NEWS
Introduction to: the bottom lane
Summoner spells for the AD carry
Heal – Amazing summoner to have on an AD carry. Surprise Heal helps you win many fights, and at the current state it is, Heal is probably the strongest summoner to have for an AD carry. The biggest counter to this is Ignite. The problem with Ignite is that Heal can be used whenever, but the healing debuff from Ignite doesn’t last forever.
Exhaust – A summoner spell your support should take. However, if you go solo q and your support takes Heal instead of Exhaust for some weird reason, you better pick this up. There’s a high chance that if bot lane doesn’t pick Exhaust, nobody on the team does. One of the greatest summoner spells for lategame. Reducing such a large damage amount of an AD or AP carry is just amazing.
Flash – Fairly obvious choice on majority of League of Legends champions. This will be the only escape mechanic of some AD carries. It’s simply a must have spell. Flash helps you to get into position, escape ganks, and open some distance when an enemy champion jumps on you in a team fight.
Ignite – Ignite is a similar case as Exhaust. Not in terms of what it does, but rather because your support should take it instead of you. Ignite summoner spell opens some really aggressive play possibilities. However, if you have Ignite it probably means that your lane doesn’t have either Heal or Exhaust, which in a longer run can hurt you more than it helps.
Cleanse – Kind of a situational summoner spell. It’s worth it to take Cleanse if the enemy team has some really strong CC like Ashe’s Enchanted Crystal Arrow. Even against an Ashe, by the time real team fights start you’ll probably be able to afford Quick Silver Stash which is a great substitute for Cleanse.
Surge – Candy Panda was one of the innovators of Surge on Tristana. It worked pretty well at the beginning, but we’ve been seeing far less Surge or Tristana players for that matter. Being fairly new, maybe it’s just a hidden diamond that nobody really learned how to use yet.
Summoner spells for the support
Exhaust – One of most common choices for a support. Why should I pick Exhaust instead of Heal? It’s because your AD carry should be the one picking Heal. The reason for that is because Heal provides 100% of heal to the original user and only 50% for the surrounding teammates. Enemies will tend to target your AD carry instead of you, for that reason Heal on AD carry is just better. So wait… Why not use 2 heals? Whenever you use heal, you get a passive debuff that makes consecutive heals heal only 50% of what it should. That makes it picking double Heal not worth it.
Ignite – On par to Exhaust if you run a kill lane, maybe even better. Few drawbacks would be that you can’t use Ignite as an escape or chasing tool, and that if you pick Ignite, chances are high your team members won’t pick Exhaust, thus you will be left without Exhaust for team fights.
Heal – If you play solo Q and your AD carry is just unwilling to take Heal, then be so, just pick it yourself. Even if Heal is less effective on a support than the AD carry, it’s still better to have one Heal in the lane.
Clairvoyance – After the huge nerf to its cooldown it's no longer a must-have spell for supports. Even though it has fallen out of fashion in the competitive scene, there are still situations where it’s really useful. Clairvoyance helps you contest dragons, barons, enemy blue buffs, enemy red buffs, it can even protect you from enemy ganks if placed right!
Flash - Obvious choice. Main escape tool on majority of the supports.
Next Page ->
By Linas 'Leethal' Markulevicius
May 7, 2012 17:57
1. Introduction and warding
2. Bottom lane compositions
3. Runes and masteries
4. Summoner spells
5. Items
6. Last hitting and some overall gameplay tips
2. Bottom lane compositions
3. Runes and masteries
4. Summoner spells
5. Items
6. Last hitting and some overall gameplay tips
Summoner spells for the AD carry
Heal – Amazing summoner to have on an AD carry. Surprise Heal helps you win many fights, and at the current state it is, Heal is probably the strongest summoner to have for an AD carry. The biggest counter to this is Ignite. The problem with Ignite is that Heal can be used whenever, but the healing debuff from Ignite doesn’t last forever.
Exhaust – A summoner spell your support should take. However, if you go solo q and your support takes Heal instead of Exhaust for some weird reason, you better pick this up. There’s a high chance that if bot lane doesn’t pick Exhaust, nobody on the team does. One of the greatest summoner spells for lategame. Reducing such a large damage amount of an AD or AP carry is just amazing.
Flash – Fairly obvious choice on majority of League of Legends champions. This will be the only escape mechanic of some AD carries. It’s simply a must have spell. Flash helps you to get into position, escape ganks, and open some distance when an enemy champion jumps on you in a team fight.
Ignite – Ignite is a similar case as Exhaust. Not in terms of what it does, but rather because your support should take it instead of you. Ignite summoner spell opens some really aggressive play possibilities. However, if you have Ignite it probably means that your lane doesn’t have either Heal or Exhaust, which in a longer run can hurt you more than it helps.
Cleanse – Kind of a situational summoner spell. It’s worth it to take Cleanse if the enemy team has some really strong CC like Ashe’s Enchanted Crystal Arrow. Even against an Ashe, by the time real team fights start you’ll probably be able to afford Quick Silver Stash which is a great substitute for Cleanse.
Surge – Candy Panda was one of the innovators of Surge on Tristana. It worked pretty well at the beginning, but we’ve been seeing far less Surge or Tristana players for that matter. Being fairly new, maybe it’s just a hidden diamond that nobody really learned how to use yet.
Summoner spells for the support
Exhaust – One of most common choices for a support. Why should I pick Exhaust instead of Heal? It’s because your AD carry should be the one picking Heal. The reason for that is because Heal provides 100% of heal to the original user and only 50% for the surrounding teammates. Enemies will tend to target your AD carry instead of you, for that reason Heal on AD carry is just better. So wait… Why not use 2 heals? Whenever you use heal, you get a passive debuff that makes consecutive heals heal only 50% of what it should. That makes it picking double Heal not worth it.
Ignite – On par to Exhaust if you run a kill lane, maybe even better. Few drawbacks would be that you can’t use Ignite as an escape or chasing tool, and that if you pick Ignite, chances are high your team members won’t pick Exhaust, thus you will be left without Exhaust for team fights.
Heal – If you play solo Q and your AD carry is just unwilling to take Heal, then be so, just pick it yourself. Even if Heal is less effective on a support than the AD carry, it’s still better to have one Heal in the lane.
Clairvoyance – After the huge nerf to its cooldown it's no longer a must-have spell for supports. Even though it has fallen out of fashion in the competitive scene, there are still situations where it’s really useful. Clairvoyance helps you contest dragons, barons, enemy blue buffs, enemy red buffs, it can even protect you from enemy ganks if placed right!
Flash - Obvious choice. Main escape tool on majority of the supports.
Next Page ->
RELATED NEWS
0 comments
Loading comments...

