I'm often playing support in match games, and so I generally pick a carry to follow, but don't have a lot of active coordination from them. One situation that comes up multiple times a game is that my carry recalls leaving me alone in the lane. Should I time my recalls for when my carry recalls or when my carry is on deck?
League-of-legends – Should I recall when the carry does or not
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So your basic question seems to be: Surge or Promote?
This is a rather strange question as those two summoner spells fit very differently into the current Meta-game. In fact, I don't believe there is ever a hero I could imagine having to choose between those particular spells as they serve very different roles. So instead, let's assume that you want to know when these two spells are appropriate (and not make a choice between them).
Surge
Surge is a rather recent introduction into LoL and is still having its place in the meta-game examined. While it does act as a much needed steroid for a number of champions missing one (eg. Twisted Fate or Teemo), it suffers on champions who require a lot of farm (i.e. most carries). In comparison to spells like Ignite and Exhaust, Surge (while scaling better) just doesn't guarantee kills the same way through early/mid-game. Now, it's true that Dominion has a shortened early/mid-game, but it's just as true that it has a shortened late game (where this spell really shines). As a result Surge is frequently not the best choice for champions (even carries).
When to get it? When you're the main DPS and you don't have a built-in steroid
When to avoid? When you're a carry who needs kills to make it to late game
Promote
Promote is another spell which hasn't yet found a good place in the overall meta. However, having been around longer, there are more obvious cases where people use it (i.e. in Dominion going bottom against a Champ who has trouble clearing lanes early on, like Tryndamere or Yorick). Given Promote's role in taking down towers, it's no real surprise you see it more often in Dominion than Summoner's Rift. Usually, you want Promote to push your creep wave into a tower allowing for a better engagement at a node. This frequently means you find Promote on Champions who have trouble clearing lanes or who are good initiators. A Champion that requires more farm or is main DPS (i.e. a carry) is a less likely place to find promote as it doesn't fit their role well.
When to get it? When your team lacks a lot of lane clearing ability (or against a team which lacks it)
When to avoid? When you're filling a more important role (i.e. Carry)
Garrison
I'm surprised you're reading a lot of information that Garrison is a poor choice; it is quite a good spell. The problem with Garrison is that it really only shines is defending nodes in Dominion. Very frequently people don't do this (usually because it's less exciting). However, there are a large number of places where your team can really benefit from Garrison (solo bot, or even defending top). Garrison can break a channel (from further range), stop a wave push, or even heal a node, all very useful things in Dominion. Even if it only forces the other team to break off an engagement then it is directly translating into victory points (something few other spells do).
When to get it? When you're running a 3 Node defensive strategy or against a team with a lot of floaters (e.g. Rammus)
When to avoid? When you're filling a more important role (i.e. Carry) or you're going for a more aggressive strategy (i.e. running floaters)
Flash vs Ghost
Both of these are excellent spells (and there are even times when you might get both), but in Summoner's Rift, at least, the current meta-game has stabilized on Flash being invaluable. This is largely due to two factors:
- Flash lets you get out of (or into) range of abilities and champions
- Flash lets you "jump" over the twisting terrain in SR
However, in Dominion both of these reasons are less effective. The terrain in the Crystal Scar has fewer features you can "jump" with Flash, the faster game play means champion deaths are less impactful (thus saving, less important). While still a great spell, Flash is nowhere as dominant in the Crystal Scar as it is in Summoner's Rift. Instead, two other features dominate The Crystal Scar which make Ghost a frequently more picked spell:
- Non-linear attack routes
- Contested towers
Having multiple paths to engage (and less vision) often means you are forced to move to positions very quickly. This is the reason champions like Rammus are so frequently banned. What's more, it's frequently a strategy to rush to the top tower at the opening of the game to assert the defender's advantage. In a rush strategy (fairly common) it is necessary that most of the top defenders have Ghost to out pace the other team. As a result Ghost may not enjoy the same dominance that Flash has in SR, but is still a powerful spell (and a frequent choice).
When to get it? Both Flash and Ghost can be great spells on any Champion
When to avoid? Only when you have something which is much higher priority or more synergistic with your strategy (like Zombie Karthas was).
Usually during the Mid/Late game both teams are roaming/securing objectives so the only times you really should go for Farm or "Cs" would be when there are no objectives or when there is a large enemy creep wave pushing against your inner towers. If your trying to attain important items before a big fight and the lanes are pushed out, jungle camps are gone or the fight is about to start i recommend just buying wards or potting up (buying the red/blue/green/oracle elixers).
You would also want to push waves out when objectives on the map are coming up like blue/red buffs. Keeping track of their timers would be very useful. For example: You have timed when dragon spawns at 17:58. Your team then pushed out some waves at top/bot/mid at 17:30 and forces one of the enemy team members to defend. You can then easily secure the objective. If the enemy does decide though to confront you it will be a 4v5 situation and you should always mainly come out on top of the situation. If it this is done to your team you would want to send your most mobile/easy wave clear champions to defend these
Timers for objectives: Starting timers (when they spawn for the first time in the game) blue/red buffs - 1:50 wolf/wraiths/double golems - 1:40 Baron buff - 15:00
After death timers (time till they spawn again after deaths) blue/red buffs - 5:00 mins after death wolf/wraiths/double golems - 50 seconds Dragon camp - 6mins after death Baron - 7 mins after death
I hope this was helpful for you.
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Best Answer
I don't think there is one definitive answer possible, it really depends on the situation, but as a very general rule of thumb you could say that you should base together with your carry if the lane is pushed so that no xp will be lost in the time the two of you are gone. If minions are going to be near your tower soon when your carry goes base, you should stay and freeze the lane, if minions are far enough out you can safely base together.
Keep in mind that this is very broad. There are a lot of factors that are of influence and most of the time you should consider the situation and decide on the spot whether to base or not.
One thing that is certain is that if you decide to stay in lane, you should not push. Just last hit minions if they otherwise reach your tower, but try to take as little xp and gold while your carry is gone.