Introduction Top

Joule Idris Grace



I played the game casually without giving a single thought to important game knowledge such as last hitting, stutterstepping and freezing the lane for the first two years of my Vainglory experience (I remember I used to just build full attack speed items on Krul Tornado Trigger Lyra



As a support main (and especially a Lyra Lyra Phinn Catherine Churnwalker Koshka Caine Gwen Anka Ardan Yates Varya



Warning: This guide will be very long and tedious, especially the Crucible



Note: for the above recommended builds, Contraption SuperScout 2000 Hello guys, my name is Pasu and I have played Vainglory ever since 2014 on the SEA server. I first started playing whencame out, so I have been through a lot and although I did stop playing for a while in the middle (between whenandwere released), I have since then concentrated back on playing the game. My highest ever rank was Pinnacle of Awesomeness Silver in 5v5, and Simply Amazing Bronze in 3v3.I played the game casually without giving a single thought to important game knowledge such as last hitting, stutterstepping and freezing the lane for the first two years of my Vainglory experience (I remember I used to just build full attack speed items on, so I would have like threes), so I didn't really have a main. However, as soon ascame out I fell in love with her ability set, and ever since have mained her through all her nerfs.As amain (and especially amain), I have all five stars on(over 80 ranked games on her), three stars on each of, two stars onand, and one star onandWarning: This guide will belong and tedious, especially theblock list, so if you're not interested in that I suggest skip over that and move to (1.4) Other items.Note: for the above recommended builds,

Table of Contents? Top





(1.1) Support do's and don'ts

(1.2) How and when to use Fountain

(1.3) Crucible block list

(1.4) Other items

(1.6) Vision

(1.7) Introduction to the supports

(1.8) Types of supports

(1.9) Strong teammates, counters for each support, heroes they counter

(2.0) Winning the draft

(2.1) What a good game for a support should look like (3v3)

(2.2) What a good game for a support should look like (5v5)

(2.3) 3v3 Tierlist (my personal opinion)

(2.4) 5v5 Tierlist (my personal opinion) Because I'm too lazy to figure out how to do a Table of Contents, you'll have to make do with my improvised one. I've given each chapter a number so just ctrl+f to search for the number.

Why play support? Top

support , as in all of my ranked games I have seen less than five people apart from me instantly indicate support (which almost always means they are really good at supporting), people who are forced to support generally save their Fountain of Renewal



Although I am competent in any role, and can do well with pretty much any hero, my main role is support . Like many of the support mains out there, I was forced to play support because no one wanted to play it. I initially hated the role, and thought that it was pointless; however, after honing my timing on my actives like Fountain of Renewal Crucible support . Some people think that the support role is a role meant for noobs, and that supporting requires no skill. From a certain point of view, this is true; the support is always the last to be killed, and is pretty much invincible unless all the enemy heroes target them. Furthermore, the support is the one who gets all the blame when a teamfight is lost, and is often ordered around by teammates. You must also be willing to die to save your teammates, and block any skillshot or high-damaging, non piercing ability such as Spitfire Forward Barrage Scorcher



However, there is a reason the support is otherwise known as "captain". The support of the team initiates the teamfights, leads the team, and turns the tides of battle with their many actives they need to use at the right time. Imagine support as a role with twice as many abilities that have to be used at the optimal time. This is the main reason a team with a jungler , laner , and a support (3v3) or four laners / junglers and one support will always beat two junglers and a laner or five damage carries. BUT this only applies when the support is good and uses their abilities and actives when needed. Otherwise, the support is just a meat shield that offers up free Breaking Point Dragon's Eye



Being one of the few people who instantly indicates that they will be playing support has quite a few advantages. One, if you don't steal cs, play properly and Fountain of Renewal Crucible Blast Tremor Yummy Catnip Frenzy Bangarang ace them, give a thumbs up ping or something small like that, it will really bring up the team morale and spirit. Also, there is the feeling you get when you turn a teamfight around with a single ability, and knowing that you were the reason your team won.



However, keep in mind that the support role is most reliant on competent teammates. The golden rule of Vainglory is that a good support cannot carry the team by themselves, but a good laner / jungler can. This chapter is to boost the confidence of people to play, as in all of my ranked games I have seen less than five people apart from me instantly indicate(which almost always means they are really good at supporting), people who are forced to support generally save theirfor themselves.Although I am competent in any role, and can do well with pretty much any hero, my main role is. Like many of themains out there, I was forced to playbecause no one wanted to play it. I initially hated the role, and thought that it was pointless; however, after honing my timing on my actives likeand, I genuinely enjoy playing. Some people think that therole is a role meant for noobs, and that supporting requires no skill. From a certain point of view, this is true; theis always the last to be killed, and is pretty much invincible unless all the enemy heroes target them. Furthermore, theis the one who gets all the blame when a teamfight is lost, and is often ordered around by teammates. You must also be willing to die to save your teammates, and block any skillshot or high-damaging, non piercing ability such as, orHowever, there is a reason theis otherwise known as "captain". Theof the team initiates the teamfights, leads the team, and turns the tides of battle with their many actives they need to use at the right time. Imagineas a role with twice as many abilities that have to be used at the optimal time. This is the main reason a team with a, and a(3v3) or fourand onewill always beat twoand aor five damage carries. BUT this only applies when theis good and uses their abilities and actives when needed. Otherwise, theis just a meat shield that offers up freeandstacks.Being one of the few people who instantly indicates that they will be playinghas quite a few advantages. One, if you don't steal cs, play properly andon time, or useto block a teamfight changing ability such asor, your teammates will almost guaranteed honour you, and possibly even your enemies. The main advantage of that is if you get enough upvotes, you can get Great Karma, which gives a 25% glory boost after every game. It might not be much, but it's not that hard to get, and it's something. Two, as long as you are friendly toward your teammates and after youthem, give a thumbs up ping or something small like that, it will really bring up the team morale and spirit. Also, there is the feeling you get when you turn a teamfight around with a single ability, and knowing that you were the reason your team won.However, keep in mind that therole is most reliant on competent teammates. The golden rule of Vainglory is that a goodcannot carry the team by themselves, but a goodcan.

(1.1) Support do's and don'ts Top

Do's:

1. Rotate through lane and jungle all the time

2. Help the jungler damage monsters but don't kill them!!!

3. Buy Fountain of Renewal

4. Provide vision for the team

5. Body block abilities

6. Engage the enemy unless you are one of Lyra Lorelai Adagio

7. Sacrifice yourself for your teammates if one of you must die

8. Remember to ping to tell your teammates where to go

9. I personally recommend playing with the sound on, as some abilities such as Baron Ion Cannon Flicker Mooncloak

10. Treat your teammates like your babies, be patient and babysit them

11. Play the right support in the right situation (though the jack of all trades are an exception to some extent)

12. LEAD THE TEAM!!!



Don'ts:

1. Steal CS

2. Fight the enemy team on your own

3. Sacrifice yourself needlessly to hand the enemy team an ace

4. Use toxic pings unless they repeatedly do something wrong (at least three times)

5. Play a single support the whole time. Even as a Lyra Lyra Skaarf Catherine Lorelai

6. BUY DAMAGE ITEMS AS YOUR FIRST ITEM (grrrrrr)

7. Play heroes above your skill level (most notably Churnwalker 1. Rotate through lane and jungle all the time2. Help thedamage monsters but3. Buyas your first item4. Provide vision for the team5. Body block abilities6. Engage the enemy unless you are one ofor7. Sacrifice yourself for your teammates if one of you must die8. Remember to ping to tell your teammates where to go9. I personally recommend playing with the sound on, as some abilities such as'sand'sdo not have a visual effect, only a sound effect10. Treat your teammates like your babies, be patient and babysit them11. Play the rightin the right situation (though theare an exception to some extent)12. LEAD THE TEAM!!!1. Steal CS2. Fight the enemy team on your own3. Sacrifice yourself needlessly to hand the enemy team an4. Use toxic pings unless they repeatedly do something wrong (at least three times)5. Play a singlethe whole time. Even as amain, I have to adapt to my teammates' needs, and I never playif there is aon the enemy team, I will switch toor6.7. Play heroes above your skill level (most notably

(1.2) How and when to use Fountain Top

supports must build, no matter who they are. It provides a possibly tide-changing heal in your team's favour, and can easily win a teamfight. However, a lot of the time I see the life-giving green line that indicates the heal from Fountain of Renewal laner's dead body. This happens once in a while for me, but I see it almost half the time from the enemy support . It also means that the support just wasted the heal because the jungler is still on full health. Worse are the supports who seem to think Fountain of Renewal



So, how do you avoid such a fatal error? My advice would be to look at both your health bar and your teammates' health bars, prioritising the laner . If the laner is below 30% of their health, it's time to click that Fountain of Renewal jungler is less important, but if they're at around 20% health and your laner has lost some health as well, it's still a good idea to Fountain of Renewal Fountain of Renewal Crucible Fountain of Renewal Crucible Fountain of Renewal is the item allmust build, no matter who they are. It provides a possibly tide-changing heal in your team's favour, and can easily win a teamfight. However, a lot of the time I see the life-giving green line that indicates the heal fromseeping into the enemydead body. This happens once in a while for me, but I see it almost half the time from the enemy. It also means that thejust wasted the heal because theis still on full health. Worse are thewho seem to thinkis a self-only item: they use it when they're low on health, meaning that for 75 seconds, they can no longer provide a massive heal to all their teammates.So, how do you avoid such a fatal error? My advice would be to look at both your health bar and your teammates' health bars, prioritising the. If theis below 30% of their health, it's time to click that. Although it might heal more when they're lower health, chances are that they're dead before they can receive your heal. Theis less important, but if they're at around 20% health and yourhas lost some health as well, it's still a good idea to. If you're really struggling to use yourbefore your teammates die off, you could useto give them a health barrier and guarantee they won't die, and then, but I wouldn't advise to do so as there are many abilities you need to block with, outlined in the next chapter.

(1.3) Crucible block list Top

(1.4) Other items Top

(1.6) Vision Top



Disclaimer: This is not my own, I borrowed it off of reddit. If the original owner would like me to take it off please message me or leave a comment, I will take it off immediately.



So while I did say that Contraption



Also, if you don't have vision on a bush past 17 minutes, Flare



Vital

This kind of explains itself; it's the first place you should put the scout traps in, and are extremely important to the welfare of the team. These ones should ideally be placed early in the game by buying Scout Trap



The first one is in the far left of the triangle bush near your base (try to figure out which one, it really isn't that hard). This one is placed in the far left so that enemies don't accidentally pop it while rotating up to lane, and provides useful vision in a bush which is often used to either capture Kraken or ambush your team.



The second one is at the far left of the bottom lane bush near your base for the same reason, and this one protects your laner from those pesky assassins (especially Koshka Afterburn laner .



The third one is (again) at the far left of the "adrenal" bush... doesn't it look like an adrenal gland in 2D? This one is used to check when enemies are trying to sneak into your jungle to invade, or when they are trying to steal the two little bears in the nearby camp.



The final one is to be placed on top of the Gold Mine/Kraken spawn. They are the most important objective in the game (apart from destroying the Vain Crystal of course), and placing them right on top of the objective almost guarantees it won't get popped accidentally, as all heroes have range.



Visibility

These ones are slightly less important than the vital ones, but they do give you useful information, and you should place these the second you get Contraption Scout Trap



Once again, we'll start off with the green mine in the triangle bush, and once again, it is placed in the left side of the bush. This is because during the early to middle game, most heroes only pass through the triangle bush to get to the shop, which means that it will not be accidentally triggered.



Another one resides in the enemy bottom lane bush, and this is used to watch over the jungler moving up to lane to gank, and is once again placed to the far left of the bush to minimise the chance of it being triggered, but this one is probably the one that has the highest probability of being triggered, so prepare a few spares if you are up at lane protecting the laner .



The Scout Trap



The fourth visibility Scout Trap



The final Scout Trap



Situational and Offensive

These Scout Trap Contraption Flare So while I did say thatis a late game buy, there are some games that extend to that point, and Vainglory tips probably puts it better than me: "Vision becomes crucial in the late game, as most of the map becomes unsafe to wander in". Thus it is crucial that you know where to put the scout traps to provide vision rather than damage, as at this point the scout traps can easily be dodged and are far better served as vision.This kind of explains itself; it's the first place you should put the scout traps in, and are extremely important to the welfare of the team. These ones should ideally be placed early in the game by buyings.The first one is in the far left of the triangle bush near your base (try to figure out which one, it really isn't that hard). This one is placed in the far left so that enemies don't accidentally pop it while rotating up to lane, and provides useful vision in a bush which is often used to either capture Kraken or ambush your team.The second one is at the far left of the bottom lane bush near your base for the same reason, and this one protects yourfrom those pesky assassins (especially) and that blastedif you aren't there to protect yourThe third one is (again) at the far left of the "adrenal" bush... doesn't it look like an adrenal gland in 2D? This one is used to check when enemies are trying to sneak into your jungle to invade, or when they are trying to steal the two little bears in the nearby camp.The final one is to be placed on top of the Gold Mine/Kraken spawn. They are the most important objective in the game (apart from destroying the Vain Crystal of course), and placing them right on top of the objective almost guarantees it won't get popped accidentally, as all heroes have range.These ones are slightly less important than theones, but they do give you useful information, and you should place these the second you getand a couple before with. The most notable difference is that these are in the enemy half rather than your own. Personally, I would classify the one next to your Jungle Sentry as situational as well, as very rarely do enemies push that far into your jungle unless they are in a teamfight.Once again, we'll start off with the green mine in the triangle bush, and once again, it is placed in the left side of the bush. This is because during the early to middle game, most heroes only pass through the triangle bush to get to the shop, which means that it will not be accidentally triggered.Another one resides in the enemy bottom lane bush, and this is used to watch over themoving up to lane to gank, and is once again placed to the far left of the bush to minimise the chance of it being triggered, but this one is probably the one that has the highest probability of being triggered, so prepare a few spares if you are up at lane protecting theThein the right adrenal bush is the only one that should be placed on the far right of a bush, as most people (including me) move to the shop from the top road rather than the bottom, so it will rarely be triggered. It provides important information about the enemies when they are shopping, which provides a good opportunity to ambush them.The fourthlies right on top of the healing treant in the enemy jungle that is further from their base, and this one has the potential to last the entire game without being popped. This is because there is absolutely no reason to walk over the place where it is, whether in a teamfight or just normal farming. Thus, it can provide valuable information on where the enemy team is going.The finalsits on the intersection between the middle and bottom paths through the jungle. This one is slightly easier to find than the one before, but it provides an earlier notification of when the enemies are moving through their jungle so an ambush can be set.Theses should in general only be placed when it is on your path, and you should never go out of your way to place these, as having at least one charge (preferably two) in yourfor ais crucial.

(1.7) Introduction to the supports Top

(1.8) Types of supports Top

(1.9) Strong teammates, counters for each support, heroes they counter Top

(2.0) Winning the draft Top

Ozo Catherine support has perhaps the most variable role, as they can take first pick with a jack of all trades hero, or ask their teammate in last pick to swap with them and take a enemy counter hero. This is why the support must be flexible, as there is no such thing as "I only play this hero" as a support ; remember, your teammates are your babies. You don't tell a baby to bend for you, you bend for your babies. Use the counters in (1.9) if you're really struggling to decide which hero in draft is best for that particular situation, but remember, those are my personal opinions, and you might not even like playing the hero. I personally hate playing Adagio Adagio The draft is one of, if not the most important part of the game. Some games are won before they have started assuming that the players have equal skill, as there are matchups that are nearly unwinnable (is that a word?). Knowing every hero well is key to drafting, which is why drafting only starts at Hotness and above. The first pick on either team is usually the most sought after hero in the current meta (often the new hero), and the last pick is usually a situational pick which can be easily countered by some heroes (e.g.) or a hero to counter the enemy comp (e.g.). Thehas perhaps the most variable role, as they can take first pick with ahero, or ask their teammate in last pick to swap with them and take ahero. This is why thebe flexible, as there is no such thing as "I only play this hero" as a; remember, your teammates are your babies. You don't tell a baby to bend for you, you bend for your babies. Use the counters in (1.9) if you're really struggling to decide which hero in draft is best for that particular situation, but remember, those are my personal opinions, and you might not even like playing the hero. I personally hate playingbecause I feel he relies too heavily on teammates, but I have seenused to great effect before.

(2.1) What a good game for a support should look like (3v3) Top

Early game (From the start of the game to when the jungle shop opens)

At the start of the game, you should always go to fight for the middle treant unless BOTH you and the jungler are weak early game heroes (e.g. Catherine Kensei jungler are strong early game heroes (e.g. Flicker Koshka



After that, go for one "round" (i.e. all four minion camps) to help out the jungler before moving to lane. Note that this might be going against support protocol, but you should allow the jungler to tank the minions unless you have bought Ironguard Contract jungler gets healing from the healing treants just outside your base and the middle of your side of the jungle. When you complete one round, you should at least be level 2, and if you stole anything from the enemy, level 3. At this point, rotate up to the lane to help out the laner , whether it be helping them freeze the lane, helping them kill the enemy, or allowing them to return to base to heal up and buy items. This should take up the first four minutes of the game.



Strong supports at this stage: Flicker Grace Lance



Mid game (4:00-until Kraken spawns)

Mid game is the period where the game is pretty much decided, unless a team has a late-game comp ( Baron Catherine Anka jungler will still be trying to farm as much as possible to be able to reach level 12 first, but will visit lane for the occasional gank or turret push, while the laner should still be farming lane like mad. You, as the support , should almost constantly be at lane protecting your laner , as the jungler should no longer need your help to clear effectively. Full-blown teamfights are very common in the lane at this point, so stand on the frontline to protect your teammates, and tank the turret for your teammates if it means your team will get an ace . On average there are around three teamfights in this period, so remember to use your Fountain of Renewal Crucible Fountain of Renewal support ), you should tell the laner to take a turret while you and jungler take the Gold Miner in the middle to gain an unassailable lead in gold. If you play this well the game might not even extend into late game, but if for whatever reason you find yourself losing, you will be praying for late game. Why that is will be covered in the next chapter.



Strong supports at this stage: Adagio Ardan Fortress Lorelai Lyra Yates



Late game (Kraken spawn and after)



I like to classify this as the stage where "one teamfight can win or lose you the game". This is the point where both teams are full build, so whatever happened in the early and mid game does not matter; no matter how big a gold difference the winning team has, one lost teamfight and all the Gold Miners the team has killed all matter nothing; their Vain Crystal is destroyed, and they lose the game. It's not a very nice feeling to have, especially when you were winning the whole way but just failed to deal that fatal blow, so you need to know what to do in this stage.



Rule #1: Never leave your team's side. Don't go off by yourself unless you are going for a heroic Kraken steal.

Rule #2: Flare Scout Trap

Rule #3: Stand on the frontline, even if you are the squishy ranged support . Your teammates are still going to be squishier than you (with a few exceptions), and you can barely do anything if you're the last one left alive.



Strong supports at this stage: Catherine Churnwalker Phinn Viola At the start of the game, you should always go to fight for the middle treant unless BOTH you and theare weak early game heroes (e.g.and). In that case you start with the two little teddy bears next to where the miner spawns. On the other hand, if you and theare strong early game heroes (e.g.and), target the enemies once they attack the treant. Otherwise, kill the two little teddy bears next to the big treant, and then check the enemy shop bush with a Scout Cam. If they aren't there, start attacking the middle treant, but if you see them, allow them to attack the treant first so they take more damage and as with Kraken, save your most powerful burst damage till last. If you manage to get the treant it might be worth engaging the enemy to get an early gold advantage from first blood, or at the very least damage them so they have to return home and steal their farm.After that, go for one "round" (i.e. all four minion camps) to help out thebefore moving to lane. Note that this might be going againstprotocol, but you should allow theto tank the minions unless you have bought, as otherwise you will have no healing, and thegets healing from the healing treants just outside your base and the middle of your side of the jungle. When you complete one round, you should at least be level 2, and if you stole anything from the enemy, level 3. At this point, rotate up to the lane to help out the, whether it be helping them freeze the lane, helping them kill the enemy, or allowing them to return to base to heal up and buy items. This should take up the first four minutes of the game.Strongat this stage:Mid game is the period where the game is pretty much decided, unless a team has a late-game comp (). At this point, thewill still be trying to farm as much as possible to be able to reach level 12 first, but will visit lane for the occasional gank or turret push, while theshould still be farming lane like mad. You, as the, should almost constantly be at lane protecting your, as theshould no longer need your help to clear effectively. Full-blown teamfights are very common in the lane at this point, so stand on the frontline to protect your teammates, and tank the turret for your teammates if it means your team will get an. On average there are around three teamfights in this period, so remember to use yourto save your teammates, and thatto block those CC abilities that could easily win a teamfight. Once you get the ace (quite common as everyone has low health, so these fights are dependent on theuse of the), you should tell theto take a turret while you andtake the Gold Miner in the middle to gain an unassailable lead in gold. If you play this well the game might not even extend into late game, but if for whatever reason you find yourself losing, you will be praying for late game. Why that is will be covered in the next chapter.Strongat this stage:I like to classify this as the stage where "one teamfight can win or lose you the game". This is the point where both teams are full build, so whatever happened in the early and mid game does not matter; no matter how big a gold difference the winning team has, one lost teamfight and all the Gold Miners the team has killed all matter nothing; their Vain Crystal is destroyed, and they lose the game. It's not a very nice feeling to have, especially when you were winning the whole way but just failed to deal that fatal blow, so you need to know what to do in this stage.Rule #1: Never leave your team's side. Don't go off by yourself unless you are going for a heroic Kraken steal.Rule #2:each and every bush you don't already have ain, and then place one there if there is no enemy in the bush. Once again, one teamfight can finish the game, and getting ambushed is, to say the least, not very fun.Rule #3: Stand on the frontline, even if you are the squishy ranged. Your teammates are still going to be squishier than you (with a few exceptions), and you can barely do anything if you're the last one left alive.Strongat this stage:

(2.2) What a good game for a support should look like (5v5) Top

Early game-Early mid game (From the start of the game to when people start converging into mid lane for teamfights)

The playstyle of a support in 5v5 is significantly different in the earlier stages. Due to having more heroes, the role of the support becomes even more important, as you have to rotate between all the lanes (not the jungle, someone decided to remove ambient gold there smh). In general, you should start in the mid lane and protect your mid laner by lurking in one of the side bushes and protecting them when they need it. AT THE SAME TIME you need to look at bot lane to see if they need help. Oh and you have to do the same for top lane. Similarly to 3v3, you need to split your time between all the lanes, or your team will end up losing a turret quite quickly. As a general guide, I would say to spend 75% of your time in mid, 15% of your time helping bot and 10% of your time up at top because IN GENERAL, the top lane is a tanky hero who can sustain themselves.



Mid/Late game

Note that there is no mid game in 5v5; it is included in late game, as there is no clear transition period. This is the point where the teamfights start to begin and if the enemy team is completely missing, it's safe to assume they're going for either Blackclaw or Ghostwing (most commonly the former). There really isn't much the support can really do at this point, apart from leading the team. Some quick tips to remember: a)You are the one to face-check bushes. Always. b)Organise your team well and only lead them into a teamfight if all of your teammates are present unless you are going for a dragon steal. 5v4 is pretty much unwinnable, unlike 3v2, where you can enlist the help of the Jungle Sentry to help deal some decent damage, in 5v5 there is no such jungle guardian. Once you lose a teammate, it's pretty hard to fight back. c)Use your pings effectively. Around one or two years ago, there was a purple question mark ping meant to say "enemy missing", but everyone took it as "wtf are you doing?" I'm glad they removed that and replaced it with the current ones, though now the accepted ping sequence for "wtf are you doing?" is a green ping on the hero in question and a thumbs up. Don't use it like that though. It hurts team morale, and the person's confidence as well. It won't do any good. As the leader, you should always praise your teammates when they do something well, such as first blood, winning a 1v2, taking Blackclaw and just small things in general.



Oh and you have two more babies to babysit, so remember to prioritise the one that deals the most damage (in general, the AOE laner). The playstyle of ain 5v5 is significantly different in the earlier stages. Due to having more heroes, the role of thebecomes even more important, as you have to rotate between all the lanes (not the jungle, someone decided to remove ambient gold there smh). In general, you should start in the mid lane and protect your mid laner by lurking in one of the side bushes and protecting them when they need it. AT THE SAME TIME you need to look at bot lane to see if they need help. Oh and you have to do the same for top lane. Similarly to 3v3, you need to split your time between all the lanes, or your team will end up losing a turret quite quickly. As a general guide, I would say to spend 75% of your time in mid, 15% of your time helping bot and 10% of your time up at top because IN GENERAL, the top lane is a tanky hero who can sustain themselves.Note that there is no mid game in 5v5; it is included in late game, as there is no clear transition period. This is the point where the teamfights start to begin and if the enemy team is completely missing, it's safe to assume they're going for either Blackclaw or Ghostwing (most commonly the former). There really isn't much thecan really do at this point, apart from leading the team. Some quick tips to remember: a)You are the one to face-check bushes. Always. b)Organise your team well and only lead them into a teamfight if all of your teammates are present unless you are going for a dragon steal. 5v4 is pretty much unwinnable, unlike 3v2, where you can enlist the help of the Jungle Sentry to help deal some decent damage, in 5v5 there is no such jungle guardian. Once you lose a teammate, it's pretty hard to fight back. c)Use your pings effectively. Around one or two years ago, there was a purple question mark ping meant to say "enemy missing", but everyone took it as "wtf are you doing?" I'm glad they removed that and replaced it with the current ones, though now the accepted ping sequence for "wtf are you doing?" is a green ping on the hero in question and a thumbs up. Don't use it like that though. It hurts team morale, and the person's confidence as well. It won't do any good. As the leader, you should always praise your teammates when they do something well, such as first blood, winning a 1v2, taking Blackclaw and just small things in general.Oh and you have two more babies to babysit, so remember to prioritise the one that deals the most damage (in general, the AOE laner).

(2.3) 3v3 Tierlist (my personal opinion) Top

(2.4) 5v5 Tierlist (my personal opinion) Top

5v5 Tierlist changelog Top

07/02/20

MASSIVE changes to the tierlist, I can't list them all out.



14/04/19

Removed the rankings compared to 3v3, they just don't fit together.



(Up 4) I'll admit that it was a massive mistake placing him at the bottom of A-Tier. When I played a couple of games last week he was always banned, and the one game I did manage to get him (via getting my first pick friend to lock him in for me), we absolutely steamrolled the opponents in less than 15 minutes. I sorely underestimated the strength of Iron Mandate support king of 5v5, Churnwalker Yates Churnwalker Magnus Flicker Oakheart Sprint Boots Churnwalker



(Down 1) Poor guy. The nerfs have finally gotten to him and he is suffering it far worse in 5v5 compared to 3v3, where he still has a place in S-Tier. The last time I saw Ardan supports that specialise in something and allow your teammates to cover your weaknesses, hence the decrease in rank to last place in A-Tier just below Lorelai



23/06/19

(Up 2) While the recent buffs to Catherine Blast Tremor Phinn Ardan Lyra



(Down 3) This is not due to her kit change, but rather a lack of playing her. I haven't seen a Lorelai support for the whole of last season, and I think she really deserves a buff of some sort to put her back into line. When matched against fast-moving heroes like Skye Koshka Gwen Splashdown Fish Food Waterwall Catherine



25/06/19

Down 1 Finally, the king has fallen. King Churn has been knocked off of his 5v5 mantle by Yates Yates Caine Yates Churnwalker Churnwalker Varya Phinn Churnwalker support main, sometimes I decide that I want an easier game and just settle into one of my 5v5 comfort picks of Lyra Ardan Phinn Churnwalker Churnwalker strongest in 5v5, the level of gameplay required means that Yates MASSIVE changes to the tierlist, I can't list them all out.Removed the rankings compared to 3v3, they just don't fit together.I'll admit that it was a massive mistake placing him at the bottom of A-Tier. When I played a couple of games last week he was always banned, and the one game I did manage to get him (via getting my first pick friend to lock him in for me), we absolutely steamrolled the opponents in less than 15 minutes. I sorely underestimated the strength ofand how strong his early game was, so I've rectified my mistake and he sits just below theking of 5v5,, whose insane power level at any stage of the game still ranks him higher than(With, I managed to 1v2 aand aAND come out on top with 20% health left, with only my standard start ofand). Note that with this increase in ranking, all the heroes above him barwill drop one ranking.Poor guy. The nerfs have finally gotten to him and he is suffering it far worse in 5v5 compared to 3v3, where he still has a place in S-Tier. The last time I sawin ranked 5v5 was over a month ago, and there is a reason for this. There are just so many better picks nowadays compared to him. While he still sticks out as an easy-to-play and versatile option with relatively few weaknesses, at higher ranks it's better to pick one of thethat specialise in something and allow your teammates to cover your weaknesses, hence the decrease in rank to last place in A-Tier just below(speaking of which, I haven't seen much of either).While the recent buffs toare certainly welcome and long overdue, I still don't think she is viable in 5v5. Sure, her shield goes down far slower when she is focused and heris incredibly powerful at initiating, but she has no direct support to offer her team whatsoever. This contributed to my decision to keep her in B-Tier instead of promoting her to A-Tier alongside the likes ofandThis is not due to her kit change, but rather a lack of playing her. I haven't seen afor the whole of last season, and I think she really deserves a buff of some sort to put her back into line. When matched against fast-moving heroes likeand, hersimply does nothing and herbecomes nigh impossible to land, leaving only herto contend with. This results in her demotion to B-Tier, below the newly buffedFinally, the king has fallen. King Churn has been knocked off of his 5v5 mantle by, primarily becauseis a permaban hero at the moment in 5v5 alongsideat the moment. Note that this is not an upgrade to, but a downgrade to. After watching the enemyfloundering trying to hit hooks onto our midand ineffectually trying to pull me astowards him, I appreciated just how difficultcan be to new players. Even as amain, sometimes I decide that I want an easier game and just settle into one of my 5v5 comfort picks oforinstead of going through the mind-draining plays thatrequires you to make. Whileis undoubtedly thein 5v5, the level of gameplay required means thatbeats him to first place.

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