Lol Basics - Bot lane Classes (ADC and Supp) (1 Viewer)

SathKa

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Aug 16, 2017
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Everyone knows it: Bot lane is a case of its own. With more than 40 different champions played on Bot lane, there is a huge amount of possible matchups and types of lanes.

This article is meant to categorize the usual Marksmen and Supports played on Botlane to give you an easy to find weaknesses and strengths of each champion.

Please be aware that a champion can fit into several classes at the same time.

For that we will divide the marksmen into 5 classes. Afterwards, we will discuss the support triangle.

The ADC classes are; “Lane Bully”, “Spellcaster”, “Tank Shreds aka On-Hit User” “Hypercarry aka Crit User” and “Utility”


Lane Bullies

What is a “Lane Bully?”

A “Lane Bully” is a marksman who has strong laning capabilities and can dominate a lane if he does his job correctly. Most common examples are Caitlyn, Draven, Lucian, Miss Fortune (most common in Low Elo) and Varus (Lethality Build). Each of them has strong laning power due to their kit:

Caitlyn has the biggest auto attack range of all Marksmen LvL 1, Dravens attack damage is higher than anyone´s else, Lucian can burst down people in a few seconds due to his double shot passive, Miss Fortune can zone people with her Q and deal monstrous damage and Varus with a Lethality Build can kill people with 3 Q´s.

At the same time these Marksmen usually fall off in the late game due to their early power (to make them balanced) so they tend to lose more often if they can´t end the same fast.

If you play a “Lane Bully”: Try to be aggressive early game and make use of your power to snowball the game into a fast win.

If you play against them: Try to play safe and go for farm instead of risky plays.


Spellcasters

What is a “Spellcaster”?

A “Spellcaster” is a marksman who relies mostly on his spells to deal damage/ effective.

The most common examples are Ezreal, Lucian, Miss Fortune, Sivir, Varus (Lethality Build) and Xayah.

“Spellcaster” put a lot of focus onto their mana management but on the same time, they are able to put out a lot of damage/ control on the game if they have the mana they need for their spells. Not every “Spellcaster” is strong in the early game, but every “Spellcaster” can dominate a certain state of the game with their kits.

The downside of playing a “Spellcaster” is pretty similar to the downsides of a mage:

If their spells are on cooldown or if they are out of mana, the damage they can deal is way lower than at their best.

If you play a “Spellcaster”: Play around your cooldowns and mana. Use your spells to deal as much damage as possible, back off and then go back in when your cooldowns are back up.

If you play against a “Spellcaster”: Make use of cooldowns and the enemy being out of mana. If you see them waste their spells, go in and blow them up.


Tank Shreds

What is a “Tank Shred”?

A “Tank Shred” is a marksman who´s main damage comes from effects which get applied with every auto attack. The most common examples are Kai´Sa, Kalista, Kog Maw, Varus, and Vayne.

“Tank Shreds” usually have spells in their kit which allow them to deal bonus damage with every attack/ every specific attack numbers. For example, Vayne does bonus damage with her W every three hits, Kai´Sa applies bonus damage after stacking 5 hits of plasma.

Almost every time “On-Hit User” go for the same to items: “Blade Of The Ruined King” and “Guinsoo´s Rageblade”. The reason for that is that “Blade Of The Ruined King” deals bonus damage based on the current health of the enemy and “Guinsoo´s Rageblade” applies two stacks of every on-hit effect after stacking it up to 6 stacks.

Their Itembuilds rely mostly on attack speed and their effects per attack so the damage per attack is low compared to other marksmen. The longer a fight goes, the stronger a “Tank Shred” gets.

If you play a “Tank Shred”: Play around your stacks. Depending on how much stacks you need, try to fight as long as you need. As Vayne plays around your three hits, as Kalista try to stack as many spears as possible and then execute the enemy with your E “Rent”.


If you play against a “Tank Shred”: Be careful of long trades. Since “On-Hit User” get stronger with longer trades, limit yourself to do short trades to deny their strength and reduce their hp before you all in them when they can´t make use of long trades anymore.


Hypercarry:

What is a “Hypercarry”? A “Hypercarry” is a marksman who builds items with “critical strike chance”, the exception here is Kog Maw. The most common examples are Ashe, Caitlyn, Draven, Jinx, Sivir, Tristana, Twitch and Xayah.

“Hypercarries” rely on their “critical chance strike” to deal high amounts of damage with every attack. Critical attacks deal 200% damage instead of the usual 100%. By building “Infinity Edge” the damage gets further increased to 225%. These Marksmen usually buy at least 3 items with “critical strike chance”, with “Infinity Edge” being the “Core” of the build.

“Hypercarries” usually get to their strongest point quite late in a game. They need time to farm gold to get their items but when they got them, they outscale most other Marksmen classes.

If you play a “Hypercarry”: Try to play safe early on (Only exceptions are Draven and Cailyn depending on the matchup) and try to farm as much gold as possible to get to your items fast and then crush the game by killing non-tanks with 2 or 3 hits.

If you play against a “Hypercarry”: Overpower them early on before they can stack up their critical strike chance since their high damage output is based on “luck”. The item parts for “Infinity Edge” are quite expensive so try to punish that by forcing them into bad recalls.


Utility:

What is a “Utility” marksman? Utility marksmen are marksmen who´s kit revolves around their team for the biggest effect. The most common examples are Ashe, Kalista, Sivir and maybe Varus (I wouldn´t really count him as one tho).

They all have an ultimate which needs the team to be useable/ for the best use. They got spells for “the greater good” than just using all of their spells for winning a 1v1. Ashe can catch out a target with her ultimate, Sivir boosts the whole team with movement speed which allows them to either gap close fast to get a good engage or disengage without getting caught that easily. Kalista even needs her Oathsworn to activate her ultimate and the W passive (bonus damage if she and her sworn hit the same target in a short amount of time) so she depends even more on her team/ oathsworn to be nearby. To be fair, Varus Ultimate isn´t as “good” as Ashe ultimate due to its range, but on the other hand, it provides a possible bind onto all 5 targets and can disrupt the enemy formation pretty well.

If you play a “Utility” marksman: Play around your team. Use the fact that your champion is best when having back up or when trying to make a play/ making the engage. Don´t hesitate to use your ultimate to get a catch on an enemy in the mid- to late game since this can lead to a free baron, turret or maybe even nashor. Stick with our team and create openings to decide the game in your favor.

If you play against a “Utility” marksman: Be aware of the possible sudden engage by the enemy team using their marksman ultimate. As a tank try to stand in front of your team to “eat up” the ultimate if needed so your carries are still able to respond in a fight and don´t die in the first 2 seconds. Try to catch the marksman off guard and alone (the best would be a pincer attack), so he as to blow his ultimate to escape from one side just to die to the other side and create a 4v5 scenario for your team with the marksman being dead or back to base.


The Triangle of Support:
There are quite a few Supports in the game so there are a lot of different matchups and how a lane can play out depending on who you play against who, etc.

We will go quickly go over the 3 groups, and how they counter each other.


All in

“All in” supports like Alistar, Thresh, Leona, Nautilus, Pyke, etc. excel at going in till either one side is dead or has to back off. This kind of support beats “Sustain” supports since the “Sustain” supports don´t get the time/ chance to really make use of their shields and heals. Your heal won´t help your ADC if he´s going to die anyway.

While they do have an advantage over sustain, they lose out against “Poke Supports”, because they don´t get the chance to all in due to the damage the lane already took by the poke of the enemies. The only chance for you to score kills in such a lane is by going in after coming off a recall so they didn´t have the time to poke you down.

“All in” supports are usually picked with strong early game ADC to force kills and resources from the enemy and get your ADC as much gold advantage as you can early on in the game.


Sustain

“Sustain” Supports are champions who are able to negate damage due to their kits via shields, heals or, in Tahm Kench case, through eating the ADC. Common examples are Braum, Janna, Lulu Nami, Sona, Soraka, Tahm Kench, and Taric.

Their strong point is to keep their ad carry alive so he stays able to fight and farm in lane despite taking damage.

They beat out the “Poke” supports because they can block the incoming poke via their shields (which can´t be dodged) and are able to deny the high aggression of the enemy bot lane. In case of having a heal instead of a shield, they can even restore health that got lost by poke if they were not in range or their spells on cooldown to deny the poke.

A “Sustain” support is usually picked with a strong scaling ADC to make sure he survives the lane and get him to his items as safe as possible.


Poke

Poke supports are often times mages who went down from mid lane to bot lane, like Annie, Brand, Fiddlesticks (a jungler tho), Lux, Morgana, Vel´Koz, Xerath, and Zyra.

Each of them offers quite a bit amount of damage and range with their spells what makes them able to harass the enemy bot lane from far away without fearing taking damage in return. Their goal is to harass people do death or to force them back/ to the point where they can´t fight and have to “forfeit” the lane in their favor.

Keep an eye on your mana pool and cooldowns since “Poke” supports rely heavily on their mana to deal damage just like “Spellcasters”.

For the same reason, on one hand, this kind of support beats “All in” supports since they deny the possibility of an all-in by the enemy because they are too low on hp to win the fight.

You have to be careful regardless after an “All in” support comes back to lane because that is the best point in time for him to turn onto you.

On the other hand, they have a hard time against “Sustain” supports due to getting their poke denied or healed back up by “Sustain” supports.

Try to bait out their shield or heal and then dump damage onto them so they can´t block the damage coming in and try to kill them before there cooldowns are coming back up.

“Poke” supports can be picked with early game strong and weak ADC to either enhance the kill pressure and the possible lead or to cover the weakness of a weak ADC so they get some breathing room. But if things turn bad they tend to be worse than the other support classes due to them being less “supportive” due to their kit.

Source: Reddit
-SathKa-
 

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