The Most UNDERRATED Role in Dota and League

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there are some people who would argue that the most important role in Dota in league are the carry roles after all they're the ones with all the gold experience and agency but if you genuinely think this try winning a game where you have no idea where the enemy team is at all times and you die to every gang lose every objective and open mid at 15 Wards win Wars and support may not be the hardest role but I do think many people don't realize how important they are and to be a good support the most important trait to have is discipline and a quick note before we get to the rest of the video for you DOTA players out there this is mainly about the pie position aka the hard support I will be talking a bit about P for but that video is coming next week where it will be compared to League's jungler rooll now back to the video let's talk about Vision the strongest weapon you can have in these games is information if you can see the enemy but they can't see you that is probably the biggest advantage that you can have if you placed a ward on The High Ground or in a high activity brush you're getting information on where the enemies are on the map and this information helps you avoid ganks start fights and go for objectives and this is important to mention because in both league and DOTA vision is primarily the role of the support one of your jobs is to provide information for the rest of the team through Wards in Dota that means buying Wards and I mean observers and sentries no excuses as well as detection when facing invis Heroes in League that means spending money on control WS especially against stealth Champs and this job also includes denying enemy Vision it means using info and game sense to figure out where enemies might have warded and removing them from the game I'm not the best at either of these games but let me tell you that you'll win more team fights as long as you have better vision control but in League supports aren't the only role in charge of vision while this is technically true for DOTA as well Wards are free and centries cost 50 gold you entitled carry players every champion in League gets a warding trinket this means that every Champion has access to free Wards and can place them wherever they please the caveat being that they take 2 and 1/2 minutes to recharge last for Less than half that time and can barely light up a cheap New York apartment the old adage Wards win Wars has been pared for years for a reason and this leads me to the first major difference between the games the support item supports in League start the game with an item called the world atlas in terms of stats it gives a bit of health health regen man regen and a unique buff to your passive gold generation but it also allows you to generate gold through other means every so often it gains a stack and when you have one you can generate Gold by hitting an enemy Champion with a spell or attack hitting an enemy turret or attacking an enemy minion under a certain HP threshold deleting it and giving your nearby teammate the Bounty the support item is what allows the support to get gold without taking last hits and after gaining 400 gold it upgrades itself letting you use it to place Wards upon revisiting the shop it upgrades itself again after hitting 800 total gold gained turning into a powerful item that Buffs your support capabilities depending on which one you choose there's one that heals when you stun someone one that makes your damaging spells hurt more one that makes your Shields and he heals better just to name a few and it's a very interesting way of making supports playable and one that DOTA doesn't need there's a couple reasons for this first is that DOTA supports during the laning stage want to stuff their inventory with regen they want Tango mangoes Health pots and clarities because they want to be spamming spells taking trades and generally being annoying in Lane second reason for this is that modern day DOTA has so many ways of earning residual gold that you're not starved for money anymore or at least not as much as you would have been about 10 years ago back then supports were dirt poor it wasn't a rare sight to see a p five with nothing but brown boots and Magic W 25 minutes into a match in the dark days you had to buy a corer and then you had to buy the flying upgrade Observer WS costed money and you got nothing from stacking a camp except Goodwill from your team but the devs have streamlined the game in recent years to have more gold for everyone especially supports Bounty runes are a thing now and they give gold to everyone on your team when you pick them up you gain residual gold from stacking camps once they're cleared obser rewards are free you can buy dust and sentries one at a time everyone gets a corer and it automatically upgrades to Flying as a support in Dota you still have less gold than everyone on the team but P five Heroes were designed to be able to function without gold anyway and now that you have items you're that much stronger speaking of Heroes another big difference is the variety of viable heroes in the role as a POS 5 IND DOTA you're usually a squishy backline caster and your abilities are almost always a mixture of nukes crowd control saves Buffs and debuffs with a few notable exceptions and there's a reason for this as a plus five part of your job is to ensure a good early game for your carry a good hero in the hard support position would be someone who can trade effectively and ensure that their hard Carry has space to farm this is done through a number of ways like having powerful early game spells Buffs or debuffs that make winning trades more likely or just an absurd amount of right click damage but a very subtle difference is in wave structure you know how in League melee and Canon minions are worth more than Casters in terms of golden XP the inverse is true for DOTA each wave has a single ranged creep which gives more gold and experience than the melee ones this is relevant because we must remember that in Dota denying creeps is a mechanic when a creep is denied it only provides half the XP it normally would and leaves opponents with no chance to get the gold Bounty part of your job as a support in the early game is to ensure that this little dude doesn't get denied by the enemy otherwise you lose out on valuable early game gold and XP and yes that means you're actually encouraged to steal that last hit from time to time ideally the carry gets the last hit but in situations where they can't reach the range creep it's better you killing it than the enemy so ideally you want to have some way to secure it when it's in deny range and of course PA fives tend to be ranged as well because it allows them to stack and pull camps with ease and without taking chip damage this lets the manage the wave better while also giving them an easier time dewarding so while most POS fives follow this rough archetype league has a very healthy variety of supports remember that the support role in league is played by a single person instead of their responsibilities being divided into P four and five so a lot of the POS four archetypes ended up going to this role as well you have engaged supports who offer a lot more lockdown and Frontline pressure like Alistair Nautilus Leona and real in Dota these would be your PW tusks and Earth Spirits there are enchanters who on their own aren't that strong but provide heals Shields and other Buffs to their carriers and further enable them into becoming late game monsters this includes Lulu Milo Nami and Janna then there are also damag supports which support through incredible Lane pressure Lux is perhaps the best example but there are also Senna brand Zarah and Swain these guys will probably end up with more kills than their ADC but as long as we win I don't care and then there's Bard who helps the team win through his constant map pressure he's Riot's unique take on a perar ro support or if you're T1 carer anything I'll never forgive that guy for ruining my pubs because of these archetypes having specific Lane combos is more important in League than in Dota P five kits are typically flexible enough that they can support any play style that a carry has and in this sense they can kind of be interchanged unless they're needed for specific drafts some are going to be better than others at certain things like Oracle will be better at saves and defensive play than say a grimstroke but that's besides the point they both have the means of doing things that AOS 5 should be doing Juggernaut plus pretty much any metapos 5 is going to be a kill Lane whereas a Draven won't appreciate Lux taking all the kills most supports are bound at the hip to their Lane mate but if the laning stage goes poorly and your carry starts to tilt sometimes your best course of action is to find another win condition and play around them but sacking your lane early on as support is done for different reasons between DOTA and league in League you sack your Bot Lane because your Draven is 03 at 9 minutes and has little to no hope of carrying the game the odds of him coming back are so low that you're probably better off camping a different L and enabling your other winning laners in Dota you sack the lane and have the carry sent to the Jungle because some Farm is better than no farm and they need the solo experience to hopefully stage a comeback having a carry that's 03 in league and 03 in Dota are two completely different things as it is fully possible to have a rough leaning stage and come back swinging in the ladder just take a look at yoro during game three of the ti2 finals but then again it is yoro and just like for carries items also play a huge role in the support experience for the most part support items in League are fairly simple you have things like locket and kns vow which help your Carri stay alive in fights or Ard and sensor and staff of flowing water to help your team deal more damage through your Buffs and Redemption to give your team a Nifty heal which support items you buy largely depends on which support you're playing but support items in Dota can get pretty crazy and there are two items that you can never really go wrong in building as a POS 5 for staff and glimmer cape for staff is in my opinion the strongest item in Dota for leue players this item is Gail Force's grandfather and we all know how busted that thing was before it was removed it is a point and click item that pushes the Target in the direction it is facing even through terrain use it on yourself to dash forward or to dash away use it on your teammates and push them out of danger use it on enemies to push them into danger the possibilities are endless glimmer Cape is also really useful even in games where the enemy doesn't have magic damage simply pop it onto a teammate or yourself and enjoy bonus magic resist as well as invisibility if the enemy doesn't know you have it and didn't bring detection you pretty much just saves the life and then you start to notice that the rest of the items that DOTA supports commonly build like Aon dis ules and ghost scepter have a theme keeping yourself alive and if you remember at the start of the video I said that to be a good support you need to have discipline and this is where I elaborate on that point the last and perhaps most important job that a support has is to identify what their job is after the laning stage unlike other rules you can't just Farm a lane or camp and you don't want to follow your ADC the whole game and so his XP do you link up with your jungler or PA 4 and start making plays or do you stack camps and set up a defensive perimeter with Wards there's no straightforward answer and this varies from game to game this is the same case in team fights what is your role in a fight is it to start it maybe you need to stay around your ADC and peel for them or or is it simply to stay alive long enough to use your spells as a support you need to be able to answer this question yourself and to have the discipline to do it the reality is that most supports know what they should be doing but they're not disciplined enough to actually follow you know that as a support you should be warding and stacking camps but a lot just don't you should be carrying control Wards St of appearance buying smokes and all that but sometimes you just forget and if you're trying to win then you just can't do that that to play support well you need to have discipline discipline means making sure that there are no Wards in stock because they're already placed around the map but also keeping one ready in case a fight breaks out discipline means letting your ADC get that solo Tower plate gold when you go to Ward the pixel brush discipline means showing up to Lane with a Sentry Ward to block the hard camp and stacking the easy Camp before pulling to ensure that the wave gets denied discipline means standing path as Alistair even when you see three dudes Clump together because you don't know where their talent is and you have to protect your ADC let's be real as a support you'll never get your flowers people will see the insect but not the stun that set it up people will see the 20 kill Draven but not the Nautilus with 30 assists and they'll see the $5 million Echo slam but not the ice Vortex that made it happen but you don't play support for the Highlight Reel you don't do it for the fame nor the fanfair you're doing it because you're the backbone of the godamn team and if you're playing disciplined patient and aware then you're playing the most underrated role in Dota in league and doing it well and to all the people who willingly play this role thank you if you like the video or got some insight out of it please let me know by hitting that like button making a comment down below and subscribing to the channel if you haven't already if all things go well the jungler PA 4 and offlane Top Lane videos should be coming out next week so don't miss out that's all for now peace out [Music]
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Channel: Acex2ron
Views: 16,076
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Length: 12min 33sec (753 seconds)
Published: Thu May 02 2024
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