Contrary to popular belief, it is possible to carry games from support. Whether it's through damage, utility, or simply being at the right place at the right time, supports in League of Legends are able to have a profound impact on the game.
- Best Top Laners For LoL Patch 6.21
- Best Junglers For LoL Patch 6.21
- Best Mid Laners For LoL Patch 6.21
- Best ADCs For LoL Patch 6.21
Let's take a look at the top five supports for LoL Patch 6.21:
Play rate: 0.57% | Win rate: 56.26%
- Amazing crown control and peeling
- Extremely tanky
- Global ultimate
- Little trade potential in lane
- Melee with few ranged abilities
- No sustain
This is not a troll—Sion is a great support (I mean, look at that winrate). Just because Sion was designed as a top laner and occasional jungler, does not mean he can't also be great at other roles. What makes Sion so good is his insane level of crowd control, with three different abilities that stun or slow, primarily Decimating Smash (Q). His Roar of the Slayer (E) and Unstoppable Onslaught (R) both are great for initiation, giving him huge control over engagements.
However, laning phase is often rough for Sion. Before he gets to level 2 and attains his two crowd control abilities, he can't contribute a lot to trading in lane, and he tends to get harassed down pretty easily. But if you can manage to get a few levels and not get too far behind, Sion becomes a workhorse and a top tier tank.
What's Changed Lately?
Play rate: 10.55% | Win rate: 52.86%
- Great roaming
- Outstanding pick potential
- Good crowd control
- No trade potential in lane
- Not particularly tanky for a melee
- Mana hungry with long cooldowns
There are two major ways that teams get advantages in Solo Queue: get picks or win teamfights. Blitzcrank is perhaps the best champion in the game at getting picks. His entire play pattern is based around his Rocket Grab (Q), and using it to get quick picks on priority targets. In lane, this consists of him basically fishing while putting pressure on enemy laners, but throughout the mid game, he becomes a dangerous threat that requires enemy teams to constantly reinforce their vision or else lose a key objective to a 5v4 after a clutch Rocket Grab (Q).
Of course the disadvantage to Blitzcrank is... that's about all there is to him. He can peel to some extent by using Power Fist (E) or Static Field (R), but his cooldowns are relatively long, and once a fight has started his usefulness is much lower. The strength of Blitzcrank in a composition is directly tied to his ability to land Rocket Grab (Q)—which is both the benefit and drawback to the champion.
What's Changed Recently?
- Rocket Grab (Q) pulls enemies 75 units in front of him instead of on top - nerf
- Power Fist (E) duration reduced - nerf
- Static Field (R) cooldown increased - nerf
Play rate: 11.21% | Win rate: 51.2%
- Good crowd control and disengage
- Insane damage output
- Nice ranged harass in lane
- Extremely squishy
- Very low mobility
- Skill shot dependent
Zyra was originally conceived as a mid lane mage; and while she still sees niche play in mid lane, she is almost universally accepted as a support now. Zyra provides a lot of good crowd control via her Grasping Roots (E), and a ton of disengage power from Stranglethorns (R). But the reason to pick Zyra is her ability to output tons of damage while providing the aforementioned utility. Her plants and good AP scaling let her frequently output the same DPS that a carry otherwise would.
So what is Zyra bad at? She has horrid mobility. If you are out of position as Zyra and without Flash you are almost guaranteed to die since she has no escapes. In addition, all of her abilities are skill shots; and while they might not be the hardest ones to hit, you have to hit them to deal damage and crowd control enemies.
What's Changed Recently?
- Deadly Spines (Q) damage increased - buff
Play rate: 6.71% | Win rate: 53.34%
- Amazing ranged harass
- Great sustain
- Powerful initiation
- Extremely mana hungry
- One of the squishiest champions
- No crowd control other than ultimate
Sona is almost an oppressively good laner. She has ranged harass with Hymn of Valor (Q) that most champions cannot deal with, and her sustain from Aria of Perseverance (W) enables her to persist in lane for longer than most other champions. Her weaknesses aren't really shown early in the game, which makes her an absolute terror. Sona really is picked for her laning, but her strength doesn't end there.
Many of her strengths translate well to the mid game, but on top of that she is a great enabler for her team because of the movement speed up from Song of Celerity (E). She also is a powerful initiator because of her Crescendo (R), particularly when complimented with Flash. Crescendo (R) can also be used to counter engage or peel multiple champions that are diving a backline.
The only thing that keeps Sona from being completely unstoppable at all stages is her spam-happy playstyle that is gated by mana in the early game, and her reliance on Crescendo (R) to control engagements. Sona's mana-hungry kit ceases to be a liability once she gains mana regeneration from itemization, so apart from her being squishy and vulnerable while Crescendo (R) is on cooldown, she doesn't have many holes in her game plan.
What's Changed Lately?
- Song of Celerity (E) movement speed reduced - nerf
- Crescendo (R) basic ability cooldown reduction reduced - nerf
Play rate: 19.64% | Win rate: 53.21%
- Nearly unparalleled disengage
- Great peel
- Powerful crowd control
- No offensive abilities
- Extremely low damage output
- Abilities require crucial timing
I don't know if there is any doubt, but Janna is the best support in League. Because of the marksman + support bottom lane paradigm, she is able to get full benefit of Eye of the Storm (E): both shielding her ADC from damage and buffing their attack damage. While her initiation power is more limited, Janna has unparalleled disengage, able to slow, stun or knock back enemies with her ability kit.
When the game shifts to mid game, Janna gives teams safety in making aggressive plays, always able to bail out a botched engagement with a well-timed Monsoon (R), or sometimes just a Howling Gale (Q). And even though Janna's initiation power isn't particularly great, it's still something enemies have to be aware of: Howling Gale (Q) has a very long range and long duration knock up when fully charged, and Zephyr (W) is fantastic for chasing down kills.
The obvious drawback of playing Janna is her extremely low damage. None of her abilities do very much damage, and most of her play pattern is about keeping her own team alive rather than killing enemies. Because of that, all of her abilities require very precise timing to disengage enemies's aggression, rather than being proactive on her own. It's a playstyle unlike any other champion in the game, and can take some getting used to, especially if you're a player who likes dishing out damage—it can be a bit jarring to see a 30 minute game end with less than 1000 damage done.
But if you can master Janna, she is more or less flawless. Most of her weaknesses are more stylistic, and once you understand the nuances of her kit, you can keep almost any carry alive.
What's Changed Recently?