After we have covered the easiest champions to play, it’s only fair that we cover the most difficult ones, for you lunatics that really like the challenge!
Back when you had to shout your position in a League of Legends lobby, it was the cruelest punishment if you were the one that typed your role last since it was automatically known that you will probably be stuck with support. That was the unfortunate truth for the first couple seasons of League of Legends. Support champions didn’t have the current items that easily bring them gold and their items were basically non existent. You also didn’t have trinkets and had to buy wards. This was really excruciating since if you played on the higher level you were basically just a moving ward machine. You had to use as many wards as you could, and bear in mind the wards were uncapped at that time so you could theoretically have 100 wards in your inventory and ward the whole map. Basically that’s what your job was, again speaking only if you were on some higher level. If you were just a young newbie like I was, you probably took any champion that you knew how to play and just went with it. This was also the birth of many unexpected compositions and synergies for bot lane that stayed relevant over time.
After many years the situation drastically changed and when it comes to the support role, we can now safely say that it is the most important role in the whole game.
Depending on the type of support that you are playing you are either responsible for engaging team fights against the enemy team, or if you are playing the Enchanter type of support, your job is to keep your team alive. Emphasis on your Ad carry of course.
The wards are now capped and they can be received through the ward trinket, can be removed trough the sweeper trinket, and you have special items that are dedicated to supports that give you gold and wards that you can place in game.
The control wards are now visible and you can not buy regular wards in your shop like you used to back in the good old days.
But after many years, the stigma has stayed somewhat relevant and many people chose this exact role to start with when they are starting to play League of Legends. Even Riot themselves has helped with that a lot by releasing some of the easiest champions in the game.
We got you covered, so you can check those out by clicking the link below:
But, if you have mastered those champions and you are climbing the ranks at a rapid rate, you might want to seek a challenge! That’s where I come in. These champions will leave you tired after you end the game and your heartbeat will be off the charts!
So, let’s begin with The Most Difficult Support Champions in League of Legends!
Zyra wasn’t initially planned as a support, but rather a midlaner. Although as the time has passed players saw the potential and she quickly shifted to the bot lane. You might think that her abilities are pretty straightforward and you would be partially right, but it’s the timing that is important when you play Zyra. When it comes to the timing, that is something that you learn through experience and gameplay. For Zyra’s abilities to deal the maximum damage output and her cc to be perfect, you need to time her seeds from her Rampant Growth ability with her other abilities. Mind you, it’s easier said than done since every enemy champion can simply trample your seeds in a split second. To play Zyra to her full potential, and we are talking about having a perfect game and mastering her, timing is everything, trust me.
P – Garden of Thorns
INNATE: Periodically, Zyra spawns one or two Seeds nearby that last for 30 seconds, granting sight over the surrounding area for 1 second.
After 1 second, enemy champions can destroy Seeds by stepping on them.
Zyra can only have a total of 8 Seeds planted at a time, preserving Seeds spawned by Rampant Growth over Seeds spawned by Garden of Thorns.
Q – Deadly Spines
ACTIVE: Zyra sprouts thorny spines at the target location that appear after a 0.625-seconds delay, dealing magic damage to all enemies within the area.
If Deadly Spine hits a Seed, it sprouts into a Thorn Spitter, which remains on the battlefield for 8 seconds.
W – Rampant Growth
PASSIVE: Zyra periodically stores a Seed, up to 2. Killing an enemy unit grants 20% charge toward a Seed, increased to 100% for large enemy units and whenever scoring a takedown against an enemy champion.
ACTIVE: Zyra plants a Seed at the target location, which lasts for 60 seconds and grants sight over the surrounding area, though decreasing in radius after 1 second.
After 1.5 seconds, enemy champions can destroy Seeds by stepping on them, but doing so reveals them for 2 seconds.
E – Grasping Roots
ACTIVE: Zyra sends a surge of vines in the target direction, dealing magic damage to all enemies within their path and rooting them for a duration.
If Grasping Roots hits a Seed, it sprouts into a Vine Lasher, which remains on the battlefield for 8 seconds.
R – Stranglethorns
ACTIVE: Zyra summons a monstrous thicket at the target location, dealing magic damage to all enemies within the area as it expands.
After 2 seconds, the vines snap upward, knocking up all enemies within the area for 1 second.
Plants hit by the thicket become enraged, restoring 50% of their current health, increasing their maximum health by 50%, gaining 25% increased size and refreshing their duration while the thicket expands. Additionally they attack in a flurry, launching two shots per attack, dealing 「 150% damage per flurry.
Thresh is the synonym for competitive gameplay and professional games on the highest level. There is a reason why he is picked so much professionally. Thresh is one of the best, most useful but also the most difficult champion in League of Legends to play well. His utility is immense since his kit is packed with a hook from Death Sentence, a knockback and slow from Flay, and a lifeline for your teammates to escape via Dark Passage. His Ultimate, The Box, also traps enemies and slows them if they break a wall. His passive becomes so stupidly strong when you are next to a professional ADC that farms over 300 cs per game. You alone will have over 150 ability power and 200 armor next to that kind of player. The delay on his hook is what makes him so difficult to play, and again you have to understand that timing is everything!
P – Damnation
INNATE: Enemy champions, large minions and large monsters that die near Thresh drop a Soul for 8 seconds. Epic monsters drop 2 Souls instead. Small minions and lesser monsters have a 33.33% chance to drop a Soul.
Thresh autonomously collects Souls near him or a placed Dark Passage.
Each collected Soul grants Thresh 0.75 ability power and 0.75 bonus armor.
Q – Death Sentence
ACTIVE: Thresh throws out his scythe in the target direction, becoming unable to move or attack while it is in flight.
The scythe catches the first enemy it hits, dealing them magic damage, stunning them for 1.5 seconds, and hooking the target for 1.5 seconds, during which the target is revealed and Thresh is unable to declare basic attacks. Hitting an enemy reduces the cooldown of Death Sentence by 3 seconds and slows Thresh by 20% for 1 second.
While the target is stunned, Thresh tugs at his scythe’s chain twice over 0.8 seconds, pulling the target a short distance towards himself with each tug. After 0.5 seconds of hitting an enemy or instantly after hitting a minion or monster, Thresh can recast the ability to cast Deathly Leap while the target is hooked, doing so will cause him to stop tugging.
RECAST: Thresh dashes to the hooked enemy within range, becoming able to attack again upon arrival. Thresh can cast Dark Passage and Flay during the dash.
W – Dark Passage
ACTIVE: Thresh throws his lantern to the target location which lands after 0.5 seconds, lasting for 6 seconds or until he moves too far away from it, granting sight of its surroundings.
Thresh and the first allied champion to come near the lantern are granted a shield for 4 seconds. An ally can select the lantern while in proximity of it, dashing to Thresh and gaining the shield.
An ally cannot select the lantern while immobilized, grounded, or silenced. The lantern will not expire from Thresh moving too far away if he is dashing with Deathly Leap.
E – Flay
PASSIVE: Thresh’s basic attacks deal bonus magic damage, with the AD ratio increasing based on the time spent not basic attacking enemies, up to 10 seconds.
ACTIVE: Thresh sweeps his chain across the ground in a broad line, starting behind him and towards the target direction, and affecting a radius around him when the chain passes through. Enemies struck are dealt magic damage, knocked 200 units toward the chain’s direction, and, upon landing, slowed for 1 second.
R – The Box
ACTIVE: Thresh surrounds his location with a pentagon of spectral walls, each one lasting for up to 5 seconds. Walls break upon contact with an enemy champion, dealing them magic damage and slowing them by 99% for 2 seconds.
Enemy champions breaking any wall beyond the first take no damage and are slowed for only 1 second.
Targets are immune to breaking a new wall for 1 second after breaking one.
Bard is as confusing to play as his lore is to read. I mean basically you have everything right in front of you and yet you don’t know how to make it happen. It’s like when they put some celebrity in a F1 car, they know that car can go fast but they also know that it ain’t gonna happen with that guy behind the wheel. I honestly feel ashamed when I watch the stream of competitive play and how those guys play with some champions, like Bard for an example. I could have sworn that it wasn’t the same champion. But it was. I just suck with it like I was Brad Pitt in F1 car. Except I’m not famous. Also not handsome. Yeah definitely not rich. You know what, I’m definitely not like Brad Pitt. But we have shifted out of focus. Anyway, yeah he is super hard to play. Forget about ‘’me’’ part. Please.
To play Bard well you must be able to learn how to roam around the map collecting his Chimes, use his Magical Journey properly to escape dangerous situations, aim Cosmic Binding to stun enemies on terrain, and to not punish your team by using Tempered Fate incorrectly. Learn all these things and you will be a force to be reckoned with.
P – Traveler’s Call
INNATE – ANCIENT CHIMES: Bard’s presence causes sacred chimes to appear at random locations and linger for up to 10 minutes. Collecting a chime grants Bard 24% bonus movement speed out of combat for 7 seconds, stacking up to 5 times, with every other chime collected beyond the first granting an additional 14% bonus movement speed, up to a total of 80% bonus movement speed, 20 + (1 per minute after 5 minutes) experience, and 12% maximum mana. Bard empowers his Meeps each time he collects 5 chimes.
INNATE – MEEPS: Bard’s presence attracts small spirits known as Meeps to his side. On-attack he consumes a Meep, dealing 35 (+ 14 per 5 chimes collected) (+ 30% AP) bonus magic damage.
At 5 chimes, Meeps start slowing damaged enemies by 25% − 75% (based on number of Chimes) for 1 second.
At 15 chimes, Meeps deal splash damage to enemies within 150 units of his target as well as those in a cone behind them.
At 35 chimes, the cone’s radius increases.
Meeps spawn every 8 − 4 (based on number of Chimes) seconds and Bard can keep up to 1 − 9 (based on number of Chimes) of them at a time.
Q – Cosmic Binding
ACTIVE: Bard fires an energy bolt in the target direction that deals magic damage to the first enemy hit and slows them by 60% for a duration.
After Cosmic Binding hits an enemy, the bolt continues behind them for 300 units. If the bolt hits terrain or a second enemy, it stuns both targets for the same duration, dealing the same magic damage to the second target.
W – Caretaker’s Shrine
ACTIVE: Bard conjures a shrine at the target location that builds up in power over 10 seconds, granting sight of a small area around it for 1.8 seconds. Up to 3 shrines can be active at once, which last until they are destroyed by champions stepping on them.
If the champion was an ally or Bard himself, they are healed for an amount based on the shrine’s power and gain 30% bonus movement speed that decays over 1.5 seconds.
E – Magical Journey
ACTIVE: Bard opens a one-way magical corridor through a piece of terrain in the target direction for 10 seconds. Magical Journey will not cast unless it can open a corridor.
A champion can pass through the corridor by selecting it, becoming revealed during the travel. Bard and allies travel through the portal at 33% increased speed.
Magical Journey cannot be taken while immobilized or grounded.
R – Tempered Fate
ACTIVE: Bard sends magical energy arcing to the target location, granting sight of the area during travel. Upon impact, it puts all units within into stasis for 2.5 seconds, as well as stunning all enemy champions, minions, and turrets struck for the same duration. Enemies hit are revealed for the duration.
Epic monsters and turrets are affected by Tempered Fate despite being immune to crowd control.
And there you have it. The most difficult support champions to play in League of Legends. Well this is at least for you decent players, for me every single one feels like solving mathematical problems. Just kidding, but these are hard for sure, I mean if you don’t believe me, just give them a try.
Anyway, I won’t stop here, since it would feel unnatural so expect The most difficult category for every position in League of Legends!