These are my opinions. If you do not agree with them, please comment and I would be more than happy to discuss them. I feel as though all of the positions on the team are equally important and do not wish to make the AD Carry out to be the hero of the team, but simply to define its role. This is not a play by play guide on how to play an AD carry, but simply some rules to govern your play. Remember, have fun!
· Never auto-attack during farming mode
o Every attack that you make should be a precise movement that you intend as the player
o NOTE that attacking a creep to get it to lower health does not constitute an auto-attack.
- There are times when enemy creeps are at your tower when you need to attack a creep twice (one attack, then TURRET hit, then attack for the last hit).
- Otherwise, every attack you make on a creep should be the killing blow
· ONLY last hit creeps during farming process of the game (first 10 -20 min of a game)
o See above.
· When in team fights, never initiate.
o Stay near your support, and let your tank / tanky-dps initiate.
· Keep an eye out for ganks behind you in team fights
o When a team fight happens, the enemy team is going to be focusing you, so be wary of an evelyn, shaco, kassadin, etc coming from behind to assassinate you.
· Focus Support first, then squishy AP/AD then tanks last (SITUATIONAL).
o Supports are what keep the enemy team alive and typically have some form of CC that will destroy your team. If the support goes down (usually in 3-5 hits from an AD carry) then your team will do much better than theirs
o The next target is to kill their squishiest member of the team so as to slow the damage output onto your team from their damage dealers.
· NEVER FOCUS THE TANK!
o This rule applies to direct damage dealers
Ex) Caitlin, Ashe, MF, etc.
· ALWAYS FOCUS THE TANK!
o This rule applies to on-hit damage dealers who are very effective against tanks
Ex) Kog Maw, Corki, Vayne, etc
· Live, Live, Live
o You have two jobs as an AD carry: KILL and NOT DIE
o Your teammates need to also understand that when you start to move back, then they should follow suit as their main source of damage is no longer in the fight.
· Get in there!
o While you need to NOT DIE, you also need to KILL
o You cannot kill if you do not follow the team upon initiation and do work on the enemy team.
o There is NOTHING more frustrating to team tanks than to initiate on an unsuspecting enemy and not be followed by your AD carry (makes me sick just thinking about it).
· Communication is Key
o Via Ventrilo or some other online communication tool
o An AD carry typically is a lead role in the game. An AD carry needs to let its team know when it is ready to gank, push a lane, and also to let the team know what It is doing in general.
o A team can get very frustrated with an AD carry that pushes an enemy lane by himself when the team is engaging the enemy team in another lane.
- While it is often a good strategy to dual lane push while the enemy is distracted, your team will often be frustrated that you were not there to aid in the fight.
· FARM IT UP!
o My last point will be a reiteration of my first points, but with a caveat that hero kills are more important than creep kills. Many will have argument to this point, but I think the true balance of any MOBA is to get the perfect amount of hero kills along with creep kills.
o Spend the first 10-20 minutes farming your lane with last hits. Do not be afraid to poke at the enemy champion, but do not overextend and become vulnerable to a gank.
o However, there comes a point where enough is enough in terms of creep killing.
o When you acquire a high level item that gives you enough damage, such as an infinity edge or even a BF sword, then do not be afraid to leave your lane with a tank or jungler and put a hurting on the enemy team.
· Do work son!
How about you watch your mini map too! You know I'm comin!!
Good rule. Minimap awareness is very key. Do not always rely on communication from other lanes as people either tend to forget or think that someone is simply hiding in the bushes when they have really gone to another lane. Wards are an essential part of the game, usually bought by the support, which should be used for visual awareness by all members of the team.