What does lp mean in bigfatlp
Sign up for free! What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. User Info: Camel-Rider. User Info: LChaos2. Get it? Because bigfatlp's old name was bigfatjiji, and jiji is the chinese term for the male genetalia. User Info: BoydZilla. Who's in your fantasy?
We are not gay. We just admire the handsomeness of LoL progamers. LoL players do not have nice bodies. Who is that in the top gif denying a high five? Linak from Millenium. I am pretty sure that was Kuja. Hm I remember it being their jungler which is Linak.
I'm probably wrong though. Either way, hilarious gif. That is Linak :D. Live Events No Live Events. No Upcoming Events. Page 3 Introduction This is your first step on the path to becoming a support. Your mind will transform into an analytical machine capable of plotting the destruction of enemies within mere seconds of encountering them. Your body will follow suit and provide the strength needed to execute the downfall of opponents and more importantly, the rise of your ELO.
Stomping games will become second nature, and the games you do lose will fuel the fires of your quest to be the best. The Art of Support serves as an extensive support guide specifically geared towards solo queue, however many of the strategies explored are also relevant in competitive League of Legends.
While in challenger, I peaked at roughly LP. Underlined words are included in the glossary, located at the back. Read this book from cover to cover or simply hop around to the most intriguing sections. Feedback is always appreciated. Strategies such as warding, harassing, zoning, freezing, shoving, roaming, and diving all serve to maximize the benefits this rule provides to your team.
Consider this: Why do we ward? To ensure our AD farms safely. Why do we harass? To prevent the opposing AD from farming. Why do we zone? To deny the opposing AD farm.
Why do we freeze? Why do we shove? Why do we roam? Why do we dive? To snowball other lanes; secure global gold for our AD. Whenever you make a decision in game, always consider whether or not it follows the cardinal rule. To truly carry as support, you must do everything in your power to turn your AD into an unstoppable machine that kills everything in its path. Before covering in-game strategies which help accomplish this goal, we will cover a few fundamentals which all players should understand.
In fact, watching for six seconds is hardly enough to fully capture all of the information displayed, but four seconds will suffice. During laning phase, constantly scan the mini-map for the following, listed in order of importance: 1. Enemy Jungler 2. Allied Jungler 3. Enemy Mid 4. Allied Mid 5. Enemy Top 6. Your decision making will improve by constantly watching the mini-map each game. A common mistake for bronze and silver supports is to engage on the opposing bot lane when the enemy jungler is headed towards them, walking right by a ward.
Alternatively, paying attention to the enemy mid and top laner will prevent numerous deaths. Kuresshendo, a top main famous for his Akali, would constantly gank bot through lane after reaching level 6.
Turn your mini-map scaling to Tape a picture of Mila Kunis to your screen below the mini-map. Look at the mini-map and Mila Kunis every five seconds. Scan the mini-map for each player in order of priority previous page. Repeat steps three and four until you pass out. Map awareness will become natural after a week of practicing the program.
Keeping the picture of Mila Kunis, or your favorite celebrity, is highly recommended. He recorded many timers in order to outplay opponents in laning phase, coordinate taking objectives, and to catch players during mid and late-game. Having a record of all the timers allowed Gleeb to have better decision making than his opponents, setting him apart from many of the other players who neglected such an important aspect of the support role.
Know these like back of your hand. There are printable flash cards located at the end of this book, after the glossary. Note that the summoner spell SS chart does not cover reduction by distortion boots. The next time you witness a Dragon or Baron die, an enemy using one of his summoner spells, or a ward being placed. Continue to time progressively more and more summoners with each game. This is discussed further in Chapter 6.
Junglers will usually time their ganks if you let them know when a specific ward e. Use your experience from previous games to help conceptualize how match-ups should play-out. The following contains general questions which will help gear you towards choosing an appropriate play style during laning phase.
Factor in sustain. You may not be able to answer every single question confidently, but through experience, 13 experimentation, and education you will begin to consider these questions more indepth and change your play style accordingly.
Chapter 2 will extensively cover the appropriate times to play aggressively, as well as outline situations where you will benefit by adopting a neutral or passive play style.
When are we weaker than them? Before level 8, however out-plays are possible. Tristana is a hyper-carry lategame AD. Is their AD carry late-game or early-game oriented? Caitlyn is strongest early to mid-game, however Tristana will out-scale Caitlyn during late-game so farming is very important for Tristana during laning phase.
How do we outplay them? What are their Summoner Spells? Do we have a stronger Summoner Spell combination? Exhaust will render Caitlyn useless in an all-in, however they have strong kill potential if Blitzcrank lands a hook on Tristana or me Thresh.
The Summoner Spell combinations are roughly equal. Do we win all-ins early levels? Only if I Thresh land a hook onto their AD. If their Blitzcrank is below half health, landing a hook would mean kill potential. Can we out-harass them factoring in sustain? Will their jungler apply early-game pressure? Your answers will vary. Do they have global ults? Melee minions die after three turret shots while caster minions can only survive two shots. Every three waves a tank minion will spawn.
These minions are designed to withstand numerous turret shots. Depending on the current health of a minion, your AD may not have enough damage to last hit a minion before the turret kills it. This is easier said than done: Develop an intuition for this skill by preparing minions under turret when possible.
There are a lot of strategies teams can execute before minions spawn; however, only a handful have the potential to succeed. This chapter discusses strategies to employ before and during laning phase for bot lane. There are three main tactics which have high rates of success: Invading, spreading out, and defending.
Invading is the act of sending most or all of your teammates into a region of the enemy jungle with the intent of either stealing a buff or killing someone for first blood.
Invades have more potential when either you, as the support, are playing a champion with hard crowd control CC or someone else on your team has hard CC. Champions such as Morgana, Blitzcrank, and Thresh are excellent for invading, however invades are possible without CC. When you land your skill-shot on a level one enemy with your entire team behind you, the poor guy will disintegrate.
Grouping inside of a bush and waiting to invade is considered a delayed invade. Deny enemy buff. Surprise effect. After kills, enemy has Your team may retreat early, Possible smite war, your time to return. Without C. Invading is always a risk; when your team has Amumu, securing blue is more important than invading. Invading a Fiddlesticks to deny him blue can drastically change the dynamics of early game lane pressure.
A simple question, but one that should be considered. If you decide to invade, think about what you want to accomplish. Gaining vision of an area requires an early invade when the enemy team is unprepared. After the one minute mark, most teams are usually in a scattered position around their jungle. This makes it more difficult to gain vision early without interference. If your goal is to shove out the enemy and steal their buff or just simply deny them a buff by pushing them out and then retreating, look to invade between and Invading later than will almost always result in a full on team fight, which is certainly a good tactic when your team is much stronger at level 1.
There are multiple routes which you can invade from. For the purposes of solo queue, there are negligible differences between the routes other than the variety they offer.
Experiment and find what works best for you. The two alternatives are covering and defending. There is a distinct difference between covering your jungle and defending your jungle. Covering means your team spreads out across every possibly entry into your jungle to spot any potential invades the other team may execute. This will allow you to punish the invaders and possibly pick up some kills, preventing the enemy team from gaining any buffs or vision of your territory.
Remember that the risk to positioning your entire team on one side of the jungle is that the other side is left completely open. This is the risk vs. Harassing The first ten seconds of laning phase, when both sides walk into lane, are the most intense seconds of the entire game. Who is going to completely decimate the enemy and leave him lying sprawled out lifelessly on the floor?
You, the general of your lane must lead your AD to victory and ruthlessly slaughter the enemy. There are three outcomes that can occur after the first two minion waves have arrived: 1. The wave stagnates near the middle of the lane. There is a clear balance between shoving a lane and harassing when both sides are only level 1. However, as the support you have the ability to compensate for the deficiencies of your AD. Thus, you should utilize your time efficiently by either using your auto attacks to shove the wave if your AD lacks AoE spells, or by harassing the enemy if your AD already has decent shove potential.
Take control of the lane by making the correct decision and executing it. Yes, you will take You are ranged. Unless his second buff, at level 3. The sooner you reach level 2 before the enemy, the better. The three different forms of power spikes include level advantages, item advantages, and buff advantages. Level advantages are the most noticeable differences in power. One of the most common opportunities you have to abuse differences in levels is when you reach level 2 before the enemy bot lane does.
Support champions such as Blitzcrank, Thresh, and Leona excel at this. Level Advantages Capitalize 2 Two spells available. Engage immediately. Deny CS by pressuring the enemy off the lane. Harass or engage to use utility from your third spell. Put yourself in a position to use your 5th rank spell as effectively as possible. Use your ultimate to kill the enemy, or use the threat of it to deny CS.
You will only be able to capitalize on the advantages listed above when you have a higher level than the enemy. For example, at level 11 you have access to the 2nd rank of your ultimate ability. Depending on the champion, this means increased damage and reduced cooldown. If you and your AD both have rank two ultimates while the enemy still has their rank one ultimate, fights will go in your favor due to the increased damage from your ultimate.
Alternatively, you should avoid forcing any trades whenever your AD is behind in items. This will help your decision making. Temporary buff advantages are the red and blue buffs we all know and love.
The yin and yang of the jungle camps, whenever you or your AD is fortunate enough to kill someone with the red or blue buff, by all means use that to your advantage. Picked up a red buff? Managed to invade the enemy and steal their blue? Spam abilities. You need to use every advantage you have to the fullest potential. The first type of harass is a simple and straight forward type of trading which may involve you taking some damage in return for dealing damage. The second type of 30 The Art of Support harass is focused on wearing down the opponent psychologically.
When you constantly walk forwards and backwards the enemy will have to respond to your potential to harass every single time by both thinking about it and positioning themselves so they can avoid any harass from you. This creates a constant pressure and eventually the enemy will fail to position properly at which point you can use your harass effectively.
This strategy is very efficient on champions such as Blitzcrank, Morgana, and Thresh who rely on landing a long-range skill shot which has a high cooldown. You are free to sit in the bushes and harass when the opportunity arises, which begs the question: When is the best time to harass? Whenever the enemy AD is about to finish off a creep, you can walk forward and pressure him.
This is known as contesting creeps. The enemy AD is forced to make a choice when you contest a creep. He will either attack 31 the creep and take free damage from your harass, walk backwards and miss the creep, or ignore the creep and return harass to you. There is a counter to this strategy however. The enemy support can walk up to harass and relieve the pressure from his AD, allowing him to auto creeps without taking too much harass.
The second factor to take into consideration when harassing is the amount of minions on each side. Minions will naturally target champions if those champions are attacking allies. When you have approximately five or more minions than the enemy does, trades will always go in your favor. Whenever your jungler is approaching your lane, trading will either cause the enemy to return harass leaving them vulnerable to a gank or force them to leave and take free damage.
Either outcome benefits you so harassing is essential when your jungler is close by. If the enemy jungler appears, your jungler will be right there ready to counter-gank. The time spent healing, browsing the store, and walking back to lane equates to lost experience and gold from minions and reduced map pressure.
Early on your goal is to recall and return to lane while missing the least amount of minions as possible. The following table covers the steps to take: 33 Recall Time Risks Prevention Technique — Minions Shove the wave to turret if enemies are already recalled. Kill the entire wave then walk to turret and recall if enemies are still in lane. Shove the wave to turret if enemies are already recalled. Experiment with invade routes. Flip a coin. Aside from the base stats of Sightstone, wards primarily do not serve to benefit us immediately as they are a tool to gather knowledge over a period of time.
The most common usage of a ward is to spot out the enemy jungler and prevent him from ganking your lane successfully. Sometimes you return to base and have just enough for an item, leaving you without any green wards for lane. Yellow trinkets provide a ward that lasts 60 seconds and are on a cooldown of seconds. This means that, assuming both you and your AD have yellow trinkets, you can alternate warding a common gank path.
With the ability to only cover one spot, you must choose wisely. Note that blue side has to worry about a jungler flanking them from the tribush, while red side only has to worry about river. For option one, try freezing the wave in the middle of the lane or near your turret to reduce any risks from ganks. This option gives you slightly more time to react to ganks than option two, however option two is necessary in some instances. When the enemy jungler is Lee Sin, Jarvan IV, or anyone with similar mobility, they can jump from your jungle to the bush without being spotted by the ward placed in river.
This plan allows for more flexibility with your trinkets. Ward tri-bush and leave your worries behind. Ward immediately with your trinket to maintain vision. You may even decide to roam into their jungle and spot the enemy attempting to secure their blue buff: Throw a ward down to maintain vision of their buffs or camps. An excellent time to ward the upper spot near mid lane is immediately after recalling.
With pink wards, we can add more sustainability into our ward coverage at an increased cost. Use the range indicator to place the ward in your target location while standing as far away as possible. Keep your finger on the flash button for a quick escape should the enemy try and pull a fast one on you. You have two options for removing enemy vision: Pink wards or sweepers and the occasional Nocturne support. Before discussing the best techniques for removing enemy vision, we must first discuss a skill that is vital to the art of counter-vision.
Map awareness is crucial, but specific champion awareness is even more crucial. When the enemy support returns to lane, two thoughts should run through your head: 1. Do they currently have any green wards or pinks they may place within the next few minutes? Did they ward somewhere before returning to lane? You may not always have the proper vision to see where the enemy has already placed their wards, but if there are any remaining wards in their inventory, you must keep a mental note of that number.
For example, if a Lulu appears in lane with two green wards and one pink, when she disappears for a couple seconds and returns later on with only one green ward and one pink, you can effectively know when and where the enemy has warded. This awareness is difficult to maintain at first, but will become second nature after enough practice. There are three generic options which are suited for different needs: The first option, which was covered in the previous section, was a pink ward that focused on providing sustainability for vision of the enemy jungler, and thus protection from ganks for bot lane.
The second option is geared towards setting up opportunities for your jungler to gank. For both sides, the second option will give you control of an area to allow your jungler easy access to bot lane without being spotted.
When your red trinket is on cooldown, and your jungler has just signaled that they are approaching your lane, sometimes you need to drop a pink ward down in this spot. When team fights break out, an important job for the support is to ward any nearby bushes that enemies have retreated into, or are in the process of retreating into. Enemies will constantly avoid taking any damage if possible by using the bushes to deny vision.
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