful for peeling. It slows everyone around you for a specified amount of time. It actually increases the time with more MR or armor. It’s a great way to keep people from reaching your teams backline.


Sunfire Cape: Cheaper armor basically, once again better for diving champions not peelers. The passive here is constant damage around you, but considering you’re gonna be dealing with tankier people trying to beat their way past you it’s not gonna do as much damage since that bruiser would probably have some MR built on that would negate a lot of the constant damage.


The only champion you’d want this on maybe is Leona since she’s almost always diving in on the enemy, but even then it’s an iffy buy.


Iceborn Gauntlet: I’m kind of split on this item. It’s less armor and CDR than Frozen Heart, and you’re not really getting much out of Sheen on most supports since damage dealing shouldn’t be your main priority.


That’s enough of crapping on the item though. This thing is has awesome peeling mechanic in auto attacks, I could definitely see someone like Braum or Leona or Blitzcrank building this because of their synergy with auto attacks. Blitzcrank maybe not as much, but the amount of slows you could stack on Braum could be very nasty. I’d still rather see Frozen heart, but there are worse items you could build.


Thornmail: Basically pure armor. There’s a time and place for this item, but it’s much better on solo laners since they have more slots open (no Sightstone, support item, etc.) It’s not gold efficient on its own, and the usefulness in the back line is mediocre at best. Health would be much better usually since it would mitigate both magic and physical damage.


Warmog’s Armor: Too expensive on your budget. Gotta think about your gold income before you buy, and this item even if it is good, is just way too expensive to get. Health is an awesome stat, since it’s visible to the enemy and can intimidate and will mitigate all types of damage. Focus on getting health from other items in conjunction with some MR and armor.
Remember, armor and MR can increase your effective health multiplicatively, whereas when you buy health you’re only adding on to your pool of health.


So this basically covers all the itemization I wanted to look at for supports. Obviously every game is different and you'll want to focus more on MR for some games and armor for others. This should at least explain why you buy certain items over others. Stay tuned for the next installment where I go over everything about warding!


Be sure to check out my other articles:
by Jerrod "Thousand Eyes" Steis