How to: Support (Paragon) Discussion Topic

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Name: How to: Support (Paragon)
Category: Introductions, Guides and Surveys
Date Added:
Author: Font


As some of you may know playing support can be tricky due to the amount of responsibility relies on your position.

A short list of those responsibilities to begin:



Lane Control

Keeping your silly Ranger alive in lane

Feeding your silly Ranger kills in lane

Dying for the greater good

Sticking your neck out for your team

Being on the lookout for ganks coming to your lane and just general map awareness to keep you and your ranger alive while he farms up to win games

Rotating when needed to help your team when it won't leave your Ranger in any imminent danger



Let's start from the top with



A great example of a very common start for supports:

a 3 point ward card giving you access to shadow wards right off the bat or a Circlet of Health so you and your carry can trade with the opposing offlaner.



Warding never ends as a responsibility for pretty much every role. Even rangers should pick up a ward in highly competitive games.

Something to remember: The deeper your wards in enemy territory, the earlier you guys get a notice of when someone is coming to gank you, but the more risky it is. Don't be afraid to call a 3 man invade into enemy territory to drop off a ward or two if it's unsafe to go by yourself.

Whether it's safe or not can often depend on what kind of support you're playing. Tankier supports such as steel/narbash can kind of freely ward without much danger to himself, since he'll live long enough for his team to come help, where as squisher supports need that help almost immediately so they don't have to waste vital parts of their kit just to escape, such as a dekker/Muriel ult. Phase should almost never be warding deep alone as her kit is kind of useless if she isn't tethered to someone.


As a support part of maintaining wards is "Ward Control" fighting your lane opponents to keep your wards up, and remove theirs. If your ranger's life isn't in danger, and you have the opportunity, you should be checking opponent's wards and trying to clear them so your lane can be ganked freely by your team's Jungler.


Lane Control

Controlling a lane can be tricky, since it runs from keeping the minion wave close to your turret, to annihilating the enemy offlaner to force your enemy team to put more pressure on your lane, so your other members can move around more freely; taking objectives, warding deep, stealing jungle, et cetera.


An easy way to get control is body-blocking for minions. Right before the opposing offlaner would go for a last hit, step in the way. If he shoots you your minions will focus them, and allow your lane to further push towards your own tower. This not only helps control the lane but bullies the enemy ranger out. Giving your team a card advantage and putting the opposing team's total CXP down.


To make this easier to understand I'll break this up into a few sections. As a catch-all It's almost always more profitable to keep your minions closer to your turret so:

A. Your ranger can farm freely under turret and feel safe

B. The enemy laner has to extend in order to even obtain experience, let alone last hits.


When to push that well frozen minion wave out comes down to judgement, and often relies more on your Ranger than yourself. But you should expect to push your wave out so your tower doesn't get destroyed. That can be broken down into 2 instances.

Backing to spend and taking other objectives.

The first one is relatively self-explanatory, however when taking a different objective, such as Raptors, Orb Prime, invading the enemy jungle, or sieging another lane's tower, you have to decide whether you'll want to back after the objective, or return to the lane to farm. In most instanced you would want to back, therefore making pushing the wave relatively self decided. But if the objective is close by, will be taken quickly, or won't give enough Card points to make backing an option: you would want to maintain the freeze, keeping the minion wave close to your tower, but not allowing it to push in.


Keeping your Ranger alive

This sounds simple but can be tricky. A lot of it comes down to warding and map awareness. but in engagements always keep an eye out on your damage dealers health and position, so if need be you can peel for them. This becomes easier with better Ranger players who put themselves in better positions, and are more vocal about needing assistance.

(The term Peel is basically just any skill, positioning, or action that removes your carry from danger, or buys them time to survive)


Feeding your Ranger

In most cases you want to let your ranger get the last hits on kills/minions. It's nice getting card points for yourself, but with a carded Ranger the game escalates in your favor much more quickly than getting 1 extra "supporty" item.

If your ranger CAN get the kill, let them. if it is unobtainable or taking just too damn long for them to get the last hit: secure the kill yourself.


Dying for the greater good

This should almost never happen, but in the instance where it's your life or your teammates you should be trading yourself instead of an allied carry or mage.

Apart of this comes with positioning and body blocking. In team fights make sure you are in front of your carry as tanky supports. You have to be taking the shots that your carries can't sustain. Well positioned teams will take full wipes with the carry taking almost no damage.


Body blocking can be either defensive or offensive.


Say you're playing Support Grux (Yes that's a thing. Not Meta but a thing) and your carry is being ganked by a couple of ranged heroes. Getting in the way not only buys time for your ranger, but helps turn the fight in your favor more quickly.


Offensive body blocking is essentially stuffing your opponent. Get right in their face and make the only thing the enemy team is worrying about is you. Leaving the enemy carry incapable of targeting anyone but you and forcing the enemy team to focus stuns, damage skills, etc. on you instead of your carry.

This practice is more often seen in fighters than supports such as Muriel/Dekker.

Since Phase has RIDICULOUSNESS NONSENSE BULLSHIT OP CRAZY health regen, you can freely tank shots for your carry, but know that if you're in front of them, then they have no way you can pull them out of a dangerous position, and you're forcing an all in from yourself and your carry.



Sticking your neck out for your team

This is relatively simple to understand.

Warding solo when no one can aid you immediately, zoning enemies by just being a presence in a certain situation, being a ward for your team when you're all out and there's no time to back.


The former lasts throughout the game, whereas the latter is more often in Orb situations, and baiting team-fights.

When doing this part of your responsibility, make sure your team is at least aware of it. Running into the enemy jungle to ward when your entire team is focused on other things and or backing is just feeding in most cases.


Rule of thumb:

If your team is incapable of collapsing at any given moment, then what you're doing should probably be done later when you can get more support.



Watching the map, checking side areas before the lane crashes at start, warding consistently and often, making sure you have enough mana to be useful.

As a support Mana is quite often more important than how much life you have. (No don't build a lot of mana that's just silly) But when you're mana pool is drained and you have a few seconds. BACK. Get fresh wards and a fresh mana pool to continue being a nuisance to your opponents.



More often than not playing support can be stagnant, stale, boring. But if your ranger has some time to sit 1v1 vs the enemy carry, AND (Yes both) your wards are fresh to let him know when he's being ganked, Collapsing on an enemy out of position can be vital to feeding your team kills.

The most important thing to remember is never leave your carry high and dry. Leaving the lane is fine, but make sure you're back before anything that puts your carry or their farm in jeopardy happens.



In some cases consider either you or your Ranger on a leash. Fighting a Duo lane that is constantly up each-other's butts is by far the most annoying thing that a player can face, because it makes either one seem almost unkillable.  Until you get more comfortable with your Ranger (and they with you) it's best to pretend you two are literally tied together, and shouldn't be more than 1 lane apart, however in most cases closer. Because ganks can happen in a flash when you're nowhere to be found. So ask yourself this question quite often. "Is what I'm doing putting my squishy teammates in danger?" If the answer is yes, then just don't do it.


This isn't essentially anything you can work on yourself, but I want to touch on it briefly to end this.


There are a few styles of supporting, but one common factor.


The common factor is teamwork, and I'd classify the styles as "Aggressive" and "Passive"

Passive is not forcing lane fights, and allowing your ranger to just slowly outfarm the opponent with body-blocking and gank attempts from your jungler. With this a lot of lane and ward control is necessary.

Aggressive laning is more "Put them in the dirt" style. Going for constant harass, punishing almost any misstep by the enemy team, etc.

Aggressive laning requires a bit more mechanical skill and map awareness, as an active jungler can come punish your aggression relatively easily, however if it works correctly you'll win your lane solo alleviating some of your teammates responsibility in Red lane.


When to poke:

Harassing is important but poking should only be done when there are as few minions left as possible for the enemy team. A good concept to remember is every minion is free damage. Assaulting head first into a minion wave is an easy way to feed a kill or two, but with a minion wave on your side the ganks go much smoother with less retaliation.


How to: Support (Paragon)

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Updated for meta as of 6/2/2017

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