Posts Tagged ‘Carry’


Introduce yourself!

 Hello I am Marcin “Jankos” Jankowski, I am Polish and I play Jungle for Team ROCCAT in the European LCS.


You finished 3rd in the playoffs, but you’ve had a rough season so far? What’s going on?

 We are underperforming because we did not really adapt to the new meta, but we are playing a lot right now which hopefully will lead with us catching up and managing to fight for the top spots


What do you think are the biggest issues in the team? What influences your play the most?

 Our individual decision making is currently not on par with the other teams. Our team fights are lacking the microgame, so we are trying to improve it.


Do you think the team can recover? Is going to worlds still in your crosshairs?

 We are doing our best to recover, I think we are on the way on getting back competing for the best slots, and I definitely think that we will be fighting for a worlds spot at the playoffs!


How does the team operate in game? Who is responsible for primary shotcalling? What is your mindset like entering a game?

 I think main shotcallers are me and Overpow, but everyone has its calls and ideas in game. We do not limit ourselves to one or two persons, we all have our tasks during the game.

And about the mindset – #ROCCATFIGHTING


How do you deal with criticism on social media/from fans? Is it hard or demotivating, or do you take it and use it positively?

 Lately people are actually trying to help us rather than criticize and bash on us. Which i think its quite helpful for us. People are trying to cheer us up on our social media rather than flaming us for losing. And usually those things dont really affect me in a bad way.


The tables seemed to have shifted quite a bit. How big of a skill difference do you believe there is between the top half of teams and the bottom half?

 I think SK and Alliance are ahead of the rest right now, but most of the teams right now are able to catch up with them with the time if they continue adapting the way they are right now. I think we are one of those teams that can catch up to them.


How strong is Alliance? Do you think they are still only warming up? What’s it like playing against Shook, who shares a similar champion pool to you?


Alliance is currently the best team in Europe. Most of their players solo skills are the best in the region and not only that but right now they are even good with their team play and rotations. I don’t see anyone beating them for now in EU. Shook is the best jungle in European LCS and I really like to play against him because i learn new stuff, and it is always a challenge.


You seem to be relying on old favorites in the jungle. Is this personal or team preference?

 I think everyone right now is relying on the old champions like Elise, Lee and Eve. They are just the best options right now for the jungle, and those are anyways my personal favorites.


What do you feel are the most viable junglers right now in competitive play, and do you think we will be seeing anything new?

 If the 3 OP’s are not available, we might see Rengar, Jarvan, Vi, Skarner – but you need to build a team around them specifically for them to be as useful in game.



 I want to thank all the people that support us even when we are losing – that means a lot to us! Also i would like to thank ROCCAT and AMD for the continued trust and support, without them we wouldn’t be able to be where we are. Also a big thanks to my girlfriend for supporting me and being there for me!

Beginner AP Carries

March 14th, 2013

ryze banner

In my (hopefully) long-awaited return to writing for News of Legends, after a rather busy month at home, I want to talk about the AP champions out there and who you should be learning if you’re picking this role up for the first time in your LoL career. In my previous article I talked about the three support champions you should learn if you’re new to the role; today I’m going to be talking about AP champions. I’ve avoided using the phrase “mid lane” champions because currently the meta-game isn’t the most stable, and the classic AP Carry mid isn’t necessarily what people will be using in every game. We’ve seen champions like Talon, Lee Sin and Kha’Zix all being very effective in the mid lane, but none of those fit the description of an AP Carry. For those who know the world of AP Carries, this isn’t the article for you. However, for someone who is nearing thirty or perhaps just wants to learn AP Carries for the first ever time, this is the article for you. We will not be breaking ground with any new game-changing strategies; I will simply offer a push in the right direction for your first steps towards playing an AP Carry. Learning the following champions will give you a solid base from which to jump-start your League of Legends experience playing AP champions.

If you already know the role of AP Mid and wish to learn the top five champions for the position (not necessarily the easiest 5) then check out DCGreen’s guide to the top 5 AP Mid champions.


RyzeRyze is by far one of the best AP champions you can possibly start to play with. He’s by no means the most powerful champion out there but he has a great kit that allows for mistakes, which is essential in learning any new role. What sets Ryze apart from most AP champions is that his abilities scale with mana, meaning that the more mana you have, the more powerful you become. This means than in the early game you can kill two birds with one stone, as stacking mana means you’re less mana-dependant and you’re more powerful. Two of the most standard early-game items for Ryze are Tear of the Goddess and Catalyst the Protector, which will give you a solid amount of mana, health, and through Catalyst’s passive, good health/mana regen when you level up. This is very important as the less you have to worry about mana and health, the more you can focus on killing minions and your enemies. Items like Glacial Shroud which you build into Frozen Heart add to this tankiness even further. Ryze’s abilities must not be forgotten, as they are also why he is such a good champion for those learning. A simple single high-priority spell, Overload, coupled with some nice CC in the form of Rune Prison, means that you have the ability to freeze and burst down champions or use that CC to escape if things get a little hairy. The bonuses gained from his ultimate, Desperate Power, coupled with the AoE from Spell Flux means Ryze has frankly ridiculous levels of sustain. If you’re playing Ryze properly you should never have to worry about your health or mana. Ryze isn’t the most exciting champion, but he is the first you should learn if you’re getting into AP Carries.

Once you have learnt Ryze you will have an easier time learning: Annie
For a more in depth guide on Ryze, check out Nukemumg’s Guide to Ryze


Akali is one of my favourite AP champions, simply because if the enemy doesn’t know how to counter her, it’s pretty much game over. AkaliSquareGet a few kills on Akali and once you’re level six the game is now heavily in your favour. Akali has ridiculous levels of burst, sustain, and team fight utility. She is certainly a step up in difficulty from Ryze, but because of her potential to single handedly turn the tides of the game, if played properly, I feel she is a must-play champion for the beginner to AP carries. I’ve chosen her over champions like LeBlanc and Veigar who are also known for their burst because Akali will give you much more use in the long run, as within the current meta she is still highly relevant. Akali has a flat 6% spell vamp (+1% per 6AD) so from level one she has a good base level of akali pros and conssustain. Once you throw in the fact that the Hextech Gunblade is the first item you complete, Akali will have 26% spell vamp + 17% life steal (Flat 10% from Hextech + ~7% from the 45 attack damage from Hextech stacked with her passive). Also remember you only get â…“ of the spell vamp for AoE attacks. At this point you should have little-to-no issue with sustain in the laning phase or in team fights. The thing that makes Akali frankly overpowered is her Burst. With a triple-stacked Shadow Dance and full energy plus a Hextech Gunblade, you should have absolutely no issue bursting down any champion that isn’t stacking pure health or magic resist, and even in the early game you will still be able to do this unless they rush a Warmog’s. Akali has great team fight capabilities with her Twilight Shround, making her invisible when not attacking in her circle. Two things happen at this point; you either get a free reset and chance to regenerate some energy, collect your thoughts and strike where it’s most effective, or the enemy is forced to waste money on pink wards or an Oracle’s to see you.

With huge levels of sustain, even larger burst, the ability to snowball and carry extremely hard and still being relevant in ranked play, Akali is a must for anyone wanting to learn AP champions. For a more in depth guide, check out PhoenixKami’s build

Once you have learnt Akali you will have an easier time learning the following champions: Katarina, LeBlanc, Orianna.


KarthusSquareKarthus is a great champion. Although he’s not seen too much at top level play anymore, he’s a fantastic AP character who you should learn early on. Karthus’ strength lies in three key things: the ability to farm, his passive, and his global ultimate. Starting with his ability to farm- his Q (Lay Waste) is fantastic for last hitting minions, and although you should theoretically be able to do it with your auto-attack, Karthus enables the player to farm a little easier than most other champions. Karthus’ passive allows him to remain active for seven seconds after dying. Although you can’t move, you can still activate your abilities, helping you to secure kills or even continue farming. This works fantastically in team fights where you die with Defile active, as you’ll continue to deal huge amounts of AoE damage. The biggest reason to play Karthus however is Requiem, his R ability. Requiem is a global ultimate, meaning it will hit every enemy on the map regardless of where they are, even if you can’t see them. Requiem is great for picking off enemies after team fights, helping other lanes if they need someone finishing off after an engagement, or even as a pre-emptive strike before you engage a team fight. It can even be cast once you’ve died. Karthus offers a great deal to anyone learning the role, and will help you master farming as well as paying attention to other lanes, to make full use of Requiem. Karthus is a relatively simple yet still effective champion, which allows the player to practice a variety of different key skills in their pursuit of perfection.

For a full guide on Karthus, check out this guide by Reginald

Once you have learnt Karthus you will have an easier time learning the following champions: Anivia, Morgana (skillshots!)


This list is by no means definitive, and there are of course other champions who are suited to players wishing to learn the role of AP Carry. Other champions that may be as effective include Annie, Veigar and Lux. As previously mentioned, this post is not a guide on the most effective champions, but merely a nudge in the right direction for someone wishing to learn the basics of the AP Carry.


Until my next piece (which hopefully won’t be another month =D) I wish those of you just starting out in ranked, or gearing up for it as you level, the best of luck and enjoyment in your endeavours.




In the last article I talked about how Giant’s Belt has changed the landscape of top lane, strengthening Champions that can make use of buying it on their first back and putting champs that want to focus on offence at a disadvantage. Bot lane is in a much more fragile spot; Giant’s Belt is warping the landscape by making AD Carries pretty much useless until they can get 3-4 major items. Let me explain, as there are a few factors that play into this phenomenon.

1. The most obvious one is that attack speed was nerfed across the board while health was buffed.

2. Bloodthirster has become a more common first item for ADC’s because of how good it is in lane and when you have to farm an extra ten minutes per game to get to four items, you need to be able to go toe-to-toe with the other ADC who is also farming. This has lead to a decrease in rushing Infinity Edge, which gives more consistent damage due to higher base AD + Crit.

3. Last Whisper does not pack as much of a punch as it used to because of the lack of armor stacking.

4. Positioning yourself to do the small amount of damage you do is harder because of the amount of common Bruisers with gap closers and cc (Vi, Amumu, Hecarim, Jarvan, Xin Zhao, Malphite, Renekton, Shen, Elise, etc).

5. Blade of the Ruined King does not provide as much damage as BT if you rush it unless your target has 2500-3000 hp.

6. The last factor is that while AS was nerfed on items, AS reductions were not nerfed on items or spells.

ADC’s are definitely between a rock and a hard place right now and a lot of pro players have spoken up about this being a problem; some even saying ADC’s may get phased out because Bruisers are just that good. Could adding two more Bruisers to the team, instead of the ADC and Support, really be a net benefit to team composition? Only time will tell…

The Best ADC’s, for now, and Why.

Right now I feel that Range and an Escape are the biggest factors for soloqueue success, so I will use that to determine my rankings. Remember, this list is constructed for the ease of the soloqueue community and is not intended to mirror the competitive scene.

#5. Kog’Maw and Vayne

Why are the two Champions that have built-in HP% damage at the bottom of the list in the stacking HP meta? Well I am sure it is no surprise that Kog and Vayne have the weakest laning phases of all the other ADC’s. They are champions that are high risk/high reward, which is something you can’t always count on in soloqueue. If you don’t get counter-picked by the opposing ADC or Support, get camped and ganked all day by the jungler, and manage to get a decent CS. If all this comes to pass, then these champions are absolute wrecking balls to the brick-wall Bruisers running all over the place- but that’s counting on a lot of things to go your way. Throw in the fact that Kog has no escape and Vayne has Tumble, which really isn’t an escape either, your mechanical skills need to be through the roof for you to pilot these champions to a win. While they have a lot of adversity I feel they outshine the other ranged champs without escapes like Ashe and Varus.

#4.  Graves and  Twitch

Ok, why do you keep listing two Champions at once? Well I feel that ADC’s are all virtually the same right now. They don’t have a lot of niche versatility. They do damage at range and hopefully have an escape for repositioning. Graves and Twitch share the same tier because I think they are the most ability-aggressive ADC’s at the moment. Pairing them with a Taric or Leona should yield good results. Graves has a true escape and provides utility with Smoke Screen, while Twitch has stealth, true damage, a slow, and long range. I feel like it’s splitting hairs trying to decide which is better than the other, so I stick them in the same place; especially since they both fall short of the next 3.

#3.  Ezreal

Ezreal is just all around a solid ADC. He has good range and poke with his Q. He can buff his team’s AS with his W. He has the best true escape because it goes over walls instead of through them, which gives it less fail potential; his ultimate is global and just overall a solid skill. There is nothing wrong with this champion. I have heard Doublelift say time and time again that Ezreal has no weaknesses and that he is solid through and through. I am a firm believer of this. He’s a safe pick and a good one at that.

#2.  Miss Fortune

Miss Fortune is still living off the royalties from the League of Cleavers. She is in a unique spot because her ult lets her bypass the Attack Speed hindrance that all the other ADC’s suffer from in the early game. Bullet Time does incredible AoE damage to the entire enemy team from a massive range, all in two seconds, allowing MF to see immediate results from her item purchases. This gives her a unique/excellent early game and allows her to transition into a traditional ADC later on. The range on Bullet Time combined with the MS from her passive also allows her to position well and remain relatively safe till a fight is over. She also pairs well with any support with a cc (Sona, Leona, Zyra, Lux, Nami, Taric) and can almost always get a kill at level six in lane.

#1.  Caitlyn

My reasoning behind Caitlyn being #1 is simply because her range is 650. She is incredibly hard to catch as an opposing Bruiser or Jungler. If you can play Caitlyn well and make it to 30 minutes, you will carry your team. She has 100 range over all the other carries (which is a huge deal) and she has a true escape, a snare, and can even contribute to a fight from great distances with Ace in the Hole when she has been chased away. Her kit is a bit under par compared to others, not sporting any kind of AS steroid, magic damage, or debuffs, but she is literally impossible to get to and if she is running Cleanse (which she will be) you can just go into the kitchen and start sticking forks up your ass because that is literally the only recourse you will have as she shoots you with a net and proceeds to kite you into oblivion. Even since Nunu got nerfed, she’s still an obnoxious bitch and I think she shines the most out of all the ADC’s lategame, which is the only point in the game they shine right now. Pick her, win your lane, farm it out, and carry hard.

Honorable Mentions

My Top “5” list has 7 Champs on it but we can squeeze a few more. These champs all do really cool and unique things but at the end of the day their kits kind of detract from what an ADC does and wants to do. Having four cool skills is awesome but when you do 99% of your damage with an auto attack, it’s kind of hindrance to your design. These champs are listed in a specific order.

#6.  Draven – Pair him with an aggro support and you can snowball soloqueue.

#7.  Tristana – Late Game her range can rival Cait’s, she just has a much more fragile early game + mid-game slump.

#8.  Ashe – 600 range + global stun. Her ult can out-right win games, but again she has a weak laning phase.

#9.  Corki – True escape makes him better than Varus.

#10.  Varus

#11.  Sivir


Love, Dcgreen



LoLKing Profile

Previous “Glory of the Climb” Articles:

Making Sense of Season 3

Dominion: Helping You To Win More Lanes and Games

Developing Your Killer Instincts: Why to be Aggressive in Season 3

Working With Your Team to Win

Countering Health with DFG

Reviewing the New “League System”

Why Losing is Just as Important as Winning

The Stale Meta: Intro + Top 5 Junglers

The Stale Meta: Intro + Top 5 AP Mids

The Stale Meta: Intro + Top 5 Top Laners

draven banner final

 After a healthy delay I present to you the next guide in my AD Carry Series!


Draven is a high-skill, high-reward carry whose plethora of steroids and direct damage abilities make him a constant threat. His kit destroys most other carries in the early game. Draven’s only limit is how well you play him.



Farming, Harassing & Laning: Draven has a signature mechanic in lane and that is his axe-throwing and catching. He rewards actively moving and this is especially true during the laning phase. Spinning Axe, coupled with his passive, deals insane damage in the early game, easily overpowering most champions. Because a caught Q will not cost any mana to fire again, you have the opportunity to last-hit effortlessly. Exercise caution as this can easily push your lane as it effectively increases your last-hitting damage by 50%.

Blood Rush is a very straight-forward steroid; the only difference being that the cooldown refreshes if you catch a Spinning Axe. Use when kiting, chasing or escaping. Don’t spam it for no reason or you’ll quickly find yourself out of mana. If you want to run away with W, but feel that you are still safe from harm, consider firing your Q first. Draven can capitalize on mistakes very well. He can turn a potentially bad situation into kills, due to the monstrous damage of continuous Spinning Axes. Blood Rush is one of the best kiting mechanisms in the game, if you’re proficient with the champion.

Orb-walking, or moving while attacking, is a little more complex. Obviously you want to catch your Q to refresh Blood Rush, but don’t lag behind too much if an axe happens to land too close or even to the side. This is where Draven’s third abilitiy, Stand Aside, comes into play. As a chasing skill, it’s best used if your Blood Rush is on cooldown, as it has a casting animation. Failing your combo does not mean that the enemy will live as E is a deceptively long skillshot. As the axes rotate they slightly increase the hitbox of the skill.

Kill combos are extremely strong with Draven, putting champions such as Taric, Leona and Blitzcrank on his buddy list. Generally, any support who can play aggressively and provide crowd control is a desirable choice here. You can zone enemies easily with Draven, but don’t let this be an obsessive goal. Really, the only thing hampering his carry potential is the player’s skill level. He scales very well with items so play passively if aggression is just not working out for you.

Draven can be shut down by champions who can fully commit to a fight. Strong, constant CC in particular destroys any possible kiting attempts. He is also weak against picks that can punish him for trying to catch his axes. A well- played Caitlyn, Varus or Ezreal can put a serious damper on Draven’s laning phase.





Early and midgame: Draven scales incredibly well with both Critical Strike and Attack Damage. An early Bloodthirster is staple on champions who are consistently in the thick of things. An Infinity Edge will provide redonkulous damage if done by around the fifteen minute mark. Statikk Shiv is an interesting choice, seeing as Draven tends to move a lot. My recommendation is to leave Avarice Blade stacking gold for you for several minutes, perhaps finishing a BF Sword or a couple of Doran’s Blades before completing the item. Early attack speed items mean weaker Spinning Axes and Whirling Death, so try to delay them slightly, but do not ignore them after the twenty minute mark.  A build you’ll never go wrong with is a BF Sword -> Zeal -> Bloodthirster – greatly efficient on carries with solid AD scaling on abilities.

When playing Draven you need to understand that even though his mechanics differ, his role on the team is that of a carry. Always be aware of enemy gap-closers and dangerous spells when trying to catch axes. Also, never lose out on potential auto-attacks in order to chase axes that have landed too far away. With a fully max’d Q you can afford to miss out on a few. As with all global ultimates, Whirling Death is a wonderful finisher. That being said, if you have a clear opening on the enemy team, feel free to use it during the initiation. After getting rid of all the fancy stuff, you have your standard gameplay- keep assassins and bruisers away with Stand Aside and do everything possible to stay alive, using Blood Rush judiciously when left without Spinning Axes.




Carry potential: Draven is a unique gem for those who want to master a certain champion. His weaknesses are the lack of a decent escape and having relatively short range. He has very few hard counters if played well. His Spinning Axe transitions from a monstrous poking tool to a decent auto attack steroid, while Blood Rush and Stand Aside are both stellar carry skills. Having a global ultimate means you can always try to finish off low-health enemies, giving you solid team presence early on. He carries extremely hard with a competent team who can protect him and does well even without insane levels of farm.





 Useful tips:

    • Spinning Axe will not reset your auto attack timer, meaning you can charge it pre-emptively. It also won’t trigger Spell Shields, meaning you can demolish those pesky Sivirs with ease.


    •  Your passive is not wasted if you stack it twice before the 4 seconds are over, as it will just add more bleeding time to your opponent.


    •  Stand Aside and Whirling Death have wind-up animations, meaning you can auto-attack and then use them to limit idle time and increase your overall DPS.


    •  As the movement speed from Blood Rush fades during the spell’s duration, it should be used first in order to escape, giving you breathing space when the going gets rough. If you get ganked very early on, hit W first and only after the first few seconds use E as it takes time to fire. Sometimes, as a result, the enemy chasing you will not be in range to cast his most valuable skill, forcing him to either use Flash or give up the pursuit.


    • Stand Aside will interrupt Leona’s Zenith Blade, allowing you to disrupt her combo.


    • Draven’s ultimate is best used during hard CC or when your enemies cannot afford to juke. Much like Ezreal’s ultimate, it can be fired while stunned. Whirling Death also requires that you, your target and the axes themselves stand in one line. The further you are from your target, the harder it is to reposition yourself should the ability fail.


FAQ Section:


Q: Who are you?

I’m an avid player from EU West who’s been in the League since Season 1. My highest Elo is 1927 but I mostly play premade matches. In all teams that I’ve joined for various tournaments I’ve taken the role of an AD carry. I’ve played every champion in this category extensively, although special credit must go out to Vayne who is my personal favourite.

Q: Who is this guide for?

Mostly players who have decided to delve deeper into the role of AD carry.

Q: What can I find in it?

An overview of each AD Carry, its strengths and weaknesses, both in lane and in teamfights, as well as tips for synergizing with certain support champions. There are short lists of counters and allies, as well as more detailed explanations as to why that is the case.

Q: Should I completely agree with all your choices for counterpicks and good allies?

Of course not! I’ve based my opinion around general advice. Of course, players can always pull off something amazing that I haven’t mentioned, but this guide is aimed at providing the most solid and safe choices.


Why thank you. Next article will be all about Ezreal!


Good luck on the Fields of Justice!


Welcome to my newly-created Pro Series, featuring advanced strategies and overviews of each of your favourite AD Carries! This guide assumes you’re familiar with the basics of playing the Ranged Carry role. If not, I recommend heading over to Hersir‘s guide, which examines more introductory topics. The series will cover all AD carries over the coming weeks. Let’s begin!

Introduction: What has changed in the League since Season 1? We’ve witnessed certain meta compositions rise and fall, as one is quickly trumped by the other. But while the mighty bruisers were demolishing their AoE opposition, only to find themselves unable to tackle the toughest late game heroes, the fragile ranged carry kept farming the bottom lane with its trusty support and made it to be a dominant role in Season 3.

In this series we’ll focus on each AD carry, comparing its strengths and weaknesses. We’ll discuss the hero’s ability to push, CS, harass, farm under tower, survive both in lane and in teamfights and carry at all stages of the game. Let’s start with our beloved, iconic carry – Ashe!



Ashe, the Frost Archer

The iconic hero of League of Legends makes her way into Season 3. Regardless of previous nerfs, Ashe still has a strong place in competitive play.

CS - Our charming ranger from the North has a very clear attack animation that both new players and seasoned veterans will greatly appreciate. Still, her base damage is pretty low at 49; an amount high range or high HP ranged carries all share. Unfortunately, she has no method of boosting her early damage so practice is a must. Hawkshot‘s passive lets Ashe get a solid gold advantage over the enemy, provided she keeps up with farm.

Ashe_QueenSkinHarass and lane controlAshe has a top – tier range of 600. Couple that with her low-cost Volley and you’ve got yourself a competent poker in lane. Her Hawkshot provides excellent map awareness and is good at controlling the brush area. After level 6 Ashe becomes very dangerous as her signature ability, Enchanted Crystal Arrow, allows for easy gank opportunities and turning the tide of a 2v2 battle. She is excellent against champions who need to commit to do their work such as Graves, Tristana, Miss Fortune and Vayne, but struggles against powerful pokers such as Caitlyn, Ezreal and Varus.


Farm under tower Ashe has trouble last-hitting minions who are being barraged by the tower. Her Volley will get in the way of looting those gold-bearing midgets more often than not. As such, champions who can push the lane (Corki, Caitlyn and Graves most notably) can hamper Ashe’s ability to last hit properly.

Surviving – Part of the reason why Ashe stepped down from her throne of top-tier pick back in Season 2 (that and Pulsefire Ezreal). Although armed with reliable crowd control skills, she has no way of dodging skillshots or quickly retreating. Ashe players generally rely on Hawkshot to provide them with superior map awareness and Volley for when things get messy. She is heavily dependant on her team backing her up early so she can reach her amazing late game well-farmed.

Carry potential – Ashe is a spectacular champion in an extended match as her Ultimate provides one of the best teamfight initiations. That, coupled with her ability to kite her enemies relentlessly puts Ashe among the hardest carries. She is very item-reliant and is generally not considered a threat in the early and mid stages.

When should I pick Ashe? - I would rate Ashe as one of the toughest carries to truly master. She needs a competent support who understands her strengths and weaknesses as well as a team willing to play a bit on the defensive side early. She truly shines in CC-heavy teams that can pin her enemies down after a successful Enchanted Crystal Arrow, or peel dangerous assassins from her. As such, she does well when fighting alongside champions such as Shen, Amumu, Orianna, Ryze, Ahri, Janna, Sona, Lulu, Alistar, etc.

Ashe hates being paired with aggressive supports as she simply lacks the damage to complement their engages.  As such, champions like Leona, Blitzcrank and Taric don’t go well together with our frosty markswoman. Ashe excels at keeping champions without dashes off her tail. This means she counters Mundo, Udyr, Darius, Morderkaiser, Shyvana, Chogath, Skarner, Yorick and more. However, be wary of hard gap-closers that are tough to keep out of range. Champions like Xin Zhao, Pantheon, Riven, Malphite, Lee Sin, Diana, Ahri and Evelynn all fit that list. Ashe’s greatest counters are Irelia and Olaf. If the enemy picks one of them it’s highly advisable you skip Ashe as a potential pick unless you’re absolutely certain that your team can deny them gold and experience.

hardcountersashe bestalliesashe

FAQ Section:

Q: Who are you?

I’m an avid player from EU West who’s been in the League since Season 1. My highest Elo is 1927 but I mostly play premade matches. In all teams that I’ve joined for various tournaments I’ve taken the role of an AD carry. I’ve played every champion in this category extensively, although special credit must go out to Vayne who is my personal favourite.

Q: Who is this guide for?

Mostly players who have decided to delve deeper into the role of AD carry.

Q: What can I find in it?

An overview of each AD Carry, its strengths and weaknesses, both in lane and in teamfights, as well as tips for synergizing with certain support champions. There are short lists of counters and allies, as well as more detailed explanations as to why that is the case.

Q: Should I completely agree with all your choices for counterpicks and good allies?

Of course not! I’ve based my opinion around general advice. Even though I don’t recommend a Taric/Ashe lane combo doesn’t mean a good duo can’t do wonders with it. The lists I’ve provided give information about easy counters and allies, those that don’t require as much team effort to be effective.

I hope you enjoyed the first episode of my mini-series! In my next article I’ll be covering Caitlyn!


Good luck on the Fields of Justice!


banner items theorycraft

If there’s one thing better than watching Teemo die, it’s experimenting with alternate builds. And Riot have certainly outdone themselves this season to provide players with meaningful choices in the item department. Let’s look at why some have already garnered huge popularity, particularly Liandry’s Torment, Iceborn Gauntlet and Statikk Shiv!

Liandry’s Torment – An amazing upgrade to the otherwise underwhelming Haunting Guise: this mask triggers a burning effect after a spell hits, dealing % of current health as DoT damage over 3 seconds which doubles if the enemy’s movement is impaired. Champions with spammable spells and/or slows or stuns will find themselves purchasing this item a lot. An example of this would be Rumble, whose Equalizer and Harpoon Shot abilities both apply a massive percentage slow and is able to quickly refresh the effect with Flamespitter. Syndra and Vladimir can both deliver Liandry’s Anguish to multiple foes with their Dark Sphere and Tides of Blood spells respectively. Other champions who will appreciate some sustained damage versus both squishy and beefy targets and can maintain the burning passive indefinitely include Cassiopeia, Brand, Ziggs, Orianna, Singed and Zyra. Of course, Evelynn and Katarina are also great candidates for Liandry’s Torment, if they could avoid being constantly banned.

Liandry's Torment

Rumble mid is perfect! (for custom matches)

A mistake a lot of players make is to rush this item early on. Haunting Guise is a solid early and midgame pickup on its own. More importantly, spending 1415 extra gold on diminishing returns is not a sacrifice you should make. In order for Liandry’s Torment to be gold-efficient, the damage coming from the burn effect must be worth approximately 860 (849), which is the price of a Blasting Wand. So how much damage are you trading for rushing this item instead of investing in a Blasting Wand? We’ll use Rumble as a lab rat while we conduct our research.

Rumble’s damage combo (without Danger Zone) + Blasting Wand: Flamespitter + Electro-Harpoon x2 + Equalizer + 1 second Equalizer DoT = 122 bonus damage
The same combo with Danger Zone = 145.5 bonus damage

Whoa, that’s a lot of damage you’re missing out on. At levels 10-11 a simple Blasting Wand boosts Rumble’s DPS by around 12-15%. Now let’s examine the same situation with Liandry’s Torment as our core item. We’ll use a 3 second exposure to spell damage as our benchmark, adding 3 from the passive to a total of 6 seconds. We don’t take Magic Resist into consideration as it’s a percentile damage reduction, meaning all numbers would be reduced by an equal fraction. Keep in mind that as health is reduced, so are further DoT ticks from this item.

Level 10 Ranged Hero, 1200 HP: Liandry’s Torment total damage output without CC applied: 119 damage over 6 seconds.
With CC applied: 217.75 damage over 6 seconds.

Note that this is an extremely situational calculation of the damage output of Liandry’s Torment. The only thing considered is that every tick reduces the next in damage. Realistically, you won’t get 6 seconds of free reign over the enemy’s squishy champion when he’s at full HP, nor will you be able to lock him down for so long in CC. Naturally as enemies’ HP pools increase so will Liandry’s damage, which gives it excellent lategame scaling. A Blasting Wand opens the path to many core items for AP Carries; Rabadon’s Deathcap, Void Staff, Abyssal Scepter and Rylai’s, all of which will out-damage Liandry’s Torment in the midgame. However, there is an extremely uncommon pick that benefits from an early Liandry’s Torment. All I can say is she rides a boar and wears a bikini during winter.



Step aside, Trinity Force! Tons of damage < tons of utility.

Ezreal’s Gauntlet (will be renamed in the upcoming patch) – this item provides solid HP and armor bonuses, while giving certain champions easy access to additional CC. Champions who benefit greatly from the chilly punch packed by the Iceborn Gauntlet include Leona, Cho’Gath, Hecarim, Nidalee and Skarner. Of course, this item has become a must-have on Ezreal as its synergy with on-hit abilities such as Mystic Shot is simply amazing. Riot are taking action and will reduce the slow field’s strength, duration and AoE for ranged champions in the upcoming patch.

Not much can be estimated about this item as its uses generally revolve around the extra slow it provides. I look forward to seeing Gauntlet Diana after her revival, as she would greatly benefit from the tankiness, AP and slow field provided.


Statikk Shiv – one of the more unique additions to the store in that it forces Carries to become more active in order to take full advantage of its magic burst damage. Carries such as Varus, Ezreal and Caitlyn can commonly be seen going for a Statikk Shiv early on. The way it works is each 100 units of game distance travelled will add 5 charges, while auto attacks provide 10. At 100 the next auto attack or on-hit ability will unleash chain lightning that hits up to 4 targets for 100 magic damage. This can crit, leading to the bolt dealing potentially 800 damage in a teamfight or when farming the lane.

Statikk Shiv

Ezreal’s Q can proc even this! Is he Jesus?


If we consider that auto attacks gather roughly 12 charges every second (1.25 AS is the benchmark I used) and moving, 20, Statikk Shiv can be made to fire roughly once every 5 seconds. Battles, however, involve a lot less moving and a lot more shooting so we’ll say it takes about 7.5 seconds to gain 100 charges. In a 1 on 1 scenario this will boost the AD carry’s DPS by 13.3 magic damage, which after a 42 Magic Resist reduction equals 9.9. In a teamfight we’ll assume you’re hitting 3 squishy targets and a bruiser. When MR reduction is taken into account, this item can deliver a decent boost of 33.2 damage per second without critical hits, and 66.4 with five Phantom Dancers ^.^ Generally though you’ll experience around a 50 damage increase in a teamfight where minions aren’t tagged. Statikk Shiv provides champions with other benefits, such as a 6% movement speed increase, which amounts to 19.5 for most ranged carries, outperforming Tailwind (Janna‘s passive) and Movement Speed Quintessences by a small margin. The 20% critical hit chance and 40% attack speed alone are excellent for the 2500 gold price tag and have obvious synergy with Statikk Shiv’s passive.

An obvious advantage this item has over other common pickups such as the Bloodthirster, Zeal and Infinity Edge is that it’s built from an Avarice Blade, which rewards extra gold on every last hit as well as some passive gold generation. With that mentioned however, won’t it be worth it to upgrade to Statikk Shiv after a core item’s been purchased in order to maximize the use of Avarice Blade’s passive? Honestly, it’s up to player preference. Statikk Shiv goes a long way towards having good lane control but removes the bonus gold awarded from waiting. If you’re more of a passive AD carry, it’s best to stick to Avarice Blade until teamfights start to break out.