Why Are Supports Taking Exhaust Again
If you're playing support, you're already taking flash. Barring a few rare circumstances where peak-laners will accept teleport/ignite or where Shaco will take Smite/Ignite, y'all're going to need to accept flash if you lot're going to play League of Legends. I don't make the rules – it's just too good of a summoner spell to pass up. So, how do nosotros decide what to take as the second pick? Let'south suspension it downwards.
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Your Choices
There are ten summoner spells you tin can use on Summoner's Rift and yous accept two slots so y'all need to be smart in your decision-making when you lot're locking in for a game. Flash is a given, simply which of the other nine do yous want? It's easier to decide than it sounds – ghost, clarity, teleport, smite, bulwark, and cleanse are off the table.
Your goal equally a support is to enable your adc and these are just suboptimal, if not outright trolling, to attain that goal. That leaves u.s.a. picking between Heal, Exhaust, and Ignite.
Heal
Heal is good in every lane, information technology's an all-rounder spell that allows you to save yourself or your adc in crucial moments and it grants a boost of move speed that can occasionally be used every bit an unexpected gap-closer in fights or to barely escape with your life as well.
In nearly games, your adc is going to take heal though, and the summoner has reduced consequence if a champion was recently affected by the summoner spell Heal previously, so there is no need to bring it twice. If, for some reason, your adc doesn't accept heal (like in lanes where Cleanse is needed) you can opt into taking heal instead of them if you value the healing and motion speed over Exhaust, the other all-time defensive option in lanes where y'all're but trying to survive and scale.
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Frazzle
Exhaust is a great option in lanes that have a unmarried damage threat – like if you're against an engage support who can lock your adc downwards and an adc like Draven who tin easily kill yous or your duo lane partner.
The ability to reduce the harm dealt past a powerful carry tin turn fights where you lot're able to out-damage them within that window and plow fights that you would otherwise lose. Often, having Heal in situations like this volition but slightly filibuster your inevitable death while Exhaust can entirely prevent it instead.
It'due south worth keeping in mind in lanes where both enemies tin do substantial harm that Exhausting the enemy adc isn't going to stop their Make support from killing y'all instead. If you don't think Frazzle will be able to turn fights or requite you an edge yous're better off taking a different summoner and and so adapting your play-style instead, whether that ways playing further back or adapting how y'all try to dispense the waves alongside your adc to reduce your risks of being all-in'd.
Deciding to take Frazzle might be a situation you lot brand thinking to the future subsequently the lane stage likewise. If you're against enemy carries that have an easy time getting onto your backline in fights (like playing a limerick that doesn't accept a lot of peel vs Irelia) you might opt to take this summoner merely to neutralize her later on she dives onto your carries.
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Ignite
Ignite is the de-facto impale lane summoner spell. If you retrieve yous accept a chance to win lane, Ignite volition help you increment those odds. It's often picked past supports because ADCs would rather have Heal themselves, but if your ADC takes Ignite you lot can take Heal yourself instead.
Against champions like Sona and Soraka, Ignite tin be the deciding cistron during a fight – either they heal through then much of your damage that you tin can't impale them or you inflict 60% grievous wounds on them and true damage them. It's groovy to take if the enemy 2v2 is sustain heavy or if the enemy composition is sustain heavy. You might not be thinking almost it at the get-go of the game, just Ignite against a Dr. Mundo top will go a approval for you later in the game.
If you have a favorable matchup it's always a great summoner to take – it scales incredibly well into late-game and the awarding of grievous wounds can turn fights (peculiarly if your teammates continue buying impairment items and refuse to buy grievous wounds items themselves)
Source: https://leaguetips.gg/why-do-supports-take-ignite/
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