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Recommended Items
Runes: standard ad build
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Barrier
Flash
Items
Ability Order
Dragon Practice (PASSIVE)
Smolder Passive Ability
Threats & Synergies
Jinx
Jinx is a late game hypercarry. You might do decent damage late game, but she’s stronger at melting the frontline, her resets are nasty and in a 1v1 with her ahead you can’t match her DPS.
Nami
Nami has strong trades early game, CC and disengage. Her presence in lane can alleviate some pressure from you, and late game she offers good peel.
Nami
Nami has strong trades early game, CC and disengage. Her presence in lane can alleviate some pressure from you, and late game she offers good peel.
I'm Amberdragon! I'm a passionate ADC main and I play LoL for fun (shocking!). My favorite champion is Xayah (if you haven't guessed already) but I love playing with many others (and they are not restricted to bot lane)! I really enjoy studying this game, learning its champions and experimenting with their builds in search of what I feel works best – So I'm somewhat of a casual player with a tryhard instinct. Today I'll be showing you how to play Smolder, the Fiery Fledgling! Currently one of my top 3 picks for ADC. |
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DRAGON PRACTICE |
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SUPER SCORCHER BREATH |
To stack Dragon Practice faster, you’ll need to pay attention to how you farm with Super Scorcher Breath and try to kill as many minions with it on a single cast (this is more easily done on caster minions after 25 stacks). You’ll also want to poke enemy champions with it if they get in range, but if they don’t, you can still poke them with your W. At 125 stacks you can poke enemy champions through the minion wave.
Another important point of this ability is that it counts as an auto for certain on hit effects. Sadly, it doesn’t crit.
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ACHOOO! |
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FLAP, FLAP, FLAP |
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MMOOOMMMM! |
Smolder is a spellcasting type of ADC. You always want to be weaving auto attacks between your abilities like any other ADC, but most of your power budget goes mainly to Q and Passive.
Your Super Scorcher Breath is your bread and butter, and it evolves during the game as you gain stacks by last hitting with it or by hitting enemy champions with your abilities.
Smolder is heavily reliant on his Dragon Practice stacks to deal damage and scale. Your goal is to hit 225 stacks as soon as possible, since this unlocks Smolder's full potential as a late game carry.
This translates into more of a poking playstyle in the early to mid game. You may find yourself spending your time in lane farming with Q and poking the enemy bot lane whenever possible so you can have lane pressure and stack your passive.
The “ideal” number of stacks would be around 10 per minute, so at 12 minutes you should have about 120 stacks and so on. This will be easier to achieve in games where you are farming and skirmishing a lot, and harder in games where you are behind. These numbers are just references though, if you can get close to that you’ll be great but if you struggle it’s okay too – It gets better with practice and awareness.
As a champion that wants to harass others from afar, enemies getting too close are a problem. To disengage you’ll have to rely on Flap, Flap, Flap or the slows from Achooo! and MMOOOMMMM!. You have to chose between using them offensively or defensively at certain times.
Smolder thrives in teamfights since nearly all of his abilities have some sort of AoE. His execute at 225 stacks is decisive in late game skirmishes, since it can finish off the enemy carry from relative safety.
So when it comes to teamfights, you generally want to be standing back and spitting abilities at the enemy even before the fight starts. You should watch your step to avoid getting engaged on or assassinated, but you can step in to finish off low HP targets.
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+ Poking |
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+ Lane Control |
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- Flexible |
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- Burn that Beef |
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- Bittersweet Passive |
While getting engaged on is bad for Smolder, if you play to your range and E cooldown most hook and engage supports can't easily get to him due to his range and poke. Thus I find some particularly nasty bot lanes, such as Draven/ Leona, to be manageable as long as you are watching your step and avoiding direct confrontation. If you can manage your wave and position properly, as well as take favorable trades, you can keep them from snowballing lane off kills.
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Fleet Footwork |
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First Strike First Strike is great for Smolder because it is quite easy to proc with W or Q poke at all stages of the game. The extra damage and gold are very much welcome. In teamfights, ulting the entire enemy team while the rune is off cooldown is very rewarding. |
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Arcane Comet |
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Jack of All Trades |
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Biscuit Delivery |
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Magical Footwear |
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Cash back |
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Absorb Life |
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Presence of Mind |
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Legend: Bloodline |
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Cut Down |
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Absolute Focus |
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Gathering Storm |
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Scorch |
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Manaflow Band |
GOOD AGAINST: Your average, balanced team comp PLAYSTYLE: Standard FLEXIBILITY: Average BEST KEYSTONE: Fleet Footwork, but First Strike works fine. This is the usual build for Smolder. You don’t have to think too much about it: first two items enable your abilities and give you mana sustain, your third item increases your Q range for better neutral game, your last items are situational. Your boot choices are very flexible. As for other crit items in general… You don’t really have a lot of options. Some people take Navori Flickerblade but I don’t find it particularly good for Smolder, Infinity Edge isn’t worth it since your abilities don’t crit, on-hit and attack speed items aren’t worth it. What you can do to shake this up a little is to take, for example, Trinity Force as a third item for the sheen passive, or mix in some AP. But then this wouldn’t really be a “crit” build. |
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GOOD AGAINST: Armor-stacking, tanky team comps PLAYSTYLE: Patiently chip away at their health and be annoying FLEXIBILITY: Limited BBEST KEYSTONE: First Strike This build is especially catered towards burning through champions that stack armor. Smolder doesn’t do great against tanky champions, especially if he’s not the only AD champion and your enemies have beefy teamcomps that will build a lot of armor. In these games, Smolder is not the best ADC to pick at all – but sometimes you have no idea what’s to come. So it is basically meant as a last resort for games where you know you won’t deal damage if you go your normal build. Since you build AP, your ult and W will be stronger, meaning you should be stronger in teamfights and extended skirmishes. |
DORAN’S RING |
DORAN’S BLADE |
B. F. SWORD |
ESSENCE REAVER |
BOOTS |
IONIAN BOOTS OF LUCIDITY |
BOOTS OF SWIFTNESS |
PLATED STEELCAPS |
MERCURY’S TREADS |
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This core build focuses on enhancing the power of your abilities and giving you some mana sustain for the rest of the game. It doesn’t usually flex away from that, but some people may substitute Essence Reaver or Spear of Shojin for… |
TRINITY FORCE |
RAPID FIRECANNON |
BLOODTHIRSTER |
IMMORTAL SHIELDBOW |
GUARDIAN ANGEL |
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If you want to flex into just 1 AP item, then go Liandry's Torment. Blackfire Torch for niche situations. You can go one or both depending on what you need… like maybe you want some hybrid damage for teamfighting, or tank busting, or to stack Jack of all Trades. You should still stick to your core items first though. |
LORD DOMINIK'S REGARDS |
Flash is key to dodging abilities, getting out of tough situations and it can also be used with some of your abilities, most notably Achooo! and Super Scorcher Breath to get some extra range. You can also Flash + Flap, Flap, Flap to reach and deal damage to an enemy that's running away from you.
Barrier, Heal and Exhaust are all great for self peel and thus are the most popular – Smolder is a squishy ADC so he usually takes what will work best at keeping himself alive. And what these 3 have in common is that they are generally focused on damage mitigation – Barrier and Heal give you “extra HP” and Exhaust directly targets the enemy's DPS. Heal is good for 2v2 fights in the early game but gets countered by Ignite, while Barrier is a more selfish choice. All three of them can be used to bait enemies into taking what they think will be a good trade and this can turn the tides of a bot lane scuffle.
Cleanse is ideal when the enemy has (relatively) low cooldown on hard CC abilities. Champions such as Ashe, Varus, Leona and Morgana are some of the most common candidates to make you consider taking Cleanse instead of another summoner spell. It is usually a “quick fix” to remedy getting hit by a possibly deadly ability, but it can also be used to cleanse the effects of Exhaust and Ignite.
Ghost was very prominent on ADCs for a while but it is currently outshined by the other options. I would only take it over the others in certain games where the enemy has a high chance of running me down and where that extra mobility will be key for my survival.
Teleport is a summoner spell for when you are focusing on macro play. It is most commonly seen in higher elos and Solo lane Smolders.
When combined with MMOOOMMMM! and augmented Super Scorcher Breath this ability only enhances Smolder's teamfighting, while his E is still mostly used to escape threats every now and then.
If you are going for a more poke-oriented playstyle in laning phase you can put 3 points into Achooo! before maxing Super Scorcher Breath.
Which side is right? Both of them, actually. Well, sometimes they are too good and sometimes they are too awful in the meta, but that's not my point here.
The point is that depending on your elo ADC will either be a good or bad experience. It's like playing Master Yi in low elo x high elo: good in low elo, bad in low elo (generally). But with the ADC role it's the opposite.
The ADC role requires a degree of skill that goes a little beyond just knowing your champion. It's about knowing how to play in a team, good positioning, farming… all the basic boring stuff to League of Legends that the majority of the playerbase finds less exciting than going on a murder rampage to your way to victory.
Low elo ADC can feel like hell to play because your team doesn't know how to play around you and you don't know how to play around yourself. High elo ADC can feel overpowered because whoever plays to empower their bot diff has a high chance of winning the game.
Being good at your champion can only take you so far. What can you try to work on to improve at the ADC role?
GENERAL TIPS
Get yourself familiarized with your champion’s limits and respect them (if you want to stay alive)
There’s no shame in admitting you’re tilted and performing poorly. Respect your limits and take a break.
Start listing what has the potential to kill you (or counter you) in champion select and figure out what you can do about it
Beware of and practice better positioning, both in lane and during teamfights
Be mindful of your wards. Seeing any threats coming your way is one of the most effective ways of surviving them
Ba careful with greed. An extra wave or kill can cost your lead.
Try to have matching recalls with your support and keep a good recall tempo. You don’t want to be late to an important objective or to your wave
Try to adapt your champion choice to your team and support choices. If you pick an ADC that doesn't synergize with your team, it will make it harder for everyone to work together.
HOW DO I KNOW WHAT CHAMPION TO PICK?
If you're new to the game, you shouldn't think about it too much because you need to know other champions and understand their playstyles more or less.
If you've already played the game for a while, you'll likely have an idea of how team compositions work. Some teams, due to their champion choices, are better at teamfighting. Some are great for area control, some have a lot of sustain, some have great poke, some have high DPS, some are good at making picks and so on.
If your team has hard engage you should consider a champion that can benefit or add to that. If your team is more of a hit and run playstyle, you should avoid champions that want to hard commit to fights. If the enemy team has a particularly strong engage you and your team should consider counterpicks to that playstyle.
Knowing when to pick this or that comes from experience, observation, trial and error! You should try to hit a balance between having synergy with your team and making up for its weaknesses. For example, if your team has a lot of early game champions you should consider a late game champion in case the game goes on for too long.
Smolder is a great teamfighter who prefers a poke or hit and run playstyle. He's also a late game champion. You can pick Smolder with champions that have a similar playstyle or to cover for your team's weaknesses.
WHY AM I SO WEAK?
ADCs as a whole don’t have cheap itemization, but they are very reliant on items. Plus, most are weak in the early game, which means getting kills and snowballing (and not falling behind) is harder when compared to a mid or top laner that scales fine with a few levels and their core item.
You may also gain and lose your leads by mispositioning, making bad decisions and dying avoidable deaths. The little things start to add up until you feel you're weaker than you should be.
So how do you fix that? Basically all of this translates into: farm well and stay alive until you’re stronger. To find success in this role you need to keep high income, that means practicing those last hits and knowing when to give up things to maintain your life and lead.
That's doesn't mean you should never take risks or get 10 minions per minute every game. What it means is that you need to keep your basics sharp and practice making good decisions.
EXTRA TIPS:
Be mindful of your abilities. Using them at the wrong moments can make you lose cs
Practice last hitting under turret. Melee minions usually need 1 auto after 2 tower shots, and ranged minions need 2 autos and 1 tower shot at lower levels.
Use abilities to farm minions that are dangerous to get close to
Avoid being in range to get harassed 1 v 2
Remember to farm waves and jungle in the mid to late game, even if you are ahead.
Choose your fights wisely. Ask yourself how much gold and xp you might lose if you rotate to a random skirmish.
The state of the minion wave dictates if you should fight or retreat during the entire laning phase.
In the early game minions deal a lot of damage so getting aggro can make you hard lose a trade. On top of that, they also dictate who is going to get levels 2 and 3 first – in the bot lane, if you are level 1 you usually have only 2 abilities (1 yours, 1 from your support), but if you are level 2 you have 4 abilities and that can quickly turn into a kill.
Because of that it’s very important to know how to manage your wave properly. Here are the basics you need to know.
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FAST PUSHING = constantly attacking the wave, making minions die faster. This is good when you want to get level 2 and 3 first, when you need to recall really quickly, when you need to get lane priority to rotate and when you have a huge minion wave. |
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SLOW PUSHING = last hitting minions, allowing the wave to grow slowly and stack. This is especially good when you can zone the enemy away from your wave, the minion advantage gives you an edge in fights and by letting this huge wave crash into the enemy turret you can more easily poke, get plates or set up a dive. When you create a slow push and crash it the enemy ADC will be pressured into trying to farm. |
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FREEZING = keeping the wave in the same place. You can use this defensively, by freezing near your turret and making it riskier for the enemy to engage on you, and you can use it aggressively to deny enemy farm. Freezing at the wrong place and at the wrong times can make you vulnerable to ganks and engages, as well as make you lose gold and xp. |
To make a freeze in the middle of the lane you need to have the same amount of minions on both sides, with similar HP. To freeze near your turret you need the enemy to have around +2 caster minions. To freeze near enemy turret (generally a bad idea) you need your wave to have more casters.
EXTRA TIPS:
If enemy is going to get level 2 before you, it’s wise to retreat. Especially if they have an engage support.
Avoid fighting enemies in a huge enemy minion wave. If your wave is bigger, you can look to fight.
You need big waves to pull off good dives, in most cases.
Dying but losing a few minions is better than dying and losing 2 whole waves
Be careful to not pull a bad freeze on yourself. If you want to recall, try to get your wave to fully crash under enemy turret, otherwise it can freeze or slow push.
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