League of Legends support guide

We've got all the info you need about supports in League of Legends.
League of Legends support guide
Written By Onur Demirkol

(Content Writer)

Reviewed by : Naim Rosinski

(Content Manager & Editor)

Last UpdatedFebruary 23, 2024 at 03:29PM
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Supports in League of Legends are sometimes considered the “weakest” chains of a team, but in reality, things work differently. Starting from laning until the end of the game, support players and champions play huge roles, and today we will show you all the support champions and their abilities and give you a couple of tips and tricks to improve your game!

League of Legends supports

First, let’s take a look at all the League of Legends supports that you can play in the game. Here are all the supports and their abilities:

Alistar

  • Passive: Alistar charges his roar by stunning or displacing enemy champions or when nearby enemies die. When fully charged he heals himself all nearby allied champions.
  • Pulverize: Alistar smashes the ground, dealing damage to nearby enemies and tossing them into the air.
  • Headbutt: Alistar rams a target with his head, dealing damage and knocking the target back.
  • Trample: Alistar tramples nearby enemy units, ignoring unit collision and gaining stacks if he damages an enemy champion. At full stacks Alistar's next basic attack against an enemy champion deals additional magic damage and stuns them.
  • Unbreakable Will: Alistar lets out a wild roar, removing all crowd control effects on himself, and reducing incoming physical and magical damage for the duration.

Bard

  • Passive: Meeps: Bard attracts lesser spirits that assist with his basic attacks to deal extra magic damage. When Bard has collected enough Chimes, his meeps will also deal damage in an area and slow enemies hit. Chimes: Ancient chimes randomly appear for Bard to collect. These grant experience, restore mana, and provide out of combat Move Speed.
  • Cosmic Binding: Bard fires a missile which will slow the first enemy struck, and continue onward. If it strikes a wall, it will stun the initial target; if it strikes another enemy, it will stun them both.
  • Caretaker’s Shrine: Reveals a Health shrine which powers up over a short time, disappearing after healing and speeding up the first ally that touches it.
  • Magical Journey: Bard opens a portal in nearby terrain. Allies and enemies alike can take a one-way trip through that terrain by moving into the portal.
  • Tempered Fate: Bard sends spirit energy arcing to a location, putting all champions, minions, monsters, and turrets hit into stasis for a brief time.

Braum

  • Concussive Blows: Braum's basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows. Upon reaching 4 stacks, the target is stunned and takes magic damage. For the next few seconds they cannot receive new stacks, but take bonus magic damage from Braum's attacks.
  • Winter’s Bite: Braum propels freezing ice from his shield, slowing and dealing magic damage. Applies a stack of Concussive Blows.
  • Stand Behind Me: Braum leaps to a target allied champion or minion. On arrival, Braum and the ally gain Armor and Magic Resist for a few seconds.
  • Unbreakable: Braum raises his shield in a direction for several seconds, intercepting all projectiles causing them to hit him and be destroyed. He negates the damage of the first attack completely and reduces the damage of all subsequent attacks from this direction.
  • Glacial Fissure: Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.

Janna

  • Passive: Janna's allies gain Move Speed moving towards her. Janna deals a portion of bonus Move Speed as bonus magic damage on hit and with Zephyr.
  • Howling Gale: By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can activate the spell again to release the storm. On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.
  • Zephyr: Janna summons an air elemental that passively increases her Move Speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy's Move Speed.
  • Eye of The Storm: Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their Attack Damage.
  • Monsoon: Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.

Karma

  • Passive: Karma's damaging abilities will reduce the cooldown of Mantra.
  • Inner Flame: Karma sends forth a ball of spirit energy that explodes and deals damage upon hitting an enemy unit. Mantra Bonus: In addition to the explosion, Mantra increases the destructive power of her Inner Flame, creating a cataclysm which deals damage after a short delay.
  • Focused Resolve: Karma creates a tether between herself and a targeted enemy, dealing damage and revealing them. If the tether is not broken, the enemy will be rooted and damaged again. Mantra Bonus: Karma strengthens the link, healing herself and extending the root duration.
  • Inspire: Karma summons a protective shield that absorbs incoming damage and increases the Move Speed of the protected ally. Mantra Bonus: Energy radiates out from her target, strengthening the initial shield and applying Inspire to nearby allied champions.
  • Mantra: Karma empowers her next ability to do an additional effect. Mantra is available at level 1 and does not require a skill point.

Leona

  • Passive: Damaging spells afflict enemies with Sunlight for 1.5 seconds. When allied Champions deal damage to those targets, they consume the Sunlight to deal additional magic damage.
  • Shield of Daybreak: Leona uses her shield to perform her next basic attack, dealing bonus magic damage and stunning the target.
  • Eclipse: Leona raises her shield to gain Damage Reduction, Armor, and Magic Resist. When the duration first ends, if there are nearby enemies, she will deal magic damage to them and prolong the duration of the effect.
  • Zenith Blade: Leona projects a solar image of her sword, dealing magic damage to all enemies in a line. When the image fades, the last enemy champion struck will be briefly immobilized and Leona will dash to them.
  • Solar Flare: Leona calls down a beam of solar energy, dealing damage to enemies in an area. Enemies in the center of the area are stunned, while enemies on the outside are slowed.

Lulu

  • Passive: Pix fires magical bolts of energy whenever the champion he's following attacks another enemy unit. These bolts are homing, but can be intercepted by other units.
  • Glitterlance: Pix and Lulu each fire a bolt of magical energy that damages and heavily slows all enemies it hits.
  • Whimsy: If cast on an ally, grants them Attack Speed and Move Speed for a short time. If cast on an enemy, turns them into an adorable critter that can't attack or cast spells.
  • Help, Pix: If cast on an ally, commands Pix to jump to an ally and shield them. He then follows them and aids their attacks. If cast on an enemy, commands Pix to jump to an enemy and damage them. He then follows them and grants you vision of that enemy.
  • Wild Growth: Lulu enlarges an ally, knocking nearby enemies into the air and granting the ally a large amount of bonus health. For the next few seconds, that ally gains an aura that slows nearby enemies.

Lux

  • Passive: Lux's damaging spells charge the target with energy for a few seconds. Lux's next attack ignites the energy, dealing bonus magic damage (depending on Lux's level) to the target.
  • Light Binding: Lux releases a sphere of light that binds and deals damage to up to two enemy units.
  • Prismatic Barrier: Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.
  • Lucent Singularity: Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.
  • Final Spark: After gathering energy, Lux fires a beam of light that deals damage to all targets in the area. In addition, triggers Lux's passive ability and refreshes the Illumination debuff duration.

Milio

  • Passive: Milio's abilities enchant allies on touch, making their next damage deal a burst of extra damage and burn the target.
  • Ultra Mega Kick: Kick a ball that knocks back an enemy. The ball launches upward on hit and falls toward the enemy, damaging and slowing enemies in the area upon impact.
  • Cozy Campfire: Create an empowering zone that heals allies and increases attack range to those inside. The zone follows the ally nearest to the cast point.
  • Warm Hugs: Milio tosses a shield to an ally, temporarily increasing their movement speed. This ability has 2 charges.
  • Breath of Life: Milio unleashes a wave of soothing flames that heal and remove crowd control effects from allies in range.

Morgana

  • Passive: Morgana drains spirit from her enemies, healing as she deals damage to champions, large minions, and medium and larger jungler monsters.
  • Dark Binding: Morgana binds an enemy in place with dark magic, forcing them to feel the pain they've caused and dealing magic damage.
  • Tormented Shadow: Morgana casts a cursed shadow on an area, damaging enemies who dare stand in her dark circle. They receive magic damage over time, which increases the lower health they are.
  • Black Shield: Morgana anoints an ally with a protective barrier of starfire, which absorbs magical damage and disabling effects until it is broken.
  • Soul Shackles: Morgana unleashes the full force of her Celestial power as she unbinds her wings and hovers above the ground. She lashes chains of dark pain onto nearby enemy champions, gaining Move Speed towards them. The chains slow and deal initial damage and, after a delay, stun those who are unable to break them.

Nami

  • Passive: When Nami's Abilities hit allied champions they gain Move Speed for a short duration.
  • Aqua Prison: Sends a bubble to a target area, dealing damage and stunning all enemies on impact.
  • Ebb and Flow: Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies.
  • Tidecaller’s Blessing: Empowers an allied champion for a short duration. The ally's basic attacks and spells deal bonus magic damage and slow the target.
  • Tidal Wave: Summons a massive Tidal Wave that knocks up, slows, and damages enemies. Allies hit gain double the effect of Surging Tides.

Nautilus

  • Passive: Nautilus' first Attack against a target deals increased physical damage and roots them briefly.
  • Dredge Line: Nautilus hurls his anchor forward. Colliding with an enemy pulls them and Nautilus together, dealing magic damage. Colliding with terrain pulls Nautilus towards it.
  • Titan’s Wrath: Nautilus gains a temporary Shield. While it persists, his Attacks deal damage over time to his target and surrounding enemies.
  • Riptide: Nautilus creates three exploding waves around himself. Each explosion damages and slows enemies.
  • Depth Charge: Nautilus fires a shockwave into the earth that chases an opponent. This shockwave rips up the earth above it, knocking enemies into the air. When it reaches the opponent, the shockwave erupts, knocking his target into the air and stunning them.

Pyke

  • Passive: When Pyke is hidden from enemies, he regenerates damage that he has recently taken from champions. Pyke also cannot gain extra Maximum Health from any source, and instead gains Bonus AD.
  • Bone Skewer: Pyke either stabs an enemy in front of him or pulls an enemy towards him.
  • Ghostwater Dive: Pyke enters Camouflage and gains significant Move Speed that decays over time.
  • Phantom Undertow: Pyke dashes and leaves behind a phantom that will return to him, stunning enemy champions along its path.
  • Death From Below: Pyke blinks to and executes low health enemies, allowing him to cast this spell again and granting additional gold to an ally who assists.

Rakan

  • Passive: Rakan periodically gains a shield.
  • Gleaming Quill: Flings a magical feather that deals magic damage. Striking a champion or epic monster enables Rakan to heal his allies.
  • Grand Entrance: Dashes to a location, knocking up nearby enemies on arrival.
  • Battle Dance: Flies to an allied champion granting them a shield. Can be re-cast for free for a short duration.
  • The Quickness: Gains Move Speed, charming and dealing magic damage to enemies touched.

Rell

  • Passive: Rell's Attacks and Abilities steal Armor and Magic Resist on hit.
  • Shattering Strike: Rell deals magic damage to units in a line, breaking their shields and stunning them.
  • Ferromancy Crash Down: Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
  • Full Tilt: Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
  • Magnet Storm: Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.

Renata Glasc

  • Passive: Renata's Attacks deal bonus damage and mark enemies. Renata's allies can damage marked enemies to deal bonus damage.
  • Handshake: Renata sends out a missile rooting the first enemy hit, and can recast the ability to throw the unit in a direction.
  • Bailout: Renata buffs an allied champion to fight harder, delaying their death and potentially saving them if they get a takedown.
  • Loyalty Program: Renata sends out a pair of chemtech missiles, shielding allies and damaging and slowing enemies hit.
  • Hostile Takeover: Renata sends out a wave of chemicals, causing any enemies hit to go Berserk.

Senna

  • Passive: When units die near Senna, their souls are periodically trapped by the Black Mist. Senna can attack these souls to free them, absorbing the Mist that held them in death. Mist fuels her Relic Cannon's power with increased Attack Damage, Attack Range, and Critical Strike Chance. Attacks from Senna's Relic Cannon take longer to fire, deal bonus damage, and briefly grant her a portion of her target's Move Speed.
  • Piercing Darkness: From the twin barrels of her Relic Cannon, Senna fires a unified beam of light and shadow through a target, healing allies and damaging enemies.
  • Last Embrace: Senna sends forth a wave of Black Mist. If it hits an enemy it latches onto them hungrily, rooting them and everything nearby after a brief delay.
  • Curse of the Black Mist: Senna draws the Mist she has stored in her weapon into a storm around her, embracing darkness and becoming a wraith within. Allies who enter the area are camouflaged and also appear as wraiths as the Mist shrouds them. Wraiths gain increased Move Speed, are unselectable, and hide their identities.
  • Dawning Shadow: Senna calls upon the relic stones of fallen Sentinels, splitting her relic cannon into a holy array of shadow and light. She then fires a global beam that shields allies from harm, while damaging enemies caught in the center.

Seraphine

  • Passive: Every third basic spell will cast twice from Seraphine. Additionally, casting spells near allies grants her bonus magic damage and range on her next basic attack.
  • High Note: Seraphine deals damage in an area.
  • Surround Sound: Seraphine Shields and Hastes nearby allies. If she is already Shielded she will Heal nearby allies as well.
  • Beat Drop: Seraphine deals damage and impairs the movement of enemies in a line.
  • Encore: Seraphine deals damage and charms enemies hit, refreshing the range with every allied or enemy champion hit.

Sona

  • Passive: Sona gains non-Ultimate ability haste permanently for her basic abilities as she uses her abilities well, up to a cap. Beyond that cap, further successful uses reduce her ultimate's remaining cooldown instead. Power Chord: Every few spell casts, Sona's next attack will deal bonus magic damage in addition to an additional effect based on what basic Ability Sona last activated.
  • Hymn of Valor: Sona plays the Hymn of Valor, sends out bolts of sound, dealing magic damage to two nearby enemies, prioritizing champions and monsters. Sona gains a temporary aura that grants allies tagged by the zone bonus damage on their next attack against enemies.
  • Aria of Perseverance: Sona plays the Aria of Perseverance, sending out protective melodies, healing Sona and a nearby wounded ally. Sona gains a temporary aura that grants allies tagged by the zone a temporary shield.
  • Song of Celerity: Sona plays the Song of Celerity, granting nearby allies bonus Move Speed. Sona gains a temporary aura that grants allied champions tagged by the zone bonus Move Speed.
  • Crescendo: Sona plays her ultimate chord, stunning enemy champions and forcing them to dance and dealing magic damage to them. Each rank reduces the base cooldown of Sona's basic abilities.

Soraka

  • Passive: Soraka runs faster towards nearby low health allies.
  • Starcall: A star falls from the sky at the target location dealing magic damage and slowing enemies. If an enemy champion is hit by Starcall, Soraka recovers Health.
  • Astral Infusion: Soraka sacrifices a portion of her own health to heal another friendly champion.
  • Equinox: Creates a zone at a location that silences all enemies inside. When the zone expires, all enemies still inside are rooted.
  • Wish: Soraka fills her allies with hope, instantly restoring health to herself and all allied champions.

Tahm Kench

  • Passive: Tahm Kench puts the heft of his immense body behind his attacks, gaining extra damage based on his total health. Damaging enemy champions builds stacks of An Acquired Taste. At three stacks, he can use Devour on an enemy champion.
  • Tongue Lash: Tahm Kench lashes out with his tongue, damaging and slowing the first unit hit and healing himself if he strikes an enemy champion. Applies a stack of An Acquired Taste to enemy champions. If the champion already has 3 stacks of An Acquired Taste, they are stunned and the stacks are consumed.
  • Abyssal Dive: Dive down and then re-appear at target location, damaging and knocking up all enemies in an area.
  • Thick Skin: Passive: Tahm Kench stores a percent of the damage he takes and heals based on it while out of combat. Active: Convert all stored damage into a temporary shield.
  • Devour: Tahm Kench devours a champion for a few seconds, dealing magic damage if they are an enemy, or shielding them if they are an ally.

Taric

  • Passive: Spellcasts empower Taric's next 2 basic attacks to deal bonus magic damage, reduce his spell cooldowns, and attack in quick succession.
  • Starlight’s Touch: Heals nearby allied champions based on charges stored. Bravado-empowered attacks grant a charge of Starlight's Touch.
  • Bastion: Passively increase the Armor of Taric and any allied champion with Bastion. Actively shields an ally and grants them Bastion for as long as they remain near Taric. Taric's spells also cast off the ally with Bastion.
  • Dazzle: Taric readies a beam of starlight that, after a brief delay, deals magic damage and stuns enemies.
  • Cosmic Radiance: Pulses cosmic energy onto nearby allied champions after a delay, making them invulnerable for a short duration.

Thresh

  • Passive: Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
  • Death Sentence: Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.
  • Dark Passage: Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
  • Flay: Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow.
  • The Box: A prison of walls that slow and deal damage if broken.

Yuumi

  • Passive: Periodically, when Yuumi strikes a champion with an attack or ability, she restores health to herself and the next ally she Attaches to. While Attached, Yuumi generates a special bond with her allies. The ally with the strongest bond enhances Yuumi's abilities while she is Attached to them.
  • Prowling Projectile: Yuumi fires a missile, dealing damage and slowing first target hit. It deals bonus damage and an enchanced slow if it takes at least 1.35 seconds to get to its target. While on her Best Friend, the slow is always enhanced and grants bonus On-Hit damage to her ally. While Attached, the missile can be controlled with your cursor for a brief period.
  • You and Me: Yuumi dashes to a target ally, becoming untargetable from everything except turrets. While on her Best Friend, she gains Heal & Shield Power and grants her Ally On-Hit healing.
  • Zoomies: Shields Yuumi and boosts Move Speed and Attack Speed. If she's attached, she passes it to her ally instead.
  • Final Chapter: Yuumi channels five waves that damage enemies and heal allies. Yuumi can move, attach, and cast Zoomies! while channeling. While on her Best Friend, this spell also follows her mouse.

Zilean

  • Passive: Zilean stores time as Experience and can grant it to his allies. When he has enough Experience to finish an ally's level up, he can right-click them to impart it. Zilean receives as much Experience as he gives.
  • Time Bomb: Tosses a bomb to target area that sticks to units that come near it (prioritizes Champions). It detonates after 3 seconds, dealing area of effect damage. If a Time Bomb is detonated early by another Time Bomb, it also stuns enemies.
  • Rewind: Zilean can prepare himself for future confrontations, reducing the cooldowns of his other basic abilities.
  • Time Warp: Zilean bends time around any unit, decreasing an enemy's Move Speed or increasing an ally's Move Speed for a short time.
  • Chronoshift: Zilean places a protective time rune on an allied champion, teleporting the champion back in time if they take lethal damage.

Zyra

Passive: Seeds spawn around Zyra periodically, becoming faster with level. Zyra can cast Deadly Spines or Grasping Roots near seeds to grow plants, who fight for Zyra.
●    Deadly Spines: Thick vines spread through the ground and explode into spines, dealing magic damage to enemies within the area. If cast near a seed, Deadly Spines grows a Thorn Spitter plant, which fires at enemies from afar.
●    Rampant Growth: Zyra plants a seed, lasting up to 60 seconds. Deadly Spines and Grasping Roots cast near seeds will turn them into plants who fight for Zyra. Zyra can store multiple seeds at once, and killing enemies reduces Rampant Growth's recharge time.
●    Grasping Roots: Zyra sends forth vines through the ground to ensnare her target, dealing damage and rooting enemies they come across. If cast near a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Move Speed.
●    Stranglethorns: Zyra summons a twisted thicket at her target location, dealing damage to enemies as it expands and knocking them airborne as it contracts. Plants within the thicket are enraged.

 

League of Legends Support Tier List

Champions come and go like the seasons. To stay on top of the game, knowing the current support tier list is your secret weapon. After the latest shakeup in patch 13.23, here's the cream of the crop in the support arena:

  1. Soraka
  2. Rakan
  3. Blitzcrank
  4. Senna
  5. Thresh

Keep in mind, the game's a rollercoaster, and success means riding the waves. So, let's dive into the strategies to navigate this ever-changing support landscape.

How to Play Support in League of Legends

Playing support in League of Legends is the ideal starting point for those wanting to dive into the game without drowning in the pressure of farming. Here's why support might be your game-changer:

Level 2 Power Boost

Hitting level 2 first is very important. The bot lane, with its four champs, amplifies this advantage. Grabbing an early level 2 means doubling your firepower – two spells instead of one. It's the secret sauce for turning skirmishes into wins, often resulting in quick eliminations.

Grab Boots ASAP

Speed is the name of the game in support play. Quick moves across the map empower supports to make game-changing plays and rush to help struggling allies. To pull this off, invest in boots early – a savvy move that pays off big time by giving you unmatched mobility right out the gate.

Wards Win Games

In the support realm, vision is your power move. While mastering warding might seem like a mountain to climb, beginners just need the basics to make a difference. Finish that support item quest, and you unlock a heap of wards, turning you into the team's map eyes. Swap that trinket for a sweeper, and you're on your way to battlefield control.

Check out our other League of Legends guides too:

Onur Demirkol here, writer for THESPIKEGG. You will see his name on a bunch of different articles here, whether they are breaking news or evergreen guides and content.

His journey in the industry has been marked by influential roles at esteemed platforms such as Flank Esports and 5Mid, where he served as editor-in-chief. Onur made significant contributions to their success in written content and social media, including a notable impact on an issue of the Turkish Esports Federation magazine. Currently, he serves as the Lead Editor for Gamelevate, taking pride in managing a global team of 12 talented writers. Additionally, Onur regularly contributes to Softonic, gHacks, Dataconomy, and Techbriefly. He has written thousands of articles, and that number continues to go up.

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