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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Lightslinger (PASSIVE)
Lucian Passive Ability

Table of Contents
Introduction | Runes | Items |
Why Play Lucian | Gameplay | Understanding Matchups |
Summoner Spells | Abilities | Conclusion |

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Hi, I'm Vapora Dark, a veteran player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC main in season 7, again as a jungle main in season 8, and once more in season 9 playing a mix of all those roles including mid and Fizz. I can play every role to a very high level and have a very good understanding of the general aspects of the game on top of that. |
I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. I've also written some champion guides for Riot Games on the Lolesports site.

VIDEOS
In this chapter I'm going to be gathering a compilation of Lucian footage ranging from full gameplays, VOD reviews of myself and more famous players, as well as short plays, to help you learn the champion even better if you're willing to put in the time to watch some extra content on top of the actual guide itself, as well as give you an idea of what the champion can achieve in the hands of a good player. Click here to sub for more educational content.





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After using one of his abilities, Lucian's next auto attack within 3 seconds will strike twice. The second shot deals 50-60% of Lucian's AD based on level, but fully applies on-hit effects. Minions and monsters take full damage from the second shot. The second shot can critically strike. This passive is what really sets ![]() ![]() ![]() ![]() |
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After a 0.4-2.5 (based on level) second delay, Lucian fires a laser in the direction of the target enemy: dealing 85 / 120 / 155 / 190 / 225 (+60 / 75 / 90 / 105 / 120 % bonus AD) physical damage to all enemies in a line. ![]() ![]() ![]() ![]() ![]() ![]() The most common way you should be using this spell to harass in lane is by casting it on minions, while aiming to get it to hit your enemy in the process. The range when you do it this way is HUGE, and it keeps you completely safe from retaliation. If you have the opportunity you can then even walk up to the enemy to auto-attack them so that you don't waste ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Additionally it's advantageous to you because if you want you don't even have to walk up to their range to harass with ![]() ![]() You may find that your accuracy with ![]() ![]() ![]() ![]() Pro tip: If you auto-attack a low HP minion, Q it before your auto-attack hits then your auto-attack kills it, your Q animation will cancel early while the attack still goes through. Is this useful? Not much, but it means you spend less time standing still unable to auto-attack, and who knows when that might help you. Time is money, after all. Keep your eyes open for situations where it might be applicable, just don't go out of your way to try and force it because it's really not that useful usually. |
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Lucian fires a shot that explodes upon hitting an enemy or reaching the end of its path, damaging enemies in a cross pattern for 85 / 125 / 165 / 205 / 245 (+90% AP) magic damage and marking enemies hit for 6 seconds. If Lucian or any of his allies damage a marked target with their basic attacks or abilities, Lucian gains 60 / 65 / 70 / 75 / 80 flat movement speed bonus for 1 second. This does not consume the mark. This ability does a decent bit of magic damage early but is basically pure utility. The best thing about it is simply that it gives you another ![]() ![]() ![]() That being said it does have its uses besides just activating ![]() The other obvious thing is the movement speed. As the spell states, any enemy that get hits by ![]() ![]() Pro tip: You can actually cancel ![]() ![]() ![]() ![]() ![]() |
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Lucian dashes a short distance. Relentless Pursuit's cooldown is reduced by 1 second per Lightslinger (passive) hit, doubles against enemy champions (2 second reduction per hit, 4 seconds total for a full passive proc). This spell is part of what makes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Despite innately having no offensive properties like ![]() ![]() ![]() ![]() ![]() ![]() ![]() Remember you can cast it to reposition yourself during ![]() |
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Lucian starts firing 20 / 25 / 30 shots in the target direction for 3 seconds, each shot damaging the first enemy it hits for 20 / 35 / 50 (+0.25 per attack damage) (+10% of ability power). The Culling is considered a uniquely channeled ability and it can be interrupted by anything that can stop auto attacks but not things like roots. ![]() Reactivate The Culling to cancel the ability early. The Culling deals double damage to minions but not monsters. It's funny how people's perception of this spell has changed since ![]() ![]() ![]() ![]() Since then ![]() ![]() ![]() |
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You max your skills in the order of R-Q-E-W.







This chapter is currently under reconstruction following the Season 11 items rework, apologies for the inconvenience.

Bot Lane Matchups
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Bot lane matchups are a very complex subject. On solo lanes or jungle matchups it's easy to say that one champion beats or counters another, or that a matchup is even and can be considered a skill matchup. Bot lane is unique in being a 2v2 lane and to top it off the supports are often even more impactful than the ADCs, so you have to factor the support into the matchup just as much if not more than the ADC, and also the strengths and weaknesses of each support relative to the strength and weaknesses of their partner as well as their two opponents. There's such a ridiculous amount of possible combinations you can run into (minimum 560 counting only common picks) that it's simply impossible to explain the dynamics of how every single matchup should play out, nor can I rate the difficulty of each ADC or support matchup individually because depending on the supports, your pick can either win lane against every ADC/support or lose lane against every ADC/support. So I'm going to dedicate this chapter to giving a small rundown of what you need to know about laning against each champion, both the ADCs and the supports, and a rating of what their general strength in lane is, which is not necessarily a rating of how difficult your lane will be if you're playing against them in solo queue as it varies depending on who their lane partner is and also who their opponents are, for example champions like ![]() ![]() ![]() Deep understanding of each champion on an individual level coupled with first-hand experience in witnessing how many different duos perform with each other will lead to a greater understanding of how any given bot lane matchup is likely to go, and with the following brief analyses of each bot lane champion I hope to give you as much of a head start in this area as I reasonably can. |
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For a long time regarded as the queen of laning phase, Caitlyn's had a lot of power taken out of her laning phase and given to her mid-late game, and playerbase perception hasn't yet to catch up with the times. She's still a massive lane bully and will win almost any lane that comes down to trading and waveclear, but she's very weak in all-ins and will get crushed in fights by any bot lane that can engage on her. Because of how extreme her strengths and weaknesses are her threat level really varies between high to low, so I chose medium as a compromise, but beware of how utterly dominant she can be in lane if you don't have a good matchup against her. |
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Draven is the absolute king of laning phase in today's League, far beyond what Caitlyn ever was at her peak. He is simultaneously the strongest ADC in short trades, long trades, and second best in all-ins. Never has a champion quote ever been more true than "Draven does it all". However, even Draven is not quite without weakness. He's short-ranged and has no escapes so he's very vulnerable to being engaged on. Unfortunately he's so strong in all-ins that if you engage on him there's a good chance he'll just turn it into a double kill, but as with all bot laners, a duo with strong enough all-ins while ![]() Additionally, because of his short range and poor waveclear he can be easily handled by champions who can pressure him from outside his range like Caitlyn on the ADCs' side or Zyra on the supports' side, on the condition that he's not paired with a support that has the ability to easily engage on and lock down these long range champions for Draven to reach and kill, such as what ![]() ![]() |
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Ezreal is a champion that is primarily picked for safety, he is very hard to kill in lane and his long range low cooldown ![]() In exchange for being so hard to snowball against, he's also made to lack the tools to snowball himself. He has weak waveclear, unnoteworthy all-in power, and would be decent at trading if not for the fact that he can't poke through minions. He will never create a winning matchup solely on his own merits. However, bot lane being as complicated as it is, if his duo as a whole is one that is either stronger in all-ins or stronger at trading and he is able to pressure the lane rather than play defensively, ![]() |
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Jhin's fourth shot hits like a truck, giving him very strong zoning potential and damage when trading with it, which combined with his decent waveclear makes him a strong lane bully in most matchups. He's okay in all-ins when following up his support's engage to finish someone off, but his damage is not great in extended fights and he is himself highly vulnerable to being engaged on and burst down. |
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Jinx comes online for teamfights very early into the game but has a miserable laning phase. She's weak at trading, weak in all-ins, has inefficient waveclear, suffers from Ezreal's problem of having decent poke that's impossible to actually use unless you're already winning lane, and is also highly vulnerable to being engaged on. On the bright side, when the matchup actually does allow her to have pressure in lane ![]() |
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Kai'Sa has a lot of winning matchups while only having a few losing ones, but she doesn't excell at any particular area. She's decent in trades, has decent waveclear and decent all-ins which makes her a versatile champion fitting well into most matchups and supports, but she generally won't crush you in any individual aspect and can be beaten by duos that strongly outshine her any areas, and is especially vulnerable to ADCs that can best all-in her. Her mobility is decent enough though that she's not overly vulnerable to engages compared to the more immobile ADCs. |
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A Challenger level Kalista wins almost all lanes, but the average Kalistas you'll encounter in your games won't be quite so impressive, generally winning against low threat ADCs, going even against medium threat ADCs and losing to high threat ADCs. She's a lane bully that can pressure opponents quite well with her high mobility, low CD trading and strong poke to develop healthy CS leads, but she lacks upfront damage in fights, loses DPS when slowed and is generally quite easy to kill once locked down. However, when in a winning matchup she can be very oppressive due to her high mobility and ability to help her support engage. |
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Kog'Maw is best known for being a mid-late game hypercarry and respectively his laning phase is appropriately weak to compensate. He can't push very well early on, has very weak trading in lane, very weak poke until level 6 when it becomes okay, very poor followup to engages, and is himself highly vulnerable to them. When actually in a winning matchup he won't have a hard time exerting pressure between his massive auto-attack range during ![]() ![]() |
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A traditional lane bully, Lucian sacrifices mid-lategame power in exchange for putting it all into his laning phase. Lucian has great waveclear, decent poke, great trades, is great in all-ins, has great followup to engages, and has great mobility to keep him safe from engages. He's a little worse than draven at most aspects besides waveclear but his extra mobility makes him safer and also better at abusing his leads when he has them, especially as he typically rushes ![]() Lucian will typically lose lane into matchups that outrange him when his lane can't easily force engages, or can lose to duos with stronger all-ins. |
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Miss Fortune is a champion who can be a massive lane bully into many matchups given the huge range and damage of her ![]() ![]() ![]() |
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Sivir is probably the most underrated laning phase ADC there is. She has the best waveclear of any ADC at later levels and still really good waveclear earlier on, great poke, decent trades, is okay in all-ins, is relatively safe from being engaged upon by basically any support that isn't ![]() ![]() |
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Tristana has bad early waveclear, really bad poke and really bad trades, but her strength in all-ins in matchups where she can fully stack her ![]() ![]() She has a hard time into matchups where she can't win all-ins, usually either as a result of CC leaving her unable to stack her ![]() ![]() |
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Twitch may be marked as a low threat, but that doesn't mean you can let your guard down against him. Twitch has bad waveclear, bad poke, is bad at short trades and is highly vulnerable to engage, making him an extremely weak champion in lane overall. However he's okay in extended trades where he has time to stack up ![]() ![]() Despite being extremely weak in all-ins and trades and on average being down in CS into every single matchup as a result of it, he still averages being up on kills into every ADC except Tristana. It isn't enough to make his laning phase good given that on average he still falls behind in gold to every ADC except ![]() ![]() |
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Varus has decent waveclear, poke and trading, and his ult is an amazing engage tool which coupled with his bursty kit makes him decent in all-ins too. However as a jack of all trades that makes him easy to beat in a matchup that's much better than him at any given aspect. |
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Being a late-game hypercarry, Vayne has bad waveclear, bad poke, bad trades and poor all-ins. On the other hand she's relatively safe, and she's great at following up engages or engaging herself when she's in a winning matchup. But she pretty much loses any lane so long as the support difference isn't enough to compensate for it. |
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Xayah has great waveclear, decent poke, good trades and great all-ins especially when paired with a CC support while also being safe from engages and having great followup to engages by bringing CC of her own. All around a very solid laner, but is quite short ranged and can be easily handled by matchups that can keep her at a distance or beat her in all-ins. |
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Alistar is a rather weak laning support overall given his vulnerability to being poked, the ease with which his WQ combo can be interrupted by many supports with displacements, and the fact that any CC or mobility spell can prevent him from stunning his target with ![]() However, after level 6 with ![]() It also makes him great at setting up plays, so if he is in a winning matchup it makes it very easy for him to dive 2v2 or with the jungler's help, given that he can tank up the tower for long periods of time while CCing the targets to allow his team mates to safely finish them off. |
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With ![]() ![]() He's very good at low-range trading and has a reasonable amount of healing to sustain his ADC and himself despite not quite falling into the healer category of supports, and can set up good engages with ![]() ![]() He himself though is quite vulnerable to engages especially when not near a wall he can ![]() |
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Blitzcrank is probably the most hit or miss champion in League of legends, both literally and figuratively. If he hits his ![]() So obviously it goes without saying that his all-ins have the potential to be great if he's the one forcing them by landing a good hook, but when missed or if used on a melee range target he's rather weak since he doesn't bring much to the table other than forcing a target to become horribly mispositioned and briefly CC'ing them in that spot. He's generally weak into strong laning supports that can control the lane and make him scared to walk up to hook for fear of taking too much damage or getting caught himself, but can be quite successful into some of the weaker laning supports, especially into enchanters. Though the opponent's general strength in lane is still the overall biggest factor, Blitzcrank is more so happy to face enchanters than other supports, and likewise shines into immobile ADCs who have no easy way of dodging the hook and have to play defensively and far back to avoid putting themselves into a position where they can get hooked. |
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Brand's combination of strong long range poke, one hard CC and immense burst make him one of the strongest laning supports in the game, alongside most mage supports. Given the range of his poke along with its strength it's very hard to beat Brand through trades and therefore makes strong all-in lanes with good engage the best chance at beating him in lane, but pre-6 he has the proper tools to keep his opponents too low to be able to risk engaging and after 6 with ![]() |
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Braum has great peeling and defensive properties for keeping his ADC safe in teamfights, but this translates very poorly into laning phase strength where he's just a low-CC melee support with no damage, no way to fight back against poke, and not particularly safe from getting engaged on, so rather abusable in pretty much any matchup. Fortunately he's very tanky to make up for it so not particularly easy to kill, and ![]() |
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Fiddlesticks has two equally viable spells he can max based on his needs or desires, either ![]() ![]() Engage is the best way to deal with him but he has the option of taking ![]() ![]() Additionally at level 6 he becomes very strong in all-ins where he has the opportunity to jump in with ![]() |
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Janna can either max ![]() ![]() ![]() She's weak in all-ins but is also great at protecting herself and her ADC from all-ins in many matchups, making her an overall decent support while still being slightly on the weaker side, though vulnerable to supports with longer range poke and supports who can engage without being affected by her ![]() |
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![]() ![]() ![]() ![]() Being a sort of enchanter/mage hybrid she doesn't really shine at either aspect, but her magelike qualities make her a rather good laning champion despite not being quite on the same level as other pure mage supports, and her enchanter qualities make her decent at protecting and buffing her allies, despite not being quite as good at it as pure enchanters. |
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The greatest thing that Leona offers is easy engage onto vulnerable short range targets, since her ![]() However it's also quite short ranged which is a big disadvantage over them and her all-ins are not as strong as other engage champions, so while she has an easy time forcing fights to extend her lead in good matchups, she doesn't necessarily have a great deal of good matchups, so is best paired with a strong laning ADC and works best when picked against weak laners. |
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Lulu has the ability to massively buff her ADC's damage mid-late game as well as offering great anti-burst protection and works best paired with hypercarries, so given her scaling it's not surprising that her laning phase isn't that great. She does pack a lot of damage however, so she can definitely act as a bit of a lane bully in winning matchups, but she needs to get in close range to use it and can easily get blown up in many matchups. |
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Whether maxing ![]() ![]() However to get the most damage out of her kit she has to get in auto-attack range to proc ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The only supports that can reliably beat her are lane dominant mage supports, but she isn't an awful pick into these either since her ![]() |
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Nami brings a perfect balance of poke and healing as she improves both when ranking up her ![]() Her all-ins however are generally not all that great, hinging massively on her ability to land her slow moving ![]() Additionally the fact that she does have options to force and win all-ins through her CC is something that gives her an edge in many matchups that other enchanters don't have. |
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Nautilus has gone through long periods of weakness in the support role, but currently at the time of writing this he is probably the strongest all-in support, bringing a heavy mix of high tankiness, decent damage and long range, very easy to land engage. However he has no poke and can't engage through minions, so in matchups where he has no prio and can be punished for walking up to fish for hooks he won't be able to contribute much and is vulnerable to poke. When in winning matchups though his ease at engaging makes him very scary to face and can generate very large gold leads. |
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Pyke is currently the strongest support in lane, bringing the same playmaking utility you'd get from other engage/hook supports while also being highly mobile, rather tanky overall in extended scenarios where he can make ample use of ![]() He doesn't quite have the damage to one-shot a carry unless extremely fed, but coupled with his ADC's damage it makes it rather easy to bring a target below the execution threshold for ![]() ![]() His high mobility and sustain also make it extremely hard to punish him except if he can be CC locked and burst down, making it hard to generate leads from him when he fails at making a play, while not being as forgiving for the enemy bot lane when he succeeds. |
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Being a scaling support, Rakan's laning phase is rather weak. His engage is hard to land, doesn't do much damage and he isn't particularly tanky to actually win the fights he engages. He has some poke but it doesn't do much damage, and some sustain but it's not on demand and isn't that strong. Sort of a jack of all trades that's weak enough in all aspects that he'll be outshined by most supports in lane. At level 6 his engages become a little stronger as he can more consistently land ![]() ![]() ![]() |
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Sona eventually ramps up to being one of the strongest lategame champions in the game even compared to non-supports, so naturally her laning phase suffers to compensate. First and foremost she's the second squishiest champion in the game besides ![]() However she does bring decent poke and some healing and shielding for both herself and her ADC, causing her to have an easy time into enchanters and other weak laners who can't punish her in all-ins and allow her to scale and keep herself and her ADC topped up with sustain. However her aforementioned squishiness makes her very weak into stronger laners with either high damage or good engage who can punish her lack of defensive stats. |
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Soraka is the queen of healing in League of Legends, providing unparalleled levels of healing through ![]() ![]() ![]() When in winnable matchups she has the option of maxing or putting some early points into ![]() |
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Kench doesn't have a great time into the majority of the support roster, but he actually does quite well into most melee supports. As these supports are mostly engage focused ![]() ![]() Against melees on the other hand, this isn't a problem and he's much more capable of utilizing the full extent of his kit, and ![]() |
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Taric is the only melee pure enchanter in the game, every one of his spells except ![]() He doesn't fair as badly into melee matchups since, similarly to Tahm Kench, he gets a lot of damage from his passive which he can't easily apply to ranged champions but can easily use on melees. However while this makes many melee matchups more bearable than ranged matchups, he still tends to not do very well into most of them. |
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Thresh combines the engage and pick potential of a melee champion with the trading pressure of a ranged champion. With ![]() ![]() ![]() Additionally, the aptly named ![]() ![]() |
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Vel'Koz provides some of the longer range poke of all the mage supports, with experienced Vel'Koz players also being able to easily land poke on targets hiding behind minions due to the way ![]() He also brings long range massive AoE damage in ![]() ![]() |
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Xerath is the most oppressive mage support in lane despite not being too popular in the role. Neither of his two poke spells are hindered by minions meaning there's no way to avoid his poke except by dodging it, and since in the support role he doesn't have to move into a vulnerable position to last-hit there's not much room to fight back unless he's comfortable enough to step up because he thinks he'd win the fight. As far as mage supports go though he's probably the most vulnerable. He does have CC in ![]() ![]() ![]() This makes long range engage supports a lot more effective at dealing with him than they are against other mages. Which is not to say that they beat him, since in a vacuum Xerath should basically win lane against any support except for maybe ![]() |
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Yuumi is extremely squishy and as such has to spend the vast majority of her time attached to her ADC in order to not get constantly caught out. She provides a lot of healing and poke while attached but while it gives her an amazing late-game, for laning phase it doesn't quite make up for the lane being a 1v2 most of the time as she lacks lane presence, both literally and figuratively. She fares worst against engage supports who can both force her to detach less for fear of getting CC'd and blown up in an instant and also abuse the fact that her lane partner is sort of 1v2 and easy to engage on most of the time, but tends to perform quite well into other enchanters or weak laning supports who can't abuse her lack of lane presence, and also can't abuse her as hard when she's detached which allows her to detach more often and have more lane presence than she would in tougher matchups. |
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Zilean is similar to ![]() ![]() ![]() ![]() ![]() He can make it much easier for himself to land a double ![]() ![]() ![]() ![]() ![]() |
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Following and finishing the mildly amusing trend of most mage supports being located towards the very end of the alphabet, ![]() ![]() ![]() ![]() Her poke is also significantly on the shorter range which leaves her slightly more vulnerable to low range engage supports, while in winning matchups not being as much of a problem against long range hook-based engage champions who need to path around minions to find her and leave themselves open to eating up one of her combos, but limiting her ability to poke in losing matchups where she has to stay far away from the minion wave and can't poke without also being at risk of getting engaged on. However she's very strong in all-ins where she can get her full combo out thanks to the DPS she gets out of her plants, especially when buffed by ![]() |
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Understanding How Two Bot Lanes Match Into Each Other
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It's a complicated subject since there are some champion synergies that need to be accounted for, but generally a duo's strength will be the sum of their parts. So a high threat ADC with a high threat support would be a high threat bot lane, but a high threat ADC with a low threat support would be a medium threat bot lane, and a medium threat ADC with a high threat support would be a medium-high threat bot lane, somewhere in between; but of course it's all relative so sometimes a medium-high or even just a medium threat duo can be incredibly oppressive towards low-threat bot lanes, depending on the particular matchup. |
Drafting Your Bot Lane
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Drafting a low threat bot lane is one of the worst things you can do into a medium-high+ threat bot lane. If you have the time feel free to look over this VOD review, otherwise I'll summarise it for you: the matchup is Caitlyn-Bard vs Kai'Sa-Janna. Janna on her own is pretty middle of the pack/low threat on her own when it comes to trades, while Kai'Sa has the potential to deal a lot of damage in all-ins but is very low threat outside of all-ins. Meanwhile Caitlyn and Bard are both long range, trade heavy bot laners who suck at all-ins but are hard to engage on without engage spells like ![]() ![]() While Janna-Kai'Sa isn't a particularly bad bot lane into low-medium range trade-focused champions and there are worse bot lanes for dealing with all-ins too, they're awful into a trade-focused medium-high threat bot lane like Caitlyn-Bard as they lack the tools to deal with them, they can't win trades since they get outranged so hard so their only way to fight back is through all-ins, but while they would win an all-in if they could actually force one, neither of them actually has the tools to force said all-in against this matchup. Give Kai'Sa a ![]() The result is Kai'Sa-Janna get their waves shoved in under tower repeatedly, and while they do get a few ![]() But the onslaught doesn't end there. Caitlyn-Bard rotates to top lane and Kai'Sa-Janna have to follow them since they stand a better chance of defending the 4 platings tower than top lane Kennen does 1v2. But 2 minutes later the top lane tower also falls, Caitlyn-Bard having now claimed two separate towers single handedly by the 12 minute mark. They proceed to rotate mid lane and repeat the process there, and it all snowballs into Caitlyn-Bard's team claiming every non-inhibitor tower on the map by 16 minutes while their team hasn't even lost half the HP of a single tower. All because Kai'Sa-Janna drafted a bot lane that had no answers for a long range trade-heavy bot lane like Caitlyn-Bard. How could this have been avoided? Either a change in the ADC or the support could have drastically altered the outcome of the lane: |
Looking at Supports
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Looking at ADCs
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What Does This Mean?
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As you can see, neither Janna nor Kai'Sa in particular was the problem, nor are they necessarily a bad bot lane duo in general. But the world of bot lane matchups is a complicated one and, either because of having had to blind pick or intentionally drafting their duo into Caitlyn-Bard out of ignorance, their bot lane duo resulted in disaster that particular game. Replace Janna with most low threat supports and the same thing would've happened, replace Kai'Sa with most low-threat ADCs and the same thing would have happened. I would hate to write a traditional matchups chapter for bot lane because it's never as simple as "Caitlyn beats Kai'Sa" or vice versa, it's highly dependent on the bot lanes as a whole. Reverse the supports and Caitlyn still would've won but probably not as one-sidedly, replace Janna with Nautilus or Thresh and Kai'Sa probably would've been favoured as suddenly they have the tools to capitalize on Caitlyn-Bard's weakness to all-ins. |
SYNERGIES EXAMPLE: Lucian + Braum
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Of course you also have to account for synergies between champions, but you also need to remember that synergies between champions also tend to be heavily overrated. The
A bot lane doesn't necessarily have to shine at the same points, you can pair a strong laning support with a weak laning support, and despite sounding like they have counter-synergy it actually results in a medium-threat bot lane while also having medium-scaling, which you generally don't get from high threat ADCs/supports who tend to fall off. Despite having opposite focuses, the result is a happy compromise between those two focuses, and not necessarily a bad thing unless your team comp really needs a winning bot lane and the enemy bot has drafted an even stronger lane. So Braum being a weak laning support while Lucian is a lane bully doesn't innately mean that they're a bad duo, each individual's strengths in theory are meant to cover up their weakness
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SYNERGIES EXAMPLE: Twitch + Lulu
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Another example is Twitch-Lulu, which especially with the rise in prominence of funneling has enlightened the world as to what a terrifying duo Twitch-Lulu can be. But when
Whereas Nami is also an excellent scaling support, and while she doesn't scale as well with Twitch as Lulu does, she makes up for it by being far better in lane, especially in those scenarios where you're facing Caitlyn-Bard or similar bot lanes, where ![]() ![]() Whereas Taric is probably just as weak in lane as Lulu if not more, but again has a much better engage tool especially paired with ![]() All these factors are mainly what lead to Nami and Taric on average performing better with Twitch than Lulu despite Lulu having far more synergy with him. There are definitely scenarios where Lulu is a better pick, for example if you're facing a low/low-medium threat bot lane like
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Bot Lane Matchups & Duos Conclusion
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It's impossible to discuss every single possible duo against every possible duo, so a lot of it is going to ride on your game knowledge and experience. The purpose of this chapter was to provide you with as much relevant game knowledge to understanding bot lane matchups/pairings as possible, and I hope it has done so. You will still require a lot of experience to perfectly understand how different duos will interact with each other while also accounting for how the different players perform, but unfortunately that's beyond what a guide can teach you. At the very least though I hope I've at least set you on the right path. |

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Your playstyle in lane will vary depending on what kind of support you have. Generally supports are separated (in my view) into either trade supports, or all-in/engage supports, and are generally (with the odd exception to the rule) defined by the following:
Trade supports are those whose spells focus on helping their ADC trade and survive trades, and are more focused on making the lane one of poking and disengaging rather than trying to fight straight up at the first possible opportunity. They're not as good at full-on fights but if a large enough HP lead is built up through trading they can still all-in and win anyway. These supports tend to be squishy.
All-in/engage supports are those who aren't very good at helping with small trades, but have spells suited for engaging full-on fights and winning them, either through their own burst damage, or by chaining an enemy with CC so they can be burst down by their ADC (or a mix of both). These supports tend to be tankier as they need to be able to engage a 2v2 and not just drop dead within seconds.
As you might imagine, some ADC's are more suited towards trade supports, and other ADC's are suited to engage supports. As for


You should do fine with any support you get, just make sure to understand how your 2v2 works and how you should play out the lane.
During laning phase, your objectives are to out-CS your opponent, kill them if possible, and take down their tower ASAP. Most of the damage you do to the tower will be while your enemy is off the lane, either shoved out or dead, so you don't have to worry too much about wearing the tower down when the lane is pushed towards them. In those situations I mainly focus on harassing the enemy, and attacking the tower when that's not an option.
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As soon as you get into lane you should immediately start spamming auto-attacks on the minions, starting with the melee minions, to push faster than the enemy bot lane and therefore be able to hit level 2 faster. You should be aiming to last-hit all the minions too even though you're also meant to be spamming auto-attacks. This means that when an auto-attack would leave a minion on very low HP and cause it to be finished off by minions, you need to wait until it gets low enough for you to last-hit. That doesn't mean you have to waste time while you wait; instead you auto-attack a different minion, then when you're able to auto-attack again you turn back to the original minion to last-hit it. |
You can use

Be careful not to overpush though. If you push a lot faster than the enemy bot lane then the wave will push so far forwards that even though you'll hit level 2 first, you'll be too close to their tower to abuse your level advantage. If you're outpushing the enemy bot lane too hard then stop pushing and just start focusing on zoning the enemy ADC with the threat of a trade.
If the enemy bot lane hits level 2 before you you have no option but to back off and let them zone you. Don't try to trade, don't try to fight them when they engage on you; the level advantage is a huge one, and they can win any fight they force on you from there. You'll only miss a few minions since if they've hit level 2 before you then they're pushing the lane, so the minions should end up near you tower soon enough, allowing you to hit level 2 as well.
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If, on the other hand, you and your support are the first to hit level 2, this means you can zone the enemy bot lane. Even once they hit level 2, they'll still have to stay zoned until the wave hits their tower and the lane equalizes, as you'll have the minion and positioning advantage to dissuade them from trying to contest your zoning. If when you move in to zone them they just try to fight you, it should be an easy fight for you and your support to win. ![]() |
All in all, if they don't respect your level 2 advantage, they will either die, take a lot of damage, burn some summoners, or all 3. And the same will happen to you if you're slow to hit level 2 and you don't respect their level 2 power.
As I mentioned before,



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The easiest way to land ![]() ![]() Once you've established a lead and you're zoning the enemy bot lane from the minion wave, if you're confident you can try aiming ![]() |
You'll miss a lot more as it's harder to hit moving targets, but with practice you'll get better aim and the harass hurts a lot, continuing to push the enemy ADC's HP dangerously low. If they don't respect your massive range poke, they'll soon find themselves dangerously low on HP. And since I started maining




If you're in a good matchup where you know you can't get out-traded and you know you can't be ganked (have wards or the jungler was seen elsewhere on the map), feel free to get up in your opponent's face with



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Be careful though, and usually you don't want to get baited into following ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Be mindful of who the enemy support is too, you don't want to dash forwards past the minion line if it'll result in you getting hit by




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An example of when it isn't is vs ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
If you manage to force your enemies (or at least the ADC) out of lane, by killing them or otherwise, you should shove your minion wave into their tower as fast as you can to make them lose out on CS and XP, then recall for items, which should usually give you some form of item advantage, as well as XP advantage.
Sometimes the enemy has a large enough minion wave, or has another minion wave incoming, that you won't be able to shove your wave into their tower in time to make the enemy ADC lose all their CS. But instead, often you can just recall, get your items, then get back into lane just in time to catch the minions as they reach your tower. In that scenario this is the most beneficial option, as rather than losing your minions to their tower, the enemy is losing your minions to their own minions, because of their minion advantage, explained in the video linked in Farming Out of Lane.
But sometimes you can't do this because either a) the enemy minion wave is too big, and would push to your tower before you have time to get back into lane (you can try to remedy this by thinning out the minion wave in some cases, leaving it big enough to still push but not too fast), or b) you need the gold from pushing the minion wave for your next item, in which case it's worth shoving the wave even if it doesn't cost the enemy ADC any CS.
Here's a video by SoloRenektonOnly, that recently hit the front page of reddit, which does a good job showing you exactly how this works.
It could also be helpful for you to go through the comments of the thread at some point and read SoloRenektonOnly's responses to questions, it can teach you a lot about wave management and answer any questions you might still have after reading this and watching the video.
https://www.reddit.com/r/leagueoflegends/comments/3zrv5k/perfect_creep_wave_management_ft_echo_fox_top/
Outside of laning phase, your objective is to destroy the nexus. No I'm not kidding, that's literally the best way to describe it. Every action you take in laning phase is to set you up for mid-late game, every action you take outside of laning phase is to bring you one step closer to destroying the enemy nexus. The way you do this is by performing actions that will make killing the enemy team easier (acquiring gold, dragons, barons) so that you have less resistance, and destroying towers as a way to acquire gold, have better control of the map, and open up routes to the nexus.
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At this point you should be grouping with your team as much as possible to teamfight and siege down towers. ![]() ![]() ![]() ![]() ![]() |
Sieging towers is pretty simple, but you need to be careful about it. When both teams are alive and your team is trying to take a tower, it's your job to do as much damage as you can to the tower without dying. You need to do as much damage as you can while remaining safe. This means you can't just walk up to the tower and stand there auto-attacking until it dies; this leaves you open to get engaged upon, unless there's no resistance from the enemy team. Instead you have to repeatedly poke the tower. Walk up to it, attack it a bit, back off if someone dangerous is walking up to you. Now you might think "but what if they never stop protecting their tower? Doesn't that mean it's never safe for me to auto-attack it?". If they're constantly standing in a defensive position in relation to their tower, then they're in range for your team to poke them and force them back. They need to be in a place where it's safe for them to sit and look for a good engage, where your team has no way to attack them besides tower diving them, which only works when you're super ahead. And if they advance, that takes them further out of safety, so if you match their movements to stay safe from an engage, they'll be forced to move back for their own safety again, as they don't want to get engaged on either, nor poked down to a point where they need to back to recover their HP.
So you should think of sieging as, slowly whittling down a tower. It almost never takes a single minion wave to destroy a tower (unless you have baron buff), it can take many, many waves, but slowly but surely, the tower will go down if you can siege it properly.
When you're attacking a tower with enemies nearby you always want to be positioned at max distance from the tower while you auto-attack, and in between auto-attacks you should move backwards then forwards, so that while your auto-attack is "on cooldown", you're not spending any more time closer to the danger than necessary. It's also good habit in case they start to try an engage and you're already automatically moving backwards the moment you finish your auto-attack, meaning you'll often protect yourself from an engage faster than you can actually react to it, so long as you notice in time to not move back towards the tower for your next auto-attack.
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Against teams with very high wave clear (hello ![]() ![]() |
Ever wondered how pros can get 300 CS at 30 minutes before? No, it's not completely down to "insanely good last-hitting mechanics". You can do it too, just by using a simple wave control technique. Watch this video to understand how minion waves work (it'll also go through lane freezing again).
So when 2 minion waves collide on bot lane, in the middle of the lane, you should be there to push those 6 minions. And then you leave bot lane. No, you don't stay to push the 2nd minion wave too and force your wave to hit the tower. Aside from being at risk if you do that, it's also just not smart to do it. Because once you clear the first wave and your minions advance to crash into the next minion wave, your minions will be on the enemy's side of the map, and as you just learnt from the video, that means that the wave will slowly but inevitably start to push towards your side of the map.
After clearing that first wave you just go pressure mid or teamfight or whatever, then you just return bot lane in 2-3 minutes when the enemy minion wave has finished pushing to your tower (and make sure to get there before the minions start dying to the tower). At that point it'll be a 15-20 minion wave. Assuming it's 20 minions, and you've been off of bot lane for 2 minutes, you'll be getting 20 minions for the 2 minutes you've spent off lane, keeping with the 10 cs per minute rule you always want to aim for (though won't always be able to achieve).
But even if it isn't quite 20 minions, the time that you've spent off of bot lane, you'll have spent farming mid lane, and maybe even jungle monsters. You'll essentially be farming 2 lanes at once, keeping you easily above the 10 CS per minute rule so long as you can consistently get to the bottom lane wave in time before the minions start dying to the tower. This won't always be possible, as CS isn't the most important thing in the game. Sometimes you'll be busy teamfighting, or making sure you're around in case a teamfight starts. But in general you'll want to go farm the wave as much as possible, then push the wave onto the enemey's side of the map to restart the push, both to get ahead in farm and to avoid having a huge minion wave destroy your tower.
When the wave that you're pushing is a cannon wave, that messes with this technique a little bit. Because you'll be killing the enemy cannon minion and letting your own cannon minion push uninterrupted, the enemy minion wave won't slowly push up to your tower. Instead your minions will continue to push forwards, very slowly. When it's a cannon wave, you should either push the 2nd wave too (if it's safe to do so, not at all safe to do when the enemy team is ahead in towers and enemy threats are unaccounted for on the minimap), or just recognize that you won't be able to get the wave to push back to you in this specific situation and settle for creating a slow push instead, rather than trying to create a farming opportunity for yourself later on.
The video also explains how to create a slow push, but this technique is very rarely useful in solo queue with how uncoordinated everyone is outside of very high Elo. Keep it in mind in case you ever think it could be useful, but most of the time it just ends up creating a huge minion wave for the enemy AD carry to farm, getting him ahead in farm instead of you. It's better suited for ranked 5s assuming your team understands the strength of a slow push, or if you're a high Challenger player and for some reason reading a MOBAFire guide.
In some situations, notably when you expect to be sieging for a while and especially sieging towers that are really close to the enemy base, such as inner towers and inhibitor towers, it's really not ideal to have to force yourself to go back bot lane to farm every 2 minutes. If you do the technique and you can't go bot you'll essentially have just created a slow push against yourself, causing the enemy minions to die to tower, wasting gold, damaging your tower, and possibly even destroying it. Rather than putting yourself in that situation, this is when you want to create a slow push against the enemy team, as they'll hopefully be too busy defending against the siege to send someone to clear bot. This way they'll be the ones losing minions to the tower, taking tower damage, and possibly losing a tower if it's already low. And if they do send someone to clear it, you'll either have an easier time sieging or your team will be able to dive the enemy team 5v4 under tower.
When it comes to team-fighting as an ADC, there is one golden rule which is the most basic team-fighting rule of all, and yet makes you an infinitely better team-fighter if you start following it; attack whoever's closest to you. If you stand at the back, behind your frontline, and just auto-attack whichever enemy is absolutely closest to you, you have the best possible positioning, as you'll only be in focus range of whoever's diving you, or whoever you're attacking. It's recommended in general to take down the enemy carries before the tanks, but as the ADC if you try to attack a carry then you're in range of every single member of the enemy team, and if they all focus you then you'll go down in under a second. By keeping your distance and attacking just whatever's closest, you'll be hardest to kill, and can therefore output maximum DPS by just staying alive and being able to auto-attack all fight long. The only time you should attack the enemy team's carries is when there's no other enemies standing between you and them.
The best players of all know not only when to follow that one basic rule, but also when to take even further measures to stay safe. Before you ever even get into a team-fight, you should have already analyzed what all the threats to you on the enemy team are, and play more safely or aggressively accordingly. For example, if a

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But sometimes you need to turn the safety notch up another level and straight up walk away from someone that could be a threat to you. For example, if you're playing vs ![]() ![]() ![]() ![]() ![]() |
No, when you're playing against

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Champions that present such a large threat to you aren't just limited to assassins (![]() ![]() ![]() ![]() ![]() Against champions like these, it's really necessary for you to watch out and keep your distance. You can try damaging them with ![]() ![]() ![]() ![]() ![]() |
When following the rule of "attack whoever's closest", often you'll have to choose between two champions that are at a more or less equal distance from you, and it'll be optimal for you to attack one or the other, but it's hard to be completely certain about who the right target is. That being said, here are some things for you to consider which will hopefully lead to you making the right choice:
1) Which is the bigger threat?
You'll want to take out whoever's the biggest threat not just to yourself, but to your team as a whole, and disregard the weaker enemy. Sometimes it's not very clear cut, others you have to choose between a fed


2) Who would die faster?
When the targets are equally threatening, you'll want to focus whichever one is squishiest/lower HP, as the sooner they're out of the fight, the sooner your team gains a numbers advantage. Sometimes even if they're the lower threat, it's still worth focusing them down first if they're going to die significantly faster, but only sometimes, and it depends on how big a threat the other possible target is.
3) Who's least likely to get away from you?
The less mobile one is the least likely to walk away and succeed in getting away. You'll want to focus the least mobile one as they're the ones most likely to die if they get low. A tank with gap closers like



Generally, from top to bottom those would be the most important factors to take into account respectively, but sometimes one factor, if it's big enough, can over-ride a generally more important factor. For example, choosing to DPS down a negative KDA, full AD Lee Sin, over a fed Riven, because you can kill the Lee in about 2 seconds while the Riven is both tankier and more mobile, so takes a fair while longer to kill.
Another important aspect about team-fighting again starts before you ever get into the team-fight; it starts when you're buying items at the shop. You should be looking towards the enemy team's composition and their items and adapting your purchases accordingly.
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Before you buy, open tab and analyze the enemy team. If they have CC that can be a real threat to you, especially when combined with magic damage, then you should aim to build a ![]() ![]() ![]() If the enemy team has so much armor that it makes ![]() If neither of the above are a priority yet, build ![]() |

That's it for my


If you enjoyed this guide you may also enjoy Vapora's Guide To Tristana, my guide to my other favourite ADC. They have very different playstyles but I find


Special thanks to Janitsu and Hoppermh for helping out with the coding and doing the banners!
If you still have any further questions after reading the guide, feel free to ask in the comments, I'll try to answer them as soon as possible and consider addressing them in the guide so future readers may not have the same questions.
And once again I would like to remind you that if you enjoyed the guide, upvotes are always appreciated and help very much!
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