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Originally Posted by Coys1882
So what do all these things mean? Jungler, carry, support - what are you doing when playing these roles?
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Jungler is a bit of a "roamer" role and requires the most specialization in runes and non-standard abilities. A jungler will take charge of killing neutral enemies (the ones in the forest) and will appear in lanes only to support it for a short while or to help get a kill (commonly referred to as "ganking"). If they are more supportive as a champion and can afford it, they'll ward common ambush sites to prevent your team from getting ganked. Often, they'll ask you early game for help to kill one of the buff monsters. Your job will be to get its attention, then leave its attack range so it tries to attack the jungler, then come back when it gets close to them and attack it...a strategy called "leashing".
A support is a role that is more subtle. You don't get kills, but instead improve your team's ability to get kills or to prevent deaths. This often takes advantage of crowd control (CC), improving damage, or healing. Common CC skills include silence (inability to use skills, but can attack), stun (inability to move, or attack), slow (decrease in movement speed, but can attack and use skills), and blind (inability to use attacks, as they will miss). You will mostly buy items that improve everybody's stats. Supports often play bottom lane with a champion that they can escort early game. Supports generally can last a long time in the "laning" phase (medic-esc characters, like Taric, Sona, or Soraka, have sometimes been known to return to base only because they need to buy stuff). Really, just think "boring, yet practical" as a definition.
A carry is a player expected to be the damage dealer late in a game. For balance reasons, they generally start out slow and need babying by a support or tank. Major details of being a carry are to know who you can kill, getting lots of money early game (often I find carry's asking for help in getting a kill), and buying items right so you can start to take over mid and late game scenarios. Generally comes in attack damage (AD) or spell (AP) carry forms.